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Oskar-Galewicz-Thesis.Pdf Do It Yourself or Do It Together? Emergence of Participatory Culture through Co-creating interactive DIY skateboarding spaces Oskar Galewicz Master Thesis Informatics: Design, Use, Interaction 60 credits Department of Informatics The Faculty of Mathematics and Natural Sciences UNIVERSITY OF OSLO Spring 2017 2 Do It Yourself or Do It Together? Emergence of Participatory Culture through Co- creating interactive DIY skateboarding spaces 3 © Oskar Galewicz 2017 Do It Yourself or Do It Together? Emergence of Participatory Culture through Co-creating interactive DIY skateboarding spaces Oskar Galewicz http://www.duo.uio.no/ Trykk: Reprosentralen, Universitetet i Oslo 4 Abstract In this master thesis, I explore how the field of Interaction Design might contribute in creating new platforms for engagement and expression, by involving a participatory culture of skateboarders in a Do It Yourself (DIY) project. The objective of the project was to give skaters an opportunity to experience the maker culture by sketching with technology, sharing their ideas within creative making, and participate in envisioning co-created skating spaces. Thus, the involvement and commitment of the participants were fundamental for this thesis. In total, twenty-eight members of the skateboarding community in Oslo were actively involved in the process of designing and making. The design process resulted in creating a physical prototype – an interactive skateboarding obstacle, using a DIY approach. It was based on the significance of DIY movement in the skateboarding culture uncovered by relevant literature, remarks of the participants and my own experience. My aim was to investigate what motivates and what hinders skateboarders from active engagement in shaping such spaces in Oslo. The methodology I chose was Research through Design (RtD). I found this methodology highly relevant since my wish was to see how a design process unfolds, and gives the participants a freedom to interpret and express the idea of combining skateboarding and interactivity. The process of designing and constructing the prototype become the sources of new knowledge. Together with the event that followed the making process, they helped me to determine the possibilities for the emergence of DIY culture involved in shaping “activist” spaces in urban environments. 5 Comments regarding the use of acronyms and abbreviations: Skateboarders = skaters HCI = Human Computer Interaction DIY = Do It Yourself YPC = Youth Participatory Culture RtD = Research through Design Prototype = obstacle, artefact, artifact, element, installation Master Jam = event Note to the reader: Master Jam was the name of the event, during which the prototype was tested. I write Touch Board with capital letters because it is a commercial name. 6 Acknowledgements First of all, I would like to thank my supervisor Alma Leora Culén for all the guidance, all the support and the overall enthusiasm for this project. Another person that deserves a big Thank You for all the support and patience is Ingvild. Last but not least I would like to thank all of the people that helped in some way, with this thesis. First and foremost thanks to all the skaters, interviewees and anyone that was involved with this thesis – officially or not. Without your support and encouragement, this thesis would not have been possible. Anna, Ingeborg, Tadek, Truls, Daniel, Janno, Ballo, Karsto, Lundo, Farto, Vitto, Kimo, Tobi aka Dreyer, P-Jew, Lars, Påla, Pete, PK, Sjåz-ey, Ulven, Maria, Espen, Magz, Maggie, Mikkel, Jonna, Gabe, Godziu, G.Gądek, Øyvind, Lars K, Ruben, Drab, Broen, Eirik T., Mathias, Moe, Jørn, Petter, Amar, Jaran, Yaron, Jørg1, Joshi, Sumit, Roland, Trond Arnesen 7 8 Table of Contents 1 Introduction ...................................................................................................................... 15 1.1 Context....................................................................................................................... 16 1.2 Motivation ................................................................................................................. 18 1.3 Research questions .................................................................................................... 19 1.4 Chapter guide ............................................................................................................. 20 2 Literature & Background ................................................................................................. 22 2.1 Skateboarding Literature ........................................................................................... 22 Skateboarding, Space and the City ................................................................................... 22 2.2 Participatory Skate Projects ....................................................................................... 25 2.3 Youth Participatory Culture....................................................................................... 29 Affinity Spaces ................................................................................................................. 30 2.4 Skateboarding and space ........................................................................................... 31 On found space ................................................................................................................. 31 On constructed space ........................................................................................................ 32 Found + Constructed ........................................................................................................ 33 2.5 Do It Yourself ............................................................................................................ 33 DIY in HCI ....................................................................................................................... 34 DIY Skate Spaces ............................................................................................................. 38 3 Theoretical Framework .................................................................................................... 45 3.1 Five Key Principles of Everyday Creativity .............................................................. 47 4 Methods & Methodology ................................................................................................. 50 4.1 Research through Design ........................................................................................... 50 Lab, Field, Showroom ...................................................................................................... 51 Knowledge Typology in RtD ........................................................................................... 54 4.2 The Interaction Design Research Triangle ................................................................ 57 Design Practice ................................................................................................................. 58 Design Exploration ........................................................................................................... 58 Design Studies .................................................................................................................. 59 4.3 Design interventions .................................................................................................. 59 4.4 Data collection ........................................................................................................... 59 Participant Observation .................................................................................................... 60 9 Interview ........................................................................................................................... 60 Visual Approaches ........................................................................................................... 62 4.5 Design Methods ......................................................................................................... 63 Ideation techniques ........................................................................................................... 63 Braindumping ................................................................................................................... 63 Brainstorming ................................................................................................................... 64 Cultural Probes ................................................................................................................. 64 Mood boards ..................................................................................................................... 64 4.6 Evaluation methods ................................................................................................... 64 Content analysis ............................................................................................................... 64 Artefact in use .................................................................................................................. 65 Post-it voting .................................................................................................................... 66 4.7 Ethics ......................................................................................................................... 66 5 The Making Process ......................................................................................................... 69 5.1 Concept development ...............................................................................................
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