Jörgen Rahm-Skågeby

Jörgen Rahm-Skågeby
Stockholm University | SU · Department of Media Studies

PhD, Associate Professor. Informatics & Media

About

57
Publications
39,476
Reads
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394
Citations
Citations since 2016
22 Research Items
218 Citations
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Introduction
Associate professor interested in media archaeology and humanistic HCI. Currently engaged in two projects: firstly, a project on public-science communication, governance, and artificial intelligence ; and secondly a project on Coactive technologies (modelling and theorizing interaction with smart media technologies).
Additional affiliations
October 2014 - present
Stockholm University
Position
  • Professor (Associate)
February 2014 - September 2014
Stockholm University
Position
  • Professor (Assistant)
January 2010 - January 2014
Stockholm University
Position
  • Research Associate
Education
June 2000 - June 2008
Linköping University
Field of study
  • Informatics

Publications

Publications (57)
Chapter
Full-text available
This chapter describes the use of online ethnographical methods as a potent way to reach qualitative understanding of virtual communities. The term online ethnography envelopes document collection, online observation and online interviews. The chapter will explain the steps of conducting online ethnography – from defining setting and spelling out y...
Article
Full-text available
Technologies equipped with artificial intelligence and an agency of their own are becoming increasingly available to consumers. Rather than just augmenting human senses or mediating information, these coactive technologies are mobile, pro-active, context-sensitive, programmable, and agential in the milieu of the user. This paper illustrates a human...
Article
Full-text available
This paper presents the analysis of 292 personal stories of digital media breakdown in everyday life. The analysis identifies significant occurrences (events, incidents, processes or issues) as identified by informants themselves; the way these occurrences are pragmatically negotiated; and the perceived outcomes in terms of cognitive, affective and...
Article
Full-text available
Several digital spaces are now archiving artifacts from the first 1980s home computer boom. These spaces are not only storages, but also social venues and ‘memory banks’, and thereby depend on several concurrent practices: software and hardware developed to read, run, and preserve computer code; archiving of old software, magazines, and personal st...
Article
Full-text available
Several scholars within the field of human-computer interaction (HCI) have identified time and materiality as fundamental analytical facets of relevance to both the use and design of computer technologies (Berzowska et al., 2019; Odom et al., 2018). However, with some exceptions, there has been a (very reasonable) tendency to focus on relatively sh...
Article
Full-text available
This article studies the algorithmic project News values at Swedish public service radio, from the perspective of datafied managerialism. Drawing on ethnographic observations and interviews with managers the study shows how the project, that outwardly works to automate news-sorting algorithmically, was employed to generate data about a number of in...
Article
In certain ways, music is now immaterial(ized). A range of music streaming services distribute signals to us—across space and time—decoded as music by multi-functional devices, such as phones, tablets, laptops, TVs, and smart speakers. Music is no longer bound to certain inscriptions and formats. As such, the question of what these music streaming...
Chapter
This chapter examines interruptions to flows of mediation. More specifically, it will seek to examine interruptions as cultural techniques (Siegert, 2015), aiming to elucidate their respective ontic operations, cultural functions, and revelations of opportunities for agency. The different interruption techniques studied in this chapter include free...
Article
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In a fairly recent blog post, Jussi Parikka discusses how media archaeology can be criticized for being a “boy’s club”. In the introduction of this text, he writes: "One of the set critiques of media archaeology is that it is a boys' club. That is a correct evaluation in so many ways when one has a look at the topics as well as authors of the circl...
Article
Full-text available
From the late 1970s to the mid 1980s, many countries experienced a “home computer boom”. The “home computer” (or “micro” as it was colloquially referred to) had become a viable marketing concept because companies, having developed advanced and expensive machines for business, science and engineering applications, now identified a new market segment...
Article
Full-text available
We live in an age where consumer media technologies are hyped way before most people actually have a chance to engage with a physical product. Still, product representations, such as marketing videos, technical specifications and even software development kits provide certain clues to the capacities and limitations of the physical product in questi...
