The one thing that will be retained in my head for a while would be the fact that communication technology is an ecosystem. I had known that there is the software, hardware, and content but I never thought of it as an organizational infrastructure within social systems and that individual users hold everything together.

I believe since the ecosystem has a root of individual users and is surrounded by social systems it should be approached as a social issue. I believe approaching communication technology always needs to be assessed through policy, theory and as a trend because it all intertwines. From the class discussions we discussed a variety of technologies; from those discussions either theory and policy were mentioned. Yet in my opinion, it all comes down to technology being a social issue because the ones who drive the technology in regards to innovation or trends and create the theory or create policies are the individual users who make up the social aspect to the bigger picture (communication technology).

Another realization I had throughout the course was how the business affiliated with communication technology is a huge industry because it is always evolving and pushing more and more content. As a huge industry it allows for other factors and entities to utilize the technology for their benefit. For instance in the role of politics; politicians use some of these technologies such as social media to campaign and advertise their message repeatedly. Also, if we look back when technologies such as the radio when it gained popularity in american society; president Roosevelt utilized the radio to communicate what he was doing as president in regards to new policies from the new deal; these acts of communication were known as fireside chats.

At large, these technologies are basically everything (or so society makes it out to be). Everything because we are teaching eachother how to communicate via technology because of its ability to be more efficient. Yet it can also be distracting and addictive; therefore non-productive. Such as me on my laptop with access to internet. I can choose to utilize it as a tool for my studies, but instead many times I just go on youtube and watch videos or instagram (#FOMO) that have nothing to do with what I am studying about. And then I often try to make an excuse and say that is how I relax and reward myself after writing a sentence or two for a assignment; when really it is a real problem and consequence to having all of these technologies at our reach. All jokes aside communication technologies drive many factors in our social lives whether we choose to see it or not. For instance the advertisements on our social media feeds are there because data was collected from our time using them; hence economically speaking our economy has grow dependent on utilizing the technologies we communicate through to market and in return gain consumers to survive. Synergy is happening all over, society and the technologies that are produced rely on one another to innovate and change the way we communicate for the better, or worse if pessimism is your thing.



  • Fear of missing out…


I experienced this almost every day this semester. A little exaggerated, but I did notice that every time I would go on my social media; especially Instagram I would #FOMO on everything back home at Southern California in Los Angeles. So that definitely added on to my home sickness.

A more specific example would be on thanksgiving break when I saw my friends back home skating everywhere (or thats how it was portrayed on their social media stories). But it is not just thanksgiving, it still happens every day. Then eventually I just laugh it off because I know when I go back it won’t be anything like how I am thinking it would be. Hence I am missing out on stuff but not as much as I think.

It sucks when I know that this fear is full of it, yet it still gets me. Either way though, I am looking forward to going back home during break to see how I am not missing out on anything… or so I kinda hope.

Definition: FOMO or Fear of Missing Out is a type of social anxiety created when using social media and thinking everyone is doing amazing things and you’re not there.  Please blog about FOMO in your own life or those around you.



Before I say anything else, I want to make the point that I love photography and all the applications that provide the tools to have fun (photoshop). So, I am all for photo manipulation and expressing creativity. Yet, the line is drawn once photo manipulation is used to emphasize certain body parts of a person to sexualize them and/or to benefit an industry(s) through profit.

I do not blame France or Getty Images for going to such extremes because not showing retouched images is not harmful to society whereas showing retouched model images have. In the sense where we have many people in the world not being happy with their appearance because the majority believes we are supposed to aim for a photoshopped version of a model. Therefore, I do believe that the U.S. should have a law similar. Especially when it comes to models. In the end, all the law would be requiring is a label. My straight-out point is if it is deceiving for the main purpose of profit and to be held as a beauty standard then it should be labeled.

Also in the end, I have never had a conversation with anyone who holds an opposing view; so I am looking forward to a conversation and see how it shapes my views on this controversial topic.

Inclusive Gaming!

Diversity is what keeps anything and everything going. Without diverse ideas, innovative technologies would not come so rapidly. Individuals from all around bring different ideas that attract a wide range of people (audience). Another big aspect to keep in mind is that every individual has their own experience and influences. For instance, one individual may not be exposed to the disabled community, hence the idea of a disabled character would never come to mind. Which brings up the topic of representation and why it is important.

