"Addressing a rarely-examined intersection, the magazine features eight articles highlighting the use of technology in Indigenous communities. These include AI’s role in exacerbating violence and inequality, the use of AI in tracking salmon migration, Indigenous representation in video games, and
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the use of Indigenous languages in coding. Focused on fighting for Indigenous Peoples’ rights and sovereignty, Cultural Survival herewith delves into Indigenous leaders as solution builders rather than simply excluded and discriminated against." (https://www.channelfoundation.org)
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"Ûiiti (‘the treatment’) is an Android phone app created by artist duo Greenman Muleh Mbillo, in Kenya, and Dani Ploeger, in the Netherlands. The work is a high-tech iteration of the 'nzevu', a ritual instrument of the Kenyan Akamba tribe. It transforms a smartphone from a networking technology
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with complex modes of interaction into a technology of transcendence with a minimal user interface. Through a constellation of symbolic imagery and the performance of repetitive sonic patterns, the work aims to evoke a heightened experience of the user’s immediate lifeworld." (Abstract)
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"Provided you set aside the time to explore and experiment, your nonprofit can use the free or low-cost tools and resources listed below to significantly improve your digital marketing and fundraising campaigns." (https://www.nptechforgood.com)
"This guide is for teams or managers involved in considering or building “civic technology”, i.e., technology that helps people engage government more effectively. It is the distillation of my four years spent building Grassroot, a civic tech platform in South Africa. The guide is focused on the
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practical. I have chosen the topics by reflecting on what people have asked for advice on over the years; on what I wish I knew when I started, or on what early advice to me was most valuable; and on some of the things that went wrong along the way. Since software provides in itself no guardrails against building what should not be built, an organization or leadership team needs to develop its own precautions. But that is very hard when all around you people are pretending to build cool new apps and one article after another is talking breathlessly about supposed “technology for good”. As proof of these forces, we can observe that for half a decade one research report after another has pointed to the limited effect (if any) of well-intentioned but insufficiently rigorous technology projects (“let’s build an app”). And despite all of that research, the apps keep being built. That brings you to my motivation for writing this guide. I believe that technology can help ordinary people build power and make the state more accountable and responsive. I believe that, when targeted at the right problem at the right time, it can make an enormous difference. I’ve also seen close-up how the forces of contemporary thought, funding and status will push you towards building what should not be built, with teams who don’t know how to build it. You’ll notice the tone isn’t typical of academic how-to guides—my approach is to describe the process honestly and realistically, with hopes that it will give people a better sense of what “building an app” entails, and how they can do it well, or (better yet) not do it in the first place." (Preface)
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"This study examines choice architectures within contemporary digital wellbeing applications to better understand their design and structure. Specifically, it investigates how design influences decision-making processes and self-regulatory systems. Empirical data was gathered from six digital wellbe
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ing applications and analysed abductively by adopting a qualitative content analysis approach. Despite all the applications having a high user rating, they are not designed to facilitate self-regulation. Instead of providing helpful tools to mitigate problematic smartphone use, the applications use strategies that emphasise overriding set time limits. Furthermore, digital wellbeing design principles can be considered ambiguous and lack sufficient understanding of information architecture and psychology. The results led to discussions about the motives behind digital wellbeing, contextual awareness, and how digital wellbeing challenges current views of ethics and design strategies." (Abstract)
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"This paper examines the motivation of audiences to participate in the programming of community radio; the readiness of community radio stations’ management and their audiences to embrace mobile applications; whether Rwanda is a conducive environment for the deployment of mobile applications in co
