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Inhumanism Rising - Benjamin H Bratton - YouTube
[See also:
https://trust.support/watch/inhumanism-rising

“Benjamin H. Bratton considers the role ideologies play in technical systems that operate at scales beyond human perception. Deep time, deep learning, deep ecology and deep states force a redrawing of political divisions. What previously may have been called left and right comes to reflect various positions on what it means to be, and want to be, human. Bratton is a design theorist as much as he is a philosopher. In his work remodelling our operating system, he shows how humans might be the medium, rather than the message, in planetary-scale ways of knowing.

Benjamin H. Bratton's work spans Philosophy, Art, Design and Computer Science. He is Professor of Visual Arts and Director of the Center for Design and Geopolitics at the University of California, San Diego. He is Program Director of the Strelka Institute of Media, Architecture and Design in Moscow. He is also a Professor of Digital Design at The European Graduate School and Visiting Faculty at SCI_Arc (The Southern California Institute of Architecture)

In The Stack: On Software and Sovereignty (MIT Press, 2016. 503 pages) Bratton outlines a new theory for the age of global computation and algorithmic governance. He proposes that different genres of planetary-scale computation – smart grids, cloud platforms, mobile apps, smart cities, the Internet of Things, automation – can be seen not as so many species evolving on their own, but as forming a coherent whole: an accidental megastructure that is both a computational infrastructure and a new governing architecture. The book plots an expansive interdisciplinary design brief for The Stack-to-Come.

His current research project, Theory and Design in the Age of Machine Intelligence, is on the unexpected and uncomfortable design challenges posed by A.I in various guises: from machine vision to synthetic cognition and sensation, and the macroeconomics of robotics to everyday geoengineering.”]
benjaminbratton  libertarianism  technology  botcoin  blockchain  peterthiel  society  technodeterminism  organization  anarchism  anarchy  jamesbridle  2019  power  powerlessness  control  inhumanism  ecology  capitalism  fascism  interdependence  surveillance  economics  data  computation  ai  artificialintelligence  californianideology  ideology  philosophy  occult  deeplearning  deepecology  magic  deepstate  politics  agency  theory  conspiracytheories  jordanpeterson  johnmichaelgreer  anxiety  software  automation  science  psychology  meaning  meaningfulness  apophenia  posthumanism  robotics  privilege  revelation  cities  canon  tools  beatrizcolomina  markwigley  markfisher  design  transhumanism  multispecies  cybotgs  syntheticbiology  intelligence  biology  matter  machines  industry  morethanhuman  literacy  metaphysics  carlschmitt  chantalmouffe  human-centereddesign  human-centered  experience  systems  access  intuition  abstraction  expedience  ideals  users  systemsthinking  aesthetics  accessibility  singularity  primitivism  communism  duty  sovietunion  ussr  luxury  ianhacking 
22 days ago by robertogreco
From AI to IA: How AI and architecture created interactivity - YouTube
"The architecture of digital systems isn't just a metaphor. It developed out of a 50-year collaborative relationship between architects and designers, on one side, and technologists in AI, cybernetics, and computer science, on the other. In this talk at the O'Reilly Design Conference in 2016, Molly Steenson traces that history of interaction, tying it to contemporary lessons aimed at designing for a complex world."
mollysteenson  2016  ai  artificialintelligence  douglasenglebart  symbiosis  augmentation  christopheralexander  nicholasnegroponte  richardsaulwurman  architecture  physical  digital  mitmedialab  history  mitarchitecturemachinegroup  technology  compsci  computerscience  cybernetics  interaction  structures  computing  design  complexity  frederickbrooks  computers  interactivity  activity  metaphor  marvinminsky  heuristics  problemsolving  kent  wardcunningham  gangoffour  objectorientedprogramming  apatternlanguage  wikis  agilesoftwaredevelopment  software  patterns  users  digitalspace  interactiondesign  terrywinograd  xeroxparc  petermccolough  medialab 
february 2016 by robertogreco
Lazy, Forgetful Creatures of Habit — Research Things — Medium
"When we talk about designing and marketing, a lot of times we’ll focus on the techniques, the specific practices. Shop talk is fun.

