Jean-Luc Nancy, from The Ground of the Image
seen from United States
seen from China
seen from United States

seen from United States
seen from Germany

seen from United States
seen from United States

seen from United States

seen from United States

seen from Albania

seen from United States

seen from United States

seen from Russia
seen from United States

seen from United Kingdom

seen from United States

seen from United Kingdom
seen from Germany

seen from Sweden
seen from Russia
Jean-Luc Nancy, from The Ground of the Image

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Dissertation days at the café.
"I have used the expressions 'aesthetic theory' and 'philosophy of art' as if their application prior to the eighteenth century is unproblematic. This is, of course, not true ... Nevertheless, some term or other is needed to to refer to earlier thinking about the various arts and so I shall continue to use them indiscriminately and let things clarify themselves as we go."
King
"The approach of the free trade movement is based on a theoretical error whose practical origin is not hard to identify: namely the distinction between political Society and civil Society, which is made into and presented as an organic one, whereas in fact it is merely methodological. That it is asserted that economic activity belongs to civil Society, and that the state must not intervene to regulate it. But since in actual reality civil Society and state are one and the same, it must be made clear that laissez-faire too is a form of state 'regulation', introduced and maintained by legislative and coercive means. It is a deliberate policy, conscious of it's own ends, and not the spontaneous, automatic expression of economic facts. Consequently, laissez-faire liberalism is a political programme, designed to change - insofar as it is victorious - a State's ruling personnel, and to change the economic program of the state itself - in other words the distribution of the National income."
- Antonio Gramsci, SPN, 158-167 (Q13S18)
Point, click. The gestures and metaphors of icon-driven computing feel so natural and effortless to us now, it seems strange to recall navigating in the digital world any other way. Until Apple's debut of the Macintosh in 1984, however, most of our interactions with computers looked more like this: How did we get from there to here? The Mac wasn't the first computer to present the user with a virtual desktop of files and folders instead of a command line and a blinking cursor. As every amateur geek historian knows, the core concepts behind the graphical user interface or GUI (including the icons, mouse, and bitmapped graphics) made their debut in 1968 in a presentation by Stanford Research Institute's Doug Engelbart celebrated as the "mother of all demos." The revolutionary ideas in Engelbart's demo were further developed at Xerox PARC, where a 24-year-old Steve Jobs took a legendary tour in 1979 that convinced him that the GUI represented the democratic future of computing. ("I

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Designing for Interaction: Creating Innovative Applications and Devices (2nd Edition) (Voices That Matter)
Dan Saffer
Building products and services that people interact with is the big challenge of the 21st century. Dan Saffer has done an amazing job synthesizing the chaos into an understandable, ordered reference that is a bookshelf must-have for anyone thinking of creating new designs.” — Jared Spool, CEO of User Interface Engineering
Interaction design is all around us. If you’ve ever wondered why your mobile phone looks pretty but doesn’t work well, you’ve confronted bad interaction design. But if you’ve ever marveled at the joy of using an iPhone, shared your photos on Flickr, used an ATM machine, recorded a television show on TiVo, or ordered a movie off Netflix, you’ve encountered good interaction design: products that work as well as they look.
Interaction design is the new field that defines how our interactive products behave. Between the technology that powers our devices and the visual and industrial design that creates the products’ aesthetics lies the practice that figures out how to make our products useful, usable, and desirable.
This thought-provoking new edition of Designing for Interaction offers the perspective of one of the most respected experts in the field, Dan Saffer. This book will help you
learn to create a design strategy that differentiates your product from the competition
use design research to uncover people’s behaviors, motivations, and goals in order to design for them
employ brainstorming best practices to create innovativenew products and solutions
understand the process and methods used to define product behavior It also offers interviews and case studies from industry leaders on prototyping, designing in an Agile environment, service design, ubicomp, robots, and more.
The Laws of Simplicity (Simplicity: Design, Technology, Business, Life)
John Maeda
Finally, we are learning that simplicity equals sanity. We're rebelling against technology that's too complicated, DVD players with too many menus, and software accompanied by 75-megabyte "read me" manuals. The iPod's clean gadgetry has made simplicity hip. But sometimes we find ourselves caught up in the simplicity paradox: we want something that's simple and easy to use, but also does all the complex things we might ever want it to do. In The Laws of Simplicity, John Maeda offers ten laws for balancing simplicity and complexity in business, technology, and design -- guidelines for needing less and actually getting more.
Maeda -- a professor in MIT's Media Lab and a world-renowned graphic designer -- explores the question of how we can redefine the notion of "improved" so that it doesn't always mean something more, something added on.
Maeda's first law of simplicity is "Reduce." It's not necessarily beneficial to add technology features just because we can. And the features that we do have must be organized (Law 2) in a sensible hierarchy so users aren't distracted by features and functions they don't need. But simplicity is not less just for the sake of less. Skip ahead to Law 9: "Failure: Accept the fact that some things can never be made simple." Maeda's concise guide to simplicity in the digital age shows us how this idea can be a cornerstone of organizations and their products -- how it can drive both business and technology. We can learn to simplify without sacrificing comfort and meaning, and we can achieve the balance described in Law 10. This law, which Maeda calls "The One," tells us: "Simplicity is about subtracting the obvious, and adding the meaningful."
The Icon Handbook
Jon Hicks
The Icon Handbook