REFERENCES
 
 
BOOKS
Bruce Mau, Massive Change
Carl Honore, In Praise of Slowness, How a Worldwide Movement is Challenging the Cult of Speed
Edward Tenner, Our Own Devices, How Technology Remakes Humanity
Marshall McLuhan & Harley Parker, Through the Vanishing Point; Space in Poetry and Painting
Erickson, T. & Kellogg, W. A. (2003). Social translucence: Using minimalist visualizations of social activity to support collective interaction. In K. H‡‡k, D. Benyon, & A. Munro (Eds.), Designing information spaces: The social navigation approach (pp. 17Á42).
Goffman, E. (1963). Behavior in public places: Notes on the social organization of gatherings.
Hall, E. T. (1983). The dance of life: The other dimensions of time.
Heath, C. & Luff, P. (2000). Technology in action.
Guy Debord, Society of the Spectacle
Alexis Tocqueville, Democracy in America
Bright Minds, Beautiful Ideas
Crossed Lines, New Territories of Design

 
  ARTICLES & URLS

+ health facts

+ technology facts

Cell phones equal :) teens
Students and cell phones now the norm locally
August 21, 2005
"One survey reports that nearly half of all teens in the United States own a cell phone. The survey said most of the teens are interested in the multi-functioning phones, as 71 percent of those that have a phone have one that can convert into an mp3 player. Seventy percent are interested in cell phones that transform into digital cameras."

Cell phones and kids
Aug. 20, 2004
"In 2000, just 5 percent of 13-17 year olds had cell phones. Today (2004) 56 percent do, according to Linda Barrabee, wireless market analyst for the Yankee Group....Teens aren't just using their phones to talk. From rapid-fire 'texting' to full-fledged Web browsing to videos and video games, cell phones have become portable computers."

35.9% of US teens bought cell phones just to use text messaging
IDC and SMS.ac surveyed nearly 8,000 US teens (ages 13-18) who use mobile phones. Many US teenagers perceive a cell phone as a social necessity--35.9% of teens acquired their phones mainly to use text messaging while an additional 13.3% acquired them to talk with friends."

Teens getting so tech savvy
By DAVE GUSSOW, Times Staff Writer
Published July 28, 2005
"The telephone survey was conducted last fall (Published July 28, 2005) by Princeton Survey Research Associates, with a sample of 1,100 parent-chld pairs. The children were in the 12-17 age group. The findings show just how connected this generation is: 84 percent own a desktop computer, a notebook computer, a cell phone or a personal digital assistant; 44 percent have two or more of those items; 12 percent have three; and 2 percent have all four. Cell phones are the gadgets that teens love and that teens want, Lenhart said."

Tweens: A Billion-Dollar Market
Dec. 15, 2004
"The tween is a $335 billion market," says Groppe. "That's a powerful consumer, so that includes not only her spending, but the influence on the family spending. 25 million kids, between the age of 8 and 13, form the most powerful consumer group since the baby boom. Tween girls are especially prized since they spend the most money..."

The Growing Tween Market
may 1, 2005
"The mKids Survey found that 71 percent of teens and tweens want wireless phones that convert to MP3 players."

+ youth and music

Music and identity amoung European youth
"Music as communication" by Keith Roe (read Aug. 30, 2005)
"Increasingly children...actively incorporate music into their identity self -definitions. In recent years research has increasingly been framed in terms of 'lifestyles' and, more specifically, to the ways in which music is used in the consturction of individual identity."

Zizzle's iZ makes play for kids, zeroes in on iPod, 'tween set
Aug. 8, 2005
"Big Monster Toys began brainstorming a toy that would be sophisticated enough for young adults but appealing to 'tweens, who are usually age 10 through 12. Designers conceived the musicmaking concept by considering kids' attraction to Apple's popular software program, GarageBand, in which users create and record their own music, Breslow said. Millions of people are looking for accessories to the iPod," said Jim Silver, editor in chief of Toy Wishes magazine in New York."

Teens rock on the Internet 46% of UK teens visit music websites
February 8th 2005
"The latest research from Nielsen/NetRatings, the Internet research specialists, shows 2.2 million 12-17 year olds turned to the Internet for entertainment in December 2004. This represents 78% of the 12-17 year olds in the UK over this period." "Music and online game sites attract the largest number of young adults within the entertainment categoey. In December last year, almost half of all 12-17 year olds visited a music site, favoring Launch, Yahoo!'s music channel, and AOL's music channel, as well as iTunes and MTV."

