Digital Culture:
Production, Distribution, Function and Audience.
To what extent do technological developments impact on graphic design, etc? (research question). Technology: the application of scientific knowledge for practical purposes, especially in industry. "Advances in computer technology" (define).
Marshall McLuchan- Look at technology in a range of different ways.
- Driven by how people use technology and what they want - social media landscapes.
Digital culture- A set of values, beliefs, opinions, skills and practices shard by regular users of digital media for production and distribution.
- Social phenomena of interrelated, online and offline, experiences.
- Offline affects more than just online experiences, for instance, the way we talk.
- Social, cultural, creative relationships formed around them.
- Functions and devices encourage, enable and extend our ability to develop, communicate and distribute content?
- How do we use these devices? What do we use them for? - engage and affects people's lives in different ways.
Principle components of digital culture
- Participation - format and informed online affiliations, connections, collaborations, etc.
- Remediation - new technology and media as a constant developmental remix of older media and the refashioning of old media to meet the demands of new technologies, eg. vinyl/ keypad on a phone - how we engage with digital technology/ familiarity.
- Bricolage - the creation of products through available media.
Fanzines and Bricolage
(remaking of the old).
- Punk zines, 1970's, used cheap methods of production eg. photocopying so that everyone could afford one.
Social Media and Bricolage
- Different way of building credibility and authority through followers, like, comments, etc - global cultural - is anyone looking or listening? Meaningless? No curation or moderation?
The internet has turned what used to be a one-way message into a real-time dialogue with millions.
- Instant distribution (global - send anywhere in the world).
- How we interact with this info eg. QR codes.
"Digital and social media is not about the exploration of technology but service to community" - Simon Mainwaring - commercial drive vs. social function.
"I grew up in a physical world and I speak English. The next generation is growing up in a digital world and speak social" - emojis, etc.
Are we creating a culture where there are higher levels of engagement and interaction?
- Child's learning and development.
- Needs to be physical interaction?
- However, does this make us more innovative?
Dual-relationship between the physical and digital world eg. children's book illustrators and illustrations.
- How do we make the physical seem more innovative? (digital illustrations, production methods, etc).
- Narrative - interaction with information to shape it eg. animations and interactive films for children - the gamification of information to communicate and educate.
Brand - identity - logo.
Brands need to think about what users need more eg. both print and screen variations (full service).
Technologies become integrated into physical environments eg. retail environments.
- We want to be surrounded by it/ shapes our experiences/ interactions with the world.
E.g. Angry Birds - started as a free game - the global scale of it took off to create a business market (brand) - merch/ film.
Transmedia - audience enhancement and engagement/ physical engagement/ no linear storytelling/ full sensory immersion.
- Everything leads back to the physical - speed of consumption.