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  • 1.
    Elovaara, Pirjo
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Gustavsson, Kerstin
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Hallgren, Elin
    Paxling, Linda
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Trojer, Lena
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Gender Budgeting, Human Resources, Organisational Culture -Development of Methods2015Other (Refereed)
    Abstract [en]

    GENISLAB, is a four year project (2011 - 2014) within the 7th Framework Programme for research and technology. The aim of the project is to promote organizational change in six European scientific organizations. Each partner develops its own Tailored Action Plan based on three dimensions, Gender Budgeting, Human Resources (HR) Management and Gender and Organisational Culture and Stereotypes. This report presents results of quantitative and qualitative data on Gender Budgeting and HR management as well as comments on organizational culture.

  • 2.
    Paxling, Linda
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics. Blekinge Inst Technol, Karlshamn, Sweden..
    Design Fiction as Norm-Critical Practice2018In: INTERACTIVITY, GAME CREATION, DESIGN, LEARNING, AND INNOVATION / [ed] Brooks, AL Brooks, E Vidakis, N, SPRINGER , 2018, p. 490-499Conference paper (Refereed)
    Abstract [en]

    The transdisciplinary fields of design and feminist technoscience share a common interest in focusing on the world in a state of always becoming, always changing. Within feminist technoscience, norm-critical perspectives are implemented to shed light on unequal sociotechnical infrastructures. Within design research, generative methods of critical design and design fiction encourage processes of fictional prototyping and storytelling that infuse discussions on what kind of world we want to live in. The purpose of this paper is to illustrate how design fiction can be used as a method to address norm-criticality in media technology education. Based on a week-long design fiction workshop with undergraduate students, three student projects are analyzed in detail. The analysis suggests design fiction can be used as a norm-critical practice to invoke discussions on values and beliefs within media design processes as well as established narratives of futuring.

  • 3.
    Paxling, Linda
    Blekinge Institute of Technology, School of Planning and Media Design.
    Design-games and future-making: A technoscientific exploration among Ugandan technology hubs2013Conference paper (Other academic)
    Abstract [en]

    The argument for this presentation is that a feminist technoscientific approach is vital when exploring critical, multilayered issues of postcolonial ICT, gender and user design in a sociotechnical environment of mobile development, in this case entrepreneurs located at technology hubs in Kampala. Using diffraction as a method for exploring user design, gender, and future-making among the entrepreneurs, the empirical material consists of a variety of perspectives and stories that not only tells of what is missing in terms of ICT infrastructure, smartphone technologies or national policies but also what is actually there and happening right now with hackathons, start-up companies and more women visible in the ICT sector. The presentation will also provide examples of different design processes between the actors in the environment of mobile application development, to distinguish between different design approaches, entangle design-games and figure out how and if user-centered design comes into focus.

  • 4.
    Paxling, Linda
    Blekinge Institute of Technology, School of Planning and Media Design.
    The visionary narrative of a feminist and postcolonial technoscientific researcher2012Other (Other academic)
    Abstract [en]

    An essay submitted and approved for the PhD Course Writing Imaginaries, Making Futures, Intergender Research School. http://www.intergender.net/?q=node/132 A text about my role as a technoscientific practitioner and it's relation to the interdisciplinary fields of ethnography, mobile technologies for development, design and postcolonial practices.

  • 5.
    Paxling, Linda
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Transforming technocultures: Feminist Technoscience, Critical Design Practices and Caring Imaginaries2019Doctoral thesis, monograph (Other academic)
    Abstract [en]

    The digital era has brought forward many innovative technologies but their contribution to resilient, inclusive and sustainable societies remain ambiguous. Innovation has often been considered a key component for production and economic growth, but this notion is gradually changing. Innovation is turning into a practice for societal responsibility and sustainable development, transforming the directionality of the grand challenges of our time. I address this transformation of directionality by focusing on the norms and values which are embedded in technology design. The main objective of this thesis is to develop knowledge on how norms of innovation, technology and development are embedded in technoscientific storytelling and how these narratives affect and are affected by technocultural practices.  I have approached this objective by engaging with technocultures in Uganda and Sweden where I have explored how assemblages of people, technologies and infrastructures merge, overlap and contrast with each other in technological development. The empirical work has been quite different in scope and context and have tackled norms and values differently. In Uganda I met with representatives from the urban ICT community to discuss the challenges and possibilities with the mobile phone infrastructure. I held an Open Space Workshop on mobile development, and met with the co-founders of two women’s tech initiatives. In Sweden I did a pilot study on a norm-critical game culture and worked with critical design practices in a higher learning context.

    The different projects present a complex scenario of how technoscientific stories are power-laden, contradictory and messy. I have located several dominant narratives that affect, and are also affected by, the actors in the different technocultures. The dominant narrative of a linear development of economic growth and technological advancement creates technocultures of marginality and inequality that have ethical implications for individuals and infrastructures in Uganda. Working with feminist and postcolonial technoscience I challenge the binary innovation systems of science and modernity and argue for a more heterogeneous approach to development and epistemology. Another dominant narrative concerns the norms and values of how games and media techno- logy can and should be performed. Working with critical design practices I encourage a learning platform that creatively critiques design processes of ‘the no longer and the not yet’.

    The historical present has created unjust relationships that are systematically power- laden and violent. We cannot ignore these relationships. When we choose to re- imagine science, technology and innovation as transformative with the possibility of subverting these violent relationships, we may be able to foster more response-able and caring relationships. When we acknowledge knowledge production as situated, partial and located we learn to listen for more stories than one.

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