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	<title>digital aesthetics &#187; theory</title>
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	<link>http://www.asomatic.com</link>
	<description>tracing the zeitgeist of digital art &#38; design aesthetics</description>
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		<title>Gillian Crampton Smith &#8211; Research?</title>
		<link>http://www.asomatic.com/gillian-crampton-smith-research/</link>
		<comments>http://www.asomatic.com/gillian-crampton-smith-research/#comments</comments>
		<pubDate>Tue, 03 Apr 2007 04:55:00 +0000</pubDate>
		<dc:creator>michael</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[interactive]]></category>
		<category><![CDATA[research]]></category>
		<category><![CDATA[theory]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[    <p><img alt="0giliancr.jpg" src="http://www.we-make-money-not-art.com/yyy/0giliancr.jpg" width="240" height="262" align="left" /><a href="http://interface.fh-potsdam.de/innoforum/english/01_sprecher_06.php">Gillian Crampton Smith</a> is regarded as one of the pioneers of interaction design. In 1989, she established the <em>Computer Related Design Department</em> at the <a href="http://www.rca.ac.uk/">Royal College of Art</a> in London. In 2001 she set up the <a href="http://www.interaction-ivrea.it/">Interaction Design Institute Ivrea</a> in Italy, a graduate school and research institution sponsored by Telecom Italia and Olivetti which gained wide recognition as a leading centre for interaction design research and education. She is also the Chair of <a href="http://www.convivionetwork.net/">Convivio EU Network</a>.</p>

<p>She is now developing together with Philip Tabor a graduate programme of interaction design in the faculty of design of the <a href="http://www.iuav.it/homepage/homepage-english/">IUAV University in Venice</a>.</p>

<p>The craft of Interaction Design has developed through experience without thinking too much about rationalizing it. Like Bauhaus' work in the '20s, the new grammar of film making developed by Eisenstein, it can be a platform from which those coming after us can build upon. Many designers work in a very intuitive way. So far any attempt to systematize design has proved inconsistent. The only way to research design is by doing design.</p>

<p>Design as research.<br />
 - Argument 1. <em>Design isn't research: design has no theory, no fool-proof methods, design is intuitive and overrationalism will ruin it</em>.<br />
Design reflects on what has been done and draws on it. It's risky to apply paradigms of science to design. Theories about architecture have been around for centuries, design is much younger. There are thousands of interaction design projects and only a few are really relevant for research. She reminded how hard it had been years ago to convince the Design Council that what interaction design was doing was relevant for research. Now it's much better accpeted and understood. Research projects seek to provide knowledge and insight. If a research project fails, there is still a gread deal that has been learnt by doing that research. This doesn't apply to design, you can't say to a client: "it didn't work, but we've learnt so much in the process!"</p>

<p>Argument 2. <em>All design is research. Each design problem is unique. Design progresses through exemplars. Design repertoires</em>.</p>

<p>Argument 3. <em>Includes the invention and generation of ideas, images, performances and artefacts, including design, where these lead to substantially improved insights</em>.</p>

<p>Looking for 3 types of insight: <br />
 - Medium: what is possible within the constraints of technology;<br />
 - People: ways technology could better support people's needs, values, desires;<br />
 - Process: improving the way systems, products and services are designed.</p>

<p>What is possible to do with technology? How can we communicate it in implicit and explicit ways?</p>

<p><img alt="0daboxxx.jpg" src="http://www.we-make-money-not-art.com/yyy/0daboxxx.jpg" width="300" height="184" align="right" />Examples.<br />
<a href="http://www.dosislas.org/">Victor Vina</a> and <a href="http://www.potemkin.org/">Massimo Banzi</a>'s <a href="http://www.interaction-ivrea.it/projects/2002%2D03/box/">Box</a>. The platform allows non-technical people to experiment freely with designing interactions between physical devices and their wireless networking. These networks could connect objects in different rooms of a building-or even in different countries or continents. </p>

<p>Each cardboard box can do one simple input or output thing. Each box knows where it is, the time and where the other boxes are. Interactions can take place anywhere in the world; for example, a box in Ivrea can have a switch that turns on a light in Tokyo-all done via the Internet.</p>

<p>Gilian Crampton-Smith then showed several projects from <a href="http://www.we-make-money-not-art.com/archives/004300.php">Strangley Familiar</a>, a <a href="http://www.interaction-ivrea.it/en/news/press/photos/2005/strangely/index.asp">series</a> of <a href="http://courses.interaction-ivrea.it/strangely/index.html">explorations into physical computing</a> by ex-students of Ivrea. The first rule the students were given was "No button." </p>

<p><img alt="0messgtable.jpg" src="http://www.we-make-money-not-art.com/yyy/0messgtable.jpg" width="420" height="210" /></p>

<p><a href="http://www.dana-gordon.com/messagetable.htm">Message Table</a>, for example, is an answering machine that forces you to have a clear desk. </p>

<p><img alt="0atugugug.jpg" src="http://www.we-make-money-not-art.com/yyy/0atugugug.jpg" width="420" height="182" /></p>

<p>The cord connecting each of the <a href="http://people.interaction-ivrea.it/h.zhang/?id=5">Tug Tug</a> telephone to its base is a shared interactive object, allowing each person to affect the distant phone physically by pulling the cord. If you pull the cord, the receiver at the other end falls of the hook.</p>

<p>Hardware <a href="http://hardware.processing.org/">platforms</a> developed at Ivrea that build on processing: <a href="http://wiring.org.co/">Wiring</a> and <a href="http://www.arduino.cc/">Arduino</a>.</p>

<p>Need to make a difference: after some 20 years of interaction design, we still spend a tremendous amount of time staring at a screen and typing with two fingers. Good ideas need to be sustainable, understandable and not just implementable.</p>

<p><object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/kCHbJ1ckL58" /><param name="wmode" value="transparent" /><embed src="http://www.youtube.com/v/kCHbJ1ckL58" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object></p>

<p><em>Aequilibrium</em> is an interactive environment developed for the <a href="http://en.wikipedia.org/wiki/Rialto">Rialto</a> fish market in Venice. The project shows how to use a technology without loosing the quality that makes the city so special. The fish in <em>Aequilibrium</em> react to your presence: they get scared and avoid your arrival but they become your friends when you are quiet. Four columns on the sides show predictions and pollution. The prediction can change accoring to your behaviour, by interacting with <em>Aequilibrium</em> you get a sense of how your actions can influence nature </p>

<p>Bad <a href="http://flickr.com/photos/nearnearfuture/tags/gcs/">pictures</a> of the slides.</p>
<p><a href="http://feeds.we-make-money-not-art.com/~a/wmmna?a=MCdwA1"><img src="http://feeds.we-make-money-not-art.com/~a/wmmna?i=MCdwA1" border="0" /></a></p>
<img src="http://feeds.we-make-money-not-art.com/~r/wmmna/~4/105833042" height="1" width="1" />
    
      <p class="rb_attribution"><span class="rb_source"> <a href="http://www.we-make-money-not-art.com/archives/009440.php">Originally</a> from <a class="rb_source_link" href="http://www.we-make-money-not-art.com/">we make money not art</a></span> by <span class="rb_author">Regine</span></span>
	<span class="rb_reblogged">	reBlogged         by <span class="rb_reblogger">michael</span>         on <span class="rb_modified">Apr  1, 2007, 10:05AM</span>	</span></p>
  
