Using graphic narratives for research translation and engagement

Today I attended a workshop to learn how to draw graphic narratives — in effect, comic strips. I was interested in learning this technique as research translation and engagement tool. I thought that it could be a fun way to visually represent findings from a research project. The method can also be used to plan research projects, as an alternative to tools such as mind-mapping or concept-mapping. The idea is that using a comic-strip format helps to simplify issues and present them in narrative formats.

We focused in the workshop on the best way to represent emotional states using simple drawing techniques. We started with drawing Donald Trump’s grumpy face using several different methods. Here’s the last Trump drawing I produced. We only had a minute to draw this one.



Then we moved on to practising drawing different facial expressions to convey emotion. Here I am working hard on this task.

IMG_0775 (2)


We finished the workshop with a big task, which involved drawing a comic strip on a topic we had chosen. I decided to try and represent some research findings from a current project I have been analysing interview data from: on young people’s use of digital health. The project’s findings showed that young people constantly google health information and appreciate learning about the experiences of other young people, so that they feel less alone. YouTube is one source where they can find other young people talking about their health and illness experiences. But young people are also willing to seek medical advice if they feel this is needed. I tried to convey these key findings in my comic strip.


Ideas for participatory arts/design activities with a digital health focus

I’m currently interested in innovative and creative ways of conducting research on people’s use of digital health technologies. (See my posts on design sociology here, here, here and here, and a report using these methods for a stakeholder workshop here.)

Here’s some ideas I’ve put together, some of which I have tried and others of which I plan to try soon.

Mapping the service ecology

What works?

  • Each participant writes on a card, answering the question …. Think about a time you used a digital device (smartphone, tablet, desktop, laptop, health monitoring device, wearable device etc) for health or fitness-related purposes? What was it? What did it do? What did you like/dislike/find useful/useless about it?

Then share their experience with the group.

Future digital health? ‘What if? scenario …’

  • Each participant writes on a card, answering the question …. Think about an object or service you would like to see designed that would help people prevent or manage illness and disease. It can be digital or not digital. It can be anything you can imagine – something that is purely science fiction, or something that perhaps could realistically be invented. What is it? What does it do? What does it look like? Who would use it? Who wouldn’t use it?
  • Write a brief scenario outlining an example of someone using this technology to promote their health.

Then share this idea with the group.

This will develop two catalogues of devices: what works, and future directions. This could involve presenting this information in a number of formats: sketches or cartoons, film scripts, personas, written scenarios etc.

Inspiration cards

These are a set of cards that can be used to inspire conversation and ideas in workshop.

E.g. I’ve created ‘Blood, Sweat, Tears … Digital’ cards for a digital health workshop. They can be found here: Blood, Sweat, Tears … Digital inspiration cards.


Give participants materials (pens, paper, glue, images) to make collages on a theme, expressing their thoughts and feelings. They can write words or draw images on the collage as well. They then present their collage to the group, explaining the choices they have made.

E.g. Make a collage showing how using digital technologies make you feel.

Story completion

Provide an opening to a story and ask the participants to complete it.


“X decided they wanted to try an app to improve their health. They went to the Apple App Store and searched the health and fitness section …. [What happened next?]

“X decided to buy a fitness tracker to improve their health and physical fitness. They took it home and tried it on …. [What happened next?]

 Body mapping, more-than-human mapping, time-lines, sensory mapping (smell, sound, taste etc).

E.g. large sheets of paper with a blank outline of human figure in the centre. Participants asked to draw on the figure and around the figure, showing sensations, feelings, emotions concerning their health and fitness. Make links to other people, other living things (e.g. pets) and to non-living things (built environment, bikes, cars, digital technologies). Then explain their maps to other participants.

E.g. Draw a map of their life (or a typical person’s life) with a time-line showing how that person would use digital technologies/be tracked by digital technologies that can monitor/measure/reveal aspects of their bodies and health – how would this person access or use this information? How would other people access or use this information?

Memory elicitation

E.g. Think about the last time you went online to find information about a health or wellbeing topic. Write about what you looked for, what information you found, and how you acted (or disregarded) the information. Do you remember any emotions or physical sensations that were part of this experience?

Photo elicitation

E.g. ask people to use their smartphones to take photos of them using digital devices in the usual places. These can be added to timelines, maps etc. Or just record them talking about the photos and their practices.


The participants are asked to generate profiles about archetypal users of technologies. They give them names, describe their sociodemographic characteristics, sketch them and generate a short narrative describing their life, goals and behaviours related to the topic in question (e.g. use of a specific digital technology).

Make your own health app

Ask people to create an app store page for an app they have invented for health purposes. Ask them to give the app a name, write a promotional blurb for it (What will it do? What is so great and new about this app? Why should people download it onto theirphones?). Include some sketches of screenshots for the app, just like on the app stores.

