This cumulative dissertation is dedicated to the question of the educational significance of hybrid materialities, which, as digital-material things and environments based on informatization and auto-operative designs, increasingly prefigure everyday practices and help to structure self and world relations. This is examined with good reason using the example of music technologies. The submitted essays
present research results from the context of the joint research project Musical Interface Designs: Augmented Creativity and Connectivity (BMBF 2017-2022). They are embedded and contextualized in terms of research logic by a detailed framework text.
In the broadest sense, the work ties in with the discourse on the educational and pedagogical significance of things, whereby, in view of the hybrid, digital-material things and environments examined, some perspective updates with general pedagogical relevance are introduced. The work focuses in particular on the question of how the interactive hybrid designs of ›music-making things‹ contribute to subjecti-
vation processes. This is followed by questions about the associated challenges and opportunities for the education sector. The four essays address different aspects of the tense relationship between the designs and affordances of interactive things, the associated subjectivation processes, their novel socio-technical character and their institutionalization in educational policy. The framework text explains the research logic and the fundamental perspectives of the work with reference to discourses in the field and thematically related disciplines.
The cultural-historical contextualization of hybrid music-making things and their interactive designs makes them visible as part of a broader development that has also influenced educational theory itself and can be subsumed under the buzzword of a polyvalent social ›cybernetization‹. As part of this development, which also includes digitalization and the subsequent discourse about the post-digital, new understandings of education and the self are emerging that are no longer necessarily aimed at processes of (self-)reflection but are rather post-humanist in their core configuration. From a genealogical perspective, two strands emerge within the ›cybernetic dispositive‹ – a representational and a corporeal-performative one – which represent two ways of interpreting this dispositive, relating to it and shaping it. The two strands not only open up different individual and collective development possibilities, but also span different normative horizons.
Since the processes of subjectivation in the engagement with the hybrid materialities of interactive music-making things are to a large extent mediated physically, a perspective on processes of embodied interactivity is developed with which these can be examined empirically and precisely as socio-technical boundary processes against the background of the cybernetization described above. To designate these forms of subjectivation, in which people and (computational) environments coordinate as closely as possible with each other for reasons of cooperation, the term confluent subjectivation seems to be adequate, whereby the ecological perspective resulting from the environmentality of ubiquitous media technologies is not limited to individuals, but also refers to supra-individual and trans-subjective levels.
A related result of the work is the development of a method for educational-theoretical analyses for hybrid media technologies. This is based on ideas from structural media education, which are supplemented with media and design theoretical perspectives and developed into a method that allows more complex analyses than conventional artifact analyses, but is also very well suited for use in concrete empirical and didactic contexts. This is based on a model of subjectivation in which different levels of relation between humans and artifacts are contrasted and forms of reductionism are avoided as far as possible.
Moreover a typology of the attitudes with which the participants encounter the borrowed music technologies is developed. In conjunction with the educational-theoretical analyses, it’s possible to take a closer look at the fit between users and media designs and make it useful for educational purposes. In terms of attitudes, very different patterns of expectation, approach, appropriation and acceptance emerge, in which previous musical and/or technical knowledge play a role, but personal interests and concerns, private environments, individual visions of the future, etc. prove to be at least as important in relation to the results of the engagement with the music-making things. From a media didactic point of view, the combination of attitude types and structural analyses can be operationalized well in order to develop tailor-made educational offers with specific pedagogical objectives for different target groups.
Further results of the work are, on the one hand, the concept of media sensuality regimes and an associated body politics developed with regard to Jacques Rancière. This also corresponds with specific types of historicity of education and its mediation as well as with the logics of educational institutions. This is exemplified by a short empirical example from the project, in which the development and adaptation or rejection of gesture repertoires that emerge in the context of new media-music-making practices is addressed. On the other hand some educational policy recommendations can be derived from the research results. First, the promotion of an integrative (rather than a ›fragmented‹) cultural education and the development of corresponding reflection skills in the field is advocated. And second it is suggested to introduce the sonic as an epistemically relevant approach to the world as a separate area in music education.