New Media in Art


Michael Rush - 1999
    In the past fifty years especially, ideas about time and duration have reinstated narrative in art, via filmmaking and video, the theatricality of happenings, performance and installation art, digitally manipulated photography, and virtual reality.This pioneering book, originally published in 1999 under the title New Media in Late 20th-Century Art, discusses the most influential artists internationally—from Eadweard Muybridge to Robert Rauschenberg, Bill Viola, and Pipilotti Rist—and those seminal works that have radically transformed the map of world art. For this new and expanded edition, the book has been brought completely up to date to include the latest in digital work as technology takes art in new directions.

Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules


Jeff Johnson - 2010
    But as the field evolves, designers enter the field from many disciplines. Practitioners today have enough experience in UI design that they have been exposed to design rules, but it is essential that they understand the psychology behind the rules in order to effectively apply them. In "Designing with the Mind in Mind," Jeff Johnson, author of the best selling "GUI Bloopers," provides designers with just enough background in perceptual and cognitive psychology that UI design guidelines make intuitive sense rather than being just a list of rules to follow. * The first practical, all-in-one source for practitioners on user interface design rules and why, when and how to apply them.* Provides just enough background into the reasoning behind interface design rules that practitioners can make informed decisions in every project.* Gives practitioners the insight they need to make educated design decisions when confronted with tradeoffs, including competing design rules, time constrictions, or limited resources.

Physical Computing: Sensing and Controlling the Physical World with Computers


Dan O'Sullivan - 2004
    With a multiple book buying audience, this book doesn't require a specific background or technical experience. It is designed to help make a more interesting connection between the physical world and the computer world. The audience size is comparable to that of the Robot builder market. In addition to this audience, physical computing is also taught at several universities across the US. This book is a great source of information and knowledge for anyone interested in bridging the gap between the physical and the virtual.

The Age of Spiritual Machines: When Computers Exceed Human Intelligence


Ray Kurzweil - 1998
    Now he offers a framework for envisioning the twenty-first century--an age in which the marriage of human sensitivity and artificial intelligence fundamentally alters and improves the way we live. Kurzweil's prophetic blueprint for the future takes us through the advances that inexorably result in computers exceeding the memory capacity and computational ability of the human brain by the year 2020 (with human-level capabilities not far behind); in relationships with automated personalities who will be our teachers, companions, and lovers; and in information fed straight into our brains along direct neural pathways. Optimistic and challenging, thought-provoking and engaging, The Age of Spiritual Machines is the ultimate guide on our road into the next century.

Clock of the Long Now: Time and Responsibility: The Ideas Behind the World's Slowest Computer


Stewart Brand - 1999
    Here are the central questions it inspires: How do we make long-term thinking automatic and common instead of difficult and rare? Discipline in thought allows freedom. One needs the space and reliability to predict continuity to have the confidence not to be afraid of revolutions Taking the time to think of the future is more essential now than ever, as culture accelerates beyond its ability to be measured Probable things are vastly outnumbered by countless near-impossible eventualities. Reality is statistically forced to be extraordinary; fiction is not allowed this freedom This is a potent book that combines the chronicling of fantastic technology with equally visionary philosophical inquiry.

Homo Ludens: A Study of the Play Element in Culture


Johan Huizinga - 1938
    Like civilization, play requires structure and participants willing to create within limits. Starting with Plato, Huizinga traces the contribution of Homo Ludens, or "Man the player" through Medieval Times, the Renaissance, and into our modern civilization. Huizinga defines play against a rich theoretical background, using cross-cultural examples from the humanities, business, and politics. Homo Ludens defines play for generations to come."A happier age than ours once made bold to call our species by the name of Homo Sapiens. In the course of time we have come to realize that we are not so reasonable after all as the Eighteenth Century with its worship of reason and naive optimism, though us; "hence moder fashion inclines to designate our species asHomo Faber Man the Maker. But though faber may not be quite so dubious as sapiens it is, as a name specific of the human being, even less appropriate, seeing that many animals too are makers. There is a third function, howver, applicable to both human and animal life, and just as important as reasoning and making--namely, playing. it seems to me that next to Homo Faber, and perhaps on the same level as Homo Sapiens, Homo Ludens, Man the Player, deserves a place in our nomenclature. "--from the Foreward, by Johan Huizinga

This Means This, This Means That: A User's Guide to Semiotics


Sean Hall - 2007
    Signs are amazingly diverse: from simple road signs that point to a destination, to smoke that warns us of fire, to the culturally-conditioned symbols buried within art and literature. Our reading of signs is very much a part of everyday life. Yet semiotics is often perceived as a mysterious science. This introductory book decodes themystery of semiotics using visual examples instead of abstract theory.Divided into 75 key semiotic concepts, each section of the book begins with a single image or sign, accompanied by a question that invites us to interpret what we are seeing. Turning the page, we can compare our response with the theory behind the sign. In this way, we actively engage in creative thinking. Read straight through or dipped into regularly, thisbook provides practical examples of how meaning is made in contemporary culture.