Digital storytelling

Participants make short films using smartphones or other mini digital cameras to tell a narrative – could be autobiographical. Uses music and voice-overs as well as images, including art-work, photos or video footage. Stories can be created as a group exercise and shared with the group.

E.g. Participants make a film about their use of health apps or wearables and share with the group.

Critical art and design projects about digital data



For a while now, I have sought out the work of artists and designers who are working on interesting critical projects related to digital data, particularly personal data (as this is one of my main research interests). I have discussed some of this work in several of my publications, including my book on the sociology of the quantified self.

A recent tweet asking the Twitter ‘hive mind’ whose work they knew about generated many more additions (thank you to those who contributed).

Here’s a list that I have subsequently put together – I am sure it is by no means comprehensive, but at least it’s a start!

Autonomous Tech Fetish

Max Dovey

Dear Data

Lucy Kimbell

Thecla Schiphorst

Institute of Human Obsolescence

Tom O’Dea

Erica Scouti

Critical Interface Politics Research Group

Tega Brain

Pip Thornton

Data Materialities

Melanie Gilligan

Mitchell Whitelaw

David Benque

Zach Blas

James Bridle

Laurie Frick

Ted Hunt

Poetry in Data

Data Cuisine

The Center for Genomic Gastronomy

Grow Your Own: Life After Nature (exhibition)


Benjamin Grosser



Ellie Harrison

Heather Dewy-Hagborg

Julian Oliver

Gordan Savicic

Jennifer Lyn Morone

Brian House

Auger Loizeau


Photo credit: Fee Plumley: CC By 2.0 (found on Flickr)

New materialisms: key approaches

Over the past few years, I have been drawing more and more on new materialist theories, concepts and perspectives, particularly in thinking through how humans live with digital technologies (which is the focus of all my research at the moment). The approaches I am currently finding most useful come from a range of perspectives.

Recently, I sat down to map out and categorise the different approaches with which I have been working that use new materialist thinking. I made a big table, and used this to jot down these approaches, the main concepts and questions with which they engage, some key researchers in each approach, and the key theorists each draws on. The smaller table below lists the disciplines/approaches in the first column of the larger table. The PDF of the whole table is available here (third revised version added 10 April 2018): Overview of new materialism approaches v3

Sociology (new materialism)
Environmental feminism, material ecocriticism, Anthropocene feminisms
Education – gender and posthuman performativity
Diffraction theory, post-qualitative inquiry
Vital materialism
Education – materiality and enactment theorising
Anthropology of material culture
Posthuman archaeology/museum studies
Cultural geography/anthropology – sensory ethnography/affective atmospheres/non-representational methodologies
Design anthropology/sociology and arts-based practice
Information systems/organisation studies/management studies – sociomaterialism
Object-oriented ontology (OOO), speculative realism (NB: often grouped with new materialism, but actually quite different – included here for sake of comparison)

I also made a word cloud to visually represent the key theorists identified in the table, and their relative importance in the literature (below). This is an easy way to quickly show which theorists tend to be drawn on the most in this literature.

materialisms word cloud

Below the table, I listed what I saw as common threads and key questions that emerged from the literature I had read when constructing the table. These are as follows:

COMMON THREADS: More-than-human worlds, human-nonhuman assemblage, vitality and vibrancy of things, ethico-onto-epistemology, relational ontology, sensory encounters, tensions between sameness and difference, how matter comes to matter, posthumanist performativity, identifying entanglements and shared agency, identifying exclusions, respectful engagements with disciplinary differences, the micropolitics of relations and affects, the generation and expression of agential capacities, encounters, forces (constraining and enabling) and intensities – how lines of flight might be generated – resistances, new possibilities for action or assemblages, thinking otherwise – intra-actions within assemblages between their various components- this includes power, which is transitory as it is enacted – interdependency between researcher and researched.

KEY QUESTIONS: How do objects under analysis establish conditions of action? How do humans incorporate and improvise with objects? What are the social lives of things? Which assemblages and networked power relations are they part of? How do the objects of study work and who does it work for? What imaginaries do they rely on and establish? Where are tensions/differences/novel formulations? Where are differences and exclusions? How do differences get made? What effects do differences have? What are the relations between things? How does matter come to matter? What theories can be brought to bear to make agential cuts of meaning? What are the affective intensities/forces and agential capacities generated by the assemblages under analysis? What do they do? After identifying the conditions of possibility (normalising agents), how to ‘think the unthinkable’/escape normalising discourses and habituated acts and open up new conditions of possibility? What are the ethics of more-than-human worlds and encounters? What lies beyond the ascendancy of the human – what is posthumous life? What can non-western onto-epistemologies offer?




