Multiple + Kinetic Systems Spring 2017
Prof. Matthew Wizinsky, MFA
Adriana Navarro Sainz Graduate Research Fellow, MDes
According with the National Center for Women Information and Technology, in the United States women only occupy the 20 percent of positions in the fields of computing and technology. From that 20 percent, only 10% were women of color, 5% asian and only 2% hispanic. Computing is a fast-growing field that has opened endless possibilities to disrupt key industries in human development like health, education, and transportation, among others. While the US is one of the most innovative countries in the world for technology and computing, the research and development teams behind those innovations still remain dominated by men. A common assumption is that men sabotage women's performance in this roles so they quit. However, as a design researcher I know that there is always more than one reason. Everything is more complex that we tend to imagine. Based on speculative design methods, an approach introduced by Dunne and Raby in their book Speculative Everything (2013), this project aims to get a comprehensive perspective on the current situation of women and computing.
Research
Through contextual inquiry and literature review, I created a map integrating three main elements: the interest in tech and science in all women's ages, the role of culture and media in shaping women's mindset and the societal constructions around femininity. Also, the map includes key female players in the history and current tech industry.
Early findings
It was found that although during childhood women seem to be highly interested in tech and science, later in their teen years and early adulthood, this interest drops down. Before entering college, most of them go with a humanities, business or art major. Studies suggest that the societal constructions along with male-dominated working environments play a key role in young women's career decisions.
With the aim of changing the outcome of young women avoiding tech and science majors, a design opportunity was found in developing a supporting system that empowered girls, teens and young adults to pursue their passion and interest, challenging traditional feminine roles. Focused benchmark was conducted on companies and projects with a similar vision.
Feminist Perspectives
Taking a feminist approach to the project, I started looking into the meaning of femininity in contemporary media, clothing, and toys available for young girls. The results reflected that while there is a progressive trend in re-thinking femininity, the idea of 'feminine' still is governed by pink and beautification of the natural state of women.
The Museum of Femininity
The final outcome consist of a design system, The Museum of Femininity takes a critical perspective on contemporary feminine constructions by ridiculing current 'feminine toys' and seeing them as relics of a obscure society in the past. Girls and teens are encouraged to look at old toys and intervene them with actual technology like electronic circuits and code. Encouraging girls and teens to hack femininity, they will get immersed into science and tech. The aim is to awake critical thinking in girls and teens by questioning the current role of women in society and further, ignite their curiosity about science and tech by making their own toys.
System Design
Museum of Femininity is a physical and virtual space in which girls and teens are encouraged to hack traditional feminine toys through electronic circuits and other tech to hack femininity and learn about science and tech. Girls can either visit the physical space and get the toys they wish to hack or sign up online and pick and choose their perfect hacking kit.
Hacking Femininity
Below, there is an example of how users can hack feminine toys with electronic circuits.
Hardware and software: Processing, Arduino Uno, Pulse sensor.