TA study guide 1020E
MEDIA STUDIES: MEDIACOM 1020 Overview of Upcoming Quiz
Quiz on Thursday!
Multiple sections in Room:
NCB 101 (Sections 1, 2, 3, 4, 5, 10, 11)
NSC 1 (Sections 6, 7, 8, 9)
Important to memorize content.
Short Answer Focus: The Media Shapes You
Key Phrase: "Every medium extends us, understand."
Chorus Emphasis: Media shapes you!
Verses Analysis
Verse 1:
Discusses technology (tools) and how media shapes our perceptions.
The concept of media reframing our cognition is introduced – showing the intrinsic relationship between cultures and technology.
Verse 2:
Highlights that "the medium is the message", signifying that the form of the content plays a major role in how the message is perceived.
It suggests that the content might serve as bait, but the medium shapes our understanding more profoundly.
Verse 3:
Introduces the idea of adding tools, which causes a sensory shift; highlights the trade-off of focusing on the overload of information leading to a form of sensory amputation.
Conveys that every new extension of tools has a price to pay on our human experience.
Final Chorus
Reiterates: Media shapes you!
Call to action: After the quiz, catch up on readings!
Review of Prior Week: Theories of Co-Shaping
Don Norman’s Human-Centered Design
Core Concepts:
Affordance: Relations between people and objects.
Affordances enable action, e.g., door handles afford pulling or pushing.
Constraints: Limitations on affordance.
They restrict how objects can be used.
Signifiers: Indicators that communicate appropriate actions to a person.
Types:
Intentional: Purposefully designed.
Accidental: Not planned but still communicate behavior.
Digital: Signifiers in virtual environments.
Feedback: Represents the outcome of an action.
Good Feedback: It effectively indicates progress or completion of tasks.
Bad Feedback: Leaves users confused or frustrated, does not clearly signify actions.
Cultural Convention: A shared understanding learned within a culture.
Conventions are arbitrary and impose artificial behavior constraints.
Design for Diversity
Key Review Themes:
Environments
Effects
Affordances
Feedback
Actor-Networks
Preferences
Part One: Understanding McLuhan's Collaboration Ideals
The Dynabook: A transformative tool encapsulating a new language, hardware, and software paradigm.
McLuhan’s Influence:
The notion that with media usage, "you become the medium you use."
Emphasizes the collaborative nature of interface systems.
Interface Definition: Encounter between two disparate systems; crucial for understanding technological interaction.
Part Two: Discrimination by Design
Examples: Snapchat and Bad Shaping: Addressing the lack of diversity in Research & Development (R&D)
Bias by Design:
Design can perpetuate certain values within a community.
Good vs. Bad Constraints breakdown:
Good Constraints: Enhance usability (ex: effective signage).
Bad Constraints: Lead to frustrating experiences (ex: poorly designed bike lanes).
Manipulative Design Examples:
Music to deter loitering.
Single-gender washrooms.
Solutions needed include gender-neutral options.
Part Three: Designing for Real Life (Sara Wachter-Boettcher)
Empathy in Design: The responsibility of designers to integrate compassion in user experiences.
Significance of predicting user emotional states is emphasized.
Examples of how technology and design decisions impact societal biases (sexism, racism) are given.
Direct Link to Harm:
Recognizes the implications of design choices on users and society—specifically regarding cultural reinforcement.
Call to Action:
Designers should strive to create inclusive experiences; decisions must consider broad social impacts rather than simplistic product-focused perspectives.
Environments Effects In Detail
Importance of having environments that acknowledge diverse needs and the effects of design constraints.
Specific emphasis on culture and its impact on design, encapsulating how every choice made can affect user experience dramatically.
Conclusion
An overarching call to make media collaborative and responsive rather than isolating or harmful.