My 2017 publications


Lupton, D. (2017) Digital Health: Critical and Cross-Disciplinary Perspectives. London: Routledge.

Lupton, D., Mewburn, I. and Thomson, P. (eds) (2017) The Digital Academic: Critical Perspectives on Digital Technologies in Higher Education. London: Routledge.

Lupton, D. (editor) (2017) Self-Tracking, Health and Medicine: Sociological Perspectives. London: Routledge.

Special journal issues edited

‘Health, medicine and self-tracking’, Health Sociology Review (volume 26, issue 1), 2017 (also published as a book)

‘Digital media and body weight’, Fat Studies (volume 6, issue 2), 2017

‘The senses and digital health’, Digital Health (volume 3), 2017

Book chapters

Lupton, D. (2017) 3D printed self replicas: personal digital data made solid. In McGillivray, D, Carnicelli, S. and McPherson, G. (eds), Digital Leisure Cultures: Critical Perspectives. London: Routledge, pp. 26—38. (PDF Lupton 2017 3D self-replicas chapter).

Gard, M. and Lupton, D. (2017) Digital health goes to school: digitising children’s bodies in health and physical education. In Taylor, E. and Rooney, T. (eds), Surveillance Futures: Social and Ethical Implications of New Technologies for Children and Young People. London: Routledge, pp. 36—49. (PDF Gard Lupton 2017 digital health goes to school chapter)

Lupton, D. (2017) Digital bodies. In Silke, M., Andrews, D. and Thorpe, H. (eds), The Routledge Handbook of Physical Cultural Studies. London: Routledge, pp. 200—208. (PDF Lupton 2017 digital bodies chapter)

Lupton, D. (2017) Personal data practices in the age of lively data. In Daniels, J., Gregory, K. and McMillan Cottom, T. (eds), Digital Sociologies. London: Policy Press, 335—350. (PDF Lupton 2017 personal data practices in the age of lively data chapter)

Lupton, D., Mewburn, I. and Thomson, P. (2017) The digital academic: identities, contexts and politics. In Lupton, D., Mewburn, I. and Thomson, P. (eds), The Digital Academic: Critical Perspectives on Digital Technologies in Higher Education. London: Routledge, 1-19. (PDF Lupton Mewburn Thomson 2017 digital academic chapter)

Lupton, D. (2017) Cooking, eating, uploading: digital food cultures. In LeBesco, K. and Naccarato, P. (eds), The Handbook of Food and Popular Culture. London: Bloomsbury. (PDF Lupton 2017 cooking eating uploading chapter)

Journal articles

Lupton, D. and Williamson, B. (2017) The datafied child: the dataveillance of children and implications for their rights. New Media & Society, 19(5), 780—794.

Pink, S., Sumartojo, S., Lupton, D. and Heyes Labond, C. (2017) Mundane data: the routines, contingencies and accomplishments of digital living. Big Data & Society, 4(1), online, available at

Thomas, G., Lupton, D. and Pedersen, S. (2017) ‘The appy for a happy pappy’: expectant fatherhood and pregnancy apps. Journal of Gender Studies, online ahead of print: doi:10.1080/09589236.2017.1301813

Lupton, D. (2017) How does digital health feel? Towards research on the affective atmospheres of digital health technologies. Digital Health, 3, online, available at

Lupton, D. and Michael, M. (2017) For me, the biggest benefit is being ahead of the game’: the use of social media in health work. Social Media + Society, 3(2), online, available at

Lupton, D. (2017) Digital media and body weight, shape and size: an introduction and review. Fat Studies, 6(2), 119-134.

Lupton, D. and Michael, M. (2017) ‘Depends on who’s got the data’: public understandings of personal digital dataveillance. Surveillance and Society, 15(2), 254—268.

Lupton, D. (2017) ‘It just gives me a bit of peace of mind’: Australian women’s use of digital media for pregnancy and early motherhood. Societies, 7(3), online, available at

Lupton, D. and Maslen, S. (2017) Telemedicine and the senses: a review. Sociology of Health & Illness, 39(8), 1557-1571.

Lupton, D. (2017) Feeling your data: touch and making sense of personal digital data. New Media & Society, 19(10), 1599-1614.

Lupton, D. (2017) ‘Download to delicious’: promissory themes and sociotechnical imaginaries in coverage of 3D printed food in online news sources. Futures, 93, 44-53.

Lupton, D. (2017) Towards design sociology. Sociology Compass, online ahead of print: doi:10.1111/soc4.12546

Lupton, D. (2017) Digital health now and in the future: findings from a participatory design stakeholder workshop. Digital Health, 3, online, available at

Pink, S., Sumartojo, S., Lupton, D. and Heyes Labond, C. (2017) Empathetic technologies: digital materiality and video ethnography. Visual Studies, 32(4), 371-381.


