Visuality, Culture, Method
Through an auto-ethnographic visual essay, I think through the power of graphic design as a tool–not only for provoking opinions, but also to change how we define people and shape expressions.
This blogpost focuses on the methodological challenges of studying the dynamics of technologically and computationally mediated publics, especially regarding young people’s experiences. The method we discuss in here is part of a larger set of qualitative methodologies developed by the authors as part of a six-year (and ongoing) study of how youth experience social media (authors). In this larger study, youth produced, among other things, videologs of their experiences, after being trained in auto-elicitation and ethnographic methods (authors). As a further step in reflexive auto-ethnographic analysis, the method we outline consists of asking participants to engage in a phenomenologically grounded analytical editing process of these videologs.
by Viktor Baskin Coffey This is part of a series of articles by members of the Visuality, Culture, & Methods PhD summer schools. Developed by Media Studies Anne Marit Waade (Cultural Transformations Research Unit, Aarhus University); Sarah Pink (Digital...
We asked two of the professors, Annette Markham and Sarah Pink, to talk about the design strategies they used to build such a challenging, creative, and fun learning environment. In this video clip, Sarah Pink talks about the value of developing pedagogical models that highlight collaboration and co-creation.
We caught Professors Annette Markham and Sarah Pink at the end of their post production PhD workshop at Moesgaard Museum in July 2016, to ask them to reflect on why they had developed the visuality, culture, and methods course. In this video, they talk about some of their pedagogical motivations and processes.
We host a followup workshop, where participants from VCM 2016 return to Aarhus to dive back into the data collected for Northside 2015. Here, we embrace and continue to talk about what it means to conduct ‘messy’ ethnography of digital materialities across a number of scenes of culture.