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	<entry>
		<id>https://cyborganthropology.com/index.php?title=Tools_for_Conviviality&amp;diff=7434</id>
		<title>Tools for Conviviality</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Tools_for_Conviviality&amp;diff=7434"/>
		<updated>2026-08-26T21:46:19Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:tools-for-conviviality.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
===Author===&lt;br /&gt;
Ivan Illich (1926–2002), Austrian-born philosopher, social critic and Roman Catholic priest. He founded the Centro Intercultural de Documentación (CIDOC) in Cuernavaca, Mexico, which from 1961 to 1976 was a research centre and a gathering point for critics of development and institutional modernity. He left the priesthood in 1969 after conflict with the Vatican over his criticism of missionary activity in Latin America.&lt;br /&gt;
&lt;br /&gt;
His related books are &#039;&#039;Deschooling Society&#039;&#039; (1971), &#039;&#039;Energy and Equity&#039;&#039; (1974), and &#039;&#039;Medical Nemesis&#039;&#039; (1975), which apply the same analysis to education, transport, and medicine, respectively.&lt;br /&gt;
&lt;br /&gt;
===Publication Details===&lt;br /&gt;
&#039;&#039;Tools for Conviviality&#039;&#039;. New York: Harper &amp;amp; Row, 1973. 110 pp.&amp;lt;ref&amp;gt;Illich, Ivan. &#039;&#039;Tools for Conviviality&#039;&#039;. New York: Harper &amp;amp; Row, 1973. [https://monoskop.org/images/2/24/Illich_Ivan_Tools_for_Conviviality_1973.pdf Full text].&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Central Argument===&lt;br /&gt;
Illich&#039;s subject is the point at which a tool stops serving people and when a tool is suddenly &#039;&#039;required&#039;&#039; for life, like a car. &lt;br /&gt;
&lt;br /&gt;
Illich defines &#039;&#039;&#039;conviviality&#039;&#039;&#039; as &amp;quot;autonomous and creative intercourse among persons, and the intercourse of persons with their environment,&amp;quot; and a &#039;&#039;&#039;convivial tool&#039;&#039;&#039; as one usable easily and by anybody, as often or as seldom as desired, for a purpose the user chooses. The test is not whether a tool is simple or old but whether it &#039;&#039;&#039;enlarges the range of action of its user&#039;&#039;&#039; without reducing anyone else&#039;s. His examples include the telephone, the bicycle, the library and hand tools.&lt;br /&gt;
&lt;br /&gt;
The opposite is the manipulative or industrial tool, which determines the purposes it may be put to, requires a specialist class to operate and maintain it, and reorganizes the society around it until doing without it becomes impossible.&lt;br /&gt;
&lt;br /&gt;
===Key Concepts===&lt;br /&gt;
* One example is &#039;&#039;&#039;two watersheds.&#039;&#039;&#039; Any tool passes two thresholds: &#039;&#039;&#039;first&#039;&#039;&#039; it begins genuinely to solve the problem it was made for — his case is medicine between roughly 1913 and 1955, when it became more likely to help than harm. &#039;&#039;&#039;Second&#039;&#039;&#039;, continued expansion turns the tool against its own purpose: the institution grows past usefulness and begins producing the condition it was meant to relieve. Schools produce ignorance of everything not schooled; medicine produces iatrogenic illness; transport produces distance.&lt;br /&gt;
* &#039;&#039;&#039;Radical monopoly.&#039;&#039;&#039; Not one brand dominating a market but &#039;&#039;&#039;one mode of production dominating the satisfaction of a need&#039;&#039;&#039;, excluding alternatives. Cars do not merely outsell bicycles; they reshape cities so that walking becomes impractical and everyone must have a car whether they want one or not. A radical monopoly does not require anyone to choose it. It removes the alternatives.&lt;br /&gt;
* &#039;&#039;&#039;Counterproductivity.&#039;&#039;&#039; The tendency of over-grown institutions to produce the opposite of their stated goal while remaining able to demonstrate their own necessity.&lt;br /&gt;
* &#039;&#039;&#039;Five threats.&#039;&#039;&#039; Illich lists the balances a society must maintain against industrial overgrowth: biological degradation, radical monopoly, over-programming, polarisation, and obsolescence.&lt;br /&gt;
* &#039;&#039;&#039;Managed austerity.&#039;&#039;&#039; is his term, deliberately provocative, for the deliberate political choice to limit tools at the point where they still serve — austerity meaning not deprivation but the discipline that protects the conditions for friendship and autonomy.&lt;br /&gt;
&lt;br /&gt;
===Influence===&lt;br /&gt;
Illich&#039;s account of convivial tools was read directly by figures in early personal computing — Lee Felsenstein has cited it as a design influence on the Community Memory project and on his approach to hardware built to be understood and modified by its users. The argument runs from there into free software, right-to-repair, and current debate about small, local and federated alternatives to platforms.&lt;br /&gt;
&lt;br /&gt;
Illich asks &#039;&#039;&#039;does this enlarge what its user can do without requiring a class of specialists and without foreclosing the alternatives?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Illich&#039;s second watershed describes [[Enshittification|enshittification]] from another direction — a service past the point where growth improves it. Radical monopoly describes a platform that has become the only practical way to reach one&#039;s own audience, or the only place a community exists. And Illich&#039;s insistence that a tool be usable &amp;quot;as often or as seldom as desired&amp;quot; is close to [[Calm Technology|calm technology]], and directly opposed to systems designed for continuous use.&lt;br /&gt;
&lt;br /&gt;
Compare [[Ease|ease]] on the conservation of complexity, [[Materials|materials]] and [[Industrial Ecology|industrial ecology]] on repairability, and [[The Wealth of Networks: How Social Production Transforms Markets and Freedom|Benkler]] on distributed production.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Thinking in Systems]]&lt;br /&gt;
* [[Enshittification]]&lt;br /&gt;
* [[Calm Technology]]&lt;br /&gt;
* [[Materials]]&lt;br /&gt;
* [[The Wealth of Networks: How Social Production Transforms Markets and Freedom]]&lt;br /&gt;
* [[From Counterculture to Cyberculture: Stewart Brand, the Whole Earth Network, and the Rise of Digital Utopianism]]&lt;br /&gt;
* [[Industrial Ecology]]&lt;br /&gt;
&lt;br /&gt;
===External Links===&lt;br /&gt;
* [https://monoskop.org/images/2/24/Illich_Ivan_Tools_for_Conviviality_1973.pdf Full text (PDF)]&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Books]]&lt;br /&gt;
[[Category:Critical Theory]]&lt;br /&gt;
[[Category:Information Society]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Thinking_in_Systems&amp;diff=7433</id>
		<title>Thinking in Systems</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Thinking_in_Systems&amp;diff=7433"/>
		<updated>2026-08-26T21:43:52Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;By Donella Meadows&lt;br /&gt;
&lt;br /&gt;
===Author===&lt;br /&gt;
Donella H. &amp;quot;Dana&amp;quot; Meadows (1941–2001), American environmental scientist and systems analyst. Trained as a biophysicist at Harvard, she worked in Jay Forrester&#039;s system dynamics group at MIT and was lead author of &#039;&#039;The Limits to Growth&#039;&#039; (1972), the Club of Rome report modelling long-run interactions between population, industry, food, resources and pollution. She taught at Dartmouth and founded the Sustainability Institute, now the Donella Meadows Project.&lt;br /&gt;
&lt;br /&gt;
===Publication Details===&lt;br /&gt;
&#039;&#039;Thinking in Systems: A Primer&#039;&#039;. Edited by Diana Wright. White River Junction, VT: Chelsea Green, 2008. 240 pp. ISBN 978-1-60358-055-7.&amp;lt;ref&amp;gt;[https://en.wikipedia.org/wiki/Thinking_In_Systems:_A_Primer Thinking in Systems: A Primer].&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Meadows drafted the manuscript in 1993 and circulated it informally for years without publishing it. It appeared posthumously, edited from her draft by Diana Wright of the Sustainability Institute.&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
The book is an introduction to system dynamics for readers with no mathematics and no modeling background. Meadows builds the vocabulary from a bathtub with a tap and a drain, a thermostat, and a warehouse ordering inventory.&lt;br /&gt;
&lt;br /&gt;
For instance, a &#039;&#039;&#039;stock&#039;&#039;&#039; is an accumulation — water in a tub, money in an account, population, carbon in the atmosphere, trust in an institution. &#039;&#039;&#039;Flows&#039;&#039;&#039; fill and drain it. &#039;&#039;&#039;Feedback loops&#039;&#039;&#039; connect the state of a stock back to the flows: &#039;&#039;&#039;balancing&#039;&#039;&#039; loops resist change and hold a system near a goal, &#039;&#039;&#039;reinforcing&#039;&#039;&#039; loops amplify it and produce exponential growth or collapse. &#039;&#039;&#039;Delays&#039;&#039;&#039; between a change and its perception are, in her account, the single most common source of oscillation and overshoot, because decision-makers act on information that is already old.&lt;br /&gt;
&lt;br /&gt;
From these she derives the behaviors that make systems frustrating, which she calls &#039;&#039;&#039;system traps&#039;&#039;&#039;: &#039;&#039;&#039;policy resistance&#039;&#039;&#039;, where every actor pulls toward their own goal and the system stays put; the &#039;&#039;&#039;tragedy of the commons&#039;&#039;&#039;; &#039;&#039;&#039;drift to low performance&#039;&#039;&#039;, where standards are quietly reset against recent results rather than against a fixed goal; &#039;&#039;&#039;escalation&#039;&#039;&#039;; &#039;&#039;&#039;success to the successful&#039;&#039;&#039;; &#039;&#039;&#039;addiction&#039;&#039;&#039;, where an intervention relieves a symptom and atrophies the system&#039;s capacity to cope; and &#039;&#039;&#039;rule-beating&#039;&#039;&#039;. Each comes with a way out.&lt;br /&gt;
&lt;br /&gt;
===Leverage Points===&lt;br /&gt;
The book&#039;s most-used chapter, drawn from her 1999 essay &amp;quot;Leverage Points: Places to Intervene in a System,&amp;quot; ranks twelve places to intervene in increasing order of effectiveness — and her point is that the obvious ones are the weakest.&lt;br /&gt;
&lt;br /&gt;
From least to most effective: &#039;&#039;&#039;12.&#039;&#039;&#039; constants and parameters (subsidies, taxes, standards); &#039;&#039;&#039;11.&#039;&#039;&#039; the size of buffers; &#039;&#039;&#039;10.&#039;&#039;&#039; the structure of stocks and flows; &#039;&#039;&#039;9.&#039;&#039;&#039; the length of delays; &#039;&#039;&#039;8.&#039;&#039;&#039; the strength of balancing feedback loops; &#039;&#039;&#039;7.&#039;&#039;&#039; the gain around reinforcing loops; &#039;&#039;&#039;6.&#039;&#039;&#039; the structure of information flows — who does and does not have access to information; &#039;&#039;&#039;5.&#039;&#039;&#039; the rules of the system; &#039;&#039;&#039;4.&#039;&#039;&#039; the power to add, change or self-organise system structure; &#039;&#039;&#039;3.&#039;&#039;&#039; the goals of the system; &#039;&#039;&#039;2.&#039;&#039;&#039; the paradigm the system arises from; &#039;&#039;&#039;1.&#039;&#039;&#039; the power to transcend paradigms.&lt;br /&gt;
&lt;br /&gt;
Her observation is that almost all effort goes into number twelve, which almost never works, while numbers six, five and three are where systems actually turn — and that the higher the leverage, the more fiercely the change is resisted.&lt;br /&gt;
&lt;br /&gt;
Meadows is the most accessible entry point to the tradition this wiki already covers through [[Norbert Wiener|Wiener]], [[Ross Ashby|Ashby]] and [[Stafford Beer|Beer]] — the same feedback-and-regulation apparatus, written for a general reader and aimed at intervention.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leverage point six — the structure of information flows&#039;&#039;&#039; — is a precise description of what an interface is: a decision about who can see what, and therefore about what feedback loops can close. And her &#039;&#039;&#039;drift to low performance&#039;&#039;&#039; trap is the mechanism of [[Enshittification|enshittification]] stated in system-dynamics terms: when the standard is reset against recent performance rather than against a fixed goal, decline becomes self-reinforcing and no one notices a bad year.&lt;br /&gt;
&lt;br /&gt;
Her closing chapter shows how a model is not the system, that the important variables are frequently the ones nobody measures, and that &amp;quot;the future can&#039;t be predicted, but it can be envisioned.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Ross Ashby]]&lt;br /&gt;
* [[Stafford Beer]]&lt;br /&gt;
* [[Norbert Wiener]]&lt;br /&gt;
* [[Project Cybersyn]]&lt;br /&gt;
* [[Cellular Automata]]&lt;br /&gt;
* [[Industrial Ecology]]&lt;br /&gt;
* [[Enshittification]]&lt;br /&gt;
* [[Tools for Conviviality]]&lt;br /&gt;
&lt;br /&gt;
===External Links===&lt;br /&gt;
* [https://donellameadows.org/ The Donella Meadows Project]&lt;br /&gt;
* [https://donellameadows.org/archives/leverage-points-places-to-intervene-in-a-system/ &amp;quot;Leverage Points: Places to Intervene in a System&amp;quot; (1999)]&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Books]]&lt;br /&gt;
[[Category:Cybernetics]]&lt;br /&gt;
[[Category:Information Society]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=File:Tools-for-conviviality.jpg&amp;diff=7432</id>
		<title>File:Tools-for-conviviality.jpg</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=File:Tools-for-conviviality.jpg&amp;diff=7432"/>
		<updated>2026-08-26T18:03:50Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Tools_for_Conviviality&amp;diff=7431</id>
		<title>Tools for Conviviality</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Tools_for_Conviviality&amp;diff=7431"/>
		<updated>2026-08-26T18:03:42Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}} &lt;br /&gt;
&lt;br /&gt;
Tools for Conviviality&lt;br /&gt;
&lt;br /&gt;
[[image:tools-for-conviviality.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Book]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Tools_for_Conviviality&amp;diff=7430</id>
		<title>Tools for Conviviality</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Tools_for_Conviviality&amp;diff=7430"/>
		<updated>2026-08-26T18:03:08Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: Created page with &amp;quot;{{stub}}   Tools for Conviviality  Category:Book&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}} &lt;br /&gt;
&lt;br /&gt;
Tools for Conviviality&lt;br /&gt;
&lt;br /&gt;
[[Category:Book]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Template:Home:RecentArticles&amp;diff=7429</id>
		<title>Template:Home:RecentArticles</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Template:Home:RecentArticles&amp;diff=7429"/>
		<updated>2026-08-26T18:02:54Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: /* Recent Articles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TopicHeader}}&lt;br /&gt;
==Recent Articles==&lt;br /&gt;
{{TopicEnder}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 50%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Thinking in Systems]]&lt;br /&gt;
*[[Tools for Conviviality]]&lt;br /&gt;
*[[Ontological Buoyancy]]&lt;br /&gt;
*[[Ontological Shock]]&lt;br /&gt;
*[[Ontological Shutter]]&lt;br /&gt;
*[[Metamodernism]]&lt;br /&gt;
*[[Governance Archaeology]] &lt;br /&gt;
*[[Cybersickness]]&lt;br /&gt;
*[[Indigenous Cybernetics]]&lt;br /&gt;
*[[Web Dérive]]&lt;br /&gt;
*[[Rhizomes]]&lt;br /&gt;
*[[History of Cybernetics]]&lt;br /&gt;
*[[Ratio Club]]&lt;br /&gt;
*[[History of the Term AI]]&lt;br /&gt;
*[[Metastable Systems]]&lt;br /&gt;
*[[Truth vs. Truthy]]&lt;br /&gt;
*[[Omotenashi and Japanese Service]]&lt;br /&gt;
*[[Technological Mediation of Care]]&lt;br /&gt;
*[[Impulse Notion Muse Framework]]&lt;br /&gt;
*[[Cosmotechnics]]&lt;br /&gt;
*[[Regeneration]]&lt;br /&gt;
*[[Non Places]]&lt;br /&gt;
*[[Calm Technology]]&lt;br /&gt;
*[[Boundary Softening]]&lt;br /&gt;
*[[Human Scale Design]]&lt;br /&gt;
*[[Wisdom Weavers]]&lt;br /&gt;
*[[CyborgCamp]]&lt;br /&gt;
*[[Do Androids Dream of Electric Speech]]? - The Construction of Cochlear Implant Identity on American Television and the “New Deaf Cyborg”. Submitted by Pamela Kincheloe.&lt;br /&gt;
*[[Flow, Interaction Design And Contemporary Boredom]]&lt;br /&gt;
*[[Defining Cyborg Anthropology]]&lt;br /&gt;
*[[How Did We Get Here?]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;float: left; width: 50%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Wearable Computing]]&lt;br /&gt;
*[[Mediated Reality]]&lt;br /&gt;
*[[Equipotential Space]]&lt;br /&gt;
*[[The Feeling of Space]]&lt;br /&gt;
*[[Diminished Reality]]&lt;br /&gt;
*[[Glossary:Playground as Factory|Playground as Factory]]&lt;br /&gt;
*[[Device as Memory]]&lt;br /&gt;
*[[Borrowed Space]]&lt;br /&gt;
*[[Boundary Maintenance]]&lt;br /&gt;
*[[Affective Computing]]&lt;br /&gt;
*[[Digital Hoarding]]&lt;br /&gt;
*[[The Autistic Spectrum and Technologists]]&lt;br /&gt;
*[[Cybernetic Feedback in the Wizard Mindset]]&lt;br /&gt;
*[[Connective Obligation]]&lt;br /&gt;
*[[Internet As Surrogate Community]]&lt;br /&gt;
*[[Animal Cyborgs]]&lt;br /&gt;
*[[Tele-Cocooning]]&lt;br /&gt;
*[[Little Brother]]&lt;br /&gt;
*[[Mundane Science Fiction]]&lt;br /&gt;
*[[Uncanny Valley]]&lt;br /&gt;
*[[Psyber-culture]]&lt;br /&gt;
*[[Ambient Awareness]]&lt;br /&gt;
*[[Networked Publics]]&lt;br /&gt;
*[[OpenStreetMap]]&lt;br /&gt;
*[[Lepht Anonym]]&lt;br /&gt;
*[[Haptics]]&lt;br /&gt;
*[[Geolocation]]&lt;br /&gt;
*[[Kowloon Walled City]]&lt;br /&gt;
*[[Consciousness Slum]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Thinking_in_Systems&amp;diff=7428</id>
		<title>Thinking in Systems</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Thinking_in_Systems&amp;diff=7428"/>
		<updated>2026-08-26T17:23:24Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: Created page with &amp;quot;{{stub}}   By Donella Meadows&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}} &lt;br /&gt;
&lt;br /&gt;
By Donella Meadows&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Template:Home:RecentArticles&amp;diff=7427</id>
		<title>Template:Home:RecentArticles</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Template:Home:RecentArticles&amp;diff=7427"/>
		<updated>2026-08-26T17:03:17Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: /* Recent Articles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TopicHeader}}&lt;br /&gt;
==Recent Articles==&lt;br /&gt;
{{TopicEnder}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 50%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Thinking in Systems]]&lt;br /&gt;
*[[Ontological Buoyancy]]&lt;br /&gt;
*[[Ontological Shock]]&lt;br /&gt;
*[[Ontological Shutter]]&lt;br /&gt;
*[[Metamodernism]]&lt;br /&gt;
*[[Governance Archaeology]] &lt;br /&gt;
*[[Cybersickness]]&lt;br /&gt;
*[[Indigenous Cybernetics]]&lt;br /&gt;
*[[Web Dérive]]&lt;br /&gt;
*[[Rhizomes]]&lt;br /&gt;
*[[History of Cybernetics]]&lt;br /&gt;
*[[Ratio Club]]&lt;br /&gt;
*[[History of the Term AI]]&lt;br /&gt;
*[[Metastable Systems]]&lt;br /&gt;
*[[Truth vs. Truthy]]&lt;br /&gt;
*[[Omotenashi and Japanese Service]]&lt;br /&gt;
*[[Technological Mediation of Care]]&lt;br /&gt;
*[[Impulse Notion Muse Framework]]&lt;br /&gt;
*[[Cosmotechnics]]&lt;br /&gt;
*[[Regeneration]]&lt;br /&gt;
*[[Non Places]]&lt;br /&gt;
*[[Calm Technology]]&lt;br /&gt;
*[[Boundary Softening]]&lt;br /&gt;
*[[Human Scale Design]]&lt;br /&gt;
*[[Wisdom Weavers]]&lt;br /&gt;
*[[CyborgCamp]]&lt;br /&gt;
*[[Do Androids Dream of Electric Speech]]? - The Construction of Cochlear Implant Identity on American Television and the “New Deaf Cyborg”. Submitted by Pamela Kincheloe.&lt;br /&gt;
*[[Flow, Interaction Design And Contemporary Boredom]]&lt;br /&gt;
*[[Defining Cyborg Anthropology]]&lt;br /&gt;
*[[How Did We Get Here?]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;float: left; width: 50%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Wearable Computing]]&lt;br /&gt;
*[[Mediated Reality]]&lt;br /&gt;
*[[Equipotential Space]]&lt;br /&gt;
*[[The Feeling of Space]]&lt;br /&gt;
*[[Diminished Reality]]&lt;br /&gt;
*[[Glossary:Playground as Factory|Playground as Factory]]&lt;br /&gt;
*[[Device as Memory]]&lt;br /&gt;
*[[Borrowed Space]]&lt;br /&gt;
*[[Boundary Maintenance]]&lt;br /&gt;
*[[Affective Computing]]&lt;br /&gt;
*[[Digital Hoarding]]&lt;br /&gt;
*[[The Autistic Spectrum and Technologists]]&lt;br /&gt;
*[[Cybernetic Feedback in the Wizard Mindset]]&lt;br /&gt;
*[[Connective Obligation]]&lt;br /&gt;
*[[Internet As Surrogate Community]]&lt;br /&gt;
*[[Animal Cyborgs]]&lt;br /&gt;
*[[Tele-Cocooning]]&lt;br /&gt;
*[[Little Brother]]&lt;br /&gt;
*[[Mundane Science Fiction]]&lt;br /&gt;
*[[Uncanny Valley]]&lt;br /&gt;
*[[Psyber-culture]]&lt;br /&gt;
*[[Ambient Awareness]]&lt;br /&gt;
*[[Networked Publics]]&lt;br /&gt;
*[[OpenStreetMap]]&lt;br /&gt;
*[[Lepht Anonym]]&lt;br /&gt;
*[[Haptics]]&lt;br /&gt;
*[[Geolocation]]&lt;br /&gt;
*[[Kowloon Walled City]]&lt;br /&gt;
*[[Consciousness Slum]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Wood_Grain&amp;diff=7426</id>
		<title>Wood Grain</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Wood_Grain&amp;diff=7426"/>
		<updated>2026-08-26T11:57:45Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: /* The Honesty Question */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Calm Technology Category===&lt;br /&gt;
Does the product show its material, and does that material carry information?&lt;br /&gt;
&lt;br /&gt;
===Definition===&lt;br /&gt;
Wood grain is the pattern of fibre, growth rings and figure visible on the surface of cut timber — a record of how a particular tree grew, in what conditions, over how many years.&lt;br /&gt;
&lt;br /&gt;
===What Grain Is===&lt;br /&gt;
The pattern is not decoration applied to a material; it is the material&#039;s history made visible. Each ring is a growing season. Wide rings record good years, narrow ones drought or shade. Knots mark where branches were. Reaction wood records a lean the tree was correcting against. Figure — quilting, curl, burl, medullary ray — is the trace of stresses and irregularities in growth.&lt;br /&gt;
&lt;br /&gt;
The consequence for design is that &#039;&#039;&#039;no two pieces are the same, and none of them can be specified&#039;&#039;&#039;. A manufacturer can choose a species, a cut and a finish, and cannot choose the pattern. Every unit differs, which is a defect in a manufacturing process and a virtue in an object someone will live with.&lt;br /&gt;
&lt;br /&gt;
===Interesting properties of wood and wood grain===&lt;br /&gt;
* &#039;&#039;&#039;It communicates without signalling.&#039;&#039;&#039; Grain carries information — species, age, quality, orientation — through a channel that costs nothing to attend to. It is legible in the periphery, which is exactly the criterion in [[Calm Technology|calm technology]].&lt;br /&gt;
* &#039;&#039;&#039;It ages legibly.&#039;&#039;&#039; Wood darkens, takes marks, and wears at the points where it is touched most. An object that records its own use accumulates a history and tends to be kept; an object that only degrades looks broken and tends to be replaced. See [[Future Runoff|future runoff]] and [[Natural Material|natural material]].&lt;br /&gt;
* &#039;&#039;&#039;It is warm to the touch.&#039;&#039;&#039; Wood conducts heat away from the hand slowly, so it reads as warm where metal and glass read as cold. This is a physical property, not an association, and it is available whether or not the device is powered — the &#039;&#039;&#039;presence&#039;&#039;&#039; dimension [[Hans Ulrich Gumbrecht|Gumbrecht]] argues is systematically neglected.&lt;br /&gt;
* &#039;&#039;&#039;It sets an expectation of repair.&#039;&#039;&#039; A wooden object implies it can be mended. A sealed polymer shell implies it cannot, and is usually right.&lt;br /&gt;
&lt;br /&gt;
===The Honesty Question===&lt;br /&gt;
Printed wood-grain laminate, veneer over particle board and wood-textured polymer borrow the associations of grain without its properties. This is a signifier without an affordance in [[Donald Norman|Norman&#039;s]] sense: the surface promises that the object will age, can be sanded, can be repaired, and it will do none of these.&lt;br /&gt;
&lt;br /&gt;
Whether that is legitimate styling or a false claim is a live argument in product design. The practical test is whether the implied promise is one the object can keep — and printed grain, which is a photograph of a tree that never existed applied to a material that cannot patinate, generally cannot.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
Grain is the clearest small example of a material carrying meaning that no one designed. It is information produced by growth rather than by a designer, and putting it on the surface of a computing device is a deliberate argument about what that device should be — an object in a room with a history, rather than a portal demanding attention.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Natural Material]]&lt;br /&gt;
* [[Materials]]&lt;br /&gt;
* [[mui Lab, Inc.]]&lt;br /&gt;
* [[Calm Technology]]&lt;br /&gt;
* [[Calm Tech Institute]]&lt;br /&gt;
* [[Juhani Pallasmaa]]&lt;br /&gt;
* [[Industrial Ecology]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Calm Technology]]&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Wood_Grain&amp;diff=7425</id>
		<title>Wood Grain</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Wood_Grain&amp;diff=7425"/>
		<updated>2026-08-26T11:57:36Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: /* Why It Belongs in Calm Technology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Calm Technology Category===&lt;br /&gt;
Does the product show its material, and does that material carry information?&lt;br /&gt;
&lt;br /&gt;
===Definition===&lt;br /&gt;
Wood grain is the pattern of fibre, growth rings and figure visible on the surface of cut timber — a record of how a particular tree grew, in what conditions, over how many years.&lt;br /&gt;
&lt;br /&gt;
===What Grain Is===&lt;br /&gt;
The pattern is not decoration applied to a material; it is the material&#039;s history made visible. Each ring is a growing season. Wide rings record good years, narrow ones drought or shade. Knots mark where branches were. Reaction wood records a lean the tree was correcting against. Figure — quilting, curl, burl, medullary ray — is the trace of stresses and irregularities in growth.&lt;br /&gt;
&lt;br /&gt;
The consequence for design is that &#039;&#039;&#039;no two pieces are the same, and none of them can be specified&#039;&#039;&#039;. A manufacturer can choose a species, a cut and a finish, and cannot choose the pattern. Every unit differs, which is a defect in a manufacturing process and a virtue in an object someone will live with.&lt;br /&gt;
&lt;br /&gt;
===Interesting properties of wood and wood grain===&lt;br /&gt;
* &#039;&#039;&#039;It communicates without signalling.&#039;&#039;&#039; Grain carries information — species, age, quality, orientation — through a channel that costs nothing to attend to. It is legible in the periphery, which is exactly the criterion in [[Calm Technology|calm technology]].&lt;br /&gt;
* &#039;&#039;&#039;It ages legibly.&#039;&#039;&#039; Wood darkens, takes marks, and wears at the points where it is touched most. An object that records its own use accumulates a history and tends to be kept; an object that only degrades looks broken and tends to be replaced. See [[Future Runoff|future runoff]] and [[Natural Material|natural material]].&lt;br /&gt;
* &#039;&#039;&#039;It is warm to the touch.&#039;&#039;&#039; Wood conducts heat away from the hand slowly, so it reads as warm where metal and glass read as cold. This is a physical property, not an association, and it is available whether or not the device is powered — the &#039;&#039;&#039;presence&#039;&#039;&#039; dimension [[Hans Ulrich Gumbrecht|Gumbrecht]] argues is systematically neglected.&lt;br /&gt;
* &#039;&#039;&#039;It sets an expectation of repair.&#039;&#039;&#039; A wooden object implies it can be mended. A sealed polymer shell implies it cannot, and is usually right.&lt;br /&gt;
&lt;br /&gt;
===The Honesty Question===&lt;br /&gt;
Printed wood-grain laminate, veneer over particle board and wood-textured polymer borrow the associations of grain without its properties. This is a signifier without an affordance in [[Don Norman|Norman&#039;s]] sense: the surface promises that the object will age, can be sanded, can be repaired, and it will do none of these.&lt;br /&gt;
&lt;br /&gt;
Whether that is legitimate styling or a false claim is a live argument in product design. The practical test is whether the implied promise is one the object can keep — and printed grain, which is a photograph of a tree that never existed applied to a material that cannot patinate, generally cannot.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
Grain is the clearest small example of a material carrying meaning that no one designed. It is information produced by growth rather than by a designer, and putting it on the surface of a computing device is a deliberate argument about what that device should be — an object in a room with a history, rather than a portal demanding attention.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Natural Material]]&lt;br /&gt;
* [[Materials]]&lt;br /&gt;
* [[mui Lab, Inc.]]&lt;br /&gt;
* [[Calm Technology]]&lt;br /&gt;
* [[Calm Tech Institute]]&lt;br /&gt;
* [[Juhani Pallasmaa]]&lt;br /&gt;
* [[Industrial Ecology]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Calm Technology]]&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Wood_Grain&amp;diff=7424</id>
		<title>Wood Grain</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Wood_Grain&amp;diff=7424"/>
		<updated>2026-08-26T11:57:20Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: /* Why It Belongs in Calm Technology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Calm Technology Category===&lt;br /&gt;
Does the product show its material, and does that material carry information?&lt;br /&gt;
&lt;br /&gt;
===Definition===&lt;br /&gt;
Wood grain is the pattern of fibre, growth rings and figure visible on the surface of cut timber — a record of how a particular tree grew, in what conditions, over how many years.&lt;br /&gt;
&lt;br /&gt;
===What Grain Is===&lt;br /&gt;
The pattern is not decoration applied to a material; it is the material&#039;s history made visible. Each ring is a growing season. Wide rings record good years, narrow ones drought or shade. Knots mark where branches were. Reaction wood records a lean the tree was correcting against. Figure — quilting, curl, burl, medullary ray — is the trace of stresses and irregularities in growth.&lt;br /&gt;
&lt;br /&gt;
The consequence for design is that &#039;&#039;&#039;no two pieces are the same, and none of them can be specified&#039;&#039;&#039;. A manufacturer can choose a species, a cut and a finish, and cannot choose the pattern. Every unit differs, which is a defect in a manufacturing process and a virtue in an object someone will live with.&lt;br /&gt;
&lt;br /&gt;
===Why It Belongs in Calm Technology===&lt;br /&gt;
* &#039;&#039;&#039;It communicates without signalling.&#039;&#039;&#039; Grain carries information — species, age, quality, orientation — through a channel that costs nothing to attend to. It is legible in the periphery, which is exactly the criterion in [[Calm Technology|calm technology]].&lt;br /&gt;
* &#039;&#039;&#039;It ages legibly.&#039;&#039;&#039; Wood darkens, takes marks, and wears at the points where it is touched most. An object that records its own use accumulates a history and tends to be kept; an object that only degrades looks broken and tends to be replaced. See [[Future Runoff|future runoff]] and [[Natural Material|natural material]].&lt;br /&gt;
* &#039;&#039;&#039;It is warm to the touch.&#039;&#039;&#039; Wood conducts heat away from the hand slowly, so it reads as warm where metal and glass read as cold. This is a physical property, not an association, and it is available whether or not the device is powered — the &#039;&#039;&#039;presence&#039;&#039;&#039; dimension [[Hans Ulrich Gumbrecht|Gumbrecht]] argues is systematically neglected.&lt;br /&gt;
* &#039;&#039;&#039;It sets an expectation of repair.&#039;&#039;&#039; A wooden object implies it can be mended. A sealed polymer shell implies it cannot, and is usually right.&lt;br /&gt;
&lt;br /&gt;
===The Honesty Question===&lt;br /&gt;
Printed wood-grain laminate, veneer over particle board and wood-textured polymer borrow the associations of grain without its properties. This is a signifier without an affordance in [[Don Norman|Norman&#039;s]] sense: the surface promises that the object will age, can be sanded, can be repaired, and it will do none of these.&lt;br /&gt;
&lt;br /&gt;
Whether that is legitimate styling or a false claim is a live argument in product design. The practical test is whether the implied promise is one the object can keep — and printed grain, which is a photograph of a tree that never existed applied to a material that cannot patinate, generally cannot.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
Grain is the clearest small example of a material carrying meaning that no one designed. It is information produced by growth rather than by a designer, and putting it on the surface of a computing device is a deliberate argument about what that device should be — an object in a room with a history, rather than a portal demanding attention.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Natural Material]]&lt;br /&gt;
