Nano House: Innovations for Small Dwellings


Phyllis Richardson - 2011
    In the countryside, we want to preserve nature and the landscape. In impoverished parts of the world, the necessity for sustainable and economical shelter is stronger than ever. Lifestyles and daily routines are also changing. We live in an interconnected world in which digital communication, information, and entertainment are pervasive. Yet basic human needs remain constant: a roof over our heads and somewhere to cook, eat, and sleep. Increasingly, we look for ways to occupy our habitats more ecologically, flexibly, and efficiently.Digital design tools, sustainable materials, and new prefabrication technologies have led to an explosion in innovative ideas for designing domestic spaces, particularly those in tight surroundings. All the homes in Nano House are drawn from a broad array of climatic and environmental contexts, building methods, and spatial innovations.This lively book is the perfect resource and inspiration for designers, architects, builders—for anyone looking to maximize living space with minimal environmental impact.

Beautiful Fighting Girl


Tamaki Saitō - 2011
    Sometimes overtly sexual, always intensely cute, the beautiful fighting girl has been both hailed as a feminist icon and condemned as a symptom of the objectification of young women in Japanese society.In Beautiful Fighting Girl, Saito Tamaki offers a far more sophisticated and convincing interpretation of this alluring and capable figure. For Saito, the beautiful fighting girl is a complex sexual fantasy that paradoxically lends reality to the fictional spaces she inhabits. As an object of desire for male otaku (obsessive fans of anime and manga), she saturates these worlds with meaning even as her fictional status demands her ceaseless proliferation and reproduction. Rejecting simplistic moralizing, Saito understands the otaku’s ability to eroticize and even fall in love with the beautiful fighting girl not as a sign of immaturity or maladaptation but as a result of a heightened sensitivity to the multiple layers of mediation and fictional context that constitute life in our hypermediated world—a logical outcome of the media they consume.Featuring extensive interviews with Japanese and American otaku, a comprehensive genealogy of the beautiful fighting girl, and an analysis of the American outsider artist Henry Darger, whose baroque imagination Saito sees as an important antecedent of otaku culture, Beautiful Fighting Girl was hugely influential when first published in Japan, and it remains a key text in the study of manga, anime, and otaku culture. Now available in English for the first time, this book will spark new debates about the role played by desire in the production and consumption of popular culture.

Interface Culture: How New Technology Transforms the Way We Create and Communicate


Steven Johnson - 1997
    . . Representing all that information is going to require a new visual language, as complex and meaningful as the great metropolitan narratives of the 19th-century novel."--from "Interface Culture"In this hip, erudite manifesto, Steven Johnson--one of the most influential people in cyberspace, according to "Newsweek" bridges the gap that yawns between technology and the arts. Drawing on his own expertise in the humanities and on the Web, he not only demonstrates how interfaces--those buttons, graphics and words on the screen through which we control information--influence our daily lives, but also tracks their roots back to Victorian novels, early cinema and even medieval urban planning. The result is a lush cultural and historical tableau in which today's interfaces take their rightful place in the lineage of artistic innovation.With "Interface Culture," Johnson brilliantly charts the vital role interface design plays in modern society. Just as the great novels of Melville, Dickens and Zola explain a rapidly industralizing society to itself, he argues, web sites, Microsoft Bob, flying toasters and the landscapes of video games tell the digital society how to imagine itself and how to get around in cyberspace's unfamiliar realm.The role once played by novelists is now fulfilled by the interface designer, who has bridged the gap between technology and everyday life by providing a conceptual framework for the vast amounts of information and computation that surround us.Johnson boldly explores the past--a terrain few tech thinkers have dared enter, and one that throws dazzling light on the modern interface's roots. From the great cathedrals of the Middle Ages to the rise of perspective drawing in the Renaissance, from Enlightenment satire to the golden age of television, "Interface Culture" uses a wealth of venerable "interface innovation" to place newfangled creations like Windows 95 and the Web in a rich historical context.Controversial, clear-sighted and challenging, "Interface Culture" also looks at the future--from what PC screens will look like in 10 years to how new interfaces will alter the style of our conversation, prose and thoughts. With a distinctively accessible style, "Interface Culture" brings new intellectual depth to the vital discussion of how technology has transformed society, and is sure to provoke wide debate in both literary and technological circles.

Expanded Cinema


Gene Youngblood - 1970
    In the book he argues that a new, expanded cinema is required for a new consciousness. He describes various types of filmmaking utilising new technology, including film special effects, computer art, video art, multi-media environments and holography." - wikipedia

Persuasive Games: The Expressive Power of Videogames


Ian Bogost - 2007
    In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.