Lupton, D. (2017) Towards sensory studies of digital health. Digital Health, 3, online, available at

Lupton, D. (2017) Self-tracking, health and medicine. Health Sociology Review, 26(1), 1—5.

Design sociology review

HealthTech (42 of 60)

Earlier this year, I published four posts about design sociology. At the time, I was working on a review article on the topic for Sociology Compass. The article has now been published – see here. It’s behind a paywall, but I’m happy to send you a copy if you email me.

This is the abstract:

In this review essay, I introduce and map the field of what I call “design sociology”. I argue that design research methods have relevance to a wide range of sociological research interests, and particularly for applied research that seeks to understand people’s engagements with objects, systems and services, better engage publics and other stakeholders, work towards social change, and identify and intervene in futures. I discuss 3 main ways in which design sociology can be conducted: the sociology of design, sociology through design and sociology with design. I explain key terms in design and dominant approaches in social design research—participatory, critical, adversarial, speculative, and ludic design. Examples of how sociologists have already engaged with design research methods are outlined. The essay concludes with suggestions about what the future directions of design sociology might be.

Talks in Europe, November 2017

I am visiting Europe to give several talks in early November. Details are as follows:

Wednesday 1 November: Keynote presentation at the ‘Emotion and Affect in Dataified Worlds’ workshop, Helsinki, Finland.

Friday 3 November: Opening presentation with our Wellcome Trust grant research team at the ‘Researching Young People and Digital Health Technologies’ symposium we have organised, Manchester, UK (details here).

Monday 6 November:  Invited public lecture at the ‘Digital Health’ workshop, Malmo, Sweden.

Tuesday 7 November: Invited presentation at the ‘Challenges of Digital Health’ workshop, Orebro, Sweden.

Friday 10 November: Keynote at the ‘Monitoring the Self: Negotiating Technologies of Health, Identity and Governance’ conference, Helsinki, Finland (details here).

Design sociology part 4: wrapping up

This is the last in my series of posts introducing design sociology, following part 1 (introduction), part 2 (terms and approaches) and part 3 (critical, speculative and ludic design). For an article outlining a project in which Mike Michael and I used design sociology, see here (and an example of one of the design tasks we used is shown to the right). design sociology

Design sociology approaches offer many opportunities for sociologists to expand their research horizons, particularly in relation to applied, practice-based, sociomaterial and future-oriented research. There are several compelling reasons why they should begin to do so. Design sociology can bring together theory and practice in exciting ways. It can be viewed as one element of the ‘live sociology’ to which Back (2012) refers, in which new ways of investigating social worlds are developed.

One of the strongest contributions that design sociology can make is to inspire creative thinking not only for sociologists but also for people, groups or organisations outside academia who take part in their research, developing the multiple vantage points, new ways of telling and showing, and imaginative responses to which Back refers in his vision for live sociology. It also offers a route for productive multidisciplinary collaborations, in which sociology researchers can work with people in design, HCI and anthropology, among others, in exchanging and building on their respective areas of expertise.

Further, in their incorporation of the participation of publics, design-oriented approaches work towards many sociologists’ desire to work with communities in co-research activities and to disseminate their research widely. Design sociology can contribute to research that has broad applications. In many wealthy nations, sociologists and other social researchers are being called upon to orient their research more towards potential users outside the academy. Policy developments in higher education such as the ‘impact’ and ‘innovation’ agendas, measurements of engagement with stakeholders and publics and associated changes in programs for funding research and universities have led to the need for academic researchers to reconsider their research topics, methods and collaborators.

Design sociology can include three different, but interrelated, perspectives (based on Gunn and Donovan’s  (2012) useful tripartite definition of design anthropology). First, it can engage in the sociology of design: that is, sociological research directed at identifying design cultures, or the discursive and material practices which professional designers enact, and the broader sociocultural and political contexts in which design as a way of thinking and a profession is situated. This approach means devoting attention to the ideas, design artefacts and other material objects designers use in their working practices, as well as the spaces and places in which they work. Second, design sociology can involve conducting research through design: that is, by using design methods and concepts as research devices to generate insights into other topics. Both approaches acknowledge the social worlds and material practices of designers and the other participants who might work with them, as well as those of the end-users of designed objects and systems.

Third, design sociology will also often need to embrace sociology with design. Sociologists have not been trained to think in ‘designerly’ ways. Most need help to conceptualise how to go about incorporating design perspectives into their research: and this means collaboration outside sociology. Thus far, of the small number of sociologists who have experimented with design research, most have training in design as well as sociology or have used designers as consultants, or worked on multidisciplinary research teams including designers or HCI researchers. Sociologists who want to incorporate design research approaches but have little hands-on experience of them may need to consider making connections with academics working in design or design anthropology or commission design consultants who have experience in the types of design research outlined here to work with them in planning and executing their projects.