* [[Materials]]&lt;br /&gt;
* [[mui Lab, Inc.]]&lt;br /&gt;
* [[Calm Technology]]&lt;br /&gt;
* [[Calm Tech Institute]]&lt;br /&gt;
* [[Juhani Pallasmaa]]&lt;br /&gt;
* [[Industrial Ecology]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Calm Technology]]&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Space_and_Place&amp;diff=7423</id>
		<title>Space and Place</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Space_and_Place&amp;diff=7423"/>
		<updated>2026-08-26T11:55:02Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Author===&lt;br /&gt;
[[Yi-fu Tuan]] (1930–2022), Chinese-American geographer and the founder of humanistic geography. He wrote the book while at the University of Minnesota, shortly before moving to the University of Wisconsin–Madison.&lt;br /&gt;
&lt;br /&gt;
===Publication Details===&lt;br /&gt;
&#039;&#039;Space and Place: The Perspective of Experience&#039;&#039;. Minneapolis: University of Minnesota Press, 1977. 235 pp. ISBN 978-0-8166-3877-2.&amp;lt;ref&amp;gt;[https://www.upress.umn.edu/9780816638772/space-and-place/ Space and Place], University of Minnesota Press.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
The book asks a question quantitative geography had no method for: what does a place mean to the person living in it? Tuan&#039;s answer is built from a single distinction that has since become standard equipment across geography, architecture, design and anthropology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space is freedom; place is security.&#039;&#039;&#039; Space is openness, movement, possibility, and — because it is undifferentiated — threat. Place is pause, meaning, attachment, and constraint. The two are not different locations but different relations to the same location: &amp;quot;What begins as undifferentiated space becomes place as we get to know it better and endow it with value.&amp;quot; A city is space to a stranger and place to a resident, and the transformation between them is accomplished by nothing more technical than staying.&lt;br /&gt;
&lt;br /&gt;
Tuan&#039;s most quoted formulation is that &#039;&#039;&#039;place is a pause in movement&#039;&#039;&#039;. Wherever a person stops long enough for attention to settle, place is produced. This makes place a function of duration and attention rather than of size, ownership or design — a chair, a corner, a favourite bench and a nation are all places by the same mechanism.&lt;br /&gt;
&lt;br /&gt;
===Key Ideas===&lt;br /&gt;
* &#039;&#039;&#039;The body as the origin of spatial order.&#039;&#039;&#039; Front and back, left and right, up and down are bodily before they are geographic, and every spatial vocabulary is built from them. Front is future and forward; back is past and rejected; up is aspiration and status in almost every recorded language.&lt;br /&gt;
* &#039;&#039;&#039;Intimate experiences of place.&#039;&#039;&#039; Tuan gives sustained attention to the small, unremarkable attachments — a chair, a room, a route — arguing that they are not lesser versions of attachment to a homeland but its constituents.&lt;br /&gt;
* &#039;&#039;&#039;Time in place.&#039;&#039;&#039; Attachment is largely a function of duration, but not simply: an intense brief experience can produce a stronger bond than years of unremarked residence.&lt;br /&gt;
* &#039;&#039;&#039;Mythical space.&#039;&#039;&#039; The spatial understanding held by people about regions they have not visited — a coherent, confident, largely false geography that nonetheless governs behaviour.&lt;br /&gt;
* &#039;&#039;&#039;The ambivalence of both.&#039;&#039;&#039; Tuan resists the sentimental reading. Place is security and also confinement; space is freedom and also exposure. Human life is an oscillation between them, and neither is the good.&lt;br /&gt;
&lt;br /&gt;
===Style===&lt;br /&gt;
The book is written in short, plain chapters drawing evidence from anthropology, psychology, architecture, literature and observation in the same paragraph. It has no method section and offers no model, which is why it has been influential far outside geography and cited comparatively little within it.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
Tuan&#039;s distinction is the sharpest available tool for describing what location-aware technology does. Systems that convert a location into a coordinate, a check-in, a route or a rating are operating on space; the pause that makes place is precisely what they compress. His account also transfers directly to interfaces, which begin as undifferentiated space and become places through repeated use — which is why a familiar application is defended and a redesign is experienced as a loss of somewhere.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Yi-fu Tuan]]&lt;br /&gt;
* [[The Poetics of Space]]&lt;br /&gt;
* [[The Production of Space]]&lt;br /&gt;
* [[Supermodernity]]&lt;br /&gt;
* [[The Social Logic of Space]]&lt;br /&gt;
* [[Geocloaking]]&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Books]]&lt;br /&gt;
[[Category:Time and Space]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Of_Other_Spaces_Heterotopias&amp;diff=7422</id>
		<title>Of Other Spaces Heterotopias</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Of_Other_Spaces_Heterotopias&amp;diff=7422"/>
		<updated>2026-08-26T11:54:37Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: /* The Argument */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Author===&lt;br /&gt;
Michel Foucault (1926–1984), French philosopher and historian of systems of thought.&lt;br /&gt;
&lt;br /&gt;
===Publication Details===&lt;br /&gt;
&amp;quot;Des espaces autres&amp;quot; was delivered as a lecture to the Cercle d&#039;études architecturales in Paris on 14 March 1967. Foucault did not publish it in his lifetime; it appeared in &#039;&#039;Architecture, Mouvement, Continuité&#039;&#039; in October 1984, shortly after his death, and in English as &amp;quot;Of Other Spaces: Utopias and Heterotopias&amp;quot; (trans. Jay Miskowiec) in &#039;&#039;Diacritics&#039;&#039; in 1986.&lt;br /&gt;
&lt;br /&gt;
Its status as a text should be kept in mind: it is an occasional lecture to architects, never revised for publication, and Foucault developed the concept nowhere else. It is one of his most cited pieces and one of his least worked-out.&lt;br /&gt;
&lt;br /&gt;
===Core Arguments===&lt;br /&gt;
Foucault opens with a periodisation: the Middle Ages had a space of &#039;&#039;&#039;emplacement&#039;&#039;&#039; — a hierarchy of places, sacred and profane, celestial and terrestrial; Galileo dissolved this into &#039;&#039;&#039;extension&#039;&#039;&#039;, infinite and open; and the present is the era of the &#039;&#039;&#039;site&#039;&#039;&#039; or &#039;&#039;emplacement&#039;&#039; in a new sense, defined by relations of proximity, storage, circulation and classification. &amp;quot;We are in the epoch of simultaneity... of the near and far, of the side-by-side, of the dispersed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Within this, he identifies two kinds of space that stand in relation to all the others by contesting or inverting them. &#039;&#039;&#039;Utopias&#039;&#039;&#039; are unreal sites that present society in perfected or reversed form. &#039;&#039;&#039;Heterotopias&#039;&#039;&#039; are &#039;&#039;&#039;real places&#039;&#039;&#039; that do the same work — actually existing sites that are &amp;quot;outside of all places, even though it may be possible to indicate their location.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===The Six Principles===&lt;br /&gt;
1. Every culture has them, in two broad types: &#039;&#039;&#039;crisis heterotopias&#039;&#039;&#039; (reserved for individuals in a state of transition — adolescence, menstruation, pregnancy, old age) and, in modern societies, &#039;&#039;&#039;heterotopias of deviation&#039;&#039;&#039; (the clinic, the psychiatric hospital, the prison, the retirement home).&lt;br /&gt;
2. A society can make an existing heterotopia function differently over time — Foucault&#039;s example is the changing meaning of the cemetery.&lt;br /&gt;
3. A heterotopia can juxtapose in one real place several incompatible sites: the theatre, the cinema, the garden.&lt;br /&gt;
4. Heterotopias are linked to &#039;&#039;&#039;heterochronies&#039;&#039;&#039;, breaks with ordinary time — the museum and library, which accumulate all time, and the fair or festival, which is wholly transitory.&lt;br /&gt;
5. They have systems of opening and closing that both isolate and make penetrable: entry is compulsory, or requires rites, or permission.&lt;br /&gt;
6. They function in relation to all remaining space, either as an illusion that exposes the rest as more illusory, or as a compensation — a space of meticulous order set against a disordered world.&lt;br /&gt;
&lt;br /&gt;
Foucault ends with the ship: &amp;quot;the heterotopia par excellence,&amp;quot; a piece of floating space, closed on itself and given over to the infinity of the sea.&lt;br /&gt;
&lt;br /&gt;
===Criticism===&lt;br /&gt;
The concept has been enormously productive and is notoriously slippery. Foucault&#039;s six principles are not consistent with one another, his examples do not all satisfy his own criteria, and the category has been applied so widely — to almost any space that is somewhat unusual — that critics have questioned whether it retains analytic content.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
&amp;quot;Heterotopia&amp;quot; is applied to networked spaces constantly, and the application is worth doing carefully rather than by reflex. The genuinely useful principles are the fourth and fifth. A platform is a heterochrony: it accumulates all past time in an accessible mass, which is the condition described under [[Persistent Paleontology|persistent paleontology]]. And its systems of opening and closing — account creation, verification, invitation, moderation, exclusion — are exactly the isolating-yet-penetrable entry rites Foucault identifies, and they are where a platform&#039;s politics are actually located.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Discipline and Punish: The Birth of the Prison]]&lt;br /&gt;
* [[Panopticon]]&lt;br /&gt;
* [[Supermodernity]]&lt;br /&gt;
* [[The Production of Space]]&lt;br /&gt;
* [[Persistent Paleontology]]&lt;br /&gt;
* [[Victor Turner]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Articles]]&lt;br /&gt;
[[Category:Critical Theory]]&lt;br /&gt;
[[Category:Time and Space]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Location-Specific_Art_Practices&amp;diff=7421</id>
		<title>Location-Specific Art Practices</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Location-Specific_Art_Practices&amp;diff=7421"/>
		<updated>2026-08-26T11:54:23Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Subject===&lt;br /&gt;
A body of art practice that uses location technology to challenge what a map is and what it can be for — treating cartography as a medium, and considering the normative use of maps as conventions that might be broken in interesting ways. &lt;br /&gt;
&lt;br /&gt;
Nearly everyone now navigates through a small number of commercial mapping services whose selection, ranking, naming and rendering decisions are proprietary. The practices in this Location-Specific Art Practices present a catalog of the questions that might be asked of those services — and a potential demonstration of alternative experiences and possibilities. &lt;br /&gt;
&lt;br /&gt;
Assumptions built into the standard map:&lt;br /&gt;
* &#039;&#039;&#039;A view from above and nowhere.&#039;&#039;&#039; The map is drawn from a position no observer occupies, which produces its air of objectivity.&lt;br /&gt;
* &#039;&#039;&#039;A single moment.&#039;&#039;&#039; Maps are static; the territory is not.&lt;br /&gt;
* &#039;&#039;&#039;Selection presented as completeness.&#039;&#039;&#039; Everything on a map was chosen; nothing indicates what was left out.&lt;br /&gt;
* &#039;&#039;&#039;Naming as fact.&#039;&#039;&#039; Place names on a map are the names used by whoever made it.&lt;br /&gt;
* &#039;&#039;&#039;Space as container.&#039;&#039;&#039; The map shows where things are, not how the space is produced or by whom — the objection [[Henri Lefebvre|Lefebvre]] makes to &amp;quot;representations of space.&amp;quot; See [[The Production of Space|&#039;&#039;The Production of Space&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
===Example Practices===&lt;br /&gt;
Practices in this tradition include: &#039;&#039;&#039;trace maps&#039;&#039;&#039; recording a single body&#039;s actual path rather than an abstract network; &#039;&#039;&#039;emotional and affective mapping&#039;&#039;&#039;, charting fear, comfort or memory across a terrain, in the psychogeographic lineage of [[Guy Debord|Debord]]; &#039;&#039;&#039;sound and smell maps&#039;&#039;&#039;, substituting a non-visual sense for the visual convention; &#039;&#039;&#039;temporal maps&#039;&#039;&#039; that show a place across time rather than at an instant; &#039;&#039;&#039;counter-maps&#039;&#039;&#039; that add what official cartography omits (see &#039;&#039;[[An Atlas of Radical Cartography]]&#039;&#039;); &#039;&#039;&#039;participatory maps&#039;&#039;&#039; made by inhabitants rather than surveyors; and &#039;&#039;&#039;deliberately unusable maps&#039;&#039;&#039; — deformed, subjective or partial — that make the fact of construction visible by refusing to function.&lt;br /&gt;
&lt;br /&gt;
Christian Nold&#039;s &#039;&#039;Bio Mapping&#039;&#039; and &#039;&#039;Emotion Maps&#039;&#039; projects, which recorded galvanic skin response alongside GPS position to produce maps of arousal across a walked route, are among the best-documented examples, and are notable for having been made with participants rather than about them.&lt;br /&gt;
&lt;br /&gt;
Work in this area encounters a consistent problem, identified early by locative media literature. A map that successfully refuses the conventions of mapping loses the authority that made mapping worth appropriating. The counter-map borrows credibility from the form it is attacking, and the more thoroughly it breaks the form, the less it borrows. Most durable projects in the tradition therefore keep the map&#039;s visual grammar and change only its content — which is effective, and which leaves the deeper assumptions intact.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[An Atlas of Radical Cartography]]&lt;br /&gt;
* [[Experimental Geography: Radical Approaches to Landscape, Cartography, and Urbanism]]&lt;br /&gt;
* [[Else/Where: Mapping - New Cartographies of Networks and Territories]]&lt;br /&gt;
* [[Narrative Archaeology]]&lt;br /&gt;
* [[Guy Debord]]&lt;br /&gt;
* [[The Production of Space]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Articles]]&lt;br /&gt;
[[Category:Time and Space]]&lt;br /&gt;
[[Category:Critical Theory]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Wood_Grain&amp;diff=7420</id>
		<title>Wood Grain</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Wood_Grain&amp;diff=7420"/>
		<updated>2026-08-26T10:57:22Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: Created page with &amp;quot;===Calm Technology Category=== Does the product show its material, and does that material carry information?  ===Definition=== Wood grain is the pattern of fibre, growth rings and figure visible on the surface of cut timber — a record of how a particular tree grew, in what conditions, over how many years.  ===What Grain Is=== The pattern is not decoration applied to a material; it is the material&amp;#039;s history made visible. Each ring is a growing season. Wide rings record...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Calm Technology Category===&lt;br /&gt;
Does the product show its material, and does that material carry information?&lt;br /&gt;
&lt;br /&gt;
===Definition===&lt;br /&gt;
Wood grain is the pattern of fibre, growth rings and figure visible on the surface of cut timber — a record of how a particular tree grew, in what conditions, over how many years.&lt;br /&gt;
&lt;br /&gt;
===What Grain Is===&lt;br /&gt;
The pattern is not decoration applied to a material; it is the material&#039;s history made visible. Each ring is a growing season. Wide rings record good years, narrow ones drought or shade. Knots mark where branches were. Reaction wood records a lean the tree was correcting against. Figure — quilting, curl, burl, medullary ray — is the trace of stresses and irregularities in growth.&lt;br /&gt;
&lt;br /&gt;
The consequence for design is that &#039;&#039;&#039;no two pieces are the same, and none of them can be specified&#039;&#039;&#039;. A manufacturer can choose a species, a cut and a finish, and cannot choose the pattern. Every unit differs, which is a defect in a manufacturing process and a virtue in an object someone will live with.&lt;br /&gt;
&lt;br /&gt;
===Why It Belongs in Calm Technology===&lt;br /&gt;
* &#039;&#039;&#039;It makes no claim on attention.&#039;&#039;&#039; A wooden surface does not glow, blink or imply that something might appear on it. A screen is a standing claim on attention even when idle; wood is not. This is the design principle behind [[mui Lab, Inc.|mui Lab&#039;s]] mui board, a smart-home interface that is a plank until touched.&lt;br /&gt;
* &#039;&#039;&#039;It communicates without signalling.&#039;&#039;&#039; Grain carries information — species, age, quality, orientation — through a channel that costs nothing to attend to. It is legible in the periphery, which is exactly the criterion in [[Calm Technology|calm technology]].&lt;br /&gt;
* &#039;&#039;&#039;It ages legibly.&#039;&#039;&#039; Wood darkens, takes marks, and wears at the points where it is touched most. An object that records its own use accumulates a history and tends to be kept; an object that only degrades looks broken and tends to be replaced. See [[Future Runoff|future runoff]] and [[Natural Material|natural material]].&lt;br /&gt;
* &#039;&#039;&#039;It is warm to the touch.&#039;&#039;&#039; Wood conducts heat away from the hand slowly, so it reads as warm where metal and glass read as cold. This is a physical property, not an association, and it is available whether or not the device is powered — the &#039;&#039;&#039;presence&#039;&#039;&#039; dimension [[Hans Ulrich Gumbrecht|Gumbrecht]] argues is systematically neglected.&lt;br /&gt;
* &#039;&#039;&#039;It sets an expectation of repair.&#039;&#039;&#039; A wooden object implies it can be mended. A sealed polymer shell implies it cannot, and is usually right.&lt;br /&gt;
&lt;br /&gt;
===The Honesty Question===&lt;br /&gt;
Printed wood-grain laminate, veneer over particle board and wood-textured polymer borrow the associations of grain without its properties. This is a signifier without an affordance in [[Don Norman|Norman&#039;s]] sense: the surface promises that the object will age, can be sanded, can be repaired, and it will do none of these.&lt;br /&gt;
&lt;br /&gt;
Whether that is legitimate styling or a false claim is a live argument in product design. The practical test is whether the implied promise is one the object can keep — and printed grain, which is a photograph of a tree that never existed applied to a material that cannot patinate, generally cannot.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
Grain is the clearest small example of a material carrying meaning that no one designed. It is information produced by growth rather than by a designer, and putting it on the surface of a computing device is a deliberate argument about what that device should be — an object in a room with a history, rather than a portal demanding attention.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Natural Material]]&lt;br /&gt;
* [[Materials]]&lt;br /&gt;
* [[mui Lab, Inc.]]&lt;br /&gt;
* [[Calm Technology]]&lt;br /&gt;
* [[Calm Tech Institute]]&lt;br /&gt;
* [[Juhani Pallasmaa]]&lt;br /&gt;
* [[Industrial Ecology]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Calm Technology]]&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Virtual_Girlfriends&amp;diff=7419</id>
		<title>Virtual Girlfriends</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Virtual_Girlfriends&amp;diff=7419"/>
		<updated>2026-08-26T10:56:35Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: Created page with &amp;quot;===Definition=== Virtual girlfriend is the general term for a simulated romantic partner — a software character, application or service designed to occupy the social role of a partner rather than merely to depict one. The term is used for products across a wide range of sophistication, from scripted 2000s mobile applications to contemporary large-language-model companions.  The gendered name reflects the market&amp;#039;s historical framing rather than the technology; equivalen...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Definition===&lt;br /&gt;
Virtual girlfriend is the general term for a simulated romantic partner — a software character, application or service designed to occupy the social role of a partner rather than merely to depict one. The term is used for products across a wide range of sophistication, from scripted 2000s mobile applications to contemporary large-language-model companions.&lt;br /&gt;
&lt;br /&gt;
The gendered name reflects the market&#039;s historical framing rather than the technology; equivalent products marketed as boyfriends exist, and in some markets — notably the &#039;&#039;otome&#039;&#039; games in Japan and companion applications globally — the female-audience segment is the larger one.&lt;br /&gt;
&lt;br /&gt;
===Lineage===&lt;br /&gt;
* &#039;&#039;&#039;Dating simulations.&#039;&#039;&#039; The genre origin. See [[Dating Sim|dating sim]].&lt;br /&gt;
* &#039;&#039;&#039;Persistent companions.&#039;&#039;&#039; &#039;&#039;[[LovePlus]]&#039;&#039; (Konami, 2009) is the pivotal product, because it removed the ending. The relationship continued in real time, the character noticed absence, and there was no win condition. That single change converted a game into an ongoing obligation, and every subsequent companion product has copied it.&lt;br /&gt;
* &#039;&#039;&#039;Virtual idols and holographic partners.&#039;&#039;&#039; Products such as Gatebox, which placed a character in a desktop projection unit that sent messages during the day and greeted the user on their return, extending the character out of the screen and into the home.&lt;br /&gt;
* &#039;&#039;&#039;Conversational companions.&#039;&#039;&#039; From the 2010s, applications built on machine learning rather than on scripts — Replika being the most studied — which generate rather than retrieve dialogue and therefore have no fixed content to exhaust.&lt;br /&gt;
&lt;br /&gt;
===Design Mechanisms===&lt;br /&gt;
The techniques that produce attachment are well documented and largely independent of fidelity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Persistence during absence.&#039;&#039;&#039; The character has a state that continues when the user is away, and notices the gap.&lt;br /&gt;
* &#039;&#039;&#039;Real-time integration.&#039;&#039;&#039; Alignment with the actual clock and calendar, so that anniversaries and times of day are real.&lt;br /&gt;
* &#039;&#039;&#039;Unconditional positive regard.&#039;&#039;&#039; The character is reliably pleased, interested and available. This is the feature users most often name and the one most often criticised.&lt;br /&gt;
* &#039;&#039;&#039;Named address and recall.&#039;&#039;&#039; The system uses the user&#039;s name and remembers previous conversations, which recruits reciprocity reflexes very strongly. See [[Chatbot|chatbot]] on the ELIZA effect.&lt;br /&gt;
* &#039;&#039;&#039;Asymmetric investment.&#039;&#039;&#039; The character cannot leave, cannot be tired, and cannot have a competing need. The relationship is structurally one-sided in a way that is comfortable and, on most accounts, the source of the ethical problem.&lt;br /&gt;
&lt;br /&gt;
===Debate===&lt;br /&gt;
The empirical picture is more mixed than either enthusiastic or dismissive coverage suggests. Studies of companion-application users find substantial reported reductions in loneliness, and also find that the strongest effects are among people who are already isolated — which is either the technology working as intended or a substitution effect, depending on what one thinks the alternative was. Research on &#039;&#039;[[LovePlus]]&#039;&#039; players in Japan consistently found people entirely clear-eyed about what they were doing, which is a useful corrective to the pathologising register of much foreign reporting.&lt;br /&gt;
&lt;br /&gt;
The serious objections are structural rather than moral. A relationship hosted on a commercial service can be altered by a product decision: users of several companion applications have experienced their partner&#039;s personality changing overnight following a model update or a content-policy change, and have described the result in the language of bereavement. A partner who is a subscription is a partner who can be repriced, and one who is a company&#039;s asset can be discontinued.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
Virtual girlfriends are the clearest case of a designed relational artifact, and the questions they raise are the ones [[Sherry Turkle|Turkle]] pursues in &#039;&#039;Alone Together&#039;&#039; and [[A.I|&#039;&#039;A.I.&#039;&#039;]] dramatises: what is owed by a party that manufactures something built to be loved, and what it means that the obligation runs entirely in one direction.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[LovePlus]]&lt;br /&gt;
* [[Dating Sim]]&lt;br /&gt;
* [[Chatbot]]&lt;br /&gt;
* [[Sherry Turkle]]&lt;br /&gt;
* [[A.I]]&lt;br /&gt;
* [[Belonging]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Digital Culture]]&lt;br /&gt;
[[Category:Japanese Concepts]]&lt;br /&gt;
[[Category:Cyborg Anthropology]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Variety&amp;diff=7418</id>
		<title>Variety</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Variety&amp;diff=7418"/>
		<updated>2026-08-26T10:56:22Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: Created page with &amp;quot;===Definition=== Variety is the human requirement for novelty, stimulation and change — the need for the environment to keep supplying difference, and the reliable failure of any environment that does not.  &amp;#039;&amp;#039;Note: &amp;quot;variety&amp;quot; also has a precise and unrelated technical meaning in cybernetics — the number of distinguishable states a system can occupy, and the basis of Ashby&amp;#039;s law of requisite variety. That sense is treated at Ross Ashby and Stafford...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Definition===&lt;br /&gt;
Variety is the human requirement for novelty, stimulation and change — the need for the environment to keep supplying difference, and the reliable failure of any environment that does not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: &amp;quot;variety&amp;quot; also has a precise and unrelated technical meaning in cybernetics — the number of distinguishable states a system can occupy, and the basis of [[Ross Ashby|Ashby&#039;s]] law of requisite variety. That sense is treated at [[Ross Ashby]] and [[Stafford Beer]]. This page concerns the human need.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===As a Human Universal===&lt;br /&gt;
Every documented human society produces things that serve no subsistence purpose and exist to be interesting: music, dance, narrative, humour, games, play, decoration, body ornamentation, novelty in food and dress. These appear on every version of the [[Human Universals|human universals]] list, and their universality is the evidence that variety is a need rather than a luxury.&lt;br /&gt;
&lt;br /&gt;
The negative evidence is stronger still. Sensory deprivation experiments produce distress, hallucination and cognitive disruption within hours. Solitary confinement causes documented and lasting psychiatric harm. Monotonous work degrades performance and health independently of its physical demands. Boredom, which is the felt signal of insufficient variety, is a reliable predictor of risk-taking — people will accept discomfort, and in some studies deliberately administer themselves electric shocks, rather than sit alone with nothing to attend to.&lt;br /&gt;
&lt;br /&gt;
===Optimal Arousal===&lt;br /&gt;
The mechanism generally invoked is the &#039;&#039;&#039;inverted U&#039;&#039;&#039;: performance and wellbeing peak at a moderate level of stimulation and decline at both extremes, an idea running from the Yerkes–Dodson law through Donald Hebb&#039;s work on arousal and Marvin Zuckerman&#039;s on sensation seeking. Too little input is as costly as too much, and the optimum differs substantially between individuals — which is why the same open-plan office is understimulating to one person and unbearable to another.&lt;br /&gt;
&lt;br /&gt;
===The Contemporary Problem===&lt;br /&gt;
For most of human history, variety was scarce and had to be sought. That condition has inverted, and the inversion is recent enough that people&#039;s habits have not caught up.&lt;br /&gt;
&lt;br /&gt;
The device in a pocket supplies unlimited, instantly available novelty, tuned by systems optimised to keep supplying it — see [[Attention Economy|attention economy]]. The result is not satiation but the opposite: a rising floor of stimulation below which ordinary experience registers as boredom. Queues, waiting rooms and commutes were never interesting; what changed is that they are now intolerable, because the comparison is always in hand.&lt;br /&gt;
&lt;br /&gt;
This connects directly to the argument in [[The service of stitching back together reality|the stitching-reality paper]]. A person reaching for a phone in a [[Supermodernity|non-place]] is not only restoring relation; they are restoring variety in a space engineered to have none. The airport concourse is the most stimulus-poor environment most people regularly occupy, which is why it produces the most device use.&lt;br /&gt;
&lt;br /&gt;
The cost is a real question rather than a settled one. Unstructured, understimulated time is when mind-wandering happens, and the psychological literature associates mind-wandering with creative incubation, autobiographical planning and the consolidation of experience. Whether those gaps mattered is not something the field can currently answer, but they were being filled before anyone measured what they produced.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
Variety is the need that the [[Attention Economy|attention economy]] serves most effectively and exploits most directly. It is also the one that makes [[Calm Technology|calm technology]] a hard sell: a device that declines to be interesting is competing against every device that has agreed to be.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Human Universals]]&lt;br /&gt;
* [[Safety]]&lt;br /&gt;
* [[Attention Economy]]&lt;br /&gt;
* [[Continuous Partial Attention]]&lt;br /&gt;
* [[Calm Technology]]&lt;br /&gt;
* [[Ross Ashby]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Traditional Anthropology]]&lt;br /&gt;
[[Category:Cyborg Anthropology]]&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=User_Interface&amp;diff=7417</id>
		<title>User Interface</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=User_Interface&amp;diff=7417"/>
		<updated>2026-08-26T10:56:11Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: Created page with &amp;quot;===Definition=== A user interface is the boundary at which a person and a system meet — everything through which a person issues intentions to a machine and perceives what it has done. It is not a layer on top of a system; it is the only part of the system most people will ever encounter, and therefore, for practical purposes, it &amp;#039;&amp;#039;is&amp;#039;&amp;#039; the system.  ===Kinds=== * &amp;#039;&amp;#039;&amp;#039;Command-line interface (CLI).&amp;#039;&amp;#039;&amp;#039; Text in, text out. Precise, composable, scriptable, and unforgiving of...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Definition===&lt;br /&gt;
A user interface is the boundary at which a person and a system meet — everything through which a person issues intentions to a machine and perceives what it has done. It is not a layer on top of a system; it is the only part of the system most people will ever encounter, and therefore, for practical purposes, it &#039;&#039;is&#039;&#039; the system.&lt;br /&gt;
&lt;br /&gt;
===Kinds===&lt;br /&gt;
* &#039;&#039;&#039;Command-line interface (CLI).&#039;&#039;&#039; Text in, text out. Precise, composable, scriptable, and unforgiving of anyone who does not already know the vocabulary — a very wide [[Gulf of Execution|gulf of execution]] traded for expert speed.&lt;br /&gt;
* &#039;&#039;&#039;Graphical user interface (GUI).&#039;&#039;&#039; Windows, icons, menus, pointer. Developed at [[PARC Research|Xerox PARC]] in the 1970s from [[Douglas Engelbart|Engelbart&#039;s]] work. Its achievement is recognition over recall: options are visible rather than remembered.&lt;br /&gt;
* &#039;&#039;&#039;Touch interface.&#039;&#039;&#039; Direct manipulation with the hand, removing the pointer as an intermediary — and removing hover, which had been carrying a great deal of the GUI&#039;s discoverability.&lt;br /&gt;