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mmunity radio; and finally issues of affordability and availability of the internet. The study is qualitative and draws on interviews with community radio audiences as well as unstructured in-depth interviews with local technology experts and community radio representatives. Uses and gratification and diffusion of innovation theories guided the analysis. The study found that the pursuit of recognition within their communities is the main motivator for audiences to participate in community radio programming. The management and audiences of the four community radio stations who participated in this study understand the importance of mobile technologies for community engagement and are interested in adopting them. Rwanda is a conducive environment for the deployment of mobile apps in the community radio sector. Audiences can afford to use these services at least once a week, despite ongoing issues of unreliability of the internet. Further studies may investigate issues of adoption and affordability by the wider community as this paper focused on highly engaged community radio audiences." (Abstract)
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"In der jordanischen Hauptstadt Amman blühen digitale Start-ups. Die hohe Arbeitslosigkeit lindert das kaum. Doch junge Leute bringen damit neue Ideen in Jordaniens Geschäftswelt." (Seite 61)
"Make-IT started as a "laboratory" for new types of partnerships between development organisations, business, finance and entrepreneurs. After 2 years of implementation experience, we can proudly say that we have successfully combined the strengths of the public and private sectors to promote digita
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l innovation for sustainable and inclusive development. This impact report aims to highlight some of these results. GIZ implements Make-IT on behalf of the German Federal Ministry of Economic Cooperation and Development (BMZ), together with more than 30 corporate and financing partners, social enterprises, hubs and networks. Meet them in chapter one! In its first two years, Make-IT focused on Kenya and Nigeria. In 2019, we expanded to Ghana and Tunisia, and Rwanda will follow. So far, Make-IT has supported tech entrepreneurs from 18 African countries. One of our first significant activities was the joint "Make-IT Accelerator" with business partners from the Make-IT Alliance. Building on this, we launched further programmes to improve the international visibility and credibility of African tech entrepreneurs, to catalyse partnerships with financing partners and to strengthen peer-to-peer learning and mentoring. These measures reached more than 400 tech entrepreneurs on the continent, 148 of whom have entered Make-IT’s highly selective start-up pipeline. Meet them in chapter two! Through our cooperation with national partners, we support African governments in establishing future-oriented institutional frameworks for digital entrepreneurship. Policy dialogues, better access to markets and finance, as well as capacity development for intermediaries in the ecosystems, such as hubs, mentors and public support organisations, help strengthen enabling environments for young entrepreneurs in the digital sector. You can find an overview in chapter three! We will continue to form partnerships and share methodologies for thriving tech entrepreneurship ecosystems in Africa. Find out how to collaborate with us in chapter four!" (Editorial)
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Combining theory and practice, Mobile-First Journalism examines how audiences view, share and engage with journalism on internet-connected devices and through social media platforms. The book examines the interlinked relationship between mobile technology, social media and apps, covering the entire
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news production process from generating ideas for visual multimedia news content, to skills in verification and newsgathering, and outputting interactive content on websites, apps and social media platforms. These skills are underpinned with a consideration of ethical and legal concerns involving fake news, online trolling and the economics of mobile journalism. Topics include: understanding how mobile devices, social media platforms and apps are interlinked; making journalistic content more engaging and interactive; advice on how successful news publishers have developed mobile and social media strategies; adopting an approach that is entrepreneurial and user-centered; expert interviews with journalists, academics and software developers; learning key skills to launch and develop news websites, apps and social media outputs." (Publisher description)
