I remember this exact moment
From Bruce Sterling’s Well discussion on the 2007 “state of the world”:
Well, the fastest way to break up know-it-all preconceptions is to get outside of the stuffy confines of your own head and engage with the grain of the material. Travel will do that in a hurry: meeting other people, other cultures. And building stuff will do that,
A two-by-four doesn’t care how glib you are.
I was talking with Adam Greenfield about this recently. He’s the author of the design-theory book EVERYWARE, while I wrote a somewhat similar design-theory book called SHAPING THINGS, and we were in a design school in Oslo doing some high-flown pitches about ubiquitous computing…but design students, instead of just circling catch-phrases and tucking them into a notebook, will try to *prototype* something… They try to invent and describe some coherent scheme that might actually *work for end users.*
As Adam put it: you talk to them and they actually *get up and do something.*
And we both find that very gratifying.
Indeed. Bruce is right, it was a very rewarding day, and I have the warmest memories of it. This was a lovely passage to stumble across today, kind of an unexpected treat – the usual thanks to Timo Arnall for making it all happen in the first place, and to the globally mnemotechnic Web for restoring it to me in a time and place that feel so far removed.
Adam Greenfield on TwitterMy Tweets
- Radical Technologies: The Design of Everyday Life, now available for pre-order 9 December 2016
- “What Shapes The City?”: Upcoming talk at University of Toronto, November 21st 28 October 2016
- Can you smell what I’m cooking? 6 August 2016
- On the Master Bullshit Matrix 16 April 2016
- A brief note on “commoning” 2 April 2016
Being discussed now
- AG on “What Shapes The City?”: Upcoming talk at University of Toronto, November 21st
- August on “What Shapes The City?”: Upcoming talk at University of Toronto, November 21st
- Ravenswood Design on On the ground running: Lessons from experience design
- DNH603 2016 on On the ground running: Lessons from experience design
- inhab.it on Flowers for cyberpunk