* &#039;&#039;&#039;Voice and conversational interface.&#039;&#039;&#039; No visible option set at all, which makes discovery the central unsolved problem: a system that can do a thousand things and shows none of them.&lt;br /&gt;
* &#039;&#039;&#039;[[Tangible Media|Tangible interface]].&#039;&#039;&#039; Physical objects whose arrangement is the state of the system.&lt;br /&gt;
* &#039;&#039;&#039;Ambient and peripheral interface.&#039;&#039;&#039; Information rendered at the edge of attention rather than in the centre. See [[Calm Technology|calm technology]] and [[Sonic metadata|sonic metadata]].&lt;br /&gt;
* &#039;&#039;&#039;Zero interface.&#039;&#039;&#039; Systems that act on inference without being addressed. The interface has not disappeared; it has become unavailable for inspection or correction.&lt;br /&gt;
&lt;br /&gt;
===Core Principles===&lt;br /&gt;
* &#039;&#039;&#039;Visibility.&#039;&#039;&#039; Available actions and current state should be perceptible. See [[Affordance|affordance]] and signifiers.&lt;br /&gt;
* &#039;&#039;&#039;Feedback.&#039;&#039;&#039; Every action gets a prompt, legible response.&lt;br /&gt;
* &#039;&#039;&#039;Consistency.&#039;&#039;&#039; Similar things behave similarly, within the system and with conventions outside it.&lt;br /&gt;
* &#039;&#039;&#039;Mapping.&#039;&#039;&#039; Controls relate to effects in a way that requires no memorisation.&lt;br /&gt;
* &#039;&#039;&#039;Constraints and error tolerance.&#039;&#039;&#039; Make wrong actions hard, and make them recoverable when they happen.&lt;br /&gt;
* &#039;&#039;&#039;Recognition over recall.&#039;&#039;&#039; Show, do not require remembering.&lt;br /&gt;
&lt;br /&gt;
===What an Interface Encodes===&lt;br /&gt;
The design decisions in an interface are not neutral, and this is the part usually left out of accounts of usability.&lt;br /&gt;
&lt;br /&gt;
An interface encodes a &#039;&#039;&#039;model of the user&#039;&#039;&#039;: what they are assumed to know, want, and be capable of. It encodes an &#039;&#039;&#039;allocation of effort&#039;&#039;&#039;: every step the designer did not simplify is work performed by every user, forever, and invisible in any accounting of the system&#039;s cost. It encodes a &#039;&#039;&#039;default&#039;&#039;&#039;, which is the single most consequential thing in any interface, because most people accept it. And it encodes a &#039;&#039;&#039;set of interests&#039;&#039;&#039; — where the operator&#039;s goals and the user&#039;s diverge, the asymmetry shows up as friction applied in one direction and removed in the other. See [[Frictional Interface|frictional interface]] and [[Enshittification|enshittification]].&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
The interface is the seam this field studies. It is where a human competence meets a machine capability, and where the two are either joined well enough that the tool disappears into use — [[Phenomenology of Perception|Merleau-Ponty&#039;s]] cane, [[Natural-Born Cyborgs: Minds, Technologies, and the Future of Human Intelligence|Clark&#039;s]] transparency — or badly enough that the person spends their attention operating the tool instead of doing the thing.&lt;br /&gt;
&lt;br /&gt;
Interfaces are also the most widely installed cognitive infrastructure ever built. The file, the folder, the desktop, the trash, the window, the feed and the undo command are metaphors that a few hundred people chose, and that several billion now think with. See [[George Lakoff|Lakoff]] on why that matters.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Human-Computer Interaction]]&lt;br /&gt;
* [[Affordance]]&lt;br /&gt;
* [[Gulf of Execution]]&lt;br /&gt;
* [[The Design of Everyday Things]]&lt;br /&gt;
* [[Frictional Interface]]&lt;br /&gt;
* [[Calm Technology]]&lt;br /&gt;
* [[Designing Interactions]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Design]]&lt;br /&gt;
[[Category:UX Resources]]&lt;br /&gt;
[[Category:Cyborg Anthropology]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=The_Production_of_Space&amp;diff=7416</id>
		<title>The Production of Space</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=The_Production_of_Space&amp;diff=7416"/>
		<updated>2026-08-26T10:55:58Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: Created page with &amp;quot;===Author=== Henri Lefebvre (1901–1991), French Marxist philosopher and sociologist, and the most important twentieth-century theorist of space and everyday life.  ===Publication Details=== &amp;#039;&amp;#039;La production de l&amp;#039;espace&amp;#039;&amp;#039;. Paris: Éditions Anthropos, 1974. English translation by Donald Nicholson-Smith, &amp;#039;&amp;#039;The Production of Space&amp;#039;&amp;#039;. Oxford: Blackwell, 1991. 454 pp. ISBN 978-0-631-18177-4.  ===Description=== The book&amp;#039;s title is its argument. Space is not a container in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Author===&lt;br /&gt;
[[Henri Lefebvre]] (1901–1991), French Marxist philosopher and sociologist, and the most important twentieth-century theorist of space and everyday life.&lt;br /&gt;
&lt;br /&gt;
===Publication Details===&lt;br /&gt;
&#039;&#039;La production de l&#039;espace&#039;&#039;. Paris: Éditions Anthropos, 1974. English translation by Donald Nicholson-Smith, &#039;&#039;The Production of Space&#039;&#039;. Oxford: Blackwell, 1991. 454 pp. ISBN 978-0-631-18177-4.&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
The book&#039;s title is its argument. Space is not a container in which social life happens, nor an empty coordinate system awaiting content. It is &#039;&#039;&#039;produced&#039;&#039;&#039; — made by societies, through labour, technology, law, capital and habit — and once produced it acts back, shaping what can be done in it and by whom. &amp;quot;(Social) space is a (social) product.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lefebvre&#039;s target is a double abstraction he traces through Western philosophy: the treatment of space either as pure mathematical extension (Descartes, and by inheritance the planner) or as a category of mind (Kant). Both, he argues, place space outside society and therefore outside politics, which is precisely the effect that serves the interests of those who organise it.&lt;br /&gt;
&lt;br /&gt;
===The Spatial Triad===&lt;br /&gt;
The book&#039;s operative contribution, and the reason it is still read. Lefebvre proposes three moments, always simultaneously in play:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spatial practice&#039;&#039;&#039; (&#039;&#039;perceived space&#039;&#039;). The material production and routine use of space — the commute, the delivery route, the daily circuit. It is space as it is empirically performed, and it can be observed and measured.&lt;br /&gt;
* &#039;&#039;&#039;Representations of space&#039;&#039;&#039; (&#039;&#039;conceived space&#039;&#039;). The space of planners, architects, engineers, surveyors and administrators: mapped, zoned, coded, standardised. This is the dominant form in any society, because it is the form in which space is designed and governed.&lt;br /&gt;
* &#039;&#039;&#039;Representational space&#039;&#039;&#039; (&#039;&#039;lived space&#039;&#039;). Space as directly inhabited through images, symbols, memory and association — the space of users and of artists, &amp;quot;dominated and hence passively experienced,&amp;quot; and therefore also the space of resistance and appropriation.&lt;br /&gt;
&lt;br /&gt;
The characteristic conflict of modernity, on Lefebvre&#039;s account, is &#039;&#039;&#039;conceived space colonising lived space&#039;&#039;&#039;: the plan overwriting the inhabitation. Much of the book is a history of that process.&lt;br /&gt;
&lt;br /&gt;
===Other Key Ideas===&lt;br /&gt;
* &#039;&#039;&#039;Abstract space.&#039;&#039;&#039; The space produced by capitalism — homogeneous, fragmented into saleable parcels, and hierarchical — which presents itself as neutral while systematically erasing difference.&lt;br /&gt;
* &#039;&#039;&#039;Differential space.&#039;&#039;&#039; The space Lefebvre hopes will succeed it, which restores use, difference and the body.&lt;br /&gt;
* &#039;&#039;&#039;The right to the city.&#039;&#039;&#039; From his 1968 work: a claim to participate in producing urban space, not merely to be consulted about it.&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
The book is long, digressive and unsystematic, and the translation is not easy. Lefebvre proceeds by accumulation rather than argument, and the triad — the part everyone uses — is never given a clean summary in the text. Most readers meet it through Edward Soja or David Harvey.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
The triad transfers to interfaces and platforms almost without modification, and is one of the most useful analytic imports available to this field. A platform&#039;s &#039;&#039;&#039;conceived space&#039;&#039;&#039; is its data model, specification and intended use; its &#039;&#039;&#039;perceived space&#039;&#039;&#039; is what people routinely do in it; its &#039;&#039;&#039;lived space&#039;&#039;&#039; is what they make of it — the appropriations, workarounds, private meanings and communities the designers did not plan. Nearly every significant conflict on a platform is lived and perceived space pushing back against conceived space. See also [[Space and Place]] and [[The Social Logic of Space]].&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Henri Lefebvre]]&lt;br /&gt;
* [[Space and Place]]&lt;br /&gt;
* [[The Social Logic of Space]]&lt;br /&gt;
* [[Guy Debord]]&lt;br /&gt;
* [[Supermodernity]]&lt;br /&gt;
* [[Time and Space]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Books]]&lt;br /&gt;
[[Category:Critical Theory]]&lt;br /&gt;
[[Category:Time and Space]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Safety&amp;diff=7415</id>
		<title>Safety</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Safety&amp;diff=7415"/>
		<updated>2026-08-26T10:55:06Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: Created page with &amp;quot;===Definition=== Safety is the condition of being protected from harm, and the human need for that condition — one of the small set of requirements that appear in every documented human society and in every serious account of human motivation.  ===As a Human Universal=== Safety appears across the various lists of human universals in several forms: shelter, in-group protection, conflict mediation, sanctions against violence within the group, food st...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Definition===&lt;br /&gt;
Safety is the condition of being protected from harm, and the human need for that condition — one of the small set of requirements that appear in every documented human society and in every serious account of human motivation.&lt;br /&gt;
&lt;br /&gt;
===As a Human Universal===&lt;br /&gt;
Safety appears across the various lists of [[Human Universals|human universals]] in several forms: shelter, in-group protection, conflict mediation, sanctions against violence within the group, food storage, care of infants, and the marking of dangerous places and substances. No society has been recorded that does not organise itself substantially around keeping its members alive.&lt;br /&gt;
&lt;br /&gt;
Its most familiar formulation is Abraham Maslow&#039;s, where safety needs — physical security, health, property, employment, predictability — sit immediately above physiological needs and below belonging.&amp;lt;ref&amp;gt;Maslow, A. H. &amp;quot;A Theory of Human Motivation.&amp;quot; &#039;&#039;Psychological Review&#039;&#039; 50, no. 4 (1943): 370–396.&amp;lt;/ref&amp;gt; Maslow&#039;s strict hierarchy has not held up well empirically; the categories have, and the observation that unmet safety needs dominate attention and crowd out everything else is well supported.&lt;br /&gt;
&lt;br /&gt;
===Its Two Halves===&lt;br /&gt;
The concept has an objective and a subjective side, and the gap between them is where most of the interesting behaviour lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Actual safety&#039;&#039;&#039; is a matter of what can harm a person and how likely it is. &#039;&#039;&#039;Felt safety&#039;&#039;&#039; is a psychological state, and it responds to different inputs: predictability, legibility, control, familiarity, the presence of trusted others, and the ability to see what is happening. The two frequently diverge — people accept large risks that feel controllable and refuse small ones that do not, a pattern documented at length in the risk perception literature.&lt;br /&gt;
&lt;br /&gt;
For design this matters because &#039;&#039;&#039;felt safety is designable and actual safety is not always visible&#039;&#039;&#039;. A system can be secure and feel alarming; it can be dangerous and feel reassuring. The second is worse.&lt;br /&gt;
&lt;br /&gt;
===Safety in Technology===&lt;br /&gt;
Several distinct meanings run together under the word and are worth separating:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Physical safety.&#039;&#039;&#039; Devices that can burn, crush, electrocute or fail dangerously. When computation is embedded in doors, vehicles and floors, a software fault becomes a physical one — see [[Everyware: The Dawning Age of Ubiquitous Computing|&#039;&#039;Everyware&#039;&#039;]].&lt;br /&gt;
* &#039;&#039;&#039;Data security.&#039;&#039;&#039; Protection against unauthorised access. Frequently traded against convenience, and usually silently.&lt;br /&gt;
* &#039;&#039;&#039;Psychological safety online.&#039;&#039;&#039; Freedom from harassment, exposure and unwanted contact. This is where the [[Locative Feminism|asymmetry of risk]] becomes most visible: a default that is harmless for one user is dangerous for another, and defaults are set by people in the first category.&lt;br /&gt;
* &#039;&#039;&#039;Predictability as safety.&#039;&#039;&#039; A system whose behaviour can be anticipated is safe to explore. One that acts on inference, changes without notice, or cannot be inspected is not — regardless of whether it causes harm.&lt;br /&gt;
* &#039;&#039;&#039;Recoverability.&#039;&#039;&#039; [[Don Norman|Norman&#039;s]] point: safety is largely a matter of whether a mistake can be undone. Irreversible actions taken by tired people are the ordinary shape of catastrophe.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
Safety is the need most often invoked to justify surveillance, and most often eroded by it. A system that watches in the name of protection reduces felt safety for anyone who has reason to be watched — see [[Panopticon|panopticon]] and [[Geocloaking|geocloaking]] — which means &amp;quot;safety&amp;quot; in technology arguments should always be answered with the question &#039;&#039;whose&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It is also the calm-technology criterion that reads oddly until one thinks about it. &amp;quot;Still work when it fails&amp;quot; is a safety principle: a device that becomes inert when a server goes down has made its user&#039;s ordinary life dependent on someone else&#039;s uptime. See [[Calm Tech Institute]].&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Human Universals]]&lt;br /&gt;
* [[Variety]]&lt;br /&gt;
* [[Belonging]]&lt;br /&gt;
* [[Calm Tech Institute]]&lt;br /&gt;
* [[Geocloaking]]&lt;br /&gt;
* [[Locative Feminism]]&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Traditional Anthropology]]&lt;br /&gt;
[[Category:Design]]&lt;br /&gt;
[[Category:Cyborg Anthropology]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=On_the_Mobile&amp;diff=7414</id>
		<title>On the Mobile</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=On_the_Mobile&amp;diff=7414"/>
		<updated>2026-08-26T10:54:51Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Motorola commissioned Dr Sadie Plant, one of the world’s most advanced thinkers in the field of human relationships with technology, to investigate how the world’s citizens are exploiting the mobile telephone revolution, and produce&lt;br /&gt;
a report which would inspire Motorola staff as we thought about the next generation of communication technology.&lt;br /&gt;
We felt that on the mobile provided such fascinating new insights into modern culture that it was worth sharing with others. As well as helping us to understand what more we can do for our customers, on the mobile will help everyone understand a little more about the revolution we are living through and provide inspiration as we move into the future.&lt;br /&gt;
&lt;br /&gt;
on the mobile&lt;br /&gt;
introduction&lt;br /&gt;
page 23&lt;br /&gt;
introduction&lt;br /&gt;
&lt;br /&gt;
This report is the result of a global enquiry into the social impact of the mobile phone. In French it is called le portable, or le G, which stands for GSM. The Finns have adopted the term kanny, which sprang from a brand name but also refers to an extension of the hand. In German it is the handy; in Spanish it is el movil; Americans still call it a cell phone. In Arabic it is sometimes called el mobile, but often a telephone sayaar or makhmul (both of which refer to carrying) or a telephone gowal (air telephone). In Thailand it is a moto. In Japan it is keitai denwa, a carried telephone, or simply keitai, or even just ke-tai. In China it is sho ji, or ‘hand machine’, although the early mobile was a dageda, which literally means ‘big brother big’ and is often translated as ‘big brother’ – not a homage to George Orwell, but a simple nickname for what were then large, bulky devices; as well, it is said, as a reference to the cool triad bosses of Hong Kong cinema who were seen to carry mobiles for years before their use became widespread.&lt;br /&gt;
&lt;br /&gt;
Whatever it is called, and wherever it is used, this simple, accessible technology alters the way in which individuals conduct their everyday lives. It has extensive implications for the cultures and societies in which it is used; it changes the nature of communication, and affects identities and relationships. It affects the development of social structures and economic activities, and has considerable bearing on its users’ perceptions of themselves and their world.&lt;br /&gt;
&lt;br /&gt;
This report is informed by the interests, themes, and methodologies of several areas of study, including psychology, social psychology, sociology, anthropology, cultural studies and philosophy. While such interdisciplinary approaches are common to many studies of the cultural effects of technological change, few of the models and hypotheses developed in relation to other new communications technologies can be applied to the mobile without the risk of obscuring what is truly novel in the &lt;br /&gt;
wireless world. The mobile needs a fresh start and an open mind.&lt;br /&gt;
&lt;br /&gt;
The primary research was conducted in eight major locations: Tokyo, Beijing, Hong Kong, Bangkok, Peshawar, Dubai, London, Birmingham and Chicago. While these cities are by no means representative of their regions, or of the wider world, the international scope of this research has made it possible to identify significant ways in which local economic, technological, political and cultural conditions shape the use and perception of the mobile.&lt;br /&gt;
A wide range of individuals were interviewed about their use and perception of the mobile phone, their attitudes to other mobile users, and their sense of the mobile’s social and cultural effects. Interviews – some structured, some more open-ended – were also conducted with small groups&lt;br /&gt;
of schoolchildren, teenagers, blue-collar workers and professionals. Email interviews were also conducted with contributors in parts of Europe, Africa, and South America in order to broaden the geographical reach.&lt;br /&gt;
&lt;br /&gt;
on the mobile&lt;br /&gt;
introduction&lt;br /&gt;
page 25&lt;br /&gt;
&lt;br /&gt;
Most, but not all of these contributors were mobile users. The opinions and analyses they expressed were often well- informed and articulate, and many of them had already given considerable thought to the effects of the mobile on their lives, and its implications for their societies. As the research progressed, some of the most interesting emergent themes, anecdotal evidence and tentative conclusions were discussed with several of the groups, and many of the later interviews became opportunities for the mutual exchange of information and ideas. Together with the sophisticated nature of their contributions, these approaches made it possible to go some way towards breaking down the distinctions between interviewees and interviewers which can often compromise such ethnographic work.&lt;br /&gt;
In addition to these interviews, the research draws on extensive field studies involving the observation of people’s behaviour and actions in relation to mobile phones, and attention to the form and content of their conversations and messages. Photographic evidence and detailed notes were taken in a variety of locations, including open public spaces such as streets, parks, markets and malls; and enclosed spaces such as restaurants and bars, airport concourses and hotel lobbies, and trains, buses, ferries and trams. All this has resulted in the following report: an account of how different people around the world are using this fascinating technology, together with some informed speculation as to what its use might tell us about ourselves at this point in our history.&lt;br /&gt;
&lt;br /&gt;
[http://www.motorola.com/mot/doc/0/234_MotDoc.pdf Full PDF of On The Mobile from Motorola] &lt;br /&gt;
&lt;br /&gt;
===Author===&lt;br /&gt;
Sadie Plant (b. 1964), British cultural theorist and philosopher. She founded the Cybernetic Culture Research Unit at the University of Warwick and wrote &#039;&#039;The Most Radical Gesture&#039;&#039; (1992), on the Situationist International, and &#039;&#039;Zeros + Ones&#039;&#039; (1997), a history of women, weaving and computing organised around Ada Lovelace.&lt;br /&gt;
&lt;br /&gt;
===Publication Details===&lt;br /&gt;
&#039;&#039;On the Mobile: The Effects of Mobile Telephones on Social and Individual Life&#039;&#039;. Commissioned by Motorola, 2001. Circulated as a report rather than a trade book.&amp;lt;ref&amp;gt;[https://smg.media.mit.edu/papers/plant_mobiles.pdf Full text], MIT Media Lab Speech Interface Group archive.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
Plant conducted fieldwork in nine cities across four continents — Beijing, Bangkok, Tokyo, Dubai, Peshawar, London, Birmingham and elsewhere — observing mobile phone use in public and interviewing users, at a moment when the device was already ubiquitous in some of those places and novel in others.&lt;br /&gt;
&lt;br /&gt;
The report&#039;s value is that it caught behaviours in the process of being invented, before they hardened into etiquette and became invisible.&lt;br /&gt;
&lt;br /&gt;
===Key Ideas===&lt;br /&gt;
* &#039;&#039;&#039;Innies and outies.&#039;&#039;&#039; Plant&#039;s best-known coinage. Some users, faced with an incoming call in company, turn &#039;&#039;&#039;inward&#039;&#039;&#039; — lowering the voice, hunching, physically withdrawing from the group to protect the privacy of the call. Others turn &#039;&#039;&#039;outward&#039;&#039;&#039; — raising the voice, gesturing, performing the conversation for those present. She found the distinction to be partly cultural, partly individual, and reliably a source of friction between people who make different choices.&lt;br /&gt;
* &#039;&#039;&#039;The stance.&#039;&#039;&#039; Her catalogue of the bodily postures the device produced: the &amp;quot;speakeasy,&amp;quot; the &amp;quot;spacemaker,&amp;quot; the shifting of weight, the drift toward a wall, the pacing. These were new physical vocabularies, learned by imitation within a few years and now entirely unremarked.&lt;br /&gt;
* &#039;&#039;&#039;The phone as prop and shield.&#039;&#039;&#039; Plant documents the device being used to manage social exposure rather than to communicate — the pretended call, the examined screen — anticipating what became universal. Compare [[Behavior in Public Places; Notes on the Social Organization of Gatherings|Goffman&#039;s]] involvement shields.&lt;br /&gt;
* &#039;&#039;&#039;Ringtones as public identity.&#039;&#039;&#039; A brief period in which the audible signature of a device was a chosen social marker, and the etiquette around it was actively contested.&lt;br /&gt;
* &#039;&#039;&#039;Text as a distinct register.&#039;&#039;&#039; Her observations on SMS as a medium with its own conventions, favoured for exactly the exchanges that voice made awkward, and adopted first and most intensively by young people and by those for whom a call was socially costly.&lt;br /&gt;
* &#039;&#039;&#039;Cultural divergence.&#039;&#039;&#039; The report is unusual for the period in taking non-Western use as primary evidence rather than as a comparison case, and Plant found substantial variation in what the device was for — a point later made systematically by [[Heather Horst|Horst]] and Miller.&lt;br /&gt;
&lt;br /&gt;
===Caveat===&lt;br /&gt;
The study was commissioned and funded by Motorola, which should be weighed when reading it. Its tone is exploratory rather than promotional, and it contains material a manufacturer would not have chosen, but its framing questions were set in that context.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
&#039;&#039;On the Mobile&#039;&#039; is an unusually good primary document: a trained cultural theorist observing a new bodily and social practice while it was still visible as new. Most of what it records has since become so ordinary that it cannot be seen without a report like this one.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Perpetual Contact: Mobile Communication, Private Talk, Public Performance]]&lt;br /&gt;
* [[Cell Phones and Their Technosocial Sites of Engagement]]&lt;br /&gt;
* [[Heather Horst]]&lt;br /&gt;
* [[Behavior in Public Places; Notes on the Social Organization of Gatherings]]&lt;br /&gt;
* [[Mobile technologies]]&lt;br /&gt;
* [[Paralanguage]]&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Books]]&lt;br /&gt;
[[Category:Mobile Computing]]&lt;br /&gt;
[[Category:Communication Studies]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Papers]]&lt;br /&gt;
[[Category:Traditional Anthropology]] &lt;br /&gt;
[[Category:Critical Studies]]&lt;br /&gt;
[[Category:Cultural Studies]]&lt;br /&gt;
[[Category:Ethnography]]&lt;br /&gt;
[[Category:Methods]]&lt;br /&gt;
[[Category:Time and Space]]&lt;br /&gt;
[[Category:Urban Studies]]&lt;br /&gt;
[[Category:Consumption]]&lt;br /&gt;
[[Category:Information Society]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Enshittification&amp;diff=7413</id>
		<title>Enshittification</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Enshittification&amp;diff=7413"/>
		<updated>2026-08-26T10:54:21Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The gradual breakdown in quality of digital platforms and services as companies shift focus from pleasing users to maximizing profits.&lt;br /&gt;
&lt;br /&gt;
===Definition===&lt;br /&gt;
The gradual breakdown in quality of digital platforms and services as companies shift focus from pleasing users to maximizing profits.&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
The term was coined by the writer and activist Cory Doctorow, who first used it in late 2022 and set out the full argument in a January 2023 post on his site &#039;&#039;Pluralistic&#039;&#039; about TikTok.&amp;lt;ref&amp;gt;Doctorow, Cory. &amp;quot;Tiktok&#039;s enshittification.&amp;quot; &#039;&#039;Pluralistic&#039;&#039;, 21 January 2023. See also [https://en.wikipedia.org/wiki/Enshittification Enshittification].&amp;lt;/ref&amp;gt; It was named digital word of the year by the American Dialect Society for 2023 and word of the year by Australia&#039;s Macquarie Dictionary for 2024, and Doctorow expanded the argument into &#039;&#039;Enshittification: Why Everything Suddenly Got Worse and What to Do About It&#039;&#039; (Farrar, Straus and Giroux, 2025).&lt;br /&gt;
&lt;br /&gt;
===The Three Stages===&lt;br /&gt;
Doctorow&#039;s formulation is deliberately blunt and is worth quoting because the sequence is the whole argument:&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Here is how platforms die: first, they are good to their users; then they abuse their users to make things better for their business customers; finally, they abuse those business customers to claw back all the value for themselves. Then, they die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stage one: good to users.&#039;&#039;&#039; The platform runs at a loss, subsidised by investment, and delivers genuine value in order to accumulate people.&lt;br /&gt;
* &#039;&#039;&#039;Stage two: value shifted to business customers.&#039;&#039;&#039; Once users are locked in, the surplus is redirected to advertisers, sellers, publishers or creators. Users notice a decline and mostly stay.&lt;br /&gt;
* &#039;&#039;&#039;Stage three: value clawed back to the platform.&#039;&#039;&#039; Business customers are now dependent too, and the terms turn against them — rising fees, falling reach, mandatory advertising to reach an audience the seller already had.&lt;br /&gt;
* &#039;&#039;&#039;Stage four: the platform dies&#039;&#039;&#039;, or persists as a husk with no remaining constituency that likes it.&lt;br /&gt;
&lt;br /&gt;
===The Mechanism===&lt;br /&gt;
The part of Doctorow&#039;s argument that does the analytic work is his account of &#039;&#039;why&#039;&#039; this became possible, because platform decay is not new and the sequence above is close to ordinary monopoly behaviour. His claim is that four constraints that historically checked it have been removed:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Competition&#039;&#039;&#039;, by four decades of permissive merger policy.&lt;br /&gt;
* &#039;&#039;&#039;Regulation&#039;&#039;&#039;, by regulatory capture in concentrated industries.&lt;br /&gt;
* &#039;&#039;&#039;Self-help&#039;&#039;&#039;, by anti-circumvention law. This is his most distinctive point. Reverse-engineering, modding, scraping, ad-blocking and interoperable clients are the traditional ways users route around a degrading service, and laws such as the DMCA&#039;s Section 1201 make them legally hazardous — so the exit that used to discipline a platform is now illegal.&lt;br /&gt;
* &#039;&#039;&#039;Labour&#039;&#039;&#039;, by the weakening of worker power in technology firms, whose employees had at times refused to ship the worst decisions.&lt;br /&gt;
&lt;br /&gt;
His proposed remedies follow from the diagnosis: antitrust enforcement, and above all &#039;&#039;&#039;adversarial interoperability&#039;&#039;&#039; — the legal right to build a competing or complementary product that plugs into an existing platform without permission.&lt;br /&gt;
&lt;br /&gt;
===Related Concepts===&lt;br /&gt;
The observation is not without ancestors. Hirschman&#039;s &#039;&#039;Exit, Voice, and Loyalty&#039;&#039; (1970) describes the same dynamic in the abstract, and enshittification is precisely what happens when &#039;&#039;&#039;exit&#039;&#039;&#039; is blocked: users retain only voice, which platforms can ignore. The related term &#039;&#039;&#039;platform decay&#039;&#039;&#039; is used for the phenomenon without Doctorow&#039;s specific causal account.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
Enshittification names the economic mechanism behind a large share of what this site describes. The [[Attention Economy|attention economy]]&#039;s tuning of systems toward capture, the conversion of [[Ambient Intimacy|ambient intimacy]] into ambient obligation, the arrival of advertising in interfaces that did not previously carry it, and the asymmetric application of [[Frictional Interface|friction]] — easy to subscribe, hard to cancel — are all stage-two and stage-three behaviours.&lt;br /&gt;
&lt;br /&gt;
It also supplies the sharpest available frame for a worry that recurs across this wiki: that connection, memory, identity and [[Belonging|belonging]] are now rented from operators whose incentives change once the renter cannot leave. See [[Future Runoff|future runoff]] for the material version of the same problem.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Attention Economy]]&lt;br /&gt;
* [[Frictional Interface]]&lt;br /&gt;
* [[Future Runoff]]&lt;br /&gt;
* [[The Wealth of Networks: How Social Production Transforms Markets and Freedom]]&lt;br /&gt;
* [[Belonging]]&lt;br /&gt;
* [[Ted Nelson]]&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Information Society]]&lt;br /&gt;
[[Category:Digital Culture]]&lt;br /&gt;
[[Category:Critical Theory]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Cyberspace&amp;diff=7412</id>
		<title>Cyberspace</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Cyberspace&amp;diff=7412"/>
		<updated>2026-08-26T10:54:10Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: Created page with &amp;quot;===Definition=== Cyberspace is the notional space in which electronic communication occurs — a spatial metaphor for a set of arrangements that have no location, and one that has shaped how networked technology has been imagined, described, regulated and built.  ===Origin=== The word was coined by William Gibson in the short story &amp;quot;Burning Chrome,&amp;quot; published in &amp;#039;&amp;#039;Omni&amp;#039;&amp;#039; in July 1982, and given its famous definition in &amp;#039;&amp;#039;Neuromancer&amp;#039;&amp;#039; (1984):  :&amp;quot;Cyberspace. A consensual...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Definition===&lt;br /&gt;
