This document discusses exploring urban spaces through digital traces left on location-based social media. It outlines research into how people create and consume digital content related to places in a city and how this additional digital layer can influence perceptions of places. The author describes interventions in Limerick, Ireland to reflect on the relationship between the physical city and its digital representation by supporting communities' digital presence and hosting events discussing the interweaving of digital and physical layers. Future plans are to further study how the digital overlay impacts both life in the city and perceptions of the city.
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Connected Limerick: exploring urban spaces through digital traces
1. Connected Limerick:
exploring urban spaces through
digital traces
Gabriela Avram
Interaction Design Centre,
University of Limerick, Ireland
gabriela.avram@ul.ie
3. Introduction
Focus: mobile actors (locals and visitors)
whose movement and interaction with urban
spaces are augmented with an “additional
digital overlay” (Ciolfi, Fitzpatrick, Bannon,
2008)
4. Introduction (continued)
Goffman-inspired presentation of place – as
relationship between the nature and the
appearance of a place (Sutko&da Souza,
2011)
for each user, “the urban environment is
constructed through perceptions of nearby
information and people”( Gordon and De
Souza e Silva, 2011
5. Problems with navigating the city
The lack of ubiquitous availability of a wifi or
mobile connection;
The large number of location-based social
networks and their reliability problems;
Affordances of smartphone apps – touch
typing while walking; screen not readable in
bright light.
6. Research questions
What motivates people to create and share
digital content in relation to specific places
within a city?
How is this content consumed on the move,
using location-aware mobile devices?
What does the digital dimension add to the
appearance of a place?
Can the digital overlay cause a shift in the
general perception of a place?
7. Methodology
mobile methods recommended by Büscher
et al (2010):
„moving along with‟ members of the public likely
to be touched by technology,
„moving in‟ with prototype technologies, and
„being moved‟ by experiences, observations and
conversations that arise along the way.
8. Work to date
Involvement in local interest groups and
communities, supporting their digital
presence;
Organising and running urban games;
Working with students to create content;
22. “Connected Limerick”- 2010
Started as an initiative
meant to encourage
reflection on the
relationship between the
city and its “digital double”
We invited individuals,
organizations and
communities to reflect on
how this content is
influencing their trajectories
through the city and how
can it be made more visible
and more accessible to both
locals and visitors.
23. “Connected Limerick”- 2011
Series of short talks on
the interweaving of the
digital and physical
layers, followed by
discussions
Emphasis on
embodied, situated
interaction
The risks of studying
the digital separated
from the physical
(Bannon 2011)
25. Supporting the digital presence of
local communities
miLKlabs (
Limerick
hackerspace)
Limerick Local
Heroes
IxDA Limerick
chapter
We love Plassey
riverbank
3Dcamp
27. Tweasure Hunt
Urban game using Twitter and Flickr as part
of the Lifelong Learning Festival in April
Eliciting stories from people who know the
city really well and recording them; erecting
temporary plaques;
Documenting existing
plaques for enriching the
Open Plaques repository;
28.
29. Discussion
Participating in community content creation:
insights into new collaborative practices;
The waving of the digital layer can be
supported in various ways:
semantic annotations;
following the UT model of content co-creation &
organic growth (Angus et al 2008);
digital curation;
New digital tools for urban activism:
“deciphering, debugging, and hacking the
city”(Doerk&Monteyne,2011)
30. Conclusion and future plans
Citizens and visitors are not equally affected by
the digital overlay- digital divide;
Many of the groups active in producing digital
content ignore their audiences;
Interventions need to build on existing, low-
tech (or no tech) practices;
Future plans: Studying the impact of the digital
overlay consumption on changing both life in
the city and the perception of the city.
31. References
Ciolfi, L., Fitzpatrick, G. and Bannon, L., (2008), “Settings for
Collaboration: The Role of Place”, Computer Supported
Cooperative Work Journal, Springer, Vol. 17, Nos. 2-3,
April/June 2008 (91-96).
Sutko, D. M., & de Souza e Silva, A. (2011). Location aware
mobile media and urban sociability. New Media & Society, 13
(5), 807-823.
Gordon, E., & de Souza e Silva, A. (2011), Net Locality: Why
Location Matters in a Networked World. Boston: Blackwell-
Wiley.
Angus, A. et al.(2008), Urban Social Tapestries, IEEE
Pervasive Computing 7 (4) 44-51.
Dörk, M., Monteyne, D.(2011),Urban Co-Creation: Envisioning
New Digital Tools for Activism and Experimentation in the City.
HCI, Politics, and the City (CHI 2011 workshop).