The hardest part of any design project isn’t figuring out how to write well, or lay out a page, or code a website. We have a solid body of knowledge. The challenge is dealing with the humans. Humans are a pain in the ass. But we love them, because our work depends on them. And because they are us.

Humans, especially those of us who spend a lot of time on and around the Internet, all of us are

Lazy, forgetful creatures of habit.

That is your core behavior pattern right there. I just saved you a lot of work creating personas.

Being a lazy, forgetful creature of habit is completely rational. We only have so much energy and attention, and we have ever increasing demands on it. Why should you do anything that requires more work? Why should you go out of your way? Or commit something to memory, when Google will remember it for you?

But what works for each of us as individuals can make life very difficult for our businesses. How do you reach people who have so much competition for their attention and such well-honed abilities to ignore things? It’s not just “banner blindness”. People are often blind to absolutely everything that doesn’t match the thing they’re looking for. It’s baked into our brains — the part of pattern matching that happens below conscious awareness. (And we’re well on our way to notification blindness now.)

And how do you make sure you are working with a realistic view of the priorities of actual humans, instead of making assumptions or relying on wishful thinking? You ask yourself that question every day. “What am I assuming?”

(Wishful thinking is the lazy habit that will doom an entrepreneur.)

Established organizations are lazy, forgetful creatures of habit as well, because they are made up of humans — plus an extra layer of inertia. So, while you are considering the users of the new product or service you are designing, you had better think about all of the existing habits of the organization that has to support it. Those habits can be even harder to change because they are baked into the culture and the business model.

Many an ambitious new strategic direction with complete buy-in from the top has fallen apart because someone further down the chain lacked incentive to change what they were doing. And again, this is rational, or at least understandable, behavior on the individual level.

And researchers — design researchers, market researchers — they can be lazy, too. A lot of bad research is bad because the study was designed based on what questions were easy and oh so satisfying to ask, not based on what was going to yield the most useful information.

If your success depends on people taking action, or remembering your name, or doing anything at all new, you had better make it as easy and satisfying as possible. And the only way to make it as easy as possible is to be really and truly realistic about what makes something feel difficult to someone who is not you.

Optimism is the death of design. Cultivating a habit of critical thinking is the first step to saving it.

Next time, I’ll talk about the Fear."
behavior  erikahall  2015  laziness  attention  priorities  humans  design  designresearch  criticalthinking  forgetting  users  marketing  optimism 
march 2015 by robertogreco
DrupalCon Portland 2013: DESIGN OPS: A UX WORKFLOW FOR 2013 - YouTube
"Hey, the dev team gets all these cool visual analytics, code metrics, version control, revision tagging, configuration management, continuous integration ... and the UX design team just passes around Photoshop files?

Taking clues from DevOps and Lean UX, "DesignOps" advocates more detailed and durable terminology about the cycle of user research, design and production. DesignOps seeks to first reduce the number of design artifacts, to eliminate the pain of prolonged design decisions. DesignOps assumes that the remaining design artifacts aren't actionable until they are reasonably archived and linked in a coherent way that serves the entire development team.

This talk will introduce the idea of DesignOps with the assumption that the audience has experience with a basic user research cycle — iterative development with any kind of user feedback.

