Assignment 1- Annotated Bibliography
Name: Shaun Rimes s3530111
I declare that in submitting all work for this assessment I have read, understood and agree to the content and expectations of the assessment declaration – https://www.rmit.edu.au/students/support-and-facilities/student-support/equitable-learning-services
Blog reflections
Week 1
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Annotated Bibliography
Selected text 1 – Software Literacies (word count 512)
Khoo, E, Hight, C, Torrens, R & Cowie, B 2017, ‘Introduction: Software and other Literacies’ Software Literacy: Education and Beyond, Springer, Singapore, SG. pp. 1-12.
Software literacy is a complex and multifaceted idea. Traditional understanding of software literacy usually describes the set of skills used to interact with and manipulate software. Software Studies takes a boarder approach to the idea of software literacy.
Software underpins many aspects of modern life, it functions in the background of industry, socialization and interaction; hospitals, education, government, transport, finance and communication (to name a few) are all heavily reliant on software to carry out integral functions. Software Studies approaches software literacy in terms of interaction between user and software. It conceptualizes software as both an agent through which a person can access media, but also as a medium in and of itself. By virtue of the fact that users interact with software, each interaction is unique and not static in the way that traditional media is static. For example, a hard copy document is fixed, whereas a word document is changeable, it evolves as the user interacts with the word processing software. This has a series of implications, not only for the product of the software itself but also, theoretically, may impact the way users think about information. Software Studies describes the affordances of software, those aspects of software that offer users frameworks within which to interact. These frameworks offer agency to the user in the form of avenues through which to interact with software. However, they also constitute restrictions as they confine the user to actions within the affordances available. This means that software is both a product of the function for which it was created to perform, but also influences the nature of the function itself. Further, it influences the way the user conceptualizes that action for which the software was created.
The interactive nature of software is not limited to software and user, software exists within a network and human users are social and also exist within a kind of network. The pervasive nature of software in modern society profoundly impacts the way human users conceptualize information, perform functions and interact with each other. This gives software producers significant power. The affordances of software both offer agency while simultaneously restricting the nature of, and possible outcomes of user-software interaction.
Due to the dynamic and interactive nature of software, literacy is conceptualized as more than the foundational skill set needed to perform the basic functions of a program. Software Studies suggests that basic skills will allow a user to operate within the framework offered by a given piece of software, however literacy is demonstrated by the capacity not only to independently problem solve and customize software, but to critique it.
This is conceptually and theoretically very interesting. It is clear that software has influenced culture in a multitude of ways, social media has influenced human psychology, artistic reception and the global nature of communication. However, the affordances of software exist for the purpose of performing a function (the very function for which the software was created). Giving users so much agency within a given constructed framework could in fact undermine the very function the software was created to perform.
Selected text 2 – Affordances (word count 563)
Norman, D 2002, The design of everyday things, Basic Books, New York, USA. Sections (preface vii-xv; pp. 1-13; 81-87; 177-186).
Design Of Everyday Things describes the psychology of design and the way in which the design of everyday objects encourages users to engage with these objects. DOET postulates that human error resulting from the use of objects or appliances is primarily if not entirely the result of flawed design, as opposed to fault on the part of the human user. This is illustrated by a number of examples from extremely basic objects like doors, to more complex appliances like computers.
The general hypothesis is that various aspects of design indicate to users the way in which an object should be effectively used. If an object is designed successfully, its function will be reliably intuited by a person who has never seen it before. These design principles describe both the physicality of objects, the moveable or changeable aspects of objects which comprise processes and the execution of function of an object or appliance.
