Entries in Design (30)
The context for learning, education and the arts (5)

(Please refer to the previous four entries for this article. (One, Two, Three, Four, Five)
My point here is that although computers are designed by humans, programmed by humans and then used by humans, this tells us only part of the story. The various dimensions of the experience are not reducible to one of the above instances nor to the sum total of what they suggest about computer-human interaction. Instead, most of what makes up the interaction is not predictable, is full of potential errors of translation and action and is not governed by simple rules of behaviour.
Smith puts it well: “…what was required was a sense of identity that would support dynamic, on-the-fly problem-specific or task-specific differentiation — including differentiation according to distinctions that had not even been imagined at a prior, safe, detached, “design time. (Smith: 41)
“Computational structures cannot be designed in anticipation of everything that will be done with them. This crucial point can be used to explain if not illustrate the rather supple nature of machine-human relations. As well, it can be used to explain the extraordinary number of variables which simultaneously make it possible to design a program and not know what will be done with it.
Another example of this richness at work comes from the gaming community (which is different from the video game community). There are tens of thousands of people playing a variety of games over the internet. Briefly, the games are designed with very specific parameters in mind. But what gamers are discovering is that people are grouping themselves together in clans to play the games in order to win. These clans are finding new ways of controlling the games and rewriting the rules to their own specifications thereby alienating many of the players. In one instance, in response to one such sequence of events, a counter-group got together and tried to create some semblance of governance to control the direction in which the game was headed. After some months the governing council that had been formed grew more and fascistic and set inordinately strict rules for everyone. The designer of the game quit in despair.
This example illustrates the gap, the necessary gap between the “representational data structure (Smith: 43) that initially set up the parameters of the game and the variables that were introduced by the participants. But it also points out the limitations of the design process, limitations that cannot be overcome by increasingly complex levels of design. This is in other words a problem of representation. How can code be written at a level that will be able to anticipate use? The answer is, that for the most part, with great difficulty. It is our cultural investment in the power of the computer that both enhances and changes the coding and the use. We have thus not become extensions of the machine but have acted in concert with it, much as we might with another human being. This is hybridity and it suggests that technology and the practical use to which we put technology always exceeds the intentional structures that we build into it.
It is within and through this excess that we learn. It is because of this excess that we are able to negotiate a relationship with the technologies that make up our environment. And it is the wonder, the freshness, the unpredicability of the negotiation process that leads us to unanticipated results, such as, for example, Deep Blue actually beating Kasparov!
Remix 06: Blending, Bending and Befriending Content

Innovative Content Development in New Media has some of the following characteristics (This is by no means a comprehensive list.):
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Imaginative storytelling (Breaking the rules and building new ones)
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Not derivative (but can be a copy—mush — experimental cinema and music as models)
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Aware of aesthetics, form and feel (Use OF Technology — Not Used by Technology)
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Creating new knowledge and information (Play in every sense of the word.)
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Aware of collage, montage and other techniques of bricolage (Stories can make the impossible real — photo-realism is a dead end)
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Talent (Learning and Education and Research)
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Decentralized modes of information gathering, exchange and distribution (Open Source)
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Interactivity (Video games create the illusion of interactivity — interactive game play should be about a complete transformation of the game by the player — interactivity becomes creativity)
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Bring body movement into the video game storytelling equation (Hands are not enough — Wii)
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Link popular culture, games, books, magazines, fans, television and the web into content development (Specialized studios need cultural analysts and ethnographers as much as they need creators)
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Work with audiences not against them (Fan movements, fansites, fan literature)
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Assume that trends will shift as quickly as they are recognized — old style marketing will not work (Time is compressed but that does not mean that clip stories will last — marketing becomes discovering stories as well as creating them)
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Non-linearity, complexity and chaos are at the center of digital content creation
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Simulations are only as effective as the stories that underly them — Algorithms are culture
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Telepresence and visualization need haptics and vice versa (Dreams are the Royal Road into Storytelling)
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Narrowcast not broadcast (P2P will become C2C)
Some comments on How Images Think

Professor Pramod Nayar of the Department of English, University of Hyderabad comments on "How Images Think." This is a small selection of a longer review that appeared in the Journal of the American Society for Information Science and Technology
How Images Think is an exercise both in philosophical meditation and critical theorizing about media, images, affects, and cognition. Burnett combines the insights of neuroscience with theories of cognition and the computer sciences. He argues that contemporary metaphors - biological or mechanical - about either cognition, images, or computer intelligence severely limit our understanding of the image. He suggests in his introduction that image refers to the complex set of interactions that constitute everyday life in image-worlds (p. xviii). For Burnett the fact that increasing amounts of intelligence are being programmed into technologies and devices that use images as their main form of interaction and communication - computers, for instance - suggests that images are interfaces, structuring interaction, people, and the environment they share.
New technologies are not simply extensions of human abilities and needs - they literally enlarge cultural and social preconceptions of the relationship between body and mind.
The flow of information today is part of a continuum, with exceptional events standing as punctuation marks. This flow connects a variety of sources, some of which are continuous - available 24 hours - or live and radically alters issues of memory and history. Television and the Internet, notes Burnett, are not simply a simulated world - they are the world, and the distinctions between natural and non-natural have disappeared. Increasingly, we immerse ourselves in the image, as if we are there. We rarely become conscious of the fact that we are watching images of events - for all perceptive, cognitive, and interpretive purposes, the image is the event for us.
The proximity and distance of viewer from/with the viewed has altered so significantly that the screen is us. However, this is not to suggest that we are simply passive consumers of images. As Burnett points out, painstakingly, issues of creativity are involved in the process of visualization - viewers generate what they see in the images. This involves the historical moment of viewing - such as viewing images of the WTC bombings - and the act of re-imagining. As Burnett puts it, the questions about what is pictured and what is real have to do with vantage points [of the viewer] and not necessarily what is in the image (p. 26).

Notes and varia

Christo covers the Reichstag
"The wrapping of the Reichstag my colleagues, enables us to see in another light and newly, perceptually experience this central and ambivalent place in German history. The wrapping is no debasement. It is an expression of reverence and creates room for contemplation of the essential. In the Catholic liturgy of Holy Week, the cross is wrapped so that it can be unwrapped in celebration at the high point of Good Friday. In the Jewish faith, the Torah rolls are wrapped in order to remind us of the preciousness of what they contain. The Reichstag will not be desecrated by Christo's wrapping, it will be ennobled - as strange as this may sound for a house of democracy."
Spoken by Konrad Weiss member of the German parliament and a member of the Green Party

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Network of networks diagram

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