DesignOps is a general approach, intended to help with a broad array of questions from usability testing issues, documentation archiving, production-time stress, and general confusion on your team:

What are the general strategies for managing the UX design process?
How do you incorporate feedback without huge cost?
What happened to that usability test result from last year?
How much space goes between form elements?
Why does the design cycle make me want to drink bleach?
WTF why does our website look like THIS?
* Features turnkey full-stack (Vagrant ) installation of ubuntu with drupal 7 install profile utilizing both php and ruby development tools, with all examples configured for live css compilation"
chrisblow  contradictions  just  simply  must  2013  drupal  drupalcon  designops  fear  ux  terminology  design  audience  experience  shame  usability  usabilitytesting  work  stress  archiving  confusion  relationships  cv  canon  collaboration  howwework  workflow  versioncontrol  versioning  failure  iteration  flickr  tracker  creativecommons  googledrive  tags  tagging  labels  labeling  navigation  urls  spreadsheets  links  permissions  googledocs  timelines  basecamp  cameras  sketching  universal  universality  teamwork  principles  bullshitdetection  users  clients  onlinetoolkit  offtheshelf  tools  readymadetools  readymade  crapdetection  maps  mapping  userexperience  research  designresearch  ethnography  meetup  consulting  consultants  templates  stencils  bootstrap  patterns  patternlibraries  buzzwords  css  sass  databases  compass  webdev  documentation  sharing  backups  maintenance  immediacy  process  decisionmaking  basics  words  filingsystems  systems  writing  facilitation  expression  operations  exoskeletons  clarification  creativity  bots  shellscripts  notes  notetaking  notebo 
may 2013 by robertogreco
jaggeree /Blog : : User centric design and real stories in hobbies
“We should own less but with more value – Things we own need to perform better for us”– Assa Ashuach

"The stories that anyone apart from an experienced practitioner could tell are only ones of failure and disappointment, not a way to encourage more people into the hobby."

"There seem to be a group of people missing currently in the world of making kits for hobbies; the “user”. All too often the kits I encounter are designed for the manufacturer not the customer. We’d like through the project we’re starting to fix that.

The other thing we’re going to try and fix is designing for more than one. I want to build kits which are designed all around the experience of the customer and for them to tell a friend/peers/others what they’ve done. It is all about, to use a phrase from Matt Locke, about designing for at least two."
storytelling  stories  modification  needs  wants  possessions  value  qualityoverquantity  modelmaking  3dprinting  sharing  experience  designingfortwo  hobbies  design  user-centered  users  user  2012  tomarmitage  mattlocke  from delicious
september 2012 by robertogreco
Retail in Japan: Turning silver into gold | The Economist
"THE Ueshima coffee shops that dot Tokyo seem like any other chain. But look more closely: the aisles are wider, the chairs sturdier and the tables lower. The food is mostly mushy rather than crunchy: sandwiches, salads, bananas—nothing too hard to chew. Helpful staff carry items to customers’ tables. The name and menu are written in Japanese kanji rather than Western letters, in a large, easy-to-read font. It is no coincidence that Ueshima’s stores are filled with old people.

Ueshima never explicitly describes itself as a coffee shop for the elderly. But it targets them relentlessly—and stealthily. Stealthily, because the last thing septuagenarians want to hear is that their favourite coffee shop is a nursing home in disguise."
aging  japan  retail  users  userexperience  user-centered  coffeehouses  elderly  age  2011  via:russelldavies  from delicious
august 2011 by robertogreco
Desire Lines: Let Your Audience Shape Your Design | Van SEO Design
"As designers we want to control how people perceive our designs and keep people on our predefined path. We create lines for the eye to follow so they notice what we want them to notice. We direct them to the actions we want to them to take. We create navigation through our sites for how we expect people to travel our web pages.

And then along come real people who use our sites and view our pages, however they like. These people are creating desire lines through our websites. We can try our best to force them to do it our way, but they won’t. They’ll either do it their way or leave. A better approach would be to understand where the desire lines in our sites being created and adjust our designs to those desire lines."
design  desirelines  elephantpaths  deschooling  control  use  users  web  reading  statistics  ui  accommodations  from delicious
june 2011 by robertogreco
Desire path - Wikipedia
"A desire path (aka desire line or social trail) is a path developed by erosion caused by footfall…usually represents shortest or most easily navigated route btwn an origin & destination. The width & amount of erosion of the line represents the amount of demand.

Desire paths can usually be found as shortcuts where constructed pathways take a circuitous route.

