francesca Piredda | Politecnico di Milano (original) (raw)
Papers by francesca Piredda
... Other scenarios use different logics: Bovisa's scenario, for example, in continuity with... more ... Other scenarios use different logics: Bovisa's scenario, for example, in continuity with its miniDOC, uses ... Piredda is the author of paragraphs Introduction and Imagery and Scenario; Elisa Bertolotti ... Doneda, Lorenzo Giorgio and Stefano Riazzola at Comune di Milano for their ...
The Design Journal, 2017
Narratives can be considered as a way for presenting and representing reality, going beyond time,... more Narratives can be considered as a way for presenting and representing reality, going beyond time, space, aesthetic form, and medium of conveyance. From Aristotelian classical principles, to structuralist rules, to post-structuralist plurality, the aesthetics of narrative representation is constantly put into discussion. Narratives are composed by both constant structures and figures, which determines whether an object can be identified as a narrative, and variables which determine the way in which it is conveyed on different media. In this paper, we concentrate on contemporary narratives on social media. After declaring what are the main characteristics of the medium in terms of affordances, content, and role of the users, we analyse two existing case studies using the concepts of remediation and narrativity. The paper aims at bringing a contribution to the discussion about contemporary aesthetics in media design, considering narratives as a matter of design, and investigating on the role of the designer.
Sustainability in Design: Now! LeNS Conference, 2010
Research for development, Nov 16, 2019
In this chapter, we propose an alternative view to design-driven participatory processes, which r... more In this chapter, we propose an alternative view to design-driven participatory processes, which reclaims the cultural dimension and emphasises the central role of media and media contents in cultural production and participation. Social TV is a framework for social inclusion and community engagement based on different areas of knowledge and supports design practice. In particular, we focus on three: media studies, participatory video and narratives. The first part of the chapter defines the contribution of the three areas and the process for developing design-driven interventions; the second introduces three practice-based design research cases as examples of Social TV applied to place-based communities. In particular, one of those cases is the campUS Social TV, which experimented with actions for connecting on and off campus activities as a model for social inclusion. This is introduced in this chapter and will be developed further in the third section of the book.
Research for development, Nov 16, 2019
Interactive Storytelling, 2017
This full-day workshop introduces to Film-Live, an innovative and immersive cinema experience, wh... more This full-day workshop introduces to Film-Live, an innovative and immersive cinema experience, which transforms the act of watching films into a participatory, interactive and engaging event. Film-Live is a film shot and broadcasted live that ends out of the screen: spectators of Film-Live are able to personally interact with the story, entering and exploring the narration by breaking the fourth wall. Working with both professionals and academics, participants will be able to experiment with live cinematography experience and create a short Film-Live, a choral work, which will be filmed, streamed and projected live. The main goal of the workshop is the investigation and discussion of possible applications of the Film-Live format, enhancing expressive and narrative interactions between film and reality, in order to actively engage with the audience.
The Green Move project promoted an innovative interdisciplinary research approach. Imagis Lab res... more The Green Move project promoted an innovative interdisciplinary research approach. Imagis Lab research team actively contributed integrating tools and processes from communication design and participatory video. Within the Experimentation actions for experimenting green mobility services and vehicles, a Micro Web TV was designed and produced in collaboration with the community of Villaggio Scarsellini condominium in order to foster users’ engagement. Scarsellini TV. Vicini piu vicini was launched in 2013 and produced five different formats for documenting the community’s everyday life, providing video-tutorials explaining how the service works and how you can get the best from the vehicles and the service, the best practices within the condominium itself to be communicated to the rest of the community in order to improve people’s engagement and making them suggesting further possible uses. The paper describes on one hand the design approach to communication: the first part introduce...
