Author: Brenda Laurel
Publisher: MIT Press
ISBN: 9780262621533
Category : Architecture
Languages : en
Pages : 128
Book Description
A guide to doing socially positive work in the context of business.
Utopian Entrepreneur
Author: Brenda Laurel
Publisher: MIT Press
ISBN: 9780262621533
Category : Architecture
Languages : en
Pages : 128
Book Description
A guide to doing socially positive work in the context of business.
Publisher: MIT Press
ISBN: 9780262621533
Category : Architecture
Languages : en
Pages : 128
Book Description
A guide to doing socially positive work in the context of business.
Inspiration
Author: Petrula Vrontikis
Publisher:
ISBN: 1564969010
Category : Design
Languages : en
Pages : 240
Book Description
Today's world is so flooded with images and information that only the freshest new designs get noticed. But dominating trends and carbon-copy successes often trap designers in been there, done that mediocrity. Inspiration = Ideas helps artists kick their work out of the clone zone and journey into new, uncharted visual territory. The book introduces readers to found design, where inspiration flows not from successful finished designs, but from textures, colors, patterns, and primitive and offbeat imagery. From indigenous design (Brazilian canned good labels), traditional patterns (the hennaed hands of Indian brides), and captivating textures and materials (ikat paper) -- to examples of current local commercial design on simple things like food packaging -- this well-traveled sourcebook brings an endless stream of rare global images and ideas straight to designer's doorsteps. Complete with frequent sidebars that explore how successful designers are inspired by and have used found design in their work, this exotic visual tour will enable artists to bring their work from common and bland to original and beautiful.
Publisher:
ISBN: 1564969010
Category : Design
Languages : en
Pages : 240
Book Description
Today's world is so flooded with images and information that only the freshest new designs get noticed. But dominating trends and carbon-copy successes often trap designers in been there, done that mediocrity. Inspiration = Ideas helps artists kick their work out of the clone zone and journey into new, uncharted visual territory. The book introduces readers to found design, where inspiration flows not from successful finished designs, but from textures, colors, patterns, and primitive and offbeat imagery. From indigenous design (Brazilian canned good labels), traditional patterns (the hennaed hands of Indian brides), and captivating textures and materials (ikat paper) -- to examples of current local commercial design on simple things like food packaging -- this well-traveled sourcebook brings an endless stream of rare global images and ideas straight to designer's doorsteps. Complete with frequent sidebars that explore how successful designers are inspired by and have used found design in their work, this exotic visual tour will enable artists to bring their work from common and bland to original and beautiful.
Brenda Laurel
Author: Carly A. Kocurek
Publisher: Bloomsbury Publishing USA
ISBN: 1501319795
Category : Games & Activities
Languages : en
Pages : 185
Book Description
Brenda Laurel is best known for her work with Purple Moon, the pioneering game company she cofounded in the 1990s. Purple Moon's games were based on years of research Laurel completed in an effort to understand why computer games seemed to be of so little interest to girls. Using diverse archival sources such as trade journals, newspapers, and recorded interviews, alongside Laurel's completed games and own writings and an original interview with Laurel herself, this volume offers insight into both the early development of the games for girls movement of the 1990s and the lasting impact of Laurel's game design breakthroughs. In her work with Purple Moon, Laurel drew on her background in theatre as well as her expertise in human computer interaction and qualitative research. By relying on this interdisciplinary background, Laurel made significant contributions to our understanding of the design and development of games as a medium for emotional rehearsal and storytelling. Additionally, her dedication to research-informed design has had a longstanding impact as companies and designers increasingly rely on audience research and metrics to shape their practices. The newest in Bloomsbury's Influential Video Game Designers series, Carly Kocurek highlights the contributions of a designer whose work has had a profound impact on the development of both games for girls and empathy games.
Publisher: Bloomsbury Publishing USA
ISBN: 1501319795
Category : Games & Activities
Languages : en
Pages : 185
Book Description
Brenda Laurel is best known for her work with Purple Moon, the pioneering game company she cofounded in the 1990s. Purple Moon's games were based on years of research Laurel completed in an effort to understand why computer games seemed to be of so little interest to girls. Using diverse archival sources such as trade journals, newspapers, and recorded interviews, alongside Laurel's completed games and own writings and an original interview with Laurel herself, this volume offers insight into both the early development of the games for girls movement of the 1990s and the lasting impact of Laurel's game design breakthroughs. In her work with Purple Moon, Laurel drew on her background in theatre as well as her expertise in human computer interaction and qualitative research. By relying on this interdisciplinary background, Laurel made significant contributions to our understanding of the design and development of games as a medium for emotional rehearsal and storytelling. Additionally, her dedication to research-informed design has had a longstanding impact as companies and designers increasingly rely on audience research and metrics to shape their practices. The newest in Bloomsbury's Influential Video Game Designers series, Carly Kocurek highlights the contributions of a designer whose work has had a profound impact on the development of both games for girls and empathy games.
