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A foundational text offering a unified design vocabulary and a common methodology for maximizing the expressive power of digital artifacts. Digital artifacts from iPads to databases pervade our lives, and the design decisions that shape them affect how we think, act, communicate, and understand the world. But the pace of change has been so rapid that technical innovation is outstripping design. Interactors are often mystified and frustrated by their enticing but confusing new devices; meanwhile, product design teams struggle to articulate shared and enduring design goals. With Inventing the Medium, Janet Murray provides a unified vocabulary and a common methodology for the design of digital objects and environments. It will be an essential guide for both students and practitioners in this evolving field. Murray explains that innovative interaction designers should think of all objects made with bits—whether games or Web pages, robots or the latest killer apps—as belonging to a single new medium: the digital medium. Designers can speed the process of useful and lasting innovation by focusing on the collective cultural task of inventing this new medium. Exploring strategies for maximizing the expressive power of digital artifacts, Murray identifies and examines four representational affordances of digital environments that provide the core palette for designers across applications: computational procedures, user participation, navigable space, and encyclopedic capacity. Each chapter includes a set of Design Explorations—creative exercises for students and thought experiments for practitioners—that allow readers to apply the ideas in the chapter to particular design problems. Inventing the Medium also provides more than 200 illustrations of specific design strategies drawn from multiple genres and platforms and a glossary of design concepts.
An updated edition of the classic book on digital storytelling, with a new introduction and expansive chapter commentaries. I want to say to all the hacker-bards from every field—gamers, researchers, journalists, artists, programmers, scriptwriters, creators of authoring systems... please know that I wrote this book for you.” —Hamlet on the Holodeck, from the author's introduction to the updated edition Janet Murray's Hamlet on the Holodeck was instantly influential and controversial when it was first published in 1997. Ahead of its time, it accurately predicted the rise of new genres of storytelling from the convergence of traditional media forms and computing. Taking the long view of artistic innovation over decades and even centuries, it remains forward-looking in its description of the development of new artistic traditions of practice, the growth of participatory audiences, and the realization of still-emerging technologies as consumer products. This updated edition of a book the New Yorker calls a “cult classic” offers a new introduction by Murray and chapter-by-chapter commentary relating Murray's predictions and enduring design insights to the most significant storytelling innovations of the past twenty years, from long-form television to artificial intelligence to virtual reality. Murray identifies the powerful new set of expressive affordances that computing offers for the ancient human activity of storytelling and considers what would be necessary for interactive narrative to become a mature and compelling art form. Her argument met with some resistance from print loyalists and postmodern hypertext enthusiasts, and it provoked a foundational debate in the emerging field of game studies on the relationship between narrative and videogames. But since Hamlet on the Holodeck's publication, a practice that was largely speculative has been validated by academia, artistic practice, and the marketplace. In this substantially updated edition, Murray provides fresh examples of expressive digital storytelling and identifies new directions for narrative innovation.
Why the Internet was designed to be the way it is, and how it could be different, now and in the future. How do you design an internet? The architecture of the current Internet is the product of basic design decisions made early in its history. What would an internet look like if it were designed, today, from the ground up? In this book, MIT computer scientist David Clark explains how the Internet is actually put together, what requirements it was designed to meet, and why different design decisions would create different internets. He does not take today's Internet as a given but tries to learn from it, and from alternative proposals for what an internet might be, in order to draw some general conclusions about network architecture. Clark discusses the history of the Internet, and how a range of potentially conflicting requirements—including longevity, security, availability, economic viability, management, and meeting the needs of society—shaped its character. He addresses both the technical aspects of the Internet and its broader social and economic contexts. He describes basic design approaches and explains, in terms accessible to nonspecialists, how networks are designed to carry out their functions. (An appendix offers a more technical discussion of network functions for readers who want the details.) He considers a range of alternative proposals for how to design an internet, examines in detail the key requirements a successful design must meet, and then imagines how to design a future internet from scratch. It's not that we should expect anyone to do this; but, perhaps, by conceiving a better future, we can push toward it.
Personalized newspapers, life-sized holograms, telephones that chat with callers, these are all projects that are being developed at MIT's Media Lab. Brand explores the exciting programs, and gives readers a look at the future of communications.
