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  1. Designing publics
    Erschienen: [2016]; ©2016
    Verlag:  The MIT Press, Cambridge, Massachusetts

    Contemporary computing technologies have thoroughly embedded themselves in every aspect of modern life -- conducting commerce, maintaining and extending our networks of friends, and mobilizing political movements all occur through a growing... mehr

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    Contemporary computing technologies have thoroughly embedded themselves in every aspect of modern life -- conducting commerce, maintaining and extending our networks of friends, and mobilizing political movements all occur through a growing collection of devices and services designed to keep and hold our attention. Yet what happens when our attention needs to be more local, collective, and focused on our immediate communities? Perhaps more important, how can we imagine and create new technologies with local communities? In Designing Publics, Christopher Le Dantec explores these questions by designing technologies with the urban homeless. Drawing on a case study of the design of a computational infrastructure in a shelter for homeless women and their children, Le Dantec theorizes an alternate vision of design in community contexts. Focusing on collective action through design, Le Dantec investigates the way design can draw people together on social issues and create and sustain a public. By "designing publics" he refers both to the way publics arise out of design intervention and to the generative action publics take -- how they "do design" as they mobilize and act in the world. This double lens offers a new view of how design and a diverse set of design practices circulate in sites of collective action rather than commercial production.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262337083; 0262337088; 9780262337090; 0262337096
    Schriftenreihe: Design thinking, design theory
    Schlagworte: Human-machine systems ; Design; Industrial design; Social ecology; DESIGN/General; COMPUTER SCIENCE/Human Computer Interaction; DIGITAL HUMANITIES & NEW MEDIA/Social Media & Networking
    Umfang: 1 online resource (xv, 151 pages).
  2. Make it new
    the history of Silicon Valley design
    Autor*in: Kātz, Barry
    Erschienen: 2015
    Verlag:  The MIT Press, Cambridge, Massachusetts

    Drawing on unprecedented access to a vast array of primary sources and interviews with nearly every influential design leader, this thought provoking book reveals design to be the missing link in Silicon Valley's ecosystem of innovation. -- mehr

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    Drawing on unprecedented access to a vast array of primary sources and interviews with nearly every influential design leader, this thought provoking book reveals design to be the missing link in Silicon Valley's ecosystem of innovation. --

     

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  3. Interface
    Erschienen: [2014]; ©2014
    Verlag:  The MIT Press, Cambridge, Massachusetts

    In this book, Branden Hookway considers the interface not as technology but as a form of relationship with technology. The interface, Hookway proposes, is at once ubiquitous and hidden from view. It is both the bottleneck through which our... mehr

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    In this book, Branden Hookway considers the interface not as technology but as a form of relationship with technology. The interface, Hookway proposes, is at once ubiquitous and hidden from view. It is both the bottleneck through which our relationship to technology must pass and a productive encounter embedded within the use of technology. It is a site of contestation -- between human and machine, between the material and the social, between the political and the technological -- that both defines and elides differences. A virtuoso in multiple disciplines, Hookway offers a theory of the interface that draws on cultural theory, political theory, philosophy, art, architecture, new media, and the history of science and technology. He argues that the theoretical mechanism of the interface offers a powerful approach to questions of the human relationship to technology. Hookway finds the origin of the term interface in nineteenth-century fluid dynamics and traces its migration to thermodynamics, information theory, and cybernetics. He discusses issues of subject formation, agency, power, and control, within contexts that include technology, politics, and the social role of games. He considers the technological augmentation of humans and the human-machine system, discussing notions of embodied intelligence. Hookway views the figure of the subject as both receiver and active producer in processes of subjectification. The interface, he argues, stands in a relation both alien and intimate, vertiginous and orienting to those who cross its threshold.

     

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  4. Collaborative media
    production, consumption, and design interventions
    Erschienen: [2013]; ©2013
    Verlag:  The MIT Press, Cambridge, Massachusetts

    "With many new forms of digital media--including such popular social media as Facebook, Twitter, and Flickr -- the people formerly known as the audience no longer only consume but also produce and even design media. Jonas Löwgren and Bo Reimer term... mehr

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    "With many new forms of digital media--including such popular social media as Facebook, Twitter, and Flickr -- the people formerly known as the audience no longer only consume but also produce and even design media. Jonas Löwgren and Bo Reimer term this phenomenon collaborative media, and in this book they investigate the qualities and characteristics of these forms of media in terms of what they enable people to do. They do so through an interdisciplinary research approach that combines the social sciences and humanities traditions of empirical and theoretical work with practice-based, design-oriented interventions. Löwgren and Reimer offer analysis and a series of illuminating case studies -- examples of projects in collaborative media that range from small multidisciplinary research experiments to commercial projects used by millions of people. Löwgren and Reimer discuss the case studies at three levels of analysis: society and the role of collaborative media in societal change; institutions and the relationship of collaborative media with established media structures; and tribes, the nurturing of small communities within a large technical infrastructure. They conclude by advocating an interventionist turn within social analysis and media design."

