Discussion on Hertzian Tales
- Hegemony: the common way the dominant forces play in our society
- Cryptocurrency: a form of currency that compares cyrptography software the exchange unique changes of value; provides people a way to exchange value for things that is extremely secure for people to use
- Bitcoin: a type of currency introduced a few years back
- Dunne's Thesis
- Lost Object? Theoretical frames that have been applied
- Why is it Lost?
- Technological Perspective- Has it ever caused you problems?
- Instrumental as method/aesthetic
- It has the expediency of the technological object ever caused you a problem?
'The Treachery of Images- Ceci n'est past une pipe', Magritte
- Semiotics- as a design strategy; the study of signs\
- Material Culture Theory
- Design as Theory
- Design-Synthesis of the preceding and experimentation
- Manzaiu and Susani claim that culture is grasping for material representations in an increasingly immaterial world
- By combining material, semiotic, and instrumentality strategies for the new 'objectology'
- The 'Object' of itself
On Off, 1988, Alberto Meda, Denis Santachiara
- A new take on modern fluidity, and making a organic shape to something so mechanical
- Kuntsflug: argued that there was no need for real material objects
- 'The Electronic Room: Programmable Appearances': a place where one could project images onto a wall and have a different wall everyday (Holodeck aka Star Trek)
- The Post-Optimal; argues for the rejection of instrumentality, signifiers, cultural function, or that we break from efficiency, optimization
- Dunne begins to explore to explore the assumptions we have about the H in Human Machine Interaction design
- Argues that we have become inculcated in narrow 'genericizations' through mass design
- As we have idealized the workplace 'improving productivity and efficiency'
- Noise Project:
- Transparency vs. Opacity
- Pet vs. The Alien
- Prose vs. Poetry
Brionvega ST201 TV, 1969, Marco Zanuso and Richard Sapper
- A minimalist cube modern design that functioned as not only a source of entertainment but can be tucked away to not distract and be a form of artwork
'Adelbrecht', 1988-2000, Martin Spanjaard
- An interactive, talking robotic sphere that relied on human touch and social interaction to maintain a happy manifestation (BB-8's Drunk co-dependant Uncle)
'Moonbot in the Hood', Mike Winter
- An example of interactive robotics and what could possibly be in our future
Dunne & Raby, 'Technological Dream Series: No 1, Robots', 2007
- This series was their way of making us have a conversation of what was to be expected of a futuristic world, and a look into the objects that we will need in a depleting world
- This 'Robotic' girl interrogates these objects in a way that reflects on her function
- Speculative Design- a way to look into creating things that can help with future problems