This is a process presentation for my first triptych, focusing on typography, in this series. To see the final product and the other two triptychs, visit: sydniejaime.myportfolio.com
Mattern, The City Has Always Been Mediated, Part 1Shannon Mattern
The document discusses the concept of a "sentient city" where urban infrastructure is capable of sensing and responding to events and activities through ubiquitous computing. It argues that citizens could play an active role in shaping how technologies impact urban life, rather than technology having overwhelming control. The document examines how projects might explore alternative designs for sentient city environments and relationships between computing, architecture, and inhabitants.
How do we make use of new media technologies in urban design? At the conference Social Cities of Tomorrow (Amsterdam 17-2-2012) we propose the concept of the social city as an alternative design approach to 'smart cities'.
The document discusses participatory sensing and smart cities. It describes participatory sensing as an approach where individuals use mobile devices to collect and interpret data about their world. This helps people understand reality through data and change habits. The document advocates for creating communities before building projects. It presents DreamHamar as a network design process that engaged the public. It promotes participatory mapping, open networks, and community participation and sharing to build social cohesion in smart cities.
G.Lupi, G. Rossi, Design as an information process,Giorgia Lupi
The document summarizes a public services plan developed for the municipality of Milan over 3 years. It involved listening to citizens, monitoring media, and holding over 150 public meetings. The plan focused on a new model for delivering services through a quasi-market approach and continuous monitoring process rather than static planning. Key aspects included hearing citizen needs, supporting private services that address needs efficiently, and continuously refining the plan based on updated information.
This document discusses cognitive artifacts, which are artificial devices designed to serve a representational function and enhance human abilities. It examines how such artifacts are used in urban subcultures and how they construct meaning. The document presents examples of gesture-based technologies that can reengage the use of the body as an interface. It discusses how artifacts can display virtual representations of the world and how communities of practice, like graffiti crews, develop shared representations through their participation.
Locative Digital Media and the representation of Urban spacesLuciano Frizzera
This document discusses how locative digital media is transforming representations of urban spaces. It defines locative media as technologies that provide wireless information tied to specific places. This blending of physical and digital spaces creates "information territories". Examples given include urban electronic annotation, mapping, location-based games and "smart mobs". These practices reshape concepts like territory, place, mobility, community and maps. While some argue digital media reduces importance of physical spaces, the document argues it instead produces new dimensions of territoriality and redefines place, mobility and sense of community in contemporary society.
This document summarizes an urban intervention project in Prospect Heights, Brooklyn regarding the Atlantic Yards development project. It discusses how the development is displacing locals through eminent domain and how the community was not adequately consulted. It then describes two iterations of the intervention project, which involved engaging residents on the street with a board game and flyers about gentrification. The document reflects on how the intervention could be improved by engaging a more diverse audience and gaining media coverage. It also draws a parallel to urban development challenges faced in Beirut.
Mattern, The City Has Always Been Mediated, Part 1Shannon Mattern
The document discusses the concept of a "sentient city" where urban infrastructure is capable of sensing and responding to events and activities through ubiquitous computing. It argues that citizens could play an active role in shaping how technologies impact urban life, rather than technology having overwhelming control. The document examines how projects might explore alternative designs for sentient city environments and relationships between computing, architecture, and inhabitants.
How do we make use of new media technologies in urban design? At the conference Social Cities of Tomorrow (Amsterdam 17-2-2012) we propose the concept of the social city as an alternative design approach to 'smart cities'.
The document discusses participatory sensing and smart cities. It describes participatory sensing as an approach where individuals use mobile devices to collect and interpret data about their world. This helps people understand reality through data and change habits. The document advocates for creating communities before building projects. It presents DreamHamar as a network design process that engaged the public. It promotes participatory mapping, open networks, and community participation and sharing to build social cohesion in smart cities.
G.Lupi, G. Rossi, Design as an information process,Giorgia Lupi
The document summarizes a public services plan developed for the municipality of Milan over 3 years. It involved listening to citizens, monitoring media, and holding over 150 public meetings. The plan focused on a new model for delivering services through a quasi-market approach and continuous monitoring process rather than static planning. Key aspects included hearing citizen needs, supporting private services that address needs efficiently, and continuously refining the plan based on updated information.
