Here's a bibliography of what can possibly help me to tackle my project(s):
Previous comments on bibliography selection:
Even though I think picking up a bibliography of something I don't really know is dangerous for the project itself, maybe picking one will give me a basic ground...I have to say I prefer to find things at their time, like when you are riding a mountain bike and find an unexpected bump in a tight left turn going downhill...oh! the adrenaline rush!
I am going to include in my bibliography many books/papers/websites I haven't read yet, but they're in the list because someone I trust recommended them or because I find them interesting and will review them in the near/not-that-near/slightly-far/far future, whatever comes first.
Read:Chernikov, Fantasy and Construction. Architectural Design 54 Sept/Oct 1984, ed. Catherine Cooke
"...We must prove that the construction which we are proposing is correct and fits the case concerned..."
Waterson, Bill. Scientific progress goes "boink". A Calvin and Hobbes collection. New York: Scholastic, 1992
"...Oh. What a desolate place to be trapped! Spiff tries desperately to repair his disabled spacecraft..."
Hjelm, Sara Ilstedt. Visualizing the Vague: Invisible Computers in Contemporary Design. Design Issues; Spring2005, Vol. 21 Issue 2, p71-78, 8p
Abstract: This article outlines the background behind the concept of an invisible computer, as well as present some historical references in connection with the introduction of new technology. Design is allegedly a powerful tool in getting people to accept new ideas and things. In the past, this tool has been used to introduce new products and technologies as safe, familiar, and even invisible. But design also can be used in a critical or subversive way that challenges the prevailing norm. Because product design often operates within tight economic parameters, there have been few opportunities for designers to use their skills for critical projects. During the last decade, as of spring 2005, the concept that computers should be invisible has influenced much information technology development and research. But technology as such, and computers in particular, are too problematic to be hidden away. Instead of hiding computer technology, people should allegedly use the power of design to visualize and express the complex issues it raises. For one, when radio was new and people were reluctant to recognize the benefits of this new technology, its developers allegedly did a lot of creative thinking to find ways to convince people to buy it.
Plagens, Peter. The ghost in the machine. Newsweek; 00289604, 1/4/93, Vol. 121, Issue 1
"The phrase "kinetic sculpture" generally makes people's eyes glaze over. Good sculpture that's also mobile is usually a case of gilding the lily. Bad sculpture set in motion is, well, bad sculpture set in motion. Even the guys who were great at it seem a little tepid now. The slow, sweet, windblown dances of the work of Alexander Calder or George Rickey are met with, at best, affectionate little sighs. The complicated, motorized raucousness of Jean Tinguely or Dennis Oppenheim often gets a who-cares shrug. Maybe the natural state of sculpture is stillness. Or maybe what most kinetic sculpture needs is a little more expressiveness.
Mary Ziegler supplies it..."The Way" is a kind of a concrete-and-metal landscape..."Myomortem" (loosely translatable as "muscular death") is a sparer and crueler piece..."
Maeda, John. What is a Media Lab Master's Degree Design Thesis? In John Maeda MIT site. Cited on Sept 25 2005.
Available
here: http://plw.media.mit.edu/people/maeda/posts/designmsthesis.pdf
Unread:...or undead? (I don't know what I mean here)
Papadakis, Andreas C. ed. Deconstruction in Architecture. London: Academy Editions;
New York: St. Martin's Press, 1988
Lehrman, Paul D. Todd, Ryan. Bridging the Gap Between Art and Science Education Through Teaching Electronic Musical Instrument Design. In Proceedings of the 2005 International Conference on New Interfaces for Musical Expression (NIME05), 2005.
Villar, Nicolas. Lindsay, Adam T. Gellersen Hans. Pin & Play & Perform: A rearrangeable interface for musical composition and performance. In Proceedings of the 2005 International Conference on New Interfaces for Musical Expression (NIME05), 2005.
Birnbaum D., Fiebrink R. Malloch J. Wanderley. M. Towards a Dimension Space for Musical Devices. In Proceedings of the 2005 International Conference on New Interfaces for Musical Expression (NIME05), 2005.
Kobayashi, Shigeru. Akamatsu, Masayuki. Spinner: A Simple Approach to Reconfigurable User Interfaces. In Proceedings of the 2005 International Conference on New Interfaces for Musical Expression (NIME05), 2005.
