Because thinking about a new product shape by sketching is more expressive and more intuitive for engineers than the traditional mouse-and-menu-based design interfaces, the new system gives users more freedom to be creative and a shorter learning curve for use.
By providing greater freedom in conceptual design phases and alleviating costly redesign issues, the new technology will have an immediate impact on a multitude of industries, Carnegie Mellon researchers said.
Like all digital technologies, the iPhone has yet to achieve the hard-grained, Spartan elegancies of the steely Leatherman. It makes up for this with its cannibal appetite for other tools. Leathermans will disappear—I commonly give mine away—but iPhones devour other tools, digesting them into virtualized application services: phone, camera, e-mail, Web browser, text-messaging, music and video players, whole planet-girdling sets of urban Google maps, house keys, pedometer, TV remote, seismometer, Breathalyzer, alarm clock, video games, radio, bar-code scanner … the target list grows by the day.
It does indeed. Plus you can take an iPhone on a plane without anyone accusing you of being a terrorist… for the moment, at least. [via Warren Ellis]
Sven Johnson returns to Futurismic for another instalment of Future Imperfect.
Cyberpunk literature mirrored its era by speaking of the the fetishism of hardware; Sven takes a look at the state of play today, where what were once tools are now toys, and where complex design modeling software is available at the click of a mouse to anyone who wants it … as part of a video game. Continue reading “Toys of the Trade”
NEW FICTION: TUPAC SHAKUR AND THE END OF THE WORLD by Sandra McDonald: I have a portable radio and extra batteries but it’s too depressing to listen to what’s left of local newscasts. It doesn’t matter, anymore, what burns or blows up or falls into the sea. What matters is finding a cure to the Creep. Which isn’t going to happen, unless somewhere there’s a