About
Jeff Watson is an artist, designer, and Assistant Professor of Interactive Media and Games at the University of Southern California School of Cinematic Arts.
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Category Archives: Quotes
“Design Fiction is making things that tell stories. It’s like science-fiction in that the stories…”
“Design Fiction is making things that tell stories. It’s like science-fiction in that the stories bring into focus certain matters-of-concern, such as how life is lived, questioning how technology is used and its implications, speculating bout the course of events; all of the unique abilities of science-fiction to incite imagination-filling conversations about alternative futures. It’s about reading P.K. Dick as a systems administrator, or Bruce Sterling as a software design manual. It’s meant to encourage truly undisciplined approaches to making and circulating culture by ignoring disciplines that have invested so much in erecting boundaries between pragmatics and imagination.”
– Near Future Laboratory » Blog Archive » Design Fiction: A Short Essay on Design, Science, Fact and Fiction Continue reading
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“Complex societies collapse because, when some stress comes, those societies have become too…”
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Complex societies collapse because, when some stress comes, those societies have become too inflexible to respond. In retrospect, this can seem mystifying. Why didn’t these societies just re-tool in less complex ways? The answer Tainter gives is the simplest one: When societies fail to respond to reduced circumstances through orderly downsizing, it isn’t because they don’t want to, it’s because they can’t.
In such systems, there is no way to make things a little bit simpler – the whole edifice becomes a huge, interlocking system not readily amenable to change. Tainter doesn’t regard the sudden decoherence of these societies as either a tragedy or a mistake—”[U]nder a situation of declining marginal returns collapse may be the most appropriate response”, to use his pitiless phrase. Furthermore, even when moderate adjustments could be made, they tend to be resisted, because any simplification discomfits elites.
When the value of complexity turns negative, a society plagued by an inability to react remains as complex as ever, right up to the moment where it becomes suddenly and dramatically simpler, which is to say right up to the moment of collapse. Collapse is simply the last remaining method of simplification.
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– The Collapse of Complex Business Models « Clay Shirky Continue reading
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“It was really important that we used the reality of the building and its people in the story of the…”
“It was really important that we used the reality of the building and its people in the story of the adventure, wrote the least possible fiction, because that meant that people wouldn’t know what was real and what was Rabbit. Because the authorship is obscured, it means that everything could be part of it, and perceptions of your place are heightened and transformed.”
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“The evolutionary environment for technology is messy, driven by failure. It is an environment in…”
“The evolutionary environment for technology is messy, driven by failure. It is an environment in which needs and economics run amok, killing great ideas in the wrong habitat, preserving oddities in niches, It’s an enviroment which may yet change beyond recognition as the world changes. But I’m peculiarly reassured by how often our ingenuity can bridge the failure gap, how failure reveals the human.”
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“The check-in model dominates the current crop of location-based games from Foursquare to MyTown to…”
“The check-in model dominates the current crop of location-based games from Foursquare to MyTown to Loopt and Whrrl. And understandably so. Checking in is very casual and maps very easily to what people already do. We go places and then we call people to let them know where we are and encourage them to join us. It’s like the location-based game equivalent of matching three. It’s a very casual mechanic which you can learn instantaneously. The advantage of simply checking in is that it integrates well with your life. It’s similar to the way many Facebook games only demand interaction once a day—they realize people probably only check into Facebook for a short period once a day, so you need to be able to quickly do your business and be gone. But I do think checking in is just the tip of the iceberg. If other games want to combine play with the world around us, they’ll have to develop additional mechanics.”
– Being there is playing there: Checking in on the emergence of location-based games | Gamezebo Continue reading
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“Considering the work by Henry Jenkins (2006) and others on the increasing role of the consumer as…”
“Considering the work by Henry Jenkins (2006) and others on the increasing role of the consumer as collaborator or co-creator of media content, I have to conclude that a possible third institutional logic is emerging next to, and in a symbiotic relationship with, editorial and market logics: a convergent culture logic. Work done following this logic includes the (intended) consumer in the process of product design and innovation, up to and including the production and marketing process.”
– Deuzeblog: Media Work & Institutional Logics Continue reading
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“Describing the productive consumption within collaborative projects such as the Wikipedia and online…”
“Describing the productive consumption within collaborative projects such as the Wikipedia and online news sites, Axel Bruns (2007 a, b) introduces the concept of the ‘produser’, a “hybrid user/producer” (2007a n.p.) involved in “the collaborative and continuous building and extending … Continue reading
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“How audiences are imagined is crucial to the organization of media industries (Ang 1991; Hartley…”
“How audiences are imagined is crucial to the organization of media industries (Ang 1991; Hartley 1987), which rely on such mental models to shape their interface with their public.”
– Confessions of an Aca/Fan: Archives: The Moral Economy of Web 2.0 (Part Two) Continue reading
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“Immaterial labor finds itself at the crossroads (or rather, it is the interface) of a new…”
“Immaterial labor finds itself at the crossroads (or rather, it is the interface) of a new relationship between production and consumption. The activation of both productive cooperation and the social relationship with the consumer is materialized within and by the process of communication. The role of immaterial labor is to promote continual innovation in the forms and conditions of communication (and thus in work and consumption). It gives form to and materializes needs, the imaginary, consumer tastes, and so forth, and these products in turn become powerful producers of needs, images, and tastes. The particularity of the commodity produced through immaterial labor (its essential use value being given by its value as informational and cultural content) consists in the fact that it is not destroyed in the act of consumption, but rather it enlarges, transforms, and creates the “ideological” and cultural environment of the consumer. This commodity does not produce the physical capacity of labor power; instead, it transforms the person who uses it. Immaterial labor produces first and foremost a “social relationship” (a relationship of innovation, production, and consumption). Only if it succeeds in this production does its activity have an economic value. This activity makes immediately apparent something that material production had “hidden,” namely, that labor produces not only commodities, but first and foremost it produces the capital relation.”
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“Harrah’s uses “loyalty cards” to induce people to play longer and spend more money (Abumrad, 2008)….”
“Harrah’s uses “loyalty cards” to induce people to play longer and spend more money (Abumrad, 2008). The cards function like bank cards; users swipe them at the slot machines to play, and the cards register wins and losses. The loyalty cards are part of a pilot program to track individual user behavior. The casino maintains real-time data on the actions of every card-holder and uses the data to determine individuals’ financial “pain point” – i.e. how much money they are willing to spend before leaving the casino. The casino uses that pain point to stage strategic interventions during real-time play. When a player comes close to her limit, a staff member on the casino floor receives an alert from a dispatcher, greets the player, and offers her a free meal, a drink, or a bonus gift of money added to the loyalty card. By mitigating the bad experience of losing with a gift, Harrah’s extends people beyond their pain points and they stay and play longer.”
– Archives & Museum Informatics: Museums and the Web 2009: Paper: Simon, N., Going Analog Continue reading
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