Miranda, Eduardo. Brouse, Andrew. Toward Direct Brain-Computer Musical Interfaces. In Proceedings of the 2005 International Conference on New Interfaces for Musical Expression (NIME05), 2005.
Poepel, Cornelius. On Interface Expressivity: A Player-Based Study. In Proceedings of the 2005 International Conference on New Interfaces for Musical Expression (NIME05), 2005.
Hindman, David. Kiser, Spencer., Sonictroller. In Proceedings of the 2005 International Conference on New Interfaces for Musical Expression (NIME05), 2005.
Verplank, William. Haptic Music Exercises. In Proceedings of the 2005 International Conference on New Interfaces for Musical Expression (NIME05), 2005.
Melo, Mauricio., Fan, Doria., Swayway - Midi Chimes., In Proceedings of the 2005 International Conference on New Interfaces for Musical Expression (NIME05), 2005.
Bowen, Adam. Soundstone: A 3-D Wireless Music Controller. In Proceedings of the 2005 International Conference on New Interfaces for Musical Expression (NIME05), 2005.
Flety, Emmanuel. The WiSe Box : a Multi-performer Wireless Sensor Interface using WiFi and OSC. In Proceedings of the 2005 International Conference on New Interfaces for Musical Expression (NIME05), 2005.
Socolofsky, Eric. Contemplace. In Proceedings of the 2005 International Conference on New Interfaces for Musical Expression (NIME05), 2005.
Guisan, Alain. Interactive Sound Installation: INTRIUM. In Proceedings of the 2005 International Conference on New Interfaces for Musical Expression (NIME05), 2005.
Marinelli, Maia. Lamenzo, Jared. Liuvo, Borissov. Mocean. In Proceedings of the 2005 International Conference on New Interfaces for Musical Expression (NIME05), 2005.
Matsumura, Seiichiro. Arakawa, Chuichi. Hop Step Junk: Sonic Visualization using Footsteps. In Proceedings of the 2005 International Conference on New Interfaces for Musical Expression (NIME05), 2005.
Deutscher, Meghan. Fels, Sidney. Hoskinson, Reynald. Takayashi, Sachiyo. In Proceedings of the 2005 International Conference on New Interfaces for Musical Expression (NIME05), 2005.
Traube, Caroline. DePalle, Philippe. Wanderley, Marcelo. Indirect Acquisitionof Instrumental GestureBasedon Signal, Physical andPerceptual Information., In Proceedings of the 2003 International Conference on New Interfaces for Musical Expression (NIME03), 2003.
Andersen, TueHaste. Mixxx: TowardsNovelDJInterfaces. In Proceedings of the 2003 International Conference on New Interfaces for Musical Expression (NIME03), 2003.
More NIME's papers some other day.
Woodhouse, Edward. Patton, Jason W. Design by Society: Science and Technology Studies and the Social Shaping of Design., Design Issues; Summer2004, Vol. 20 Issue 3, p1-12, 12p
Howard, Jeff. Toward Participatory Ecological Design of Technological Systems. Design Issues; Summer2004, Vol. 20 Issue 3, p40-53, 14p
Abstract: This article identifies aspects of the three frameworks that are in line with the sensibilities and emphases of participatory design and aspects that are not, and to suggest opportunities for promoting strategies within these paradigms that are more effectively participatory. Participatory design encompasses a variety of strategies to give the people who will use a particular technology or technological system a direct role in decision making about its development. The principal objective of participatory design is empowerment of lay people to participate deeply, and with some measure of authority, in the evolution of technological systems. The other two participatory design emphases, the importance of the local and the importance of organizational context, are best understood as serving this central objective, providing insights into what participatory design proponents believe it means for laypeople to be empowered, and how they believe this empowerment can be brought about. It seems there are significant opportunities for integrating participatory design emphases and participatory design-style lay engagement into industrial ecology, strong precaution and community-based social marketing.