]]></description>
			<content:encoded><![CDATA[<p><img alt="0giliancr.jpg" src="http://www.we-make-money-not-art.com/yyy/0giliancr.jpg" width="240" height="262" align="left" /><a href="http://interface.fh-potsdam.de/innoforum/english/01_sprecher_06.php">Gillian Crampton Smith</a> is regarded as one of the pioneers of interaction design. In 1989, she established the <em>Computer Related Design Department</em> at the <a href="http://www.rca.ac.uk/">Royal College of Art</a> in London. In 2001 she set up the <a href="http://www.interaction-ivrea.it/">Interaction Design Institute Ivrea</a> in Italy, a graduate school and research institution sponsored by Telecom Italia and Olivetti which gained wide recognition as a leading centre for interaction design research and education. She is also the Chair of <a href="http://www.convivionetwork.net/">Convivio EU Network</a>.</p>
<p>She is now developing together with Philip Tabor a graduate programme of interaction design in the faculty of design of the <a href="http://www.iuav.it/homepage/homepage-english/">IUAV University in Venice</a>.</p>
<p>The craft of Interaction Design has developed through experience without thinking too much about rationalizing it. Like Bauhaus&#8217; work in the &#8217;20s, the new grammar of film making developed by Eisenstein, it can be a platform from which those coming after us can build upon. Many designers work in a very intuitive way. So far any attempt to systematize design has proved inconsistent. The only way to research design is by doing design.</p>
<p>Design as research.<br />
 &#8211; Argument 1. <em>Design isn&#8217;t research: design has no theory, no fool-proof methods, design is intuitive and overrationalism will ruin it</em>.<br />
Design reflects on what has been done and draws on it. It&#8217;s risky to apply paradigms of science to design. Theories about architecture have been around for centuries, design is much younger. There are thousands of interaction design projects and only a few are really relevant for research. She reminded how hard it had been years ago to convince the Design Council that what interaction design was doing was relevant for research. Now it&#8217;s much better accpeted and understood. Research projects seek to provide knowledge and insight. If a research project fails, there is still a gread deal that has been learnt by doing that research. This doesn&#8217;t apply to design, you can&#8217;t say to a client: &#8220;it didn&#8217;t work, but we&#8217;ve learnt so much in the process!&#8221;</p>
<p>Argument 2. <em>All design is research. Each design problem is unique. Design progresses through exemplars. Design repertoires</em>.</p>
<p>Argument 3. <em>Includes the invention and generation of ideas, images, performances and artefacts, including design, where these lead to substantially improved insights</em>.</p>
<p>Looking for 3 types of insight: <br />
 &#8211; Medium: what is possible within the constraints of technology;<br />
 &#8211; People: ways technology could better support people&#8217;s needs, values, desires;<br />
 &#8211; Process: improving the way systems, products and services are designed.</p>
<p>What is possible to do with technology? How can we communicate it in implicit and explicit ways?</p>
<p><img alt="0daboxxx.jpg" src="http://www.we-make-money-not-art.com/yyy/0daboxxx.jpg" width="300" height="184" align="right" />Examples.<br />
<a href="http://www.dosislas.org/">Victor Vina</a> and <a href="http://www.potemkin.org/">Massimo Banzi</a>&#8216;s <a href="http://www.interaction-ivrea.it/projects/2002%2D03/box/">Box</a>. The platform allows non-technical people to experiment freely with designing interactions between physical devices and their wireless networking. These networks could connect objects in different rooms of a building-or even in different countries or continents. </p>
<p>Each cardboard box can do one simple input or output thing. Each box knows where it is, the time and where the other boxes are. Interactions can take place anywhere in the world; for example, a box in Ivrea can have a switch that turns on a light in Tokyo-all done via the Internet.</p>
<p>Gilian Crampton-Smith then showed several projects from <a href="http://www.we-make-money-not-art.com/archives/004300.php">Strangley Familiar</a>, a <a href="http://www.interaction-ivrea.it/en/news/press/photos/2005/strangely/index.asp">series</a> of <a href="http://courses.interaction-ivrea.it/strangely/index.html">explorations into physical computing</a> by ex-students of Ivrea. The first rule the students were given was &#8220;No button.&#8221; </p>
<p><img alt="0messgtable.jpg" src="http://www.we-make-money-not-art.com/yyy/0messgtable.jpg" width="420" height="210" /></p>
<p><a href="http://www.dana-gordon.com/messagetable.htm">Message Table</a>, for example, is an answering machine that forces you to have a clear desk. </p>
<p><img alt="0atugugug.jpg" src="http://www.we-make-money-not-art.com/yyy/0atugugug.jpg" width="420" height="182" /></p>
<p>The cord connecting each of the <a href="http://people.interaction-ivrea.it/h.zhang/?id=5">Tug Tug</a> telephone to its base is a shared interactive object, allowing each person to affect the distant phone physically by pulling the cord. If you pull the cord, the receiver at the other end falls of the hook.</p>
<p>Hardware <a href="http://hardware.processing.org/">platforms</a> developed at Ivrea that build on processing: <a href="http://wiring.org.co/">Wiring</a> and <a href="http://www.arduino.cc/">Arduino</a>.</p>
<p>Need to make a difference: after some 20 years of interaction design, we still spend a tremendous amount of time staring at a screen and typing with two fingers. Good ideas need to be sustainable, understandable and not just implementable.</p>
<p><object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/kCHbJ1ckL58" /><param name="wmode" value="transparent" /><embed src="http://www.youtube.com/v/kCHbJ1ckL58" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object></p>
<p><em>Aequilibrium</em> is an interactive environment developed for the <a href="http://en.wikipedia.org/wiki/Rialto">Rialto</a> fish market in Venice. The project shows how to use a technology without loosing the quality that makes the city so special. The fish in <em>Aequilibrium</em> react to your presence: they get scared and avoid your arrival but they become your friends when you are quiet. Four columns on the sides show predictions and pollution. The prediction can change accoring to your behaviour, by interacting with <em>Aequilibrium</em> you get a sense of how your actions can influence nature </p>
<p>Bad <a href="http://flickr.com/photos/nearnearfuture/tags/gcs/">pictures</a> of the slides.</p>
<p><a href="http://feeds.we-make-money-not-art.com/~a/wmmna?a=MCdwA1"><img src="http://feeds.we-make-money-not-art.com/~a/wmmna?i=MCdwA1" border="0" /></a></p>
<p><img src="http://feeds.we-make-money-not-art.com/~r/wmmna/~4/105833042" height="1" width="1" /></p>
<p class="rb_attribution"><span class="rb_source"> <a href="http://www.we-make-money-not-art.com/archives/009440.php">Originally</a> from <a class="rb_source_link" href="http://www.we-make-money-not-art.com/">we make money not art</a></span> by <span class="rb_author">Regine</span></span><br />
	<span class="rb_reblogged">	reBlogged         by <span class="rb_reblogger">michael</span>         on <span class="rb_modified">Apr  1, 2007, 10:05AM</span>	</span></p>
]]></content:encoded>
			<wfw:commentRss>http://www.asomatic.com/gillian-crampton-smith-research/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>New Media Art in a Control Society</title>
		<link>http://www.asomatic.com/new-media-art-in-a-control-society/</link>
		<comments>http://www.asomatic.com/new-media-art-in-a-control-society/#comments</comments>
		<pubDate>Tue, 27 Mar 2007 07:33:00 +0000</pubDate>
		<dc:creator>michael</dc:creator>
				<category><![CDATA[art]]></category>
		<category><![CDATA[ownership]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[theory]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[    <p><img alt="NMAStill1bh.jpg" src="http://www.turbulence.org/blog/images/NMAStill1bh.jpg" width="187" height="200" border="0" /><h4>Transcript from a Performance</h4></p><p></p>