This document discusses cognitive artifacts, which are artificial devices designed to serve a representational function and enhance human abilities. It examines how such artifacts are used in urban subcultures and how they construct meaning. The document presents examples of gesture-based technologies that can reengage the use of the body as an interface. It discusses how artifacts can display virtual representations of the world and how communities of practice, like graffiti crews, develop shared representations through their participation.
Locative Digital Media and the representation of Urban spacesLuciano Frizzera
This document discusses how locative digital media is transforming representations of urban spaces. It defines locative media as technologies that provide wireless information tied to specific places. This blending of physical and digital spaces creates "information territories". Examples given include urban electronic annotation, mapping, location-based games and "smart mobs". These practices reshape concepts like territory, place, mobility, community and maps. While some argue digital media reduces importance of physical spaces, the document argues it instead produces new dimensions of territoriality and redefines place, mobility and sense of community in contemporary society.
This document summarizes an urban intervention project in Prospect Heights, Brooklyn regarding the Atlantic Yards development project. It discusses how the development is displacing locals through eminent domain and how the community was not adequately consulted. It then describes two iterations of the intervention project, which involved engaging residents on the street with a board game and flyers about gentrification. The document reflects on how the intervention could be improved by engaging a more diverse audience and gaining media coverage. It also draws a parallel to urban development challenges faced in Beirut.
HYBRIDITY AND INTERDISCIPLINARITY IN DIGITAL CULTURE AND PRACTICETalan Memmott
A talk on issues around hybridity and interdisciplinarity as it applies to digital culture and practice. Something of a meander through various topics...
This document provides an introduction to an issue of the magazine URBAN focused on the theme of "trans." It summarizes the contents, which include essays on topics like transforming lives through sport in Harlem, art and its provenance in the San Fernando Valley, and critiques of housing construction in France and cultural exhibits in New York. The introduction discusses how the prefix "trans" has returned to common language and academic writing, endowed with new meaning around issues of materiality, technology, and the blurred boundaries between organic and inorganic. It suggests the city is populated with "trans-entities" and things have agency in how they enable human action.
This document provides an overview of key concepts in digital anthropology from the book Digital Anthropology edited by Heather Horst and Daniel Miller. It discusses six principles of digital anthropology including how the digital intensifies culture's dialectical nature. The document also summarizes several chapters that address issues like disability and the digital world, how new media is incorporated into everyday life, and the challenges and potentials of digital technologies. It emphasizes that digital worlds are as culturally relative and material as analog worlds and should be studied using traditional anthropological methods like long-term ethnographic fieldwork.
Innovation and Trangression: exploring Third Spaces and Excess SpacesSalvatore Iaconesi
lesson about the relationship between transgression and innovation at the Alta Scuola Politecnica in 2016
more info and text of the presentation at
https://www.artisopensource.net/2016/06/27/the-transgressive-spaces-of-innovation/
The document discusses a public art project in Mexico City called "Chilango Public Art" that involved 7 artists creating installations with the theme of the "End of the World is Coming" across various locations in the city. The art project aimed to use the city itself as a medium for expression and dialogue between the artists, city, and its citizens. Each artist created a unique installation using different materials and locations to prompt reflection on the theme. The document analyzes how cities can act as a translation of our lives into information and how artists are uniquely positioned to be aware of how technology and media affect our senses and perception of space.
Ubiquitous Commons workshop at transmediale 2015, Capture AllSalvatore Iaconesi
Here are the slides from the workshop, with a framing of the concept of Ubiquitous Commons, a series of examples and links, and an update about how the development of the toolkits (legal, technological, philosophical, aesthetic) are going, together with some source code and prototypes.
More info can also be gathered here:
human-ecosystems.com/home/ubiquitous-commons-the-slides-from-the-workshop-at-transmediale-festival-in-berlin
This document provides an abstract for a book that explores emergent models of authorship in the digital age. It discusses how new media artists are challenging traditional notions of creativity through practices like sampling, mashups, adaptations and appropriation. The book maps the rise of three new aesthetic practices - interruption, disturbance, and capture/leakage - following the death of old creative models. It also explores how creative practices in places like China have been unfettered by copyright restrictions, producing new forms through processes like "digital anthropophagy" and "productive mistranslation." The book examines the work of many international new media artists working in these styles.