Fortun, Kim. Environmental Information Systems as Appropriate Technology. Design Issues; Summer2004, Vol. 20 Issue 3, p54-65, 12p
Abstract: This article discusses one particular environmental information system, an interactive Web site called Scorecard, which is supported by a relational database that contains profiles of more than 6,800 chemicals. Maintained by the Environmental Defense Fund (EDF), the site integrates local pollution information for the U.S. with information on health risks, and with information on relevant environmental regulations. It allows users to produce customized reports, and encourages communication with the U.S. Environmental Protection Agency, or with a polluting company. The main argument is that Scorecard is an example of an appropriate environmental information system, designed in a way attuned to the material, political, and technological realities with which it works, and to the social actors who will be its users. The goal of Scorecard is to provide the information base for sustained effort to reduce pollution risks. Putting pressure on polluting facilities through disclosure of their emissions is a key strategy. EDF also wants it to be commonplace for people to use local environmental information when making decisions about what city or neighborhood to live in, or about what products to buy.
Kazmierczak, Elzbieta T. Design as Meaning Making: From Making Things to the Design of Thinking. Design Issues; Mar2003, Vol. 19 Issue 2, p45-59, 15p
Abstract: Focuses on the semiotic relations between perception and meaning construction to explain the perceptual and cultural codes involved in communication. Core of design or graphic presentation; Information on why cognitive semiotics offer good results; Origin of concept maps.
Wai, Kin. Siu, Michael. Users' Creative Responses and Designers' Roles. Design Issues; Mar2003, Vol. 19 Issue 2, p64-73, 10p
Abstract: Argues that users have their own preferences and creative ways for dealing with user-unfit designs. Information on the early modernist thinking about planning and design; Discussion on the reader-response concept.
Terzidis, Kostas. Hybrid Form. Design Issues; Mar2003, Vol. 19 Issue 2, p76-80, 5p
Abstract: Focuses on the significance of morphing to contemporary design discourse. Difference between morphing and metamorphosis; Information on interpolation; Use of skeletal shapes in architecture.
Hadlaw, Janin. The London Underground Map: Imagining Modern Time and Space. Design Issues; Winter2003, Vol. 19 Issue 1, p25-35, 11p
Abstract: Focuses on the creation of the London, England Underground Map that appeared in 1933 and originally designed in 1931 by Harry Beck. Description of the map; Manifestations of the map's legibility; Function of a map.
Phillips, Mike. The Sadeian interface: computers and catharsis. Digital Creativity; Jun2000, Vol. 11 Issue 2, p75-87, 13p
Abstract: This paper explores the limitations of contemporary interface design and offers the potential of more profound forms of interaction by drawing on the rich and much older heritage of interactive art. Whilst HCI design is preoccupied with making the computer more simple to use, installation work, kinetic sculpture, and interactive multimedia art forms have generally been more concerned with the predicament of human/technological negotiation, whilst remaining a salient form of human communication. HCI activity sets out to make the complex systems of computing easy to understand and use, whilst interactive art often uses simple technology to make complex, inspiring and esoteric statements and experiences. In many ways the more simple and 'low resolution' the technology the more immersive, acute and intimate the experience. 'Low resolution' examples such as telephone-sex-lines are explored alongside more immersive systems, such as biofeedback interfaces, and other interactive experiments drawn from the 'technic' strand of art history. [ABSTRACT FROM AUTHOR]
Gooch, S. Raine, J. The Dynamics and Limits on the Scaling of a Flexible Kinetic Sculpture. Proceedings of the Institution of Mechanical Engineers -- Part C -- Journal of Mechanical Engineering Science; 4/24/2000, Vol. 214 Issue 4, p537-548
Abstract: Highly flexible structures may be scaled up by different criteria that lead to different degrees of structural integrity as the scale increases. This paper first explores the effects of different scaling rules, focusing in particular on a double-size version of the Len Lye kinetic sculpture Blade, whose aesthetic performance characteristics must be preserved as the size is increased. Stresses in the sculpture increase, reaching first an economic limit beyond which frequent fatigue failure makes the sculpture too costly to operate. As the scale further increases, a size is reached where the sculpture will collapse. A dimensional parameter for comparing the values of the life to failure for different construction materials is also developed. The second part of the paper summarizes the results of different analytical approaches to the dynamics of Blade, both with and without the inclusion of an axial acceleration load due to gravity. The results of analyses are found to be in good agreement with experimental data. The paper closes by discussing some of the design implications of implementing the drive system for a double-size version of Blade that has been built and is now on public display. [ABSTRACT FROM AUTHOR]
