Author Archives: Martin Irvine

About Martin Irvine

Martin Irvine is a professor at Georgetown University and the Founding Director of Georgetown's graduate program in Communication, Culture & Technology. He is interested in a wide range of interdisciplinary topics, including media theory, semiotics, cognitive science approaches to language and symbolic culture, computation and the Internet/Web, philosophy and intellectual history, art theory, contemporary music, vintage guitars, and all things post-postmodern.

Design Bibliography

Bibliography

Balsamo, Anne Marie. Designing Culture: The Technological Imagination at Work. Durham [NC]: Duke University Press, 2011.
Baskinger, Mark, and Mark Gross. “Tangible Interaction = Form + Computing.” Interactions (ACM) 17, no. 1 (January 2010): 6–11. doi:10.1145/1649475.1649477.
Berzina, Zane, Barbara Junge, and Walter Scheiffele, eds. The Digital Turn: Design in the Era of Interactive Technologies. Zurich: Weißensee Academy of Art, Park Books, 2012.
Kaptelinin, Victor, and Bonnie A Nardi. Acting with Technology: Activity Theory and Interaction Design. Cambridge, MA: The MIT Press, 2006.
Krippendorff, Klaus. The Semantic Turn: A New Foundation for Design. CRC Press, 2005.
Lidwell, William, Kritina Holden, and Jill Butler. Universal Principles of Design: 115 Ways to Enhance Usability, Influence Perception, Increase Appeal, Make Better Design Decisions, and Teach through Design. Revised. Beverly, MA: Rockport Publishers, 2010.
Lima, Manuel. Visual Complexity: Mapping Patterns of Information. New York: Princeton Architectural Press, 2011.
Manovich, Lev. “Deep Remixability.” Artifact 1, no. 2 (2007): 76–84. doi:10.1080/artifact.v1i2.1358.
Martin, Bella, and Bruce M Hanington. Universal Methods of Design: 100 Ways to Research Complex Problems, Develop Innovative Ideas, and Design Effective Solutions. Beverly, MA: Rockport Publishers, 2012.
Murray, Janet H. Inventing the Medium: Principles of Interaction Design as a Cultural Practice. Cambridge, MA: MIT Press, 2012.
Norman, Donald A. Things That Make Us Smart: Defending Human Attributes in the Age of the Machine. Reading, MA: Perseus Books, 1993.
Norman, Donald A. “Affordance, Conventions, and Design.” Interactions 6, no. 3 (May 1999): 38–43. doi:10.1145/301153.301168.
———. “Cognitive Artifacts.” In Designing Interaction, edited by John M. Carroll, 17–38. New York, NY: Cambridge University Press, 1991. http://dl.acm.org/citation.cfm?id=120352.120354.
———. The Design of Everyday Things. New York, NY: Basic Books, 1988.
———. “THE WAY I SEE IT: The Transmedia Design Challenge: Technology That Is Pleasurable and Satisfying.” Interactions 17, no. 1 (January 2010): 12–15. doi:10.1145/1649475.1649478.
Yuille, Jeremy, and Hugh Macdonald. “FEATURE: The Social Life of Visualization.” Interactions 17, no. 1 (January 2010): 28–31. doi:10.1145/1649475.1649482.
Chen, Brian X. “Apple and Samsung Reprise Patent Fight (With Google a Shadow Presence).” The New York Times, April 1, 2014. http://www.nytimes.com/2014/04/02/technology/apple-and-samsung-reprise-patent-fight-with-google-a-shadow-presence.html.

Semiosis, Symbol Processing

“A sign is that by which knowing we know something more.” (C. S. Peirce)

How do we cognitively, collectively, and intersubjectively produce all the meaningful “mores” in our symbolic systems?

a = >a

[not a mathematically possible notation, violates rule of identity, but meaning emerges by an additive inference instantiated/expressed in other symbolic form, Peirce’s interpretant]