south by southwest interactive

22
A REPORT FROM

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A short presentation of 3 elements I took away from the 2012 South By Southwest conference in Austin Texas from March 9th-12.

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Page 1: South by Southwest Interactive

A REPORT FROM

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From Austin, Texas . . . whoohooo!

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Quite possibly the largest gathering of people working in or with Interactive

Media. Which include:

• Designers• Marketers• Computer Scientists• Start Ups (Twitter launched here

in 2007)• And now . . . .

Libarians!!!

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My Goals @ SXSW iNTERACTIVE

• Discover about emerging technologies• Participate in discussions about Libraries• Learn about new practices in education

and technologies• Gaming design for education• Explore different Design practices

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I’ll share 3 takeaways from the conference:

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One of the Keynote speakers of the conference

was danah boyd

Through her ethnographic research, she is an expert

about youth and social media. Her talk was

about FEAR in networked spaces.

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She talked about how fear permeates the discourse

about new technologies . .

Especially when it pertains to youth and

that many adults are to quick to react harshly.

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She reiterated Krazenberg’s first law

Technology is neither good, nor bad, nor

neutral.

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These technologies enable people to act either good

or bad

But the media jumps on stories that have to deal with these technologies and never

questions the social and cultural contexts. Example Rutgers U. Students case:

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Instead of continuing the cycle of fear . . .

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In short, let’s see how and why people are using

technologies to communicate and then

make analysis and design services.

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Takeaway questions:

Does FEAR permeate our thoughts when we try to use or allow new technologies in

our library spaces?

How much of this culture has affected our profession?

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Gaming and Design Takeaways in Brief

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Gaming and Design Takeaways in Brief

When developing game experiences, competition is

good (it doesn’t have to be for greed).

In collaborative team competition the strive is to

make the group better.

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Gaming and Design Takeaways in Brief

What are the rewards or the incentives that we create?

In education, it’s not about money but about how much you can learn. Thus, you can

have groups compete for badges or virtual rewards .

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Gaming and Designing Takeaways in Brief

Create ways that users will fail.

This will motivate them to be better. If it’s easy they won’t learn or won’t interest them. Failure builds motivation and

learning skills.

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From education standpoint . . .

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Everyone agrees that technology can aid and provide support for teachers but it doesn’t replace them.

Schools are trying blended classes where they meet for project-based assignments and then receive individualized teaching through

technology.

Get students to create so they can learn. The most inspirational story about teaching was by Emily Pilloton and the work she and others have

done at Project H. Check this link outhttp://vimeo.com/projecth/studioh1

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Just some of the highlights from SXSWi

Oh wait what did I just say . . . .

Highlight?

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The most talked about app at SXSWi?

An app that connects you to others with

similar interests according to GPS

location.

Pretty cool.

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Want more?

Danah boyd’s full speech here:http://schedule.sxsw.com/2012/events/event_IAP992282

My notes and thoughts are on twitter!Handle: cudjoe70 - hashtags with sx

Twitter hastag: #sxswi

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Thanks!