Research PerspectivesPosted by josefin May 26, 2010 12:11 Canela Slatka is a fictional person on Facebook who was created as a
part of the Research Perspectives project. Her prescence questions the
ethics within Social Media. Not only is it hard to know what is real or
fictional online, but the amount of personal information one can acquire
through social media is vast. The use of this information can become
dangerous and sensitive depending on the situation. We created Canela to
find out where the limit goes when it comes to ethical issues. First of
all, is it ethical to invent a persona pretending to be real?
Canela was created, we (my nine classmates and I) used her in order to
add friends, look on people's profiles, write messages and chat, all
pretending to be Canela. And it didn't take long until we felt like we
were doing something unethical towards the people we were fooling.
everyone has the choice of adding Canela and it was interesting to see
how many people added her without knowing who she was. The more friends
she got the easier it was for her to get more, especially when people
could see that they had mutual friends.
Canela Slatka is still
alive today, but not very active at the moment. Through her I learned a
lot about ethical issues within social media, the rules and problems
within social media sites and how new sites and services are being
created as a solution to these problems. For example, how one deals with
a persons social media accounts when someone dies. Therefore, I think
that Canela has been a good learning tool. She enabled us to see the
hinders and possiblities within social media that we wouldn't of been
able to realize without her!
A class project
that took place during October & November
2009. Classmates invovled, Anders Mellbratt, Vijai Maia,
Mahmoud Keshavarz, Martin Jones, Bonnie Swift, Minjeong Cha, Chittrapar
Lerttaweewi, Stina Wessman and I.
"You will begin by creating a map of the hotspots that provide a mesh
network in downtown Stockholm. There is no map of mesh networks in
Stockholm which is available to the public. Your map, therefore, will
become a uniquely powerful instrument. But for what?
This assignment requires you to collect and then to contextualize
your map in various persuasive scenarios, prototypes or systems with
following critieria in mind:
1. Clear target group (audience/situation) 2.
Immersive/intelligible (focused on evaluated subject/problem) 3.
Illustrative (clear, clean and detailed communication) 4. Persuasive
(simulative over time) 5. Enlightening (provide new knowledge)"
by Roland Jones & Koji Wakayama)
During and after this task,
we were asked to come up with Ethical Guidelines within Practice Based
Research. If we should have them, and what they should be if we thought
they were necessary. Therefore, the maping of hotspots was a tool and
starting point for us test this out.
We used a bike (that we
pimped!), a laptop, a satellite antenna and a software to record all
data called Netstumblr.
We divided into 3 groups focusing on different aspects
of ethical guidelines within Social Media; Digital Death, Canela Slatka
and Homeless services. I worked with Canela Slatka and you can find more
information about it under categories.
In the end we merged all 3
aspects into one group presentation, which was presented as a TV show
programme EDGPBRTV. Below is a clip from the presentation.
From any recycled material, build a sturdy box 120cm3 by 120cm3.
Place a hole in the top of the box, so that when you face it, the hole
is in the far right corner. This hole must be precisely 7x7 centimeters.
This hole will be known as The Rabbit Hole. Place another hole in the
front of the box so that when you face it, the hole appears in the lower
left corner. As with The Rabbit Hole this one must be precisely 7x7
centimeters. Design and construct the interior of the box, using any
recycled materials, so that when you place an egg in The Rabbit Hole, it
rolls out the hole on the face of the box, unbroken, precisely one
minute later. In effect the interior architecture of the box is the
physical expression time designed as that it will control the
"experience" of the egg over the course of one minute. There may be NO
cushions on the outside of the "exit hole" or anywhere near it which
would mitigate the speed of the arriving egg. Your interior design will
therefore need to slow the egg's speed over time to avoid the Humpty
AN EXPERIENCE DESIGNED EGG BOX DESIGNED BY VIJAI MAIA & JOSEFIN
VARGÖ. A GAME, WHERE THE PARTICIPANTS GET 1 MIN TO DROP THE EGG INTO THE
BOX, PASS IT THROUGH THE NUMBERED HOLES AND THEN POP IT OUT THROUGH THE
FINAL HOLE! NOT AS EASY AS IT LOOKS!