Finn Jones discusses the growing pains experienced by cities as their populations increase rapidly. Jones notes that while many residents want to limit population growth due to issues like traffic and crowding, their friends who have children will need to move elsewhere to start families. Jones also shares comments from others who have left cities citing lack of privacy, constant noise and smells from neighbors. Modern city planning has attempted to separate and compartmentalize land uses but this has not prevented the problems of density. Going forward, cities must move beyond simplistic planning models and acknowledge the complexity of urban systems and human needs to address quality of life issues and make cities places where people want to live.
The document describes a hypothetical city called Zarpom that is transforming into a Knowledge City. It does this through a collage of 32 "Knowledge Moments" happening across 8 knowledge places in the city throughout a typical day. The Knowledge Moments are defined as human experiences where knowledge is discovered, created, exchanged or transformed, and occur at the intersection of people, places, processes and purposes. The summary follows a citizen of Zarpom through their day to illustrate the dense flow of Knowledge Moments enabled by the city's transformation.
This document summarizes an academic paper about how urban internet cafés connect real and virtual spaces. The paper examines how internet cafés serve as diasporic community spaces, alter perceptions of physical and social spaces, and how video game spaces overlap with the physical space of the café. It challenges the idea that virtual and real spaces are opposed, and instead shows how they are deeply interrelated, especially when brought together in a specific place like an internet café. The document provides context on debates about how communication technologies impact urban spaces and communities.
Prologue to "Better Cities, Better Life" book that is going to be published in the following months.
The Prologue Chapter is called "Urban Innovation: A Decalogue to Explore a City" (Igor Calzada)
Digital Prohibition: Piracy and Authorship in New Media ArtCarolyn Guertin
The act of creation requires us to remix existing cultural content and yet recent sweeping changes to copyright laws have criminalized the creative act as a violation of corporate rights in a commodified world. Copyright was originally designed to protect publishers, not authors, and has now gained a stranglehold on our ability to transport, read, write, teach and publish digital materials. Contrasting Western models with issues of piracy as practiced in Asia, Digital Prohibition is the first book to discuss the politics of creative work and emergent models of authorship in a digital age.
It explores the creation of new media forms by artists and groups who use technology to challenge established models and practices. It starts from the premise that creativity is no longer a useful concept in an age of data glut and perfect copies; instead we must now think of creative practice as a kind of creative critique and atactical aesthetics that repurpose existing materials in order to explore the nature of media and how they affect us. It does this through three different aesthetic approaches: interruption (stoppage and repetition), disturbance (critique and event), and capture/leak age (performance and documentation). The book is wide-ranging in its definition of authorship, exploring methods as diverse as sampling, mashups, hacktivism, social media, tactical media, productive mistranslation and digital anthropophagy.
Imprint Continuum
Pub. date: 19 April 2012
ISBN: 9781441131904
The map is not whats there - psychogeography and openstreetmapchippy
This document discusses the concept of psychogeography and mapping. It provides an overview of psychogeography as defined by Situationists like Debord, involving deriving or drifting through varied urban environments and being aware of how places shape interactions. It discusses different types of psychogeography and gives examples of related practices like urban exploration, parkour and mapping community spaces. The document emphasizes that maps reflect the interests of their creators and can be used to argue perspectives or identify things worth advocating for. It encourages participants to go outside in small groups and engage in informal mapping activities.
Technology and art have come together to form new media art. New media art uses emerging digital technologies as its medium and explores cultural, political, and aesthetic possibilities. It can take many forms, such as video, sculpture, installation art, photography, robotics, and audio. As digital tools advance, artists increasingly use technology in innovative ways to push boundaries and create new types of artwork. This has led to questions about whether digital or technology-based art should be considered fine art.