Cyberspace is the notional space in which electronic communication occurs — a spatial metaphor for a set of arrangements that have no location, and one that has shaped how networked technology has been imagined, described, regulated and built.&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
The word was coined by William Gibson in the short story &amp;quot;Burning Chrome,&amp;quot; published in &#039;&#039;Omni&#039;&#039; in July 1982, and given its famous definition in &#039;&#039;Neuromancer&#039;&#039; (1984):&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation... A graphic representation of data abstracted from the banks of every computer in the human system. Unthinkable complexity. Lines of light ranged in the nonspace of the mind, clusters and constellations of data.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gibson has been consistently and cheerfully clear that he had almost no idea what he meant. He has described the word as &amp;quot;evocative and essentially meaningless,&amp;quot; invented because it looked good on the page, and has said he wrote &#039;&#039;Neuromancer&#039;&#039; on a manual typewriter with no real understanding of how computers worked. The most influential term in the history of network culture was a piece of prosody.&lt;br /&gt;
&lt;br /&gt;
===What the Metaphor Did===&lt;br /&gt;
The spatial framing had consequences that were not obvious at the time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It implied a place one goes to.&#039;&#039;&#039; If cyberspace is somewhere, then using a network is travel, and there is a here and a there. This produced the two-worlds model — real life versus online — which dominated a decade of writing and is now generally regarded as the field&#039;s most persistent error. See [[Place: The Networking of Public Space|&#039;&#039;Place: The Networking of Public Space&#039;&#039;]] and [[Digital Anthropology|digital anthropology]] on the correction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It implied dimension and navigation.&#039;&#039;&#039; [[Michael Benedikt|Michael Benedikt&#039;s]] &#039;&#039;Cyberspace: First Steps&#039;&#039; (MIT Press, 1991) took this seriously, assembling architects and computer scientists to work out what a space with no gravity, materials or permanence would require: axes, scale, orientation, transit. Marcos Novak&#039;s &amp;quot;liquid architecture&amp;quot; comes from that volume. What was actually built was a document format with links, and then a feed — spatial in neither the architectural nor the navigational sense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It implied a jurisdiction.&#039;&#039;&#039; If cyberspace is territory, it can be sovereign. John Perry Barlow&#039;s &amp;quot;A Declaration of the Independence of Cyberspace&amp;quot; (Davos, 1996) makes the claim explicitly: &amp;quot;Governments of the Industrial World... you have no sovereignty where we gather.&amp;quot; The rhetorical force of that document depends entirely on the spatial metaphor, and its subsequent failure is a demonstration of the metaphor&#039;s limits — the cables, the data centres and the people all turned out to be in jurisdictions after all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It carried the frontier.&#039;&#039;&#039; &amp;quot;Electronic frontier,&amp;quot; &amp;quot;homesteading,&amp;quot; &amp;quot;settlers,&amp;quot; &amp;quot;the wild west of the internet.&amp;quot; See [[The Significance of the Frontier in American History|the frontier thesis]] and [[Indigenous Domain: Pilgrims, Permaculture and Perl|Blais]] on what that borrowing brings with it.&lt;br /&gt;
&lt;br /&gt;
===Decline of the Term===&lt;br /&gt;
&amp;quot;Cyberspace&amp;quot; fell out of ordinary use through the 2000s, for a reason worth noting: the metaphor stopped being needed once the network stopped being somewhere one visited. A person is not in cyberspace; they are in a room, with a device, doing several things at once. The word survives mainly in military and policy usage — &amp;quot;cyberspace operations,&amp;quot; &amp;quot;the cyber domain&amp;quot; — where the territorial framing remains institutionally convenient.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
Cyberspace is this field&#039;s best case study in the power of a metaphor to determine what gets built. A term invented for its sound organised a decade of architecture, law, art and political rhetoric — and the assumptions it smuggled in, particularly that there are two worlds and that one of them is elsewhere, took twenty years to dislodge and are not gone.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Michael Benedikt]]&lt;br /&gt;
* [[Snow Crash]]&lt;br /&gt;
* [[Place: The Networking of Public Space]]&lt;br /&gt;
* [[The Significance of the Frontier in American History]]&lt;br /&gt;
* [[Digital Anthropology]]&lt;br /&gt;
* [[Immersive technology]]&lt;br /&gt;
* [[Noosphere]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cyberspace]]&lt;br /&gt;
[[Category:Critical Theory]]&lt;br /&gt;
[[Category:Computing History]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=All_That_Is_Solid_Melts_into_Air:_The_Experience_of_Modernity&amp;diff=7411</id>
		<title>All That Is Solid Melts into Air: The Experience of Modernity</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=All_That_Is_Solid_Melts_into_Air:_The_Experience_of_Modernity&amp;diff=7411"/>
		<updated>2026-08-26T10:53:55Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Author===&lt;br /&gt;
Marshall Berman (1940–2013), American philosopher and Distinguished Professor of Political Science at the City College of New York and the CUNY Graduate Center. A lifelong New Yorker, he wrote about the city he lived in as both scholar and inhabitant.&lt;br /&gt;
&lt;br /&gt;
===Publication Details===&lt;br /&gt;
&#039;&#039;All That Is Solid Melts into Air: The Experience of Modernity&#039;&#039;. New York: Simon &amp;amp; Schuster, 1982; Penguin, 1988. 383 pp.&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
Berman distinguishes three things routinely conflated: &#039;&#039;&#039;modernisation&#039;&#039;&#039;, the social and economic processes — industrialisation, urbanisation, mass communication, capital; &#039;&#039;&#039;modernism&#039;&#039;&#039;, the artistic and intellectual responses to them; and &#039;&#039;&#039;modernity&#039;&#039;&#039;, the lived experience of being caught between the two. His subject is the third.&lt;br /&gt;
&lt;br /&gt;
That experience he characterises as fundamentally contradictory: modernity promises adventure, growth, transformation and the remaking of the world, and simultaneously threatens to destroy everything one has, knows and is. Its characteristic condition is a &amp;quot;maelstrom of perpetual disintegration and renewal&amp;quot; that people are both agents of and subject to.&lt;br /&gt;
&lt;br /&gt;
The book proceeds through readings: Goethe&#039;s &#039;&#039;Faust&#039;&#039; as the tragedy of the developer, whose vision requires the destruction of Philemon and Baucis; Marx as a modernist writer rather than only an economist; Baudelaire on the boulevards and the birth of the modern street; the Petersburg tradition from Pushkin and Gogol through Dostoevsky and Mandelstam, as modernity experienced from a place that was modernised by decree without being modern; and finally New York, where Berman sets Robert Moses&#039;s expressways against Jane Jacobs&#039;s streets — a chapter that is partly memoir, since the Cross-Bronx Expressway destroyed the neighbourhood he grew up in.&lt;br /&gt;
&lt;br /&gt;
===Key Ideas===&lt;br /&gt;
* &#039;&#039;&#039;Modernity as contradiction, not condition.&#039;&#039;&#039; The refusal to resolve the promise and the threat into a verdict is the book&#039;s method.&lt;br /&gt;
* &#039;&#039;&#039;The tragedy of development.&#039;&#039;&#039; Faust as the type of the modern developer: genuinely visionary, genuinely liberating, and unable to build without destroying, including things he loves.&lt;br /&gt;
* &#039;&#039;&#039;Modernism in the streets.&#039;&#039;&#039; Berman&#039;s insistence that modernism is not confined to museums and difficult books but is lived in ordinary urban experience.&lt;br /&gt;
* &#039;&#039;&#039;Against the postmodern dismissal.&#039;&#039;&#039; Written against the emerging position that modernity was over and its aspirations naive, Berman&#039;s argument is that the project of using its energies to make a better common life is unfinished rather than discredited. His public dispute with Perry Anderson over this is a landmark exchange in &#039;&#039;New Left Review&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
Berman supplies the emotional and historical register that technology writing usually lacks — an account of what it feels like to live in a world being continuously rebuilt around you, and a refusal to settle into either enthusiasm or lament. His Faustian analysis of development applies with almost no adjustment to platform building: a genuine vision, a genuine liberation, and a destruction of existing arrangements that the builder regards as regrettable and unavoidable.&lt;br /&gt;
&lt;br /&gt;
The book also makes the useful historical point that the sense of everything dissolving too quickly to be understood is not a diagnosis of the present. It is the constitutive experience of modernity, and it is nearly two centuries old. Compare [[Liquid Times: Living in an Age of Uncertainty|Bauman]], who describes the same dissolution as a new stage rather than a continuation.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Liquid Times: Living in an Age of Uncertainty]]&lt;br /&gt;
* [[Zygmunt Bauman]]&lt;br /&gt;
* [[Wolfgang Schivelbusch]]&lt;br /&gt;
* [[Henri Lefebvre]]&lt;br /&gt;
* [[Jane Jacobs]]&lt;br /&gt;
* [[Supermodernity]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Books]]&lt;br /&gt;
[[Category:Critical Theory]]&lt;br /&gt;
[[Category:Time and Space]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Enshittification&amp;diff=7410</id>
		<title>Enshittification</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Enshittification&amp;diff=7410"/>
		<updated>2026-08-26T10:29:26Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: Created page with &amp;quot;The gradual breakdown in quality of digital platforms and services as companies shift focus from pleasing users to maximizing profits.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The gradual breakdown in quality of digital platforms and services as companies shift focus from pleasing users to maximizing profits.&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Template:Home:NewTerritory&amp;diff=7409</id>
		<title>Template:Home:NewTerritory</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Template:Home:NewTerritory&amp;diff=7409"/>
		<updated>2026-08-26T10:29:09Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: /* New Territory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TopicHeader}}&lt;br /&gt;
== New Territory ==&lt;br /&gt;
{{TopicEnder}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: center; height: &amp;quot;500px&amp;quot;; width: 120%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 33%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Food Substitutes]]&lt;br /&gt;
*[[Hyperstition]]&lt;br /&gt;
*[[Data Flows and Crises in Online Reputation Economies]]&lt;br /&gt;
*[[The Fractal Production of Value]]&lt;br /&gt;
*[[The Automatic Production of Space]]&lt;br /&gt;
*[[Class Status and Instantaneity]]&lt;br /&gt;
*[[Physiological Effects of Computing]]&lt;br /&gt;
*[[Types of Reality]]&lt;br /&gt;
*[[Internet Addiction]]&lt;br /&gt;
*[[Instant Gratification]]&lt;br /&gt;
*[[The Backspace Generation]]&lt;br /&gt;
*[[Effects of Computing on Family and Family Life]]&lt;br /&gt;
*[[Gaming Addiction]]&lt;br /&gt;
*[[Insomnia]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;float: left; width: 33%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Kids and Technology]]&lt;br /&gt;
*[[Teens on Social Networks]]&lt;br /&gt;
*[[Ethnography of Families and Technology]]&lt;br /&gt;
*[[Privacy and the Extended Self]]&lt;br /&gt;
*[[Netness]]&lt;br /&gt;
*[[Industrial Ecology]]&lt;br /&gt;
*[[Facebook]]&lt;br /&gt;
*[[Location Sharing]]&lt;br /&gt;
*[[Persistent Paleontology]]&lt;br /&gt;
*[[Mental and Emotional Effects of Computing]]&lt;br /&gt;
*[[Computing and Neurological Effects]]&lt;br /&gt;
*[[Revisiting Equipotential Space]]&lt;br /&gt;
*[[Animal Cyborgs]] - Illustrated&lt;br /&gt;
*[[Cyborg Animals]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;float: left; width: 33%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Affective Computing]]&lt;br /&gt;
*[[Tangible Media]]&lt;br /&gt;
*[[Autism and Computer Communication]]&lt;br /&gt;
*[[Fragmented Social Interchange]]&lt;br /&gt;
*[[Multitasking]]&lt;br /&gt;
*[[The Drive to Share]]&lt;br /&gt;
*[[Texting]]&lt;br /&gt;
*[[Machines as Pets]]&lt;br /&gt;
*[[Cyborg Botany]]&lt;br /&gt;
*[[Cybernetic Feedback in the Wizard Mindset]]&lt;br /&gt;
*[[Noosphere]]&lt;br /&gt;
*[[Enshittification]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Topics_in_Cyborg_Anthropology&amp;diff=7408</id>
		<title>Topics in Cyborg Anthropology</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Topics_in_Cyborg_Anthropology&amp;diff=7408"/>
		<updated>2026-08-26T10:27:14Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: /* Liquid Modernity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;private&amp;gt;Add in: http://cyborganthropology.com/Temp&amp;lt;/private&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Liquid Modernity===&lt;br /&gt;
&lt;br /&gt;
[[All That Is Solid Melts into Air: The Experience of Modernity]] by Marshall Berman, 1982&lt;br /&gt;
&lt;br /&gt;
[[Non-Places: Introduction to an Anthropology of Supermodernity]] by [[Marc Augé]] &lt;br /&gt;
&lt;br /&gt;
[[Liquid Modernity]] by [[Zygmunt Bauman]]&lt;br /&gt;
&lt;br /&gt;
===Actor Network Theory=== &lt;br /&gt;
&lt;br /&gt;
[[Reassembling the Social: An Introduction to Actor-Network-Theory]] by [[Bruno Latour]]&lt;br /&gt;
&lt;br /&gt;
[[The Forest of Symbols]] by [[Victor Turner]], 1967&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Applying Traditional Anthropology to Digital Analysis===&lt;br /&gt;
&lt;br /&gt;
[[Handbook of Methods of Cultural Anthropology]] by Russ Bernard &lt;br /&gt;
&lt;br /&gt;
[[Research Methods in Anthropology: Qualitative and Quantitative]] by Bernard, H. Russell&lt;br /&gt;
&lt;br /&gt;
===Mobile Technologies and Ubiquitous Computing===&lt;br /&gt;
&lt;br /&gt;
[[Philosophy In The Flesh - A Talk With George Lakoff]]&lt;br /&gt;
&lt;br /&gt;
[[Everyware: The Dawning Age of Ubiquitous Computing]] by Adam Greenfield&lt;br /&gt;
&lt;br /&gt;
[[The Inner History of Devices]] by [[Sherry Turkle]]&lt;br /&gt;
&lt;br /&gt;
[[Interaction in 4-Second Bursts: The Fragmented Nature of Attentional Resources in Mobile HCI]] by Antti Oulasvirta, Sakari Tamminen, Virpi Roto, and Jaana Kuorelahti, 2005&lt;br /&gt;
&lt;br /&gt;
[[On the Mobile; the Effects of Mobile Telephones on Social and Individual Life]] by [[Sadie Plant]], 2004 &lt;br /&gt;
&lt;br /&gt;
[[Ubiquitous Computing]] by [[Mark Weiser]], 1993&lt;br /&gt;
&lt;br /&gt;
[[The Prosthetic Impulse: From a Posthuman Present to a Biocultural Future]] Edited by Marquard Smith and Joanne Morra, 2005&lt;br /&gt;
&lt;br /&gt;
[[The Cell Phone: An Anthropology of Communication]] by Heather Horst and Daniel Miller&lt;br /&gt;
&lt;br /&gt;
[[A New Set of Social Rules for a Newly Wireless Society]] by Mizuko Ito&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Time and Space Compression===&lt;br /&gt;
&lt;br /&gt;
[[The Railway Journey: The Industrialization of Time and Space in the 19th Century]] by [[Wolfgang Schivelbusch]], 1986 &lt;br /&gt;
&lt;br /&gt;
[[Ambient Findability]] by Peter Morville &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Virtual Identity - Privacy, Boundaries, and the Presentation of Self in Digital Life===&lt;br /&gt;
&lt;br /&gt;
[[The Significance of the Frontier in American History]] by Frederick Jackson Turner&lt;br /&gt;
&lt;br /&gt;
[[The Presentation of Self in Everyday Life]] by [[Erving Goffman]]&lt;br /&gt;
&lt;br /&gt;
[[The Cybercultures Reader]] by Barbara M. Kennedy (Editor), David Bell (Editor)&lt;br /&gt;
&lt;br /&gt;
[[The Second Self: Computers and the Human Spirit]], by [[Sherry Turkle]]&lt;br /&gt;
&lt;br /&gt;
[[They Became What They Beheld]] by Edmund Snow, Carpenter (Author)&lt;br /&gt;
&lt;br /&gt;
[[Networked Publics]] by [[Kazys Varnelis]]&lt;br /&gt;
&lt;br /&gt;
[[The Body in Society: An Introduction]] by Alexandra Howson&lt;br /&gt;
&lt;br /&gt;
[[The Uncanny: Experiments in Cyborg Culture]] by Bruce Grenville (Editor)&lt;br /&gt;
&lt;br /&gt;
[[Sensorium: Embodied Experience, Technology, and Contemporary Art]] by Caroline A. Jones (Editor)&lt;br /&gt;
&lt;br /&gt;
[[Bodies in Code: Interfaces with Digital Media]] by Mark B. N. Hansen&lt;br /&gt;
&lt;br /&gt;
[[Rhythm Science]] by DJ Spooky That Subliminal Kid&lt;br /&gt;
&lt;br /&gt;
[[Cyborg: Digital Destiny and Human Possibility in the Age of the Wearable Computer]] by [[Steve Mann]]&lt;br /&gt;
&lt;br /&gt;
[[Being Digital]] by Nicholas Negroponte&lt;br /&gt;
&lt;br /&gt;
[[Simulation and Its Discontents]] by [[Sherry Turkle]]&lt;br /&gt;
&lt;br /&gt;
[[Life on the Screen: Identity in the Age of the Internet]] by [[Sherry Turkle]]&lt;br /&gt;
&lt;br /&gt;
[[The Allure of Machinic Life: Cybernetics, Artificial Life, and the New AI]] by John Johnston&lt;br /&gt;
&lt;br /&gt;
[[The Cyborg Handbook]] by [[Chris Hables Gray]]&lt;br /&gt;
&lt;br /&gt;
[[Me++: The Cyborg Self and the Networked City]] by William J. Mitchell&lt;br /&gt;
&lt;br /&gt;
[[Transformations: Identity Construction in Contemporary Culture]] by Grant David McCracken&lt;br /&gt;
&lt;br /&gt;
[[The Practice of Everyday Life]] by Luce Giard, et al.&lt;br /&gt;
&lt;br /&gt;
[[Coming of Age in Second Life: An Anthropologist Explores the Virtually Human]] by Tom Boellstorff&lt;br /&gt;
&lt;br /&gt;
[[Natural-Born Cyborgs: Minds, Technologies, and the Future of Human Intelligence]] by Andy Clark&lt;br /&gt;
&lt;br /&gt;
[[Cyborg Citizen: Politics in the Posthuman Age]] by Chris Hables Gray (Author)&lt;br /&gt;
&lt;br /&gt;
[[Feed]] by M.T. Anderson &lt;br /&gt;
&lt;br /&gt;
[[Between Nature &amp;amp; Culture Cyborgs, Simians, Dogs, Genes &amp;amp; Us]] by [[Donna Haraway]], Jorge Hankamer, and Gary Lease, 1999 &lt;br /&gt;
&lt;br /&gt;
[[The Skin of Culture: Investigating the New Electronic Reality]] by Derrick De Kerckhove&lt;br /&gt;
&lt;br /&gt;
[[Suicide, a Study in Sociology]] by Emile Durkheim&lt;br /&gt;
&lt;br /&gt;
[[Interaction Ritual : Essays on Face-to-Face Behavior]] by [[Erving Goffman]]&lt;br /&gt;
&lt;br /&gt;
[[Behavior in Public Places; Notes on the Social Organization of Gatherings]] by [[Erving Goffman]], 1963. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[The Practice of Everyday Life]] by Michel de Certeau, Luce Giard, and Pierre Mayol, 1988&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Computing History===&lt;br /&gt;
&lt;br /&gt;
[[Bots: The Origin of a New Species]] by Andrew Leonard&lt;br /&gt;
&lt;br /&gt;
===Digital Advertising - Transforming Watchers to Actors - Consumption, Value and Worth ===&lt;br /&gt;
&lt;br /&gt;
[[Feed]] by M.T. Anderson (cont.) &lt;br /&gt;
&lt;br /&gt;
[[Synthetic Worlds: The Business and Culture of Online Games]] by Edward Castronova&lt;br /&gt;
&lt;br /&gt;
[[Consumption and Digital Commodities In the Everyday]] by Mark Poster, 2004&lt;br /&gt;
&lt;br /&gt;
[[Critical Play: Radical Game Design]] by [[Mary Flanagan]]&lt;br /&gt;
&lt;br /&gt;
[[Shopping, Place and Identity]] by Peter Jackson (Author), et al.&lt;br /&gt;
&lt;br /&gt;
[[Myth of the Machine : Technics and Human Development]] by Lewis Mumford (Author)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[The Language of New Media]] by [[Lev Manovich]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[The World of Goods]] by Mary Douglas&lt;br /&gt;
&lt;br /&gt;
[[Convergence Culture: Where Old and New Media Collide]] by [[Henry Jenkins]]&lt;br /&gt;
&lt;br /&gt;
[[Culture and Consumption: New Approaches to the Symbolic Character of Consumer Goods and Activities]] by Grant David McCracken&lt;br /&gt;
&lt;br /&gt;
[[Culture and Consumption II: Markets, Meaning, and Brand Management]] by Grant David McCracken&lt;br /&gt;
&lt;br /&gt;
[[The Meaning of Things: Domestic Symbols and the Self]] by Eugene Halton, Mihaly Csikszentmihalyi&lt;br /&gt;
&lt;br /&gt;
[[Production Studies: Cultural Studies of Media Industries]] by Vicki Mayer (Editor)&lt;br /&gt;
&lt;br /&gt;
===Digital Ground (Architecture)===&lt;br /&gt;
&lt;br /&gt;
[[Digital Ground: Architecture, Pervasive Computing, and Environment]] by Malcolm McCullough   	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Societies and Cities in the Age of Instant Access]] by Harvey J. Miller&lt;br /&gt;
&lt;br /&gt;
[[Psychogeography: Disentangling the Modern Conundrum of Psyche and Place]] by Will Self (Author), Ralph Steadman (Illustrator)&lt;br /&gt;
&lt;br /&gt;
[[Psychogeography]] by Merlin Coverley&lt;br /&gt;
&lt;br /&gt;
[[Screen World Volume 55]] by Barry Monush and John Willis&lt;br /&gt;
&lt;br /&gt;
[[Phenomenology of Perception]] by Maurice Merleau-Ponty&lt;br /&gt;
&lt;br /&gt;
[[Questions of Perception: Phenomenology of Architecture]] by Juhani Pallasmaa, Steven Holl&lt;br /&gt;
&lt;br /&gt;
[[The Eyes of the Skin: Architecture and the Senses]] by Juhani Pallasmaa&lt;br /&gt;
&lt;br /&gt;
[[Space and Place: The Perspective of Experience]] by Yi-fu Tuan&lt;br /&gt;
&lt;br /&gt;
[[The Poetics of Space]] by M. Jolas, et al.&lt;br /&gt;
&lt;br /&gt;
[[The Production of Space]] by Henri Lefebvre&lt;br /&gt;
&lt;br /&gt;
====Traditonal Architectural Classics====&lt;br /&gt;
&lt;br /&gt;
[[A Pattern Language: Towns, Buildings, Construction]] by Sara Ishikawa, et al.&lt;br /&gt;
&lt;br /&gt;
[[The Timeless Way of Building]] by Christopher Alexander&lt;br /&gt;
&lt;br /&gt;
[[The Secret Life of Buildings: An American Mythology for Modern Architecture]] by Gavin Macrae-Gibson&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Topics_in_Cyborg_Anthropology&amp;diff=7407</id>
		<title>Topics in Cyborg Anthropology</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Topics_in_Cyborg_Anthropology&amp;diff=7407"/>
		<updated>2026-08-26T10:26:54Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: /* Liquid Modernity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;private&amp;gt;Add in: http://cyborganthropology.com/Temp&amp;lt;/private&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Liquid Modernity===&lt;br /&gt;
&lt;br /&gt;
[[All That is Solid Melts into Air]]: The Experience of Modernity by Marshall Berman, 1982&lt;br /&gt;
&lt;br /&gt;
[[Non-Places: Introduction to an Anthropology of Supermodernity]] by [[Marc Augé]] &lt;br /&gt;
&lt;br /&gt;
[[Liquid Modernity]] by [[Zygmunt Bauman]]&lt;br /&gt;
&lt;br /&gt;
===Actor Network Theory=== &lt;br /&gt;
&lt;br /&gt;
[[Reassembling the Social: An Introduction to Actor-Network-Theory]] by [[Bruno Latour]]&lt;br /&gt;
&lt;br /&gt;
[[The Forest of Symbols]] by [[Victor Turner]], 1967&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Applying Traditional Anthropology to Digital Analysis===&lt;br /&gt;
&lt;br /&gt;
[[Handbook of Methods of Cultural Anthropology]] by Russ Bernard &lt;br /&gt;
&lt;br /&gt;
[[Research Methods in Anthropology: Qualitative and Quantitative]] by Bernard, H. Russell&lt;br /&gt;
&lt;br /&gt;
===Mobile Technologies and Ubiquitous Computing===&lt;br /&gt;
&lt;br /&gt;
[[Philosophy In The Flesh - A Talk With George Lakoff]]&lt;br /&gt;
&lt;br /&gt;
[[Everyware: The Dawning Age of Ubiquitous Computing]] by Adam Greenfield&lt;br /&gt;
&lt;br /&gt;
[[The Inner History of Devices]] by [[Sherry Turkle]]&lt;br /&gt;
&lt;br /&gt;
[[Interaction in 4-Second Bursts: The Fragmented Nature of Attentional Resources in Mobile HCI]] by Antti Oulasvirta, Sakari Tamminen, Virpi Roto, and Jaana Kuorelahti, 2005&lt;br /&gt;
&lt;br /&gt;
[[On the Mobile; the Effects of Mobile Telephones on Social and Individual Life]] by [[Sadie Plant]], 2004 &lt;br /&gt;
&lt;br /&gt;
[[Ubiquitous Computing]] by [[Mark Weiser]], 1993&lt;br /&gt;
&lt;br /&gt;
[[The Prosthetic Impulse: From a Posthuman Present to a Biocultural Future]] Edited by Marquard Smith and Joanne Morra, 2005&lt;br /&gt;
&lt;br /&gt;
[[The Cell Phone: An Anthropology of Communication]] by Heather Horst and Daniel Miller&lt;br /&gt;
&lt;br /&gt;
[[A New Set of Social Rules for a Newly Wireless Society]] by Mizuko Ito&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Time and Space Compression===&lt;br /&gt;
&lt;br /&gt;
[[The Railway Journey: The Industrialization of Time and Space in the 19th Century]] by [[Wolfgang Schivelbusch]], 1986 &lt;br /&gt;
&lt;br /&gt;
[[Ambient Findability]] by Peter Morville &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Virtual Identity - Privacy, Boundaries, and the Presentation of Self in Digital Life===&lt;br /&gt;
&lt;br /&gt;
[[The Significance of the Frontier in American History]] by Frederick Jackson Turner&lt;br /&gt;
&lt;br /&gt;
[[The Presentation of Self in Everyday Life]] by [[Erving Goffman]]&lt;br /&gt;
&lt;br /&gt;
[[The Cybercultures Reader]] by Barbara M. Kennedy (Editor), David Bell (Editor)&lt;br /&gt;
&lt;br /&gt;
[[The Second Self: Computers and the Human Spirit]], by [[Sherry Turkle]]&lt;br /&gt;
&lt;br /&gt;
[[They Became What They Beheld]] by Edmund Snow, Carpenter (Author)&lt;br /&gt;
&lt;br /&gt;
[[Networked Publics]] by [[Kazys Varnelis]]&lt;br /&gt;
&lt;br /&gt;
[[The Body in Society: An Introduction]] by Alexandra Howson&lt;br /&gt;
&lt;br /&gt;
[[The Uncanny: Experiments in Cyborg Culture]] by Bruce Grenville (Editor)&lt;br /&gt;
&lt;br /&gt;
[[Sensorium: Embodied Experience, Technology, and Contemporary Art]] by Caroline A. Jones (Editor)&lt;br /&gt;
&lt;br /&gt;
[[Bodies in Code: Interfaces with Digital Media]] by Mark B. N. Hansen&lt;br /&gt;
&lt;br /&gt;
[[Rhythm Science]] by DJ Spooky That Subliminal Kid&lt;br /&gt;
&lt;br /&gt;
[[Cyborg: Digital Destiny and Human Possibility in the Age of the Wearable Computer]] by [[Steve Mann]]&lt;br /&gt;
&lt;br /&gt;
[[Being Digital]] by Nicholas Negroponte&lt;br /&gt;
&lt;br /&gt;
[[Simulation and Its Discontents]] by [[Sherry Turkle]]&lt;br /&gt;
&lt;br /&gt;
[[Life on the Screen: Identity in the Age of the Internet]] by [[Sherry Turkle]]&lt;br /&gt;
&lt;br /&gt;
[[The Allure of Machinic Life: Cybernetics, Artificial Life, and the New AI]] by John Johnston&lt;br /&gt;
&lt;br /&gt;
[[The Cyborg Handbook]] by [[Chris Hables Gray]]&lt;br /&gt;
&lt;br /&gt;
[[Me++: The Cyborg Self and the Networked City]] by William J. Mitchell&lt;br /&gt;
&lt;br /&gt;
[[Transformations: Identity Construction in Contemporary Culture]] by Grant David McCracken&lt;br /&gt;
&lt;br /&gt;
[[The Practice of Everyday Life]] by Luce Giard, et al.&lt;br /&gt;
&lt;br /&gt;
[[Coming of Age in Second Life: An Anthropologist Explores the Virtually Human]] by Tom Boellstorff&lt;br /&gt;
&lt;br /&gt;
[[Natural-Born Cyborgs: Minds, Technologies, and the Future of Human Intelligence]] by Andy Clark&lt;br /&gt;
&lt;br /&gt;
[[Cyborg Citizen: Politics in the Posthuman Age]] by Chris Hables Gray (Author)&lt;br /&gt;
&lt;br /&gt;
[[Feed]] by M.T. Anderson &lt;br /&gt;
&lt;br /&gt;
[[Between Nature &amp;amp; Culture Cyborgs, Simians, Dogs, Genes &amp;amp; Us]] by [[Donna Haraway]], Jorge Hankamer, and Gary Lease, 1999 &lt;br /&gt;
&lt;br /&gt;
[[The Skin of Culture: Investigating the New Electronic Reality]] by Derrick De Kerckhove&lt;br /&gt;
&lt;br /&gt;
[[Suicide, a Study in Sociology]] by Emile Durkheim&lt;br /&gt;
&lt;br /&gt;
[[Interaction Ritual : Essays on Face-to-Face Behavior]] by [[Erving Goffman]]&lt;br /&gt;
&lt;br /&gt;
[[Behavior in Public Places; Notes on the Social Organization of Gatherings]] by [[Erving Goffman]], 1963. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[The Practice of Everyday Life]] by Michel de Certeau, Luce Giard, and Pierre Mayol, 1988&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Computing History===&lt;br /&gt;
&lt;br /&gt;
[[Bots: The Origin of a New Species]] by Andrew Leonard&lt;br /&gt;
&lt;br /&gt;
===Digital Advertising - Transforming Watchers to Actors - Consumption, Value and Worth ===&lt;br /&gt;
&lt;br /&gt;
[[Feed]] by M.T. Anderson (cont.) &lt;br /&gt;
&lt;br /&gt;
[[Synthetic Worlds: The Business and Culture of Online Games]] by Edward Castronova&lt;br /&gt;
&lt;br /&gt;
[[Consumption and Digital Commodities In the Everyday]] by Mark Poster, 2004&lt;br /&gt;
&lt;br /&gt;
[[Critical Play: Radical Game Design]] by [[Mary Flanagan]]&lt;br /&gt;
&lt;br /&gt;
[[Shopping, Place and Identity]] by Peter Jackson (Author), et al.&lt;br /&gt;
&lt;br /&gt;
[[Myth of the Machine : Technics and Human Development]] by Lewis Mumford (Author)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[The Language of New Media]] by [[Lev Manovich]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[The World of Goods]] by Mary Douglas&lt;br /&gt;
&lt;br /&gt;
[[Convergence Culture: Where Old and New Media Collide]] by [[Henry Jenkins]]&lt;br /&gt;
&lt;br /&gt;
[[Culture and Consumption: New Approaches to the Symbolic Character of Consumer Goods and Activities]] by Grant David McCracken&lt;br /&gt;
&lt;br /&gt;
[[Culture and Consumption II: Markets, Meaning, and Brand Management]] by Grant David McCracken&lt;br /&gt;
&lt;br /&gt;
[[The Meaning of Things: Domestic Symbols and the Self]] by Eugene Halton, Mihaly Csikszentmihalyi&lt;br /&gt;
&lt;br /&gt;
[[Production Studies: Cultural Studies of Media Industries]] by Vicki Mayer (Editor)&lt;br /&gt;
&lt;br /&gt;
===Digital Ground (Architecture)===&lt;br /&gt;
&lt;br /&gt;
[[Digital Ground: Architecture, Pervasive Computing, and Environment]] by Malcolm McCullough   	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Societies and Cities in the Age of Instant Access]] by Harvey J. Miller&lt;br /&gt;
&lt;br /&gt;
[[Psychogeography: Disentangling the Modern Conundrum of Psyche and Place]] by Will Self (Author), Ralph Steadman (Illustrator)&lt;br /&gt;
&lt;br /&gt;
[[Psychogeography]] by Merlin Coverley&lt;br /&gt;
&lt;br /&gt;
[[Screen World Volume 55]] by Barry Monush and John Willis&lt;br /&gt;
&lt;br /&gt;
[[Phenomenology of Perception]] by Maurice Merleau-Ponty&lt;br /&gt;
&lt;br /&gt;
[[Questions of Perception: Phenomenology of Architecture]] by Juhani Pallasmaa, Steven Holl&lt;br /&gt;
&lt;br /&gt;
[[The Eyes of the Skin: Architecture and the Senses]] by Juhani Pallasmaa&lt;br /&gt;
&lt;br /&gt;
[[Space and Place: The Perspective of Experience]] by Yi-fu Tuan&lt;br /&gt;
&lt;br /&gt;
[[The Poetics of Space]] by M. Jolas, et al.&lt;br /&gt;
&lt;br /&gt;
[[The Production of Space]] by Henri Lefebvre&lt;br /&gt;
&lt;br /&gt;
====Traditonal Architectural Classics====&lt;br /&gt;
&lt;br /&gt;
[[A Pattern Language: Towns, Buildings, Construction]] by Sara Ishikawa, et al.&lt;br /&gt;
&lt;br /&gt;
[[The Timeless Way of Building]] by Christopher Alexander&lt;br /&gt;
&lt;br /&gt;
[[The Secret Life of Buildings: An American Mythology for Modern Architecture]] by Gavin Macrae-Gibson&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Extended_Self&amp;diff=7406</id>
		<title>Extended Self</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Extended_Self&amp;diff=7406"/>
		<updated>2026-08-26T10:22:58Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: /* Related Reading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Definition===&lt;br /&gt;
The extended self is the proposition that a person&#039;s self is not bounded by their skin — that possessions, tools, records, places and other people are, under some descriptions, genuinely parts of the self rather than merely things the self owns or uses.&lt;br /&gt;
&lt;br /&gt;
Two largely separate literatures use the term, discussed below: &lt;br /&gt;
&lt;br /&gt;
===Consumer-Research===&lt;br /&gt;
Russell Belk&#039;s &amp;quot;Possessions and the Extended Self&amp;quot; (&#039;&#039;Journal of Consumer Research&#039;&#039;, 1988) is the founding paper in this tradition.&amp;lt;ref&amp;gt;Belk, Russell W. &amp;quot;Possessions and the Extended Self.&amp;quot; &#039;&#039;Journal of Consumer Research&#039;&#039; 15, no. 2 (1988): 139–168.&amp;lt;/ref&amp;gt; Belk&#039;s argument, building on William James&#039;s remark that a person&#039;s self is &amp;quot;the sum total of all that he CAN call his,&amp;quot; is that people incorporate objects into their sense of identity, and that the evidence is behavioural rather than introspective: the grief reported after burglary or fire, which regularly exceeds the material loss; the difficulty of disposing of objects with no use and no value; the way gifts, heirlooms and collections function.&lt;br /&gt;
&lt;br /&gt;
Belk revisited the argument in &amp;quot;Extended Self in a Digital World&amp;quot; (2013), noting that dematerialisation changes the picture: digital possessions are shared rather than exclusive, co-constructed with others, and stored somewhere the owner does not control.&lt;br /&gt;
&lt;br /&gt;
===Philosophy-of-Mind===&lt;br /&gt;