Article
Full-text available
Entre el final dels anys setanta i fins a mitjan anys vuitanta, molts països van viure el “boom dels ordinadors personals”. L'ordinador personal (o “microordinador”, com se'l coneixia col·loquialment) s'havia convertit en un concepte viable de màrqueting, perquè les empreses, després de desenvolupar unes màquines molt avançades i cares per a aplica...
Chapter
A ‘shreds’ video combines existing live music concert footage, predominantly including a famous male rock guitarist or guitar based rock group, with a self-produced overdubbed soundtrack. The result is a musical parody which exist in an intersection between production and consumption and works as a within-genre evolution. The shred is controversial...
Conference Paper
This paper presents the results from a design critical reading (Bardzell & Bardzell, 2015; Bardzell, Bolter, & Löwgren, 2010) of the AI-powered social robot Cozmo. Cozmo was released to the market during the fall of 2016 and is described as a “supercomputer on treads”. It comes in the form of a small forklift-like vehicle, which most prominent feat...
Article
Full-text available
The general question of how our human desires can be supported by media technologies has produced a fairly constant endeavour in human history — and still does, for example in the shape of transhumanist hopes and aspirations. Over time, these desires have often driven development towards an, in the end, materialized technology. Many times, however,...
Article
Full-text available
This special issue of Confero takes its start in an essay by John Mazarakis who presents an overarching perspective on the underpinning politics of transhumanism. Considering theoretical debates and differences in the transhumanist movement over the last two decades, Mazarakis proposes the emergence of two distinct political stances: the techno-pro...
Chapter
What form did file sharing take before the internet’s usage became mainstream, and what prac- tices from that period remain? This article examines a Swedish radio show that broadcast listener- contributed computer code in the mid 1980s. It applies a combined theoretical framework of intermediality and sharing theory and argues that this combination...
Article
Full-text available
Recently, various stakeholders have applied the pop-cultural metaphor of the zombie in efforts that seek to aware and prepare citizens for potential threats and disasters. But what are the cultural and political consequences of applying this very specific metaphor in what are, essentially, attempts to govern populations? By studying how and why the...
Article
Full-text available
For centuries our interest in the future has spurred more and less spectacular ideas of potential relationships between bodies, minds and media. Today, we are, perhaps more than ever, surrounded by imaginary media technologies. Through advertising and popular culture our desires for — and fears of — the media of the future are enticed. This paper e...
Chapter
Full-text available
This chapter explores how videos on YouTube has become an everyday form of producing and consuming instructions, how-to:s and tutorials. It presents of a number of use scenarios as “examples to think with” in order to explore the larger implications of such videos. Particularly, the chapter focuses on how the “political economy of expertise is dist...
Conference Paper
Key questions: ➢ What terms were used to market home computer systems and how do these reflect and relate to hopes, fears and myths around computing in society at large? ➢ How did the inherently technical language, and indeed material operations, of software and hardware engineering transform/attune into marketing concepts? The development of hom...
Article
Full-text available
The digital is expanding. More and more of our virtual world (e.g. emotions, sentiments, ideas, fears, beliefs, thoughts) is being digitally crowdsourced and quantified as Big Data. Equally, more and more of our physical objects (including our bodies) are being interlaced with digital information (commonly referred to as the Internet of Things). Th...
Article
Full-text available
What form did file sharing take before the Internet’s usage became mainstream and what practices from that period remain? This paper examines a Swedish radio show that broadcast listener-contributed computer code in the mid 1980s. It applies a combined theoretical framework of intermediality and sharing theory and argues that this combination is ce...
Article
Full-text available
This paper presents a methodological effort to connect the specifics of technologies to the details of social practices, in an attempt to deepen our understanding of evolving sociotechnical cultures. More specifically, this paper describes a methodological framework that makes use of online discussions as a vital source of data. The reason the pape...
Chapter
Mellan 1985 och 1986 sändes i Sveriges Radio P1 programmet Datorernas Värld. Programmet var unikt i en svensk kontext då det utgjorde ett tidigt försök till publik trådlös fildelning. Datorernas Värld sände under nattetid ut datorprogram (kod) i ljudform. Dessa ljud kunde sedan spelas in på kassett. Kassetten var vid den här tiden ett vanligt lagri...