The relationship between story and game, and related questions of electronic writing and play, examined through a series of discussions among new media creators and theorists.
A personal journey leads a celebrated critic to discover “knights of the medium,” contemporary artists who battle the aesthetic meaninglessness of the post-medium condition. In Under Blue Cup, Rosalind Krauss explores the relation of aesthetic mediums to memory—her own memory having been severely tested by a ruptured aneurysm that temporarily washed away much of her short-term memory. (The title, Under Blue Cup, comes from the legend on a flash card she used as a mnemonic tool during cognitive therapy.) Krauss emphasizes the medium as a form of remembering; contemporary artists in what she terms the “post-medium” condition reject that scaffolding. Krauss explains the historical emergence of the post-medium condition and describes alternatives to its aesthetic meaninglessness, examining works by “knights of the medium”—contemporary artists who extend the life of the specific medium. These artists—including Ed Ruscha, William Kentridge, Sophie Calle, Harun Farocki, Christian Marclay, and James Coleman—reinstate the recursive rules of a modernist medium by inventing what Krauss terms new technical supports, battling the aesthetic meaninglessness of the post-medium condition. The “technical support” is an underlying ground for aesthetic practice that supports the work of art as canvas supported oil paint. The technical support for Ruscha's fascination with gas stations and parking lots is the automobile; for Kentridge, the animated film; for Calle, photojournalism; for Coleman, a modification of PowerPoint; for Marclay, synchronous sound. Their work, Krauss argues, recuperates more than a century of modernist practice. The work of the post-medium condition—conceptual art, installation, and relational aesthetics—advances the idea that the “white cube” of the museum or gallery wall is over. Krauss argues that the technical support extends the life of the white cube, restoring autonomy and specificity to the work of art.
An indispensable and inspiring guide to creativity in the workplace and beyond, drawing on art, psychology, science, sports, law, business, and technology to help you land big ideas in the practical world. Anyone from CEO to freelancer knows how hard it is to think big, let alone follow up, while under pressure to get things done. Art Thinking offers practical principles, inspiration, and a healthy dose of pragmatism to help you navigate the difficulties of balancing creative thinking with driving toward results. With an MBA and an MFA, Amy Whitaker, an entrepreneur-in-residence at the New Museum Incubator, draws on stories of athletes, managers, writers, scientists, entrepreneurs, and even artists to engage you in the process of “art thinking.” If you are making a work of art in any field, you aren’t going from point A to point B. You are inventing point B. Art Thinking combines the mind-sets of art and the tools of business to protect space for open-ended exploration and manage risks on your way to success. Art Thinking takes you from “Wouldn’t it be cool if . . . ?” to realizing your highest aims, helping you build creative skills you can apply across all facets of business and life. Warm, honest, and unexpected, Art Thinking will help you reimagine your work and life—and even change the world—while enjoying the journey from point A. Art Thinking features 60 line drawings throughout.
Named one of the Best Books of the Year by NPR An NPR Best Book of the Year, exploring the impact of Latinos’ new collective racial identity on the way Americans understand race, with a new afterword by the author Who are Latinos and where do they fit in America’s racial order? In this “timely and important examination of Latinx identity” (Ms.), Laura E. Gómez, a leading critical race scholar, argues that it is only recently that Mexican Americans, Puerto Ricans, Cubans, Dominicans, Central Americans, and others are seeing themselves (and being seen by others) under the banner of a cohesive racial identity. And the catalyst for this emergent identity, she argues, has been the ferocity of anti-Latino racism. In what Booklist calls “an incisive study of history, complex interrogation of racial construction, and sophisticated legal argument,” Gómez “packs a knockout punch” (Publishers Weekly), illuminating for readers the fascinating race-making, unmaking, and re-making processes that Latinos have undergone over time, indelibly changing the way race functions in this country. Building on the “insightful and well-researched” (Kirkus Reviews) material of the original, the paperback features a new afterword in which the author analyzes results of the 2020 Census, providing brilliant, timely insight about how Latinos have come to self-identify.
Testimony of the unique relationship between the U.S.-Vietnam War and the images and sounds that have been employed to represent it.
Offers the first look at the aesthetics of contemporary design from the theoretical perspectives of media theory and 'software studies'.