Andy Clark and David Chalmers&#039;s &amp;quot;The Extended Mind&amp;quot; (&#039;&#039;Analysis&#039;&#039;, 1998) makes a stronger and more contested claim. Their thought experiment concerns Otto, who has Alzheimer&#039;s and writes addresses in a notebook he always carries, and Inga, who remembers them. When each wants to go to the museum, Otto consults the notebook and Inga consults her memory. Clark and Chalmers argue there is no principled reason to count Inga&#039;s belief as part of her mind and Otto&#039;s as external, provided the notebook is reliably available, readily accessible, automatically endorsed and previously consciously endorsed — their &#039;&#039;&#039;parity principle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Clark develops this into a general position in &#039;&#039;[[Natural-Born Cyborgs: Minds, Technologies, and the Future of Human Intelligence|Natural-Born Cyborgs]]&#039;&#039; (2003): humans are distinguished not by raw cognitive power but by an unusual readiness to incorporate external structure into their thinking, which makes literacy, notation, and the smartphone continuous with each other.&lt;br /&gt;
&lt;br /&gt;
The standard objection, from Adams and Aizawa among others, is the &amp;quot;coupling–constitution fallacy&amp;quot;: that a process being causally coupled to cognition does not make it cognition.&lt;br /&gt;
&lt;br /&gt;
The phone is where the two literatures converge on a single object. It holds memory that is not in the head, identity documents, relationships, purchase history and location record; it is defended like a body part, and its loss produces distress out of proportion to its price. Belk&#039;s framework explains the attachment; Clark&#039;s explains the functional dependence.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
The extended self is the philosophical statement of the [[Cyborg|cyborg]] premise, arrived at without the vocabulary of hardware. If the parity principle holds, the boundary of the person is a question about functional integration rather than about skin — which is exactly the claim this field makes, and which most law, ethics and design still decline to accept.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Natural-Born Cyborgs: Minds, Technologies, and the Future of Human Intelligence]]&lt;br /&gt;
* [[Cyborg]]&lt;br /&gt;
* [[Prosthetics and Their Discontents]]&lt;br /&gt;
* [[Thorstein Veblen]]&lt;br /&gt;
* [[Persistent Paleontology]]&lt;br /&gt;
* [[Quantified self]]&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Cyborg Anthropology]]&lt;br /&gt;
[[Category:Critical Theory]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=The_Inner_History_of_Devices&amp;diff=7405</id>
		<title>The Inner History of Devices</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=The_Inner_History_of_Devices&amp;diff=7405"/>
		<updated>2026-08-26T10:22:52Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: /* Relevance to Cyborg Anthropology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Editor===&lt;br /&gt;
[[Sherry Turkle]] (b. 1948), Abby Rockefeller Mauzé Professor of the Social Studies of Science and Technology at MIT and founder of the MIT Initiative on Technology and Self.&lt;br /&gt;
&lt;br /&gt;
===Publication Details===&lt;br /&gt;
&#039;&#039;The Inner History of Devices&#039;&#039;. Cambridge, MA: MIT Press, 2008. 216 pp. ISBN 978-0-262-20176-0.&lt;br /&gt;
&lt;br /&gt;
It is the third of Turkle&#039;s edited trilogy on objects and thinking, following &#039;&#039;Evocative Objects: Things We Think With&#039;&#039; (2007) and &#039;&#039;Falling For Science: Objects in Mind&#039;&#039; (2008), and preceding &#039;&#039;[[Simulation and Its Discontents]]&#039;&#039; (2009).&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
The volume&#039;s premise is methodological. Turkle argues that the standard ways of studying people and technology — surveys, usage statistics, laboratory observation — capture behaviour and miss the thing that matters most: the &#039;&#039;&#039;inner history&#039;&#039;&#039;, the subjective relationship a person has with a device, which is frequently at odds with what they report and always richer than what a metric records.&lt;br /&gt;
&lt;br /&gt;
Her instrument for reaching it is what she calls &#039;&#039;&#039;intimate ethnography&#039;&#039;&#039;: a combination of clinical listening, memoir and close observation, in which the researcher&#039;s own responses are part of the evidence rather than noise to be eliminated. Turkle&#039;s training as a licensed clinical psychologist is doing real work here, and the collection is in part an argument that psychoanalytic listening is a legitimate research method for technology studies.&lt;br /&gt;
&lt;br /&gt;
The book is organised in three sections — memoir, clinical accounts, and ethnography — with contributors including clinicians, scholars and Turkle&#039;s own students, writing about cell phones, dialysis machines, prosthetic limbs, medical monitoring equipment, the internet as experienced by people in therapy, and the objects of childhood.&lt;br /&gt;
&lt;br /&gt;
===Key Ideas===&lt;br /&gt;
* &#039;&#039;&#039;Devices have inner histories.&#039;&#039;&#039; The relationship a person has with a machine has a biography: a beginning, developments, disappointments, dependencies and losses. It is not adequately described as use.&lt;br /&gt;
* &#039;&#039;&#039;The clinical as evidence.&#039;&#039;&#039; What people say about their devices in a therapeutic register differs systematically from what they say in a survey, and the difference is informative rather than merely inconvenient.&lt;br /&gt;
* &#039;&#039;&#039;Technology as a relational object.&#039;&#039;&#039; Turkle&#039;s continuing category: things that people relate to rather than merely operate, which includes far more objects than the ones designed to be relational.&lt;br /&gt;
* &#039;&#039;&#039;The medical device as limit case.&#039;&#039;&#039; Several contributions concern machines that keep a person alive. These make the dependency, ambivalence and identity questions unavoidable, and Turkle uses them to argue that the same structure — attenuated — is present in ordinary consumer devices.&lt;br /&gt;
&lt;br /&gt;
===Criticism===&lt;br /&gt;
The methodological argument is also the standing objection: small samples, self-selected subjects, an interpretive framework that cannot be falsified, and a researcher whose own responses are admitted as evidence. Turkle&#039;s answer is that the alternative methods are not neutral either, and that they systematically exclude precisely the material this volume is for.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
This is the field&#039;s clearest argument for taking the felt, private, unmeasured relationship between people and their machines as a legitimate object of study — and for the proposition that a person&#039;s account of what a device means to them is data rather than anecdote. It is the qualitative counterweight to [[Sandy Pentland|reality mining]] and the [[Quantified self|quantified self]], both of which measure what a body does and are silent on what it is like.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Sherry Turkle]]&lt;br /&gt;
* [[Simulation and Its Discontents]]&lt;br /&gt;
* [[Prosthetics and Their Discontents]]&lt;br /&gt;
* [[Implant]]&lt;br /&gt;
* [[Extended Self]]&lt;br /&gt;
* [[Digital Anthropology]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Books]]&lt;br /&gt;
[[Category:Digital Anthropology]]&lt;br /&gt;
[[Category:Cyborg Anthropology]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Extended_Self&amp;diff=7404</id>
		<title>Extended Self</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Extended_Self&amp;diff=7404"/>
		<updated>2026-08-26T10:22:12Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: /* Related Reading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Definition===&lt;br /&gt;
The extended self is the proposition that a person&#039;s self is not bounded by their skin — that possessions, tools, records, places and other people are, under some descriptions, genuinely parts of the self rather than merely things the self owns or uses.&lt;br /&gt;
&lt;br /&gt;
Two largely separate literatures use the term, discussed below: &lt;br /&gt;
&lt;br /&gt;
===Consumer-Research===&lt;br /&gt;
Russell Belk&#039;s &amp;quot;Possessions and the Extended Self&amp;quot; (&#039;&#039;Journal of Consumer Research&#039;&#039;, 1988) is the founding paper in this tradition.&amp;lt;ref&amp;gt;Belk, Russell W. &amp;quot;Possessions and the Extended Self.&amp;quot; &#039;&#039;Journal of Consumer Research&#039;&#039; 15, no. 2 (1988): 139–168.&amp;lt;/ref&amp;gt; Belk&#039;s argument, building on William James&#039;s remark that a person&#039;s self is &amp;quot;the sum total of all that he CAN call his,&amp;quot; is that people incorporate objects into their sense of identity, and that the evidence is behavioural rather than introspective: the grief reported after burglary or fire, which regularly exceeds the material loss; the difficulty of disposing of objects with no use and no value; the way gifts, heirlooms and collections function.&lt;br /&gt;
&lt;br /&gt;
Belk revisited the argument in &amp;quot;Extended Self in a Digital World&amp;quot; (2013), noting that dematerialisation changes the picture: digital possessions are shared rather than exclusive, co-constructed with others, and stored somewhere the owner does not control.&lt;br /&gt;
&lt;br /&gt;
===Philosophy-of-Mind===&lt;br /&gt;
Andy Clark and David Chalmers&#039;s &amp;quot;The Extended Mind&amp;quot; (&#039;&#039;Analysis&#039;&#039;, 1998) makes a stronger and more contested claim. Their thought experiment concerns Otto, who has Alzheimer&#039;s and writes addresses in a notebook he always carries, and Inga, who remembers them. When each wants to go to the museum, Otto consults the notebook and Inga consults her memory. Clark and Chalmers argue there is no principled reason to count Inga&#039;s belief as part of her mind and Otto&#039;s as external, provided the notebook is reliably available, readily accessible, automatically endorsed and previously consciously endorsed — their &#039;&#039;&#039;parity principle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Clark develops this into a general position in &#039;&#039;[[Natural-Born Cyborgs: Minds, Technologies, and the Future of Human Intelligence|Natural-Born Cyborgs]]&#039;&#039; (2003): humans are distinguished not by raw cognitive power but by an unusual readiness to incorporate external structure into their thinking, which makes literacy, notation, and the smartphone continuous with each other.&lt;br /&gt;
&lt;br /&gt;
The standard objection, from Adams and Aizawa among others, is the &amp;quot;coupling–constitution fallacy&amp;quot;: that a process being causally coupled to cognition does not make it cognition.&lt;br /&gt;
&lt;br /&gt;
The phone is where the two literatures converge on a single object. It holds memory that is not in the head, identity documents, relationships, purchase history and location record; it is defended like a body part, and its loss produces distress out of proportion to its price. Belk&#039;s framework explains the attachment; Clark&#039;s explains the functional dependence.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
The extended self is the philosophical statement of the [[Cyborg|cyborg]] premise, arrived at without the vocabulary of hardware. If the parity principle holds, the boundary of the person is a question about functional integration rather than about skin — which is exactly the claim this field makes, and which most law, ethics and design still decline to accept.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Natural-Born Cyborgs: Minds, Technologies, and the Future of Human Intelligence]]&lt;br /&gt;
* [[Cyborg]]&lt;br /&gt;
* [[Prosthetics and Their Discontents]]&lt;br /&gt;
* [[Thorstein Veblen]]&lt;br /&gt;
* [[Persistent Paleontology]]&lt;br /&gt;
* [[The Quantified Self]]&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Cyborg Anthropology]]&lt;br /&gt;
[[Category:Critical Theory]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Beyond_Locative_Media&amp;diff=7403</id>
		<title>Beyond Locative Media</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Beyond_Locative_Media&amp;diff=7403"/>
		<updated>2026-08-26T10:22:05Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Authors===&lt;br /&gt;
Marc Tuters, media theorist, now at the University of Amsterdam, and Kazys Varnelis, architectural historian and then director of the Network Architecture Lab at Columbia University.&lt;br /&gt;
&lt;br /&gt;
===Citation===&lt;br /&gt;
Tuters, Marc, and Kazys Varnelis. &amp;quot;Beyond Locative Media: Giving Shape to the Internet of Things.&amp;quot; &#039;&#039;Leonardo&#039;&#039; 39, no. 4 (2006): 357–363.&amp;lt;ref&amp;gt;[https://direct.mit.edu/leon/article/39/4/357/44876/ Beyond Locative Media: Giving Shape to the Internet of Things], &#039;&#039;Leonardo&#039;&#039;, MIT Press.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
The article is both a summary of the locative media movement and an argument about where it had gone wrong. Written at the movement&#039;s high point — the same year as the ISEA2006 symposium in San Jose, which had locative media as a major theme — it functions now as the movement&#039;s most useful retrospective.&lt;br /&gt;
&lt;br /&gt;
Tuters and Varnelis divide locative media practice into two strands:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Annotative&#039;&#039;&#039; — attaching information to places. Tagging, geo-annotation, layered narrative, and the practices grouped under [[Narrative Archaeology|narrative archaeology]].&lt;br /&gt;
* &#039;&#039;&#039;Phenomenological&#039;&#039;&#039; — tracing the movement of bodies through space. GPS drawing, walking projects, trace visualisation, and the psychogeographic inheritance.&lt;br /&gt;
&lt;br /&gt;
Their critique is that both strands had become preoccupied with the &#039;&#039;&#039;subject&#039;&#039;&#039; — with the artist&#039;s route, the individual&#039;s trace, the personal annotation — and had therefore reproduced the very Romantic, expressive model of the wandering individual that the Situationist &#039;&#039;dérive&#039;&#039; was originally meant to disrupt. Locative art, they argue, risked becoming an aesthetics of self-tracking: &amp;quot;a neo-Romanticism of the mobile subject.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Against this they propose a turn toward &#039;&#039;&#039;objects&#039;&#039;&#039; and infrastructures — toward what was then being called the internet of things. If things can address, sense and report, then the interesting artistic and analytic questions concern the networks of objects themselves rather than the individual moving among them. Tuters later developed this as &amp;quot;the object-turn in locative media.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Key Ideas===&lt;br /&gt;
* &#039;&#039;&#039;The annotative/phenomenological distinction.&#039;&#039;&#039; Still the most useful taxonomy of locative practice, and applicable to commercial location services as readily as to art.&lt;br /&gt;
* &#039;&#039;&#039;The critique of the mobile subject.&#039;&#039;&#039; The argument that centring the individual trace reproduces an ideology rather than examining one — a criticism that applies directly to later self-tracking; see [[The Quantified Self|quantified self]].&lt;br /&gt;
* &#039;&#039;&#039;From locative to ambient.&#039;&#039;&#039; The prediction, largely borne out, that the significant developments would come from environments and objects that sense and report continuously rather than from devices carried deliberately. See [[Everyware: The Dawning Age of Ubiquitous Computing|&#039;&#039;Everyware&#039;&#039;]].&lt;br /&gt;
* &#039;&#039;&#039;The politics of the platform.&#039;&#039;&#039; Their observation that locative art depended on infrastructure it did not control — GPS is a military system, mapping is proprietary — and that this dependency was rarely examined by practitioners.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
This is the best short account of a movement that ran from roughly 2002 to 2008 and whose vocabulary this wiki inherited. Reading it is the fastest way to understand what locative media was trying to do, why it stopped, and how its questions were absorbed into commercial location services with the critique removed.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Narrative Archaeology]]&lt;br /&gt;
* [[Everyware: The Dawning Age of Ubiquitous Computing]]&lt;br /&gt;
* [[Geocloaking]]&lt;br /&gt;
* [[Place: The Networking of Public Space]]&lt;br /&gt;
* [[Guy Debord]]&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Articles]]&lt;br /&gt;
[[Category:Time and Space]]&lt;br /&gt;
[[Category:Mobile Computing]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Beyond_Locative_Media&amp;diff=7402</id>
		<title>Beyond Locative Media</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Beyond_Locative_Media&amp;diff=7402"/>
		<updated>2026-08-26T10:21:54Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: /* Related Reading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Authors===&lt;br /&gt;
Marc Tuters, media theorist, now at the University of Amsterdam, and Kazys Varnelis, architectural historian and then director of the Network Architecture Lab at Columbia University.&lt;br /&gt;
&lt;br /&gt;
===Citation===&lt;br /&gt;
Tuters, Marc, and Kazys Varnelis. &amp;quot;Beyond Locative Media: Giving Shape to the Internet of Things.&amp;quot; &#039;&#039;Leonardo&#039;&#039; 39, no. 4 (2006): 357–363.&amp;lt;ref&amp;gt;[https://direct.mit.edu/leon/article/39/4/357/44876/ Beyond Locative Media: Giving Shape to the Internet of Things], &#039;&#039;Leonardo&#039;&#039;, MIT Press.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
The article is both a summary of the locative media movement and an argument about where it had gone wrong. Written at the movement&#039;s high point — the same year as the ISEA2006 symposium in San Jose, which had locative media as a major theme — it functions now as the movement&#039;s most useful retrospective.&lt;br /&gt;
&lt;br /&gt;
Tuters and Varnelis divide locative media practice into two strands:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Annotative&#039;&#039;&#039; — attaching information to places. Tagging, geo-annotation, layered narrative, and the practices grouped under [[Narrative Archaeology|narrative archaeology]].&lt;br /&gt;
* &#039;&#039;&#039;Phenomenological&#039;&#039;&#039; — tracing the movement of bodies through space. GPS drawing, walking projects, trace visualisation, and the psychogeographic inheritance.&lt;br /&gt;
&lt;br /&gt;
Their critique is that both strands had become preoccupied with the &#039;&#039;&#039;subject&#039;&#039;&#039; — with the artist&#039;s route, the individual&#039;s trace, the personal annotation — and had therefore reproduced the very Romantic, expressive model of the wandering individual that the Situationist &#039;&#039;dérive&#039;&#039; was originally meant to disrupt. Locative art, they argue, risked becoming an aesthetics of self-tracking: &amp;quot;a neo-Romanticism of the mobile subject.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Against this they propose a turn toward &#039;&#039;&#039;objects&#039;&#039;&#039; and infrastructures — toward what was then being called the internet of things. If things can address, sense and report, then the interesting artistic and analytic questions concern the networks of objects themselves rather than the individual moving among them. Tuters later developed this as &amp;quot;the object-turn in locative media.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Key Ideas===&lt;br /&gt;
* &#039;&#039;&#039;The annotative/phenomenological distinction.&#039;&#039;&#039; Still the most useful taxonomy of locative practice, and applicable to commercial location services as readily as to art.&lt;br /&gt;
* &#039;&#039;&#039;The critique of the mobile subject.&#039;&#039;&#039; The argument that centring the individual trace reproduces an ideology rather than examining one — a criticism that applies directly to later self-tracking; see [[Quantified Self|quantified self]].&lt;br /&gt;
* &#039;&#039;&#039;From locative to ambient.&#039;&#039;&#039; The prediction, largely borne out, that the significant developments would come from environments and objects that sense and report continuously rather than from devices carried deliberately. See [[Everyware: The Dawning Age of Ubiquitous Computing|&#039;&#039;Everyware&#039;&#039;]].&lt;br /&gt;
* &#039;&#039;&#039;The politics of the platform.&#039;&#039;&#039; Their observation that locative art depended on infrastructure it did not control — GPS is a military system, mapping is proprietary — and that this dependency was rarely examined by practitioners.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
This is the best short account of a movement that ran from roughly 2002 to 2008 and whose vocabulary this wiki inherited. Reading it is the fastest way to understand what locative media was trying to do, why it stopped, and how its questions were absorbed into commercial location services with the critique removed.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Narrative Archaeology]]&lt;br /&gt;
* [[Everyware: The Dawning Age of Ubiquitous Computing]]&lt;br /&gt;
* [[Geocloaking]]&lt;br /&gt;
* [[Place: The Networking of Public Space]]&lt;br /&gt;
* [[Guy Debord]]&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Articles]]&lt;br /&gt;
[[Category:Time and Space]]&lt;br /&gt;
[[Category:Mobile Computing]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Soylent&amp;diff=7401</id>
		<title>Soylent</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Soylent&amp;diff=7401"/>
		<updated>2026-08-26T10:21:46Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: /* Related Reading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Definition===&lt;br /&gt;
Soylent is a food replacement produced by a startup company working on the future of food.&amp;lt;ref&amp;gt;[https://campaign.soylent.me/soylent-free-your-body Original crowdfunding campaign]; see also [https://en.wikipedia.org/wiki/Soylent_(meal_replacement) Soylent (meal replacement)].&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
Soylent began in early 2013 as a personal experiment. Rob Rhinehart, then working on a failing telecoms startup in San Francisco, decided that food was consuming an unreasonable share of his time and money, worked through the nutritional literature, ordered the constituent compounds in bulk, and lived on the resulting mixture for a month. He documented this in a blog post titled &amp;quot;How I Stopped Eating Food,&amp;quot; which circulated widely and turned an idiosyncratic self-experiment into a product.&lt;br /&gt;
&lt;br /&gt;
A crowdfunding campaign followed, raising well over a million dollars in pre-orders, and the company shipped its first powder in 2014. Subsequent products included a ready-to-drink bottled version, a coffee variant, and a food bar; the bar and one powder formulation were withdrawn in 2016 after reports of gastrointestinal illness, later attributed to an ingredient supplier. Rhinehart stepped down as chief executive in December 2017, and the company was acquired by the consumer-products firm Starco Brands in February 2023.&amp;lt;ref&amp;gt;[https://techcrunch.com/2023/02/21/soylent-acquired-starco-brands-nutrition/ Soylent acquired by Starco Brands], TechCrunch, 21 February 2023.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Name===&lt;br /&gt;
The product is named for the 1973 film &#039;&#039;Soylent Green&#039;&#039;, itself loosely adapted from Harry Harrison&#039;s 1966 novel &#039;&#039;Make Room! Make Room!&#039;&#039;. In the film, &amp;quot;soylent green&amp;quot; is a food ration made — in the line the whole culture remembers — of people. Naming a meal replacement after it was a deliberate joke, and one that did a great deal of the marketing work: it signalled that the founders knew exactly how the product looked, and declined to be embarrassed by it.&lt;br /&gt;
&lt;br /&gt;
===What Makes It Interesting Anthropologically===&lt;br /&gt;
Soylent&#039;s nutritional claims are unremarkable; complete liquid nutrition has existed in clinical use for decades, and meal replacement shakes are an old category. What was new was the framing.&lt;br /&gt;
&lt;br /&gt;
Soylent proposed that eating is an engineering problem with a solution, and that the solution is to stop. Its early marketing treated meals as overhead: time spent shopping, cooking, deciding and washing up, all of it recoverable. This is the logic of optimisation applied to a domain that had been considered exempt from it, and the reaction it provoked — considerably stronger than the product warranted — indicates how much cultural work eating actually does.&lt;br /&gt;
&lt;br /&gt;
The objections were rarely nutritional. They were that meals are how households organise a day, how friendships are conducted, how cultures transmit themselves, and how most people mark the boundary between work and not-work. A product that removes eating removes those too, and the users who reported the greatest satisfaction were frequently those who described being relieved of exactly that social scheduling. Rhinehart&#039;s own writing during this period — on eliminating dishes, furniture, laundry and a fixed home — made the underlying position explicit: the frictions of embodied domestic life are inefficiencies, and can be engineered away.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Timothy Ferriss]]&lt;br /&gt;
* [[The Quantified Self]]&lt;br /&gt;
* [[Frictional Interface]]&lt;br /&gt;
* [[DIY Bio Movement]]&lt;br /&gt;
* [[Future Runoff]]&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Future Culture]]&lt;br /&gt;
[[Category:Information Society]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Paul_Rabinow&amp;diff=7400</id>
		<title>Paul Rabinow</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Paul_Rabinow&amp;diff=7400"/>
		<updated>2026-08-26T10:21:39Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Biography===&lt;br /&gt;
Paul Rabinow (21 June 1944 – 6 May 2021) was an American anthropologist, Professor of Anthropology at the University of California, Berkeley, and the leading figure in the anthropology of contemporary science and reason.&lt;br /&gt;
&lt;br /&gt;
He took his doctorate at the University of Chicago in 1970 with fieldwork in Morocco, and taught at Berkeley from 1978. He was the principal English-language interpreter and editor of Michel Foucault&#039;s work — editor of &#039;&#039;The Foucault Reader&#039;&#039; (1984) and of the &#039;&#039;Essential Works&#039;&#039; — and he founded the Anthropology of the Contemporary Research Collaboratory (ARC) in 2005.&amp;lt;ref&amp;gt;[https://en.wikipedia.org/wiki/Paul_Rabinow Paul Rabinow]; see also the obituaries in &#039;&#039;American Anthropologist&#039;&#039; (2022) and &#039;&#039;Anthropology Today&#039;&#039;.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Key Ideas===&lt;br /&gt;
* &#039;&#039;&#039;Reflections on fieldwork.&#039;&#039;&#039; &#039;&#039;Reflections on Fieldwork in Morocco&#039;&#039; (1977) was among the first books to make the ethnographer&#039;s own position, confusion and relationships the explicit subject rather than the omitted background. It was contentious on publication and is now standard reading, and it belongs to the same reflexive turn that produced &#039;&#039;Writing Culture&#039;&#039; (1986), to which Rabinow contributed.&lt;br /&gt;
* &#039;&#039;&#039;Anthropology of reason.&#039;&#039;&#039; Rabinow&#039;s programme, set out in &#039;&#039;Essays on the Anthropology of Reason&#039;&#039; (1996), reverses anthropology&#039;s traditional direction of travel. Rather than studying the beliefs of distant others, the anthropologist studies the practices by which the modern West produces truth — laboratories, statistics, standards, ethics committees, regulation. His formulation: anthropology should study &amp;quot;the forms of life through which we have come to be what we are.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Biosociality.&#039;&#039;&#039; His most cited concept, introduced in &amp;quot;Artificiality and Enlightenment: From Sociobiology to Biosociality&amp;quot; (1992). Sociobiology attempted to explain culture on the model of nature. Rabinow argued that the reverse was happening: nature was being remade on the model of culture, and new social groups were forming around shared biological facts. Patient advocacy organisations built around a specific mutation, communities of people sharing a genetic risk profile, identities organised around a diagnosis — these are collectivities constituted by biological classification rather than by kinship, locality or class. The concept anticipated by a decade the social forms that genetic testing and patient networks would produce.&lt;br /&gt;
* &#039;&#039;&#039;The anthropology of the contemporary.&#039;&#039;&#039; His late methodological project: the study of emergent situations in which existing concepts do not yet fit, requiring the anthropologist to work out an apparatus rather than apply one. He distinguished the &amp;quot;contemporary&amp;quot; from the &amp;quot;modern&amp;quot; — the contemporary being a moving ratio of the old and the new rather than an epoch.&lt;br /&gt;
* &#039;&#039;&#039;Making PCR.&#039;&#039;&#039; &#039;&#039;Making PCR: A Story of Biotechnology&#039;&#039; (1996) is an ethnography of the invention of the polymerase chain reaction at Cetus Corporation, and a study of how a technique, a company and a set of careers produce one another.&lt;br /&gt;
&lt;br /&gt;
===Selected Works===&lt;br /&gt;
* &#039;&#039;Reflections on Fieldwork in Morocco&#039;&#039; (1977)&lt;br /&gt;
* &#039;&#039;French Modern: Norms and Forms of the Social Environment&#039;&#039; (1989)&lt;br /&gt;
* &#039;&#039;Essays on the Anthropology of Reason&#039;&#039; (1996)&lt;br /&gt;
* &#039;&#039;Making PCR: A Story of Biotechnology&#039;&#039; (1996)&lt;br /&gt;
* &#039;&#039;Anthropos Today: Reflections on Modern Equipment&#039;&#039; (2003)&lt;br /&gt;
* &#039;&#039;Designing Human Practices: An Experiment with Synthetic Biology&#039;&#039; (2012), with Gaymon Bennett&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
Rabinow supplies the discipline&#039;s strongest argument that anthropology&#039;s proper object includes the institutions producing technology, not only the people receiving it — the same move [[Sharon Traweek|Traweek]] makes in the laboratory. Biosociality is directly applicable to this field: communities forming around a shared biological or informational classification are now ordinary, and the [[The Quantified Self|quantified self]] is a biosocial formation in Rabinow&#039;s exact sense. His experience on the ethics component of the Synthetic Biology Engineering Research Center is also a rare documented case of an anthropologist embedded in a technical programme, and of how badly that can go.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Sharon Traweek]]&lt;br /&gt;
* [[Digital Anthropology]]&lt;br /&gt;
* [[The Quantified Self]]&lt;br /&gt;
* [[Discipline and Punish: The Birth of the Prison]]&lt;br /&gt;
* [[DIY Bio Movement]]&lt;br /&gt;
* [[Russ Bernard]]&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Traditional Anthropology]]&lt;br /&gt;
[[Category:Critical Theory]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Lifestreaming&amp;diff=7399</id>
		<title>Lifestreaming</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Lifestreaming&amp;diff=7399"/>
		<updated>2026-08-26T10:21:22Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:lifecasting-maggie-nichols.jpg|center|600px]] &lt;br /&gt;
===Definition===&lt;br /&gt;
Lifestreaming is a term used to describe the act of streaming one&#039;s actions and life to others in a consistently updating manner. Whether streaming one&#039;s heartbeat data, visor video or GPS data, lifestreaming is part of the process of the [[The Quantified Self]], or a process used by those who log data about themselves and format it into a visual or graphed format over time. In essence, &amp;quot;every (connected) experience - txt, email, voice call, scrible, in person meetup, personal visual and sound experience, commercial media experience is indexed, searchable and recoverable on a timeline (and geoline)&amp;quot;.&amp;lt;ref&amp;gt;E-mail from Rob Wilcox to Amber Case - Feb 3rd, 2011.&amp;lt;/ref&amp;gt;It is similar to Lifecasting, which is a &amp;quot;continual broadcast of events in a person&#039;s life through digital media. Typically, lifecasting is transmitted through the medium of the Internet and can involve wearable technology&amp;quot;.&amp;lt;ref&amp;gt;Why life as a cyborg is better: Eccentric professor explains reasons for tailoring reality]. Archive.org snapshot of CNN.com story. Originally published Wednesday, January 14, 2004. Accessed Oct 2011. http://replay.waybackmachine.org/20081206171437/http://edition.cnn.com/2004/TECH/internet/01/14/internet.cyborb.ap/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
[[Steve Mann]] was one of the first lifestreamers. At MIT in 1985 he began streaming his every waking moment to the Athena web server, allowing his life to be accessed and commented on by others.&amp;lt;ref&amp;gt;Mann, Steve and Hal Niedzviecki. Cyborg: Digital Destiny and Human Possibility in the Age of the Wearable Computer. 2001.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
[[Wearable Computing]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Book Pages]]&lt;br /&gt;
[[Category:Finished]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Timothy_Ferriss&amp;diff=7398</id>
		<title>Timothy Ferriss</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Timothy_Ferriss&amp;diff=7398"/>
		<updated>2026-08-26T10:21:11Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Biography===&lt;br /&gt;