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"With the second volume in the series Digital Innovation Made in Africa, we want to raise awareness of the enormous potential of young entrepreneurs in Africa. In this edition, the Tech Entrepreneurship Initiative Make-IT in Africa presents innovative initiatives and projects that have attracted att
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ention in two different ways. In October 2017, the World Summit Awards (WSA) Grand Jury meeting took place in Berlin. As a contribution to the United Nations World Summit on the Information Society (WSIS), each year since 2003 the WSA has recognised the world’s most innovative digital applications and solutions for implementing sustainable development goals. The African winners and best entries for 2017 make up half of the 20 companies presented here. The other half is made up of innovations selected by the members of the Make-IT Alliance. In cooperation with technology hubs in Kenya and Nigeria, investors, German chambers of commerce abroad and startup networks, Make-IT launched the Make-IT Accelerator in Africa in December 2017. The nine-month support programme for innovations of particular importance for sustainable and inclusive development is being implemented in Nairobi and Lagos." (Foreword)
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"Innovative Entrepreneurship is one of the key drivers behind Africa’s digital transformation. For many young people, entrepreneurship is often the best way to achieve sustainable livelihoods. Innovative entrepreneurs know their local markets and understand the social context. This gives them a co
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mpetitive advantage that helps them develop “Digital Innovation Made in Africa” and to assert themselves on the market globally. This book presents a selection of these innovations. They represent numerous new developments that convey a completely new image of Africa: dynamic, modern, innovative, technical, and at the same time human – because behind every digital innovation there is a team of founders who are keen to combine socially responsible entrepreneurship with digital modernization." (Foreword)
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"Em termo de variedade de conteúdos e formatos, há uma hegemonia quase absoluta dos modelos de negócio calcados no lucro e do entretenimento. Este tipo de conteúdo é o foco de 84% dos sites mais acessados. Apenas a Wikipedia surge como grande produtor e difusor de conteúdo, mas ainda assim de
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caráter enciclopédico e não na disputa dinâmica pelos acontecimentos. Apenas 9 dos 100 sites mais acessados (9%) são jornalísticos, sendo metade destes relacionados aos grupos Globo e Folha. Da chamada mídia “progressista”, somente dois sites estão entre os 500 mais acessados, Portal Fórum e Brasil 247 (0,4%). Nesta lista, bem como na de aplicativos, não há um veículo sequer de caráter público ou comunitário. Nos canais de YouTube, em que há a presença de novos agentes, inclusive indivíduos, o entretenimento representa 84% dos espaços analisados. A abordagem temática calcada em “comentários diversos”, visando entretenimento, e a baixíssima incidência de conteúdos educativos ou jornalísticos levanta a questão de como esses canais contribuem ou não para o debate público [...] Em uma tentativa de amarração do quadro geral, podemos arriscar dizer que, se por um lado a Internet aumentou o número de agentes na sua camada de aplicações e conteúdos em relação a outros meios, como a TV, por outro, a hegemonia das grandes plataformas e dos grandes grupos de mídia nacional problematizam de um espaço efetivamente democratizado. Ao contrário, o alcance de plataformas como Facebook e YouTube tem uma dimensão que nenhum outro agente da indústria cultural conseguiu anteriormente, mesmo que já houvesse internacionalização de diversos segmentos (como no cinema e nas programadoras de TV por assinatura)." (Sumário executivo, página 15)
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"The UNESCO YouthMobile Initiative leverages the widespread availability of mobile phones to empower youth through digital skills training. Young people are introduced to coding as both a resource to solve local issues and a tool to develop complex learning skills. Through YouthMobile training, stud
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ents are encouraged to develop, promote and sell their own mobile applications, as the key to ensure sustainable development. Since its launch in 2014 by the Knowledge Societies Division of UNESCO, the Initiative counts nearly 7,000 direct recipients of training in 27 countries, giving young people the skills to develop and distribute mobile apps for sustainable development."
