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1988, Science As Culture
AI
The paper explores the evolution of home computers from niche hobbyist items to mainstream consumer electronics. It emphasizes that home computers are not merely physical objects but are deeply intertwined with cultural meanings, advertising, and consumer expectations. By analyzing marketing strategies and societal perceptions, the study sheds light on how the home computer became a valued component of consumer electronics, highlighting the complexities of product identity in a technological context.
The Honeywell Kitchen Computer is described in a number of places, particularly on the World Wide Web, as a curiosity—a futuristic computer product that never sold. In fact, the Kitchen Computer was merely a publicity stunt, a spoof, continuing a long line of fantasy gifts offered by the up-market American department store Neiman Marcus. But this fantasy status is by no means the whole story. In reality, what was advertised as the Kitchen Computer was actually designed as a serious mini computer, the H316, produced by Honeywell as a part of its Series 16 family of machines—although, even as a commercial product, it was never really intended to sell. This case raises a number of questions for design historians. What is the definition of a product for design historical purposes? The status of products that actually existed as production items and of products that are ‘vapourware’—product proposals that did not materialize—is sometimes difficult to ascertain. This study explores the notion of products and non-products as subjects of design analyses and argues that even non-products can have significant agency as well as provide valuable insights into a period’s zeitgeist.
Journal of Product Innovation Management, 2006
2002
First, businesses discovered quality as a key competitive edge; next came service. Now, Donald A. Norman, former Director of the Institute for Cognitive Science at the University of California, reveals how smart design is the new competitive frontier. The Design of Everyday Things is a powerful primer on how--and why--some products satisfy customers while others only frustrate them.
This article is a case study of the design and development of a Norwegian crockery series for institutional households - the 1962 Figgjo 3500 Hotel China. It investigates how this product represented a decisive break with the conventions of postwar Norwegian design and manufacture. The onset of international free trade meant export or die for the manufacturing industry. The elitist aestheticism so prevalent in the so-called Scandinavian Design movement was abandoned in favour of an ideology remarkably akin to what was at the German Ulm School of Design called scientific operationalism. The paper also analyses how the manufacturer sought to portray this product: first, it was inscribed as science incarnated, and the material morality reigned supreme. But as society's faith in science took some serious blows in the course of the 1960s and modernist design idioms were partly forsaken in the 1970s, the engineered tableware became the fashioned tableware as trends tamed technology. These translations of technology, design, identity and consumption tell the story of how an artefact is constantly in a state of transformation - on both sides of the factory gate.
Journal in Humanities, 2017
This article examines the development of the VIC-20 computer system as produced by the American computer company Commodore International during the early 1980s. This analysis demonstrates that thanks to the requirements of the American computer market in the early 1980s, those responsible for its development acted more like a team of collaborative artists rather than a true, by-the-book engineering team. This allowed them to develop the first computer that sold over one million units and created the home computing market. This analysis also demonstrates that this form of development no longer has a place in today's computer development world.
2024
The Industrial Revolution (IR) was the most important single development in human history over the past three centuries and since then; it has continued to shape the contemporary world. From its beginning, it has been a global process that resulted from changes happening in global economic relationships that further redefine them, a process that has persisted until today. Industrialization was the primary force in world history in the 19 th and 20 th centuries, and still powerfully continues to share the 21 st century. During the IR, the industrial design (ID) journey began, and today, designers are being called more often to intervene in large and intricate systems of design. This kind of intervention involves the need to understand users and their relationships with each other and their circumstances. At present, the application of a user-centered design process is considered a form of progress because it enables designers to create better products for users by considering the functionality and stylistic characteristics of the products concerning people's physical and emotional needs. This paper summarizes the history of ID and the consequences of the designer's figure, offering a broad overview spanning from the IR to today.
this paper explores consumers' connections to their domestic objects. Focusing on two particular objects (televisions and vacuum cleaners), the paper reflects upon why consumers desire particular domestic objects and how they assemble, arrange and use things in the home. It reveals how functionality is intimately infused with form, how design informs the consumption of everyday domestic objects and how both function and form can fail, deceive and trick. the mundane movements and moments that comprise homemaking encompass a whole suite of entanglements between object, subject, agency and space. In all sorts of ways this opens up exciting -but also difficult and perplexingpossibilities for consumer agency in the production of home. New kinds of temporality, the rapidity of fashion and design shifts, transformative technologies and new modes of fabrication require new forms of consumption knowledge, competence and skill.