Whichever design sociology approach is taken up, designed phenomena should be positioned as dynamic and contingent assemblages of humans and nonhumans, including ideas, practices, things, spaces and places. Design sociology approaches offer a way of developing greater insights into what people do with objects and systems, such as those involved in digital technologies, and not just what they say they do. Furthermore, they can build on these insights to develop future-oriented perspectives that can contribute to the further development and improvements in the design of objects and systems, including making recommendations. Design sociology can contribute more formative and conceptual research that can contribute to the design process by uncovering the meanings and uses of objects or systems that are already part of everyday lives, or by asking people to consider or generate new ideas about future objects or systems before they have entered everyday life. As such, this research can be helpful in shaping design decisions, both during the design process and when the design is tested.

An important element of a sociological approach to design methods to consider is that of multiple vantage points and contestation. The sociology of expectations and of public engagements with science and technology, for example, often involve identifying disputes and controversies arising from debates about futures (Michael, 2017; Wilkie et al., 2017). This recognition of the possibility of contestation (often between publics and government or big business) remains important to the development of design sociology approaches. For example, rather than assuming that all stakeholders involving in a participatory design process will share imaginaries of the future, a critical sociological approach will be alive to the possibilities of conflict and contestation. The reasons for differences in future imaginaries can be important in understanding the vested interests and politics of the different groups involved.

To conclude, design sociology offers one direction for sociologists to think through how they might orient their research to meet these new expectations and demands in ways that also allow them to maintain their broader intellectual interests in the meanings and practices of social identities, social relationships and social institutions. Depending on how it is applied, design sociology can be considered as a method for social critique and the identification of social inequalities, disadvantage and marginalisation. It can be a form of participatory social research or action research. Design sociology research can also be a way of contributing to the development of new technologies and systems for the benefit of communities, activist groups, government agencies or industry. In many cases, more than one of these outcomes can be achieved.


Back L. (2012) Live sociology: social research and its futures. The Sociological Review 60: 18-39.

Gunn W and Donovan J. (2012) Design anthropology: an introduction. Design and anthropology. London: Ashgate, 1-16.

Michael M. (2017) Enacting Big Futures, Little Futures: toward an ecology of futures. The Sociological Review online ahead of print.

Wilkie A, Savransky M and Rosengarten M. (2017) Introduction: beyond the impasse of the present. In: Wilkie A, Savranksy M and Rosengarten M (eds) Speculative Research: the Lure of Possible Futures. London: Routledge.

Design sociology part 3: critical, speculative, and ludic design

This is the third part of my series on design sociology (see here for part 1, and here for part 2).

Critical design is another term that is frequently used in the design and HCI literature. Rather than taking a utilitarian and commercially-oriented perspective, critical design incorporates social and political theory into the design process, and is sceptical and questioning of the ideals and practices of mainstream design. It identifies the social and political dimensions of objects and systems and recognises complexity and ambiguity. The language of design is used to ask provocative questions, identify and challenge tacit norms and assumptions and explore alternative futures (Bardzell & Bardzell, 2013; Dunne & Raby, 2013; Kimbell, 2012; Malpass, 2013).

Some design and HCI researchers use the term agonistic design, adversarial design or design activism to describe an approach that is overtly and specifically directed at political activism and challenging the status quo, often including marginalised or disempowered social groups in the design process. This design approach is viewed as offering a counter to the corporatisation and neoliberal political orientation of design thinking by returning to the socialist roots of participatory design (Björgvinsson et al., 2012; DiSalvo, 2012; Markussen, 2013).

One example of a critical design project was the Neighbourhood Networks project, based in Pittsburgh, USA (DiSalvo et al., 2012). Neighbourhood residents were invited to take part in activities using environmental sensors and a prototype of a handheld environment sensing and robotics platform designed specifically for the workshops, and to compare the two types of sensor technologies. They were then asked to invent their own uses for the platform, involving a storyboarding activity that used images and texts and then building their own prototypes. The overall objective of this project was to encourage the participants to become more aware of the environmental concerns in their neighbourhood and to express their concerns in the form of their designs.