Article
Full-text available
Too often, we demand from our students written proof of learning in the form of academic text. This is perhaps especially true within the humanities and the social sciences. We have, however, previously argued for the importance of installing an agency for change in students. For us, this agency seems unlikely to come only from producing a text tha...
Article
In this paper I outline three perspectives that emphasize different characters of play: useful; joyful; and willful play. I further argue that designing for willfulness (e.g. rule-bending) will allow players to become game-changers rather than being played. Read full paper at: http://www.firstpersonscholar.com/useful-joyful-willful/
Chapter
This entry summarizes a set of values related to social media use including exchange value, use value, social bonding value, ethical value and aesthetical value. In an attempt to outline a typology of values, we may start with the (essentially Marxist) notion of exchange value and use value. Exchange value refers to the value of a media object in t...
Chapter
In general terms, functionality refers to what hardware and software ‘can do’ for a prototypical user. Functionality, in the context of social media, can be said to refer to a set of functions or capabilities associated with a particular social networking service. Thus, when elaborating on functionality it becomes important to recognize that it has...
Chapter
The purpose of this conceptual chapter is to present and argue for a cross-disciplinary and systemic approach to the examination of motivations for sharing digital media objects via social mediating technologies. The theoretical foundation of this approach is built on two social theories from rhetorical analysis (Burke's pentad) and gift research (...
Article
Full-text available
This essay considers the entangled nature of classroom spaces and mediated course content. The authors rework an example course on digital media theory by applying three queer tactics in order to make room for diversity. These tactics are disidentification, crisis and failure. Their application provided the original course content with a number of...
Article
Full-text available
Gifting (or gift-giving) is a particularly interesting form of communication that envelops both material and social dimensions. Objects are transformed into gifts through particular socio-material practices. While these practices are, of course, interesting in themselves, this paper will take a step back and revisit attempts to define and theorize...
Conference Paper
Between 1985 and 1986 Swedish national radio broadcast the show Datorernas värld (eng. The world of computers). The show was unique in that it represented an early attempt at public wireless file-sharing. The show transmitted computer programs (code) represented as sound, which could then be recorded onto audio cassettes by listeners all around Swe...
Article
Full-text available
A ‘shreds’ video combines existing live music concert footage, predominantly including a famous male rock guitarist or guitar based rock group, with a self-produced overdubbed soundtrack. The result is a musical parody that exists in an intersection between production and consumption and works as a within-genre evolution. The shred is controversial...
Article
Full-text available
Purpose – This paper seeks to propose that the current social media surge gives rise to what can be called social information behaviour. Social information behaviour is characterised, at least partly, by a tension between serendipity and disruption. While serendipity is a promoted feature of social media and social information behaviour, social dis...
Chapter
The purpose of this conceptual chapter is to present and argue for a cross-disciplinary and systemic approach to the examination of motivations for sharing digital media objects via social mediating technologies. The theoretical foundation of this approach is built on two social theories from rhetorical analysis (Burke’s pentad) and gift research (...
Article
Full-text available
This paper introduces and explores cycles of pre-produsage and produsage. It reports on the results from an online ethnographical study of the Apple iPad conducted before the public release of the material product. Consequently, most users had not physically interacted with the device in question. Nevertheless, the release of the technical specific...
Article
Full-text available
In the light of the technical development of music media and the assumption that technically superior (faster) media takes the place of its predecessors, this paper aims to bring light to the values, in particular social bonding values, that users attach to media objects. Compact cassettes and digital playlists have both commonalities and differenc...
Chapter
Full-text available
This chapter presents conflicts as a central unit of analysis in investigations of online social media sharing. Social media sharing services generate interesting sociotechnical problems as they often make social structures explicit, resulting in observable user experience conflicts. As such, they also present a genre of services where theories of...