I sistemi urbani manifestano oggi una difficoltà di comunicazione tra gli attori coinvolti nei pr... more I sistemi urbani manifestano oggi una difficoltà di comunicazione tra gli attori coinvolti nei processi di gestione e di costruzione della città in trasformazione. Il design della comunicazione audiovisiva può svolgere un ruolo importante laddove si fa luogo di conoscenza dei territori fisici, umani e sociali accettando la sfida di progettare strumenti dialogici e visivi per facilitare la conversazione tra coloro che sono chiamati al progetto urbano. Il volume affronta la comunicazione della sostenibilità e il dialogo fra gli attori del territorio; sistematizza i primi risultati di un progetto di ricerca già avviato, che sperimenta linguaggi audiovisivi e la produzione di visioni condivise; presenta casi e dispositivi interattivi per nuovi modi di fruizione e per una socialità nello spazio urbano
This chapter presents the empirical work developed during the second year of activities for the S... more This chapter presents the empirical work developed during the second year of activities for the Social TV pillar within the campUS project. In particular, it focuses on the process and tools developed for off-campus actions (“campUS-off” in the local neighbourhood and beyond): a group of design researchers worked together with a small group of young people aged between 16 and 23 and the educators working at CAG Abelia, a youth centre based in a suburban area of the city of Milan. Using participatory video practices and tools, the project aims at involving young people who are not in education, employment, or training (NEET), and/or teenagers who are at risk of dropping out of school. The co-design activities developed for producing the Web format Combo Connecta Project will be presented. Starting with practice, we reflect on the potentialities of the collaboration between education and communication in relation to participatory culture in media and design.
A Matter of Design Making Society Through Science and Technology, Jun 5, 2014
sd.polyu.edu.hk
Digital technologies are deeply changing the media system. In fact, production and distribution a... more Digital technologies are deeply changing the media system. In fact, production and distribution are getting less expensive, communication channels are spreading out and platforms are consistent. Moreover, users could have an active role producing, archiving, using and uploading contents. The phases of the process are more ore less the following ones: content production, content packaging, network providing and devices delivery. A growing trend towards the outsourcing of the concept and the production phases makes many actors in the value chain getting the role of editors and producers. "Convergence refers to a process, but not and endpoint" (Jenkins, 2004). The convergence process develops into two directions: top-down, which is corporate-driven, and bottom-up, which is consumer-driven. The synergy of those inputs can considerably improve the entire communication system and its quality. This complex and unsettled situation aids the widespread of TV. In fact, 'the televisual' appears to be the most pervading model because of its aesthetics, language and also from the economic and political point of view. Indeed, platforms are consistent, but the real convergence deals with the cultural, productive and entertainment industries, which are all merging into 'the televisual'. 'The televisual' is used here to name a relational domain that constitutes an ever expanding immaterial environment created by the interaction of all electronically inflected visual media-digitized film, TV (in all its transmission modes), video/DVD, computers/the internet, cell phones. […] So what can be done in the face of the force of the televisual?' (Fry, 2003). The paper identifies one main problem: which relationship exists between broadcasting and Web 2.0? Our hypothesis is that, facing digital media convergence, communication design has to deal with writing for the 'intermedia storytelling' (Jenkins, 2004) and strategic design of bottom-up contents. Design has the role of promoter and mediator for the building and the improvement of a participatory TV, which is consistent with the collaborative nature of the digital. TV 2.0 (Mizzi, 2006) is the actual challenge of communication design. The paper highlights some best practices of bottom up strategies in tv communication.
Universities as Drivers of Social Innovation, 2019
In this chapter, we propose an alternative view to design-driven participatory processes, which r... more In this chapter, we propose an alternative view to design-driven participatory processes, which reclaims the cultural dimension and emphasises the central role of media and media contents in cultural production and participation. Social TV is a framework for social inclusion and community engagement based on different areas of knowledge and supports design practice. In particular, we focus on three: media studies, participatory video and narratives. The first part of the chapter defines the contribution of the three areas and the process for developing design-driven interventions; the second introduces three practice-based design research cases as examples of Social TV applied to place-based communities. In particular, one of those cases is the campUS Social TV, which experimented with actions for connecting on and off campus activities as a model for social inclusion. This is introduced in this chapter and will be developed further in the third section of the book.
