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John James Marshall thesis.pdf - OpenAIR @ RGU - Robert Gordon ...

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contributed to the global spread of commercially available objects, produced<br />

anonymously by mechanised production methods based on a planned division<br />

of labour (Sterling, 2005, p10). Traditional product design has been described<br />

as operating within an incremental or evolutionary framework of object<br />

optimisation through technical problem solving together with brand awareness<br />

strategies for specific markets (Powell, 2005). However, there are increasing<br />

examples of modes of practice that are looking beyond this to what has been<br />

termed ‘post-optimal design’ which extends design practice beyond the sizeoriented<br />

and speed-focused to explore the deeper metaphysical dimensions of<br />

objects and experiences (Chapman, 2005). As computer/practitioner<br />

interactions become more sophisticated, possibilities have shifted away from<br />

productivity tools and moved towards opportunities for design experimentation<br />

(Callicott, N., 2001; Lynn & Rashid, 2003; and Scanlon, J., 2004). Use of the<br />

technologies in these ways may involve the (nondiscipline specific) generative<br />

use of new production processes and the exploitation of the unique features of<br />

these technologies (Gershenfeld, 2005 and Hopkinson, 2005); or involve the<br />

end user as a co-designer - resulting in ‘tailored’ objects (Devereux, 2002); or<br />

make use of software as an autonomous, generative tool increasing the<br />

opportunity for new modes of design practice (Atkinson, 2003). We will look<br />

closer at these methods of production in the next section.<br />

Computers have become faster, smaller, cheaper, able to process and store<br />

larger amounts of data and this has led to the creation of machines that are so<br />

small that their shape is no longer necessarily determined by their function - but<br />

by how their users operate them (Krippendorff, 1995). The fact the computer<br />

environment is now common across all disciplines provokes a convergence of<br />

software development and existing design fields (Ehn and Malmborg, 1999). As<br />

computing enters its pervasive, networked phase (Weiser, 1991; McCullough,<br />

2004; Kang and Cuff, 2005 and Bleecker, 2006), the expectations we have of<br />

the objects we surround ourselves with might be transformed.<br />

"When it is written, the history of computers will, I believe, be quite<br />

simple. In the beginning was the computer. Then it disappeared. Of<br />

course, it didn't go away completely. It just dissolved. Either it became<br />

part of the physical background. Forming part of ordinary objects such<br />

as tables, chairs, walls, and desks. Or it became part of the social<br />

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