“What if all the bad things that media critics have been said about passivity for the past century or…”

“What if all the bad things that media critics have been said about passivity for the past century or two are now equally applicable to all the demands to interact, to participate? What if interactivity is now one of the central hinges through which power works? In many moments today, the most compliant gesture we can make is to consent to interact on the terms presented to us by our software and machines. This pull is especially strong in those commercial platforms that celebrate their own difference from the so-called passive media of previous decades, and in the process monetize their users’ participation either directly or indirectly.”

Jonathan Sterne – What if Interactivity is the New Passivity? 

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Design is a method of action

Charles Eames, as interviewed in 1972 by “L. Amic” of the Musée des Arts Décoratifs in Paris. Eames’ Zen-like answers amount to a thorough and timeless definition of design. What stands out to me is the exchange about constraints: “Does design admit constraints?” the interviewer asks. Eames says, of course, design depends on constraints. When the interviewer asks, “What constraints?” Eames begins his reply by saying, “The sum of all constraints.”

What is your definition of “design?”

A plan for arranging elements in such a way as to best accomplish a particular purpose.

Is design an expression of art (an art form)?

The design is an expression of the purpose. It may (if it is good enough) later be judged as art.

Is design a craft for industrial purposes?

No— but design may be a solution to some industrial problems.

What are the boundaries of design?

What are the boundaries of problems?

Is design a discipline that concerns itself with only one part of the environment?

No.

It is a method of general expression?

No— it is a method of action.

Is design a creation of an individual?

No— because to be realistic one must always admit the influence of those who have gone before.

…or a creation of a group?

Often.

Is there a design ethic?

There are always design constraints and these usually include an ethic.

Does design imply the idea of products that are necessarily useful?

Yes— even though the use might be surely subtle.

It is able to cooperate in the creation of works reserved solely for pleasure?

Who would say that pleasure is not useful?

Ought form to derive from the analysis of function?

The great risk here is that the analysis may not be complete.

Can the computer substitute for the designer?

Probably, in some special cases, but usually the computer is an aid to the designer.

Does design imply industrial manufacture?

Some designs do and some do not—depending on the nature of the design and the requirements.

Is design an element of industrial policy?

Certainly; as in any other aspect of quality, obvious or subtle, of the product. It seems that anything can be an element in policy.

Ought design to care about lowering costs?

A product often becomes more useful if the costs are lowered without harming the quality.

Does the creation of design admit constraint?

Design depends largely on constraints.

What constraints?

The sum of all constraints. Here is one of the few effective keys to the design problem—the ability of the designer to recognize as many of the constraints as possible—his willingness and enthusiasm for working within these constraints—the constraints of price, of size, of strength, balance, of surface, of time, etc.; each problem has its own peculiar list.

Does design obey laws?

Aren’t constraints enough?

Ought the final product to bear the trademark of the designer? Of the research office?

In some cases, one may seem appropriate. In some cases, the other, and certainly in some cases both.

What is the relation of design to the world of fashion (current trends)?

The objects of fashion have usually been designed with the particular constraints of fashion in mind.

Is design ephemeral?

Some needs are ephemeral. Most designs are ephemeral.

Ought it to tend towards the ephemeral or towards permanence?

Those needs and designs that have a more universal quality will tend toward permanence.

To whom does design address itself: to the greatest number (the masses)? to the specialists or the enlightened amateur? To a privileged social class?

To the need.

Can public action aid the advancement of design?

The proper public action can advance most anything.

After having answered all these questions, do you feel you have been able to practice the profession of “design” under satisfactory conditions, or even optimum conditions?

Yes.

Have you been forced to accept compromises?

I have never been forced to accept compromises but I have willingly accepted constraints.

What do you feel is the primary condition for the practice of design and its propagation?

Recognition of the need.

What is the future of design?

(No answer)

(transcript via Brimstone and Treacle.)

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“In the worst case, it’s possible to envisage geolocation and data aggregation apps being…”

“In the worst case, it’s possible to envisage geolocation and data aggregation apps being designed to facilitate the identification and elimination of some ethnic or class enemy, not only by making it easy for users to track them down, but by making it easy for users to identify each other and form ad-hoc lynch mobs. (Hence my reference to the Rwandan Genocide earlier. Think it couldn’t happen? Look at Iran and imagine an app written for the Basij to make it easy to identify dissidents and form ad-hoc goon squads to proactively hunt them down. Or any other organization in the post-networked world that has a social role corresponding to the Red Guards.)”

Charles Stross – Not an April Fool

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“Prestige is especially dangerous to the ambitious. If you want to make ambitious people waste their…”

“Prestige is especially dangerous to the ambitious. If you want to make ambitious people waste their time on errands, the way to do it is to bait the hook with prestige. That’s the recipe for getting people to give talks, write forewords, serve on committees, be department heads, and so on. It might be a good rule simply to avoid any prestigious task. If it didn’t suck, they wouldn’t have had to make it prestigious.”