… of the Fifth European Academy of Design …, 2003
In an age very much characterized by information technology there is a growing need understanding the ways in which information technology change and affect human lives. With respects to the great efforts made to integrate information technology by design into social contexts we regard it as necessary and important to take a closer look at the preconditions, problems and significance that information technology creates in the experiences in people's everyday lives. We believe a deeper understanding of the everyday aesthetics of information technology to be vital for the challenge most designer face today, i.e., to design people's everyday experience largely made up by information technology in composition with other designed artifacts that constitutes our everyday environment. In the article we argue that the traditional focus on the functionality, user-friendliness, usability, etc. of the separable individual artifact does not fully capture the richness and influence the information technology artifacts have on people's experience of reality. These approaches all have their benefits but their focus is too narrow. To fully understand the impact of new designs there is a need of capturing the wholeness in how people experience artifacts in their realities. To make the case, we discuss two concepts: the device paradigm and the digital transformation. As a result we present the notion of aesthetic experience as a foundation for a new approach to understand people's lifeworld in relation to technological artifacts. We conclude by arguing that such an approach can in the hands of a designer be of help in dealing with the design of people's everyday lifeworlds.
. This is a preface to a special issue on the history of everyday technology. It includes an introduction to the theory 'Social Construction of Technology' (SCOT) as well as a brief description on the following eleven articles, part of which apply SCOT in their case studies. The volume contains three sections: Gendering Transportation and Communication, Cultivating the Automobile, and Equipping Homes. The list of contents available at: http://lmu-munich.academia.edu/TMyllyntaus/Books From the beginning of the coming academic year the anthology will be used as a textbook at the University of Turku, Finland. The Special Issue of ICON can be ordered by joining ICOHTEC, filling the subscription form and paying the membership fee of the year 2010 (€ 15 - 30). Further information at: http://icohtec.org/about-icohtec-join-us.html
Creativity Research Journal, 2010
The Design Journal, 2017
Since Postmodernism, presenting universal guidelines for aesthetics is highly suspect. However, aesthetics can play a significant role in the acceptance of technology and its success in society, so this paper argues for the generating of specific aesthetic guidelines, based on a general perspective. The goal of the research was to find a method of generating guidelines for the design of a technology to improve the diffusion of that technology in society. Aesthetic theories were generated by comparison of factors with historic precedents (the automobile, the television and the personal computer) The theories were then tested for the design of a social companion robot and a vacuum cleaner robot. From these two design cases it became apparent that the acceptance of both devices can be improved by, respectively, improving their conformity to contemporary design (the social companion robot), or improving their conformity to contemporary philosophy of technology (the vacuum robot).
2011
This paper considers one of the first personal computers to be marketed to a mainstream American audience in the late 1970s: the Apple II. Lewis Mumford's notion of "ideological and social preparation" is adapted to describe this period as a preparatory phase for the later ubiquity and absorbing quality of our relationship with personal computers. In examining the Apple II's design alongside a key marketing image we can discern that domesticity and gender were crucial points of negotiation during this period. In the late 1970s marketing for Apple the image of idyllic domesticity quickly became a major context for computer promotion, a development that had gendered implications. The example of 1930s streamlining in the design of domestic household appliances is used as a parallel with the Apple II's startling application of a plastic case: the concealing plastic exterior simultaneously simplified and obscured the device, transforming it from a "machine" into a "personal appliance."