They are manifested on the surface of the earth in certain cases, e.g., as dirt pathways created by people walking through a field, when the original movement by individuals helps clear a path, thereby encouraging more travel. Explorers may tread a path through foliage or grass, leaving a trail "of least resistance" for followers.

…take on an organically grown appearance by being unbiased toward existing constructed routes…almost always most direct & shortest routes btwn 2 points…may later be surfaced. Many streets in older cities began as desire paths…evolved over decades or centuries into modern streets of today."
desirelines  elephantpaths  architecture  design  social  human  humans  geography  travel  walking  urban  mobility  urbanism  users  usage  use  unschooling  deschooling  anarchism  from delicious
june 2011 by robertogreco
Sonatype Blog » Maven 3.x: Paving the desire lines — Part One
"A desire line usually represents the shortest or most easily navigated route between an origin and destination. The width and amount of erosion of the line represents the amount of demand. The term was coined by Gaston Bachelard in his book The Poetics of Space. Desire lines can usually be found as shortcuts where constructed pathways take a circuitous route. A concrete example: the pathways around the Berkeley campus… During the early years of Berkeley no pathways were paved. Instead they let inhabitants walk in optimal paths between the buildings and location over a period time to form clear pathways over the grass. Once these pathways had been established they could be paved to make the pathway more permanent. This is very similar to what happened with Maven 2.x. Consider Maven 2.x the pathways marked in the grass. Consider Maven 3.x taking all that learning from Maven 2.x and adopting the optimal form of use and codifying those forms of use i.e. paving the desire lines."
desirelines  elephantpaths  design  users  from delicious
june 2011 by robertogreco
I have some opinions about the RWW Facebook login hilarity - Quiet Babylonian
"If you are an interface designer, understand that the current state of URLs and bookmarking is so confusing and obscure to many people that they'd rather just type in the name of the thing they want into a search engine and go. And when they get there, the whole system of website logins is so confusing that they just look for the nearest thing looking like a login field and hope that it works. ...
2010  informationliteracy  ui  usability  users  readwriteweb  facebook  empathy  security  design  passwords  computing  computers  internet  ipad  culture  technology  ux  web 
may 2010 by robertogreco
apophenia: Facebook and Techcrunch: the costs of technological determinism and configuring users [as quoted by David Smith]
"the categorical term that we use to label a particular site or genre of social media does NOT determine practice. The intentions of the designers do NOT determine practice. The demand of the company does NOT determine practice. ... far too often, companies take on this reductionist role and expect that the technology will determine practice. A different approach is the "social construction of technology" ... SCOT argues that technologies shape people and people shape technologies. Practices are not determined by technology, but are driven by how people incorporate technology into their lives. Technologies are then shaped and reshaped to meet people's needs and desires. ... When companies and users fail to hold the same worldview, companies ... [either companies] try to encourage the good and shape the bad. ... Or they try to demand that users behave exactly as they think they should ... "configuring the users""
socialnetworking  danahboyd  culture  technology  identity  users  socialmedia  socialnetworks  facebook  blogs  online  social 
september 2008 by robertogreco
Laurent Haug’s blog » Blog Archive » Twitter and real life
"Twitter is an early adopters tool more than a mass tool...after using it for a few months - forced by frequent posting on blogs & remarks of friends - I still have a hard time finding a point of being on the receiving end of an unfiltered brain-dump."
twitter  echochambers  laurenthaug  technology  earlyadopters  microblogging  lifestreams  facebook  mainstream  users 
april 2008 by robertogreco
Nearly a million users, and no spam or trolls - RussellBeattie.com
"any online community system ever created - Usenet, The WELL, IRC, Slashdot, Digg...have dealt w/ core problem of idiots on Internet...Twitter w/ ~million members, thriving community, lots of discussions...doesn't have spam/troll issues...pretty amazing."
