print / present / list / cycle(s)
innovation(s) / collaboration(s)
... smart room(s): vismod.media.mit.edu/vismod/demos/smartroom
periphery is background that is outside focal attention, but which can quickly be given attention when necessary ...
... if communication technologies affect imagination(s), let there be an awakening of mental environmentalism(s) ...
instead of 1 big brother, this is more like 10.000 little brothers ...
personal fly / camera(s) / program(s) / observation(s)
... smart building philosophy challenges the assumptions behind the reduction of physical space to a bland commodity.
cameras appear in more places all the time, and we are rightly afraid of them.
four causes: causa materialis, cause efficiens, cause formalis & causa finalis
causa finalis clearly indicates the importance of design
observe(s) / game(s) / cycle(s)
... representing the human activities and merely recognizing the human actors that drive physical computing environments is perhaps the single most difficult computational challenge ...
... part of the change from the fast and far reaching to the close and slow ...
... spaces that reconfigure themselves according to the occupants and use can cause paranoia or delight dependent on how intelligently they are designed ...
... contextual computing begins from the physical geometry.
... utilitarian design is seldom given the chance to bring new ends into view or to influence the means of solution(s)
... as the desktop remained the stage for information technology, location models almost seemed almost irrelevant.
many people seem(ed) willing to take the (metaphorical) representation for the (virtual) reality.
observe(s) / game(s) / cycle(s)
... the difference between ubiquitous and situated computing appears vital ...
... what is preferable, being subject to monitoring or take active part in identifying oneself?
... as the dynamics of complex natural systems increasingly informs the design of artificial systems, ecological principles have become relevant to human organizations, services and industries
technology has often extended life experience beyond the scope of bodily schema(s) ...
... it shifted organization from space to time...
three dimensional space(s) of experience seldom remain(s) coherent
... much about modern life frustrates our body imagination ... this produces distress ...
... this is the age of creativity because of the primacy of design ...
... extensibility must be casual ...
learning and configuring cannot place too much burden on the users
... casual access and random extensibility require much more elegant location models.
futurama 1939: ... the true poets of the 20th century are the designers, the architects, and the engineers who glimpse some inner vision, create some beautiful fragment of the imagination, and then translate it into splendid actuality for the world to enjoy.
... on some exceptions, the technology may come to the foreground and the theme may be welcomed as a social game -- image cafe
observe(s) / game(s) / cycle(s)
... we do not believe in idiot-proof technology, because we are not idiots, and neither are you.
camera(s) / program(s) / walk(s) / design manifesto / stupidity
... to complement the spaces of information with the contexts for getting into place, it helps to think in terms of ground ...
the most profound technologies are those that disappear
Mark Weiser
this demonstrates that even in us well-dressed mammals, visceral factors such as gestures, temperature and smell still influence the establishment of rank.
this also guarantees that although telecommunications have taken over information exchange, they may never replace face-to-face meetings for exchanging power and opportunity.
... in learning one does not simply form a picture of a static world, but instead actively shapes the world to emergent understanding(s) ...
observe(s) / game(s) / cycle(s)
location models are not just maps of physical positions, but are also representations of activity and organization
... cultures and their symbolic systems mediate learning processes ...
studying interactivity reveals cultural aspects of embodiment(s).
... networks become perceived not just as wires between computers, but as constellation(s) of services, many of which connect an organization to its physical vicinity.
... thing-centered computing is coming to be for the 2000s what network-centered computing was to the 1990s, and personal computing was to the 1980s.
... well-being requires a better state of human activity ...
the push-button industrial machinery of 1939 and the virtual reality of 1989 both left the human subject(s) just sitting.
vision(s) / observe(s) / game(s)
... interaction designers now turn to the patterns of the living world as something other than a clean slate, and something to be understood, not overcome.
... appropriateness surpasses performance
project(s) / observe(s) / game(s)
... among the way to achieve more natural interaction design, there is none quite so obvious as using positions for input ...
design practices pay off most when they are incorporated across conception, development, use and habituation if a product, service or environment ...
as if in some perversion of the uncertainty principle, the more we know how to do things, the less we know what to do ...
who programs all this apparatus, and who among us can accept just how things have been programmed?
... do smart machines generally force humans into stupid activity?
... if only more people could make the connection between bodily schemas, domestic patterns, city form and regional identity, the world would be in better shape!
... how do you feel about things that think and spaces that sense?
... as modernity remade the world, at almost every instance it preferred motion to rest, the open instead of the concealed, and control rather than complexity.
with the lessons of cyberspace and futurama in mind, we turn to pervasive computing ...
... representing the value added by the manufacture and sale of shoes is easy, even in a nation where people have more than enough shoes already, but representing the value of pleasant urban spaces for walking in those shoes is more difficult ...
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the ability to simulate has been one of the primary advances of computing.
... unlike cyberspace, which was conceived as a tabula rasa, pervasive computing has to be inscribed into the social and environmental complexity of the existing physical environment.
observe(s) / game(s) / cycle(s)
... the mimicry of biological systems depends on applied intelligence
the addition of distributed sensing, local memory, abstract pattern recognition and feedback control systems advances such imitation(s) ...
... according to many industrial ecologists, the life cycle(s) of operated environments presents one of the best opportunities for value by design.
observe(s) / game(s) / cycle(s)
... even before reliability becomes an issue, the programmability of the physical world has been the prime objection to pervasive computing ...
we have neither the time to program so many systems ourselves, nor the willingness to accept how others might program them for us ...
(C) Æliens
09/09/09
creativetechnology.eu