Dust or Magic
Subtitle: Creative work in the digital age
Publisher: Bosko Books
Published: January 3, 2007
Place of publication: Bristol, UK
Language: eng
Format: Paperback
Number of pages: 328
ISBN-13: 9780954723958
Subjects: Electronic publishing: techniques; History of engineering & technology; Multimedia; Electronic Publishing; History; Interactive & Multimedia; Computers / Interactive Media; Computers : Electronic Publishing; Technology : History; Computers; Computers - General Information; Computer Books: General
Description: Apart from its new preface, this edition of Dust or Magic is essentially the same as the original one, which was published by Addison Wesley in 2000. The main differences are that it’s a lot more affordable, thanks to the efforts of Lon Barfield and Pete Maxwell at Bosko Books, and to the magic of e-publishing and print-on-demand. We think it also has a more satisfactory subtitle. The old subtitle, Secrets of Successful Multimedia Design, made everyone cringe, apart from the all-powerful marketing people at Pearsons (who own Addison Wesley). And it has a few long-overdue acknowledgements, and some small updates:
Table of contents: title: Preface; title: Section 1: ‘Cyberia’; title: Introduction: The Emancipation of the Serfs; title: 1.1 The computer as a ‘medium’; title: 1.2 The computer as a landscape; title: 1.3 Cyberia’s geological past; title: 1.4 Bush, Engelbart, Nelson, and the Quest for Xanadu; title: 1.5 Early explorations: From ‘timesharing’ to the Personal Computer; title: 1.6 The beginnings of a mass medium: Interactive Video; title: 1.7 From the Mac to the Seedy ROM; title: Section 2: Eminent Cyberians; title: Introduction: “Tomorrow’s establishment is today’s ‘lunatic fringe’; title: 2.1 Voices from nowhere; title: 2.2 Voyager: Cyberia’s first viable community; title: 2.3 The power of ‘primary evidence’: Curtis Wong develops the Voyager vision; title: 2.4 The ‘book as hero’ in Romain Victor-Pujebet’s “Le Livre de Lulu”; title: 2.5 The Nationwide Building Society, and its ‘Interact’ project; title: Section 3: Working in Cyberia; title: Introduction: Do we really have to ‘get real’?; title: 3.1 Crying all the way to the bank: Microsoft’s “Sendak” saga; title: 3.2 Get yourself a theory, and make it a good one; title: 3.3 Audience: Who are you making this for - and where are you taking them?; title: 3.4 Emotion, interaction, participation, carnival; title: 3.5 ‘Cognitive dynamite’: multi-sensory effects that blow you away; title: 3.6 ‘Cognitive train-wrecks’ and ‘user expectations’; title: 3.7 Storyspace: from the path to the landscape itself; title: 3.8 Working in Cyberia: from story space to the real world; title: 3.9 Trust and the paradox of self-absorbed work; title: 3.10 Conclusion: rediscovering workmanship; title: Notes; title: Bibliography; title: Index