Annual Teen Survey Results: Music
May 5, 2002
"Annual Teen Survey Results: Music Nearly 60,000 teens responded to our poll (USA Weekend) in the magazine, at our Website and through this year's partner, MuchMusic USA--and the role music plays in their lives clearly has never been more important."

Canadian Teens Avid Music Downloaders And Online Gamers
Dec. 14, 2004
"One in ten say they download music or play online games every day. A recent Ispsos-Reid survey of Canadian Internet using teenagers between 12 and 17 finds that Canadian teens are aggressive music downloaders and online gamers, with many teenagers downloading music and playing games online at least a few times per week."

+ active interfaces

Some Video Games Force Players Off Couch
To play games like Konami's "Dance Dance Revolution," you have to replace your controller with a floor pad and try to match the onscreen action by stepping on different sections. Even the most devoted gym rats will work up a sweat during a good "DDR" session.

+ physical activity & health

The Impact of Media on Children (Legacy Health.org)
"Children spend an average of 5 hours a day watching TV, using the internet or instant messaging and/or playing video games. The consequences can include violence, obesity, diabetes and decreased social interactions."

To shed the pounds that crept around her waistline (cnn.com)
Wednesday, August 24, 2005
Obesity expert Tom Farley, the author of Prescription for a Healthy Nation, said research in the field has moved away from the notion of personal responsibility to the idea of creating environments that foster healthy living. "Physical activity has been engineered out of our world," he said. "It should be natural and normal to be physically active, instead of having to go to the gym."

"The solution to obesity is not that everyone should run a marathon," said Michael Earls, co-author of the study. "It's the little things that begin to make a dent in the problem, like taking the stairs instead of the elevator or riding your bike to work."

Excite! News
Sep 7, 10:37 AM (ET) 2005 By LOU KESTEN
Every article about America's obesity epidemic seems to mention video games. That's not surprising, considering that video games have been blamed for juvenile delinquency, low SAT scores, teenage promiscuity, high gasoline prices and just about every other problem facing the nation.

+ technology

apple.com
Introducing iTunes for your mobile phone. With iTunes on your Motorola ROKR E1, you can listen to music on your mobile phone, wherever, whenever you want.

iTunes Mobile to launch in June
Posted Apr 21, 2005, 8:30 AM ET by Barb Dybwad
Forging ahead despite the cell carriers’ chilly reception to the whole iTunes phone concept, Apple plans to unleash its iTunes software for mobile phone by June. The software, in development since last year, is currently named iTunes Mobile 1.0. The much-delayed Motorola iTunes phone is also still slated for release in the second half of this year, which perhaps reflects Apple’s belief that they we will be able to get the carriers to come to their senses by then. At the moment, Verizon, Cingular and Sprint all plan to launch music download services at $2 to $3 a pop to deliver tunes over the air to customers they believe are 2 to 3 times as desperate to get a track “immediately” over a slow cell connection as to wait to get home and do it over broadband for $1 via their computers. The cell carriers, by continually trying to prevent that linkage between phone and PC for file transfer, seem to be completely missing the point — which is that if anyone is going to even be willing to shell out $3 a track to pull down a song over their network, they’re still going to want to integrate that music with the library they already have spent time cultivating on their computer at home. How many consumers are really going to jump at the chance to invest in yet another little walled garden of (even more expensive) music that doesn’t transfer to any of the other devices they’re already using?

Motorola E790 - iTunes phone gets FCC approval! 
Published on August.22.2005 08:52 by Crossblade
Rumors about a Motorola phone which could play iTunes have been flowing around for a long time. We’ve already showed you some of the first pictures of the device, and we knew that it would be based on the popular E398 model, but will be in white housing and will be sold as Motorola E790. It will still feature the same display, design, camera and as the E398, but will have a new music key on its front. Motorola didn’t announced it officially, but since the device got FCC approval we at least know for sure that is exists and its User Manual confirms that it is an iTunes phone! Another new thing about the E790 is that it will be a quad-band GSM phone (850/900/1800/1900 MHz), featuring both European 900/1800 MHz and US 850/1900 MHz bands and it will work on every GSM network. The manual also mentions EDGE indicator, allowing us to speculate that the E790 (unlike the E398) might even be EDGE capable.

