SD5906


Globalization in New Media Design and Technology

Lectures

DAY 01: The World We Live In (Here)


DAY 02: The World We Live In (There)

The Closing Game - Pick a Culture

DAY 03: How, Why and Where We Are Different

The Closing Game - Pick a Culture

DAY 04: How, Why and Where We Are The Same

DAY 05: Navigating Across Cultural Divides

DAY 06: How People Connect Face to Face

DAY 07: How People Connect Through Symbols

DAY 08: How People Connect Through Action

DAY 09: Where is Business Coming From?

DAY 10: Where is Business Being Disrupted?

DAY 11: Final Presentations (Double Header)


Compulsory subject

Objectives

The objective of the course is to gain an understanding of the dynamic transformation of world culture and new media's contribution to those changes, in order to predict and visualize future solutions to challenges in technology and society.

Globalization is recognized as the expansion of activities beyond the boundaries of particular nation states. New Media offers to this new world digitized content that can inform, entertain and empower, without political or social restraint. But even more powerful is the technology's offer of open, interactive feedback and boundless creativity.

By studying global behavioral trends and current technological advancements, students will be prepared to envision and strategize new opportunities to improve the ways in which we live.

Intended learning outcomes
Upon completing the subject, students will be able to:

Professional skills

> articulate the concept of globalization and the diversity/similarity of human behavior across national boundaries.

> decipher new media's role in promoting new and emerging human behavioral trends and apply new paradigms of activity which would be promoted by innovative technologies

> consider future technologies for their impact or support for humankind's desire to improve the quality of life

Transferable skills

> become a keen observer of human activity, and early identification of patterns of behavior which offer the potential to become significant trends

> develop a rigorous process through which discovery, analysis and strategy-setting steps will lead to practical, realistic solutions to social design challenges

Subject synopsis

Students will be introduced to:

Contextual knowledge

> Globalism and a compacting world

> Cultural sensitivity

> New Media and new technologies

> New world language

> The global marketplace and competition

> New Media's effect on mass media

> Resistive/restrictive policies to protect status quo

> Equal access to New Media

> Debate: Leading social change or adopting technology

> Depleting quantities of available natural resources as incentive

Content and data

> Data collection, discovery of global trends

> Hypothesize globalization's effect on media design

> Consideration of new technology: leading or responding to cultural change

Methods and practices

> Identify sources of global trend information

> Understand cultural barriers to acceptance of and reluctance with new media

> Visualize technological breakthroughs

> Creative introductions to new paradigms of cultural behavior or technology

Teaching and learning methods

> Lecture: To introduce students to case studies, theories and principles related to globalization and its effect on new media design and technology

> Workshop: Putting principles into practice with short in-class exercises

> Seminar: To discuss assigned readings related to globalization, expanding students’ contextual knowledge of its affect on new media design and technology

> Tutorial: To guide students on the development of projects, individually and in small groups

> Critique: To allow students to learn from the strengths and weaknesses of their peers and to provide a framework for evaluating the effectiveness of the students’ projects from various perspectives

Purpose

> To introduce students to case studies, theories and principles related to information design

> Putting principles into practice with short in-class exercises

> To allow students to learn from the strengths and weaknesses of their peers and to provide a framework for evaluating the effectiveness of the students. projects from various perspectives

References

Articles:

Grabovszki, Ernst (1999) The Impact of Globalization and the New Media on the Notion of World Literature, docs.lib.purdue.edu

Andrea, Diana (2010) Globalization - New media order and identity crisis in Europe, Knol - Proctor and Gamble

Vaagan, Robert W. (2008) New Media and Globalization: Norway and China, Oslo University College

Armstrong, Vicky (2010) Globalization and New Media, vickyarmstrong @ 2010

Unknown (2011) Communicating in the Global Village, www.seawost.com

Books:

Canton, Ph.D., James (2007). The Extreme Future. Plume/Penguin Books Ltd.

Schutte, Helmut and Ciarlante, Deanna (1998) Consumer Behavior in Asia, New York University Press

Collins, Jim (2001) Good to Great, Harper Business

Tapscott, Don, and Williams, Anthony D. (2006) Wikinomics, Penguin Group

Lewis, Len (2005) The Trader Joe's Adventure, Literary Productions

Friedman, T. (2007) The World is Flat: A Brief History of the Twenty-First Century, Picador

Michelli, J. (2007) The Starbucks Experience: 5 Principles for Turning Ordinary into Extraordinary, McGraw-Hill

Torrens, Chris (2010) Doing Business in China, The Economist

Kelley, Tom (1995) The Art of Innovation, Doubleday

Chevalier, Michel and Mazzalovo, Gerald (2008) Luxury Brand Management: A World of Privilege, John Wiley & Sons

Wang, Helen H. (2011) The Chinese Dream: The Rise of the World’s Largest Middle Class and What It Means to You, Bestseller Press

Yu, Lianne, Chan, Cynthia and Ireland, Christopher (2007) China's New Culture of

Cool, Cheskin Oldstone-Moore, Jennifer (2003) Understanding Confucianism, Duncan Baird

Websites:

Springwise.com

DRAFT Final Presentations

Group 01: Super Rolly



Group 02: We Love Tang Yuan



Group 03: Blank Interactive




Group 04: Hidden Tactics




Group 05: UNIGLOW




Group 06: 24/7




Group 07: MakeMake




Group 08: Spark




Group 09: Group Palette




Group 10: AESTUS Lab




Group 11: TAB LAB




Group 12: Social Robot Meme




Group 13: Sky to Sky




Group 14: CATT




Group 15: The Lost Strings