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Here is my selection on product design related papers presented at CHI 2008.
(Papers are linked to their pdf downloads, if available.) Case study: using online communities to drive commercial product development [abstract] Future Craft: how digital media is transforming product design [abstract] “If you build it, they will come … if they can”: pitfalls of releasing the same product globally [abstract] What about a ‘local’ wrapper around an ‘universal’ core? [abstract] Studying paper use to inform the design of personal and portable technology [abstract] |
| Posts in category 'Culture' |
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3 May 2008
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25 April 2008
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23 April 2008
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A two-day conference this week will bring together scholars, developers and participants in virtual worlds to discuss the emerging cultures being created from a range of online communities.
Event organizers theorize that virtual worlds can be studied by researchers in the fields of humanities and social sciences. Cultural anthropologist Mimi Ito, Intel anthropologist Genevieve Bell, UCI informatics professors Paul Dourish and Bonnie Nardi, Intel researcher Maria Bezaitis and UCI anthropologist Tom Boellstorff will lead the discussions. The event is sponsored by Intel Research and UCI’s Department of Anthropology and Center for Ethnography. Tom Boellstorff, one of the conference organizers, is the author of Coming of Age in Second Life: An Anthropologist Explores the Virtually Human. His is the first book to take a look at Second Life from a purely anthropological perspective. |
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10 April 2008
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Clay Shirky, author of the book Here Comes Everybody: The Power of Organising without Organisations (see also these posts), argues in a short essay that the future of Europe lies in email:
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12 March 2008
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The UK government is aiming to make the country a global leader in the arts, media and advertising through initiatives including the creation of thousands of new apprenticeships and the launch of a Davos-style world creative business conference.
Prime Minister Gordon Brown and the culture secretary, Andy Burnham, unveiled the action plan, Creative Britain: New Talents for the New Economy, in what the government is labelling the first-ever comprehensive, state-supported plan to move the creative industries from the “margins to the mainstream of economic and policy thinking” in the UK. The action plan [which was welcomed by the design industry] outlines 26 commitments for both government and the creative industries to nurture talent, create jobs and to drive the UK’s international competitiveness. One of the initiatives is to develop a new annual World Creative Business Conference that will act as the “centrepiece” of an international push to make the UK the “world’s creative hub”. - Read full story [The Guardian] (via Richard Florida) |
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27 February 2008
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21 January 2008
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11 January 2008
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In a blog post, Danah Boyd (a Berkeley Ph.D student and a Harvard Fellow) relates the story of a mother who describes how her daughter’s approach to shopping was completely different than her own:
Boyd analyses this further:
The blog entry is also a Fieldnote for the Digital Youth Project. (via FutureLab) |
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8 January 2008
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The Museum 2.0 blog explores the ways that the philosophies of Web 2.0 can be applied in museums to make them more engaging, community-based, vital elements of society.
Just like Web 2.0 which is “a definition of web-based applications with an ‘architecture of participation,’ that is, one in which users generate, share, and curate the content”, says Nina Simon who is behind the Museum 2.0 blog, “museums have the potential to undergo a similar (r)evolution as that on the web, to transform from static content authorities to dynamic platforms for content generation and sharing.” “I believe that visitors can become users, and museums central to social interactions. Web 2.0 opens up opportunity, but it also demonstrates where museums are lacking. The intention of this blog is to explore these opportunities and shortcomings with regard to museums and interactive design.” (via IdeaFestival) |
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8 January 2008
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Last week I visited Eataly again, a fantastic “experiential” supermarket, right here in Torino. Associated with the Slow Food movement, you can dwell in it for hours and feel constantly stimulated, intellectually, sensually and visually.
But I had never written about in those terms. Mea culpa. I was reminded of this gap only when I read the Guinness Storehouse case study on the Design Council website. The Atlantic Monthly [full article here] calls it the “supermarket of the future”:
Monocle carries an excellent video report:
And also The New York Times featured it, using the opportunity to announce that a smaller version (one tenth the size of the Torino market) will open this spring in a two-level, 10,000-square-foot space in the new Centria building at 18 West 48th Street in New York:
In short, for the real experience of fresh products from the Piedmont countryside you need to come to Torino. |
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27 December 2007
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Torino, Italy officially opens the World Design Year next week with an extraordinary New Year’s Eve, organised specially to celebrate Torino 2008 World Design Capital.
The centre of events for 31 December 2007 is Piazza Castello [the “Castle Square”], the Baroque heart of the city, seen on TV screens worldwide as the “Medals Plaza” of the XX Olympic Winter Games of 2006. The New Year Eve’s activities contain a lot of interaction design with Luminous LEDs, Shining microvideos, and Interactive balls, plus of course the live music and the DJ’s. Aside from the many events planned during the first World Design Capital in 2008 — with quite a few requiring your participation — keep also an eye open for what’s coming up in the following years:
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15 December 2007
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Rob Walker of the New York Times Magazine asks what so many crochet-hook-wielding, papermaking, silversmithing handicrafters are doing online and tries to prove that the future of shopping — and of work — is all about the past.
The article is mostly a profile of Etsy, a company that hosts an online shopping bazaar for all things handmade.