Follow for Now
Author: Roy Christopher
Publisher: Roy Christopher
ISBN: 0977697703
Category : Communication and culture
Languages : en
Pages : 393
Book Description
Book Description: Follow for Now: Interviews with Friends and Heroes is an anthology of forty-three interviews with minds of all kinds. Spanning over seven years, Follow for Now includes interviews with such luminaries as Bruce Sterling, Douglas Rushkoff, DJ Spooky, Philip K. Dick, Aesop Rock, Erik Davis, Howard Bloom, David X. Cohen, Richard Saul Wurman, N. Katherine Hayles, Manuel De Landa, Rudy Rucker, Milemarker, Steve Aylett, Doug Stanhope, Paul Roberts, Shepard Fairey, Tod Swank, dalek, Eric Zimmerman, Steven Johnson, Mark Dery, Geert Lovink, Brenda Laurel, and many, many more. Follow for Now is an eclectic, independently-minded snapshot of the intellectual landscape at the beginning of the twenty-first century. It also includes an extensive bibliography, a full index, and weighs in at nearly 400 pages.
Publisher: Roy Christopher
ISBN: 0977697703
Category : Communication and culture
Languages : en
Pages : 393
Book Description
Book Description: Follow for Now: Interviews with Friends and Heroes is an anthology of forty-three interviews with minds of all kinds. Spanning over seven years, Follow for Now includes interviews with such luminaries as Bruce Sterling, Douglas Rushkoff, DJ Spooky, Philip K. Dick, Aesop Rock, Erik Davis, Howard Bloom, David X. Cohen, Richard Saul Wurman, N. Katherine Hayles, Manuel De Landa, Rudy Rucker, Milemarker, Steve Aylett, Doug Stanhope, Paul Roberts, Shepard Fairey, Tod Swank, dalek, Eric Zimmerman, Steven Johnson, Mark Dery, Geert Lovink, Brenda Laurel, and many, many more. Follow for Now is an eclectic, independently-minded snapshot of the intellectual landscape at the beginning of the twenty-first century. It also includes an extensive bibliography, a full index, and weighs in at nearly 400 pages.
The Knowledge Entrepreneur
Author: Stan Skrzeszewski
Publisher:
ISBN:
Category : Business & Economics
Languages : en
Pages : 174
Book Description
In a knowledge economy, it is most important that creative people with ideas, information skills, experience, and knowledge become engaged in entrepreneurial activity involving the creation and use of new knowledge for community, organizational, and personal development, in addition to developing new products and services. This book helps those who wish to engage in entrepreneurial activity realize that they too can work independently, both as an individual and within an organization. The Knowledge Entrepreneur introduces the principles, skills, and knowledge required to be a knowledge entrepreneur or "intrapreneur." It outlines the process for developing and implementing business plans and proposals for knowledge-based initiatives. It also offers insight into the nature of knowledge, innovation, and entrepreneurship. For the individual entrepreneur who is just starting to develop a business concept, employees who want to become employers, and for entrepreneurially-minded people working in larger information-related organizations (e.g. libraries and information, technology, and software businesses), this book will be an invaluable tool.
Publisher:
ISBN:
Category : Business & Economics
Languages : en
Pages : 174
Book Description
In a knowledge economy, it is most important that creative people with ideas, information skills, experience, and knowledge become engaged in entrepreneurial activity involving the creation and use of new knowledge for community, organizational, and personal development, in addition to developing new products and services. This book helps those who wish to engage in entrepreneurial activity realize that they too can work independently, both as an individual and within an organization. The Knowledge Entrepreneur introduces the principles, skills, and knowledge required to be a knowledge entrepreneur or "intrapreneur." It outlines the process for developing and implementing business plans and proposals for knowledge-based initiatives. It also offers insight into the nature of knowledge, innovation, and entrepreneurship. For the individual entrepreneur who is just starting to develop a business concept, employees who want to become employers, and for entrepreneurially-minded people working in larger information-related organizations (e.g. libraries and information, technology, and software businesses), this book will be an invaluable tool.
Values at Play in Digital Games
Author: Mary Flanagan
Publisher: MIT Press
ISBN: 0262529971
Category : Computers
Languages : en
Pages : 222
Book Description
A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.
Publisher: MIT Press
ISBN: 0262529971
Category : Computers
Languages : en
Pages : 222
Book Description
A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.
New Media
Author: Anna Everett
Publisher: Routledge
ISBN: 1135372527
Category : History
Languages : en
Pages : 305
Book Description
First published in 2003. Routledge is an imprint of Taylor & Francis, an informa company.
