213 Matching Annotations
  1. Nov 2017
    1. He carried the block of wood with him for a few weeks and pretended that it was a functional device in order to get insights into how he would use it. If someone asked for a meeting, for example, he’d pull out the block and tap on it to simulate checking his calendar and to schedule a meeting reminder.

      This is an excellent way of researching how this "pretotype" would integrate into ones life. However for this simulation to make any sense I guess one would have to have a pretty clear idea of what it means to "check your calendar", "set a meeting reminder", etc. Playing our the interactions, also means having an idea of the actions they would involve.

  2. Sep 2017
    1. Plot a course through the genome Inspired by Google Maps, a suite of tools is allowing researchers to chart the complex conformations of chromosomes.

      mentioned tools are focused on (capture) Hi-C data

  3. Jun 2017
    1. Technologists are not noted for learning from the errors of the past. They look forward, not behind, so they repeat the same problems over and over again.”

      History of computational thinking.

  4. Apr 2017
    1. communication, community, and interaction

      Communication: the imparting or exchanging of information or news; means of connection between people or places, in particular. Interaction: reciprocal action or influence. At first glance, these words tend to have similar meanings or be sub categories of each other. I just found odd and interesting that Bay/Rickert chose both words rather than one or the other.

  5. Feb 2017
    1. When dealing with technology, there are two dominant discourses that permeate research and practice: determinism and non-determinism. For the former discourse, ethics is only an issue for the designers of technology, because they determine what users should do; for the latter, ethics is only an issue for users, because they ultimately define what to do with technology. Both

      So determinism makes the designer responsible/hold accountable assuming they "determine" what users "should" do,

      while non-determinism absolves the designer leaving the burden of responsibility of the consequence of interactions, on the user. So non determinism assums that the embedded characteristics don't work on the user, or that he is able to resist their encouragement or discouragement. That he can shape the aspects of those certain characteristics than the other way around, thereby ultimately defining what to do with the technology.

    2. We argue that artifacts support human behavior by providing adaptations, but these adaptations can expand or restrict human actions.

      Those adaptations are also framed under the guise of fulfilling the prime objective of fulfilling the business needs, i.e to compete for market share, increase profit margins or simply, "Will this make "them" give "us" more money?. This objective is constrained to view humans in the identity of consumer. It is through this identity we derive the canvas of needs which our bosses and their bosses let us create adaptations.

      Many designers are limited to designing a set of adaptations in their artifacts by what markets signals as profitable. Those who are fortunate enough to work in non-profits or worker coops may have more freedom to resist the unethical demands of the market forces.

  6. Jun 2016
    1. The fact that we joke about it documents an acceptance of a culture of abuse online. It helps normalize online harassment campaigns and treat the empowerment of abusers as inevitable, rather than solvable.
    1. The money is an investment for opportunity. You paid for a live audience and the hope that this entertainer will make your dreams—whatever they are—come true and nobody is going to stop you, not even the artist themselves.
  7. Apr 2016
  8. Mar 2016
    1. What kinds of objects and subjects do interaction design practices make, and how do those practices produce them?

      The question could also be re-framed as what experiences of our lives do the objects of interaction design encapsulate?

  9. Feb 2016
    1. narratives of emotional and social journeys from being at academic risk in high schools to being academically successful in universities academic experiences.

      These are indeed the stories we need to hear, and the data that needs to be collected -- how ever she drew data from narratives.