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Digital Ground: Architecture, Pervasive Computing, and Environmental Knowing

by Malcolm McCullough

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1293211,480 (4.04)1
A theory of place for interaction design. Digital Ground is an architect's response to the design challenge posed by pervasive computing. One century into the electronic age, people have become accustomed to interacting indirectly, mediated through networks. But now as digital technology becomes invisibly embedded in everyday things, even more activities become mediated, and networks extend rather than replace architecture. The young field of interaction design reflects not only how people deal with machine interfaces but also how people deal with each other in situations where interactivity has become ambient. It shifts previously utilitarian digital design concerns to a cultural level, adding notions of premise, appropriateness, and appreciation. Malcolm McCullough offers an account of the intersections of architecture and interaction design, arguing that the ubiquitous technology does not obviate the human need for place. His concept of "digital ground" expresses an alternative to anytime-anyplace sameness in computing; he shows that context not only shapes usability but ideally becomes the subject matter of interaction design and that "environmental knowing" is a process that technology may serve and not erode. Drawing on arguments from architecture, psychology, software engineering, and geography, writing for practicing interaction designers, pervasive computing researchers, architects, and the general reader on digital culture, McCullough gives us a theory of place for interaction design. Part I, "Expectations," explores our technological predispositions--many of which ("situated interactions") arise from our embodiment in architectural settings. Part II, "Technologies," discusses hardware, software, and applications, including embedded technology ("bashing the desktop"), and building technology genres around life situations. Part III, "Practices," argues for design as a liberal art, seeing interactivity as a cultural--not only technological--challenge and a practical notion of place as essential. Part IV, "Epilogue," acknowledges the epochal changes occurring today, and argues for the role of "digital ground" in the necessary adaptation.… (more)
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This book started me on the path of interaction design. I tell everyone to read it. ( )
  readywater | Feb 14, 2013 |
Ubiquitous computing is moving from the research labs into the everyday practices of ICT development and use, and the interaction design community is increasingly realizing that naive notions of anytime-anyplace mobility are missing out on the more important qualities of place and situatedness. This is where architecture offers a contribution. McCullough introduces an architectural perspective on pervasive computing, arguing that the human need for place is not obviated by ubiquitous digital technology. He introduces foundational concepts of place and situatedness, and outlines a design programme for situated interaction involving material as well as virtual elements. The book is important reading for designers and researchers involved in pervasive computing and mixed-media environments.
  jonas.lowgren | May 23, 2011 |
I have just finished reading Digital Ground: Architecture, Pervasive Computing, and Environmental Knowing by Malcolm McCullough. I'll try to give here a short review.

The books' main idea is the need for interaction design and the need to always take place into account when designing ubiquitous systems.

Chapter 1 - Interactive Futures - talks about what the meaning of the term ubiquitous and how other technologial-oriented terms like cyberspace have never quite hold up to the myth. "[...] Weiser defined ubiquitous computing as 'hundreds of computers per person'", "Many of these terms have become overexposed.", "[...] ubiquity [...] now is applied to all manner of globalizing technology."

Chapter 2 - Embodied Predispositions - starts an argumentation, which continues on chapter 3 - Habitual Contexts, for the need to put people and place (our body is our first place) at the center of the design. "Ubiquitous computing, in its universalist version has overlooked the value of context."

Chapter 4 - Embedded Gear - talks about the hardware components that can be used in ubiquitous computing and how they can be used in fact to produce "situated computing".

Chapter 5 - Location models - talks about location models which necessarily have to include people, activity. "Location models are not just maps of physical position, but are also representations of activity and organization."

Chapter 6 - Situated Types - presents a typology of thirty situations which include:
Deliberating (places for thinking)
Presenting (places for speacking to groups)
Collaborating (places for working within groups)
Dealing (places for negotiating)
...

Chapter 7 - Designing Interactions - "presents interactivity as a cultural and not only technical challenge."

Chapter 8 - Grounding Places - presents a concept of place and chapter 9 - Accumulating Value, arguments that the value of place is not just economical.


On a more personal note, this book is not a very practical one in the sense that you will not find practical advice on how to create situated systems. It's more of a theoretical book and thus, at least for me, some chapters were hard to read. ( )
  jorgecardoso | Oct 31, 2009 |
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A theory of place for interaction design. Digital Ground is an architect's response to the design challenge posed by pervasive computing. One century into the electronic age, people have become accustomed to interacting indirectly, mediated through networks. But now as digital technology becomes invisibly embedded in everyday things, even more activities become mediated, and networks extend rather than replace architecture. The young field of interaction design reflects not only how people deal with machine interfaces but also how people deal with each other in situations where interactivity has become ambient. It shifts previously utilitarian digital design concerns to a cultural level, adding notions of premise, appropriateness, and appreciation. Malcolm McCullough offers an account of the intersections of architecture and interaction design, arguing that the ubiquitous technology does not obviate the human need for place. His concept of "digital ground" expresses an alternative to anytime-anyplace sameness in computing; he shows that context not only shapes usability but ideally becomes the subject matter of interaction design and that "environmental knowing" is a process that technology may serve and not erode. Drawing on arguments from architecture, psychology, software engineering, and geography, writing for practicing interaction designers, pervasive computing researchers, architects, and the general reader on digital culture, McCullough gives us a theory of place for interaction design. Part I, "Expectations," explores our technological predispositions--many of which ("situated interactions") arise from our embodiment in architectural settings. Part II, "Technologies," discusses hardware, software, and applications, including embedded technology ("bashing the desktop"), and building technology genres around life situations. Part III, "Practices," argues for design as a liberal art, seeing interactivity as a cultural--not only technological--challenge and a practical notion of place as essential. Part IV, "Epilogue," acknowledges the epochal changes occurring today, and argues for the role of "digital ground" in the necessary adaptation.

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