Dust or Magic

Creative work in the digital age

  • 0 Ratings
  • 0 Want to read
  • 1 Currently reading
  • 0 Have read
Not in Library

My Reading Lists:

Create a new list

Check-In

×Close
Add an optional check-in date. Check-in dates are used to track yearly reading goals.
Today

  • 0 Ratings
  • 0 Want to read
  • 1 Currently reading
  • 0 Have read

Buy this book

Last edited by Matt Sephton
August 15, 2018 | History

Dust or Magic

Creative work in the digital age

  • 0 Ratings
  • 0 Want to read
  • 1 Currently reading
  • 0 Have read

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:

Publish Date
Publisher
Bosko Books
Language
English
Pages
328

Buy this book

Edition Availability
Cover of: Dust or Magic
Dust or Magic: Creative work in the digital age
January 3, 2007, Bosko Books
Paperback in English

Add another edition?

Book Details


Table of Contents

Preface
Section 1: ‘Cyberia’
Introduction: The Emancipation of the Serfs
1.1 The computer as a ‘medium’
1.2 The computer as a landscape
1.3 Cyberia’s geological past
1.4 Bush, Engelbart, Nelson, and the Quest for Xanadu
1.5 Early explorations: From ‘timesharing’ to the Personal Computer
1.6 The beginnings of a mass medium: Interactive Video
1.7 From the Mac to the Seedy ROM
Section 2: Eminent Cyberians
Introduction: “Tomorrow’s establishment is today’s ‘lunatic fringe’
2.1 Voices from nowhere
2.2 Voyager: Cyberia’s first viable community
2.3 The power of ‘primary evidence’: Curtis Wong develops the Voyager vision
2.4 The ‘book as hero’ in Romain Victor-Pujebet’s “Le Livre de Lulu”
2.5 The Nationwide Building Society, and its ‘Interact’ project
Section 3: Working in Cyberia
Introduction: Do we really have to ‘get real’?
3.1 Crying all the way to the bank: Microsoft’s “Sendak” saga
3.2 Get yourself a theory, and make it a good one
3.3 Audience: Who are you making this for - and where are you taking them?
3.4 Emotion, interaction, participation, carnival
3.5 ‘Cognitive dynamite’: multi-sensory effects that blow you away
3.6 ‘Cognitive train-wrecks’ and ‘user expectations’
3.7 Storyspace: from the path to the landscape itself
3.8 Working in Cyberia: from story space to the real world
3.9 Trust and the paradox of self-absorbed work
3.10 Conclusion: rediscovering workmanship
Notes
Bibliography
Index

Edition Notes

Published in
Bristol, UK

The Physical Object

Format
Paperback
Pagination
xviii,306
Number of pages
328
Dimensions
9.1 x 6 x 0.9 inches
Weight
14.1 ounces

ID Numbers

Open Library
OL8479997M
ISBN 10
0954723953
ISBN 13
9780954723958
OCLC/WorldCat
166947065

Work Description

A book for the interface workers. Dust or Magic was primarily written for the young, talented people whose creative instincts are kindled by computers and live to create 'good stuff', but who are systematically betrayed by the managerial types in suits who hire them, set them absurd tasks, and sack them when their half-baked schemes go belly-up. It is also for people who simply want to know how human creativity fares in the digital age. Originally published by Addison-Wesley (under the title 'Dust or Magic, Secrets of successful multimedia design') this book is, in part, a 'secret history' of computers: a history told from the vantage point of the people who did the work. We have insiders' accounts of a range of influential products and projects, many of which were in danger of being forgotten. The scene is illuminated by recent insights into creativity and well-being from the fields of psychology and neuroscience, as well as tried-and-tested, practical strategies for workplace survival from other industries. The author, Bob Hughes, has been a 'creative' for most of his working life: first a calligrapher, then an advertising artist and copywriter before discovering computers in the mid-1980s. He now teaches at Oxford Brookes University on the MA in Interactive Media Publishing, and researches and writes about the wider impact of electronics and computers in workplaces world-wide. He also campaigns on behalf of migrants, refugees and all precarious workers. "What you are doing is stripping away the corporate bullshit from this 'revolution' - its ours not theirs. Reclaim the pixels " - Chris McEvoy (Creator of 'Usability Must Die'www.usabilitymustdie.com). "There are many booksexplaining why software projects go sour; this one breaks the mold by showing how they come good." - Malcolm Cook (Senior Lecturer in Human Factors, University of Abertay) "It was incredibly engrossing. I expected to skim through it, and found myself reading it avidly, putting aside all the other work I should have been doing... It rang so true about so many things about the process of creating the virtual world we spend so much time in that I'm dying to share it with others who also create for it, or want to." - Aleen Stein (co-founder of the Voyager Company and CEO of Organa inc.www.organa.com). More information onwww.idhub.com/magic

Community Reviews (0)

Feedback?
No community reviews have been submitted for this work.

History

Download catalog record: RDF / JSON
August 15, 2018 Edited by Matt Sephton desc
August 15, 2018 Edited by Matt Sephton Contents, city, subtitle, description
April 28, 2010 Edited by Open Library Bot Linked existing covers to the work.
December 10, 2009 Created by WorkBot add works page