The author is particularly interested in the new technologically enabled “new craft movement” as a social commentary on consumer culture, but has not explored what the possibilities might be if these objects themselves would become carriers of information. If you want to know more about this, I suggest you to explore the work of Ulla-Maaria Mutanen, whose Thinglink (blog) organisation is all about the Internet of Things, applied to the world of crafts, and whose approach is closely connected to the Spime concept envisioned by Bruce Sterling. |
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12 December 2007
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The appeal of online virtual worlds such as Second Life is such that it may trigger an exodus of people seeking to “disappear from reality,” said Edward Castronova, Associate Professor in the Department of Telecommunications at Indiana University, an expert on large-scale online games.
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30 November 2007
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| The UK Design Council sponsored conference InterSections 07 brought together 34 leading thinkers in design to consider how design is evolving and how this is affecting its relationships with other fields.
The conference, held in NewcastleGateshead in October 2007, asked how design is transforming as it adapts to a world in transition. Two days of stimulating and energetic debate considered how designers are adapting to the new landscape by acquiring new know-how. Audio and transcripts are now online and feature a series of keynote presentations:
as well as panel discussions and breakout sessions:
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19 October 2007
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James Gilmore and Joe Pine, authors of the 1999 bestseller “The Experience Economy“, have now published a new book “Authenticity: What Consumers Really Want”.
Abstract
Review in Publishers weekly (copied from here)
- Publisher’s page | Amazon page - Download table of contents and first chapter (pdf, 170 kb, 12 pages) |
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9 October 2007
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8 October 2007
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4 October 2007
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The latest issue of Frog Design Mind (permalink), the bi-monthly newsletter of Frog Design Inc., is devoted to identity and contain a rich group of articles on “the struggle to find new meaning in the growing landscape of design”. Here is a selection (and the first one in particular, by Mark Rolston, is highly recommended - it’s an excellent piece of writing): |
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Defining The New Singularity Exploring the next level of convergence: between hardware and software, information and object, human and technology. “As the writer Bruce Sterling puts it, borrowing a bit from Baudrillard and applying it to design, we are now approaching an age of technological advancement when ‘there is more stored in the map than there is in the territory’. Put more simply, the story surrounding a given ‘thing’, a product or service we buy and use, is rapidly exceeding the value of the thing itself. The identity of a product can no longer be easily defined through its form factor, but rather by the information that encases it, passes through it, and is accumulated by it over the course of its lifetime.” |
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Change Agency and Transformologies Understanding the power of design to facilitate positive change in the end-user. “Can personal development be better shaped by the technologies we, as designers, create? What if products and environments were designed to acknowledge individual aspirations and facilitate the realization of users’ potential? Could our products not only change users’ behavior, but actually foster within them the qualities that they seek?” |
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Parenting 2.0 Key principles for the creation and curation of your child’s online identity. “The purpose of this article is to provide you, the parent, with some basic principles for navigating the wonderful world of social networking and Web 2.0 with your children - all while keeping them safe, socialized, and engaged. They are not rules, or guidelines, or a philosophy of parenting. They are just basic principles that remind you, and your kids, to think before you press that Enter key.” |
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Is Your Hard Drive Worth More Than Your Life? The influence of technology on the collective experience of today’s families. “Before the presence of cameras and the like, humans passed on knowledge through storytelling, intertwining personal experience with a sense of place and time. They created visual landscapes through words, art, and the objects around them. This storytelling codified a shared sense of experience, bringing the audience into a collective understanding of their culture and environment. As the stories were passed on, every teller became a part of the tale – rendering history subjective, reality shared. In our frenzy to safeguard our memories in the online world, we have removed the intimacy of storytelling. We have made the web, not each other, the major source of shared experiences, knowledge, and opinions (often not even our own).” |
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HBR: Melding Design and Strategy In the September 2007 issue of Harvard Business Review, frog Strategy Director Ravi Chhatpar published the following article, outlining the benefits of an iterative design process, in which design and business strategy impact one another directly. “From concept through development, designers should function in parallel with corporate decision makers, creating prototypes for a number of variations on a product and then testing them with users and, if appropriate, partners. Tracking how customers’ ways of using a product evolve over time also makes it possible for designers to identify desirable new features and, in some cases, create new functionality in conjunction with users.” |
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28 September 2007
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Print Magazine is reporting on Local Projects, a company that is turning museums into places where people interact with information—and each other.
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18 September 2007
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A few days ago, I translated an article from the French newspaper Le Monde about new French research on “collective mobile phone use”.
The French Association of Mobile Operators now published the full study (pdf, 630 kb, 156 pages), as well as a three-page press release/synthesis. For a number of reasons I decided to spend (quite) some time translating the report synthesis: Translating the study itself is unfortunately beyond my capacity and I can only hope that the French Association of Mobile Operators itself will one day make the study available in an English translation - feel free to put some pressure on them by contacting them at info@afomobiles.org.
Our friends from InternetActu, who also report on this study, highlight that the authors of the study conclude that “the mobile phone of 2007 is no longer exactly the same phone as it was in 2007:
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