The basic principles described are visibility, constraint, affordances, natural mappings and feedback. Visibility describes the level to which the function of an object is visible to the user, for example when a cup is full, the user can see that the action has been performed. Constraints describes the ways in the use of an object is limited and therefore communicates what the object does by virtue of what it cannot do. Affordances describes the function that an object offers the user for example the finger holes in scissors indicate which fingers are to be placed in which holes by virtue of their size. The design communicates to the user how the scissors are to be held. Natural mappings describe the indicated interaction between user and object, and feedback describes the way in which an object communicates to the user that the task has been completed. Feedback is particularly relevant to computers, as their function is largely invisible and feedback must be programmed into the function of the computer. If an appliance does not demonstrate that the action of the user has accomplished the task, the user is likely to erroneously perform the function multiple times.
These ideas are certainly applicable to design, the user-friendly quality of various appliances can be what makes or breaks them in the market place and has obvious and legitimate implications for the use of an object particularly within the sphere of complex appliances like computers. However, DOET takes this idea to an almost comical or absurd length when it describes a person’s failure to correctly use a door as a failure of design and not a failure of common sense. This kind of black and white thinking leads to the kind of design that caters to the lowest common denominator and essentially insults the intelligence of the average person by assuming that they will not be able to adequately operate a door unless all possibilities for error are eliminated by the very design of the door. When applied moderately however, and particularly in the context of information technology these ideas are particularly relevant.
DOET suggests that when the design of computer technology adequately employs the principles of design, the computer itself becomes invisible. For example, when one is driving a car one does not think of oneself as “using a computer”, the use of the computer is disguised behind the experience of driving a car as the computer technology blends seamlessly with the function of driving.
Selected text 3 – The Network (word count 562)
Niederer, S 2018, Networked images: visual methodologies for the digital age, Amsterdam University of Applied Sciences, Amsterdam. pp. 1-20.
“Networked images” describes research methods into digital imagery in the modern age. It describes a number of factors which need to be considered and applied to create a detailed and effective methodology for collecting and analyzing the way images are manifested and interpreted on digital platforms.
Niederer describes the way in which visual images can be analyzed as both data and content. What is particularly relevant is the interconnectedness or “networkedness” of images on digital platforms. The visual methodologies program proposes an approach to analysis which is contextualized by the dynamic nature of images on digital platforms. This includes the ways in which images are shared, adapted, engaged with and distributed. Images on digital platforms can be understood and interpreted as data, an approach which collects visual imagery on a given platform and allows the researcher to identify patterns or observe the movement of images. This method evolves into an understanding of images as content. Researching images as content involves looking at series of images which exist as a set. Approaching the research of visual images across digital platforms as dynamic, as “content” opens up areas of research which may otherwise be obscure. Niederer describes digital media platforms as not only avenues for the distribution of images but also as space in which they are produces. The moveable, changeable and networked nature of digital media platforms offers researchers insight not only into the way people use images, but they ways in which various platforms facilitate and generate their own unique style. This can show trends in cultural attitudes towards certain issues but more importantly allows insight into way various platforms “perform” certain issues. The example put forward here is the nature of images most prominently displayed on Wikipedia before and after America withdrew from the Paris agreement.
Various disciplines of study are relevant to the development and analysis of this kind of research methodology. Simple data collection and analysis is not broad enough to give a nuanced and relevant interpretation of the meaning of such data. Input from art theory, anthropology and various humanities is drawn upon to give context and relevance to the findings of such research.
The unique way in which various digital social media platforms perform certain issues is called platform vernacular. By collecting and analyzing the kinds of images most engaged with across various platforms, researchers are able to articulate the flavor of various platforms. Again, the example used was the way various platforms performed the issue of climate change. This was essentially done by collecting the most engaged with images on various platforms and collating them into a single image. The platform vernacular indicates the ways in which platforms encourage engagement and therefor the way in which the platform is used. These different “perspectives” serve to portray the issue of climate change in different ways and through different contexts.
The monumental volume of data and constant changing nature of digital media platforms could present significant problems to such research. Ascribing significance to the ways in which images are engaged with on various social media platforms assumes that such a hierarchy of relevance exists in the practical use of social media. Research into engagement with images themselves gives little insight into the motives behind such engagement and perhaps does little to accurately describe or give insight into the reality of the everyday user or into the cultural zeitgeist.