Speculative design involves configuring future imaginaries that may not be expected to come to pass. Unlike some design approaches, therefore, it is not directed at problem-solving, but rather at problematising futures. Speculative design can come together with participatory design approaches. It has been advocated as a way of engaging publics with science and technology and identifying their understandings of new technologies and the benefits or risks they see as associated with these technologies (Dunne & Raby, 2013; Gaver et al., 2015; Michael, 2012; Michael, 2017; Wilkie et al., 2015). Speculative design often draws on satire, exaggeration and allegory (Malpass, 2013). By inspiring or responding to speculative design artefacts and ideas, participants are provoked into thinking differently and creatively, perhaps raising questions about conventions and assumptions. Speculative design methods can also uncover the rationales and meanings behind what might be considered to be unusual, irrational, unexpected or perverse uses of objects; and in doing so, contribute to new ways of thinking about their possibilities as well as their deficiencies (Malpass, 2013; Michael, 2016; Michael, 2017).

Using speculative design research, HCI and other researchers have designed objects that are meant to provoke imaginative responses. Thus, for example, as part of Persuasive Anxiety, a project seeking to investigate self-tracking, Gross and colleagues (Gross et al., 2017) invented three design artefacts that were designed to be controversial. These devices were made to be deliberately intrusive as a way of foregrounding the performative nature, anxiety-inspiring qualities and privacy implications of collecting self-tracked data for health and behaviour change. Participants in their study were asked to use the devices over a period of six months in their homes, with the researchers meeting regularly with them to interview them about their experiences and conducting observations of how the devices were used. The researchers were interested in how these devices worked to defamiliarise and disrupt conventional assumptions about self-tracking technologies, opening up new ideas about how these technologies might be employed in everyday life.

Ludic design is explicitly directed at playful and curiosity-driven engagements, and can be an aspect of speculative design. In an example of speculative and ludic design, Gaver and colleagues (Gaver et al., 2013) made several devices as part of their Indoor Weather Stations project, and asked people to use them in their homes. These devices were designed to reveal the microclimates of the homes by highlighting air movement, the colour of ambient light and temperature differentials inside the homes. The purpose of this project was to explore approaches to environmental conditions that departed from the often-moralistic and individualistic focus in HCI design on persuading people to change their behaviours in response to initiatives directed at environmental sustainability.

In the next blog, I will wrap up this series of posts with a discussion of where design sociology can head from here.


Bardzell, J. and Bardzell, S. (2013) What is critical about critical design? Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI ’13), Paris: ACM Press. pp. 3297-3306.

Björgvinsson, E., Ehn, P. and Hillgren, P.-A. (2012) Agonistic participatory design: working with marginalised social movements. CoDesign, 8 (2-3), 127-144.

DiSalvo, C. (2012) Adversarial Design. Cambridge, Massachusetts: The MIT Press.

DiSalvo, C., Louw, M., Holstius, D., Nourbakhsh, I. and Akin, A. (2012) Toward a public rhetoric through participatory design: critical engagements and creative expression in the neighborhood networks project. Design Issues, 28 (3), 48-61.

Dunne, A. and Raby, F. (2013) Speculative Everything: Design, Fiction, and Social Dreaming. Cambridge, MA: The MIT Press.

Gaver, W., Bowers, J., Boehner, K., Boucher, A., Cameron, D.W.T., Hauenstein, M., Jarvis, N. and Pennington, S. (2013) Indoor weather stations: investigating a ludic approach to environmental HCI through batch prototyping Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI ’13), Paris: ACM Press. pp. 3451-3460.

Gaver, W., Michael, M., Kerridge, T., Wilkie, A., Boucher, A., Ovalle, L. and Plummer-Fernandez, M. (2015) Energy Babble: mixing environmentally-oriented internet content to engage community groups Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI ’15), Seoul: ACM Press. pp. 1115-1124.

Gross, S., Bardzell, J., Bardzell, S. and Stallings, M. (2017) Persuasive Anxiety: designing and deploying material and formal explorations of personal tracking devices. Human–Computer Interaction, online ahead of print.

Kimbell, L. (2012) Rethinking design thinking: Part II. Design and Culture, 4 (2), 129-148.

Malpass, M. (2013) Between wit and reason: defining associative, speculative, and critical design in practice. Design and Culture, 5 (3), 333-356.

Markussen, T. (2013) The disruptive aesthetics of design activism: enacting design between art and politics. Design Issues, 29 (1), 38-50.

Michael, M. (2012) De‐signing the object of sociology: toward an ‘idiotic’ methodology. The Sociological Review, 60 (S1), 166-183.

Michael, M. (2016) Notes toward a speculative methodology of everyday life. Qualitative Research, 16 (6), 646-660.

Michael, M. (2017) Enacting Big Futures, Little Futures: toward an ecology of futures. The Sociological Review, online ahead of print.

Wilkie, A., Michael, M. and Plummer‐Fernandez, M. (2015) Speculative method and Twitter: Bots, energy and three conceptual characters. The Sociological Review, 63 (1), 79-101.