Article
Full-text available
This paper explores the use of gift-giving as a theoretical and conceptual framework for analyzing social behavior in online networks and communities. Not only has gift-giving the potential to frame and explain much social media behavior, but reversely, and perhaps more importantly, mediated social behavior also has the potential to develop gift-gi...
Article
This article presents conflicts as a central unit of analysis in investigations of online social media sharing. Social media sharing services generate interesting sociotechnical problems as they often make social structures explicit, resulting in observable user experience conflicts. As such, they also present a genre of services where theories of...
Article
Full-text available
Social metadata are receiving interest from many domains, mainly as a way to aggregate various patterns in social networks. Few scholars have, however, taken the perspective of end users and examined how they utilize social metadata to enrich interpersonal communication. The results of a study of end-user practices of social metadata usage are pres...
Thesis
Full-text available
This thesis explores what dimensions that can be used to describe and compare the sociotechnical practice of content contribution in online sharing networks. Data was collected through online ethnographical methods, focusing on end-users in three large media sharing networks. The method includes forum message elicitation, online interviews, and app...
Article
As social networks and rich media sharing are increasingly converging, end-user concerns regarding to whom, how and why to direct a certain digital content emerge. Between the pure private contribution and the pure public contribution exists a large research and design space of semi-public content and relationships. The theoretical framework of gif...
Chapter
This chapter suggests that the pro-social provision, or gifting, of goods in multiple user sharing networks is largely determined by the relationship an individual has to the larger group(s) of which he or she is a member. This relationship is often referred to as a social dilemma and can be both a conflict of interest or a pattern of cooperation r...
Article
Full-text available
This paper presents five analytical dimensions regarding online gift giving. The dimensions were derived through a six-month ethnographic study of two co-evolving online communities (one web-based and one application-based). The dimensions are: initiative (active/passive), direction (public/private), incentive (enforced/voluntary), identification (...
Chapter
This chapter suggests that the pro-social provision, or gifting, of goods in multiple user sharing networks is largely determined by the relationship an individual has to the larger group(s) of which he or she is a member. This relationship is often referred to as a social dilemma and can be both a con?ict of interest or a pattern of cooperation re...
Article
Full-text available
This paper is included in the First Monday Special Issue: Music and the Internet, published in July 2005. Special Issue editor David Beer asked authors to submit additional comments regarding their articles. When we were asked to specify the licensing terms for publishing our article, the issue of gifting suddenly seemed personal: as authors of a r...
Chapter
Full-text available
This paper suggests a relationship model for describing, analyzing and foreseeing conflicts of interest in file-sharing networks. The model includes levels of relationship ranging from the individual (ego), to the small group of close peers (micro), to a larger network of acquaintances (meso) to the anonymous larger network (macro). It is argued th...
Article
Full-text available
File–sharing has become very popular in recent years, but for many this has become synonymous with file–getting. However, there is strong evidence to suggest that people have strong giving (or gifting) needs. This evidence suggests an opportunity for the development of gifting technologies — and it also suggests an important research question and c...
Conference Paper
Full-text available
This study examines the effects of interacting with voice interfaces in an ingroup or an outgroup accent, for both native and non-native but competent English speakers. In a balanced, between-subjects experiment, (N = 96), ingroup and outgroup participants were randomly paired with one of two types of computer speech outputs: 1) computer speech out...

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Projects

Projects (2)
Project
Modelling and theorizing interaction with smart media technologies
Project
This project investigates the home computer as a nexus of intermedialities, continuities and disruptions between the “new” and the “old”. We argue that the home computer vibrantly exemplifies the cultural negotiation between computational capacities and progressive humanistic practices. As such the project will present theoretical and empirical results on the role the home computer played in the impending computerisation of society.