Publishing:TheNewSocial: Difference between revisions
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=== Contributions from [[IMPAKT]] === | |||
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Revision as of 15:34, 17 March 2023
Introduction by H&D, FF, Impakt to the New Social research project
Contributions from Framer Framed
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Contributions from H&D
Tooling
A short introduction that contextualizes the meaning of 'tool' within the context of H&D's collective practice, and interlinks all of H&D's contributions to this toolkit. This article could be standing on its own or be merged later into the overall introduction
Accessibility & Hybridity
Reflection on making a small scale organization and it's activities more accessible for people with disability and chronic illnesses
ChattyPub: A hybrid publishing infrastructure
About the journey of repurposing the open source chat software Zulip and turning it into a hybrid publishing infrastructure
MediaWiki and cross-media publishing
Reflections on 3 publications, 2 of which finalized, 1 (this toolkit) in-the-making
Workshop Scripts in practice
further expansion into Figuring Things Out
- https://firstthenrepeat.hackersanddesigners.nl/
- Decentralized HDSA
Livestreaming experiments with The Hmm
- https://live.thehmm.nl/
- usage documentation
- development documentation
- note updates that account for sustainability and accessibility
- Live networking experiments in hybrid cultural events
Undefined Category yet!
- H&D Tools Section?
- Things from Figuring Things Out Together publication (transclusion encouraged) ?
- Index of tools and experiments from other institutions?
H&D's code of conduct
(and it's writing methodologies)
Contributions from IMPAKT
- == Hypotheses: Our Starting Point ==
- Do less and keep it simple
- Make it personal
Hypothesis at start of the project:
Online audiences are too often given a second-class ticket to the events they attend. At IMPAKT our aim has been to develop tools that create an equally high quality event for both in-venue and online guests.
It is easy to overlook how alienated an online guest can feel in a hybrid event. We have found that the biggest challenge is to create environments with a low threshold for online participation.
Over the past year we have been testing different strategies to blend these audiences and curate experiences that make the best of both in-person and digital environments. We took the following 9 principles as a framework to test different strategies and tools.
Click through to see what we mean by each term, and to browse how we implemented each one in related event case studies.
Check out our <Tips & Tools> page if you want a more global overview of our take-aways.
We can create low thresholds via
- Activation – make everyone a participant
- Collectivity – share across the divide
- Setup – playful approaches
- Awareness – presence through avatars, names …
- Mimicry – spaces that look and feel ‘familiar’
- Context – existing modes of engagement
- Atmosphere – informal, safe, comfortable
- Initiative – interactions, questions, prompts
Visibility – privacy, interaction thresholds