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26 MAY 2015

Welcome to our corporate-controlled future Internet with Facebook Instant Articles et al.

"There's a generational shift in technology happening right now: From the open Web to native apps, from desktops to mobile phones, from platforms built on standards to platforms owned by corporations. Let's call it the second Internet. Here's what it looks like: "Facebook Instant Article". That's right — it's Facebook. More than 1.44 billion people use Facebook every month, and almost a billion of them use it every day. The majority do so via the Facebook app on their phones.

Think about that: A decade ago, the majority of people using the Internet were doing so on desktop computers or laptops, accessing HTML and JavaScript websites. Today, a vast number — maybe not a majority, but a lot — experience the Internet primarily through Facebook's mobile app.

That's why publishers like the New York Times, Buzzfeed, and National Geographic were so eager to test out Facebook's new Instant Articles platform.

This platform puts publishers' stories directly into the Facebook app (on iOS only, for now), where they load more quickly than they would if Facebook just linked to the publishers' websites — which take an average of eight seconds to load, Facebook says. Instant Articles also offer a variety of snazzy tools for publishers to present their images and interactive elements."

(Dylan Tweney, 15 May 15 2015, VentureBeat)

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2015boundaries in cyberspace • Buzzfeed • closed systemcontent integrationcontent publishers • corporate exclusivity • corporate-controlled environment • corporatisationexclusivityFacebook app • Facebook Instant Articles • framed by the windowfunctionalist paradigm • future Internet • homogenizationhypermediated spaceimmediacy of experience • Instant Articles platform • instrumental rationalitylisablelogic of hypermediacymobile appsNational Geographic • native apps • New York Timesopen webperformativityproduct usabilitypublishing platform • Slack (app) • sterile placestechnology transparencyunified mediumuniformityusability engineering • VentureBeat • walled garden • window on to the world

CONTRIBUTOR

Simon Perkins
27 JUNE 2012

Design + Culture: A Return to Fundamentalism?

"whilst the application of design is multiplying exponentially, it is also loosing its validity as an authentic cultural icon. It has become synonymous with cloning the face of global culture itself, more often representing the uniformity of mass globalisation, rather than reflecting the facets of cultural difference and diversity.

The cultural attributes of difference and diversity have been fundamentally weakened, and like face that has undergone cosmetic surgery, the result is a facsimile vaguely familiar but disturbingly without a true sense of identity. It is everyone's and no one's, and belongs in no single place more than another. ...

Design has become omnipresent within Culture, as it has been adopted as a convenient badge to add value and market commodity, and to signify identity. Following Designer era of 1980's, the added value of design was replaced by design as cultural value, embodied in leading Brands of the 1990's. ...

in the 21st Century the task of capturing Culture has become more and more difficult in terms of expressing culture through the medium of design. Design increasingly struggles for a clear sense of definition, and one is left asking, what can Culture really mean today, if it is no longer tied to consumer lifestyle? We remain in a post–contemporary state where we require a redefinition of meaning, value and identity. ...

The uncertainty of a designed fusion Culture has replaced the certainty of traditional cultural monoculture. Which in turn has been diluted by an obsession with 'cultural materialism'. What remains of the original cultural sources are being plundered in order to restock our lack of creative DNA. The net result is an erosion of the remaining authentic sources, but also the creation of a 'cultural time lag' which has been generated by a convergence of trans–cultural fusions, hybridisation, and of recurrent cultural cross referencing."

(David Carlson on 21 Mar 21 2011, David Report)

Fig.1 paper sculptures made by Jennifer Collier [http://jennifercollier.co.uk/].

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1980199021st centuryadded valueadded value through designaestheticisationapplication of designart and design doctrinearts and craftsauthentic cultural iconauthentic materials • authentic sources • authenticityconsumer brandsconsumer lifestyles • cosmetic surgery • craftcraft nostalgiacreative fundamentalismcreativitycultural cross referencingcultural identitycultural materialismcultural monoculturedecorationderivativedesign • design as cultural value • design craftdesign essentialismdesign fundamentalismdesign innovationdesign revisionism • difference and diversity • expressing culture • global culture • globalisationhomogenizationhybridisationlegitimacymarket commodity • mass globalisation • monoculturenostalgia • original cultural sources • post-contemporary • post-traditional • redefinition of meaning • sewn typography • traditional cultural monoculture • trans-cultural fusions • trendsuniformityvalidityvisual design

CONTRIBUTOR

Simon Perkins
09 MAY 2012

UK Government Digital Service Design Principles

"We're not designing for a screen, we're designing for people. We need to think hard about the context in which they're using our services. Are they in a library? Are they on a phone? Are they only really familiar with Facebook? Have they never used the web before?

We're designing for a very diverse group of users with very different technologies and needs. We need to make sure we've understood the technological and practical circumstances in which our services are used. Otherwise we risk designing beautiful services that aren't relevant to people's lives."

(UK Government Digital Service, Last updated 3 April 2012)

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2012 • 7 digital principles • API • building digital services • building for inclusion • consistencydesign methoddesign principlesdesign process • design with data • designing with data • desire paths • digital by default • digital firstdigital services • Directgov • do less • do the hard work to make it simple • GDS • Government Digital Service • Government Digital Service Design Principles • government needs • iterate • make things better • make things open • needs • official process • Open Government Licence • organising principle • prototypingprototyping and testing • real user needs • real users • start with needs • thinking about user needs • tried and tested • UKUK Government • understand context • understand user needs • uniformityuser needsvalue for moneywebsites

CONTRIBUTOR

Simon Perkins
03 JULY 2004

Truth in Advertising: how it really is...

"Written by David Chiavegato and its director, Tim Hamilton, Truth In Advertising is a genuinely funny comedy that was, somewhat bizarrely, also nominated for a Palm d'Or in 2001. Colin Mochrie, best known as a regular on Whose Line Is It Anyway? in the US and UK, is the boss in an advertising agency where everybody tells the embarrassing truth about all the crap they talk and bollocks they make and peddle..."

(Ed Wiles, FILMSshort.com)

Tim Hamilton (2001). 'Truth in Advertising' (Canada). 12mins [http://www.imdb.com/title/tt0283648/].

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2001advertisingadvertising agency • Bob Martin • Bruce Hunter • Canadacaricature • Carolyn Scott • Chris Levins • Christina Collins • comedycommercialcommissioning creativescreative industriescreative industrycreativitycritiqueculture mediumcynicismderivativedesign cultures • edgy • elevator pitch • frankness • frustrationgraphic representationhumourmarketingmarketing campaignPalme dOrparodyproject pitch • Reel Truth • short filmsubservience • swing and tilt lens • tilt shift • Tim Hamilton • truth in advertising • uniformityvideo

CONTRIBUTOR

Simon Perkins
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