‘A Swarm of Living Robjects Around Us’
74
academic publishing: Google Books
117; online
91; sharing
127,
137n5
activist groups/political movements
96
advertising: funding from
131–; Google and
117; information screens
12,
64–
Ageh, T. , , ,
13,
126,
226–
algorithms: bias
165,
168,
170,
175,
176,
177; CCTV data
157–; data harvesting/mining
145; discrimination
179; face recognition
158–; Google knowledge vault
174; privacy maintenance
160; smart cities
92–
Amazon: Alexa
224; buying CDs from
122; cloud services
127; deleted users’ books
120; intentional bias
169; Kindle book covers
136; Mechanical Turk
62,
128; Prime
121; transactional archive
15
ambient awareness/intimacy
101–
anonymity
105,
141,
143–,
154 see also privacy
anticipatory computing
see pervasive computing
Apple: AirPod
64; iPhones and privacy
145; iTunes
120,
136; Siri
188,
202,
209,
224; smartphone development
219; transparent technology
224; watch
135
architecture in cyberspace
58
‘Archive of Our Own’ website
17
archives: BBC’s , ,
116–
17,
128,
226–; bias and
175; digital public space and
14; externalisation of memory
88; four categories of
15–
17; futures of
189–
94; sharing ; spatial metaphors
54; Tyne and Wear
171–
artificial intelligence
206; ethical considerations
204; existing technology
202; IBM’s ‘Watson’
190;
Iron Man 205; superintelligence
209
audience, actual/perceived
10
audio cassettes
120,
122–
augmented reality
12,
62–; bias and
213; fully augmented mind
205; games
200; sound as
200–; soundscapes
64 see also Google Glass
avatars
55,
57,
58,
59,
60,
61,
62
Balsamo, A.
46,
64,
91,
94,
209,
227,
229,
231
BBC: Big Screens
64; Digital Public Space project –,
13,
117,
126,
189; funding of
116; iPlayer
15; lost programme tapes
193; Physical Playlist project
122–; red button
22; Scrubbables
128; sharing and collaboration
226–; World Service
116–
17
Beam telepresence robot
61
Benkler, Y.
11,
94,
125,
127,
210
BFI ,
bias
165–
84; augmented reality and
213; connected environments
213; consequences of
168–
70; design and
225; future challenges
213; Google Books and
118; health data and
190; maps and
165–; missing information
175–; Open Planning project (case study)
180–; political tool/propaganda
179; power of
170; social
176–; as a tool
179–
82; truth in digital public space
172–
see also perception bias
big data
92,
106,
135,
145,
168
Blizzard Entertainment
57,
116
blogging and microblogging
11,
14,
15,
96,
101,
206–,
226
blood data visualisation (case study)
148–
botnets, internet of things
202
boyd, d.
10,
12,
43,
100,
142
brain: adding digital storage to
196; changes in function
195; neuroplasticity
40–,
44–,
90; sensory experience and
41–; size of
29–
31,
39,
96
Bridle, J.
British Library
businesses: collecting data
14–
15; remote working
60–
Card, Stu
87,
90,
94,
173
Castells, M.
86,
102,
165
CCTV cameras
15,
72,
106,
157–
CDs, Amazon ‘AutoRip’
122
censorship
20 see also bias
Clark, A.
46,
53,
90,
223,
224,
230
cloud computing/services/storage
14,
82,
91,
127,
128,
129,
136,
144
co-design and co-creation, key principle
231–
cognitive/behavioural information, use of in design
223–
cognitive surplus
92,
127,
206
collaboration: case study
129–
30; collective knowledge base
92; information sharing
207; mapping
74–; problem solving
206 see also crowdsourcing
collective intelligence
207
Commonwealth Saga books
205
compensation, Google Books and
117
consensus, truth and bias
174
context: privacy and
151–,
211; public/private –
10
copyright
10,
119–
20,
121,
124–; Copyright Hub
125–; Creative Commons licensing
126,
135,
210; Google Books and
117; images
156; transformative works
125; You Tube
130
Coulton, P.
71,
77,
123,
230
Cousins, J. –
Creative Exchange: ‘Blockanomics’ project
56; case study
12–
13; Chattr project
95–; digital mementos
89; ‘discovery engine’ website
171–; invisibility project
159; Kendal Blood Data Visualisation project
148–; multidisciplinary design
221; Open Planning project
180–; Physical Playlist project
122–
crime: CCTV and privacy
157–; data protection
143–; Design against Crime
232–; PredPol
213
culture: digital public space as next revolution
45–; technology and
39–
41,
195–
currency: development of
115–
16; virtual
57,
133–
3D: cinema
59; Oculus Rift
43,
60,
199; printing
131,
202,
203
data: genetic code storage
191; harvesting/mining
104–,
145; storage centres
82; trails
106,
143–
50
Davey, Alan
de Souza e Silva, A.