Design sociology part 2: terms and approaches

In the previous post I introduced the idea of design sociology. In this post, I begin to outline some of the key terms and approaches and discuss their relevance for the development of design sociology.

Key terms in design

Design and design thinking

The concept of design, as it is used in professional design circles, refers to developing an idea about a product, system or solution, and devising a plan for executing that idea. Design involves an iterative process of problem solving that includes identifying the practices of end users, generating and testing ideas and then implementing them. Most design-related research works towards developing a set of recommendations for how the design of objects or systems can be developed and improved for their targeted users. It therefore has a future-oriented perspective that can move from what is currently known to what might occur (Bergman, Lyytinen, & Mark, 2007; Dorst, 2011; Drazin, 2013; Kimbell, 2011, 2012): A design problem is developed, which the actions of designers need to address to achieve a better solution for the relevant stakeholders (Bergman et al., 2007). Success is measured by how well the proposed solutions work for the intended purpose.

Design thinking is a design-based approach to problem solving, change or idea-generation beyond the domain of professional design that emerged about two decades ago. Design thinking became popular as a new mode of creating solutions because designers were viewed as possessing particular creative and innovation skills, able to adopt a human-centred approach and possessing a privileged sensitivity to how changes in culture can be identified and built on in developing new cultural forms. In the neoliberal and entrepreneurial context prevailing in most wealthy countries, in which the capacity for developing innovation, creativity, novelty and futures forecasting are prized as ways of fostering economic group, these attributes have achieved high worth (Drazin, 2013; Kimbell, 2011). The design thinking approach has been taken up in particular in the contexts of management, business, information technology, and organisation, but also by those working towards social change and policy development (Bjögvinsson, Ehn, & Hillgren, 2012; Brown & Wyatt, 2010; Dorst, 2011; Kimbell, 2011).

The design workshop is the archetypal set-up for running design research activities, involving bringing together professional designers or design research teams with end-users and other stakeholders to identify challenges and develop new ideas. Methods of running participatory design activities often involve some kind of design artefact, used to challenge perceptions and stimulate ideas and new ways of doing. These artefacts are developed from consultations with commissioning clients or previous research into the topic under investigation, which may involve reviewing the existing literature as well as conducting new social research to define the problem, typically using the standard methods of surveys, focus groups or one-to-one interviews. Design artefacts are usually a kind of material object that can be viewed or handled, but may also be concepts that are expressed verbally (Drazin, 2013). As they are used in design workshops, design artefacts operate as boundary objects because they enable design knowledge to cross social worlds and facilitate alignment of interests across these different contexts (Bergman et al., 2007; Vines, Clarke, Wright, McCarthy, & Olivier, 2013). Design artefacts need to possess the capability for common representation, to transform design knowledge, mobilise for action, and legitimise design knowledge across heterogeneous social worlds (Bergman et al., 2007).

Examples of design artefacts that are typically used in workshops include descriptive or functional prototypes and mock-ups, images, fictional narratives, videos, games, dramatic performances, storyboards, scenarios, inspiration cards, or cultural probes (objects that invite people to perform certain tasks). Sometimes design artefacts are given to participants to be deployed or worked with at home or in work settings. Ideally, these artefacts work to spark responses that go beyond the obvious, reveal gaps and ambiguities in understandings, and inspire new and often provocative ideas that challenge taken-for-granted assumptions. Design artefacts are often made by the research or design team before research participants encounter them, but in some projects, they are developed together with the participants as part of workshops.

In seeking to understand human behaviour, design and HCI research has traditionally adopted cognitive psychological models of behaviour that focus on individual responses (Vines et al., 2013). The practices associated with an object or system have often been examined without recognition or identification of related practices that contribute to an ecology of use, involving other humans and nonhumans, space and place. Design thinking and research has also been subjected to criticism for its limited, individualistic and predominantly utilitarian and commercially-oriented approach (see, for example, Dunne & Raby, 2013; Kimbell, 2011, 2012; Malpass, 2013; Vines et al., 2013). In recent times, however, many design and HCI researchers have begun to include sociocultural and political perspectives in their work. In HCI research, this is referred to as the third paradigm (following the engineering and cognitive psychology paradigms) one that has been gathering momentum for several years (Harrison, Sengers, & Tatar, 2011; Harrison, Tatar, & Sengers, 2007; Sellen, Rogers, Harper, & Rodden, 2009). The term reflective design has also been employed in the HCI literature to encompass researchers’ attempts to question taken-for-granted values and tacit norms and assumptions, move beyond single authoritative interpretations to elicit multiple viewpoints and develop ideas for alternative possibilities (Gaver et al., 2013; Sengers, Boehner, David, & Kaye, 2005; Sengers & Gaver, 2006).

