Prototyping and Pedagogy
in the Humanities

Jentery Sayers | UVic | Maker Lab | @jenterysayers
Stanford University | 24 April 2015
Slides Online: jentery.github.io/stanford/

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Teaching at UVic

DHum 150: web.uvic.ca/~englblog/150f2013/

DHum 250: uvicmakerlab.github.io/dhum250/

DHum 350: jentery.github.io/dhum350/

Example Work: jentery.github.io/350talks/

English 466: web.uvic.ca/~englblog/466f2012/

English 507: jentery.github.io/507/

Example Work: jentery.github.io/507panel/

DHSI: dhsi.org

Image of Edward Jones-Imhotep + Jacqueline Wernimont care of the Maker Lab

Scholarship of
Teaching and Learning

Kairos: kairos.technorhetoric.net

Digital Pedagogy in the Humanities (MLA Books): github.com/curateteaching/digitalpedagogy

Prototyping and Pedagogy

Transduction Literacy
Remaking as Method
Creative or Built Humanities
Speculation over Representation

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Today: Four Examples

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McPherson on Media Studies + Digital Humanities

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Example 1: Hardware

Building, Bending, Hacking, Modding (see Collins)
Informed by Platform Studies + Media Art
Invested in Interface and Embodiment
Glitches Are Features, Not Exceptions

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"Glitch Controls"

By Nina Belojevic + Jon Johnson
Modified NES Console and SNES Controller
Circuit Bending as Primary Technique
Critique of Screen Essentialism + Immaterial Labor

Rather than engaging videogames primarily through the screen,
hardware hacking offers a tacit form of interaction
often resistant to symbolic or graphical logic.

Image care of Jon Johnson
Image care of Nina Belojevic

Hardware Pedagogy

Demands Attention to Manufacture (see Belojevic)
Prompts Tangible Awareness of Audience (see Johnson)
Learning through Repair (see Rosner)
Ground Theory in Material Particulars (see Kirschenbaum)

Image care of Nina Belojevic

Example 2: Simulations

Rehabilitate or Mimic Events
Informed by Software + Information Studies (see Fuller)
Invested in Abstraction and the Materiality of Form
Experiment with Procedures in Real Time

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"From Grain to Glitch"

By Patrick Close
Archival Work Based in Microsound and Noise
Prototype in Max/MSP (Visual Programming)
Simulate Iannis Xenakis’s "Sound Particles" (1954-1970s)

Continuous movement from the ephemeral click to the stochastic mass
to the pure sine tone and finally to white noise (and back again)

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Image and Max patch care of Patrick Close

Simulation Pedagogy

Demands a Productive Reduction (see McCarty)
Students Remediate and Teach Concepts (see Drucker et al.)
Learning through Process Modeling (see Close)
Understand Systems by Reproducing Relations (see Molleindustria)

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Example 3: Indie Games

Games Are Zines (see Anthropy)
Informed by Design + Cultural Studies
Invested in Games as Writing, Rhetoric, Gifts + Biography
Experiment with DIY/DIO Production and Publication

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"Right"

By Danielle Morgan
Videogame Prototype in Axure
Game Manual in Ink and Paper
Play with the Concept of "Geometric Ethnography"

In a world of right angles, you search for acuteness.

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Indie Game Pedagogy

Demands Creative and Conceptual Thinking (see Flanagan)
Approach Games as Values (see kopas)
Learning through Design Workshops (see Fullerton)
Test How Processes Are Persuasive (see Bogost)

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Example 4: Design Fiction

Enact a Technocultural Future (Dystopia, Utopia, or...)
Informed by Design + Film Studies (see Sterling)
Invested in Performing or Rehearsing Possibilities
Speculate about (Unrecognized) Wants, Needs, and Uses

Image care of Nina Belojevic + Jon Johnson

HyperLit

By Nina Belojevic + Jon Johnson
Wireframe in Balsamiq
Prototype in Paper and Video
Use Joyce to Parody the Attention Economy

Interactions encourage audiences to become aware of
how gamification renders them productive subjects.

Image care of Nina Belojevic + Jon Johnson
Video care of Nina Belojevic and Jon Johnson

Design Fiction Pedagogy

Demands Conjectural Criticism (see Kraus)
Imagine Beyond Instrumentalism (see Lukens + DiSalvo)
Create Conditions for Narrative and Experience (see Roesler)
Hermeneut Inhabits the System (see Drucker + Nowviskie)

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Pedagogical Issues

Beyond "Brochure" Humanities (Test Ideas in Things)
Understand "Making" Broadly (Not Only Computational)
Resist "You Must Code" (Design + Writing, Too)
Synthesized Arguments (Not Just Process Documentation)
Determining Foundations (Require a Platform? A Standard?)
The Relevance of Place (Collaborating On- and Offline)
Assessment Across Disciplines (Create a Rubric?)

For more research, see Ball, Kuhn, Selfe, and Vee.

Thank You

Jentery Sayers | UVic | Maker Lab | @jenterysayers
Stanford University | 24 April 2015

Special thanks to:
Mike Widner, Jordan Thomas Chin + Daniel Bush