67,
76
democratisation of information
94–
design: beyond now
230–; and development process for digital public space
236–; Double Diamond process
236–; interactions
222–,
226; key principles for digital lives
231–; social responsibility
219–
20
Design Against Crime cycle
232–
developing countries, internet populations
20
Dewey decimal system
digital/internet banking
20,
22,
85 see also virtual currency
digital mementos (case study)
89
‘digital mile’ project
18
digital public space: definitions
23–; what exists in
14–
18; who exists in
18–
23
Digital Rights Management (DRM)
119
distributed ambient computing
73–
distributed cognition
41,
206
Distributed Denial of Service (DDoS)
198,
202
distributed fabrication, ownership and
209–
10
distributed information sharing
189–
90
distribution, new forms of
128–
31,
203
diversity/reactivity, environment-affecting technology
203–
DNA: storing data in
191; synthetic biology
197
doctors: Blood Data visualisation (case study)
148–; medical monitoring
106; Medopad
190; telepresence and
61
Dodge, M.
54,
57,
69,
179
Double Diamond, design and development process
236–
Dunbar, R.
31,
32,
36,
37,
38,
96
eBooks
120,
122,
133,
169
emails: collaborative creation
129; design beyond now
230–; employee/employer
76; privacy and
142,
143,
144,
151,
160
employers: emails and
76; monitoring social media profles
152; privacy and
147
encryption
10,
143–
see also privacy
environment: designing for
229–
30; physicality of interactions
199–
204
ethical questions: design teams
236; environment-affecting technology
203–; gene editing
197; health data
190; internet of things
202; National Health Service data usage
149; ownership and transformative material
125–; social media sharing information
151–
Europeana ,
evolutionary history
28–
31,
195–
extelligence
46,
91–,
206
extreme body modifcations, privacy and
151
fabrication, 3D printing and
203
face recognition technology
158–
Facebook: algorithms and bias
176,
177; archive of everyday
15; content ownership
134,
210; data analysis
145; different faces to different groups
103–; groups
10,
15,
100; multidisciplinary teams
221; news feed
102; number of friends
97; privacy
151,
152,
153–; pseudonyms
104–; social connectedness and
31; social relationships
98; unconsenting participants on
155; volume of data
91
forums: privacy and
151; type of archive
15; Usenet
178
gait recognition
158,
212
Gall-Peters projection
167
games
37,
55–,
57,
58–,
62–,
67,
92; physical digital
200–,
210; virtual currency and
133–
Garfield, S.
55,
74,
75,
87,
132,
145,
166,
167
genetic code, data storage and
191
‘geography’ of digital public space
54–,
81–
Gmail, privacy and
144–,
151,
160
Google: advertising and
117; Contributor service
131–; Cultural Institute , ,
117; data storage centres
82; DeepMind
149; Docs
129–
30,
230; Drive
128; Hangouts
61; image search
124; information overload
93; Knowledge Vault
174; multidisciplinary teams
221; ‘Nest’ thermostat
91–; ownership of data
149; Print/Books
117–
18; pseudonyms.
104–; ‘right to be forgotten’
17,
161; Scholar
175–; search engine and bias
165,
168; Voice
188
Google Glass
12,
63–,
198,
200,
201,
225; privacy and
157
Google Maps
74,
91,
165; centred on location of user
106,
168; inaccuracies in navigation information
169; Me-mapping
106; personal
177; streetview cars
157
gossip, social media and
154
grooming, social interaction
97,
115
headset technology
60 see also Google Glass;
Oculus Rift
health data
189–
90; blood data visualisation project
148; digital footprint
106,
147; employer tracking devices
76; patient records and augmented reality
201; smart homes
70; use of Kinect
62; wearable devices
72,
147
Hello Lamp Post project
70–
High Fidelity (virtual world)
60
Hitchhiker’s Guide to the Galaxy 188
Hologoggles (Microsoft)
64
‘hologrammatic’ displays
189
human cognition
41–,
96; augmentation
86–
91; cognitive surplus
91–; distributed
206; physicality
53–
human evolution and experience, futures of
195–
hybrid digital/physical spaces
12,
22,
62–; mobile devices
76–; ownership
210; value in digital objects
120–
Imperial Radch (book series)
208
information: appliances
224–; commodification of
104–; not static
93–; overload
11,
93,
103; screens
12
intellectual property: copyright
119; Linden Labs
57
interdisciplinarity, key design principle
231
internet
18–
23; banking
85; developing countries
20; number of users
19,
21; voting systems
76
internet of things
18,
68–
74,
77,
146,
189,
194,
198,
201,
202–; bias and
170; limits of computer technology
73
invention, human faculties of
35
ISBN numbers
James, C.
