Call for abstracts – Digital Food Cultures symposium

images

I am convening a one-day symposium on Digital Food Cultures, to be held at the University of Canberra on Friday 20 October 2017. If you are interested in presenting at this symposium, the call for abstracts is now out.

This symposium is directed at the social, cultural, political and ethical dimensions of representations and practices related to using digital technologies for food production, consumption, preparation, eating out, promoting healthy diets or weight loss, marketing, ethical consumption, food activism and environmental and sustainability politics.

Topics may include, but are not limited to food-related apps, online videos, GIFs and memes, other platforms, digital food-related games, wearable devices, digital food data and 3D printed food technologies.

I plan to edit a special journal issue from selected symposium papers.

Please send abstracts (with your name, university affiliation and title of paper) of 150-200 words to me by 1 June 2017 at deborah.lupton@canberra.edu.au.

Seams in the cyborg

Another excerpt from my forthcoming book Digital Sociology (due to be released on 12 November 2014). From chapter 8: ‘The Digitised Body/Self’.

Such is the extent of our intimate relations with digital technologies that we often respond emotionally to the devices themselves and to the content contained within or created by these devices. The design of digital devices and software interfaces is highly important to users’ responses to them. Devices such as iPhones are often described in highly affective and aestheticised terms: as beautiful playthings, glossy and shiny objects of desire, even as edible or delicious. Advertising for the iPhone and other Apple devices often focus on inspiring child-like wonder at their beauty and magical capabilities (Cannon and Barker 2012).

Affective responses to material objects are integral to their biographical meaning to their owners and their participation in intimate relationships. Writers on material culture and affect have noted the entangling of bodies/selves with physical objects and how artefacts act as extensions or prostheses of the body/self, becoming markers of personhood. Objects become invested with sentimental value by virtue of their association with specific people and places, and thus move from anonymous, mass-produced items to biographically-inscribed artefacts that bear with them personal meanings. Over use and with time, such initially anonymised objects become personalised prosthetics of the self, their purely functional status and monetary value replaced by more personal and sentimental value (Miller 2008, Turkle 2007).

… Bell and Dourish (2011) refer to the mythologies and the mess of ubiquitous computing technologies. By myths they mean the cultural stories, values and meanings that are drawn upon to make sense and represent these technologies. The types of myths surrounding new digital technologies tend to focus on their very novelty, their apparent divergence from what has come before them and their ability to provide solutions to problems. The ‘mess’ of digital technologies inheres in the challenges to myths that suggest that they are infallible, offer an ideal solution to a problem: the ‘practical reality’ of their everyday use (Bell & Dourish, 2011, p. 4). When digital technologies operate as we expect them to, they feel as they are inextricably part of our bodies and selves. Inevitably, however, there are moments when we become aware of our dependence on technologies, or find them annoying or difficult to use, or lose interest in them. Technologies break down, fail to work as expected; infrastructure and government regulations may not support them adequately; users may become bored with using them or their bodies may rebel and develop over-use symptoms. There may be resistances, personal or organised, to their use, and contestations over their meanings and value (Lupton, 1995; Miller & Horst, 2012).

Freund (2004, p. 273) uses the term ‘technological habitus’ to describe the ‘internalised control’ and kinds of consciousness required of individuals to function in technological environments such as those currently offered in contemporary western societies. The human/machine entity, he argues, is not seamless: rather there are disjunctions – or, as he puts it, ‘seams in the cyborg’ – where fleshly body and machine do not intermesh smoothly, and discomfort, stress or disempowerment may result. Sleep patterns, increasing work and commuting time and a decrease in leisure time, for example, can be disrupted by the use of technologies, causing illness, stress and fatigue. Our bodies may begin to alert us that these objects are material in the ways that they affect our embodiment: through eye-strain, hand, neck or back pain or headaches from using the devices too much (Lupton, 1995).