<p>Adam Trowbridge: <a href="http://www.atrowbri.com/newMediaArt.php"><b>New Media Art in a Control Society</b></a> :: Transcript from Performance :: The Hunter Museum of American Art, Chattanooga, TN, USA<br />
March 22, 2007 :: video stills <a href="http://www.atrowbri.com/newMediaArt.php">here</a></p>

<p>As noted in the transcript, the majority of the statements read were not original and instead shamelessly stolen (edited and unedited) from various sources: theoretical texts, artists' statements, manifestos and paranoid rambling. Transcript:</p>

<p>This is...a performance and new media art...or maybe not. [video begins] [text below is read]</p>

<p>- -  Gilles Deleuze said "Maybe speech and communication have been corrupted. They're thoroughly permeated by money and not by accident but by their very nature. We've got to hijack speech. Creating has always been something different from communicating. The key thing may be to create vacuoles of non-communication, circuit breakers, so we can elude control." End quote.</p><p>- -  The phrase "new media art" is pointless.</p>

<p>- -  The selection of medium is not the selection of a wardrobe for an idea. We are well past ideas and communication. Medium should be selected like legal and illicit pharmaceuticals: where do you want to go today?</p>

<p>- -  What is a digital painting? Idiotic.</p>

<p>- -  Contemporary art is both scattered and networked, always in motion. Medium, if anything, is a measure of speed and distribution. Is the texture of an oil painting that different from that of flypaper? Video is faster and shedding the weight of the poetic yet precious medium of film. Photography is a film still. Internet-based art is faster but still flails, lashed down by too many examples of bad information design masquerading as art.</p>

<p>- -  THEY create DELIRIOUS RULES and sell you free access to their BACKSTAGE if you follow these sick rules. YOU KNOW IT.</p>

<p>- -  Deleuze and Guattari's rhizome has been falsely represented as a metaphor for a network and for networked art. Deleuze and Guattari did not deal in metaphors.</p>

<p>- -  Rhizomatic action is a force relationship in which power is distributed then scattered before it can begin to collect. This is not a metaphorical description but a plan of action.</p>

<p>- -  Over 650,000 Iraqi civilians were killed by military intervention in Iraq and we are here to discuss...what?</p>

<p>- -  Images can shatter the old order leaving nothing the same as before.</p>

<p>- -  All hoarding, speculation on art, must cease and be seen for what it is: usury and exploitation.</p>

<p>- -  In the beginning, you enjoyed it. You were caught in the middle of the WAR between THEM and THE OTHER SIDE, and you were trying to help THEM win the war.</p>

<p>- -  All true language is incomprehensible, like the chatter of a beggar's teeth.</p>

<p>- -  Six billion worldwide population, all living, have a Computer God Containment Policy brain bank brain, a real brain in the brain bank cities on the far side of the moon we never see.</p>

<p>- -  Marketing has become the center or the "soul" of the corporation. We are taught that corporations have a soul, which is the most terrifying news in the world.</p>

<p>- -  Human beings are not fully conscious of their real life...usually groping in the dark...at every moment groups and individuals find themselves confronted with results they have not wished.</p>

<p>- -  Control is short-term and has rapid rates of turnover, but is also continuous and without limit.</p>

<p>- -  New media art involves people who make watering plants more complex than it needs to be by using cell phones that call the Internet when the plants need water.</p>

<p>- -  If you can talk about it, why paint it?</p>

<p>- -  The Dia: Beacon is a tomb for the last gasp of studio art, let it be a monument and move on.</p>

<p>- -  Man and machines can make symbiotic art.</p>

<p>- -  Psychogeography: The study of the precise effects of geographical setting, consciously managed or not, acting directly on the mood and behavior of the individual.</p>

<p>- -  Inevitability of gradualness. Usually, in a few years, you are made string bean thin or grotesquely deformed, crippled and ugly, or even made one foot shorter or one foot taller, as the Computer God sees fit.</p>

<p>- -  In the future we will have foreign genetic material in us as today we have mechanical and electronic implants. In other words, we will be transgenic. However, there's no excuse but marketing for purchasing a glowing rabbit.</p>

<p>- -  Users of the world are presented with fresh, owned content every day. We have the technology, the precedents, and the duty to make new art out of this owned content.</p>

<p>- -  A lot of people say that new media is revolutionary. They say the net is subversive. But how subversive can you be in an exclusive club where it costs $1,000 for a computer and $50 a month to connect to the Internet.</p>

<p>- -  The main function of Art is to distinguish rich people from poorer people.</p>

<p>- -  Many young people strangely boast of being "motivated"; we re-request apprenticeships and permanent training. It's up to us to discover what we're being made to serve, just as our elders discovered, not without difficulty, the ultimate end of the disciplines.</p>

<p>- -  Personal expression and human and artist centrality can be abandoned.</p>

<p>- -  Complex machines are an emergent life form in the masturbatory fantasies of those siding with control. I distrust transhumanists but I want to be friends with a computer.</p>

<p>- -  Any moralistic or spiritual pretension or representation purposes for art must be abandoned.</p>

<p>- -  Primarily, based on your lifelong Frankenstein Radio Controls, especially your Eyesight TV, sight and sound recorded by your brain, your moon brain of the Computer God activates your Frankenstein threshold brainwash radio lifelong, inculcating conformist propaganda, even frightening you and mixing you up and the usual, "Don't worry about it."</p>

<p>- -  Professionalism in the arts (and the accompanying stratification of skills) must be abandoned in favor of a progressive (class-less) artistry of both a personal and collective nature.</p>

<p>- -  Over the last decades, using positions of power in your STAGE-WORLD reality, THEY introduced their key words and also their sick DREAMWORLD- TO-SELL key ideas in every aspect of culture in the STAGE WORLD society where you live : songs, movies, humor, even propaganda.</p>

<p>- -  Derive: An experimental mode of behavior linked to the conditions of urban society: a technique for hastily passing through varied environments.</p>

<p>- -  The economic and cultural exploitation of the artist has reached appalling proportions. The individual and/or collective artist, whose work is plagiarized as commercial 'technique', or exported as cultural commodity, has little control over these conditions.</p>

<p>- -  Consciousness is not exclusively restricted to the brain. Human bodies have no boundaries.</p>

<p>- -  The artist must be concerned with the moral relationship that his/her endeavors have to the institutions within which he/she expresses his/her work.</p>

<p>- -  The majority of what I've read has been shamelessly stolen from various sources: theoretical texts, artists' statements, manifestos and paranoid rambling. They stand as a collection of connections and disjunctions. I am, we are, a manner of speaking.</p>

<p>- -  Art is not knowledge.</p>

<p>- -  Art does not communicate.</p>

<p>- -  There is nothing here for you.</p>

<p>- -  Gilles Deleuze said that new situations could "...at first express new freedom, but they could participate as well in mechanisms of control that are equal to the harshest of confinements. There is no need to fear or hope, but only to look for new weapons".</p>

<p>[via <a href="http://nettime.org">nettime</a>]</p>
    
      <p class="rb_attribution"><span class="rb_source"> <a href="http://www.turbulence.org/blog/archives/004001.html">Originally</a> from <a class="rb_source_link" href="http://www.turbulence.org/blog/">networked_performance</a></span> by <span class="rb_author">jo</span></span>
	<span class="rb_reblogged">	reBlogged         by <span class="rb_reblogger">michael</span>         on <span class="rb_modified">Mar 25, 2007,  9:12PM</span>	</span></p>
  