Timothy Ferriss (b. 20 July 1977) is an American author, investor and podcaster. He studied East Asian studies at Princeton, where he later lectured on high-tech entrepreneurship, and ran a sports nutrition supplement company, BrainQUICKEN, before writing the book that made his name.&amp;lt;ref&amp;gt;[https://en.wikipedia.org/wiki/Tim_Ferriss Tim Ferriss], biography and bibliography.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The 4-Hour Workweek===&lt;br /&gt;
&#039;&#039;The 4-Hour Workweek: Escape 9–5, Live Anywhere, and Join the New Rich&#039;&#039; (New York: Crown, 2007) argues that the standard arrangement of a career — deferred reward, fixed location, fixed hours, retirement at the end — is an artefact of industrial scheduling rather than a necessity, and that networked communication makes an alternative available to some workers. Its programme is summarised by the acronym DEAL: Definition (rethinking assumptions about wealth and time), Elimination (applying the Pareto principle and Parkinson&#039;s law to cut work rather than manage it), Automation (outsourcing and building income streams that do not require presence), and Liberation (removing the requirement to be in a particular place).&lt;br /&gt;
&lt;br /&gt;
The book popularised several terms that entered general use: &#039;&#039;&#039;lifestyle design&#039;&#039;&#039;, the &#039;&#039;&#039;New Rich&#039;&#039;&#039;, the &#039;&#039;&#039;mini-retirement&#039;&#039;&#039; distributed through a working life rather than saved for its end, the &#039;&#039;&#039;low-information diet&#039;&#039;&#039;, and &#039;&#039;&#039;batching&#039;&#039;&#039;. It spent years on the &#039;&#039;New York Times&#039;&#039; bestseller list and is a founding document of the digital-nomad and remote-work movements that followed.&lt;br /&gt;
&lt;br /&gt;
===Criticism===&lt;br /&gt;
The book has been criticised on several consistent grounds: that its outsourcing recommendations depend on wage arbitrage and treat other people&#039;s labour as an unexamined resource; that some of its case studies are unverifiable; that the &amp;quot;muse&amp;quot; business model it recommends is survivorship-biased; and that the premise applies only to workers whose output is informational and portable, which excludes most of the workforce. Ferriss&#039;s later books — &#039;&#039;The 4-Hour Body&#039;&#039; (2010), &#039;&#039;The 4-Hour Chef&#039;&#039; (2012), &#039;&#039;Tools of Titans&#039;&#039; (2016), &#039;&#039;Tribe of Mentors&#039;&#039; (2017) — extended the self-experimentation method into health, learning and interviewing.&lt;br /&gt;
&lt;br /&gt;
===The Tim Ferriss Show===&lt;br /&gt;
Launched in 2014, the podcast deconstructs the routines and habits of high performers across sport, business, science and the arts. It has been among the most downloaded business podcasts and has functioned as a significant distribution channel for the &amp;quot;optimisation&amp;quot; genre.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
Ferriss is a useful primary source rather than a theorist. &#039;&#039;The 4-Hour Workweek&#039;&#039; is the clearest popular statement of what happens to the concept of a working life when presence stops being required — the practical, self-help register of the same shift that [[The Rise of the Creative Class: And How It&#039;s Transforming Work, Leisure, Community and Everyday Life|Richard Florida]] describes economically and [[Liquid Times: Living in an Age of Uncertainty|Zygmunt Bauman]] describes critically. It also documents an early and explicit attempt to treat the self as a system to be instrumented, measured and tuned, which is the direct ancestor of quantified-self practice.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[The Rise of the Creative Class: And How It&#039;s Transforming Work, Leisure, Community and Everyday Life|The Rise of the Creative Class]]&lt;br /&gt;
* [[Liquid Times: Living in an Age of Uncertainty]]&lt;br /&gt;
* [[The Quantified Self]]&lt;br /&gt;
* [[Soylent]]&lt;br /&gt;
&lt;br /&gt;
===External Links===&lt;br /&gt;
* [https://tim.blog/ The Blog of Tim Ferriss]&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Information Society]]&lt;br /&gt;
[[Category:Future Culture]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Gulf_of_Execution&amp;diff=7397</id>
		<title>Gulf of Execution</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Gulf_of_Execution&amp;diff=7397"/>
		<updated>2026-08-26T10:17:53Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: /* Related Reading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Definition===&lt;br /&gt;
The gulf of execution is the gap between what a person intends to do and the actions a system makes available to them. It is one half of a pair introduced by [[Donald Norman]] — the other being the &#039;&#039;&#039;gulf of evaluation&#039;&#039;&#039;, the gap between the state a system is in and what the person can determine about that state from what the system shows.&lt;br /&gt;
&lt;br /&gt;
The formulation appears in Norman&#039;s work with Stephen Draper in &#039;&#039;User Centered System Design&#039;&#039; (1986) and in &#039;&#039;The Design of Everyday Things&#039;&#039; (1988).&lt;br /&gt;
&lt;br /&gt;
===The Two Gulfs===&lt;br /&gt;
Norman&#039;s model treats interaction as a cycle. A person forms a goal, translates it into an intention, works out a sequence of actions, and performs them; the system changes state; the person perceives the new state, interprets it, and compares it with the goal.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;gulf of execution&#039;&#039;&#039; opens on the outbound half. The person knows what they want and cannot find the means. Symptoms: hunting through menus, guessing at gestures, consulting documentation, asking someone else, or abandoning the goal. The width of the gulf is measured in the amount of translation the person has to perform between their intention and the system&#039;s vocabulary.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;gulf of evaluation&#039;&#039;&#039; opens on the return half. The person has acted and cannot tell what happened. Symptoms: pressing again, waiting, checking elsewhere for confirmation, or proceeding on an incorrect assumption.&lt;br /&gt;
&lt;br /&gt;
Norman&#039;s point is that both are bridgeable from either side. The person can bridge them by learning the system — which is what documentation, training and expertise amount to. The designer can bridge them by making the available actions perceptible ([[Affordance|signifiers]]), by matching the system&#039;s vocabulary to the user&#039;s, and by giving prompt, legible feedback. Every unit of gulf not bridged by the designer is a cost paid by every user, every time.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
* A parking machine that requires a zone number the driver does not have is a gulf of execution: the intention is clear, the means are not available in the terms the person possesses. See [[Frictional Interface|frictional interface]].&lt;br /&gt;
* A file that will not delete for an unstated reason is a gulf of evaluation: the action was taken, and the system&#039;s state is unreadable.&lt;br /&gt;
* A door with a flat plate that must be pulled is a gulf of execution created by a false signifier — the [[Don Norman|Norman door]].&lt;br /&gt;
* A progress bar that reaches 99 percent and stops is a gulf of evaluation created by feedback that reports something other than the true state.&lt;br /&gt;
&lt;br /&gt;
===Why the Concept Is Useful===&lt;br /&gt;
Its value is diagnostic. &amp;quot;This is hard to use&amp;quot; is not actionable; &amp;quot;the gulf of execution is wide here because the system&#039;s vocabulary is the database schema rather than the user&#039;s task&amp;quot; is. The model also locates the two failures on opposite halves of the cycle, which is usually enough to identify which of the two a complaint is actually about — users report both as confusion.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
The gulfs are where the human and the machine fail to meet, and their width is a designed quantity. A system that leaves both gulfs wide has, in effect, decided that the necessary cognitive labour will be performed by its users — an allocation of effort that is invisible in any account of the system&#039;s cost.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Donald Norman]]&lt;br /&gt;
* [[Affordance]]&lt;br /&gt;
* [[Frictional Interface]]&lt;br /&gt;
* [[Human Computer Interaction]]&lt;br /&gt;
* [[Steve Krug]]&lt;br /&gt;
* [[Ease]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Design]]&lt;br /&gt;
[[Category:UX Resources]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Gulf_of_Execution&amp;diff=7396</id>
		<title>Gulf of Execution</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Gulf_of_Execution&amp;diff=7396"/>
		<updated>2026-08-26T10:17:44Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: /* Definition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Definition===&lt;br /&gt;
The gulf of execution is the gap between what a person intends to do and the actions a system makes available to them. It is one half of a pair introduced by [[Donald Norman]] — the other being the &#039;&#039;&#039;gulf of evaluation&#039;&#039;&#039;, the gap between the state a system is in and what the person can determine about that state from what the system shows.&lt;br /&gt;
&lt;br /&gt;
The formulation appears in Norman&#039;s work with Stephen Draper in &#039;&#039;User Centered System Design&#039;&#039; (1986) and in &#039;&#039;The Design of Everyday Things&#039;&#039; (1988).&lt;br /&gt;
&lt;br /&gt;
===The Two Gulfs===&lt;br /&gt;
Norman&#039;s model treats interaction as a cycle. A person forms a goal, translates it into an intention, works out a sequence of actions, and performs them; the system changes state; the person perceives the new state, interprets it, and compares it with the goal.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;gulf of execution&#039;&#039;&#039; opens on the outbound half. The person knows what they want and cannot find the means. Symptoms: hunting through menus, guessing at gestures, consulting documentation, asking someone else, or abandoning the goal. The width of the gulf is measured in the amount of translation the person has to perform between their intention and the system&#039;s vocabulary.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;gulf of evaluation&#039;&#039;&#039; opens on the return half. The person has acted and cannot tell what happened. Symptoms: pressing again, waiting, checking elsewhere for confirmation, or proceeding on an incorrect assumption.&lt;br /&gt;
&lt;br /&gt;
Norman&#039;s point is that both are bridgeable from either side. The person can bridge them by learning the system — which is what documentation, training and expertise amount to. The designer can bridge them by making the available actions perceptible ([[Affordance|signifiers]]), by matching the system&#039;s vocabulary to the user&#039;s, and by giving prompt, legible feedback. Every unit of gulf not bridged by the designer is a cost paid by every user, every time.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
* A parking machine that requires a zone number the driver does not have is a gulf of execution: the intention is clear, the means are not available in the terms the person possesses. See [[Frictional Interface|frictional interface]].&lt;br /&gt;
* A file that will not delete for an unstated reason is a gulf of evaluation: the action was taken, and the system&#039;s state is unreadable.&lt;br /&gt;
* A door with a flat plate that must be pulled is a gulf of execution created by a false signifier — the [[Don Norman|Norman door]].&lt;br /&gt;
* A progress bar that reaches 99 percent and stops is a gulf of evaluation created by feedback that reports something other than the true state.&lt;br /&gt;
&lt;br /&gt;
===Why the Concept Is Useful===&lt;br /&gt;
Its value is diagnostic. &amp;quot;This is hard to use&amp;quot; is not actionable; &amp;quot;the gulf of execution is wide here because the system&#039;s vocabulary is the database schema rather than the user&#039;s task&amp;quot; is. The model also locates the two failures on opposite halves of the cycle, which is usually enough to identify which of the two a complaint is actually about — users report both as confusion.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
The gulfs are where the human and the machine fail to meet, and their width is a designed quantity. A system that leaves both gulfs wide has, in effect, decided that the necessary cognitive labour will be performed by its users — an allocation of effort that is invisible in any account of the system&#039;s cost.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Don Norman]]&lt;br /&gt;
* [[Affordance]]&lt;br /&gt;
* [[Frictional Interface]]&lt;br /&gt;
* [[Human-Computer Interaction]]&lt;br /&gt;
* [[Steve Krug]]&lt;br /&gt;
* [[Ease]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Design]]&lt;br /&gt;
[[Category:UX Resources]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Ease&amp;diff=7395</id>
		<title>Ease</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Ease&amp;diff=7395"/>
		<updated>2026-08-26T10:17:32Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: /* Related Reading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Definition===&lt;br /&gt;
Ease is the quality of requiring little effort — in interaction design, the property of a system that lets a person accomplish what they came to do without expending attention, learning or patience on the system itself.&lt;br /&gt;
&lt;br /&gt;
It is the direct inverse of the [[Frictional Interface|frictional interface]], and the two are best understood as a single scale.&lt;br /&gt;
&lt;br /&gt;
===Kinds of Ease===&lt;br /&gt;
The word covers several distinct properties that trade against one another, and much bad design comes from optimising one and calling it ease.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ease of learning.&#039;&#039;&#039; How quickly a new user becomes competent. Optimised by convention, visible options and forgiving defaults.&lt;br /&gt;
* &#039;&#039;&#039;Ease of use.&#039;&#039;&#039; How little effort a competent user spends. Optimised by shortcuts, memory, and removing steps — often by exactly the means that make learning harder.&lt;br /&gt;
* &#039;&#039;&#039;Ease of recovery.&#039;&#039;&#039; How cheaply a mistake can be undone. The most neglected of the three, and the one that most determines whether people explore a system or approach it warily.&lt;br /&gt;
* &#039;&#039;&#039;Cognitive ease.&#039;&#039;&#039; Daniel Kahneman&#039;s term for the subjective sense of fluency, which is produced by familiarity, legibility and repetition — and which people reliably mistake for truth, safety and quality. This is why ease is not automatically a virtue.&lt;br /&gt;
&lt;br /&gt;
The learning/use trade-off is the central design decision and is usually made by default rather than deliberately. A chording keyboard (see [[Mobile Text Entry|mobile text entry]]) chooses expert speed over discoverability; almost every mass-market interface chooses the reverse, and thereby denies its most frequent users any path to expertise.&lt;br /&gt;
&lt;br /&gt;
===Ease and Its Costs===&lt;br /&gt;
Ease is not free, and the question is always who pays.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complexity is conserved, not removed.&#039;&#039;&#039; Larry Tesler&#039;s law of conservation of complexity holds that every process has an irreducible amount of complexity, and the only question is whether the user or the developer absorbs it. An interface that feels effortless has generally moved the work rather than eliminated it — sometimes to the engineer, sometimes to a support worker, sometimes to a person in another country doing the classification the system appears to be doing itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ease removes friction in both directions.&#039;&#039;&#039; One-click purchase, frictionless sharing and infinite scroll are all genuine reductions in effort, and all reduce the interval in which a person might have reconsidered. Where the interests of the operator and the user diverge, ease is applied asymmetrically — see the discussion of dark patterns under [[Frictional Interface|frictional interface]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ease can conceal.&#039;&#039;&#039; A system that hides its mechanism is easier to use and harder to understand, to audit, to repair and to leave. [[Materials|Repairability]] and legibility are frequently traded away for smoothness.&lt;br /&gt;
&lt;br /&gt;
===When Difficulty Is Right===&lt;br /&gt;
Deliberate difficulty is appropriate where the cost of an error is high and irreversible, where a pause serves the person rather than the operator, and where the effort is the point — as in learning, where &amp;quot;desirable difficulties&amp;quot; reliably improve retention. The test is not whether an action is hard but whose interest the hardness serves.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
Ease is the quality that makes a technology disappear into ordinary life, and disappearance is the precondition for a tool becoming part of a person rather than something they operate. It is therefore both the goal of good design and the mechanism by which systems become invisible enough to stop being questioned.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Frictional Interface]]&lt;br /&gt;
* [[Calm Technology]]&lt;br /&gt;
* [[Gulf of Execution]]&lt;br /&gt;
* [[Steve Krug]]&lt;br /&gt;
* [[Donald Norman]]&lt;br /&gt;
* [[Affordance]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Design]]&lt;br /&gt;
[[Category:Calm Technology]]&lt;br /&gt;
[[Category:UX Resources]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Affordance&amp;diff=7394</id>
		<title>Affordance</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Affordance&amp;diff=7394"/>
		<updated>2026-08-26T10:17:26Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: /* Related Reading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Definition===&lt;br /&gt;
An affordance is an action possibility offered by an environment or object to an organism — what a thing lets you do.&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
The term was coined by the perceptual psychologist James J. Gibson, first in the 1960s and fully developed in &#039;&#039;The Ecological Approach to Visual Perception&#039;&#039; (1979). Gibson&#039;s claim is radical and frequently softened in retelling: affordances are properties of the &#039;&#039;&#039;animal–environment system&#039;&#039;&#039;, not of the object alone and not of the perceiver&#039;s mind. A surface affords support for a creature of a given weight and leg length; the same surface affords nothing of the kind to a different creature. And affordances, for Gibson, are perceived &#039;&#039;&#039;directly&#039;&#039;&#039; — we see what a thing is for, without an intervening step of inference or memory.&lt;br /&gt;
&lt;br /&gt;
===Norman&#039;s Version===&lt;br /&gt;
[[Don Norman]] imported the term into design in &#039;&#039;The Psychology of Everyday Things&#039;&#039; (1988), and in doing so changed it. In Norman&#039;s usage an affordance became, in practice, a &#039;&#039;perceptible suggestion&#039;&#039; about how a thing should be used: a flat plate on a door affords pushing, a vertical bar affords pulling, a slot affords inserting.&lt;br /&gt;
&lt;br /&gt;
Norman later objected to what the field had done with this, and in 1999 introduced &#039;&#039;&#039;perceived affordance&#039;&#039;&#039; and then, more decisively, borrowed the term &#039;&#039;&#039;signifier&#039;&#039;&#039; to name what designers had actually been talking about all along.&amp;lt;ref&amp;gt;Norman, Donald A. &amp;quot;Affordance, Conventions, and Design.&amp;quot; &#039;&#039;Interactions&#039;&#039; 6, no. 3 (1999): 38–43; and &#039;&#039;The Design of Everyday Things: Revised and Expanded Edition&#039;&#039; (2013).&amp;lt;/ref&amp;gt; The distinction he settled on is worth keeping:&lt;br /&gt;
&lt;br /&gt;
* An &#039;&#039;&#039;affordance&#039;&#039;&#039; is a relation that exists whether or not anyone notices it. A screen affords tapping anywhere on its surface.&lt;br /&gt;
* A &#039;&#039;&#039;signifier&#039;&#039;&#039; is a perceptible indication of where the useful affordance actually is. The button drawn on the screen.&lt;br /&gt;
&lt;br /&gt;
Most complaints about &amp;quot;poor affordances&amp;quot; in interfaces are complaints about missing signifiers. The affordance was there; nothing indicated it.&lt;br /&gt;
&lt;br /&gt;
===Kinds===&lt;br /&gt;
* &#039;&#039;&#039;False affordance.&#039;&#039;&#039; Something appears to permit an action it does not — a fake button, a decorative handle on a sliding door.&lt;br /&gt;
* &#039;&#039;&#039;Hidden affordance.&#039;&#039;&#039; A real possibility with no signifier — a swipe gesture nobody discovers.&lt;br /&gt;
* &#039;&#039;&#039;Perceptible affordance.&#039;&#039;&#039; Possibility and signifier aligned. The case designers are aiming for.&lt;br /&gt;
&lt;br /&gt;
===Why It Matters Beyond Design===&lt;br /&gt;
The concept has been taken up widely in sociology and media studies to describe what platforms make easy, hard, or impossible without determining outcomes: a system that affords instant global rebroadcast of a stranger&#039;s message and affords no equivalent effort for retraction has a politics, without anyone having decided one. Used this way, affordance is a middle path between technological determinism (the technology decides) and pure social constructivism (only use decides).&lt;br /&gt;
&lt;br /&gt;
The risk, noted by critics including Ian Hutchby, is that the word becomes a way of asserting causation without demonstrating it. An affordance is a possibility, not a prediction; what people actually do with it is an empirical question.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
Affordance is the concept that connects an object&#039;s material form to the behaviour that grows up around it — the hinge between design decisions and culture. See [[Frictional Interface|frictional interfaces]] for what happens when the affordances a system offers do not match the goals people bring to it.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Donald Norman]]&lt;br /&gt;
* [[Gulf of Execution]]&lt;br /&gt;
* [[Frictional Interface]]&lt;br /&gt;
* [[Human Computer Interaction]]&lt;br /&gt;
* [[Calm Technology]]&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Design]]&lt;br /&gt;
[[Category:UX Resources]]&lt;br /&gt;
[[Category:Cyborg Anthropology]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Low_Resolution_Indicators&amp;diff=7393</id>
		<title>Low Resolution Indicators</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Low_Resolution_Indicators&amp;diff=7393"/>
		<updated>2026-08-26T10:17:18Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: /* Related Reading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The page reads well already. Changes below: the misspelled Design Recommendations heading, wikitext formatting, wiki links, categories, sourced figures for the pre-attentive claim, and attribution for the weather light example.&lt;br /&gt;
&lt;br /&gt;
= Low Resolution Indicators =&lt;br /&gt;
&lt;br /&gt;
=== Definition ===&lt;br /&gt;
&lt;br /&gt;
Low resolution indicators convey information through simplified signals requiring minimal cognitive processing. They deliver what is needed at a glance and sit in the periphery of attention until the moment the information becomes actionable.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
&lt;br /&gt;
Low resolution indicators work by reducing complex information to its most essential elements, presented in a form the visual system can process pre-attentively, before conscious attention is engaged. This builds on the ability to perceive and understand environmental cues without active focus.&lt;br /&gt;
&lt;br /&gt;
Consider how a person reads the weather by glancing at the sky. No meteorological data is required to know that rain is likely. Low resolution indicators mirror that process. A color change in a light bulb can carry a forecast, absorbed peripherally in the way that darkening clouds are.&lt;br /&gt;
&lt;br /&gt;
The effectiveness comes from alignment with the perceptual system. Color and basic shape are processed pre-attentively, which is measurable: tasks performed on large multi-element displays in under 200 to 250 milliseconds are classified as pre-attentive, the threshold being set at that figure because eye movements take at least 200 milliseconds to initiate, so anything perceived faster comes from a single glimpse.&amp;lt;ref name=&amp;quot;healey&amp;quot;&amp;gt;[https://www.csc2.ncsu.edu/faculty/healey/PP/ Perception in Visualization], Christopher G. Healey, North Carolina State University.&amp;lt;/ref&amp;gt; The underlying account is Anne Treisman and Garry Gelade&#039;s feature integration theory, which holds that features are registered early, automatically, and in parallel across the visual field, while objects are identified separately at a later stage that requires focused attention.&amp;lt;ref name=&amp;quot;treisman&amp;quot;&amp;gt;Treisman, A., and G. Gelade. &amp;quot;A Feature-Integration Theory of Attention.&amp;quot; &#039;&#039;Cognitive Psychology&#039;&#039; 12, no. 1 (1980): 97-136.&amp;lt;/ref&amp;gt; Traffic lights use color rather than text for this reason. Red, yellow, and green arrive without being read.&lt;br /&gt;
&lt;br /&gt;
The low resolution aspect is the operative part. These indicators deliberately withhold detail in favor of the essential signal. A car&#039;s fuel gauge shows the range between empty and full rather than a figure in liters, which is the information the driver acts on.&lt;br /&gt;
&lt;br /&gt;
=== Key Characteristics ===&lt;br /&gt;
&lt;br /&gt;
Low resolution indicators should:&lt;br /&gt;
&lt;br /&gt;
* Present information in a form that can be processed pre-attentively&lt;br /&gt;
* Reduce complex data to essential signals&lt;br /&gt;
* Use natural perceptual mappings, such as up for more and down for less&lt;br /&gt;
* Remain in the periphery of attention until needed&lt;br /&gt;
* Avoid requiring conscious interpretation or focus&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battery icon on mobile devices.&#039;&#039;&#039; Charge level shown through a simple shape fill.&lt;br /&gt;
* &#039;&#039;&#039;Traffic lights.&#039;&#039;&#039; Complex right-of-way rules conveyed through three colors.&lt;br /&gt;
* &#039;&#039;&#039;Weather lights.&#039;&#039;&#039; Forecast indicated through color change. The Ambient Orb, produced by Ambient Devices and designed by David Rose, shipped in 2002 as a frosted glass sphere that changed color to represent weather, market movement, or any other single variable the owner assigned to it.&lt;br /&gt;
* &#039;&#039;&#039;Volume indicators.&#039;&#039;&#039; Sound level shown through bar height.&lt;br /&gt;
* &#039;&#039;&#039;Progress bars.&#039;&#039;&#039; Completion status communicated through linear fill.&lt;br /&gt;
&lt;br /&gt;
=== Design Recommendations ===&lt;br /&gt;
&lt;br /&gt;
When creating low resolution indicators, designers should focus on:&lt;br /&gt;
&lt;br /&gt;
* Identifying the essential information that needs to be conveyed&lt;br /&gt;
* Choosing representation methods that map to natural perceptual abilities&lt;br /&gt;
* Removing detail that adds cognitive load without adding decision value&lt;br /&gt;
* Testing that the indicator can be understood without conscious focus&lt;br /&gt;
* Ensuring the indicator remains in the periphery until needed&lt;br /&gt;
&lt;br /&gt;
The test to run is whether a person can read the indicator correctly with a glance of under a quarter second, and whether they can state what action the signal calls for. An indicator that passes the first and fails the second is decoration.&lt;br /&gt;
&lt;br /&gt;
=== Relationship to Calm Technology ===&lt;br /&gt;
&lt;br /&gt;
Low resolution indicators are a working example of moving information between the center and the periphery of attention. They let complex systems deliver what matters through a channel that does not require the person to stop, look, and read.&lt;br /&gt;
&lt;br /&gt;
=== Further Reading ===&lt;br /&gt;
&lt;br /&gt;
* Weiser, Mark, and John Seely Brown. &amp;quot;The Coming Age of Calm Technology.&amp;quot; 1996.&lt;br /&gt;
* Card, Stuart K., Thomas P. Moran, and Allen Newell. &#039;&#039;The Psychology of Human-Computer Interaction&#039;&#039;. Lawrence Erlbaum, 1983.&lt;br /&gt;
* Treisman, Anne, and Garry Gelade. &amp;quot;A Feature-Integration Theory of Attention.&amp;quot; &#039;&#039;Cognitive Psychology&#039;&#039; 12, no. 1 (1980): 97-136.&lt;br /&gt;
* Healey, Christopher G., and James T. Enns. &amp;quot;Attention and Visual Memory in Visualization and Computer Graphics.&amp;quot; &#039;&#039;IEEE Transactions on Visualization and Computer Graphics&#039;&#039; 18, no. 7 (2012): 1170-1188.&lt;br /&gt;
* Ware, Colin. &#039;&#039;Information Visualization: Perception for Design&#039;&#039;. 3rd ed. Morgan Kaufmann, 2012.&lt;br /&gt;
&lt;br /&gt;
=== Related Reading ===&lt;br /&gt;
&lt;br /&gt;
* [[The Design of Everyday Things]]&lt;br /&gt;
* [[The Visual Display of Quantitative Information]]&lt;br /&gt;
* [[Envisioning Information]]&lt;br /&gt;
* [[Donald Norman]]&lt;br /&gt;
* [[Understanding Media: The Extensions of Man]]&lt;br /&gt;
* [[Interaction in 4-Second Bursts: The Fragmented Nature of Attentional Resources in Mobile HCI]]&lt;br /&gt;
* [[Ambient Findability]]&lt;br /&gt;
* [[Digital Ground: Architecture, Pervasive Computing, and Environment]]&lt;br /&gt;
* [[Designing Interactions]]&lt;br /&gt;
* [[Actual behavior]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:UX Terms]]&lt;br /&gt;
[[Category:Calm Technology]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Don%27t_Make_Me_Think:_A_Common_Sense_Approach_to_Web_Usability,_2nd_Edition&amp;diff=7392</id>
		<title>Don&#039;t Make Me Think: A Common Sense Approach to Web Usability, 2nd Edition</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Don%27t_Make_Me_Think:_A_Common_Sense_Approach_to_Web_Usability,_2nd_Edition&amp;diff=7392"/>
		<updated>2026-08-26T10:17:10Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: /* Related Reading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Author===&lt;br /&gt;
[[Steve Krug]], American usability consultant, principal of Advanced Common Sense.&lt;br /&gt;
&lt;br /&gt;
===Publication Details===&lt;br /&gt;
&#039;&#039;Don&#039;t Make Me Think: A Common Sense Approach to Web Usability&#039;&#039;, 2nd edition. Berkeley: New Riders, 2005. 216 pp. ISBN 978-0-321-34475-5. First edition 2000; third edition published 2014 as &#039;&#039;Don&#039;t Make Me Think, Revisited&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The book is deliberately short — roughly two hundred generously illustrated pages, intended to be readable in a single sitting, on the argument that a book about not wasting people&#039;s attention should not waste it.&lt;br /&gt;
&lt;br /&gt;
===The First Law===&lt;br /&gt;
The title is the argument. Krug&#039;s first law of usability is that a page should be self-evident: a user should be able to look at it and know what it is and how to use it without expending thought on the question. Every time a person has to pause and work out whether a word is a link, what a label means, or where to click, a small amount of goodwill is spent. The reserve is finite.&lt;br /&gt;
&lt;br /&gt;
===Key Ideas===&lt;br /&gt;
* &#039;&#039;&#039;People scan, they don&#039;t read.&#039;&#039;&#039; Users do not work through a page methodically. They glance, look for something roughly matching what they want, and click the first plausible candidate — Krug&#039;s illustration is a billboard passing at sixty miles an hour.&lt;br /&gt;
* &#039;&#039;&#039;Satisficing.&#039;&#039;&#039; Borrowing Herbert Simon&#039;s term: users choose the first adequate option, not the best one. Designs that assume comparison across alternatives are designing for someone who does not exist.&lt;br /&gt;
* &#039;&#039;&#039;Nobody reads the instructions.&#039;&#039;&#039; &amp;quot;Get rid of half the words on each page, then get rid of half of what&#039;s left.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Conventions are a resource.&#039;&#039;&#039; Novel navigation costs users learning they did not agree to spend. Innovate where it pays and conform everywhere else.&lt;br /&gt;
* &#039;&#039;&#039;The trunk test.&#039;&#039;&#039; Drop a user on any page: they should be able to say what site it is, what page they are on, what the major sections are, and what their options are here.&lt;br /&gt;
* &#039;&#039;&#039;Cheap usability testing.&#039;&#039;&#039; The book&#039;s most consequential practical argument, expanded in &#039;&#039;Rocket Surgery Made Easy&#039;&#039; (2010): three users, one morning, once a month, done informally, catches most of what an expensive formal study would — and, crucially, happens often enough to change anything. &amp;quot;Testing one user is 100 percent better than testing none.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Stop the religious debates.&#039;&#039;&#039; Krug&#039;s advice on design arguments: replace opinion about what users like with observation of what users do, because &amp;quot;there are no average users.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===What the Second Edition Added===&lt;br /&gt;