Publisher: Routledge
ISBN: 1135372527
Category : History
Languages : en
Pages : 305
Book Description
First published in 2003. Routledge is an imprint of Taylor & Francis, an informa company.
Wired TV
Author: Denise Mann
Publisher: Rutgers University Press
ISBN: 0813564557
Category : Performing Arts
Languages : en
Pages : 307
Book Description
This collection looks at the post–network television industry’s heady experiments with new forms of interactive storytelling—or wired TV—that took place from 2005 to 2010 as the networks responded to the introduction of broadband into the majority of homes and the proliferation of popular, participatory Web 2.0 companies like Facebook, YouTube, and Twitter. Contributors address a wide range of issues, from the networks’ sporadic efforts to engage fans using transmedia storytelling to the production inefficiencies that continue to dog network television to the impact of multimedia convergence and multinational, corporate conglomeration on entrepreneurial creativity. With essays from such top scholars as Henry Jenkins, John T. Caldwell, and Jonathan Gray and from new and exciting voices emerging in this field, Wired TV elucidates the myriad new digital threats and the equal number of digital opportunities that have become part and parcel of today’s post-network era. Readers will quickly recognize the familiar television franchises on which the contributors focus— including Lost, The Office, Entourage, Battlestar Gallactica, The L Word, and Heroes—in order to reveal their impact on an industry in transition. While it is not easy for vast bureaucracies to change course, executives from key network divisions engaged in an unprecedented period of innovation and collaboration with four important groups: members of the Hollywood creative community who wanted to expand television’s storytelling worlds and marketing capabilities by incorporating social media; members of the Silicon Valley tech community who were keen to rethink television distribution for the digital era; members of the Madison Avenue advertising community who were eager to rethink ad-supported content; and fans who were enthusiastic and willing to use social media story extensions to proselytize on behalf of a favorite network series. In the aftermath of the lengthy Writers Guild of America strike of 2007/2008, the networks clamped down on such collaborations and began to reclaim control over their operations, locking themselves back into an aging system of interconnected bureaucracies, entrenched hierarchies, and traditional partners from the past. What’s next for the future of the television industry? Stay tuned—or at least online. Contributors: Vincent Brook, Will Brooker, John T. Caldwell, M. J. Clarke, Jonathan Gray, Henry Jenkins, Derek Johnson, Robert V. Kozinets, Denise Mann, Katynka Z. Martínez, and Julie Levin Russo
Publisher: Rutgers University Press
ISBN: 0813564557
Category : Performing Arts
Languages : en
Pages : 307
Book Description
This collection looks at the post–network television industry’s heady experiments with new forms of interactive storytelling—or wired TV—that took place from 2005 to 2010 as the networks responded to the introduction of broadband into the majority of homes and the proliferation of popular, participatory Web 2.0 companies like Facebook, YouTube, and Twitter. Contributors address a wide range of issues, from the networks’ sporadic efforts to engage fans using transmedia storytelling to the production inefficiencies that continue to dog network television to the impact of multimedia convergence and multinational, corporate conglomeration on entrepreneurial creativity. With essays from such top scholars as Henry Jenkins, John T. Caldwell, and Jonathan Gray and from new and exciting voices emerging in this field, Wired TV elucidates the myriad new digital threats and the equal number of digital opportunities that have become part and parcel of today’s post-network era. Readers will quickly recognize the familiar television franchises on which the contributors focus— including Lost, The Office, Entourage, Battlestar Gallactica, The L Word, and Heroes—in order to reveal their impact on an industry in transition. While it is not easy for vast bureaucracies to change course, executives from key network divisions engaged in an unprecedented period of innovation and collaboration with four important groups: members of the Hollywood creative community who wanted to expand television’s storytelling worlds and marketing capabilities by incorporating social media; members of the Silicon Valley tech community who were keen to rethink television distribution for the digital era; members of the Madison Avenue advertising community who were eager to rethink ad-supported content; and fans who were enthusiastic and willing to use social media story extensions to proselytize on behalf of a favorite network series. In the aftermath of the lengthy Writers Guild of America strike of 2007/2008, the networks clamped down on such collaborations and began to reclaim control over their operations, locking themselves back into an aging system of interconnected bureaucracies, entrenched hierarchies, and traditional partners from the past. What’s next for the future of the television industry? Stay tuned—or at least online. Contributors: Vincent Brook, Will Brooker, John T. Caldwell, M. J. Clarke, Jonathan Gray, Henry Jenkins, Derek Johnson, Robert V. Kozinets, Denise Mann, Katynka Z. Martínez, and Julie Levin Russo
In through the Side Door
Author: Erin Malone
Publisher: MIT Press
ISBN: 0262548895
Category : Technology & Engineering
Languages : en
Pages : 391
Book Description
The vital story of how women designers and researchers pioneered the field of interaction and user experience design for software and digital interfaces. Framed against the backdrop of contemporary waves of feminism and the history of computing design, In through the Side Door foregrounds the stories of the women working in the field of computing and the emergent discipline of interaction design as the graphical user interface was developed. Erin Malone begins with a handful of pioneers who brought to the field various methods from a variety of backgrounds including design, technical communication, social psychology, ethnography, information science, and mechanical engineering. Moving into the early days of desktop computing, the book highlights the women on the teams inventing contemporary desktop computer interfaces and related tools, including those at Xerox PARC, Apple’s Human Interface Group, and Microsoft. Malone takes the reader through the invention of the World Wide Web, the third wave of feminism, and the dot-com boom and bust. Coming up to contemporary times, the book features women working on the web, designing equipment interfaces, and working in voice UX, mobile design, and civic design, and continues with the up-and-coming leaders driving social impact, changing human-centered design and research, and working to be accountable for the harms of contemporary software products. Along the way, the author also touches on the challenges and biases women have faced in the workplace and continue to encounter despite cultural and sociological advancements.