]]></description>
			<content:encoded><![CDATA[<p><img alt="NMAStill1bh.jpg" src="http://www.turbulence.org/blog/images/NMAStill1bh.jpg" width="187" height="200" border="0" /><br />
<h4>Transcript from a Performance</h4>
</p>
<p>Adam Trowbridge: <a href="http://www.atrowbri.com/newMediaArt.php"><b>New Media Art in a Control Society</b></a> :: Transcript from Performance :: The Hunter Museum of American Art, Chattanooga, TN, USA<br />
March 22, 2007 :: video stills <a href="http://www.atrowbri.com/newMediaArt.php">here</a></p>
<p>As noted in the transcript, the majority of the statements read were not original and instead shamelessly stolen (edited and unedited) from various sources: theoretical texts, artists&#8217; statements, manifestos and paranoid rambling. Transcript:</p>
<p>This is&#8230;a performance and new media art&#8230;or maybe not. [video begins] [text below is read]</p>
<p>- &#8211;  Gilles Deleuze said &#8220;Maybe speech and communication have been corrupted. They&#8217;re thoroughly permeated by money and not by accident but by their very nature. We&#8217;ve got to hijack speech. Creating has always been something different from communicating. The key thing may be to create vacuoles of non-communication, circuit breakers, so we can elude control.&#8221; End quote.</p>
<p>- &#8211;  The phrase &#8220;new media art&#8221; is pointless.</p>
<p>- &#8211;  The selection of medium is not the selection of a wardrobe for an idea. We are well past ideas and communication. Medium should be selected like legal and illicit pharmaceuticals: where do you want to go today?</p>
<p>- &#8211;  What is a digital painting? Idiotic.</p>
<p>- &#8211;  Contemporary art is both scattered and networked, always in motion. Medium, if anything, is a measure of speed and distribution. Is the texture of an oil painting that different from that of flypaper? Video is faster and shedding the weight of the poetic yet precious medium of film. Photography is a film still. Internet-based art is faster but still flails, lashed down by too many examples of bad information design masquerading as art.</p>
<p>- &#8211;  THEY create DELIRIOUS RULES and sell you free access to their BACKSTAGE if you follow these sick rules. YOU KNOW IT.</p>
<p>- &#8211;  Deleuze and Guattari&#8217;s rhizome has been falsely represented as a metaphor for a network and for networked art. Deleuze and Guattari did not deal in metaphors.</p>
<p>- &#8211;  Rhizomatic action is a force relationship in which power is distributed then scattered before it can begin to collect. This is not a metaphorical description but a plan of action.</p>
<p>- &#8211;  Over 650,000 Iraqi civilians were killed by military intervention in Iraq and we are here to discuss&#8230;what?</p>
<p>- &#8211;  Images can shatter the old order leaving nothing the same as before.</p>
<p>- &#8211;  All hoarding, speculation on art, must cease and be seen for what it is: usury and exploitation.</p>
<p>- &#8211;  In the beginning, you enjoyed it. You were caught in the middle of the WAR between THEM and THE OTHER SIDE, and you were trying to help THEM win the war.</p>
<p>- &#8211;  All true language is incomprehensible, like the chatter of a beggar&#8217;s teeth.</p>
<p>- &#8211;  Six billion worldwide population, all living, have a Computer God Containment Policy brain bank brain, a real brain in the brain bank cities on the far side of the moon we never see.</p>
<p>- &#8211;  Marketing has become the center or the &#8220;soul&#8221; of the corporation. We are taught that corporations have a soul, which is the most terrifying news in the world.</p>
<p>- &#8211;  Human beings are not fully conscious of their real life&#8230;usually groping in the dark&#8230;at every moment groups and individuals find themselves confronted with results they have not wished.</p>
<p>- &#8211;  Control is short-term and has rapid rates of turnover, but is also continuous and without limit.</p>
<p>- &#8211;  New media art involves people who make watering plants more complex than it needs to be by using cell phones that call the Internet when the plants need water.</p>
<p>- &#8211;  If you can talk about it, why paint it?</p>
<p>- &#8211;  The Dia: Beacon is a tomb for the last gasp of studio art, let it be a monument and move on.</p>
<p>- &#8211;  Man and machines can make symbiotic art.</p>
<p>- &#8211;  Psychogeography: The study of the precise effects of geographical setting, consciously managed or not, acting directly on the mood and behavior of the individual.</p>
<p>- &#8211;  Inevitability of gradualness. Usually, in a few years, you are made string bean thin or grotesquely deformed, crippled and ugly, or even made one foot shorter or one foot taller, as the Computer God sees fit.</p>
<p>- &#8211;  In the future we will have foreign genetic material in us as today we have mechanical and electronic implants. In other words, we will be transgenic. However, there&#8217;s no excuse but marketing for purchasing a glowing rabbit.</p>
<p>- &#8211;  Users of the world are presented with fresh, owned content every day. We have the technology, the precedents, and the duty to make new art out of this owned content.</p>
<p>- &#8211;  A lot of people say that new media is revolutionary. They say the net is subversive. But how subversive can you be in an exclusive club where it costs $1,000 for a computer and $50 a month to connect to the Internet.</p>
<p>- &#8211;  The main function of Art is to distinguish rich people from poorer people.</p>
<p>- &#8211;  Many young people strangely boast of being &#8220;motivated&#8221;; we re-request apprenticeships and permanent training. It&#8217;s up to us to discover what we&#8217;re being made to serve, just as our elders discovered, not without difficulty, the ultimate end of the disciplines.</p>
<p>- &#8211;  Personal expression and human and artist centrality can be abandoned.</p>
<p>- &#8211;  Complex machines are an emergent life form in the masturbatory fantasies of those siding with control. I distrust transhumanists but I want to be friends with a computer.</p>
<p>- &#8211;  Any moralistic or spiritual pretension or representation purposes for art must be abandoned.</p>
<p>- &#8211;  Primarily, based on your lifelong Frankenstein Radio Controls, especially your Eyesight TV, sight and sound recorded by your brain, your moon brain of the Computer God activates your Frankenstein threshold brainwash radio lifelong, inculcating conformist propaganda, even frightening you and mixing you up and the usual, &#8220;Don&#8217;t worry about it.&#8221;</p>
<p>- &#8211;  Professionalism in the arts (and the accompanying stratification of skills) must be abandoned in favor of a progressive (class-less) artistry of both a personal and collective nature.</p>
<p>- &#8211;  Over the last decades, using positions of power in your STAGE-WORLD reality, THEY introduced their key words and also their sick DREAMWORLD- TO-SELL key ideas in every aspect of culture in the STAGE WORLD society where you live : songs, movies, humor, even propaganda.</p>
<p>- &#8211;  Derive: An experimental mode of behavior linked to the conditions of urban society: a technique for hastily passing through varied environments.</p>
<p>- &#8211;  The economic and cultural exploitation of the artist has reached appalling proportions. The individual and/or collective artist, whose work is plagiarized as commercial &#8216;technique&#8217;, or exported as cultural commodity, has little control over these conditions.</p>
<p>- &#8211;  Consciousness is not exclusively restricted to the brain. Human bodies have no boundaries.</p>
<p>- &#8211;  The artist must be concerned with the moral relationship that his/her endeavors have to the institutions within which he/she expresses his/her work.</p>
<p>- &#8211;  The majority of what I&#8217;ve read has been shamelessly stolen from various sources: theoretical texts, artists&#8217; statements, manifestos and paranoid rambling. They stand as a collection of connections and disjunctions. I am, we are, a manner of speaking.</p>
<p>- &#8211;  Art is not knowledge.</p>
<p>- &#8211;  Art does not communicate.</p>
<p>- &#8211;  There is nothing here for you.</p>
<p>- &#8211;  Gilles Deleuze said that new situations could &#8220;&#8230;at first express new freedom, but they could participate as well in mechanisms of control that are equal to the harshest of confinements. There is no need to fear or hope, but only to look for new weapons&#8221;.</p>
<p>[via <a href="http://nettime.org">nettime</a>]</p>
<p class="rb_attribution"><span class="rb_source"> <a href="http://www.turbulence.org/blog/archives/004001.html">Originally</a> from <a class="rb_source_link" href="http://www.turbulence.org/blog/">networked_performance</a></span> by <span class="rb_author">jo</span></span><br />
	<span class="rb_reblogged">	reBlogged         by <span class="rb_reblogger">michael</span>         on <span class="rb_modified">Mar 25, 2007,  9:12PM</span>	</span></p>
]]></content:encoded>
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		<title>Everyone Is a Plumber: Rebutting Nussbaum on Participatory Design</title>
		<link>http://www.asomatic.com/everyone-is-a-plumber-rebutting-nussbaum-on-participatory-design/</link>
		<comments>http://www.asomatic.com/everyone-is-a-plumber-rebutting-nussbaum-on-participatory-design/#comments</comments>
		<pubDate>Wed, 21 Mar 2007 08:07:35 +0000</pubDate>
		<dc:creator>michael</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[green]]></category>
		<category><![CDATA[Michael]]></category>
		<category><![CDATA[theory]]></category>