Routledge eBooks, Jan 12, 2022
Routledge eBooks, Jan 12, 2022
Zenodo (CERN European Organization for Nuclear Research), Oct 21, 2019
Today, more than ever, audiences are surrounded by imaginary worlds in which a wide variety of pr... more Today, more than ever, audiences are surrounded by imaginary worlds in which a wide variety of products and activities can be fully explored through multiple media windows. Imaginary worlds allow members of the audience to enter vicariously in the narrative space, spending a certain amount of time in speculative and explorative activities, experiencing the 'possible world' through the stories set within it. According to this, it is possible to differentiate between story and storyworld. While ' stories' are self-enclosed arrangements of causal events that come to an end in a certain period of time, ' storyworlds' are mental constructions shared between recipients and authors in which new storylines can be developed. This paper aims to discuss the implication of world-building activity for the design practice. Considering narratives and world-making practices as a matter of design, this essay will tackle the following question: how can a designer use the creation of storyworlds in his practice to activate new perspectives on specific contexts? In doing so, the first part of the essay is a brief summary of how imaginary worlds have evolved through the decades. Then, the second part is devoted to the
... Other scenarios use different logics: Bovisa's scenario, for example, in continuity with... more ... Other scenarios use different logics: Bovisa's scenario, for example, in continuity with its miniDOC, uses ... Piredda is the author of paragraphs Introduction and Imagery and Scenario; Elisa Bertolotti ... Doneda, Lorenzo Giorgio and Stefano Riazzola at Comune di Milano for their ...
The Design Journal, 2017
Narratives can be considered as a way for presenting and representing reality, going beyond time,... more Narratives can be considered as a way for presenting and representing reality, going beyond time, space, aesthetic form, and medium of conveyance. From Aristotelian classical principles, to structuralist rules, to post-structuralist plurality, the aesthetics of narrative representation is constantly put into discussion. Narratives are composed by both constant structures and figures, which determines whether an object can be identified as a narrative, and variables which determine the way in which it is conveyed on different media. In this paper, we concentrate on contemporary narratives on social media. After declaring what are the main characteristics of the medium in terms of affordances, content, and role of the users, we analyse two existing case studies using the concepts of remediation and narrativity. The paper aims at bringing a contribution to the discussion about contemporary aesthetics in media design, considering narratives as a matter of design, and investigating on the role of the designer.
Sustainability in Design: Now! LeNS Conference, 2010
Research for development, Nov 16, 2019
In this chapter, we propose an alternative view to design-driven participatory processes, which r... more In this chapter, we propose an alternative view to design-driven participatory processes, which reclaims the cultural dimension and emphasises the central role of media and media contents in cultural production and participation. Social TV is a framework for social inclusion and community engagement based on different areas of knowledge and supports design practice. In particular, we focus on three: media studies, participatory video and narratives. The first part of the chapter defines the contribution of the three areas and the process for developing design-driven interventions; the second introduces three practice-based design research cases as examples of Social TV applied to place-based communities. In particular, one of those cases is the campUS Social TV, which experimented with actions for connecting on and off campus activities as a model for social inclusion. This is introduced in this chapter and will be developed further in the third section of the book.
Research for development, Nov 16, 2019
Interactive Storytelling, 2017
This full-day workshop introduces to Film-Live, an innovative and immersive cinema experience, wh... more This full-day workshop introduces to Film-Live, an innovative and immersive cinema experience, which transforms the act of watching films into a participatory, interactive and engaging event. Film-Live is a film shot and broadcasted live that ends out of the screen: spectators of Film-Live are able to personally interact with the story, entering and exploring the narration by breaking the fourth wall. Working with both professionals and academics, participants will be able to experiment with live cinematography experience and create a short Film-Live, a choral work, which will be filmed, streamed and projected live. The main goal of the workshop is the investigation and discussion of possible applications of the Film-Live format, enhancing expressive and narrative interactions between film and reality, in order to actively engage with the audience.
The Green Move project promoted an innovative interdisciplinary research approach. Imagis Lab res... more The Green Move project promoted an innovative interdisciplinary research approach. Imagis Lab research team actively contributed integrating tools and processes from communication design and participatory video. Within the Experimentation actions for experimenting green mobility services and vehicles, a Micro Web TV was designed and produced in collaboration with the community of Villaggio Scarsellini condominium in order to foster users’ engagement. Scarsellini TV. Vicini piu vicini was launched in 2013 and produced five different formats for documenting the community’s everyday life, providing video-tutorials explaining how the service works and how you can get the best from the vehicles and the service, the best practices within the condominium itself to be communicated to the rest of the community in order to improve people’s engagement and making them suggesting further possible uses. The paper describes on one hand the design approach to communication: the first part introduce...