Reality Hunger: A Manifesto


David Shields - 2010
    YouTube and Facebook dominate the web. In Reality Hunger: A Manifesto, his landmark new book, David Shields (author of the New York Times best seller The Thing About Life Is That One Day You’ll Be Dead) argues that our culture is obsessed with “reality” precisely because we experience hardly any.Most artistic movements are attempts to figure out a way to smuggle more of what the artist thinks is reality into the work of art. So, too, every artistic movement or moment needs a credo, from Horace’s Ars Poetica to Lars von Trier’s “Vow of Chastity.” Shields has written the ars poetica for a burgeoning group of interrelated but unconnected artists in a variety of forms and media who, living in an unbearably manufactured and artificial world, are striving to stay open to the possibility of randomness, accident, serendipity, spontaneity; actively courting reader/listener/viewer participation, artistic risk, emotional urgency; breaking larger and larger chunks of “reality” into their work; and, above all, seeking to erase any distinction between fiction and nonfiction.The questions Reality Hunger explores—the bending of form and genre, the lure and blur of the real—play out constantly all around us. Think of the now endless controversy surrounding the provenance and authenticity of the “real”: A Million Little Pieces, the Obama “Hope” poster, the sequel to The Catcher in the Rye, Robert Capa’s “The Falling Soldier” photograph, the boy who wasn’t in the balloon. Reality Hunger is a rigorous and radical attempt to reframe how we think about “truthiness,” literary license, quotation, appropriation.Drawing on myriad sources, Shields takes an audacious stance on issues that are being fought over now and will be fought over far into the future. People will either love or hate this book. Its converts will see it as a rallying cry; its detractors will view it as an occasion for defending the status quo. It is certain to be one of the most controversial and talked-about books of the year.

The Sense of Order (Wrightsman Lectures 9)


E.H. Gombrich - 1979
    The universal human impulse to seek order and rhythm in space and time can be seen in children's play and in poetry, dance, music and architecture, and its prevalence in our every activity calls for an explanation in terms of our biological heritage.

Reality is Broken: Why Games Make Us Better and How They Can Change the World


Jane McGonigal - 2010
    The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.

Amusing Ourselves to Death: Public Discourse in the Age of Show Business


Neil Postman - 1985
    In this eloquent, persuasive book, Neil Postman alerts us to the real and present dangers of this state of affairs, and offers compelling suggestions as to how to withstand the media onslaught. Before we hand over politics, education, religion, and journalism to the show business demands of the television age, we must recognize the ways in which the media shape our lives and the ways we can, in turn, shape them to serve out highest goals.

City of Bits: Space, Place, and the Infobahn


William J. Mitchell - 1995
    William Mitchell makes extensive use of practical examples and illustrations in a technically well-grounded yet accessible examination of architecture and urbanism in the context of the digital telecommunications revolution, the ongoing miniaturization of electronics, the commodification of bits, and the growing domination of software over materialized form.

Into the Universe of Technical Images


Vilém Flusser - 1985
    First published in German in 1985 and now available in English for the first time, Into the Universe of Technical Images outlines the history of communication technology as a process of increasing abstraction.Flusser charts how communication evolved from direct interaction with the world to mediation through various technologies. The invention of writing marked one significant shift; the invention of photography marked another, heralding the current age of the technical image. The automation of the processing of technical images carries both promise and threat: the promise of freeing humans to play and invent and the threat for networks of automation to proceed independently of humans.

The Victorian Internet


Tom Standage - 1998
    Generations of innovators tried and failed to develop speedier messaging devices. But in the mid-1800s, a few extraordinary pioneers at last succeeded. Their invention--the electric telegraph--shrank the world more quickly than ever before.A colorful tale of scientific discovery and technological cunning, The Victorian Internet tells the story of the telegraph's creation and remarkable impact, and of the visionaries, oddballs, and eccentrics who pioneered it. By 1865 telegraph cables spanned continents and oceans, revolutionizing the ways countries dealt with one another. The telegraph gave rise to creative business practices and new forms of crime. Romances blossomed over the wires. Secret codes were devised by some users, and cracked by others. The benefits of the network were relentlessly hyped by its advocates and dismissed by its skeptics. And attitudes toward everything from news gathering to war had to be completely rethought. The telegraph unleashed the greatest revolution in communications since the development of the printing press. Its saga offers many parallels to that of the Internet in our own time--and is a fascinating episode in the history of technology.

Computers as Theatre


Brenda Laurel - 1991
    It shows how similar principles can help students understand what people experience when interacting with computers. The book also describes how the user's enjoyment of a computer system should be the biggest design consideration.

Technics and Time, 1: The Fault of Epimetheus


Bernard Stiegler - 1994
    This book, the first of three volumes, revises the Aristotelian argument and develops an innovative assessment whereby the technical object can be seen as having an essential, distinct temporality and dynamics of its own.The Aristotelian concept persisted, in one form or another, until Marx, who conceived of the possibility of an evolution of technics. Lodged between mechanics and biology, a technical entity became a complex of heterogeneous forces. In a parallel development, while industrialization was in the process of overthrowing the contemporary order of knowledge as well as contemporary social organization, technology was acquiring a new place in philosophical questioning. Philosophy was for the first time faced with a world in which technical expansion was so widespread that science was becoming more and more subject to the field of instrumentality, with its ends determined by the imperatives of economic struggle or war, and with its epistemic status changing accordingly. The power that emerged from this new relation was unleashed in the course of the two world wars.Working his way through the history of the Aristotelian assessment of technics, the author engages the ideas of a wide range of thinkers—Rousseau, Husserl, and Heidegger, the paleo-ontologist Leroi-Gourhan, the anthropologists Vernant and Detienne, the sociologists Weber and Habermas, and the systems analysts Maturana and Varela.

Visual Explanations


Edward R. Tufte - 1997
    Through computers, the Internet, the media, and even our daily newspapers, we are awash in a seemingly endless stream of charts, maps, infographics, diagrams, and data. Visual Explanations is a navigational guide through this turbulent sea of information. The book is an essential reference for anyone involved in graphic, web, or multimedia design, as well as for educators and lecturers who use graphics in presentations or classes.Jacket design: Dmitry Krasny.Other artwork by Bonnie Scranton, Dmitry Krasny, and Weilin Wu.