		<guid isPermaLink="false">http://www.asomatic.com/?p=751</guid>
		<description><![CDATA[In a presentation at Parson&#8217;s School of Design, Bruce Nussbaum discusses the DIY-media movement, sustainability, and rebranding Design as Innovation. While Nussbaum&#8217;s conclusions are compelling, the path to those conclusions is fraught with peculiar reasoning. DIY Nussbaum first picks up the torch of the DIY movement that was begun out of necessity in the Stone [...]]]></description>
			<content:encoded><![CDATA[<p>In a <a href="http://www.businessweek.com/innovate/NussbaumOnDesign/archives/2007/03/are_designers_t.html">presentation at Parson&#8217;s School of Design</a>, Bruce Nussbaum discusses the DIY-media movement, sustainability, and rebranding Design as Innovation.  While Nussbaum&#8217;s conclusions are compelling, the path to those conclusions is fraught with peculiar reasoning.</p>
<p><strong>DIY</strong></p>
<p>Nussbaum first picks up the torch of the DIY movement that was begun out of necessity in the Stone Age, lately revitalized by punk culture in the 1970&#8242;s, zine culture in the 1980&#8242;s <a href="http://emigre.com/EMag.php?issue=58">documented by Elliot Earls</a> through Licko and Vanderlans&#8217; emigre magazine in 2001, and profiled by Time Magazine in the <a href="http://www.time.com/time/magazine/article/0,9171,1569514,00.html">&#8220;Person of the Year&#8221; article</a> several months ago.  </p>
<p>Sorry Bruce, but I think that you&#8217;re a little late to the party.</p>
<p>Since the introduction of MacPaint and MacDraw in 1984, the tools of the Craft of Design have been slipping through the fingers of designers and top-down managers.  But are we really to the point where crafting an iTunes playlist, structuring TiVo recording rules, or navigating the <a href="http://www.idea-sandbox.com/blog/2006/08/fascination_with_coffee_combin.html">19,000 potential different combinations</a> of Starbucks ingredients is called an act of Design? Do you become a videographer because nearly 6,000 people watched <a href="http://youtube.com/watch?v=iVaNYBqmIqA">videos of your dog</a> that you uploaded to YouTube? Designing is a multiform process more complex than arrangement of forms or files or software settings to suit one&#8217;s personal preferences. TiVo clients are no more Designers than I am a Plumber (even though I do own a small assortment of pipe wrenches, and know how to <a href="http://www.hints-n-tips.com/copper.htm">sweat a joint</a>). Being a plumber requires a more thoroughgoing knowledge of water delivery systems, that goes beyond the simple act of fixing a leaking faucet. While the creation of forms and the re-shaping of our environment is perhaps one of the most fundamental of human acts, the act of Design implies understanding of a broad range of potential frames of reference that may view the work, and takes into account and accommodates a broad set of potential interactions and reactions that that work may foster.</p>
<p>Designers now can produce products that can become a framework for user interaction. Many of these products are highly configurable and extensible. And Nussbaum is right to say that users now want to be part of the Design sandbox.  Enlightened users may even create a portion of a product, or develop an important insight on how an experience is crafted. But it is incumbent upon the designer to observe these acts of design-play, analyze the user&#8217;s behavior, draw inferences from the observation and analysis, and apply their Design Thinking to create holistic approaches that meet a range of user goals, and interface well with the user culture.</p>
<p><strong>Sustainability</strong></p>
<p>When global megacorporation Johnson &#038; Johnson hires ex-Aveda sustainability darling Chris Hacker to lead global Design efforts, sustainability is serious business. Sustainability has arrived. But I can&#8217;t agree with Nussbaum&#8217;s examples of good models for sustainable products.  Nussbaum mentions the mink coat as a sustainable product. Fur finishing, a similar process to leather tanning, produces many toxic by-products and emissions.  True, better fur finishing processes exist, but like dry-cleaning, it is an ongoing process to switch providers to these processes. As regards the Navajo and Hopi reservation dwellings, the trailers and houses that have supplanted the hogan as the main dwelling for Navajo were often arranged in models of higher-density European-style villages. The trailer-park arrangement of the dwellings is problematic for Navajo culture.  Design that does not acknowledge the user culture is a bad application.</p>
<p><strong>Conclusion</strong></p>
<p>The need for broader awareness of sustainable design practice, the need for innovation in product design and experience design to drive profitability in US business are important points. But the problematic statements mentioned earlier diffuse power of these contentions.  </p>
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		<title>We need theories of experience design</title>
		<link>http://www.asomatic.com/Weneedtheoriesofexperiencedesign/</link>
		<comments>http://www.asomatic.com/Weneedtheoriesofexperiencedesign/#comments</comments>
		<pubDate>Mon, 18 Dec 2006 06:00:00 +0000</pubDate>
		<dc:creator>michael</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[experience]]></category>
		<category><![CDATA[theory]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[    <table width="100%" border="0">
<tr>
<td valign="top" align="right" style="width: 30%"><a href="http://www.experientia.com/blog/uploads/2006/12/64_world_fair.jpg" target="_blank"); return false"><img src="http://www.experientia.com/blog/uploads/2006/12/64_world_fair_small.jpg" title="The Coca-Cola Pavilion" alt="The Coca-Cola Pavilion" width="100" height="64" border="0" style="margin: 0px 10px 5px 0px" /></a></td>
<td valign="top" style="width: 70%">&#8220;We lack an objective perspective to measure the success of our work and commentaries to improve upon it,&#8221; argues design consultant Bob Jacobson in a recent post on his blog Total Experience.<br />
<p class="body">Instead we have to place our reliance &#8220;on first-hand, insider accounts as a source of knowledge&#8221;.</p>
<p class="body">Jacobson focuses particularly on the lack of formal criticism in the field of experience design.</p>
<p class="body">It is a realisation that is all the more prominent to him now that he is working on a  book on the field.</p>
<blockquote>
<p class="body">&#8220;In it, I&#8217;ll be highlighting best practices drawn from case studies in a variety of experience-design disciplines. My goal is to extract certain overarching principles and methodologies that can be synthesised as theories of experience design.&#8221; [&#8230;]</p>
<p class="body">&#8220;Experience design is still considered mainly an art, because (in my opinion) of a radical disconnect between those who study experience (cognitive scientists, environmental psychologists, etc.) and the designers who create experiences.&#8221;</p>
</blockquote>
<p class="body"><strong><a href="http://totalexperience.corante.com/archives/2006/12/08/we_need_theories_of_experience_design.php">Read full story</a></strong></p>
</td>
</tr>
</table>