I sistemi urbani manifestano oggi una difficoltà di comunicazione tra gli attori coinvolti nei pr... more I sistemi urbani manifestano oggi una difficoltà di comunicazione tra gli attori coinvolti nei processi di gestione e di costruzione della città in trasformazione. Il design della comunicazione audiovisiva può svolgere un ruolo importante laddove si fa luogo di conoscenza dei territori fisici, umani e sociali accettando la sfida di progettare strumenti dialogici e visivi per facilitare la conversazione tra coloro che sono chiamati al progetto urbano. Il volume affronta la comunicazione della sostenibilità e il dialogo fra gli attori del territorio; sistematizza i primi risultati di un progetto di ricerca già avviato, che sperimenta linguaggi audiovisivi e la produzione di visioni condivise; presenta casi e dispositivi interattivi per nuovi modi di fruizione e per una socialità nello spazio urbano
This chapter presents the empirical work developed during the second year of activities for the S... more This chapter presents the empirical work developed during the second year of activities for the Social TV pillar within the campUS project. In particular, it focuses on the process and tools developed for off-campus actions (“campUS-off” in the local neighbourhood and beyond): a group of design researchers worked together with a small group of young people aged between 16 and 23 and the educators working at CAG Abelia, a youth centre based in a suburban area of the city of Milan. Using participatory video practices and tools, the project aims at involving young people who are not in education, employment, or training (NEET), and/or teenagers who are at risk of dropping out of school. The co-design activities developed for producing the Web format Combo Connecta Project will be presented. Starting with practice, we reflect on the potentialities of the collaboration between education and communication in relation to participatory culture in media and design.
A Matter of Design Making Society Through Science and Technology, Jun 5, 2014
sd.polyu.edu.hk
Digital technologies are deeply changing the media system. In fact, production and distribution a... more Digital technologies are deeply changing the media system. In fact, production and distribution are getting less expensive, communication channels are spreading out and platforms are consistent. Moreover, users could have an active role producing, archiving, using and uploading contents. The phases of the process are more ore less the following ones: content production, content packaging, network providing and devices delivery. A growing trend towards the outsourcing of the concept and the production phases makes many actors in the value chain getting the role of editors and producers. "Convergence refers to a process, but not and endpoint" (Jenkins, 2004). The convergence process develops into two directions: top-down, which is corporate-driven, and bottom-up, which is consumer-driven. The synergy of those inputs can considerably improve the entire communication system and its quality. This complex and unsettled situation aids the widespread of TV. In fact, 'the televisual' appears to be the most pervading model because of its aesthetics, language and also from the economic and political point of view. Indeed, platforms are consistent, but the real convergence deals with the cultural, productive and entertainment industries, which are all merging into 'the televisual'. 'The televisual' is used here to name a relational domain that constitutes an ever expanding immaterial environment created by the interaction of all electronically inflected visual media-digitized film, TV (in all its transmission modes), video/DVD, computers/the internet, cell phones. […] So what can be done in the face of the force of the televisual?' (Fry, 2003). The paper identifies one main problem: which relationship exists between broadcasting and Web 2.0? Our hypothesis is that, facing digital media convergence, communication design has to deal with writing for the 'intermedia storytelling' (Jenkins, 2004) and strategic design of bottom-up contents. Design has the role of promoter and mediator for the building and the improvement of a participatory TV, which is consistent with the collaborative nature of the digital. TV 2.0 (Mizzi, 2006) is the actual challenge of communication design. The paper highlights some best practices of bottom up strategies in tv communication.
Universities as Drivers of Social Innovation, 2019
In this chapter, we propose an alternative view to design-driven participatory processes, which r... more In this chapter, we propose an alternative view to design-driven participatory processes, which reclaims the cultural dimension and emphasises the central role of media and media contents in cultural production and participation. Social TV is a framework for social inclusion and community engagement based on different areas of knowledge and supports design practice. In particular, we focus on three: media studies, participatory video and narratives. The first part of the chapter defines the contribution of the three areas and the process for developing design-driven interventions; the second introduces three practice-based design research cases as examples of Social TV applied to place-based communities. In particular, one of those cases is the campUS Social TV, which experimented with actions for connecting on and off campus activities as a model for social inclusion. This is introduced in this chapter and will be developed further in the third section of the book.