Publisher: MIT Press
ISBN: 0262548895
Category : Technology & Engineering
Languages : en
Pages : 391
Book Description
The vital story of how women designers and researchers pioneered the field of interaction and user experience design for software and digital interfaces. Framed against the backdrop of contemporary waves of feminism and the history of computing design, In through the Side Door foregrounds the stories of the women working in the field of computing and the emergent discipline of interaction design as the graphical user interface was developed. Erin Malone begins with a handful of pioneers who brought to the field various methods from a variety of backgrounds including design, technical communication, social psychology, ethnography, information science, and mechanical engineering. Moving into the early days of desktop computing, the book highlights the women on the teams inventing contemporary desktop computer interfaces and related tools, including those at Xerox PARC, Apple’s Human Interface Group, and Microsoft. Malone takes the reader through the invention of the World Wide Web, the third wave of feminism, and the dot-com boom and bust. Coming up to contemporary times, the book features women working on the web, designing equipment interfaces, and working in voice UX, mobile design, and civic design, and continues with the up-and-coming leaders driving social impact, changing human-centered design and research, and working to be accountable for the harms of contemporary software products. Along the way, the author also touches on the challenges and biases women have faced in the workplace and continue to encounter despite cultural and sociological advancements.
Gamer Theory
Author: McKenzie Wark
Publisher: Harvard University Press
ISBN: 0674735269
Category : Social Science
Languages : en
Pages : 146
Book Description
Listen to a short interview with McKenzie WarkHost: Chris Gondek | Producer: Heron & Crane Ever get the feeling that life's a game with changing rules and no clear sides, one you are compelled to play yet cannot win? Welcome to gamespace. Gamespace is where and how we live today. It is everywhere and nowhere: the main chance, the best shot, the big leagues, the only game in town. In a world thus configured, McKenzie Wark contends, digital computer games are the emergent cultural form of the times. Where others argue obsessively over violence in games, Wark approaches them as a utopian version of the world in which we actually live. Playing against the machine on a game console, we enjoy the only truly level playing field--where we get ahead on our strengths or not at all. Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society. The book depicts a world becoming an inescapable series of less and less perfect games. This world gives rise to a new persona. In place of the subject or citizen stands the gamer. As all previous such personae had their breviaries and manuals, Gamer Theory seeks to offer guidance for thinking within this new character. Neither a strategy guide nor a cheat sheet for improving one's score or skills, the book is instead a primer in thinking about a world made over as a gamespace, recast as an imperfect copy of the game.
Publisher: Harvard University Press
ISBN: 0674735269
Category : Social Science
Languages : en
Pages : 146
Book Description
Listen to a short interview with McKenzie WarkHost: Chris Gondek | Producer: Heron & Crane Ever get the feeling that life's a game with changing rules and no clear sides, one you are compelled to play yet cannot win? Welcome to gamespace. Gamespace is where and how we live today. It is everywhere and nowhere: the main chance, the best shot, the big leagues, the only game in town. In a world thus configured, McKenzie Wark contends, digital computer games are the emergent cultural form of the times. Where others argue obsessively over violence in games, Wark approaches them as a utopian version of the world in which we actually live. Playing against the machine on a game console, we enjoy the only truly level playing field--where we get ahead on our strengths or not at all. Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society. The book depicts a world becoming an inescapable series of less and less perfect games. This world gives rise to a new persona. In place of the subject or citizen stands the gamer. As all previous such personae had their breviaries and manuals, Gamer Theory seeks to offer guidance for thinking within this new character. Neither a strategy guide nor a cheat sheet for improving one's score or skills, the book is instead a primer in thinking about a world made over as a gamespace, recast as an imperfect copy of the game.