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
The document discusses several topics related to redesigning the world and various technologies. It provides summaries of presentations and discussions on transmedia storytelling, social media, mobile technologies, smart cities, and programming life. Key points addressed include using multiple platforms and forms to tell unified stories, how memory and the past can be redesigned, and the potential of programming living software and biomolecular computing.
This document discusses the importance of designing cities and spaces with human needs in mind. It argues that many public spaces in cities, like plazas and streets, are designed without considering human scale or how people will use and interact in those spaces. As a result, people create their own informal spaces that better meet their needs. However, some cities are now trying to address this issue by redesigning streets and public spaces to prioritize pedestrians over vehicles and include seating, greenery, and other amenities that encourage human use and interaction. The document examines how "human space" is about more than just the physical dimensions and can include social and community aspects as well.
Alex Steffen of Worldchanging Night Two part 2Worldchanging
1. Technologies like augmented reality and car sharing services are making it easier to share resources and reduce individual ownership of things like cars and power tools.
2. Bicing, a bike sharing program in Barcelona, allows users to rent bikes for a low fee, reducing the need for private car ownership.
3. The future economy will be driven more by ideas, culture, and open collaboration rather than traditional corporate models, allowing for innovations in areas like manufacturing, retail, and civic participation.
Either/Or is a brand created for a group branding project for my Capstone Design Studio class. Either/Or is modeled after Phluid, a retail space in New York that created a gender-free brand (androgynous, unisex, gender-free) and sells clothing, accessories, and beauty products for the LGBTQIA+ community.
HYBRIDITY AND INTERDISCIPLINARITY IN DIGITAL CULTURE AND PRACTICETalan Memmott
A talk on issues around hybridity and interdisciplinarity as it applies to digital culture and practice. Something of a meander through various topics...
This document provides an introduction to an issue of the magazine URBAN focused on the theme of "trans." It summarizes the contents, which include essays on topics like transforming lives through sport in Harlem, art and its provenance in the San Fernando Valley, and critiques of housing construction in France and cultural exhibits in New York. The introduction discusses how the prefix "trans" has returned to common language and academic writing, endowed with new meaning around issues of materiality, technology, and the blurred boundaries between organic and inorganic. It suggests the city is populated with "trans-entities" and things have agency in how they enable human action.
This document provides an overview of key concepts in digital anthropology from the book Digital Anthropology edited by Heather Horst and Daniel Miller. It discusses six principles of digital anthropology including how the digital intensifies culture's dialectical nature. The document also summarizes several chapters that address issues like disability and the digital world, how new media is incorporated into everyday life, and the challenges and potentials of digital technologies. It emphasizes that digital worlds are as culturally relative and material as analog worlds and should be studied using traditional anthropological methods like long-term ethnographic fieldwork.
Innovation and Trangression: exploring Third Spaces and Excess SpacesSalvatore Iaconesi
lesson about the relationship between transgression and innovation at the Alta Scuola Politecnica in 2016
more info and text of the presentation at
https://www.artisopensource.net/2016/06/27/the-transgressive-spaces-of-innovation/
The document discusses a public art project in Mexico City called "Chilango Public Art" that involved 7 artists creating installations with the theme of the "End of the World is Coming" across various locations in the city. The art project aimed to use the city itself as a medium for expression and dialogue between the artists, city, and its citizens. Each artist created a unique installation using different materials and locations to prompt reflection on the theme. The document analyzes how cities can act as a translation of our lives into information and how artists are uniquely positioned to be aware of how technology and media affect our senses and perception of space.
Ubiquitous Commons workshop at transmediale 2015, Capture AllSalvatore Iaconesi
Here are the slides from the workshop, with a framing of the concept of Ubiquitous Commons, a series of examples and links, and an update about how the development of the toolkits (legal, technological, philosophical, aesthetic) are going, together with some source code and prototypes.
More info can also be gathered here:
human-ecosystems.com/home/ubiquitous-commons-the-slides-from-the-workshop-at-transmediale-festival-in-berlin
This document provides an abstract for a book that explores emergent models of authorship in the digital age. It discusses how new media artists are challenging traditional notions of creativity through practices like sampling, mashups, adaptations and appropriation. The book maps the rise of three new aesthetic practices - interruption, disturbance, and capture/leakage - following the death of old creative models. It also explores how creative practices in places like China have been unfettered by copyright restrictions, producing new forms through processes like "digital anthropophagy" and "productive mistranslation." The book examines the work of many international new media artists working in these styles.