1992
This study of the home computer boom is of relevance to wider discussions of consumption, innovation and popular attitudes towards science and technology. Based primarily on empirical work with computer users, it also explores the various media, commercial, academic and political discourses which contributed to the boom. The home computer boom was an event which amounted to more than the sum of individual decisions to purchase and use micros. It is testimony to the influence of visions of a world shaped by technology in the public imagination. Contact with the home computer was mediated by powerful beliefs about the future significance of information technology both inside and, most importantly, outside the home. Many buyers had only vague notions of the nature and capabilities of their micro and how it would fit into their lives-these were issues to be resolved after purchase. Obtaining a machine was just the first stage in 'computer careers' which were often marked by shifting commitments to computing. Any simple ends-orientated view of micro use is inadequate. Much computing, even with advanced and, supposedly, practical hardware and software, has a strong exploratory element. The example of home computing shows how, rather than being an absolute which determines demand, the usefulness of goods is constructed and negotiated in specific social contexts. An issue which preoccupied many was 'finding a use' for the computer. They can be seen investigating and debating the value of various applications. This is not simply resolved at a individual or household level. It is part of a process of innovation-yet to be fully resolved-which takes place across the spheres of production and consumption. Contents Preface iii Part One: Issues and Frameworks 1 Technology and the Future 2 I: Technology, millenia and modernity 2 II: Innovation and culture 21 2 The Millennialism of the Information Technology Revolution 32 3 An Agenda for the Sociology of Consumption 70 Part Two: The Experience of Home Computing 4 Making Sense of Home Computing 113 I: Empirical approaches and issues 113 II: An account of empirical work 137 5 Elements of the British Home Computer Boom 164 6 Responding to Prophecy: Buying into the Home Computer Boom 204 7 Finding a Use for the Home Computer 8 Models and Domains of Computing I: The development of models of computing across the spheres of production and consumption II: Computing, involvement and identity Part Three: Themes and Implications
Over more than 40 years, Jean-Bernard Hebey has assembled one of the world's largest collections of industrial design objects. In this interview with semiotician Bernard Darras, Hebey shares his understanding of design and the way he, as a col- lector, sees his objects.
IEEE Technology and Society Magazine, 2014
2015
This paper is aimed at academics, students and practitioners in order to discuss ideas that relate to design practice and academic research exploring whether designers should seek to include cultural influences in contemporary mass-produced consumer products aimed at a global mass market. It is often assumed that designers are adept at drawing from a wide range of cultural influences for generating differences leading to novelty and innovation when conceiving new designs. However developments in a range of areas from design education to 3d software and digital printing tools alongside the global strategies of major mass manufacturers has drawn this into question with the production of increasingly ubiquitous physical products. The discussion contrasts a number of diverse experiences from the author’s design and research practice working with highly skilled craftspeople in endangered practices through to global mass consumer products to assemble a picture of how industrial designers in the 21st century deal with cultural influences in their work. It questions the value of incorporating specific cultural influences in mass produced global products and asks whether we should continue the practice of earlier generations of designers in using our skills to enrich the lives of users and enhance product values by introducing expressive cultural influences. This develops the arguments of transnational design activity in relation to the homogenizing and heterogeneous globalising polarities produced through industrial design activity and ultimately suggests a reappraisal of how anthropocentric values are communicated in mass produced products.
1995
The impression is often conveyed in popular writing about electronics and the 'information revolution' that the pace of change is break-neck, and that a torrent of innovations is about to swamp us and force us to change the way we go about our daily lives. Many journalists writing about this technology, for example, become excited by its potential, and assume that because something is technically possible, it will -almost inevitably -happen. The same excitement can affect company management, and lead to speculative deal-making in anticipation of rapid changes in markets. What can happen later, however, is that newspapers find another set of issues, and that, after an initial flurry of excitement, in which firms seek to 'position' themselves in relation to the expected direction of change, it often happens that more realistic views come to the surface, proposed mergers are called off, and expectations of rapidly developing markets are scaled down.