    
      <p class="rb_attribution">
    	<span class="rb_source">
        <a href="http://www.experientia.com/blog/we-need-theories-of-experience-design/">Originally</a>
                    from <a class="rb_source_link" href="http://www.experientia.com/blog">Putting people first</a></span>
            
                    by <span class="rb_author">Experientia</span>
        	</span>
    	<span class="rb_reblogged">
	reBlogged
    
                    by <span class="rb_reblogger">michael</span>
        
            
                    on <span class="rb_modified">Dec 12, 2006,  7:55AM</span>
        	</span>
	    </p>
  
]]></description>
			<content:encoded><![CDATA[<table width="100%" border="0">
<tr>
<td valign="top" align="right" style="width: 30%"><a href="http://www.experientia.com/blog/uploads/2006/12/64_world_fair.jpg" target="_blank"); return false"><img src="http://www.experientia.com/blog/uploads/2006/12/64_world_fair_small.jpg" title="The Coca-Cola Pavilion" alt="The Coca-Cola Pavilion" width="100" height="64" border="0" style="margin: 0px 10px 5px 0px" /></a></td>
<td valign="top" style="width: 70%">&#8220;We lack an objective perspective to measure the success of our work and commentaries to improve upon it,&#8221; argues design consultant Bob Jacobson in a recent post on his blog Total Experience.</p>
<p class="body">Instead we have to place our reliance &#8220;on first-hand, insider accounts as a source of knowledge&#8221;.</p>
<p class="body">Jacobson focuses particularly on the lack of formal criticism in the field of experience design.</p>
<p class="body">It is a realisation that is all the more prominent to him now that he is working on a  book on the field.</p>
<blockquote>
<p class="body">&#8220;In it, I&#8217;ll be highlighting best practices drawn from case studies in a variety of experience-design disciplines. My goal is to extract certain overarching principles and methodologies that can be synthesised as theories of experience design.&#8221; [&#8230;]</p>
<p class="body">&#8220;Experience design is still considered mainly an art, because (in my opinion) of a radical disconnect between those who study experience (cognitive scientists, environmental psychologists, etc.) and the designers who create experiences.&#8221;</p>
</blockquote>
<p class="body"><strong><a href="http://totalexperience.corante.com/archives/2006/12/08/we_need_theories_of_experience_design.php">Read full story</a></strong></p>
</td>
</tr>
</table>
<p class="rb_attribution">
    	<span class="rb_source"><br />
        <a href="http://www.experientia.com/blog/we-need-theories-of-experience-design/">Originally</a><br />
                    from <a class="rb_source_link" href="http://www.experientia.com/blog">Putting people first</a></span></p>
<p>                    by <span class="rb_author">Experientia</span><br />
        	</span><br />
    	<span class="rb_reblogged"><br />
	reBlogged</p>
<p>                    by <span class="rb_reblogger">michael</span></p>
<p>                    on <span class="rb_modified">Dec 12, 2006,  7:55AM</span><br />
        	</span>
	    </p>
<p><em><a href="http://www.experientia.com/blog/we-need-theories-of-experience-design/">Originally</a> by Experientia from <a href="http://www.experientia.com/blog">Putting people first</a> on December 12, 2006, 12:55am</em></p>
]]></content:encoded>
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		<title>Signposts for the Week ending November 24, 2006</title>
		<link>http://www.asomatic.com/signposts-for-the-week-ending-november-24-2006/</link>
		<comments>http://www.asomatic.com/signposts-for-the-week-ending-november-24-2006/#comments</comments>
		<pubDate>Sun, 26 Nov 2006 09:22:00 +0000</pubDate>
		<dc:creator>michael</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[interactive]]></category>
		<category><![CDATA[theory]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[    <p>Design theory edition! (C&#8217;mon, it&#8217;s a long weekend (in the US anyway), and you&#8217;ve got time to read!)</p>
<p><a href="http://schulzeandwebb.com/blog/2006/11/21/3c-products/">Generation C</a> sees <a href="http://schulzeandwebb.com/blog/2006/11/22/the-life-of-products/">Products as Verbs</a> and needs  <a href="http://schulzeandwebb.com/blog/2006/11/23/experience-hooks/">Experience Hooks</a></p>
<p>Dan <a href="http://www.odannyboy.com/blog/new_archives/2006/11/review_what_thi_6.html">finishes</a> his <a href="http://www.odannyboy.com/blog/new_archives/2006/11/review_what_thi.html">exhaustive review</a> of <em>What Things Do</em></p>
<p>You can&#8217;t design experiences, <a href="http://www.uxmag.com/features/101/experiencing-and-designing-experience">says</a> Tom Guariello in UXmatters</p>
<p>How much of product design is about overcoming unwelcome intimiacy? <a href="http://www.frogdesign.com/?p=206">asks</a> Tim Leberecht on the frog blog</p>
<p>What does interaction design have to do with bikes? Find out in<a href="http://www.pushbuttonfor.org/interview-with-grant-petersen-of-rivendell-bicycles/"> An Interview with Grant Petersen of Rivendell Bicycle Works </a></p>
<p>Josh Porter <a href="http://bokardo.com/archives/thoughts-on-the-impending-death-of-information-architecture/">predicts</a> The Death of Information Architecture</p>
<p>Mobile TV is about the personal experience, <a href="http://www.experientia.com/blog/nokias-jan-chipchase-on-mobile-tv-and-personal-experiences/">says</a> Jan Chipchase</p>
<p>How do we design accountability into our interfaces? <a href="http://www.humanized.com/weblog/2006/11/15/battling_spam_and_the_ring_of_gyges/">asks</a> Jono DiCarlo</p>
<p><a href="http://richardsona.squarespace.com/main/2006/11/15/why-designing-systems-is-difficult.html">Why Designing Systems is Difficult</a></p>
<p>Bill DeRouchey <a href="http://www.historyofthebutton.com/2006/11/20/pressing-the-reset-button/">presses the reset button</a>
</p>


    
      <p class="rb_attribution">
    	<span class="rb_source">
        <a href="http://www.adaptivepath.com/blog/2006/11/24/signposts-for-the-week-ending-november-24-2006/">Originally</a>
                    from <a class="rb_source_link" href="http://www.adaptivepath.com/blog">Adaptive Path</a></span>
            
                    by <span class="rb_author">Adaptive Path</span>
        	</span>
    	<span class="rb_reblogged">
	reBlogged
    
                    by <span class="rb_reblogger">michael</span>
        
            
                    on <span class="rb_modified">Nov 25, 2006,  2:13AM</span>
        	</span>
	    </p>
  