Finn Jones discusses the growing pains experienced by cities as their populations increase rapidly. Jones notes that while many residents want to limit population growth due to issues like traffic and crowding, their friends who have children will need to move elsewhere to start families. Jones also shares comments from others who have left cities citing lack of privacy, constant noise and smells from neighbors. Modern city planning has attempted to separate and compartmentalize land uses but this has not prevented the problems of density. Going forward, cities must move beyond simplistic planning models and acknowledge the complexity of urban systems and human needs to address quality of life issues and make cities places where people want to live.
The document describes a hypothetical city called Zarpom that is transforming into a Knowledge City. It does this through a collage of 32 "Knowledge Moments" happening across 8 knowledge places in the city throughout a typical day. The Knowledge Moments are defined as human experiences where knowledge is discovered, created, exchanged or transformed, and occur at the intersection of people, places, processes and purposes. The summary follows a citizen of Zarpom through their day to illustrate the dense flow of Knowledge Moments enabled by the city's transformation.
This document summarizes an academic paper about how urban internet cafés connect real and virtual spaces. The paper examines how internet cafés serve as diasporic community spaces, alter perceptions of physical and social spaces, and how video game spaces overlap with the physical space of the café. It challenges the idea that virtual and real spaces are opposed, and instead shows how they are deeply interrelated, especially when brought together in a specific place like an internet café. The document provides context on debates about how communication technologies impact urban spaces and communities.
Prologue to "Better Cities, Better Life" book that is going to be published in the following months.
The Prologue Chapter is called "Urban Innovation: A Decalogue to Explore a City" (Igor Calzada)
Digital Prohibition: Piracy and Authorship in New Media ArtCarolyn Guertin
The act of creation requires us to remix existing cultural content and yet recent sweeping changes to copyright laws have criminalized the creative act as a violation of corporate rights in a commodified world. Copyright was originally designed to protect publishers, not authors, and has now gained a stranglehold on our ability to transport, read, write, teach and publish digital materials. Contrasting Western models with issues of piracy as practiced in Asia, Digital Prohibition is the first book to discuss the politics of creative work and emergent models of authorship in a digital age.
It explores the creation of new media forms by artists and groups who use technology to challenge established models and practices. It starts from the premise that creativity is no longer a useful concept in an age of data glut and perfect copies; instead we must now think of creative practice as a kind of creative critique and atactical aesthetics that repurpose existing materials in order to explore the nature of media and how they affect us. It does this through three different aesthetic approaches: interruption (stoppage and repetition), disturbance (critique and event), and capture/leak age (performance and documentation). The book is wide-ranging in its definition of authorship, exploring methods as diverse as sampling, mashups, hacktivism, social media, tactical media, productive mistranslation and digital anthropophagy.
Imprint Continuum
Pub. date: 19 April 2012
ISBN: 9781441131904
The map is not whats there - psychogeography and openstreetmapchippy
This document discusses the concept of psychogeography and mapping. It provides an overview of psychogeography as defined by Situationists like Debord, involving deriving or drifting through varied urban environments and being aware of how places shape interactions. It discusses different types of psychogeography and gives examples of related practices like urban exploration, parkour and mapping community spaces. The document emphasizes that maps reflect the interests of their creators and can be used to argue perspectives or identify things worth advocating for. It encourages participants to go outside in small groups and engage in informal mapping activities.
Technology and art have come together to form new media art. New media art uses emerging digital technologies as its medium and explores cultural, political, and aesthetic possibilities. It can take many forms, such as video, sculpture, installation art, photography, robotics, and audio. As digital tools advance, artists increasingly use technology in innovative ways to push boundaries and create new types of artwork. This has led to questions about whether digital or technology-based art should be considered fine art.