The 2005 edition updated examples for a post-dot-com web and expanded the material on usability testing and on accessibility, including a chapter arguing that accessible design is not a separate concern bolted on at the end but the same discipline applied consistently.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
Krug describes the mechanism behind [[Frictional Interface|frictional interfaces]] from the inside: friction is a running tally of small, unnecessary questions, paid out of a finite reserve of patience. His work is also, unusually for a design manual, an anthropological finding — that people are not the rational, attentive, instruction-reading subjects most systems are built for, and that designing for the person who actually shows up is a different discipline from designing for the one in the specification.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Steve Krug]]&lt;br /&gt;
* [[Frictional Interface]]&lt;br /&gt;
* [[Ease]]&lt;br /&gt;
* [[Donald Norman]]&lt;br /&gt;
* [[Gulf of Execution]]&lt;br /&gt;
* [[Human Computer Interaction]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Books]]&lt;br /&gt;
[[Category:Design]]&lt;br /&gt;
[[Category:UX Resources]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=The_Visual_Display_of_Quantitative_Information&amp;diff=7391</id>
		<title>The Visual Display of Quantitative Information</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=The_Visual_Display_of_Quantitative_Information&amp;diff=7391"/>
		<updated>2026-08-26T10:17:02Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: /* Related Reading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== Author ===&lt;br /&gt;
&lt;br /&gt;
Edward R. Tufte, born 1942, American statistician and Professor Emeritus of Political Science, Statistics, and Computer Science at Yale. He took his PhD in political science from Yale in 1968 and taught at Princeton before returning to Yale.&lt;br /&gt;
&lt;br /&gt;
Graphics Press, Cheshire, Connecticut, 1983. 197 pages. Second edition 2001. Tufte self-published the book after publishers declined the production standards he wanted, taking a second mortgage on his house to fund it. He controlled the typography, paper, and printing himself, and the physical object is part of the argument.&lt;br /&gt;
&lt;br /&gt;
The first of four books, followed by &#039;&#039;Envisioning Information&#039;&#039; (1990), &#039;&#039;Visual Explanations&#039;&#039; (1997), and &#039;&#039;Beautiful Evidence&#039;&#039; (2006).&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Tufte&#039;s subject is the display of measured quantities. His position is that most such displays fail because they spend their ink on decoration, not data.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphical integrity.&#039;&#039;&#039; A graphic should represent numbers in direct proportion to the quantities they stand for. Tufte introduces the Lie Factor, defined as the size of the effect shown in the graphic divided by the size of the effect in the data. A value of 1 is honest; his examples include published charts with Lie Factors above 14. The common causes are truncated axes, area used to encode a one-dimensional quantity, and design elements scaled in two or three dimensions when only one is varying.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Data-ink ratio.&#039;&#039;&#039; Tufte divides the ink used to present data by the total ink in the graphic, and argues for maximizing that fraction within reason. The practical instruction is to erase non-data ink and to erase redundant data ink. Applied to a bar chart, this produces bars with the gridlines cut through them rather than drawn over them, or removed entirely.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chartjunk.&#039;&#039;&#039; Tufte&#039;s term for graphical decoration that carries no information: moiré patterns from mechanical shading, heavy grids, and what he calls the duck, a graphic in which the design has swallowed the data entirely. The name comes from the Big Duck, a duck-shaped building on Long Island.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Data density.&#039;&#039;&#039; The number of data points per unit area of the graphic. Tufte&#039;s argument is that readers can absorb far more than designers assume, and that small multiples, repeated small graphics varying one dimension, exploit this well.&lt;br /&gt;
&lt;br /&gt;
The book also introduces two forms of Tufte&#039;s own devising. The range-frame replaces the standard axis with a line spanning only the actual range of the data, so the frame itself reports the minimum and maximum. The dot-dash plot marks individual observations along the axes, turning the frame into a marginal distribution.&lt;br /&gt;
&lt;br /&gt;
Two historical graphics are well-known from the book. Charles Joseph Minard&#039;s 1869 chart of Napoleon&#039;s Russian campaign carries six variables, army size, two-dimensional position, direction of travel, date, and temperature during the retreat, in a single flat image, and Tufte calls it the best statistical graphic ever drawn. John Snow&#039;s 1854 map of cholera deaths around the Broad Street pump demonstrates a graphic used to reach a conclusion rather than to report one.&lt;br /&gt;
&lt;br /&gt;
=== Relevance ===&lt;br /&gt;
&lt;br /&gt;
The data-ink argument is the same problem addressed in [[Low Resolution Indicators]] from the opposite direction. Tufte is concerned with dense displays a reader studies; peripheral indicators are sparse displays a person glances at. Both rest on the claim that the designer&#039;s decoration competes with the reader&#039;s perception, and both treat the removal of material as the primary design operation.&lt;br /&gt;
&lt;br /&gt;
Tufte&#039;s essay &#039;&#039;The Cognitive Style of PowerPoint&#039;&#039; (2003) extends the argument to presentation software, using the 2003 Columbia accident investigation to show how a slide format&#039;s enforced hierarchy and low information density obscured an engineering finding. The Columbia Accident Investigation Board&#039;s report cites the problem directly.&lt;br /&gt;
&lt;br /&gt;
=== Criticism ===&lt;br /&gt;
&lt;br /&gt;
The empirical status of chartjunk has been contested. Scott Bateman and colleagues, in a 2010 CHI paper, found that participants recalled Nigel Holmes-style illustrated charts better over a two to three-week interval than plain equivalents, with no loss of accuracy in reading values. Tufte&#039;s response has been that memorability is not the same as clarity and that the studies test recall rather than comprehension.&lt;br /&gt;
&lt;br /&gt;
A second objection is that Tufte prescribes without testing. The rules are stated as principles supported by examples he selected, and the data-ink ratio in particular has no experimental derivation. Stephen Few and others working in dashboard design have argued for retaining gridlines and reference marks that Tufte&#039;s method would delete, on the grounds that comparison tasks need them.&lt;br /&gt;
&lt;br /&gt;
The books are also expensive and are sold primarily by Tufte himself, an arrangement that has drawn comment given the subject.&lt;br /&gt;
&lt;br /&gt;
=== Related Reading ===&lt;br /&gt;
&lt;br /&gt;
* [[Envisioning Information]]&lt;br /&gt;
* [[Low Resolution Indicators]]&lt;br /&gt;
* [[The Design of Everyday Things]]&lt;br /&gt;
* [[Donald Norman]]&lt;br /&gt;
* [[Information Anxiety 2]]&lt;br /&gt;
* [[The Power of Maps]]&lt;br /&gt;
* [[The Natures of Maps: Cartographic Constructions of the Natural World]]&lt;br /&gt;
* [[Else/Where: Mapping - New Cartographies of Networks and Territories]]&lt;br /&gt;
* [[Ambient Findability]]&lt;br /&gt;
* [[Information Architecture for the World Wide Web: Designing Large-Scale Web Sites]]&lt;br /&gt;
* [[Everything Is Miscellaneous: The Power of the New Digital Disorder]]&lt;br /&gt;
* [[Designing Interfaces: Patterns for Effective Interaction Design]]&lt;br /&gt;
* [[Ways of Seeing: Based on the BBC Television Series]]&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
&lt;br /&gt;
* [https://www.edwardtufte.com/ edwardtufte.com]&lt;br /&gt;
&lt;br /&gt;
[[Category:Books]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=The_Psychology_Of_Everyday_Living&amp;diff=7390</id>
		<title>The Psychology Of Everyday Living</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=The_Psychology_Of_Everyday_Living&amp;diff=7390"/>
		<updated>2026-08-26T10:16:54Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: /* Related Reading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Author===&lt;br /&gt;
Ernest Dichter (1907–1991), Austrian-American psychologist and the founder of &#039;&#039;&#039;motivational research&#039;&#039;&#039; in advertising. Trained in Vienna in the psychoanalytic tradition, he emigrated to the United States in 1938 and established the Institute for Motivational Research in Croton-on-Hudson, New York, from which he consulted for several hundred major brands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: this title is sometimes confused with Donald Norman&#039;s&#039;&#039; The Psychology of Everyday Things &#039;&#039;(1988), later retitled&#039;&#039; [[Donald Norman|The Design of Everyday Things]]. &#039;&#039;They are unrelated books.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Publication Details===&lt;br /&gt;
&#039;&#039;The Psychology of Everyday Living&#039;&#039;. New York: Barnes &amp;amp; Noble, 1947. Reprinted in facsimile editions.&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
The book is Dichter&#039;s popular statement of the position he had been developing in commercial work: that consumer behaviour is governed by motives the consumer cannot report, and that the way to reach them is the depth interview rather than the questionnaire.&lt;br /&gt;
&lt;br /&gt;
Conventional market research asked people why they bought things and recorded the answers. Dichter&#039;s claim was that the answers are rationalisations produced on demand, and that the actual motives are unconscious, symbolic, often sexual, and reliably at odds with the stated reason. His method — small numbers of long, open, psychoanalytically informed interviews — was designed to reach them, and it is the ancestor of the focus group and of qualitative consumer research generally.&lt;br /&gt;
&lt;br /&gt;
Dichter argued that a convertible functioned as a mistress and a saloon as a wife; that baking a cake was symbolically giving birth, and that cake mixes sold badly until manufacturers required the addition of a fresh egg, restoring the baker&#039;s participation; that cigarettes were about oral gratification and reward; that soap was about more than cleanliness. He is credited with much of the campaign framing that made a diamond an expression of commitment.&lt;br /&gt;
&lt;br /&gt;
===Reception===&lt;br /&gt;
Dichter&#039;s influence in the 1950s was enormous and his reputation is contested. Vance Packard&#039;s &#039;&#039;The Hidden Persuaders&#039;&#039; (1957) made him the public face of manipulative advertising, and the book&#039;s alarm — that psychological technique was being used to reach past people&#039;s judgement — established a critique that has been reissued in nearly every subsequent decade, most recently about algorithmic systems.&lt;br /&gt;
&lt;br /&gt;
Academic marketing later moved sharply toward quantitative methods and treated motivational research as unfalsifiable, which it largely was: Dichter&#039;s interpretations were produced by a method that could not be checked and were frequently asserted with more confidence than the evidence carried. His practical legacy nonetheless survived the theoretical repudiation, since the qualitative interview remains standard practice.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
Dichter is a useful and uncomfortable ancestor. He is the origin point of applied psychological research on consumers — the discipline that became user research, and then engagement optimization — and his career states the field&#039;s permanent question plainly: what is the difference between understanding people well enough to serve them and understanding them well enough to move them?&lt;br /&gt;
&lt;br /&gt;
Read alongside [[Roland Marchand|Marchand]] on advertising as a social tableau, [[Robert Goldman|Goldman]] on commodity signs and [[Culture and Consumption: New Approaches to the Symbolic Character of Consumer Goods and Activities|McCracken]] on meaning transfer, Dichter supplies the missing piece: the practitioner&#039;s own account of how the meanings were chosen, written by the person choosing them.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Roland Marchand]]&lt;br /&gt;
* [[Robert Goldman]]&lt;br /&gt;
* [[Culture and Consumption: New Approaches to the Symbolic Character of Consumer Goods and Activities]]&lt;br /&gt;
* [[Thorstein Veblen]]&lt;br /&gt;
* [[The Attention Economy]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Books]]&lt;br /&gt;
[[Category:Communication Studies]]&lt;br /&gt;
[[Category:Critical Theory]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Information_Anxiety_2&amp;diff=7389</id>
		<title>Information Anxiety 2</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Information_Anxiety_2&amp;diff=7389"/>
		<updated>2026-08-26T10:16:45Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: /* Related Reading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Author ===&lt;br /&gt;
Richard Saul Wurman, born Philadelphia, March 26, 1935, with B.Arch. and M.Arch. degrees from the University of Pennsylvania, the graduate degree taken with honours in 1959.&amp;lt;ref name=&amp;quot;wp&amp;quot;&amp;gt;[https://en.wikipedia.org/wiki/Richard_Saul_Wurman Richard Saul Wurman], Wikipedia.&amp;lt;/ref&amp;gt; He practised architecture for thirteen years before turning to information design, coined the term information architecture, and founded the TED conference.&amp;lt;ref name=&amp;quot;wp&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;wurman&amp;quot;&amp;gt;[https://www.wurman.com/publishedarticles/2017/5/5/information-anxiety-towards-understanding Information Anxiety: Towards Understanding], wurman.com.&amp;lt;/ref&amp;gt; He describes his own work as the promotion of understanding.&amp;lt;ref name=&amp;quot;wurman&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Que Publishing, 2000, ISBN 0-7897-2410-3.&amp;lt;ref name=&amp;quot;abe&amp;quot;&amp;gt;[https://www.abebooks.com/9780613917704/Information-Anxiety-2-Wurman-Richard-0613917707/plp Information Anxiety 2], AbeBooks.&amp;lt;/ref&amp;gt; Written with Loring Leifer and David Sume, edited by Karen Whitehouse.&amp;lt;ref name=&amp;quot;amz&amp;quot;&amp;gt;[https://www.amazon.com/Information-Anxiety-2-Hayden-Que/dp/0789724103 Information Anxiety 2], Amazon.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A substantially revised edition of &#039;&#039;Information Anxiety&#039;&#039; (1989), which had foreseen the problems of data clutter and proposed a way of organising and presenting knowledge on human terms.&amp;lt;ref name=&amp;quot;amz&amp;quot; /&amp;gt; The first edition became a cult guidebook to the information age.&amp;lt;ref name=&amp;quot;gr&amp;quot;&amp;gt;[https://www.goodreads.com/book/show/259121.Information_Anxiety_2 Information Anxiety 2], Goodreads.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He is also the author of the Access travel series, &#039;&#039;Understanding USA&#039;&#039; (1999), &#039;&#039;Understanding Healthcare&#039;&#039; (2004), &#039;&#039;Information Architects&#039;&#039; (1996), and &#039;&#039;UnderstandingUnderstanding&#039;&#039; (2017).&amp;lt;ref name=&amp;quot;wp&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
The book alternates between describing the stress of absorbing badly organised data and setting out solutions that require some rethinking, with the return being improved understanding and possibly a change of state from information to wisdom.&amp;lt;ref name=&amp;quot;amz&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The revised edition examines how the Internet, desktop computing, and digital technology have not simply improved access to information but changed how people live and work, with attention to how technological advances can hinder understanding and shape the conduct of business.&amp;lt;ref name=&amp;quot;amz&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It also covers aesthetic considerations set against making information understandable, the pervasiveness of advertising, bartering and conversation, and communication in the workplace, with humorous asides and black and white cartoons throughout.&amp;lt;ref name=&amp;quot;gr&amp;quot; /&amp;gt; Chapter 3 pairs management styles with learning styles.&amp;lt;ref name=&amp;quot;gr&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== LATCH ===&lt;br /&gt;
Latch is thebook&#039;s most portable contribution, introduced in the 1989 edition and also called the Five Hat Racks.&amp;lt;ref name=&amp;quot;wp&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wurman&#039;s claim is that while information may be infinite, the ways of structuring it are not, and once you have a place where a piece of information can be plugged in, it becomes far more useful.&amp;lt;ref name=&amp;quot;duarte&amp;quot;&amp;gt;[https://www.duarte.com/blog/organizing-information-is-finite/ Organizing information is finite], Duarte.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Five Hat Racks ====&lt;br /&gt;
* &#039;&#039;&#039;Location.&#039;&#039;&#039; Where things are relative to each other. Maps, floor plans, anatomical diagrams.&lt;br /&gt;
* &#039;&#039;&#039;Alphabet.&#039;&#039;&#039; Sequence by name. Directories, indexes, glossaries. Useful when the reader already knows what they are looking for.&lt;br /&gt;
* &#039;&#039;&#039;Time.&#039;&#039;&#039; Sequence by when. Timelines, schedules, histories, process steps.&lt;br /&gt;
* &#039;&#039;&#039;Category.&#039;&#039;&#039; Grouping by kind. Product types, departments, genres.&lt;br /&gt;
* &#039;&#039;&#039;Hierarchy.&#039;&#039;&#039; Ranking by magnitude. Largest to smallest, best to worst, most to least expensive.&lt;br /&gt;
&lt;br /&gt;
These apply to almost any subject regardless of what the information is about.&amp;lt;ref name=&amp;quot;duarte&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;wp&amp;quot; /&amp;gt; Wurman demonstrates the point in the book by running the same subject, dogs, through all five schemes.&amp;lt;ref name=&amp;quot;duarte&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The value of LATCH is diagnostic rather than generative. When an interface is hard to navigate, the usual cause is that it mixes two of these schemes without saying so, or claims one and delivers another. A list sorted alphabetically but presented as a ranking will mislead every reader who scans it.&lt;br /&gt;
&lt;br /&gt;
=== Relevance ===&lt;br /&gt;
&lt;br /&gt;
Wurman named the discipline that most interface work now sits inside, and this book is where the reasoning behind it is set out for a general reader rather than for practitioners.&lt;br /&gt;
&lt;br /&gt;
His framing of the problem as anxiety rather than as volume is the useful part. The condition he describes is not caused by there being too much material but by the gap between what a person has and what they understand, and that gap produces a specific physical state. This is the same territory [[Low Resolution Indicators]] addresses from the perception side.&lt;br /&gt;
&lt;br /&gt;
=== Criticism ===&lt;br /&gt;
&lt;br /&gt;
Wurman occasionally indulges in New Age-flavoured pop psychology, though the analysis itself stays clear, and readers who dislike that register generally get past it.&amp;lt;ref name=&amp;quot;amz&amp;quot; /&amp;gt; The book is also largely theoretical, more interested in people&#039;s emotions around the need for knowledge than in tested method.&amp;lt;ref name=&amp;quot;gr&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Related Reading ===&lt;br /&gt;
&lt;br /&gt;
* [[The Visual Display of Quantitative Information]]&lt;br /&gt;
* [[Envisioning Information]]&lt;br /&gt;
* [[Information Architecture for the World Wide Web: Designing Large-Scale Web Sites]]&lt;br /&gt;
* [[Ambient Findability]]&lt;br /&gt;
* [[Everything Is Miscellaneous: The Power of the New Digital Disorder]]&lt;br /&gt;
* [[The Design of Everyday Things]]&lt;br /&gt;
* [[Donald Norman]]&lt;br /&gt;
* [[Don&#039;t Make Me Think: A Common Sense Approach to Web Usability, 2nd Edition]]&lt;br /&gt;
* [[Designing Interfaces: Patterns for Effective Interaction Design]]&lt;br /&gt;
* [[Low Resolution Indicators]]&lt;br /&gt;
* [[User experience design]]&lt;br /&gt;
* [[Paul Otlet]]&lt;br /&gt;
* [[Architectural Intelligence]]&lt;br /&gt;
* [[Information Multiplicity: American Fiction in the Age of Media Saturation]]&lt;br /&gt;
* [[Present Shock]]&lt;br /&gt;
* [[Infotopia: How Many Minds Produce Knowledge]]&lt;br /&gt;
* [[The Power of Maps]]&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
&lt;br /&gt;
* [https://www.wurman.com/ wurman.com]&lt;br /&gt;
* [https://archive.org/details/informationanxie00wurm_1 Information Anxiety 2], Internet Archive, lending copy&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Books]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Doug_Engelbart&amp;diff=7388</id>
		<title>Doug Engelbart</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Doug_Engelbart&amp;diff=7388"/>
		<updated>2026-08-26T10:16:07Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: &lt;/p&gt;
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&lt;div&gt;[[File:doug-englebart-computing-pioneer.jpg|300px|thumb|right|Douglas Engelbart, Computing Pioneer. Photo by [http://www.flickr.com/photos/christophercarfi/ Christopher Carfi]]] &lt;br /&gt;
&lt;br /&gt;
===Biography===&lt;br /&gt;
Douglas Carl Engelbart (born January 30, 1925) is an American inventor and early computer pioneer. He is best known for inventing the computer mouse,[http://news.bbc.co.uk/2/hi/science/nature/1633972.stm] as a pioneer of human-computer interaction whose team developed hypertext, networked computers, and precursors to GUIs; and as a committed and vocal proponent of the development and use of computers and networks to help cope with the world’s increasingly urgent and complex problems.[http://www.dougengelbart.org/colloquium/colloquium.html] Engelbart had embedded in his lab a set of organizing principles, which he termed his &amp;quot;bootstrapping strategy&amp;quot;, which he specifically designed to bootstrap and accelerate the rate of innovation achievable.[http://www.dougengelbart.org/about/bootstrapping-strategy.html]&lt;br /&gt;
&lt;br /&gt;
===Projects===&lt;br /&gt;
Engelbart&#039;s most famous invention is the computer mouse, also developed in the 1960s, but not used commercially until the 1980s. Like Vannevar Bush and J.C.R. Licklider, Engelbart wanted to use technology to augment human intellect. He saw technology, especially computers, as the answers to the problem of dealing with the ever more complex modern world and has dedicated his life to the pursuit of developing technology to augment human intellect&amp;quot; [http://www.ibiblio.org/pioneers/engelbart.html].&lt;br /&gt;
&lt;br /&gt;
====Augmenting Human Intellect====&lt;br /&gt;
&lt;br /&gt;
In 1962, Englebart published Augmenting Human Intellect: A Conceptual Framework for the Director of Information Sciences, Air Force Office of Scientific Research. In it, he defined &#039;augmenting human intellect&#039; as: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;increasing the capability of a man to approach a complex problem situation, to gain comprehension to suit his particular needs, and to derive solutions to problems. Increased capability in this respect is taken to mean a mixture of the following: more-rapid comprehension, better comprehension, the possibility of gaining a useful degree of comprehension in a situation that previously was too complex, speedier solutions, better solutions, and the possibility of finding solutions to problems that before seemed insoluble. And by &amp;quot;complex situations&amp;quot; we include the professional problems of diplomats, executives, social scientists, life scientists, physical scientists, attorneys, designers—whether the problem situation exists for twenty minutes or twenty years. We do not speak of isolated clever tricks that help in particular situations. We refer to a way of life in an integrated domain where hunches, cut-and-try, intangibles, and the human &amp;quot;feel for a situation&amp;quot; usefully co-exist with powerful concepts, streamlined terminology and notation, sophisticated methods, and high-powered electronic aids&amp;quot; ([http://www.invisiblerevolution.net/engelbart/full_62_paper_augm_hum_int.html Englebart], 1962).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====40th Anniversary of the Computer Mouse====&lt;br /&gt;
Douglas Engelbart was honored for his contributions to computer science at The Dawn of Interactive Computing, a 40th anniversary of the computer mouse held at the Stanford University on December 9, 2008 from 1–5 pm. &lt;br /&gt;
&lt;br /&gt;
=====Speech Transcript=====&lt;br /&gt;
&lt;br /&gt;
“The better we get, the better we get at getting better.” - Robert Sprouli, Vice President, Sun Microsystems&lt;br /&gt;
&lt;br /&gt;
Allen Kay famously said that &amp;quot;the best way to predict the future is to invent it.&amp;quot; Computer mouse inventor Doug Englebart and his team predicted the future by demoing it. Their work not only resulted in the mouse, but a style of interacting with data that created a new way of doing work. Doug may complain that some of the most important vision may get lost in translation, even dumbed down for us ‘ordinary mortals.’&lt;br /&gt;
&lt;br /&gt;
I would like you to think of what the world was 40 years ago. But even more important is to remember what computing was. Most computers was mainframe. There were only few personal computers. I had a fortune to use one. It filled a room, costed half a million dollar, could only be used an hour every day. Not exactly a personal computer. Back then, interactions was slow and cranky.&lt;br /&gt;
&lt;br /&gt;
Charles House. Long career in Engineering at HP. Executive Director. Media X at Stanford University.&lt;br /&gt;
April ’64 is the signal was when Doug started the work in this lab. When IBM launches the 360. It shipped a year later. They shipped 118 machine in the first decade of the company. The seven dwarves shipped roughly 2 units every month that decade. I started because of his input because of the HP 1800. The significance to the box for me: was that the forecast was 31 units. ASR-33 was good enough for many people.&lt;br /&gt;
&lt;br /&gt;
I had the fortune of introducing Doug Engelbart. I was required to learn before becoming his lab assistant.&lt;br /&gt;
In March, WANG introduced the WANG 4000 computer systems. By December, they only had 7 orders. Yet their annual reports said “the product has broad potential market.” Clearly, we talked about how computing was not like it is today.&lt;br /&gt;
Doug is, though, much remembered for the mouse. His purpose was not to invent gadgets, but to have people come together and solve problems. Collective intelligence. ABC network. 93 networks. I’m mindful that we don’t know yet how the collective IQ will work, and it’s also hard to know when exactly it will happen. At ’97, in an ACM talk, there was a panel about the future of computing. The 5th guy was Vint Cerf, and all he wanted to talk about is the internet. Nobody cared back then, of course.&lt;br /&gt;
&lt;br /&gt;
Q&amp;amp;A With Panel Composed of Doug’s Collaborators&lt;br /&gt;
&lt;br /&gt;
Doug was a cool demoer. Wonder if that’s true for the rest of the group. Jeff?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jeff:&#039;&#039;&#039; everybody was nervous. Computers were actually more unreliable than they were today.&lt;br /&gt;
&lt;br /&gt;
Did it crash?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jeff:&#039;&#039;&#039; yes. We made a program to restore it. If you look at the original film, there is one frame where the crash happened.&lt;br /&gt;
The demo was 50 miles away. Your thoughts?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bill:&#039;&#039;&#039; it wasn’t very hard. We had two links.&lt;br /&gt;
&lt;br /&gt;
If that had failed, then what?&lt;br /&gt;
&lt;br /&gt;
Then Doug would had a blast in the auditorium [laughs.]&lt;br /&gt;
&lt;br /&gt;
What sort of ideas were missing? ideas left out? Anyone?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jeff:&#039;&#039;&#039; technically, almost everything is in the demo. But the deeper ideas that Doug had, abut bootstrapping, co-evolution of ideas and building tools that build tools, was not discussed. It was a demo only in the technical sense.&lt;br /&gt;
It strikes me that our search technologies today are very highlighted. Yet Doug’s system was more about structure than about search. Can you comment?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jeff:&#039;&#039;&#039; I knew for sure that search was in a file. All your info was organized in a chunk, and you can easily set up a regular expression and match.&lt;br /&gt;
&lt;br /&gt;
If you measure the power that is in the iPhone, our system was a mili-iPhone. 1/1000th of the power, divided between 10 keyboards.&lt;br /&gt;
&lt;br /&gt;
The address space was a killer. Having 96 Mb at your disposal is very mindblowing.&lt;br /&gt;
&lt;br /&gt;
Andy, I had the impression that these guys didn’t have any idea, and you kind of figured it all out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Andy:&#039;&#039;&#039; Let me give you my reaction: OMG. I couldn’t bring myself to believe that the demo was for real. So I question him very hard after the presentation. He tolerated it, and even invited me to inspect the system for two days. I was immersed. At the time, I had been working on our first hypertext system with Ted Nelson. So to come see Doug’s system that has unbelievable richness and complexity was mindblowing. This demo, unlike just about anything else, stood the test of time. My takeaway from it was the deep and systematic design methodologies that these people had. I never seen software engineering like that. We worked with the equivalent of hammer and and chisel, and these guys were bootstrapping: building tools that build tools.&lt;br /&gt;
&lt;br /&gt;
Jeff, you have a segment in the demo where you demonstrated bootstrapping. It seems that coordinating bootstrapping is tricky because everything depends on everything else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jeff:&#039;&#039;&#039; there was an engineer who came up an idea with a compiler who we can build a bigger compiler from, and that compiler will built a bigger compiler. We had a language called machine oriented language 940. Every word was tuned to the machine. Technically, there was also the entire command language specified in this bootstrapping system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don:&#039;&#039;&#039; We knew that things change very quickly. Rapid prototyping. The compiler trick was one of the tools in our kit bag. Doug talked about the command or control language. Which means that every thing that the user write, the computer does and then give feedback. So we deveoped a compiler to process those codes. But at the same time, the user interface across the system was pretty consistent.&lt;br /&gt;
&lt;br /&gt;
One of the interesting example is how we moved to new computer architectures. When we moved to a new machine, we had to rebuilt from scratch.&lt;br /&gt;
&lt;br /&gt;
This happened with the ARPAnet, when one of the websites was SRI, and so we were bootstrapping the system. We were using the internet to actually get things done, rather than develop for it. The fastest way to get information across the country back then was actually to take it on a tape, and to fly it out on a plane. With this, you can write a major revision and then have it done the next day. This was revolutionary.&lt;br /&gt;
&lt;br /&gt;
The thing with bootstrapping is that you’re actually using what you’re building everyday. Each statement even had an identifier of the author who wrote it, so you literally know who to ask.&lt;br /&gt;
&lt;br /&gt;
I get the impression that the demo was the first public unveiling of what you guys were working on. But was there a pre and post-demo at the lab? And did anything change?&lt;br /&gt;
&lt;br /&gt;
I think the demo was a punctuation mark. We had a large projector that you can stop one frame at a time. I remember having to carry that thing across the country and show the movie from it. There is a sequence in there where the cursor is down in the corner, then it moved right next to where the text is in the next 1/24th second. This was how fast the system is. &lt;br /&gt;
&lt;br /&gt;
We often got feedbacks like “what did you just do back there?” by people looking over our shoulders. It was so fast.&lt;br /&gt;
&lt;br /&gt;
You mention the OMG moment. But was was the biggest learning you took away?&lt;br /&gt;
&lt;br /&gt;
It was a vastly expanded vision. We were already working on the second system, trashing the first specs. So, I think the demo opened up the vision of what could be done while we manage the incredible depth of bootstrapping. We collaboratively did for four years what we called “Language for System Developers.”&lt;br /&gt;
&lt;br /&gt;
This whole project was developed before “open source” was coined. This project was open system. If you look at the system, the way that any editing, searching and filtering was done was through Snowball, which is a regular expression compiler.&lt;br /&gt;
