Notes on the Design of Participatory Systems – for the City or for the Planet, in Habitar [ PDF, English ] [ PDF, Spanish ] June 2010
Cooperation is difficult. Even when everybody agrees on an end goal, and even when everybody agrees on what is needed to achieve that end goal, it does not mean that everyone (or even anyone) will be able to take the first step, which is the most important step. Yet, while individualistic behaviour within a group results in short term benefit for the individual, competition between groups (anecdotally) favours those that have more altruistic individuals. This paper discusses the paradoxical structures of collaboration and ways that the paradoxes can be harnessed, illustrated occasionally with concrete, though anecdotal, examples. It is based on no research other than direct experience in trying to build participatory systems (see www.haque.co.uk).
Portholes & plumbing: how AR erases boundaries between ‘physical’ & ‘virtual’, Position Paper for W3C Workshop: Augmented Reality on the Web, Christopher Burman & Usman Haque [ PDF ] June 2010
In this paper we make the case that future ‘augmented reality’ standards should focus on facilitating communications between disparate realities rather than defining how, when or where they are experienced and that standards should be designed expressly to encourage lateral approaches in reality design. In this context, we provide a brief overview of Pachube.com, a web service for storing and sharing sensor, energy and environmental data and the augmented reality application Porthole that helps people make sense of that data.
pp21 Three Levels of processing: Visceral, behavioral, and reflective
Chapter 2: The multiple faces of emotion and design
Part 2: Design in practice
Chapter 3: Three levels of design: Visceral, behavioral, and reflective.
Chapter 4: Fun and Games
Chapter 5: People, Places, and Things
pp138 Blaming inanimate objects
pp141 Trust and design
Chapter 6: Emotional machines
Chapter 7: The future of robots
Epilogue: We Are All Designers
pp224 We are all designers
A space can be made into a place by its occupants. The best that the designer can do is put the tools into their hands –Steve Harrison and Paul Dourish, “Re-place-ing space”
Design anthropology: Object culture in the 21st century, Alison J Clarke(ed),2011
Page 11, at Introduction
-….Similarly, design companies, such as IDEO, encourage designers themselves, not just adjunct anthropologists, to use their observational skills and intuition in thinking beyond functional problem solving and into the social realm of things (see Fulton Suri, this volume)
Video 4.4: Social Computing video 4 – Urban Planning as Inspiration for Designing Social Computing Systems.
Jane Jacobs .. inspired designing social computng systems
‘Death and Life of great american cities’
1:Health of the city depends on degree and type of interaction in a street.
2:Role of theory. No theory actualyl captures city.. any kind of large complexed systems.
You have to get into the situation in order to design.
Q2
14:56 Social Translucents
Q3 commercial area to self sustaining
Video 4.6: Social Computing video 6 – Social Computing: Visibility versus Privacy Manipulation versus Persuasion.