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
The document discusses several topics related to redesigning the world and various technologies. It provides summaries of presentations and discussions on transmedia storytelling, social media, mobile technologies, smart cities, and programming life. Key points addressed include using multiple platforms and forms to tell unified stories, how memory and the past can be redesigned, and the potential of programming living software and biomolecular computing.
This document discusses the importance of designing cities and spaces with human needs in mind. It argues that many public spaces in cities, like plazas and streets, are designed without considering human scale or how people will use and interact in those spaces. As a result, people create their own informal spaces that better meet their needs. However, some cities are now trying to address this issue by redesigning streets and public spaces to prioritize pedestrians over vehicles and include seating, greenery, and other amenities that encourage human use and interaction. The document examines how "human space" is about more than just the physical dimensions and can include social and community aspects as well.
Alex Steffen of Worldchanging Night Two part 2Worldchanging
1. Technologies like augmented reality and car sharing services are making it easier to share resources and reduce individual ownership of things like cars and power tools.
2. Bicing, a bike sharing program in Barcelona, allows users to rent bikes for a low fee, reducing the need for private car ownership.
3. The future economy will be driven more by ideas, culture, and open collaboration rather than traditional corporate models, allowing for innovations in areas like manufacturing, retail, and civic participation.
Either/Or is a brand created for a group branding project for my Capstone Design Studio class. Either/Or is modeled after Phluid, a retail space in New York that created a gender-free brand (androgynous, unisex, gender-free) and sells clothing, accessories, and beauty products for the LGBTQIA+ community.
The Foster is a concept brand modeled after the Gowanus Print Shop with my own twists and added concepts. The Foster serves as a cornerstone for communities in surburbs where there aren't any local art hubs or art lessons
THIRTY FOUR lounge + cafe is a vegan and vegetarian establishment in Brooklyn that serves locally sourced food and drinks. It has an open concept with dining and lounge areas as well as amenities like free WiFi and charging stations. The cafe aims to encourage both work and socializing. It targets young adults and students who want a casual place to work, meet with friends, or spend time alone with views of the East River. The cafe emphasizes sustainable practices like using organic, locally sourced ingredients and composting food waste.
This includes most of my research and process from this semester-long project. The word list was "phase one" of this and was done to find and describe our topic and would shape key aspects to focus on and include in our work.
With my second triptych, I decided to include "the 100s" which is a design exercise to encourage variety and contrast within our piece. Although I didn't apply this approach to the final, it definitely helped me with my final triptych.
Edifice is a company modeled after Habitat for Humanity. This project was created for a Capstone Design Studio class in my 4th semester of the Communication Design AAS program at the Fashion Institute of Technology. For this project, I created a logo, stationery, signage, merchandise, a website, and an animation.
BRCK is a brand created for my Intro to Packaging Design class. This brand creates winter accessories and would be targeted to people in the Northeast region of the United States
This document contains mood boards, name ideas, brand stories, digital sketches, and final design comps for a personal care product line called "A Rose For You". The brand story describes how the founder created a rose face mask for self-care and wanted to inspire others on a journey of self-improvement. The line includes a rose clay and charcoal facial mask, hand and body lotion, and rose salve. Digital sketches and website designs are shown for the products, branding, and an "About" page introducing the founder and team.
International Upcycling Research Network advisory board meeting 4Kyungeun Sung
Slides used for the International Upcycling Research Network advisory board 4 (last one). The project is based at De Montfort University in Leicester, UK, and funded by the Arts and Humanities Research Council.
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
4. This intial idea highlighted or at least tried
to highlight the depth of this issue. I was
specifically thinking about how the authenticity
and overall culture of an area fades once
people of that background start to move out
and be replaced by a more affluent and racially
diverse demographic.
DESCRIPTION OF INITIAL IDEA
6. I thought a lot more about parallel universes,
how it related to my topic, and any stories that
I’ve heard from people experiencing it first-
hand. This led me to thinking about the shift
from hand made/hands-on design to computer
driven/created design and how it compares.
This coexistence of the hand and computer
relates to the residents of gentrifying areas that
remember what it was like before and how their
neighborhoods have changed.
RETHINKING THE PROCESS & IDEA