Representation is what motivates the consumers to move forward. Whether that means buying more games similar or finding a passion within the industry; either way that spark in one individual is what is essential to any industry’s growth (in this case Gaming). Aside from ethical reasons; representation in the gaming industry is important because it keeps it alive through audience expansion and in the long run a diverse population of future game developers. If the designers only create lead male characters; the audience will naturally be smaller than if the designers create female lead characters. Then the audience continues to grow as more intersectional diverse roles are represented and as the article stated; “ to be represented is to feel important. For instance there needs to be characters that need to look like the audience; whether that means a disabled character or a person of color and even one that those two identities intersect. This way the audience feels welcomed and intrigued at the game.

Just like representation, accessibility is similar. Except the goal here is to ask the question of “how can videogames be enjoyed by everyone. One way is the technology of co-piloting on a game. Co-piloting helps those who may have trouble passing a level themselves be assisted instead of just taking the controller/device away from them. This way it is enjoyed by both and not one or the other. Naturally this way of gaming brings joy and teamwork.

Inclusiveness through the video game industry is important for ethical and longevity reasons. In other words, if the industry wants to continue to grow; it must genuinely allow diversity hands to operate freely. This blog does mainly refer to ethnic and physical characteristics when speaking upon inclusiveness but this topic also includes creating a safe space in hope of an overall positive experience while sustaining that through holding each other (individuals in the industry accountable.

Digital Divide (In-Equity)


There is a digital divide between our impoverished communities and the middle class communities. For instance I grew up in a community where most of my friends did not have the most current technologies and a limited amount and would be considered rich or spoiled if they did obtain any up to date  portable device such as a new Iphone or laptop. Including the communication technologies available in our high school; we did have good technologies but then it came down to the programs updated or only available during school hours.

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One of the reasons filled with examples is the effect a digital divide can have on in individuals life after high school. For instance, it relates to the issue of inequity where those who have personal access to 24hour updated technology get even better technology to supplement their education. Whereas low- income communities don’t get anything at times and are just getting to know the technology when in college or at the workplace after high school or in their communities. To go a bit more in depth an example would be between me and a peer where he was given the option to take classes where he learned how to utilize Adobe products about Word products which gives him a heads up when studying graphic design in college.


Always easier said than done but essentially the disbursement of funding for public education needs to be equitable. Hence, funding should be disbursed accordingly and not equally. Give it to those who need it more.

Kick-start Research Brief

MADT 307

Carlos Torres

Brendon Cocom

Victor Merida


Kickstart Research Brief


Social media is mainly associated with mobile applications, although it includes desktop applications and websites as well; designed to allow people to communicate quickly, efficiently and constantly (Hudson, 2017). Communication through social media comes in the form of blog post, news, games, photos, and videos to name a few.  It is most commonly thought of as a distraction; although it may also be a productive communication technology. An example of social media as a productive outlet would be Linked In, where employers can find potential employees and vis versa. In short, social media is a networking tool.

As discussed in the Innovative Global Vision Website; Linkedin provides the user with a broader range of opportunities including but not limited to; a profile, networking, news updates, and even answers to a question within your profession (2017).  In many ways, social media entities can best be summarized by the characteristics of Linkedin.  Generally, all social media platforms have one aspect in common; a profile. Whether it be a website, desktop or mobile application; there is a account you have to set up to use the media and purchase depending on the platform itself. Social media may be utilized by individuals or groups and allows as a great business tool for communication and marketing. This communication allows users to paint their reality to their audience. For instance, a user may be documenting his day all day, yet you only see about 100 minutes total of 24hours. The audience might get the perception that their life is fun and or adventurous; yet only saw less than a percent of their daily lives.

New Developments and Trends in Social Media

Over the past year, social media sites and their apps have primarily been adopting technology that has already existed or what is currently trending but new and interesting concepts are being found through these integrations. Features have started to become universal amongst social media apps, such as Snapchat, Instagram, and Facebook. Snapchat introduced the idea of “Stories” back in 2013, but within this last year, Facebook and Instagram have integrated this concept into their sites and apps as well. These features allow users to quickly share and send information to their peers or family members. It’s accessible and instant, two concepts, that in our current digital age, are important to many people. (Jayson DeMers, 2016)

Another development that has surfaced on social media sites, are interactive videos and virtual reality based content. Occasionally some videos allow users to watch a 360-degree video from their phones or home computers. While this feature has been present for a while now, with the releases of virtual reality sets like the Vive and Oculus Rift it is becoming a lot more common and content creators and companies are taking advantage of the current popularity and fascination with virtual reality (Laura Forer, 2017).

With the rising popularity of streaming content, whether prerecorded or live, with sites like Twitch and now YouTube, social media sites have started delving into ways for users to stream and interact with streams. On Facebook, users can start and invite others to watch them live, partaking in conversations or activities based on their audiences’ inputs or comments. Sites like Twitter allow the integration of Periscope which functions very similarly to Facebook’s live streaming format (Charli Day, 2016).

