MISSE

By Ziyi Song (Rosie)S3894644 & Shanshan Gao (Miya)S3819864

An app that helps pets improve happiness.

Summary:

Nowadays, more and more people like to keep pets, but pets are not just playthings to accompany their owners, their own perception is also very important. Our MISSE is designed to help people better domesticate pets. If you don’t know what kind of pet is suitable for you, you can find out by talking with other owners. People have a lot of software to look after their physical and mental health, but pets also need to be protected for their mental and physical health. KEEP, for example, can teach people how to exercise properly through videos and monitor their physical health in real-time. Our MISSE establishes the connection between pet and owner through a smart collar, which not only has the basic function of locating and preventing stray pets but also can remotely monitor the mental and physical health of pets at all times. When the dog is in a low mood or overloaded with exercise, the owner’s phone will receive an alert and check the dog in time.

Process:

During the whole process of production, we had a lot of collisions in our ideas, but eventually, we solved the problem by persuading each other. It took a lot of time and energy from the emergence of the idea at the very beginning to the finalization of the idea to extend it further, and then to constantly improve the structure of the App. But because it’s something we love to do, it’s not boring. But at the end of the day, we had so many extension ideas that we had to simplify them. In speech after speech, we all received encouragement and recognition from our classmates and teachers, and we were encouraged to do better when we did our next homework. The content of the course is what we like, and the atmosphere of the class is just as exciting.

What we got:

In this semester’s course, we learned not only the theoretical knowledge in class but also the reflection on society. The basic concept of our App is a reflection on life. We first wanted to make such an App to help pets. During the epidemic, many owners were isolated or restricted by various policies and could not return home in time to take care of their pets. Hopefully, if there are people in the neighbourhood who love animals, they can help each other out and have a brief adoption. Every time she asked questions to the teacher, she responded positively and gave very helpful replies. Through the large-scale project of this semester, we know that when an idea is generated, numerous theories are needed to support it. Just because you have an idea doesn’t mean you can make a product. It takes a lot of thinking.

 

If you want to know more about our MISSE in detail, you can click on this link:https://www.mediafactory.org.au/ziyi-song/2022/05/30/misse-final-project/

If you want to watch our final video, you can follow this link:https://vimeo.com/713505765

Thunder drone

Thunder Drone

A better delivery app that makes delivery easier.

Link to the project: https://www.mediafactory.org.au/yijia-jin/2022/05/26/doing-mobile-media-a4-thunder-drone-caroline/

Summary:

My project was inspired by the frustrating city lockdown, which parcel deliveries and food takeaway wasn’t allowed due to covid protection. This idea

of having drones to do the delivery handling popped up in my head. I thought it was a way to deliver life essentials during lock down as well as a way to reactivate the city.

Basically my project is an app, that’scombined with three main functions, operated by drones; which are flash ex (quick pick up and drop off), parcel delivery and food takeaways.

At first, I’ve got only just a structure of it, just a simpleplan; and each time I’ve added details to it, such as: safety regulations, privacy policies, and c

onsidered about potential danger hazards, etc.

Lastly, with interviews with my friend, I’ve perfected the design features and completed this project.

 

Caroline

Friend

Friend from Media Factory on Vimeo.

By Marla Kalaw s3435169

“How are you?”

‘Friend’ is a companion app that you can text or call to chat with an AI bot to keep you company and lend an ear during moments of social anxiety, loneliness, for your safety or just any time that you feel like being listened to without any of the social stresses.

This app began from the thought that although mobile phones can cause various anxieties for many, these devices are also tools to help relieve anxiety. This complicated relationship that we have to our phones sparked the beginning of ‘Friend’. After researching trends in other mental health apps and conducting anonymous surveys, ‘Friend’ was conceived after finding a niche in the mental health app category that asked for simple and user-friendly function that is not overwhelmingly dense with information. This process of iteration and creation was incredibly helpful in being able to focus creative thoughts, being able to find creative direction through sharing works in progress and collecting feedback gave me so much clarity while designing the app. This process was a valuable lesson in teamwork and not being too precious with your own work because being able to view it from other perspectives will only help the work become even greater.

InVisible – Mobile Application Prototype

V stands for everything.

Victory of the pandemic;

Visualisation of carbon footprint;

Melbourne the Vibrant city…

Developed by Zihao Jason Wang (s3675221)

InVisible is a mobile application that aims to reconnect people and activate the city after the pandemic. Certain discussions about social issues like climate change can be generated among people as media practices like data visualisation and mobile placemaking have been applied to the inVisible.

Three major functions have been developed for InVisible so far. Firstly, it is the AR carbon footprint tracer that allows people to use mobile front cameras to scan and visualise carbon footprint around them. Secondly, “The Gallery V” is an image-driven function that encourages users to share their daily photos related to sustainable living. Lastly, it is the “Walkie” which is considered a sort of urban playing where users can have various interactions (e.g. treasure hunt) with iconic buildings in Melbourne city by following certain routes.

