Tag Archive for iPod

Thinking About the Future of Reading

The Taxonomy of Usefulness We are a family with two Kindles, three iPads, two iPods, and an iPhone. We also have a few thousand old-fashioned paper books stored on bookshelves in every nook and cranny of our home: bedrooms, bathrooms, kitchen, stairs, garage, closets, family room, and any other space and surface that might hold a book or two or ten. We are into reading! And we use our Kindles, iPads/Pods/Phone, and computers to read as well. And while statistically speaking, we make just four data points for four family members, I feel we have something interesting to say about using technology to read. To help me understand my own relationship with reading and technology, I’ve come up with a little Taxonomy of Usefulness. If you’ve been reading this blog (or my books and papers), you’d have noticed that I like to slice up the world into groups sorted by a set of variables that I find useful at the time. Forming categories helps me think—the Cognitive Wheel is a prime example. Taxonomy of Usefulness These variables help derive the value of the electronic reading devices. Ergonomics There are many attributes to consider when describing the ergonomics of a device,…

On “For digital artists, apps provide new palette”

Harmanci, R. (2010). “For digital artists, apps provide new palette.”  New York Times Online. Retrieved on October 4, 2010: http://www.nytimes.com/2010/08/20/us/20bciart.html To illustrate the impact of mobile/handheld-device technology on the arts, this article describes the work of several individual artists who have used iPhone/iPad applications as an artistic format. In my overview, I focus on the work by Scott Snibbe and pose the following question: what is it about handheld apps that sets them apart and makes them a more successful environment for interactive art than any other? Scott Snibbe is an artist for whom interactivity, i.e. the opportunity for audience participation, is a central theme. His installations are often designed to capture human bodily actions and respond to them. The audience thus has the experience of bringing an art piece’s content into existence. For example, in Falling Girl (2008) and Make Like a Tree (2006), people’s movements are replicated, with some time lag, by silhouettes projected onto screens, while in Blow-Up (2005) people’s breath triggers fans that reproduce its spatio-temporal contour.  Snibbe’s very popular mobile apps are closely based on an earlier Dynamic Systems interactive series that involved manual action, except that their original version used more traditional cursor-based interface. …

The Seed of Apple’s Innovation.

Borrows, P. (2004). “The Seed of Apple’s Innovation.” Business Week. Retrieved on 12 October 2004. http://www.businessweek.com/bwdaily/dnflash/oct2004/nf20041012_4018_db083.htm This article is an excerpt of an interview with Steve Jobs following his return from work from cancer surgery.  The interview focuses on Apple’s innovation process and how they differ from other technology companies. Jobs points out how HP’s philosophy of creating great products influenced Apple in its early days. Apple was at the forefront of innovation when it created the first PC and desktop GUI in the 70’s.  But because Apple had achieved a certain monopoly in the PC market, it shifted from an innovation/products company to a sales/marketing company.  This ultimately led to the Apple’s stagnant growth in the years before he returned. Jobs explains that people are loyal to Mac because Apple hires the right people for the job.  Their employees work tirelessly to ensure the highest quality of their products, often sacrificing sleep and holidays working on hardware and software details.  From a consumer’s point of view, this translates to enjoyable experience throughout the entire usage of the product.  Even when customers become stuck or try something unfamiliar, they can quickly resolve the situation because Apple considered and designed for it. Another interesting point Jobs makes is the…