There is also the new feature of facial recognition being used to unlock phones or access users’ unique profiles. Facial recognition has existed before, but with the feature now being implemented with the new iPhones and possibly even more devices in the future, social media sites could start implementing new applications that use this new feature (Andrea Chang, 2017).

One other trend that has started becoming more common over the last year were ways to make money both for companies and individuals. Facebook (Charli Day, 2016) and Google’s services allow users to either send or request money from others. Lately, there has been more people using services like Patreon or GoFundMe as ways to make a living through what can be seen as unconventional jobs or just for people to support them financially for what they do. These social media sites also allow companies to have their advertisements play or be shown in between posts to garner attention and possibly sales from users.

Introducing The Product

The product we are introducing is a platform which each school would have for their creative departments. Such as graphic design, media arts, 3D animation, photography, and art. We feel that there is no connection when it comes to connecting with other creatives around campus. This product would be available for any campus that would like to implement this into their school system. The main goal for this product is to unite our creatives on campus to work with each other, collaborate, and possibly hire for jobs needed within the community.

An application and actual web page would be ideal for this product. Mobile websites will remain essential when it comes to web browsing and new searches (Natson, 2015). This application would have events and different meetings that each department would have in the future. Meeting up with other like minded individuals around campus would be great way to have interaction within our campus. Specially when you have more access to know what’s actually happening around you.

A profile would be set for every student in the creative departments. Each students would get 15-20 slots to demonstrate their work. Students would also be able to put their majors, minors, and their specialty. For example as an art studio major if you work more with ceramics you would have that label on your profile. Other students would be able to look up ceramics on the application and the creatives that associate with that label would appear. This would be a great way to learn from others and find out what people are up to.

A clear connection within our campus is vital to the development of our schools. If we can get people to create work with each other, who knows what kind of material would be produced. Our research group consist of three people with similar but different fields which include graphic design, media arts, and animation. We have came to the conclusion that there is no connection when it comes down to our creative departments.

The focus is to change that.




Andrea C. (2017, September 12). How the iPhone X’s facial recognition technology works. Retrieved from http://www.latimes.com/


Charli D. (2016, September 20). 3 New Social Media Developments You Need to Know About. Retrieved from http://digitalmarketingmagazine.co.uk/


Elad N. (2015, May 26). The State Of Mobile And The App Economy. Retrieved from https://www.forbes.com/sites/eladnatanson/2015/05/26/the-state-of-mobile-and-the-app-economy-in-2015/#77f19d879e54


Hudson M. (2017, Sept 25). What is Social Media. Retrived from https://www.thebalance.com/what-is-social-media-2890301


Innovativegvinc. (2017). The pros and  cons of LinkedIn. Retrieved from https://www.igvinc.com/the-pros-cons-of-linkedin/


Jayson D. (2016, Nov 10). 7 Social Media Marketing Trends That Will Dominate 2017. Retrieved from https://www.forbes.com/
Laura F. (2017, March 22). What the Rise of Virtual Reality Means for Marketing. Retrieved from https://www.marketingprofs.com/


This first web article discusses a app that classifies itself as a local app for individual communities instead of a global app for multiple communities. Provides an insight to how it can be utilized and how it is growing within communities to connect with your surrounding neighborhood.. Lastly it gives information on how a business can utilize the app.

The second discusses users and consumers; so basically who is the people you/I want to sell the product to. Dewell talks about specifying your audience so you can know what they want. Which takes research therefore time to get to know who you’re selling or want to attract through your product.

The third highlights the importance in knowing your customer and provides short description within the five steps provided. The five steps being; to build character customer profiles, determine what social networks are frequent today, set up listening posts, test marketing messages for relevance and response, and to be different

  1. Worthy, B. (2017, September 20). What Every Marketer Needs to Know About Local Social App ‘Nextdoor’. In Social Media Today. Retrieved September 21, 2017, fromhttp://www.socialmediatoday.com/social-networks/what-every-marketer-needs-know-about-local-social-app-nextdoor
  2. Dewell, J. (n.d.). Identifying and Internalizing your Audience. In Association of Software Proffesionals. Retrieved September 21, 2017, from http://asp-software.org/www/misv_resources/marketing-articles/identifying-and-internalizing-your-audience/
  3. Dewell, J. (n.d.). 5 Steps to Ascertain Who Your Product Benefits and How to Use That Information. In Association of Software Proffesionals. Retrieved September 21, 2017, from http://asp-software.org/www/misv_resources/marketing-articles/character-customer-profiles/