&lt;br /&gt;
What about the hardware?&lt;br /&gt;
&lt;br /&gt;
It was prety much the stock hardware. There only some things that was very unique.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What about the mouse?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The year was 1963. We had a thing at NASA where we evaluate various pointing interfaces. Doug had a sketch of the mouse. We took that system, and one of the guys said that he would create a box for it.&lt;br /&gt;
I went back and read Doug’s 1962 paper about augmenting human intellect. There were 2 parts to it. The second part begs all kinds of question. What was it like to have Doug trying to visualize abstract ideas from guys who were trying to engineer the system and make it work? It’s characteristic of visionaries to have much difficulties communicating and getting the thing to be used by the rest of the work. It must’ve been less than a smooth session. SDS-940 was full. I remember when we were down to 4-memory spaces, and Doug wanted more.&lt;br /&gt;
&lt;br /&gt;
Was the system evolved in a slow way, or was there major phases in the evolution?&lt;br /&gt;
&lt;br /&gt;
Before we had the SDS-940, we had the CDC-3100, and we had built some major pieces of the system for that. This was single user. Moving to the 940 was a major breakthrough because it allows for multiple users. Then there was the freezing the code before the presentation. There was frustration over all of that.&lt;br /&gt;
&lt;br /&gt;
I’m sure that Doug must’ve been frustrated in communicating all these ideas?&lt;br /&gt;
&lt;br /&gt;
Partly because the machine was so small that we couldn’t put a lot in it. It had to be extremely general-purpose, so it had a very nerdy, general expressions to it. So the answer to the question to “why can’t it do this or that” was because it was made for general purposes.&lt;br /&gt;
&lt;br /&gt;
So, then, did the system get bigger or faster?&lt;br /&gt;
&lt;br /&gt;
Yes, gradually it got more reliable, and I think a few more of Doug’s idea got implemented.&lt;br /&gt;
&lt;br /&gt;
We saw use of collaborative video and audio. Was that a system feature?&lt;br /&gt;
&lt;br /&gt;
That was pretty much put together for the demo. I had a video mixer. The thing that was done in the software was move the layout to the side, so the picture had a place to show.                                                                                                                                        &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Andy:&#039;&#039;&#039; I think what makes this demo such a wonderful occasion was that his vision hasn’t really been realized fully in today’s environment. We looked back with a sense of nostalgia, but you ask yourself “what have we got today?” and I would say, cynically, we only have a collection of tools. We have PowerPoint, Illustrator and Photoshop, so we can do the individual tasks better with more functionality—but they don’t play nice with each other. Sure, there is the import/export feature, but only in the lowest common denominator: the bitmap. Back then, it was about authoring, communicating and collaborating.&lt;br /&gt;
But today we have better search and universal access. This is great, in comparison to older systems. We lost some. We gained some.&lt;br /&gt;
&lt;br /&gt;
What I look forward is the integration, the totality of the broad vision. And I don’t see, frankly, how we’re going to get there, because software today are built by teams, and it often reflects that organization.&lt;br /&gt;
&lt;br /&gt;
You ask, what about web 2.0 and mashups? I think that the architecture that was defined by these wizards, being in the spirit of tinkering and mashing things together, was pioneering.&lt;br /&gt;
&lt;br /&gt;
So, in sense, we can look back to the future.&lt;br /&gt;
&lt;br /&gt;
At the time, one of the things that Doug got credit for was persisting when 97% of the public actually didn’t believe. We talked about the problem that we had in understanding Doug’s vision. Imagine everyone else’s!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Andy:&#039;&#039;&#039; Let me tell you an anecdote about that: I was invited to a meeting. Doug had a projector. They had the demo for an hour an a half. I thought it was just stunning. And there was this pause after it ends.&lt;br /&gt;
&lt;br /&gt;
And someone said: “Doug, I don’t get it. Everything that you could do here I could also do in my teletype system.”&lt;br /&gt;
&lt;br /&gt;
And I thought to myself: “if the best and the brightest don’t get this, then what hope do we have?” Look at the multimedia conferencing collaborative that we had back then. We can’t do that today!&lt;br /&gt;
&lt;br /&gt;
Multitask. What was it like to work with Doug in a massive integrated environment? &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jeff:&#039;&#039;&#039; one of the ideas Doug has is co-evolution. We had to invent everything, but as we put things into work, it connects to each other. One of Doug’s idea was bootstrapping experiment. Not just invent, throw and see what comes up, but also see if we can use these changes to invent better and better things. Outside of this demo, I haven’t seen it done.&lt;br /&gt;
&lt;br /&gt;
Part of the answer of the question was: did Doug pushed the co-evolution aspect? We wished we did more.&lt;br /&gt;
&lt;br /&gt;
In the last 40 years, we have built computer systems where the structure was the least malleable part. It’s like we wrote the wrong tools. Doug envisioned a structure and parts that are both malleable. &lt;br /&gt;
&lt;br /&gt;
I think that, perhaps, the difficulty is that people are not that comfortable with structure. Some know it right away, and others want to copy, paste, and repair the structure later. When you deal with text and document, perhaps you need to use both approaches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Andy:&#039;&#039;&#039; exactly that. The way that I think was driven too deeply was the hierarchical structure that governs everything else. Some people never used it. Some used it fanatically. The problem is, we don’t have very many choices with today’s system.&lt;br /&gt;
&lt;br /&gt;
How far back we need to go to the future. And I think we need to go even way back to the notion of the copyright. Back then, there was so much more notion of the open source. People were more used to working together, rather than figuring out “who’s going to get this part?” partly because there was not a big market for it.&lt;br /&gt;
&lt;br /&gt;
Anybody in academia was completely open. And recall that, back then, public money means public ownership. In fact, sharing and communicating information was the part that wasn’t easy.&lt;br /&gt;
&lt;br /&gt;
Just to give you an idea of what the time was like. We lived and died because of the circulation of the virtual, funding monies. One of these people was Allen Kay. He went form that to XEROX PARC. A lot of people in the audience was profoundly impacted.&lt;br /&gt;
&lt;br /&gt;
The way in which you worked together, and the way in which the tools impacted how people worked together. Did the tools improve your teamwork, and what was the relationship between the tools and the people?&lt;br /&gt;
&lt;br /&gt;
I thought more of hypertext as something that you would use in your own work. So in the following years, we did experiment with my students, and I believe we had the first online communities. At the time, this just didn’t exist. The idea of putting everybody online at the same time with the same materials, commenting on everybody’s idea, was new. And it worked like a charm.&lt;br /&gt;
&lt;br /&gt;
PARC had a similar approach. There is a satisfaction of developing tools for “people down the hall.” There was a sense of self-reliance. And this wiss harder to do now: the notion of the team developing the tools for the team.&lt;br /&gt;
Speaking of a collective intelligence and using computer to bootstrap. I would like to pose a question. How can we put the controls of the voting system from the few to the public. Open source?&lt;br /&gt;
&lt;br /&gt;
I would rule that as a problem of our time. You may have noticed that John Markoff written about how “the thieves have taken over the internet,” when one could make a huge concerted effort to change everyone. We no longer have the luxury of starting small and growing up, because now if you want to change something, you have to change at that scale. The thing that you talked about is very hard to apply for small communities.&lt;br /&gt;
What did Doug said that you still don’t understand?&lt;br /&gt;
&lt;br /&gt;
Well, there is one thing that Doug had a vision of: the idea that when your media is in digital form, you can really break out of the way that you use to represent things. Text reading in left to right, top to bottom direction is what we’ve been doing for couple thousands of years. So why have the computers do it that way? Maybe there are other ways to do it.&lt;br /&gt;
There is, in a sense, nothing natural about natural language.&lt;br /&gt;
&lt;br /&gt;
We had a system of identifier built in, so everybody has ownership, and the concept was to expand this system to ARPA system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What would a 2009 version of the demo look like?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As you’ve heard from many people, there is not an integrated, knocks-off-your-socks tool. There is some additional works to be done in this area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robert W. Taylor, former program director, ARPA &amp;amp; John Markoff, Senior Writer, NYTimes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;John:&#039;&#039;&#039; Bob was the first funder for NASA for what became the mouse. He then conceived of and funded the ARPAnet. He then funded the demo, and then later, he funded PARC. That’s an unprecendented strength of getting it right so many times. He wrote in 1967 about computer as a communication device. He had a wonderful system of what we don’t even have yet. Maybe we can start by talking about computing in the 60’s. My sense is that you were quite alone.&lt;br /&gt;
When you came to NASA as a program manager, what were you trying to do?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob:&#039;&#039;&#039; In 1960, I read a paper. The name of the paper was human–computer symbiosis, and it opened my eyes about what the computer can do or be. I had a thesis, and went to the computer center for help, and they told me about punch cards. I can’t believe this. This just seemed insane to me. So, a couple of years or so later after reading this paper, he outlined what a partnership between a properly designed computer and human being could be. A couple of years later, a guy wrote a proposal about Augmenting The Human Intellect. So I got in touch with this guy, met in DC, and got the NASA contract. We got him and his group off the ground.&lt;br /&gt;
&lt;br /&gt;
Maybe a year or two later, he came to ARPA and started the computer research program. I told him about Engelbart, and he funded Engelbart. Then I went to ARPA, and increased the funding again.&lt;br /&gt;
&lt;br /&gt;
One amazing thing about this was that computing on those days was believed to be largely arithmetic. Data, payrolls, numbers, etc. But I wasn’t interested in number, and neither was Doug.&lt;br /&gt;
&lt;br /&gt;
Furthermore, Doug and his group were able to take off-the-shelf computer hardware and transform what you can do with it into a software. Software was generally much harder to understand for people, being intangible objects.&lt;br /&gt;
&lt;br /&gt;
I’m reminded about the story of a contractor who evaluated the weight requirement of the space around a system. He was going around and “we need to know how much did the computer weight.” The hardware was fair-game.&lt;br /&gt;
&lt;br /&gt;
But then he said “well, how about the software? How much did that weigh?” We said “it didn’t weight anything.”&lt;br /&gt;
&lt;br /&gt;
He came back a couple of days later, got very angry and brought a box containing cards with holes and told me “this is the software!” and we said “no, the hole is the software.”&lt;br /&gt;
&lt;br /&gt;
But it’s all relative, because even the computer establishments in those days was dedicated to batch processing. Computer conferences, for example, were always focused on panel discussions attacking timesharing and the idea of interactive computing. The reasons were many: it was too expensive, computer time is worth more than human time, etc. So the barrier was not only ignorance and opposition, because they’re also opposed to the whole idea of interactive computer.&lt;br /&gt;
&lt;br /&gt;
In 1967, I invited IBM to join this ARPAnet experiment. And they said “we’re not interested in computers.”&lt;br /&gt;
I went to AT&amp;amp;T Bell Labs and said “I like you to be known through this system, and not charge you for it.” And they looked at t and said “packet switching won’t work. We’re not interested.”&lt;br /&gt;
&lt;br /&gt;
So it’s very nice that 40 years later, Doug and all that work was properly rewarded.&lt;br /&gt;
&lt;br /&gt;
At SRI, early on, Doug was having a problem. Someone wanted to see me, and then said “why are we funding it?” and I said “he was doing something really important and I believe in it.” I got the sense that he felt that he would dissapear along with his funding source. So I did the best I could to justify finding Doug.&lt;br /&gt;
Even this this community, people who worked in interactive computing, there was a pecking order of some kind. And Doug’s group was at the bottom of that order. Doug and I talked about the demo in early ’68, and he said “it’s going to cost a fortune!” and I said “don’t worry about it.”&lt;br /&gt;
&lt;br /&gt;
A year or two after this demo, Doug told me a story: There was a government contracting officer who came around and check on the expenditures. He came to him before the demo, having seen the budget numbers, and said “what is this all about.” Doug explained, and then he replied “if this thing paid off, I’m going to deny knowing all this expenditure!”&lt;br /&gt;
Doug had an aspect of both collective intelligence and interface. I’m asking because you seem to understand the concept of community early on.&lt;br /&gt;
&lt;br /&gt;
I think that what attracted me was because he had the idea that the computer would augment human intellect. He had interest in shifting and organizing knowledge. Collaborative editing. This thing was more interesting to me than the nature of the interface itself. The interface was no more than a television set. And that television set you saw was actually the shot of a camera looking at a tube.&lt;br /&gt;
&lt;br /&gt;
The one story that really struck me was how the obviousness of the idea of the ARPAnet came through. It speaks to where innovation comes from.&lt;br /&gt;
&lt;br /&gt;
Prior to me leaving NASA and joining ARPA. Lick had started a research funding at UC Berkeley, University of California and MIT earlier, and all these places had experimental timeshare terminals built by ARPA, unconnected to each other. This is silly. So this was one motivation why.&lt;br /&gt;
&lt;br /&gt;
But I also visited places that we were funding, and we often ran into a set of common interests. So I thought “why don’t we connect these people together?” So we did something we haven’t done before: initiated research rather than soliciting proposals.&lt;br /&gt;
&lt;br /&gt;
Every year, we’ll have an annual contractor meeting. The agendas for these meeting was work in the morning, play in the afternoon and work at night. Now, at one of these metings in 1967, I announce for the first time to the group of contrators that we were going to start this research program. When I invited them to become ‘nodes’ in this ARPAnet system, they all had their own individual computer systems, and I offered to connect them together. Well, most of them was skeptical, because they don’t want others to “use of their machine cycles.”&lt;br /&gt;
&lt;br /&gt;
Doug, almost standing alone, said that this was a great idea, and even said that SRI will handle the gateway, so that people who want to get information can get through us.&lt;br /&gt;
&lt;br /&gt;
=====Source=====&lt;br /&gt;
Original Speech Transcript: [http://brampitoyo.pbworks.com/w/page/6938334/FrontPage Bram Pitoyo&#039;s Wiki]&lt;br /&gt;
&lt;br /&gt;
===Further Reading===&lt;br /&gt;
*[[Human Computer Interface]]&lt;br /&gt;
*[[Human Machine Interface]]&lt;br /&gt;
*[[User Interface]]&lt;br /&gt;
&lt;br /&gt;
===External Links===&lt;br /&gt;
[http://www.invisiblerevolution.net/engelbart/full_62_paper_augm_hum_int.html Augmenting Human Intellect: A Conceptual Framework] by Douglas Englebart, 1962 (full paper link)&lt;br /&gt;
[http://amzn.to/esYSU2 Bootstrapping: Douglas Engelbart, Coevolution, and the Origins of Personal Computing] by Thierry Bardini, Stanford University Press; 2000. &lt;br /&gt;
[https://www.dougengelbart.org/ Doug Engelbart Institute]&lt;br /&gt;
[https://www.dougengelbart.org/content/view/138/ Augmenting Human Intellect], full text of the 1962 report&lt;br /&gt;
Engelbart, Douglas C. &#039;&#039;Augmenting Human Intellect: A Conceptual Framework&#039;&#039;. SRI Summary Report AFOSR-3223, October 1962.&lt;br /&gt;
Engelbart, Douglas C., and William K. English. &amp;quot;A Research Center for Augmenting Human Intellect.&amp;quot; AFIPS Fall Joint Computer Conference, 1968, 395-410.&lt;br /&gt;
Bardini, Thierry. &#039;&#039;Bootstrapping: Douglas Engelbart, Coevolution, and the Origins of Personal Computing&#039;&#039;. Stanford University Press, 2000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Related Reading ===&lt;br /&gt;
&lt;br /&gt;
[[Mother of All Demos]]&lt;br /&gt;
[[Computer Lib]]&lt;br /&gt;
[[Where Wizards Stay Up Late: The Origins Of The Internet]]&lt;br /&gt;
[[Designing Interactions]]&lt;br /&gt;
[[The Design of Everyday Things]]&lt;br /&gt;
[[Donald Norman]]&lt;br /&gt;
[[Architectural Intelligence]]&lt;br /&gt;
[[From Counterculture to Cyberculture: Stewart Brand, the Whole Earth Network, and the Rise of Digital Utopianism]]&lt;br /&gt;
[[The Idea Factory: Learning to Think at MIT]]&lt;br /&gt;
[[Computing in the Middle Ages]]&lt;br /&gt;
[[Paul Otlet]]&lt;br /&gt;
[[Collective Intelligence: Mankind&#039;s Emerging World in Cyberspace]]&lt;br /&gt;
[[The Human Use Of Human Beings: Cybernetics And Society]]&lt;br /&gt;
[[Mindware: An Introduction to the Philosophy of Cognitive Science]]&lt;br /&gt;
[[Myth of the Hero]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Mui_Lab,_Inc.&amp;diff=7387</id>
		<title>Mui Lab, Inc.</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Mui_Lab,_Inc.&amp;diff=7387"/>
		<updated>2026-08-26T10:15:44Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: /* Why the Wood Matters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===About===&lt;br /&gt;
mui Lab, Inc. is a calm technology company based in Kyoto, Japan, founded in October 2017. It began as a corporate venture initiative within Nissha Co., Ltd. and became independent through a management buyout in April 2019, with Nissha remaining a major shareholder. Its chief executive is Kazunori Oki, and it maintains offices in Tokyo, Nagano and Frankfurt alongside the Kyoto headquarters.&amp;lt;ref&amp;gt;[https://muilab.com/en/about/ About mui Lab].&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The company states its mission as &amp;quot;creating a mindful life and society where people, nature, and technology are in peaceful harmony.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===The mui Board===&lt;br /&gt;
The company&#039;s flagship product is the &#039;&#039;&#039;mui Board&#039;&#039;&#039;: a panel of solid wood that functions as a smart home interface. At rest it is a plank — no screen, no glow, no indicator lights, indistinguishable from a piece of trim on a wall. Touch it and text and controls appear through the surface of the wood; take the hand away and after a moment it returns to being a plank.&amp;lt;ref&amp;gt;[https://www.dezeen.com/2023/01/16/mui-board-lab-smart-home-control-ces/ Mui Board enables smart home control from a plank of wood], Dezeen.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The design does one thing that almost no consumer device does: its default state is off, and off means genuinely absent rather than dimmed. The associated mui Platform combines the wood display technology with the company&#039;s IoT cloud system, and later products include the muihaus smart home offering.&lt;br /&gt;
&lt;br /&gt;
===Why the Wood Matters===&lt;br /&gt;
A screen is a draws attention to itself even when idle, but a wooden surface is warm to the touch, it ages, it takes marks, and it reads as furniture rather than as equipment. See [[Natural Material|natural material]] and [[Materials|materials]].&lt;br /&gt;
&lt;br /&gt;
The company connects this explicitly to Japanese aesthetic traditions: the preference for restraint, for materials that show their grain and their age is a long-standing design position that happens to align closely with what [[Calm Technology|calm technology]] arrived at from human-computer interaction. mui Lab is one of the few companies working at that intersection.&lt;br /&gt;
&lt;br /&gt;
===Position in the Field===&lt;br /&gt;
mui Lab is a rare case of calm technology principles surviving contact with a product that has to be manufactured, priced and sold. Most calm technology exists as research prototypes, gallery installations or written principles; the constraints that kill it commercially are cost, the difficulty of explaining a device that does nothing visible, and a retail environment that rewards products which demonstrate themselves on a shelf.&lt;br /&gt;
&lt;br /&gt;
The company&#039;s products are Calm Tech Certified — see [[Calm Tech Institute]] — and it has been a consistent presence at CES and in design press coverage, which is itself notable: a company whose entire proposition is that its product should not be noticed has to be unusually good at getting it noticed.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
mui Lab is the most useful current example of what the arguments on this site look like when built. It demonstrates that the [[Attention Economy|attention]] critique has a physical form, that [[Natural Material|material choice]] is an attention decision, and that a device can be designed to be present without being demanding.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Calm Technology]]&lt;br /&gt;
* [[Calm Tech Institute]]&lt;br /&gt;
* [[Natural Material]]&lt;br /&gt;
* [[Materials]]&lt;br /&gt;
* [[Tangible Media]]&lt;br /&gt;
* [[Matt Gorbet]]&lt;br /&gt;
* [[Japanese Concepts]]&lt;br /&gt;
&lt;br /&gt;
===External Links===&lt;br /&gt;
* [https://muilab.com/en/ mui Lab]&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Organizations]]&lt;br /&gt;
[[Category:Calm Technology]]&lt;br /&gt;
[[Category:Design]]&lt;br /&gt;
[[Category:Japanese Concepts]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Dating_Sim&amp;diff=7386</id>
		<title>Dating Sim</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Dating_Sim&amp;diff=7386"/>
		<updated>2026-08-26T10:14:30Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: /* Related Reading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Definition===&lt;br /&gt;
A dating simulation, or dating sim, is a video game genre in which the player&#039;s objective is to develop a romantic relationship with one or more characters, generally through dialogue choices, statistic management and the allocation of limited time.&lt;br /&gt;
&lt;br /&gt;
The genre is predominantly Japanese in origin (&#039;&#039;renai&#039;&#039; games, from 恋愛, &amp;quot;romantic love&amp;quot;), and overlaps heavily with the visual novel, though the two are distinguishable: a visual novel is defined by its narrative presentation, a dating sim by its simulation mechanics.&lt;br /&gt;
&lt;br /&gt;
===Structure===&lt;br /&gt;
Most dating sims share a small set of components:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Time as the scarce resource.&#039;&#039;&#039; A calendar of finite days, each divided into blocks. Time spent building one relationship is time not spent on another, or on the statistics that make a character attractive to a given love interest. This is the genre&#039;s central design idea and the source of whatever strategic interest it has.&lt;br /&gt;
* &#039;&#039;&#039;Statistics.&#039;&#039;&#039; The player character has attributes — intelligence, charm, athletics, kindness — raised by activities and checked against thresholds. &#039;&#039;Tokimeki Memorial&#039;&#039; (Konami, 1994), the genre&#039;s commercial breakthrough, established this template.&lt;br /&gt;
* &#039;&#039;&#039;Branching dialogue and affection values.&#039;&#039;&#039; Choices adjust hidden affection counters, which gate scenes and endings.&lt;br /&gt;
* &#039;&#039;&#039;Multiple routes and endings.&#039;&#039;&#039; Replay is assumed. A single playthrough sees a fraction of the written content.&lt;br /&gt;
* &#039;&#039;&#039;The bad ending.&#039;&#039;&#039; Failure states exist and are frequently the most memorable content, &#039;&#039;Tokimeki Memorial&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;&amp;lt;/nowiki&amp;gt;s infamous &amp;quot;Doom Bomb&amp;quot; being the standing example.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
The lineage runs from early Japanese PC titles in the mid-1980s through &#039;&#039;Tokimeki Memorial&#039;&#039; (1994), which established the modern form and sold in the millions; the &#039;&#039;Sakura Wars&#039;&#039; and &#039;&#039;Persona&#039;&#039; series, which folded dating-sim mechanics into other genres; &#039;&#039;[[LovePlus]]&#039;&#039; (Konami, 2009), which removed the ending and made the relationship perpetual; and the Western independent scene from roughly 2010, in which the genre&#039;s conventions have been used for satire (&#039;&#039;Hatoful Boyfriend&#039;&#039;), for formal experiment (&#039;&#039;Doki Doki Literature Club&#039;&#039;), and for work about relationships the mainstream games industry does not otherwise depict.&lt;br /&gt;
&lt;br /&gt;
===Why the Genre Is Anthropologically Interesting===&lt;br /&gt;
Three reasons, independent of any judgement about the games themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It models relationships explicitly.&#039;&#039;&#039; A dating sim must state, in code, what makes a person likeable and what actions increase affection. Whatever theory of relationships a culture holds tacitly, this genre is obliged to write down — which makes it unusually legible evidence about assumptions that are otherwise never articulated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It makes time the currency.&#039;&#039;&#039; The genre&#039;s core mechanic is an accurate model of a real constraint. Relationships are built by allocating finite attention, and the genre&#039;s discomfort — the sense that being nice to one character costs another — is a discomfort about something true.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It exposes the reciprocity problem.&#039;&#039;&#039; A simulated character&#039;s affection is a number that responds reliably to input. Real affection does not, and the gap between the two is where most criticism of the genre lands. The interesting version of that criticism is not that players confuse the two — research consistently finds they do not — but that a system offering reliable reciprocity trains an expectation that reality will not meet.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
The dating sim is the oldest continuously developed body of design knowledge about making people care about a system, and its techniques have migrated well beyond games — into companion applications, [[Chatbot|chatbots]], gacha mechanics and engagement design generally. What was worked out here in the 1990s is now the substrate of a much larger industry.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Virtual Girlfriends]]&lt;br /&gt;
* [[LovePlus]]&lt;br /&gt;
* [[Chatbot]]&lt;br /&gt;
* [[Sherry Turkle]]&lt;br /&gt;
* [[A.I]]&lt;br /&gt;
* [[The Attention Economy]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Digital Culture]]&lt;br /&gt;
[[Category:Japanese Concepts]]&lt;br /&gt;
[[Category:Cyborg Anthropology]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
	<entry>
		<id>https://cyborganthropology.com/index.php?title=Calm_Tech_Institute&amp;diff=7385</id>
		<title>Calm Tech Institute</title>
		<link rel="alternate" type="text/html" href="https://cyborganthropology.com/index.php?title=Calm_Tech_Institute&amp;diff=7385"/>
		<updated>2026-08-26T10:14:18Z</updated>

		<summary type="html">&lt;p&gt;Caseorganic: /* About */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===About===&lt;br /&gt;
The Calm Tech Institute is an organisation that develops standards and certification for technology designed to work with human attention rather than against it. It was founded by [[Amber Case]] in 2024, and builds on the concept of calm technology developed by Mark Weiser at [[Xerox PARC]] in the 1990s.&amp;lt;ref&amp;gt;[https://www.calmtech.institute/calm-tech-principles Principles], Calm Tech Institute; see also [https://caseorganic.medium.com/designing-tech-that-finally-respects-our-time-humanity-announcing-the-calm-tech-institute-33bac541b133 the founding announcement].&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The institute describes its work as &amp;quot;a process for designing technology that works with human attention, instead of against it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Eight Principles of Calm Technology===&lt;br /&gt;
# Require the smallest possible amount of attention&lt;br /&gt;
# Inform and create calm&lt;br /&gt;
# Make use of the periphery&lt;br /&gt;
# Amplify the best of technology and the best of humanity&lt;br /&gt;
# Communicate without speaking&lt;br /&gt;
# Still work when it fails&lt;br /&gt;
# The minimum tech needed to solve the problem&lt;br /&gt;
# Respect social norms&lt;br /&gt;
&lt;br /&gt;
Two of these deserve particular note because they are unusual in design standards. &#039;&#039;&#039;&amp;quot;Still work when it fails&amp;quot;&#039;&#039;&#039; makes graceful degradation a criterion rather than an afterthought: a device whose basic function depends on a working network connection or a live server fails completely rather than partially, and the institute treats that as a design defect rather than an acceptable trade. &#039;&#039;&#039;&amp;quot;Respect social norms&amp;quot;&#039;&#039;&#039; brings the social consequences of a device — what it does to a room, to a conversation, to the people who did not buy it — inside the evaluation.&lt;br /&gt;
&lt;br /&gt;
===Calm Tech Certified===&lt;br /&gt;
The institute&#039;s principal instrument is &#039;&#039;&#039;Calm Tech Certified®&#039;&#039;&#039;, a standard established in 2024 with its first class of certified products announced in early 2025.&amp;lt;ref&amp;gt;[https://caseorganic.medium.com/announcing-calm-tech-certified-and-the-first-class-of-certified-products-8530082309cf Announcing Calm Tech Certified and the First Class of Certified Products].&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Certification evaluates products against criteria including periphery engagement, tactility, material harmony and durability. It runs alongside a partner program for integrators.&lt;br /&gt;
&lt;br /&gt;
The interesting move is structural rather than rhetorical. Design principles published as advice are widely admired and rarely applied, because nothing in a product&#039;s commercial evaluation depends on them. A certification mark attempts to change that by attaching the principles to a purchasing signal — the same mechanism used by energy ratings, organic labelling and fair trade marks. Whether it works depends on whether buyers come to look for it, which is an open question and the standard difficulty for any voluntary standard.&lt;br /&gt;
&lt;br /&gt;
===Relevance to Cyborg Anthropology===&lt;br /&gt;
Nearly every concept on this site describes a problem: [[Attention Economy|attention capture]], [[Frictional Interface|friction]], [[Continuous Partial Attention|fragmented attention]], [[Future Runoff|runoff]], devices that fail when a service ends. The Calm Tech Institute is an attempt to act on the diagnosis rather than restate it, and its criteria are worth reading as a compact list of what this body of critique implies for a physical product.&lt;br /&gt;
&lt;br /&gt;
The durability and materials criteria in particular connect the attention argument to the [[Industrial Ecology|industrial ecology]] one: a device that is repairable, that does not depend on a remote service, and that ages well is both calmer and less wasteful, and the two properties turn out to have the same causes.&lt;br /&gt;
&lt;br /&gt;
===Related Reading===&lt;br /&gt;
* [[Calm Technology]]&lt;br /&gt;
* [[Amber Case]]&lt;br /&gt;
* [[Xerox PARC]]&lt;br /&gt;
* [[mui Lab, Inc.]]&lt;br /&gt;
* [[Materials]]&lt;br /&gt;
* [[Natural Material]]&lt;br /&gt;
* [[The Attention Economy]]&lt;br /&gt;
&lt;br /&gt;
===External Links===&lt;br /&gt;
* [https://www.calmtech.institute/ Calm Tech Institute]&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Organizations]]&lt;br /&gt;
[[Category:Calm Technology]]&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Caseorganic</name></author>
	</entry>
</feed>