TY - GEN
T1 - Mi Fink app, a participative research-creation experience for afro-caucan territory protection in Colombia
AU - Eduardo Nieto, Andrés
AU - Tobón Giraldo, Isabel Cristina
AU - Torres Parra, Carlos
N1 - Publisher Copyright:
© 2020 ACM.
PY - 2020/6/15
Y1 - 2020/6/15
N2 - The Traditional Afro-Caucan farm - TAF is part of the northern Cauca culture in Colombia, but it is threatened. Mi Fink is a mobile phone app that vindicates the tradition of the farm as a form of community work an afro-descendant expression about their identity in this territory. This app is the result of a research-creation project with children from the municipality of Villa Rica in the northern region of the Department of Cauca in Colombia. Through collaborative design, a team of professionals from different areas and academic researchers investigated the memories of care and use of their territory. Despite expected limitations related to digital technologies access, this experience shows how easy children can get involved, collaborate and carry out innovative activities with digital devices such as stop motion animation. The project gives clues to the knowledge and recognition of spaces in which participatory design allows a transition from a passive use of mobile phones to a creative perspective using meaningful activities to transform realities. In this way, we are able to construct various stories about their reality, in this case, from children who are often marginalized and excluded from dominant cultural trajectories.
AB - The Traditional Afro-Caucan farm - TAF is part of the northern Cauca culture in Colombia, but it is threatened. Mi Fink is a mobile phone app that vindicates the tradition of the farm as a form of community work an afro-descendant expression about their identity in this territory. This app is the result of a research-creation project with children from the municipality of Villa Rica in the northern region of the Department of Cauca in Colombia. Through collaborative design, a team of professionals from different areas and academic researchers investigated the memories of care and use of their territory. Despite expected limitations related to digital technologies access, this experience shows how easy children can get involved, collaborate and carry out innovative activities with digital devices such as stop motion animation. The project gives clues to the knowledge and recognition of spaces in which participatory design allows a transition from a passive use of mobile phones to a creative perspective using meaningful activities to transform realities. In this way, we are able to construct various stories about their reality, in this case, from children who are often marginalized and excluded from dominant cultural trajectories.
KW - Activism
KW - Co-creation
KW - Co-design
KW - Participatory Culture
KW - Participatory Design
KW - Social Innovation
KW - Territory
UR - http://www.scopus.com/inward/record.url?scp=85087422403&partnerID=8YFLogxK
U2 - 10.1145/3384772.3385131
DO - 10.1145/3384772.3385131
M3 - Conference contribution
AN - SCOPUS:85087422403
T3 - ACM International Conference Proceeding Series
SP - 1
EP - 4
BT - Exploratory Papers and Workshops
A2 - Del Gaudio, Chiara
A2 - Parra-Agudelo, Leonardo
A2 - Clarke, Rachel
A2 - Saad-Sulonen, Joanna
A2 - Botero, Andrea
A2 - Botero, Andrea
A2 - Londono, Felipe Cesar
A2 - Londono, Felipe Cesar
A2 - Escandon Suarez, Paula Andrea
PB - Association for Computing Machinery
T2 - 16th Participatory Design Conference: Participation(s) Otherwise, PDC 2020
Y2 - 15 June 2020 through 19 June 2020
ER -