the moral of the story – if there is one – is that this stuff always makes its way into other things. Companies need to have control over their devices so that they can maximize their profit however possible, but also just because – I think – they just sort of ambiently feel the need to maintain that control. For a corporation, a lease is always going to be more attractive than a sale. If they can turn owners into users, they will.
“As Pakhchyan points out, much like our clothes, not everyone wants or needs to wear the same piece of technology, and we don’t necessarily have to wear it all the time either. Tech companies have been chasing the elusive silver bullet smartwatch, but maybe it’s not such a bad thing to treat wearables like the other wearables in our life: As separate, individually-valuable pieces of clothing that can work together to ultimately create the perfect outfit. Staying focused, at least while we’re figuring out what form and functionality works and what doesn’t, might not be such a bad thing.”—@fashioningtech interviewed in Wired on wearables
“I think science fiction is useful, both for stimulating the imagination and for defusing fear of the future. But science fact can be even more amazing. Science fiction never suggested anything as strange as black holes.”—Stephen Hawking on Science-Fiction, in an interview with Larry King.
TrainsInGames.com is a site to take a closer look at details in video games that developers missed. It’s about all the small bits and pieces you always found odd or hilarious, and the big nonsense you’ve been mad about. I put the focus on trains, partly because I like them very much, partly because no developer seems to care about them.
Cloud Chasing Vol 1 is the first collection of music by vapers for vapers, asking contributors to imagine a “music to vape to”, and compiling the results into a release that coincides with Rhizome’s e-cigarette symposium on February 22nd at the New Museum.
Many car manufacturers are projecting that by 2025 most cars will operate on driveless systems. While it is valid to think that our roads will be safer as autonomous vehicles replace traditional cars, the unpredictability of real-life situations that involve the complexities of moral and ethical reasoning complicate this assumption.
How can such systems be designed to accommodate the complicatedness of ethical and moral reasoning? Just like choosing the color of a car, ethics can become a commodified feature in autonomous vehicles that one can buy, change, and repurchase, depending on personal taste.
Three distinct algorithms have been created - each adhering to a specific ethical principle/behaviour set-up - and embedded into driverless virtual cars that are operating in a simulated environment, where they will be confronted with ethical dilemmas.
The first faux-game in the film was actually created by designer David OReilly. It features a foul-mouthed alien child that guides players through holographic tunnels while hilariously insulting the player. The other video game in Her, designed by Kevin Dart, challenges players to be ruthlessly perfect Moms.
“Wearables have a dirty little secret: 50% of users lose interest. These flaws are:
They are easy to lose
They’re not waterproof
They’re a pain to sync with your smartphone
The battery doesn’t last long enough
They’re uncomfortable to wear
They provide no material benefit”—Techrepublic on wearables
That established cultural institutions are having a hard time relating to art and culture made with contemporary technology is painfully apparent. That they want to remedy this by turning towards the incubator model only shows how desperately regressive they are.
How might electronic music sound in a post human future? Robert Barry enlists the help of Holly Herndon, James Bridle and Conrad Shawcross to explore radical new directions in computer music, from live programming and Algorave to the digital overloads of Black Midi
What we need if we are to avoid the much-feared “secular stagnation” is not many small startups—or an obsession with financing “SMEs”–but an innovation ecosystem in which these new firms are made relevant through a dynamic interaction of public and private investments. This requires a public sector able and willing to spend large sums on education, research and those emerging areas that the private sector keeps out of (because of high capital intensity and high technological/market risk); large firms which reinvest their profits not in share-buybacks but in human capital and R&D; a financial system that lends to the real economy and not mainly to itself; tax policy that rewards long run investments over short run capital gains; immigration policy that attracts the best and the brightest from around the world; and rigorous competition policy that challenges lazy incumbents rather than letting them get away with high prices and parasitic subsidies.
"Design thinking is not design. Design thinking is to design what the scientific method is to science. It’s the steps without the knowledge and the years of training. And design thinking is a real danger because many companies think they’re doing design and they’re not.
So it’s become a real consultant’s playground, and a way for many companies to abdicate their responsibilities towards design. It’s really a big problem.
If you only deal with the process without any education beforehand, you’re discounting the idea of design, [saying it is] something you don’t have to go to school to learn.”
Hand Made is a tool to produce a collective library for future reference of everyday hand gestures, questioning how they have, are and will be shaped by technology. IDP 2013 - Copenhagen Institute of Interaction Design (CIID) Thesis project. Project URL http://handmadegestures.com/ Project Blog http://thefinalmadness.tumblr.com/ Project Videos http://vimeo.com/channels/597608 Hand Made Hand Made emerged from the research as a tool to allow reaching a broader audience with the study. It is a platform to produce a collective library for future reference of everyday hand gestures, with the goals of provoking, inspiring, discovering and speculating how current digital activities (e.g. sending and email or opening a file) will influence the way people communicate with their hands. If physical objects like the phone, a pen or a watch have influenced the way people use hand gestures to communicate, how will current digital activities do the same? Inspired by the research this tool took the form of a website in order to generate collaboration, sharing a discussion. Everyone can access and record their gestures, as well as see and compare with others. It is digital content provoking physical movement beyond a tap or a mouse click. Besides contributing with hand gestures for “read a book”, “send an email”, “print a file”, “open a file”, “save a file”, people have already suggested more digital activities: “logging in”, “googling” or “liking”. In the future Hand Made will track age, gender and location, to be more aware, investigate and visualise the cultural factors which are believed to influence hand gestures.
Some of the most famous cities in history were never built. These 10 Utopian cities may have been failures, but they expressed our ideas about what the future of human civilization could look like. And many ideas contained in them continue to influence us today.
Tim Collins, Amazon’s director of logistics in the EU, recently told Jan Cienski of the Financial Times, ”In terms of unions themselves, we don’t see a need for that. Any friction that gets between us and our associates slows down innovation, slows down change, slows down improvements on the shop floor, and we don’t see that as being good at all.”
there’s a significant lack of technical detail for a report with such an extraordinary finding. Among other things, Proofpoint provided no details about the software the researchers say compromised the devices; it said it didn’t “sinkhole” or otherwise monitor any of the command-and-control servers that would have been necessary to coordinate botnet activities; and it didn’t convincingly explain how it arrived at the determination that 100,000 smart devices were commandeered