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Think of nature and you’re likely to picture a forest, not a freeway. But how natural is nature really? We live in a world of constructed wildlife reserves, rainbow tulips, designer babies and cultured meat. We control a tomato’s biology so precisely, you can hardly call it natural anymore. Meanwhile, our grip on the Internet and the financial markets has grown so slight that they’re coming to resemble forces of nature. Using countless well-known examples and scientific insights, Koert van Mensvoort shows how a technosphere is evolving on top of a biosphere billions of years old. He’ll take you on an epic journey full of businesses that breathe, woods that smell like shampoo, and creatures that live on plastic. Along the way, a totally new view of the natural world will unfurl – one that’s not only more realistic but infinitely more creative, exciting and beautiful. To cope with the immense challenges facing the world today, we need to go forward, not back, to nature.
ING_17 Flap copy
Conditional design is a design method formulated by the graphic designers Luca Maurer, Jonathan Puckey, Roel Wouters and the artist Edo Paulus, in which conditions and rules of play are drawn up that invite cooperation within a 'regulated' process towards an unpredictable design or result.
Computers have become accessible for almost anyone; people from various cultures use the same icons, folders, buttons and trash cans. From a sensorial point of view, however, this computing paradigm is still extremely limited. A method of simulating touch with merely visual means is introduced. Interactive animations are used to create an optical illusion that evokes haptic percepts like stickiness, stiffness and mass, within a standard graphical user interface.
Finding the errors and the holes in the technosphere that will give us space for free and creative thinking.
This well-known family game is useful for training the power of memory. The photographs on the playing cards are picture montages sampled from images imprinted on our visual memory as icons of the mass culture in which we live. This surprising and contemporary version of the memory game is great fun to play.
Includes contributions by some leading authorities in the field of Awareness Systems
Bioluminescent algae, symbiotic aquariums, self-healing concrete, clavicle wind instruments and structures made from living trees - biology applied outside the lab has never been so intriguing, or so beautiful. Bio Design examines the thrilling advances in the field, showcasing some seventy projects (concepts, prototypes and completed designs) that cover a range of fields - from architecture and industrial design to fashion and medicine. The revised and expanded edition features twelve new projects (replacing ten existing projects): Hy-Fi (by David Benjamin); One Central Park, Sydney (Jean Nouvel); Guard from Above (Sjoerd Hoogendoorn); Cell-laden Hydrogels for Biocatalysis (Alshakim Nelson); Zoa (Modern Meadow); Amino Labs (Julie Legault); Algae and Mycelium Projects (Eric Klarenbeek); Interwoven and Harvest (Diane Scherer); Concrete Honey (John Becker); Bistro In Vitro (Koert van Mensvoort); Circumventive Organs (Agi Haines); Quantworm Mine (Liv Bargman and Nina Cutler). It also includes a new 'how-to' section at the end (Tips for Collaboration/FAQs/Further Resources), as well as a fully revised introduction.
Why are there so many nature metaphors - clouds, rivers, streams, viruses, and bugs - in the language of the internet? Why do we adorn our screens with exotic images of forests, waterfalls, animals and beaches? In Technobiophilia: Nature and Cyberspace, Sue Thomas interrogates the prevalence online of nature-derived metaphors and imagery and comes to a surprising conclusion. The root of this trend, she believes, lies in biophilia, defined by biologist E.O. Wilson as 'the innate attraction to life and lifelike processes'. In this wide-ranging transdisciplinary study she explores the strong thread of biophilia which runs through our online lives, a phenomenon she calls 'technobiophilia', or, t...