5 June 2008

MacArthur Foundation Series on Digital Media and Learning

Be the first to share
putting people first
by experientia

Digital Media and Learning
The MacArthur Foundation launched its five-year, $50 million digital media and learning initiative in 2006 to help determine how digital technologies are changing the way young people learn, play, socialize, and participate in civic life. Answers are critical to developing educational and other social institutions that can meet the needs of this and future generations.

They recently published a series of volumes with MIT Press that explore core issues facing young people in the digital world and are available online for free download or for purchase as hard copy.

There are six series topics, and they include:

Civic engagement
This book looks at politics and civic life from the standpoint new generations of young people who have grown up living substantial portions of their lives online: seeking entertainment, social relationships, and expression. Even as it is clear that participation in online communities is important for most young people, it is less clear how, or how often, this translates into public voice or political participation.
MIT Press downloads: Civic Life Online: Learning How Digital Media Can Engage Youth

Credibility
This volume addresses the of credibility—the objective and subjective components of the believability of a source or message—in the contemporary media environment, with a particular emphasis on youth audiences and experiences. While research on credibility and new media is burgeoning, extremely little of it focuses on any user groups younger than college students. Therefore, the goal of the volume is to fill this void by drawing out the research, policy, and educational implications of credibility for youth and learning as a way to set the agenda for future work in this area.
MIT Press downloads: Digital Media, Youth, and Credibility

Ecology of games
Although there has been a considerable amount written on games and young people’s use of them, there has been little work done to establish an overall “ecology” of gaming, game design, and play—in the sense of how all of the various elements, from code to social practices to aesthetics, cohabit and populate the game world. In this volume, we seek to explore the design and behavior of games as systems in which young people participate, as gamers, producers, and learners.
MIT Press downloads: The Ecology of Games: Connecting Youth, Games, and Learning

Innovative uses & unexpected outcomes
This volume identifies core issues for further study concerning how young people’s use of digital media may lead to various innovations and unexpected outcomes, including a range of unintended learning experiences and unanticipated social encounters. While such outcomes might typically be seen as ‘positive’ or ‘negative,’ this volume aims to push beyond simple accounts of digital media and learning as either utopian or dystopian in order to explore a complex variety of emergent practices and developments.
MIT Press downloads: Digital Young, Innovation, and the Unexpected

Race & ethnicity
This volume addresses themes that include but are not limited to: How race and ethnicity intersected with post 9-ll political economies, and today’s online hate-speech pratices (direct and indirect)? What is the significance of race and ethnicity in digital youth and music cultures? Where do we stand on matters of universal access (class matters) and the racial and ethnic digital divide in the 21st century, especially in terms of digital media learning (DML) and youth?
MIT Press downloads: Learning Race and Ethnicity: Youth and Digital Media

Identity
This volume addresses the consequences of digital media for young people’s sense of self and others, and for their involvement in familial, recreational, educational and civic activities. It explores how young people use these media to interact with each other and with unknown (and potentially global) audiences; and the implications of these interactions for the development of individual and social identities. It considers how young people are using digital media to share their ideas and creative productions, and to participate in networks that are small and large, local and global, intimate and anonymous. It looks at the emergence of new genres and forms of communication and self-expression, from SMS and instant messaging to home-pages, blogs and social networking sites.
MIT Press downloads: Youth, Identity, and Digital Media

Be the first to share
Related Article
2 March 2015
Human-centered design should be a CMO’s best friend
The average tenure of a CMO is just 45 months, according to a recent study released by executive recruiting firm Spencer Stuart. Fortunately, for CMOs in need of help, there's an elegant and simplistic process called …
Related Article
1 March 2015
Italian bank offers user-friendly home security kit
The Smart Care unit of the insurance arm of the Italian bank Intesa Sanpaolo has just launched an innovative home security offering. Branded "ACasaConMe" [AtHomeWithMe], the service combines a personalized insurance package and a security kit …
Related Article
28 February 2015
Open Policy Making: A people-centred approach to transform UK local services
Open Policy Making is about recognising that top down thinking and decision making no longer can deliver the range of services that people and communities have come to expect in a connected society, writes William …
Related Article
31 January 2015
Internet psychologists study how the Web affects us
​In a pretty short period of time, the internet has changed how we take care of our basic needs, stand up for ourselves, and talk to each other. But psychologists are still debating how much …
Related Article
19 January 2015
The agency is dead. Long live the agency.
The traditional agency model is physically more than alive on a small scale, but mentally has been stagnating, writes Tobias van Schneider, Product Design Lead at Spotify NYC: Agencies are now tasked to find their own voice, …
Related Article
19 January 2015
In the age of the Internet of Things, all products are software products
Esko Kilpi, the principal of Esko Kilpi Ltd, a leading research and consultancy firm focusing on the art of interaction, science of social complexity and the design of digital work, writes about how the value …
Related Article
19 December 2014
Beautiful users: book and exhibition
BOOK Beautiful Users: Designing for People Edited and designed by Ellen Lupton Princeton Architectural Press, 2014, 144 pages In the mid-twentieth century, Henry Dreyfuss, widely considered the father of industrial design, pioneered a user-centered approach to design that focuses …
Related Article
4 December 2014
There is no such thing as UX Design
Peter Merholz argues that the entire “field” of user experience emerged for one reason — to accommodate, and overcome, poor (or non-existent) product management practices. He now wants to retire the term: "'User experience design' served a …

We are an international experience design consultancy helping companies and organisations to innovate their products, services and processes by putting people and their experiences first.

1 January 2015
Happy Playful New Year
21 December 2014
Experientia’s Twitter feed live

Experientia has now its own Twitter feed. Four months of Putting People First posts and other links have already been uploaded. If you followed Experientia on Twitter through the feed of its CEO, Mark Vanderbeeken, make sure to now also follow the company (but don’t unfollow Mark, who will keep on tweeting away). And while […]

19 December 2014
Putting People First blog redesigned

Experientia’s Putting People First blog has been redesigned. It is now entirely responsive, allows for easier browsing, searching, and filtering, and features larger images on the posts. The entire history of posts remains accessible as before. We are still tweaking things and welcome any feedback.

27 November 2014
Why the world needs anthropologists – an update

Why the world needs anthropologists – Coming out of the ivory tower Location: Padua, Italy, Centro Culturale Altinate/San Gaetano Date and time: Friday, 5 December 2014, 13:00 – 18:00 Padua, Italy, 5 December 2014 – The second edition of the international symposium of applied anthropologists attempts to erase the boundary between ‘pure’ and ‘applied’ anthropology, […]

30 October 2014
The BancoSmart ATM by Experientia for UniCredit selected for ADI Design Index

Last year Experientia designed the interface of an ATM of UniCredit, a major Italian bank. The interface is now rolled out across the bank’s ATMs in Italy, to great satisfaction of the bank and the customers alike, since interaction speed is much faster and error rates went down dramatically. Last year UniCredit and Experientia also […]

29 October 2014
Experientia at EPIC: UX transforming a financial institution

In September 2014 Experientia gave a presentation on working as UX professionals with financial institutions at the EPIC conference in New York. The paper is now available on the EPIC site in HTML and PDF versions (free registration req’d). Abstract Application of a user-centered approach rooted in ethnographic methodologies facilitates a major European bank’s transition […]

See all articles