125,
142,
151,
155
Jenkins, H.
94,
124,
125,
155,
207
Kinect (Microsoft game)
62
language
30,
36–; spatial analogies
82,
84
large data sets
92; bias and
179
Lessig, L.
119,
121,
125,
210
libraries
14; Google Books and
117
‘life simulation’/‘virtual social world’
57
lifelogging
14,
15,
90,
193 see also memory/memories
Linden Labs
57,
58,
133–; ownership of digital items
116
Little Brother (novel)
158,
212
location data
145; developing world
20; maps
74–,
168; Northpaw device
44–; privacy and
145
loyalty cards
15,
106; data harvesting and
145
maps
74–,
87,
106; bias and
165–; crowdfunding and
132; games and
55 see also Google Maps
mashup songs and videos
16,
94,
125
Massively Multiplayer Online Roleplaying Games (MMORPGs)
11,
55,
92
material engagement theory
44
Mayer-Schonberger, V.
211
memes/viral videos
16,
124,
156
memory/memories
192–; augmenting
86–
91; bias and
175–,
213; digital
121–; episodic
193; externalising
40–; shared
193–; time-limited
194
metadata , ,
15–
16,
144,
145,
146,
150,
189
micropayments
128,
132,
133,
134
Microsoft: cloud services
127; Hologoggles
64; Kinect
62; map content dispute
169; right to be forgotten
161; TWAM archive
171
mobile devices/phones
83,
84,
85; augmented reality
63,
64–; backchannels
12; developing world
20; ‘hybrid spaces’
76–; location data
145; ownership
21,
23; text messages
101–; young people
21 see also smartphones
Moggridge, B. –
MOOCs (Massively Open Online Courses)
206
moral issues, key design principle
236 see also ethical questions
MUDs (multi user dungeons)
55
multi-user virtual environment (MUVE)
57
multidisciplinary teams, design and development process
221–,
236–
music: Physical Playlist
122–; playlist bias
170; value of digital object
121–
see also iTunes
names, online
104–
see also anonymity
National Theatre Live project
17,
95
Natural-Born Cyborgs 90,
223
networks: health related devices
147; internet of things
146–; networked technology
82 see also social networks
neuroplasticity of the brain
40–,
44–,
90
Obama, Barack (‘Hope’ campaign poster)
16
older people, internet use
21
One Laptop Per Child programme
20
online shops, search algorithms
170
Open Planning project (case study)
180–
ownership: digital spaces
116–
19; digital trails
143–
50; e-books
120; future challenges
209–
10; health data
190; shared memory and
194; social media
134–; transactions and
115–
16
payment, new forms of
131–
perception and reality
41–
perception bias
65–,
180–
permanence, privacy and
150,
153–
persistence
17; online discourse
211–
12; virtual worlds
56
pervasive computing
68–
74,
224–; games
67
Phantom Terrains system
196
Physical Playlist project
122–
physicality
53–
80; digitally enhanced systems
74–; hybrid spaces
62–; importance of
53–; interactions
58–
62; pervasive computing
68–
74; tangibility
189,
199; virtual worlds
54–
piracy, digital media
120–,
125
pollution: ubiquitous devices and
202–; visual
65
predictive technology
213
Prehistory of Mind, The 35
privacy: definition
140–; digital social spaces
151–; in digital space
140–; digital trails
143–
50; future challenges
210–
13; invisibility case study
159; maintenance of
160–; ‘right to be forgotten’
17,
73,
161,
174; semi-consensual loss of
155; smart devices/objects
73; surveillance and data
156–
60; telepresence and
62; workers and
76
private/public dichotomy –
11
prosthetics
43,
59 see also telepresence
pseudonymity, digital profiles
104
Psychology of Everyday Things, The 228
quantifed self
14,
15,
71–,
90,
106,
135,
190
recording devices: chatter project
136; sousveillance
155–
see also CCTV cameras
revolutions: cumulative culture
39; digital public space next cultural
45–; GPS mapping
74–; ‘Knowledge Age’ as
46
RFID (radio frequency identifcation) tagging
68–
70,
146,
196,
212,
230
Rheingold, H.