The Sociological Review, 2007
The paper describes narrative interviews with 12 first generation users of home or personal computers (PCs) in Poland and the UK. Insights are gained into how computers were perceived and interpreted on either side of the Cold War divide in the decade prior to the end of the socialist system and the period of transition in the early 1990s. The narratives are suggestive in their implications for contemporary social theory, much of which has tended to implicate widespread use of PCs in the idea of an aesthetic regime distinctive to a new, informational kind of capitalism. This aesthetic regime attaches importance to visual experience and to the idea that increasingly we operate in environments that are 'virtual'. Although the sample in the study is very limited, its findings are suggestive for theorists who have tended to take the salience of this aesthetic for granted as if it were a necessary consequence of widespread computerisation, rather than viewing its construction and maintenance as themselves sociologically problematic. The interviews subvert this, as subjects remember different uses of computer technology, including some that are suggestive of possible alternative aesthetic regimes.
Journal of Education Policy, 2021
This article argues that sociotechnical imaginaries, defined as collectively held, institutionally stabilized, and publicly performed visions of desirable sociotechnical futures, are significantly connected to visions, policies, and projects of educating citizens. These visions, policies, and projects -or educational imaginariesconstitute ways to problematize, negotiate and ultimately govern citizens and citizenship at the intersection between technology and education. This article presents a model which conceptualizes and analyzes educational imaginaries, and specifically introduces the notion (and method) of 'problematizations' into these imaginaries. The model, consisting of four key components -technology, problematizations, collective actors, and target populations -is exemplified through a genealogy of the education of the 'digitalized citizen'.
Media International Australia, 2012
Relatively cheap, low-end 8-bit machines were embraced by hobbyists interested in computing in the late 1970s and early 1980s. But what were these early computers good for? Opinion was split as to whether these early computers were useful, and what for. As early adopters, hobbyists were in the vanguard of inventing new uses for computers. To date, their pursuits have tended to be overlooked or dismissed as insignificant. This article focuses on consumption in the early microcomputing period and considers the Australian history of computing in terms of several interrelated questions about utility. Based on extensive archival research, it discusses doubts about the usefulness of these computers, the actual uses to which these micros were put, the invention of new uses by hobbyists and factors behind the change in perceptions of computers' usefulness in the latter part of the decade. From the late 1970s through to at least the mid-1980s, low-end microcomputers such as the TRS and System 80s, 1 the Commodores, the Spectrum and the Sega SC3000 were purchased by Australians interested in the new potentials of computing. Small and cheap compared with their mini-computer siblings, the arrival of microcomputers-a little over three decades ago-heralded the moment when computers came within reach of laypeople. This is relatively recent media history, and yet so much in computing has changed that these computers can seem very distant to current users. The history traced by this article begins at a time when Microsoft was still developing DOS, and the Macintosh GUI hadn't yet appeared. Indeed, the term 'personal computers' (or 'PCs') hadn't yet entered the lexicon. And while now-recognisable brands of computers-IBM and Apple-were available to purchase from the late 1970s/early 1980s, these were expensive compared with the 'all in one' microcomputers, most of which simply plugged into an existing television set. These low-end, 8-bit machines provided many with their first taste of computing. This article focuses on questions of use in relation to such early microcomputers during the 1980s. 'Use' should be understood here in terms of the cultural and media studies concern with practices of consumption. I am influenced particularly by the work of Michel de Certeau, who attends to the uses that are made of products by consumers. 2 My research has revealed that discourses of computers' utility, usefulness and uselessness were recurrent ones during this period in Australia. Adopting utility as a lens allows me to examine several-at times interrelated-issues around the wider cultural reception of computers during this decade, including perceptions about microcomputers, anxieties about their claimed usefulness, and the invention of new uses for computers by users. The entry of digital computers into domestic spaces was a highly significant moment. A mere 30 years on, it is clear that personal computing has affected almost all aspects of our daily lives, including the ways we socialise and create culture. But in the late 1970s and early QueStionS About the uSefulneSS of MicrocoMputerS in 1980s AuStrAliA
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