Routledge eBooks, Jan 12, 2022
Routledge eBooks, Jan 12, 2022
Zenodo (CERN European Organization for Nuclear Research), Oct 21, 2019
Today, more than ever, audiences are surrounded by imaginary worlds in which a wide variety of pr... more Today, more than ever, audiences are surrounded by imaginary worlds in which a wide variety of products and activities can be fully explored through multiple media windows. Imaginary worlds allow members of the audience to enter vicariously in the narrative space, spending a certain amount of time in speculative and explorative activities, experiencing the 'possible world' through the stories set within it. According to this, it is possible to differentiate between story and storyworld. While ' stories' are self-enclosed arrangements of causal events that come to an end in a certain period of time, ' storyworlds' are mental constructions shared between recipients and authors in which new storylines can be developed. This paper aims to discuss the implication of world-building activity for the design practice. Considering narratives and world-making practices as a matter of design, this essay will tackle the following question: how can a designer use the creation of storyworlds in his practice to activate new perspectives on specific contexts? In doing so, the first part of the essay is a brief summary of how imaginary worlds have evolved through the decades. Then, the second part is devoted to the
Nordes - Design Ecologies, 2015
The German philosopher Hannah Arendt speaks of storytelling as the act to collect the fragments o... more The German philosopher Hannah Arendt speaks of storytelling as the act to collect the fragments of the destruction of the mainstream and wave them together in a narration. Arendt believes this act of telling stories is the real political action of opening up the common realm. This workshop aims at exploring the role for storytelling, as described by Arendt, in design for social innovation. Grassroots social innovation are examples of alternatives to the mainstream which are emerging in our society. They require new forms of narratives in order to be fully understood and amplified. Participants in this workshop are triggered to weave together tangible fragments, alternative to the mainstream of our consumeristic society, and create new narrations that imbed their political and poetical value, and opening up new possibilities for societal change. Together we will reflect on the implications of storytelling and story-listening in our daily design practice.
Kirsi Niinimäki & Mira Kallio-Tavin (ed.). Dialogues for sustainable design and art pedagogy. The AH-Design project. Aalto University publication series, Art + Design + Architecture 1/2013, Aalto ARTS Books, Helsinki, Finland. ISBN 978-952-5059-1, 2013
Presently, we encounter a wide variety of ways in which designers tell stories of social innovati... more Presently, we encounter a wide variety of ways in which designers tell stories of social innovation. This encouraged us to start a reflection on the idea of storytelling emerging from our practices, and to look at it from multiple perspectives. We have done so through conversations with designers, researchers, philosophers, as well as practitioners and theorists from many different fields who participated in the DESIS Philosophy Talks series about Storytelling and Design for Social Innovation.
This volume records the first three years of ongoing discussions about this topic held in different places around the world. We had the opportunity to share practices and experiences and to reflect together on the meanings and values generated by them. With this book we share the first series of reflections and invite you to be part of this experimental process of co-creation of collective knowledge.
The Pearl Diver is edited by Elisa Bertolotti, Heather Daam, Francesca Piredda and Virginia Tassinari, and presents the thoughts of Francesca Antonacci, Valentina Anzoise, Tricia Austin, Nik Baerten, Pablo Calderón Salazar, Joana Casaca Lemos, Mariana Ciancia, Luigi Ferrara, Alastair Fuad-Luke, Marisa Galbiati, Saba Golchehr, David Hamers, Michael Kaethler, Mahmoud Keshavarz, Sophie Krier, Donatella Mancini, Ezio Manzini, Ilaria Mariani, Walter Mattana, Andrea Mendoza, David Parkinson, Thomas Pausz, Davide Pinardi, Daniel Anthony Rossi, Bettina Schwalm, Roberta Tassi, Mika ‘Lumi’ Tuomola, Francesca Valsecchi and Susan Yelavich.