Making Is Connecting


David Gauntlett - 2011
    Both online and offline, we see that people want to make their mark on the world, and to make connections. During the previous century, the production of culture became dominated by professional elite producers. But today, a vast array of people are making and sharing their own ideas, videos, and other creative material online, as well as engaging in real-world crafts, art projects, and hands-on experiences. Gauntlett argues that we are seeing a shift from a 'sit-back-and-be-told culture' to a 'making-and-doing culture'. People are rejecting traditional teaching and television, and making their own learning and entertainment instead. Drawing on evidence from psychology, politics, philosophy, and economics, he shows how this shift is necessary and essential for the happiness and survival of modern societies.

Designing for the Digital Age: How to Create Human-Centered Products and Services


Kim Goodwin - 2009
    Designing successful products and services in the digital age requires a multi-disciplinary team with expertise in interaction design, visual design, industrial design, and other disciplines. It also takes the ability to come up with the big ideas that make a desirable product or service, as well as the skill and perseverance to execute on the thousand small ideas that get your design into the hands of users. It requires expertise in project management, user research, and consensus-building. This comprehensive, full-color volume addresses all of these and more with detailed how-to information, real-life examples, and exercises. Topics include assembling a design team, planning and conducting user research, analyzing your data and turning it into personas, using scenarios to drive requirements definition and design, collaborating in design meetings, evaluating and iterating your design, and documenting finished design in a way that works for engineers and stakeholders alike.

Technology Matters: Questions to Live with


David E. Nye - 2006
    This book addresses questions such as: can we define technology? Does technology shape us, or do we shape it? Is technology inevitable or unpredictable?

The New Media Reader [With CDROM]


Noah Wardrip-Fruin - 2003
    General introductions by Janet Murray and Lev Manovich, along with short introductions to each of the texts, place the works in their historical context and explain their significance. The texts were originally published between World War II--when digital computing, cybernetic feedback, and early notions of hypertext and the Internet first appeared--and the emergence of the World Wide Web--when they entered the mainstream of public life.The texts are by computer scientists, artists, architects, literary writers, interface designers, cultural critics, and individuals working across disciplines. The contributors include (chronologically) Jorge Luis Borges, Vannevar Bush, Alan Turing, Ivan Sutherland, William S. Burroughs, Ted Nelson, Italo Calvino, Marshall McLuhan, Billy Kl?Jean Baudrillard, Nicholas Negroponte, Alan Kay, Bill Viola, Sherry Turkle, Richard Stallman, Brenda Laurel, Langdon Winner, Robert Coover, and Tim Berners-Lee. The CD accompanying the book contains examples of early games, digital art, independent literary efforts, software created at universities, and home-computer commercial software. Also on the CD is digitized video, documenting new media programs and artwork for which no operational version exists. One example is a video record of Douglas Engelbart's first presentation of the mouse, word processor, hyperlink, computer-supported cooperative work, video conferencing, and the dividing up of the screen we now call non-overlapping windows; another is documentation of Lynn Hershman's Lorna, the first interactive video art installation.

The Culture Industry


Theodor W. Adorno - 1944
    It is out of this background that the great critic Theodor Adorno emerged. His finest essays are collected here, offering the reader unparalleled insights into Adorno's thoughts on culture. He argued that the culture industry commodified and standardized all art. In turn this suffocated individuality and destroyed critical thinking. At the time, Adorno was accused of everything from overreaction to deranged hysteria by his many detractors. In today's world, where even the least cynical of consumers is aware of the influence of the media, Adorno's work takes on a more immediate significance. The Culture Industry is an unrivalled indictment of the banality of mass culture.

The Information Design Handbook


Jenn Visocky O'Grady - 2008
    The Information Design Handbook celebrates graphics that are exemplars of communication and esthetics, and reveals the thought processes and design skills behind them. This comprehensive guide to creating information graphics is packed with essential design principles, case studies, color palettes, trouble-shooting tips, and much more. Designers will learn to achieve graphics that are visually striking yet concise and supremely funcitional with this must-have resource.

The Image of the City


Kevin Lynch - 1960
    Lynch, supported by studies of Los Angeles, Boston, and Jersey City, formulates a new criterion -- imageability -- and shows its potential value as a guide for the building and rebuilding of cities. The wide scope of this study leads to an original and vital method for the evaluation of city form. The architect, the planner, and certainly the city dweller will all want to read this book.

The Eyes of the Skin: Architecture and the Senses


Juhani Pallasmaa - 1996
    This new, revised and extended edition of this seminal work will not only inspire architects and students to design more holistic architecture, but will enrich the general reader's perception of the world around them. The Eyes of the Skin has become a classic of architectural theory and consists of two extended essays. The first surveys the historical development of the ocular-centric paradigm in western culture since the Greeks, and its impact on the experience of the world and the nature of architecture. The second examines the role of the other senses in authentic architectural experiences, and points the way towards a multi-sensory architecture which facilitates a sense of belonging and integration.