These developments in design and HCI research bring its interests, perspectives and methods closer to those of sociology. Many of these approaches involve end-users at some point in the design process. The process of collaboration with publics and other stakeholders is often referred to as co-design or participatory design. Co-design and participatory design have been described as a process of experimentation, mutual learning and reflection in action involving multiple participants beyond designers. The underlying ideal is that those who will use these ideas, processes or objects (the end-users) are able to have a say in how they are designed. The origins of participatory design lie in social rights movements. Activities are therefore often directed at incorporating the ideas of community groups, with a focus of achieving social change or improvements to people’s living conditions.  (Bjögvinsson et al., 2012; DiSalvo, Louw, Holstius, Nourbakhsh, & Akin, 2012; Malpass, 2013; Muller, 2003; Robertson & Simonsen, 2012, 2013). Some researchers have sought to include the participation of social groups who have traditionally have been excluded from the design process, such as those from culturally and linguistically-diverse backgrounds, with significant health conditions, children or older people or people of low socioeconomic status (for example, Hendriks, Huybrechts, Wilkinson, & Slegers, 2014; Lindsay, Jackson, Schofield, & Olivier, 2012; Vines et al., 2013).

An example of participatory design is the method of participatory forecasting and backcasting. Groups of stakeholders are asked to imagine desirable probable, possible or preferable future scenarios, which may involve brainstorming exercises and ideas clustering. Once a set of scenarios has been developed, they are used as a tool for the development and assessment of strategies and solutions. When backcasting is used, these future scenarios are developed, and then participants work back to the present to develop interventions to achieve these futures (Carlsson-Kanyama, Dreborg, Moll, & Padovan, 2008).  The scenarios are sometimes represented using images, and then presented to further groups of participants to invite their responses. This approach has mostly been used for such topics as environmental sustainability (for example, Carlsson-Kanyama et al., 2008; Robinson, Burch, Talwar, O’Shea, & Walsh, 2011) and household consumption and energy use (for example, Davies, 2014; Doyle & Davies, 2013).

The next post will continue looking at approaches, covering critical, speculative and ludic design. 


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Bjögvinsson, E., Ehn, P., & Hillgren, P.-A. (2012). Design things and design thinking: contemporary participatory design challenges. Design Issues, 28(3), 101-116.

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Doyle, R., & Davies, A. R. (2013). Towards sustainable household consumption: exploring a practice oriented, participatory backcasting approach for sustainable home heating practices in Ireland. Journal of Cleaner Production, 48, 260-271.

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Dunne, A., & Raby, F. (2013). Speculative Everything: Design, Fiction, and Social Dreaming. Cambridge, MA: The MIT Press.

Gaver, W., Bowers, J., Boehner, K., Boucher, A., Cameron, D. W. T., Hauenstein, M., . . . Pennington, S. (2013). Indoor weather stations: investigating a ludic approach to environmental HCI through batch prototyping. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI ’13), Paris. ACM Press, pp. 3451-3460.

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Hendriks, N., Huybrechts, L., Wilkinson, A., & Slegers, K. (2014). Challenges in doing participatory design with people with dementia. 13th Participatory Design Conference (PDC ’14), Windhoek, Namibia. ACM Press, pp. 33-36.

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Kimbell, L. (2012). Rethinking design thinking: Part II. Design and Culture, 4(2), 129-148.

Lindsay, S., Jackson, D., Schofield, G., & Olivier, P. (2012). Engaging older people using participatory design. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI ’12), Austin, Texas. ACM Press, pp. 1199-1208.

Malpass, M. (2013). Between wit and reason: defining associative, speculative, and critical design in practice. Design and Culture, 5(3), 333-356.

Muller, M. J. (2003). Participatory design: the third space in HCI. In A. Sears & J. A. Jacko (Eds.), Human-computer interaction: Development process (pp. 165-185). New York: CRC Press.

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Sellen, A., Rogers, Y., Harper, R., & Rodden, T. (2009). Reflecting human values in the digital age. Communications of the ACM, 52(3), 58-66.

Sengers, P., Boehner, K., David, S., & Kaye, J. J. (2005). Reflective design. Proceedings of the 4th Decennial Conference on Critical Computing: Between Sense and Sensibility, Aarhus. ACM Press, pp. 49-58.

Sengers, P., & Gaver, B. (2006). Staying open to interpretation: engaging multiple meanings in design and evaluation. Proceedings of the 6th conference on Designing Interactive systems (DIS 2006), University Park, Pennsylvania. ACM Press, pp. 99-108.

Vines, J., Clarke, R., Wright, P., McCarthy, J., & Olivier, P. (2013). Configuring participation: on how we involve people in design. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI ’13), Paris. ACM Press, pp. 429-438.