Emotional Design: Why we love(or hate) everyday things, Donald A. Norman,2004

  • Emotional Design,
    • Part 1: The meaning of things
      • Chapter 1: Attractive things work better
        • 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”

Digital Ground, Malcolm McCullough, 2004

  • Preface
  • Introduction
  • Part I: Expectations
    • 1 Interactive Futures
    • 2 Embodied Predispositions
    • 3 Habitual Contexts
  • Part II: Technologies
    • 4 Embedded Gear
    • 5 Location Models
    • 6 Situated Types
      • Typology(of  situated interactions)
      • fig 6.2 One set of situational types
        • at work
          • 1. Deliberating (places for thinking)
          • 2. Presenting (places for speaking to groups)
          • 3. Collaborating (places for working within groups)
          • 4. Dealing (places for negotiating)
          • 5. Documenting (places for reference resources)
          • 6. Officiating (places for institutions to serve their constituencies)
          • 7. Crafting (places for skilled practice)
          • 8. Associating (places where businesses form ecologies)
          • 9. Learning (places for experiments and explanations)
          • 10. Cultivating (places for stewardship)
          • 11. Watching (places for monitoring)
        • at home
          • 12. Sheltering (places with comfortable climate)
          • 13. Recharging (places for maintaining the body)
          • 14. Idling (restful places for watching the world go by)
          • 15. Confining (places to be held in)
          • 16. Servicing (places with local support networks)
          • 17. Meeting (places where services flow incrementally)
        • on the town
          • 18. Eating, drinking, talking (places for socializing)
          • 19. Gathering (places to meet)
          • 20. Cruising (places for seeing and being seen)
          • 21. Belonging (places for insiders)
          • 22. Shopping (places for recreational retailing)
          • 23. Sporting (places for embodied play)
          • 24. Attending (places for cultural productions)
          • 25. Commemorating (places for ritual)
        • on the road
          • 26. Gazing/ touring (places to visit)
          • 27. Hoteling (places to be at home away from home)
          • 28. Adventuring (places for embodied challenge)
          • 29. Driving (car as place)
          • 30. Walking (places at human scale)
  • Part III: Practices
    • 7 Designing Interactions
    • 8 Grounding Places
      • Why Ground?
      • Place and Space pp175
        • Yi-Fu-Tuan: “Space is movement, place is rest”/ Space is the anxiety of global indifference; place is the comfort of local malleability
        • Architectural phenomenologist Norberg-Schulz “Space is alienation; place is identification
        • Urban planner Edward Relph “Space is an ordering of understanding; place is an ordering of experience
      • Place and Placelessness
      • Place and Community p181
        • 1
        • city walls
        • rusticated
        • 2
        • Edward Relph, place and placelessness. 1976
          • “Places are defined less by unique locations, landscape, and communities than by the focusing of experiences and intention onto particular settings”.p141
        • thus while we can speak of the identity of a place, we must also admit identification with a place.
        • Space lies outside the walls, or outside the social sphere, but the experiences of place occur inside these seen and unseen boundaries.

      • High-Tech Nomads
      • Service Ecologies p186
      • Getting into Place: Architecture, Interaction, and Ground
    • 9 Accumulating Value
      • Value Emerges from Interactions
      • Value Itself
      • Utilitarian Value
      • Economism and Placelessness
      • Expanding the Measures
      • Context as Capital
      • Value as Impetus
  • Part IV: Epilogue
    • 10 Going Native
  • Notes
  • Further Reading
  • References

Future Vision, Microsoft Office Labs, 2004-

Project page

 

Exploiting Familiar Strangers: creating a community content distribution network by co-located individuals,Jamie Lawrence and Terry Payne, FOAF Workshop, September 2004

http://jamie.ideasasylum.com/research/publications/position_paper.html
http://jamie.ideasasylum.com/research/publications/
http://jamie.ideasasylum.com/research/publications/Lawrence2004.pdf

Colors&Clouds,Living World,Yokohama,2004

http://www.livingworld.net/works/colors-clouds/

COLORS & CLOUDS

Minatomirai Station, Yokohama (2004)

To coincide with the opening of the Minatomirai subway line, NTT developed a media system called the Mirai Tube. Camera sensors pick up the positions of people as they move about the station concourse, and those positions are in turn expressed as visual feedback. The system was planned as a new advertising medium.
NTT commissioned four groups of artists/designers to create works using the system to be shown in the exhibition in the tube at the Minatomirai station concourse in Yokohama. Living World was one of the groups, and created two works: COLORS and CLOUDS.