TXT MOB technology unites social networks
November 26, 2004 TXT MOB, an innovative social application for SMS services, enables the networking of community groups for on-the-ground information sharing. TXTMob lets you quickly and easily share text messages with friends and total strangers in a format similar to an email b-board system. Like email, you can sign up to send and receive messages from various groups, which are organized around a range of different topics.

P2P file-sharing coming to mobile phones
November 29, 2004 Music, video and other multimedia may soon be able to be swapped from your mobile phone using peer-to-peer (P2P) file-trading technologies being developed by phone maker Nokia. The latest developments from Lorant Farkas and colleagues at the Nokia Research Center in Budapest threaten to eclipse existing file-trading on computers by making P2P networking a feature of the ubiquitous mobile phone.

GROUPER - Grouper is an application that enables friends to easily share music, videos, photos or any file of any size in a private-network group setting. By leveraging proprietary peer-to-peer technology, Grouper creates private, direct connections between friends' PCs and thereby enables the high-quality and secure transfer of files between friends.

HYPERSCORE - Harmony Line is the newest entrant in the mobile music space. Its flagship product, Hyperscore, runs on any PC and allows people to compose personalized music by drawing with virtual crayons on a canvas. Hyperscore(R) works by sketching short musical phrases - "motives" – and drawing them onto a canvas with crayons. By adjusting the shape, length, colour and position of the lines, you can produce melodies, choose harmonies, lay down a groove, or compose an award-winning classical piece. Hyperscore(R) will soon allow users to have their music converted into a ringtone and sent to any mobile phone, or uploaded to the Harmony Line online community where it can be played, discussed, ranked, re-used, or even resold and moved to other people's mobile phones or music devices.

MINIMIXA - Powered by the miniMIXA Interactive Audio Application Platform (mINT), SSEYO miniMIXA is a mini DJ mixer, sequencer, sampler, synthesiser, visualiser & recording studio all rolled into one. Combining a massive range of integrated audio technologies and capabilities in a single mobile application, SSEYO miniMIXA has done what has never been done before on a mobile phone and goes far beyond anything else currently available. It is both a tool that puts immense creative power into the hands of a user, and, through support for Artist* MIXAPaks, allows the music industry to develop new revenues from user-valued content at ringtone price points.

PASSALONG - Founded in December 2002, PassAlong Networks is a privately held technology company started by music industry, business and technology executives. The company's first offering, a digital music download service that encourages community among music enthusiasts by rewarding legal music sharing, launched in September 2004 on eBay and at PassAlong.com.

+ Gestural Interfaces

SUN Spots (article @ sig9.com)
Submitted by vivek on Tue, 2005-07-05 22:55
Sun SPOT (Small Programmable Object Technology) is a new research project at Sun Labs that promises to turn a vision into reality, the vision being, to make wireless sensors ready for mass commercial deployment by simplifying application development for them. Wireless sensors are inexpensive battery-powered, low-power communication devices composed of radios and exceptionally small mechanical structures that sense fields and forces in the physical world.

Embodied Interactions in Music (Elastic space)
"Over Easter I sketched out some ideas for navigating music on a portable player. I was frustrated with the iPod clickwheel, thinking about reducing the reliance on visual interfaces and how navigating music has a lot to do with language. I wanted to explore richer interfaces that combine movement, language and vision."

sensacell.com

 
 
QUOTES

Montessori, Maria. (1948/1973). From Childhood to Adolescence. New York: Schocken Books.
"The mind awakens in the face of creation." (Montessori, 1948/1973, p. 64)

Hutchinson, David (1998). Growing up Green: Education for Ecological Renewal. New York: Teachers College Press.
"In middle childhood, story becomes a primary vehicle for building a functional cosmology of the universe. The narrative mode establishes a sense of continuity to existence and addresses the temporal basis of the child's search for meaningfulness and purpose in the world." (Hutchison, 1998, p. 87).

 
 
PEOPLE
hanging out with Bruce Sterling

 
 

EVENTS + MISC.
Bruce Sterling sends me to 2005 SXSW Interactive
The New Ecology of Things: Participation in a Sun Microsystem Sponsored class at Art Center College of Design - We were given SunSpots (wireless networked microprocessors with a kitchen-sink of sensors) to invent and design complex systems.

 

 
 
 
 
© 2005. Jennifer Darmour, Media Design MFA Candidate