People may feel overwhelmed by the sheer mass of data conveyed by their digital devices and the need to keep up with social network updates. Analyses of social media platforms such as Facebook are beginning to appear that suggest that users may simultaneously recognise their dependence upon social media to maintain their social network but may also resent this dependence and the time that is taken up in engaging with them, even fearing that they may be ‘addicted’ to their use (Davis, 2012). Users may also feel ‘invaded’ by the sheer overload of data that may be generated by membership of social networking sites and the difficulty of switching off mobile devices and taking time out from using them (boyd, 2008).

Technology developers are constantly working on ways to incorporate digital devices into embodiment and everyday life, to render them ever less obtrusive and ever more part of our bodies and selves. As the technical lead and manager of the Google Glass (a wearable device that is worn on the face like spectacles) project contends, ‘bringing technology and computing closer to the body can actually improve communication and attention – allowing technology to get further out of the way’ (Starner, 2013, p. no page numbers given, emphasis in the original). He asserts that by rendering these devices smaller and more easily worn on the body, they recede further into the background rather than dominating users’ attention (as is so overtly the case with the current popular smartphone and tablet computers). Despite these efforts, Glass wearers have been subjected to constant attention from others that is often negative and based on the presumption that the device is too obvious, unstylish and unattractive, or that the people who wear them are wealthy computer nerds who do not respect the privacy of others. They have reported many incidences of angry responses from others when wearing Glass in public, even to the point of people ripping the device off their faces or asking them to leave a venue (Gross, 2014). The design of digital devices, therefore, may incite emotional responses not only in the users themselves but also in onlookers.

Some people find wearable self-tracking devices not fashionable enough, or not water-proof enough, or too clunky or heavy, or not comfortable enough to wear, or find that they get destroyed in the washing machine when the user forgets to remove them from their clothing. One designer (Darmour, 2013) has argued that if these technologies remain too obvious, ‘bolting’ these devices to our bodies will ‘distract, disrupt, and ultimately disengage us from others, ultimately degrading our human experience’. She asserts that instead these objects need to be designed more carefully so that they may be integrated into the ‘fabric of our lives’. Her suggested ways of doing this include making them look more beautiful, like jewellery (broaches, necklaces, bracelets, rings), incorporating them into fashionable garments, making them peripheral and making them meaningful: using colours or vibrations rather than numbers to display data readings from these devices.

References

Bell, G., & Dourish, P. (2011). Divining a Digital Future: Mess and Mythology in Ubiquitous Computing. Cambridge, Mass: MIT Press.

Cannon, K., & Barker, J. (2012). Hard candy. In P. Snickars & P. Vonderau (Eds.), Moving Data: The iPhone and the Future of Medicine (pp. 73-88). New York: Columbia University Press.

boyd, d. (2008). Facebook’s privacy trainwreck: exposure, invasion, and social convergence. Convergence, 14(1), 13-20.

Darmour, J. (2013). 3 ways to make wearable tech actually wearable. Co.Design. Retrieved from http://www.fastcodesign.com/1672107/3-ways-to-make-wearable-tech-actually-wearable

Davis, J. (2012). Social media and experiential ambivalence. Future Internet, 4(4), 955-970.

Freund, P. (2004). Civilised bodies redux: seams in the cyborg. Social Theory & Health, 2(3), 273-289.

Gross, A. (2014). What’s the problem with Google Glass? Retrieved from http://www.newyorker.com/online/blogs/currency/2014/03/whats-the-problem-with-google-glass.html

Lupton, D. (1995). The embodied computer/user. Body & Society, 1(3-4), 97-112.

Miller, D. (2008). The Comfort of Things. Cambridge: Polity Press.

Miller, D., & Horst, H. (2012). The digital and the human: a prospectus for digital anthropology. In H. Horst & D. Miller (Eds.), Digital Anthropology (pp. 3-35). London: Berg.

Starner, T. (2013). Google glass lead: how wearing tech on our bodies actually helps it get out of our way. Wired. Retrieved from http://www.wired.com/opinion/2013/12/the-paradox-of-wearables-close-to-your-body-but-keeping-tech-far-away/

Turkle, S. (2007). Evocative Objects: Things We Think With. Cambridge, Mass: Massachusetts Institute of Technology.