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"Contemporary mobile phone technology has brought millions of apps into the pockets of users, including a wide variety oriented towards religious concerns. Such apps appear to be creating new forms of religious engagement, a process that is particularly visible within Indonesia. This paper will exam
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ine the so-called ‘Aa Gym’ app, one of the Islamic apps launched by the Indonesian popular preacher, Abdullah Gymnastiar, an early adopter of mobile technology for religious purposes. The paper argues that the Aa Gym app illustrates how the mediatization of religion inherent in mobile technologies is reshaping the way that Indonesians engage with Islamic teachings. First, ‘Aa Gym’ app has created new forms of religious engagement through an extension of religious interaction and communication in a media landscape. Second, ‘Aa Gym’ app has described that media has become a new site for the discovery of religious meanings as a result of the spread of religious authority. Thirdly, ‘Aa Gym’ app is a kind of embodiment of accommodation of media logic performed by the religious figure in order to remain accessible to the public which is increasingly media-saturated." (Abstract)
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"Mobile technology has become a tool for youth empowerment, activism and socio-economic progress. In developing countries especially, the number of mobile Internet connections is increasing exponentially, and smartphones are often the only computer available. Within this context, YouthMobile enables
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a critical mass of youth to leverage technology and to address personal and local challenges. The Initiative’s comprehensive training also involves boosting self-confidence and creativity, breaking stereotypes and gender norms and enjoying the act of learning." (Page 1)
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"Dans ces quatre pays africains (Bénin, Kenya, Sénégal, Tunisie) où l’étude a été réalisée, il apparaît qu’à l’origine des civic tech se trouvent le plus souvent des citoyens et des citoyennes engagés, désireux de traduire leur frustration, et parfois leur colère, devant le déca
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lage observé entre l’affirmation officielle de principes démocratiques et une réalité de terrain assez éloignée des discours. Pour la grande majorité d’entre eux, les initiateurs de ces actions ont suivi des parcours universitaires exigeants et connu des expériences à l’étranger. Les hommes sont très largement majoritaires, à l’exception du Kenya où les femmes sont presque aussi nombreuses que les hommes. Elles considèrent toutefois qu’elles ne se trouvent pas sur un pied d’égalité, notamment lorsqu’il s’agit pour elles de prendre la parole publiquement ou de se lancer dans l’entrepreneuriat. Les difficultés d’une mobilisation à grande échelle Les jeunes adultes (20-25 ans) qui s’investissent dans les civic tech s’engagent généralement pour exprimer une forme d’irritation face aux dérives liées à la corruption ou au manque de prise en compte de l’avis des citoyens dans les décisions politiques. De l’avis général des « doyens » (activistes des civic tech ayant plus de 6 ou 7 ans d’expérience) que nous avons interrogés, la jeune génération est très prometteuse, car mieux formée sur les nouvelles technologies et très mobilisée sur les objectifs de bonne gouvernance et de participation citoyenne. En termes d’audience et de développement, l’étude montre que, dans les quatre pays concernés, les acteurs des civic tech rencontrent le plus souvent des difficultés à mobiliser de larges communautés de citoyens. Ils peinent à faire entendre leur message dans des pays où l’illettrisme au sens littéral et au sens numérique sont importants. Il en résulte des actions qui mobilisent essentiellement un petit nombre de citoyens, à la fois très engagés et très motivés. En général, le système d’organisation des initiatives civic tech varie selon les projets : le degré de structuration est plus ou moins formel et dépend surtout de l’ancienneté des initiatives, de l’ampleur des financements collectés et, in fine, du nombre de participants actifs impliqués à temps plein. Lorsqu’une forme de professionnalisation de l’action est évoquée, beaucoup de nos interlocuteurs mentionnent la difficulté à recruter et à fidéliser des profils combinant sensibilité aux questions de redevabilité et de transparence, savoir-faire en matière de gestion de projet, capacités technologiques et maîtrise des techniques de communication, notamment sur les réseaux sociaux." (Résumé analytique)
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"CTA’s ICT4Ag project (2014–15) enabled seven organisations in Africa and the Caribbean to develop, test and promote information services for smallscale farmers and fishers, traders and lobbying groups. Key recommendations: Understanding users’ needs requires intensive interaction with potenti
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al clients before designing the app. Pilot testing can fine-tune the app and introduce it to the users. Simple or fancy? Many users still lack a smartphone needed to display graphics, but have a “feature phone” that can send and receive text messages. Offering a text-based service is cheaper and easier than developing and maintaining a graphical interface. Face-to-face promotion and training familiarise users with the app and help build a large client base. In the medium term, however, user fees are unlikely to sustain such services; they will still depend on other sources of income, espcially donor funds. Partnerships are vital – both as a source of data to analyse and disseminate, and for support in promoting the app among clients." (Page 1)
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