]]></description>
			<content:encoded><![CDATA[<p>Design theory edition! (C&#8217;mon, it&#8217;s a long weekend (in the US anyway), and you&#8217;ve got time to read!)</p>
<p><a href="http://schulzeandwebb.com/blog/2006/11/21/3c-products/">Generation C</a> sees <a href="http://schulzeandwebb.com/blog/2006/11/22/the-life-of-products/">Products as Verbs</a> and needs  <a href="http://schulzeandwebb.com/blog/2006/11/23/experience-hooks/">Experience Hooks</a></p>
<p>Dan <a href="http://www.odannyboy.com/blog/new_archives/2006/11/review_what_thi_6.html">finishes</a> his <a href="http://www.odannyboy.com/blog/new_archives/2006/11/review_what_thi.html">exhaustive review</a> of <em>What Things Do</em></p>
<p>You can&#8217;t design experiences, <a href="http://www.uxmag.com/features/101/experiencing-and-designing-experience">says</a> Tom Guariello in UXmatters</p>
<p>How much of product design is about overcoming unwelcome intimiacy? <a href="http://www.frogdesign.com/?p=206">asks</a> Tim Leberecht on the frog blog</p>
<p>What does interaction design have to do with bikes? Find out in<a href="http://www.pushbuttonfor.org/interview-with-grant-petersen-of-rivendell-bicycles/"> An Interview with Grant Petersen of Rivendell Bicycle Works </a></p>
<p>Josh Porter <a href="http://bokardo.com/archives/thoughts-on-the-impending-death-of-information-architecture/">predicts</a> The Death of Information Architecture</p>
<p>Mobile TV is about the personal experience, <a href="http://www.experientia.com/blog/nokias-jan-chipchase-on-mobile-tv-and-personal-experiences/">says</a> Jan Chipchase</p>
<p>How do we design accountability into our interfaces? <a href="http://www.humanized.com/weblog/2006/11/15/battling_spam_and_the_ring_of_gyges/">asks</a> Jono DiCarlo</p>
<p><a href="http://richardsona.squarespace.com/main/2006/11/15/why-designing-systems-is-difficult.html">Why Designing Systems is Difficult</a></p>
<p>Bill DeRouchey <a href="http://www.historyofthebutton.com/2006/11/20/pressing-the-reset-button/">presses the reset button</a>
</p>
<p class="rb_attribution">
    	<span class="rb_source"><br />
        <a href="http://www.adaptivepath.com/blog/2006/11/24/signposts-for-the-week-ending-november-24-2006/">Originally</a><br />
                    from <a class="rb_source_link" href="http://www.adaptivepath.com/blog">Adaptive Path</a></span></p>
<p>                    by <span class="rb_author">Adaptive Path</span><br />
        	</span><br />
    	<span class="rb_reblogged"><br />
	reBlogged</p>
<p>                    by <span class="rb_reblogger">michael</span></p>
<p>                    on <span class="rb_modified">Nov 25, 2006,  2:13AM</span><br />
        	</span>
	    </p>
<p><em><a href="http://www.adaptivepath.com/blog/2006/11/24/signposts-for-the-week-ending-november-24-2006/">Originally</a> by Adaptive Path from <a href="http://www.adaptivepath.com/blog">Adaptive Path</a> on November 24, 2006, 7:13pm</em></p>
]]></content:encoded>
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		<title>Getting Political About Media Studies</title>
		<link>http://www.asomatic.com/getting-political-about-media-studies/</link>
		<comments>http://www.asomatic.com/getting-political-about-media-studies/#comments</comments>
		<pubDate>Sun, 26 Nov 2006 09:22:00 +0000</pubDate>
		<dc:creator>michael</dc:creator>
				<category><![CDATA[media]]></category>
		<category><![CDATA[theory]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[    <p><img src="http://rhizome.org/imagebase/netartnews/20061124.gif" align="left" hspace="5" />Two conferences taking place in Europe, this weekend, trace new political movements in the field of media theory. Both consider the role of representation in entrenching or perpetrating war. 'Under Fire' (underfire.eyebeam.org) at Spain's University of Seville, in partnership with the city's International Biennial of Contemporary Art, focuses on war and armed conflict, with a special component on media (mis)representations of Islamic culture. At Genoa, Italy's Villa Croce Contemporary Art Museum, a conference entitled 'Resistant Maps: artistic actions in the interconnected urban territory' looks to cartography, that medium long problematized by postmodern scholars, for answers to questions about shifting balances of agency. Taking as its premise the idea that the 'representation of territory holds a historical role in the privileges of power,' participants will consider the role of psychogeography, new locative media devices, and other means of redrawing lines in reclaiming contested space. The two conferences seem catalyzed by current struggles in the Middle East, and the lineup for both features some of the most active media ecologists and activists in the field, including Jordan Crandell, Friedrich Kittler, Ana Valdes, and Eyal Weizman at 'Under Fire,' and Vittore Baroni, Nicola Bucci, Brian Holmes, and Alessandro Ludovico, at 'Resistant Maps.' The latter also coincides with an exhibition featuring work by Cartografia Resistente, Giuseppe Chiari, Guy Debord, and others, bringing a deeper artistic context to intervention. All in all, the conferences reflect a refreshing movement towards engagement with contemporary political issues and an effort to think not only of how new media contributes to these issues, but also how it might adequately address them. - Marisa Olson
 </p><p><a href="http://neural.it/projects/rm/">http://neural.it/projects/rm/</a></p>
    
      <p class="rb_attribution">
    	<span class="rb_source">
        <a href="http://neural.it/projects/rm/">Originally</a>
                    from <a class="rb_source_link" href="http://rhizome.org/news/">Rhizome News</a></span>
            
        	</span>
    	<span class="rb_reblogged">
	reBlogged
    
                    by <span class="rb_reblogger">michael</span>
        
            
                    on <span class="rb_modified">Nov 24, 2006,  8:00AM</span>
        	</span>
	    </p>
  