Ramia, Mazé. Redström, Johan. Form and the computational object. Digital Creativity; Mar2005, Vol. 16 Issue 1, p7-18, 12p
Abstract:n Interaction Design, we are presented with an opportunity to return to the designed object as a subject of enquiry with a new perspective. We suggest a reconsideration of form as the starting point for developing a deep under standing of computational things and an approach to dealing with their inherent complexity. Understanding the object as composed of both spatial and temporal form, we can use materials to design a ‘surface’ for experience that extends beyond the three-dimensional object. Presenting both theoretical considerations and design examples, we discuss the potentials of a new perspective on form as a basis for design research and education. [ABSTRACT FROM AUTHOR]
Jacucci, Giulio. Linde, Per. Exploring relationships between learning, artifacts, physical space, and computing. Digital Creativity; Mar2005, Vol. 16 Issue 1, p19-30, 12p
Abstract: Despite the interest in physical interfaces, field studies directly informing development and field trials of prototypes are rare. Particularly rare are design projects that integrate the space and existing artifacts as a resource. We report on the development of an interactive learning environment in support of students of architecture and interaction design. Based on ethnographic fieldwork we specified a set of qualities of the learning environment, which guided the development of physical interfaces (using tags, sensors, video tracking, physical and digital infrastructures). To investigate how students would integrate technologies in their work settings we have organized field trials with open prototypes. These showed the value and some means of mixing evolving artifacts with digital media. In interactive installations students used the space as a stage to experience and explore aspects of places and situations. [ABSTRACT FROM AUTHOR]
Downs, Simon. Is it a book, is it a screen, no it's...—graphics and the interface in electronic paper. Digital Creativity; Mar2005, Vol. 16 Issue 1, p31-42, 12p
Abstract: There currently exists a sharp boundary, in both technological and design terms between graphic design for screen and for print. These distinctions stem from the nature of the broadcast environment. Each has its benefits-portability and extreme durability for books (running into thousands of years), interlinking and expandability for electronic design-and its distinct drawbacks.What if we could merge the best of these two worlds into one elegant whole? We could have a document with all that that entails; portable, durable, and cheap, but with web like features, such as search functions, linking and the ability to access other media? In principle, the technology is already here, but is it everything that the developers claim, and what should the designers' response be to such a media. In this paper, both questions are examined, and some surprising conclusions are drawn. [ABSTRACT FROM AUTHOR]
Isomursu, Minna. Jacucci, Giulio. Facilitated and performed 'happenings' as resources in ubiquitous computing design. Digital Creativity; Dec2004, Vol. 15 Issue 4, p223-231, 9p
Abstract:Use experience has been proposed as a primary goal and driving force in interactive system design, raising the issue of how evidence can be gathered to design for use experience'. According to particular views in anthropology, experience can be studied analyzing its expressions. We provide examples of this from two projects: the configuration of open prototypes in a co-development project to create a mixed media environment to learn architecture design: and an evaluation technique for mobile and context aware services in a city centre that puts participants in the condition to express and record comments. In the discussion we propose resources for experience and its expression in design happenings': performance space, props and interactional creativity. [ABSTRACT FROM AUTHOR]
Cappelen, Birgitta. Andersson, Anders-Petter. From designing objects to designing fields--from control to freedom.
Digital Creativity; Jun2003, Vol. 14 Issue 2, p74-90, 17p
Abstract: In this paper we want to explore Field as a concept and as a metaphor for understanding interactive systems. By interactive systems we mean both systems and artworks, where the user by interacting changes the course of events. We intend to show why we need new terms and why we consider Field to be a fruitful concept and term. Further we will show how the Field concept changes both our understanding of what we do as designers and composers and how we acknowledge our audience. We will exemplify the design consequences of the Field concept by going through some design considerations we made when designing the audio tactile installation Mufi. [ABSTRACT FROM AUTHOR]
Lemon, Richard. Mobiles: The soaring art of Alexander Calder. Saturday Evening Post; 2/27/1965, Vol. 238 Issue 4, p30-35, 6p
Abstract: Presents information on the works of sculptor Alexander Calder. Term used by painter Marcel Duchamp to describe Calder's art; Career and personal background of Calder; Approach adopted by Calder in making his mobile sculptures.
