Designing XR: A Rhetorical Design Perspective for the Ecology of Human+computer Systems
- Length: 237 pages
- Edition: 1
- Language: English
- Publisher: Emerald Publishing Limited
- Publication Date: 2022-02-14
- ISBN-10: 1802623663
- ISBN-13: 9781802623666
- Sales Rank: #0 (See Top 100 Books)
The long-standing cultural imperative of augmenting human intellect continues to move ever closer to its full manifestation, described by Marshall McLuhan as an extension of the human nervous system. The escalating blending of immersive technologies with advanced computation has created an emerging domain which increasingly allows socio-technical system makers to produce not only human-computer interactions, but advanced, multi-minded human+computer (H+C) systems. The critical shift toward user immersion within systems of digital information and simulation makes the scale of immersive media’s potential impact on human life, culture and well-being unlike that of any previous medium.
In Designing XR, Peter (Zak) Zakrzewski presents H+C immersion as a multi-dimensional design problem – a Research Through Design (RTD) zone which addresses the question of: How can transformative design-thinking-based knowledge system complement the existing human-computer interaction (HCI) invention model to contribute to the creation of more participatory, socially viable, and humane immersive media environments?
The book lays out a proposal for ushering the creation of ecologically sound augmented mind based on two essential tasks. The first involves a framework for the design, implementation, and iteration of purposeful, multi-minded, participatory immersive H+C systems. The second focuses on the extended reality experience (XRX) design practice that rhetorically invites users to actively engage with immersive systems while fully exercising their autonomy and agency based on informed choice.
Cover Title Copyright Dedication Contents List of Figures Acknowledgements Introduction: The Birth of a New Domain The Birth of a New Domain The Birth of a New Realm Designing XR: A Cautious Prometheus But Wait, No Prototype? Rhetorical Power of Design: A Reflection on 20 Years of Practice Methodology: From a Critique to a Proposal for a Possible Future A Chapter-by-Chapter Exploration of a Field that Does Not Yet Exist Chapter 1. What Is Mind? What is Mind? The Turing Machine and the Mechanical Platonic Foundations of Digital Computing A Mathematical Demon Imitation Game: Reduction and the Misplacement of Agency Brains or Computers: Intelligence as a Product of Hunks of Matter Consciousness: The Collateral Energy of the Anthropogenic Universe? Mind as Machine Cellular Automata: The Emergence of Complex Behaviors from Simple Rules Toward the Ecology of the Augmented Mind The Hive Mind Swarms and Brains The Uni-minded Honeybee Democracy Mind is a Battlefield Mixing Humans and Non-humans: Part I Augmenting Minds: Purpose, Judgment, and Decision-Making Chapter 2. Probing the Frame: Immersion is Not Interaction The Comtean World The Rise of the Machines Human–Computer Symbiosis: The Birth of a Cultural Imperative The Human-centered Turn in HCI Operationalizing the Human Experience: Being in the Augmented World Computer as a Medium Object Orientation: Introducing the Non-human Agents The Non-random Mutations of Parametric Design The Unnatural Selection of Parametric Design Integration + Decomposition Shattering the Black Mirror: The Tangible User Interfaces From Ownership to Agency: Conscious Selfhood and Virtual Bodies The Internal Landscapes of Our Embodied Selves From Behavior to Program: Experiments in Synthetic Psychology Pathetic Fallacies Operationalizing Emotion: A Closer Look at Affective Computing Fingerprinting Emotions The Emergence of Virtual Reality Spatial Computing Augmented Reality: Hamlet in the Cockpit The Body Keeps the Score Bravemind: XR Healing Crossing the Line Immersion is Not Interaction: The Five Design Affordances of Immersion World Building Media Environments System-level Control: The Age of Social Engineering Designing for Eight Sensory Channels Social Physics: Environment and Behavior Reality Mining Procedurality, Control, and Creative Choice Multi-minded Systems: Going Beyond Behavior as a Product without Choice Immersive Media Environments as Sophisticated Bio- and Neurofeedback Mechanisms The Honest Signaling of Biomarkers Neurofeedback The Mobile Brain/Body Imaging Integrative Thinking: Living in the Post-Comtean World Chapter 3. Designing the Artificial: Balancing the Ego-logical and Ecological Thinking On Paradigmatic Incommensurability The Unsettled Territory of Legitimate Knowledge Production The Hypothetico-deductive Approach The Interpretive Research Paradigm Phenomenology and Intersubjectivity Reflection and Reflexivity: A Design Knowledge System to Guide Us The “0100” Kinds of People Who Make the XR World Go Round Neither Art Nor Science: Design as Meta-discipline of Purposeful Transformation The Liberal Humanist Turn in Design T-Shaped People: The Trans-Disciplinary Research Paradigm Design Mindfulness Perspective Taking Data without a Face The Circle of Empathy Systems Thinking: Design as Ecological Practice Wickedness and Complexity Abductive Thinking: Making Propositional Statements Feeding Forward Pragmatism: The Best Obtainable Version of the Truth Designing Purposeful Strategic Proposals Participatory Design Desire, Desirability, and Social Viability Teleology: Design as a Meta-level Purposive Activity The H+C ID Logic Model Chapter 4. The Ecology of the Augmented Mind: Designing Immersive Human+Computer Systems Meta-level Position: The Power to Create Immersive Systems Meta-level Position: The Power to Transform Immersive Systems Building Universes that Don’t Fall Apart Immersion, Behavior, and Play H+C Networks as Communication Behavior Spaces The Foundational Premises of H+C Immersion as a Framework for System Design Mixing Humans and Non-humans: Part 2 Designing Digital Objects as Actants within a Network Actors and Actants: Mixing Humans and Non-humans: Part 3 Semantics, or information Bonding in Multi-minded systems H+C Networks as Systems of Communication Behaviors The Content and the Relationship in Communication Systems Feedback and Equifinality Relationships: The Defining Characteristic of System Dynamics Schismogenesis: Interactions as Patterns of Communication Behaviors System Iteration and Regulation Self-leadership: Determining the System Function The Disciplined Process of Thinking and Deciding Figure-Ground: Visualizing the Actor–Network Relationships The Five Life Phases of H+C Systems Chapter 5. Extended Reality Experience Design: The Multimodal Rhetorical Framework for Creating Persuasive Immersion Conversations with the Network Immersive Persuasion: From Procedural Rhetoric to Multimodal Rhetorical Composition Participatory Media Environments The Transformative Potential of Rhetorical Design Rhetoric and Informed Choice Rhetorical Conflict Resolution From the Discursive Chain to the Non-discursive Network of Ideas Image-based Communication H+C Immersion Design as an Act of Rhetorical Persuasion Rhetorical Canons as Phases of the Design Process Game Mechanics: Balancing the User Goals and System Function The Six Principles of Persuasion The Rules of Pre-suasion The Evolved Human Capacity: (At Least) Five Ways to be Rational The Multimodal Rhetorical Framework for XRX Design Jobs-to-be-Done: The Rhetorical Lens of Utility The Survival Value of Beauty and Pleasure: The Rhetorical Lens of Esthetics The Behavioral Rhetorical Lens: The Unconscious Response The Social Rhetorical Lens: Idea Flows Run Social Networks Life is a Dramatically Constructed Thing: The Reflective Rhetorical Lens Conclusion Bibliography Index
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