     

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  5. Garments of paradise
    wearable discourse in the digital age
    Erschienen: [2014]
    Verlag:  The MIT Press, Cambridge, Massachusetts

    "Wearable technology--whether a Walkman in the 1970s, an LED-illuminated gown in the 2000s, or Google Glass today--makes the wearer visible in a technologically literate environment. Twenty years ago, wearable technology reflected cultural... mehr

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    "Wearable technology--whether a Walkman in the 1970s, an LED-illuminated gown in the 2000s, or Google Glass today--makes the wearer visible in a technologically literate environment. Twenty years ago, wearable technology reflected cultural preoccupations with cyborgs and augmented reality; today, it reflects our newer needs for mobility and connectedness. In this book, Susan Elizabeth Ryan examines wearable technology as an evolving set of ideas and their contexts, always with an eye on actual wearables--on clothing, dress, and the histories and social relations they represent. She proposes that wearable technologies comprise a pragmatics of enhanced communication in a social landscape. "Garments of paradise" is a reference to wearable technology's promise of physical and mental enhancements. Ryan defines "dress acts"--Hybrid acts of communication in which the behavior of wearing is bound up with the materiality of garments and devices--and focuses on the use of digital technology as part of such systems of meaning. She connects the ideas of dress and technology historically, in terms of major discourses of art and culture, and in terms of mass media and media culture, citing such thinkers as Giorgio Agamben, Manuel De Landa, and Gilles Deleuze and Félix Guattari. She examines the early history of wearable technology as it emerged in research labs; the impact of ubiquitous and affective approaches to computing; interaction design and the idea of wearable technology as a language of embodied technology; and the influence of open source ideology. Finally, she considers the future, as wearing technologies becomes an increasingly naturalized aspect of our social behavior"--Publisher's description.

     

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  6. Cornucopia limited
    design and dissent on the Internet
    Erschienen: 2005
    Verlag:  MIT, Cambridge, Mass.

    "The network economy presents itself in the transactions of electronic commerce, finance, business, and communications. The network economy is also a social condition of discontinuity, indefinite limits, and in-between spaces. In Cornucopia Limited,... mehr

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    "The network economy presents itself in the transactions of electronic commerce, finance, business, and communications. The network economy is also a social condition of discontinuity, indefinite limits, and in-between spaces. In Cornucopia Limited, Richard Coyne uses the liminality of design - its uneasy position between creativity and commerce - to explore the network economy. He argues that design, with its open-ended and transgressive explorations, provides a new way to think about the world of commerce; design's inter-territorial precinct, its in-between condition, offers a way to frame the problems of the Internet economy - for profit vs. for free, private vs. public, security vs. open access, defense vs. permeability." "Design, says Coyne, has a natural affinity with the edge condition and the position between polar opposites. Edgy design starts with an idea, brings to mind its opposite, and then works with what emerges from the friction between the two. The designer of a Web portal, for example, might take on the problem of security by focusing on the limits of permeability. Design is edgy, and risky, argues Coyne, in the same way that breaches in network security are risky. In Cornucopia Limited he examines the threshold between conditions exemplified by the boundary between design and commerce." "Coyne uses five metaphors of design to develop his argument: the household (in economics, historically opposed to the market), with its relationship to the street mediated by various portals; the machine, rampant and glitchy; the game, competitive but simulated; the gift, precursor to commerce; and the threshold. The threshold condition, Coyne says, is the site of edgy design and a portal into the new. The threshold, he argues, provides the most potent metaphor for understanding the liminal dwellers of the network economy."--Jacket.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 0262255952; 9780262255950
    Schlagworte: Engineering design; Electronic commerce; Web sites ; Design; Internet; DIGITAL HUMANITIES & NEW MEDIA/New Media Theory; DESIGN/General; INFORMATION SCIENCE/Internet Studies
    Umfang: 1 online resource (x, 284 pages)
    Bemerkung(en):

    Title from title screen. - OCLC-licensed vendor bibliographic record