To find out more about InVisible, please visit:

https://www.mediafactory.org.au/jason-wang/2022/05/26/dmma4-finishedprototype/

Doing Mobile Media Critical Essay

by Audrey Tedjasaputra (s3816986)

MediaFactory Link: https://www.mediafactory.org.au/audreytedjasaputra/2022/05/25/d-m-m-a4-critical-essay/

(attached above is the embedded link to the full version of the critical essay uploaded on my blog)

Summary of Work

In today’s fast-paced world, and following the movement of the global pandemic, the more traditional practices of advertising and brand endorsements are branching out into something intangible, interweaved in a web of networks. Known to man as the world wide web, social media plays a huge role in this digital space. With Instagram being a photo and video sharing social networking site that launched in 2010, it has become—in my opinion—the ultimate online platform for the sharing of content that are both “real time” yet also carefully calculated. By monetizing one’s daily life for a living through digital activities, it is here that influencers perform a new type of labour in a neo-liberal economy (Abidin & Cover 2019). They engage with their followers in physical and digital spaces—with the latter being especially prominent during the pandemic—monetizing their following by integrating advertorials into their Instagram posts.

This critical essay focuses on the question: how could influencers author their Instagram brand deals in different ways?, which could lead to another question: what would be the audiences’ perceptions as a result of this? I think that the first question was relatively easy to answer, given the fact that the case study refers to 2 lifestyle influencers whom I personally follow; Molita Lin, an Indonesian influencer, and Alisha Marie, an American influencer, seen in the images on the left and right respectively. Since they cover pretty similar contents on Instagram, it definitely helps in visualising the theoretical concepts being used by comparing and contrasting their posts to find out the significant differences, if any, in terms of how they author their Instagram brand deals in 2 differing cultural contexts. It is here that the examples mentioned thus far have been the object of a great deal of varying analyses. For instance, one of the practices being adopted by influencers to achieve differing aesthetics is through the various processes being implemented, ranging all the way from designed photos, to casual photos, as well as all the grey areas in between. Another tactic being deployed would be the various types of hashtags, exploring both their positive and negative aspects, as well as the reasons behind it. 

However, on the other hand, the other question—what would be the audiences’ perceptions as a result of this?—is not that easy to answer. It is here that influencers as ‘providers of inspiration and advice’ (Maares, Banjac & Hanusch 2021, p. 8) have ‘to overcome some of the tension between having to brand themselves and their promotional work to sustain their business, and the need to portray themselves as genuine in order to connect with audiences’ (Long and Wilhoit 2018, cited in Maares, Banjac & Hanusch 2021), since their work ‘contributes to sociocultural capital in the form of audiences’ trust and engagement which can later be transformed into economic capital’ (McRae 2017, cited in Maares, Banjac & Hanusch 2021). As such, it is here that transparency needs to be strategically employed into brand deals, since ‘audiences rarely view social media posts as independent objects but rather evaluate it along with the actors’ behaviour, i.e. with the producer in mind’ (Maares, Banjac & Hanusch 2021, p. 9). Therefore, what matters at the end of the day is ‘dependent on the relationship that the audience imagines having with the producer’ (Maares, Banjac & Hanusch 2021, p. 9), regardless of how influencers author their Instagram brand deals.

 

The Process

Being the only person in this class doing a critical essay for the assignments, I’m pretty sure that what led me to go down that road in the first place was being inspired by Crystal Abidin’s 2016 article that talks about ‘visibility labour’. I remember the idea of Instagram’s “normalized aesthetic” being discussed during the first few weeks of class, which was why I decided to focus on that topic for Assignment #1, using only Molita as an example, examining the practices being implemented to achieve said aesthetic, keeping in mind the negative impacts that affect both her and her audience.

It was when I read parts of Manovich’s 2017 book titled Instagram and the Contemporary Image that I decided to incorporate Alisha as part of the essay’s case study for Assignment #2, being able to immediately distinguish 2 differing aesthetics just by thinking off the top of my head. 

After further consultation and receiving feedback following Assignment #2, it is during Assignment #3 that I decided to push the analysis dimension further by talking about how different types of hashtags could be deployed by both the aforementioned influencers—and how this could reflect upon the cultural differences between the U.S. and Indonesia—in the hopes of curating an affective public, without neglecting to discuss the descriptive aspects as well. 

 

What I Got Out Of It

Having done mobile media projects in my previous studios, it is here that I was given the option to do a critical essay for this course specifically; relating mobile media practices that go behind authoring brand deals on Instagram with theoretical concepts being presented not only during classes, but also those that surfaced as a result of further research. It is here that this essay opened my eyes to the fact that being an influencer isn’t all sunshine and rainbows. I definitely have learned a lot, piquing my interest when certain ideas actually tie in very nicely with the case study. Despite now seeming to look at other people’s posts through a more analytic lens, I think that mobile media in particular could still be a great source of entertainment as well.

Once Upon A Time

This semester, I created an app to develop critical and creative methods for understanding mobile media. This app can allow everyone to make up stories one by one. Basically, it means you can start a story with one sense and others join and continue the story with one sentence, and finish making up a story by many people. Here is the link to the description and pictures of the app.

https://www.mediafactory.org.au/yunlongxia/

Yunlong Xia (Planck)