Byron, William R. Wacky Artist of Destruction. Saturday Evening Post; 4/21/1962, Vol. 235 Issue 16, p76-79, 4p
Abstract: ocuses on the life and works of sculptor Jean Tinguely. Development of an improbable piece of sculpture compose of heterogeneous parts and set it on fire; Marketing of metamatic sculptures to museums; Passion of Tinguely for monstrous creations; Conception of mechanized sculpture designed to commit suicide.
Pfeifer, Rolf. Iida, Fumiya. Bongard, Josh. New Robotics: Design Principles for Intelligent Systems., Artificial Life; Winter2005, Vol. 11 Issue 1/2, p99-120, 22p
Abstract: New robotics is an approach to robotics that, in contrast to traditional robotics, employs ideas and principles from biology. While in the traditional approach there are generally accepted methods (e. g., from control theory), designing agents in the new robotics approach is still largely considered an art. In recent years, we have been developing a set of heuristics, or design principles, that on the one hand capture theoretical insights about intelligent (adaptive) behavior, and on the other provide guidance in actually designing and building systems. In this article we provide an overview of all the principles but focus on the principles of ecological balance, which concerns the relation between environment, morphology, materials, and control, and sensory-motor coordination, which concerns self-generated sensory stimulation as the agent interacts with the environment and which is a key to the development of high-level intelligence. As we argue, artificial evolution together with morphogenes is is not only "nice to have" but is in fact a necessary tool for designing embodied agents. [ABSTRACT FROM AUTHOR]
Causey, Andrew. Sculpture Since 1945 (Oxford History of Art). Oxford University Press, 1998
McEvilley, Thomas. Sculpture in the Age of Doubt. Allworth Press, 1999
Brett, Guy. Nash, Marc. Force Fields: An Essay on the Kinetic. Actar, 2000
Olafur Eliasson: Surroundings Surrounded: Essays on Space and Science. ed Weibel, Peter. MIT Press, 2002
Briggs, Asa. Burke, Peter. De Gutemberg a Internet: una historia social de los medios de comunicacion. Taurus, 2002
Nixon, Mignon. Fantastic Reality: Louise Bourgeois and a Story of Modern Art. MIT Press, 2005
Baudillard, Jean. The Conspiracy of Art: Manifestos, Texts, Interviews. MIT Press, 2005
Richard Serra. ed, Foster, Hal. MIT Press, 2000.
Labrada, Geronimo. El Registro Sonoro. Voluntad, 1995
Redish, David A. Beyond the Cognitive Map: From Place Cells to Episodic Memory. MIT Press, 1999
Hobbs, Robert. Alice Aycock: Sculpture and Projects. MIT Press, 2005
Partsch, Susanna. Klee. Taschen, 2003
CTRL [SPACE]: Rhetorics of Surveillance from Bentham to Big Brother. ed, Levin, Thomas Y. Frohne, Ursula Frohne. Weibel. MIT Press, 2002
Zielinski, Siegfried. Deep Time of the Media: Toward an Archaeology of Hearing and Seeing by Technical Means. MIT Press, 2006
McCullough, Malcolm. Digital Ground: Architecture, Pervasive Computing, and Environmental Knowing. MIT Press, 2004
Wilson, Stephen. Information Arts: Intersections of Art, Science, and Technology. MIT Press, 2003
Whitelaw, Mitchell. Metacreation: Art and Artificial Life. MIT Press, 2004
Kahn, Douglas. Noise, Water, Meat: A History of Voice, Sound, and Aurality in the Arts. MIT Press, 2001
Mitchell, William J. Placing Words: Symbols, Space, and the City. MIT Press, 2005
El ABC de (triangulo-cuadrado-circulo): La Bauhaus y la Teoria del Diseno. Gustavo Gili, 1993. ed, Lupton, Ellen. Miller, Abbot J.
de Duve, Thierry. The Definitely Unfinished Marcel Duchamp. MIT Press, 1993
The Idea of Design. MIT Press, 1996. ed, Margolin, Victor. Buchanan, Richard.
I guess this is enough for now, but the list will keep growing...if I ever get to read all the books...
by the way...do you see a particular preference for MIT Press? Hm...I just noticed it.
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Geek-O-Meter is about to explode. BEEEEEP! BEEEEEP! BEEEEEEP!