85,
92,
220
right to be forgotten
17,
73,
161,
174,
213
risk, failure of smart devices/objects
72–
robots, telepresence
61,
62
rubber hand illusion
43,
60
Samaritans, tweet tracking app
147
scents/smells, ubiquitous devices
202–
science fiction
60,
73–,
188,
196,
199–
200,
203,
205,
209,
230
Second Life 11,
57,
58,
59,
60,
116,
133–
security: cloud storage
144–; emails
142; Playstation Hack
141; risks in smart cities
93; through obscurity
10,
142
seeds, data storage and
191
serendipitous discovery
170–; lack of in Google Maps
177
sharing: behaviours
36; co-creation and
124–,
129–
30; design and
225–; digital content
119–
20,
121; events
12; experiences
93–; FAQs
92; memories
122–; storytelling
55
silk, biocompatible and conductive
196
singularity: privacy and
210–
11; technological
208–
Six Million Dollar Man, The 196
smart: buildings
202; cities
92–; contact lenses
12; dust
73,
202; homes
70,
71; molecules
203; packaging
69; textiles
72; watches
71–
Smarter Than You Think 41
smartphones
12,
23,
106; anticipatory mobile computing
71; bodiliy augmentation
195–; digital augmentation
90; ownership
21; privacy and
155–; transparent technology
224; using maps with
74; wearables and
71–
Snapchat
17,
103,
179,
194
Snooper’s Charter
144,
212
social constructions in digital space
84–
social/cultural context, designing for
228–
social media: ambient intimacy
102; consumer feedback through
95; ownership and
210; personal profiles
104–,
152,
154
social networks, size online
97–
souvenirs, personalised
89
speculative design/design fiction
188–
Star Trek 188,
203,
208; holodeck
60,
199
Stephenson, N.
11,
54,
92
Sterling, B.
35,
69,
146,
192,
194,
196,
204–,
230
storytelling
37; early virtual world
55; transmedia
189,
206–
streaming media services
121
subscription services, media streaming
121
surveillance
156–
60; digital trails
143–
50
Sykes, C.J.
143,
153,
155
Tate ,
tattoos, organic circuitry
205
technology: cognition and
39–
41; tools and
34–
television: on demand
95; Perceptive Media project
71; time and location constraints
67–
text messages
20,
23,
101–
text-based collaborative games
55
‘The Space’ initiative
Thompson, C.
41,
102,
103
tools: key design principle for digital lives
232–; and technology
33–; technology and design
223–
traffic data
143; smart cities
92–
transactional archives
15
transactive memory
41,
90–
transparent technology
223–
truth, in digital public space
172–
Tumblr
98,
124,
210; loss of attribution
173–; privacy and
153
Twitter
12,
15,
89,
92,
97,
98–,
102; bias and
177; hashtags
16; privacy and
152–; retweets
10,
99; ‘stolen’ tweets
173
Tyne and Wear Archives and Museums (TWAM)
171–
ubiquitous computing
70,
201–; extension of self
208
user agreements, privacy and
135–,
144,
145
User-Centred System Design: New Perspectives on Human Computer Interaction 228
users, designing for
227–
Ushahidi maps
75,
92,
127
value, digital objects
120–
VGo telepresence robot
61
video calling technologies
61
viewpoint or opinion archive
15
virtual currency
57,
133–
see also Bitcoins
virtual reality/worlds
11,
54–,
199; Oculus Rift
60; sensory feedback
59
viruses/malware, biological brains and
211
Watkins, John Elfreth Jr
187–
wearable devices/technology
71–,
89,
195–; privacy and
106,
147; self-ownership and
210
Weizenbaum, J.
39,
74,
75
wifi
86,
118,
219; Phantom Terrains
196
Wikipedia
92,
93,
126,
127; bias and ‘edit wars’
168; ownership of knowledge
210; sharing knowledge through
226; vulnerable to systemic bias
175
Wildermann, invisibility project
159
wireless communication, cultural change and
84–
see also mobile devices/phones;
smartphones
World of Warcraft 11,
55,
57,
58,
92,
116
world wide web
21,
84,
87,
173,
219
writing
40,
41,
45,
82,
86,
88,
220
Xerox Palo Alto research centre
70
young people: mobile device/internet use
21; One Laptop programme
20; privacy and
142,
151
YouTube
91,
94,
124,
127; content sharing
130; Flattr
133; Technoviking video
156; unconsenting participants on
155