]]></description>
			<content:encoded><![CDATA[<p><img src="http://rhizome.org/imagebase/netartnews/20061124.gif" align="left" hspace="5" />Two conferences taking place in Europe, this weekend, trace new political movements in the field of media theory. Both consider the role of representation in entrenching or perpetrating war. &#8216;Under Fire&#8217; (underfire.eyebeam.org) at Spain&#8217;s University of Seville, in partnership with the city&#8217;s International Biennial of Contemporary Art, focuses on war and armed conflict, with a special component on media (mis)representations of Islamic culture. At Genoa, Italy&#8217;s Villa Croce Contemporary Art Museum, a conference entitled &#8216;Resistant Maps: artistic actions in the interconnected urban territory&#8217; looks to cartography, that medium long problematized by postmodern scholars, for answers to questions about shifting balances of agency. Taking as its premise the idea that the &#8216;representation of territory holds a historical role in the privileges of power,&#8217; participants will consider the role of psychogeography, new locative media devices, and other means of redrawing lines in reclaiming contested space. The two conferences seem catalyzed by current struggles in the Middle East, and the lineup for both features some of the most active media ecologists and activists in the field, including Jordan Crandell, Friedrich Kittler, Ana Valdes, and Eyal Weizman at &#8216;Under Fire,&#8217; and Vittore Baroni, Nicola Bucci, Brian Holmes, and Alessandro Ludovico, at &#8216;Resistant Maps.&#8217; The latter also coincides with an exhibition featuring work by Cartografia Resistente, Giuseppe Chiari, Guy Debord, and others, bringing a deeper artistic context to intervention. All in all, the conferences reflect a refreshing movement towards engagement with contemporary political issues and an effort to think not only of how new media contributes to these issues, but also how it might adequately address them. &#8211; Marisa Olson
 </p>
<p><a href="http://neural.it/projects/rm/">http://neural.it/projects/rm/</a></p>
<p class="rb_attribution">
    	<span class="rb_source"><br />
        <a href="http://neural.it/projects/rm/">Originally</a><br />
                    from <a class="rb_source_link" href="http://rhizome.org/news/">Rhizome News</a></span></p>
<p>        	</span><br />
    	<span class="rb_reblogged"><br />
	reBlogged</p>
<p>                    by <span class="rb_reblogger">michael</span></p>
<p>                    on <span class="rb_modified">Nov 24, 2006,  8:00AM</span><br />
        	</span>
	    </p>
<p><em><a href="http://neural.it/projects/rm/">Originally</a> from <a href="http://rhizome.org/news/">Rhizome News</a> on November 24, 2006, 1:00am</em></p>
]]></content:encoded>
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		<title>architectural-theory.pdf</title>
		<link>http://www.asomatic.com/architectural-theorypdf/</link>
		<comments>http://www.asomatic.com/architectural-theorypdf/#comments</comments>
		<pubDate>Fri, 24 Nov 2006 08:56:00 +0000</pubDate>
		<dc:creator>michael</dc:creator>
				<category><![CDATA[architecture]]></category>
		<category><![CDATA[theory]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[    <div xmlns="http://www.w3.org/1999/xhtml"><img style="display:block; margin:0px auto 16px; text-align:center;" src="http://static.flickr.com/117/303001246_a0f9dd1557_o.jpg" width="450" height="317" border="0" alt="" />The fellows at <a href="http://www.archfarm.org/en"><i>Archfarm</i></a> have added to their series of architectural PDFs â€“ unfortunately referred to as "fascicles" â€“ with Peter Yeadon's recent thoughts on nanotechnology. <br />In that paper (<a href="http://www.archfarm.org/fasciculos/Archfarm-09-screen.pdf">download the fascicle</a>), Yeadon introduces us to structures in "an age of molecular manipulation," in which we'll see "the dawn of nanofactories, robust molecular machine shops that harvest atoms from a reservoir of molecules to make sophisticated materials, devices, and systems one atom at a time." <ul>What could such minuscule inventions possibly have to do with the making of architecture and cities? A nanometer is about a million times smaller than the diameter of a pinhead, and a thousand times smaller than the length of a typical bacterium... How could these tiny achievements possibly have any bearing on the work of an architect?</ul>Read his fascicle and find out. <br /><br /><img style="display:block; margin:0px auto 16px; text-align:center;" src="http://static.flickr.com/121/303001249_c067482f15_o.jpg" width="450" height="317" border="0" alt="" /><i>Archfarm</i> has also published an interview with Sonia Cillari (download the <a href="http://www.archfarm.org/fasciculos/Archfarm-08-screen.pdf">PDF</a>), about emotion and interactivity in architectural design, as well as Usman Haque's rough guide to "open source architecture" (<a href="http://www.archfarm.org/fasciculos/Archfarm-07-screen.pdf">PDF</a>), published last summer. <br /><br /><img style="display:block; margin:0px auto 16px; text-align:center;" src="http://static.flickr.com/107/303001245_14bd4d09f1_o.jpg" width="450" height="317" border="0" alt="" />The series veers a tiny bit too close to the world of Deleuzian eyeglasses and trendy jargon, I have to say, but it's a great format and I'll be interested to see where they go next. For instance, might I humbly recommend they publish <a href="http://pruned.blogspot.com/"><i>The Pruned Guide to Futurist Geo-Hydrology</i></a>... That, or BLDGBLOG will start its own series of PDFs â€“ and then everyone can stare in awe at my fascicles.</div>
    
      <p class="rb_attribution">
    	<span class="rb_source">
        <a href="http://bldgblog.blogspot.com/2006/11/architectural-theorypdf.html">Originally</a>
                    from <a class="rb_source_link" href="http://bldgblog.blogspot.com">BLDGBLOG</a></span>
            
                    by <span class="rb_author">Geoff Manaugh</span>
        	</span>
    	<span class="rb_reblogged">
	reBlogged
    
                    by <span class="rb_reblogger">michael</span>
        
            
                    on <span class="rb_modified">Nov 21, 2006,  9:29PM</span>
        	</span>
	    </p>
  
]]></description>
			<content:encoded><![CDATA[<div xmlns="http://www.w3.org/1999/xhtml"><img style="display:block; margin:0px auto 16px; text-align:center;" src="http://static.flickr.com/117/303001246_a0f9dd1557_o.jpg" width="450" height="317" border="0" alt="" />The fellows at <a href="http://www.archfarm.org/en"><i>Archfarm</i></a> have added to their series of architectural PDFs â€“ unfortunately referred to as &#8220;fascicles&#8221; â€“ with Peter Yeadon&#8217;s recent thoughts on nanotechnology. <br />In that paper (<a href="http://www.archfarm.org/fasciculos/Archfarm-09-screen.pdf">download the fascicle</a>), Yeadon introduces us to structures in &#8220;an age of molecular manipulation,&#8221; in which we&#8217;ll see &#8220;the dawn of nanofactories, robust molecular machine shops that harvest atoms from a reservoir of molecules to make sophisticated materials, devices, and systems one atom at a time.&#8221;
<ul>What could such minuscule inventions possibly have to do with the making of architecture and cities? A nanometer is about a million times smaller than the diameter of a pinhead, and a thousand times smaller than the length of a typical bacterium&#8230; How could these tiny achievements possibly have any bearing on the work of an architect?</ul>
<p>Read his fascicle and find out. </p>
<p><img style="display:block; margin:0px auto 16px; text-align:center;" src="http://static.flickr.com/121/303001249_c067482f15_o.jpg" width="450" height="317" border="0" alt="" /><i>Archfarm</i> has also published an interview with Sonia Cillari (download the <a href="http://www.archfarm.org/fasciculos/Archfarm-08-screen.pdf">PDF</a>), about emotion and interactivity in architectural design, as well as Usman Haque&#8217;s rough guide to &#8220;open source architecture&#8221; (<a href="http://www.archfarm.org/fasciculos/Archfarm-07-screen.pdf">PDF</a>), published last summer. </p>
<p><img style="display:block; margin:0px auto 16px; text-align:center;" src="http://static.flickr.com/107/303001245_14bd4d09f1_o.jpg" width="450" height="317" border="0" alt="" />The series veers a tiny bit too close to the world of Deleuzian eyeglasses and trendy jargon, I have to say, but it&#8217;s a great format and I&#8217;ll be interested to see where they go next. For instance, might I humbly recommend they publish <a href="http://pruned.blogspot.com/"><i>The Pruned Guide to Futurist Geo-Hydrology</i></a>&#8230; That, or BLDGBLOG will start its own series of PDFs â€“ and then everyone can stare in awe at my fascicles.</div>
<p class="rb_attribution">
    	<span class="rb_source"><br />
        <a href="http://bldgblog.blogspot.com/2006/11/architectural-theorypdf.html">Originally</a><br />
                    from <a class="rb_source_link" href="http://bldgblog.blogspot.com">BLDGBLOG</a></span></p>
<p>                    by <span class="rb_author">Geoff Manaugh</span><br />
        	</span><br />
    	<span class="rb_reblogged"><br />
	reBlogged</p>
<p>                    by <span class="rb_reblogger">michael</span></p>
<p>                    on <span class="rb_modified">Nov 21, 2006,  9:29PM</span><br />
        	</span>
	    </p>
<p><em><a href="http://bldgblog.blogspot.com/2006/11/architectural-theorypdf.html">Originally</a> by Geoff Manaugh from <a href="http://bldgblog.blogspot.com">BLDGBLOG</a> on November 21, 2006, 2:29pm</em></p>
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