twitter  trolls  spam  filtering  digg  usenet  thewell  irc  slashdot  microblogging  socialnetworking  socialsoftware  community  internet  web  online  users  social 
february 2008 by robertogreco
How YOU Can Make the Web More Structured - ReadWriteWeb
"Putting meta information into page headers is easy and should be a must-do thing for everyone. Beyond that, providing information such as author, date, and location makes data that much more valuable."
advice  blogging  code  content  metadata  microformats  semanticweb  internet  markup  standards  folksonomy  findability  semantic  webdesign  webdev  users  usability  tagging  tags  howto  format  meta 
january 2008 by robertogreco
‘Google Generation’ is a myth, says new research : JISC
"The findings also send a stark message to government - that young people are dangerously lacking information skills. Well-funded information literacy programmes are needed, it continues, if the UK is to remain as a leading knowledge economy with a strong
information  literacy  uk  generations  googlegeneration  digitalnatives  myth  libraries  research  future  education  colleges  universities  web  online  internet  users 
january 2008 by robertogreco
Convenience Wins, Hubris Loses and Content vs. Context, a Presentation for Some Music Industry Friends at FISTFULAYEN
"I personally don’t have any more time to give and can’t bear to see any more money spent on pathetic attempts for control instead of building consumer value. Life’s too short. I want to delight consumers, not bum them out."
amazon  apple  audio  business  consumer  content  control  copyright  drm  music  technology  usability  users  trends  yahoo  entertainment  future  itunes 
october 2007 by robertogreco
The Long Tail: Who needs a CIO?
too much to quote; more reasons for schools to stop providing software and web services and let users pick and choose their own from what is (mostly) freely available on the web.."users want a dumb pipe, preferably at gigabit speed"
gamechanging  change  children  chrisanderson  computers  management  administration  schools  colleges  universities  it  business  technology  leadership  society  scarcity  longtail  software  trends  web2.0  networking  internet  risk  innovation  education  culture  abundance  usability  philosophy  politics  users  web 
september 2007 by robertogreco
Jan Chipchase - Future Perfect Archives
"A lot of rich qualitative user research loses its soul by the time it's been squeezed into conference and journal submission formats and in addition, work involving concept generation tends to remain confidential. So what you see here scratches the surfa
slides  janchipchase  anthropology  ethnography  nokia  phones  mobility  mobile  research  interaction  presentations  publications  technology  sociology  social  design  futurism  future  experience  ux  users  innovation  images 
september 2007 by robertogreco
On the ground running: Lessons from experience design « Speedbird
"people are already organizers and designers of experience par excellence...Weiser wanted to offer users ways to reach into and configure the systems they encountered; ideally, such seams would afford moments of pleasure, revelation and beauty."
toread  ipod  ux  experience  design  nike+  apple  adamgreenfield  ideo  control  urban  planning  architecture  cocreation  user  usability  web  internet  online  extensibility  human  systems  ubicomp  ubiquitous  beautifulseams  technology  interface  networks  analysis  collaboration  opensource  users  services  innovation  interaction  folksonomy  product  everyware  interactiondesign  experiencedesign  webdesign  webdev  process  productdesign 
june 2007 by robertogreco
Happy Forever « Speedbird
"they’ve obviously gotten something very difficult very right, to the highly evident satisfaction of all users, and if their solution is prima facie unrealizable in the context of contemporary Western civilization, then it almost makes me wonder if it i
cities  korea  urban  planning  design  life  lifestyle  happiness  consumption  homes  housing  ux  users  experience 
june 2007 by robertogreco
Reason Magazine - Wikipedia and Beyond: Jimmy Wales' sprawling vision
"Wales, whose wife Christine teaches their 5-year-old daughter Kira at home, says he is disappointed by the "factory nature" of American education: "There's something significantly broken about the whole concept of school."
jimmywales  homeschool  unschooling  education  schools  learning  wikipedia  freesom  optimism  democracy  reference  users  content  wiki  liberalism  smallpieceslooselyjoined  society  philosophy  politics  popculture  reason  collaborative  economics  journalism  search  web  wikis 
may 2007 by robertogreco

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