Paul Graham – How to Do What You Love

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“Most good games are against the law.”

“Most good games are against the law.”

Theodore Roosevelt. Presidential Addresses and State Papers VI, 1163

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“studies with large particle accelerators have now led us to understand that space is more like a…”

“studies with large particle accelerators have now led us to understand that space is more like a piece of window glass than ideal Newtonian emptiness. It is filled with ‘stuff’ that is normally transparent but can be made visible by hitting it sufficiently hard to knock out a part. The modern concept of the vacuum of space, confirmed every day by experiment, is a relativistic ether. But we do not call it this because it is taboo.”

Laughlin, Robert B. (2005). A Different Universe: Reinventing Physics from the Bottom Down. NY, NY: Basic Books. pp. 120–121. ISBN 978-0465038282.

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Parsons Talk: Pervasive Games for Experiential Media Arts Education

If you’re in NYC, you might want to check out my talk at the Design and Technology program at Parsons The New School for Design. I will be presenting Reality Ends Here and some ideas about the role of applied pervasive games in education. Hope to see you there.

Talk info:
Monday, February 27th at 2:00-3:00pm
66 W. 12 Street, 5th Floor, Room A510

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“The ubiquity of phone booths is interesting because they are completely obsolete, unevenly…”

“The ubiquity of phone booths is interesting because they are completely obsolete, unevenly distributed in outlying neighborhoods and they carry a strong sense of nostalgia with me. They’ve already evolved from their original function as person-to-person communication technology into their second iteration as pedestrian-scaled billboards. I wanted to see if there is a third option in that, yes, they get our eyes for advertising dollars, but they can also give value back to a neighborhood. I was most interested in turning what is perceived as an urban liability into an opportunity.”

The Atlantic Cities – How New York Pay Phones Became Guerrilla Libraries

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Transforming Community Through Pervasive Play

Detailed presentation of Reality Ends Here, with remarks on the methodology underlying pervasive placemaking interventions of all kinds. Originally presented February 2, 2012 at the Berkeley Center for New Media.

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GDC and DML Panels: Gameful Layers for the Freshman Experience

I will be presenting at the Game Developers Conference and the Digital Media and Learning Conference in the first week of March, 2012. These presentations are a part of a panel series jointly organized by the University of Southern California, the Rochester Institute of Technology, and Microsoft Research. The panels, entitled “Gameful Layers for the Freshman Experience”, discuss two very different approaches to using game systems to impact post-secondary education. More details below:

DML
9:00 AM March 2, 2012 Cyril Magnin Ballroom, Wyndham Parc 55 Hotel

The transition to college is a difficult experience for many young people, marked by rapid change as well as social, emotional and intellectual challenges. Additionally, today’s students may feel disconnected from traditional university classroom materials and structures, spending the majority of their out of class time interacting via text and web. This session will look at two very different experimental games which attempt to scaffold that freshman experience, allowing digital natives to bring their existing communication and media skills to bear on the building of college-level social groups and 21st century skills such as team-building, problem-solving, creative and critical thinking, brainstorming, experimentation, etc.

The two case studies were both launched in Fall of 2011 and each team has worked to assess and evaluate the outcomes so far. Just Press Play, from the Rochester Institute of Technology, is funded by Microsoft Research, and is an achievement-based system that encourages students to think of the obstacles in their path as part of a narrative of their educational development. Reality Ends Here, from the University of Southern California, is an internally funded project from the School of Cinematic Arts. Structured as an alternate reality game, the experience introduces students to the culture and history of the school, encouraging them to become part of that tradition from day one. Designers and evaluators from each project will discuss learning goals, design strategies, assessment approaches, preliminary outcomes and next steps for these innovative digital learning environments. (DML 2012)

GDC
10:00 AM Tuesday March 6, 2012 Room 2004, West Hall, 2nd Fl, Moscone Convention Center

DESCRIPTION: A comparison of two experimental games that each attempt to scaffold the first year university experience. “Just Press Play,” from RIT, an achievement-based system that encourages students to think of the obstacles in their path as part of a narrative of their educational development. “Reality Ends Here,” from USC, is a DIY media-making ARG that introduces students to the culture and history of the cinema school, challenging them to become part of the school’s storied tradition. Designers and evaluators from each team discuss learning goals, design strategies, assessment approaches, preliminary outcomes and next steps for these innovative digital learning environments.

TAKEAWAY: Attendees will learn design strategies, assessment approaches for creating innovative digital learning environments. From-the-trenches reports of technologies of play interacting with established curriculum. Outcomes for these experiments that point the way to new and exciting design solutions for games in educational settings. (GDC 2012)

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