pulp’s ‘work in progress’ section represents the current work of the members of the pulp community. Some folks are working on one piece, some on several. Different folks are working on different scales of work (talks, say, versus books), and some have tight deadlines while others are moving at whatever pace works. For each piece, the author has also written a short introduction of why or how the work got started, where the piece should be headed, and sometimes, what specific things they would like help with.
There are currently 7 articles in the "Work in Progress" category.
At brand conferences, the usual case story goes approximately like this: 1) first, look how bad this was. 2) Next, the thoughtfully arrived at new strategy. 3) then usually there’s story about the tussle with the client or a sr. manager or an outside agency, and then, fourth and finally, here’s how spectacular the new brand looks.
Often these are great stories. Inspiring. Fabulous work. But as the theme of this conference suggests, there also seems to be something missing—the need for innovation is real. I’m going to talk today about some of the changes in first, perspective on what brands do, and second, in the way we approach research,
Designers of human-computer interactions (HCI) work in a highly ambiguous space, investigating the middle ground between the user and the interface. However, what happens when the interface is not visible to the user? Such is the case with embedded ubiquitous computing (ubicomp) systems. These systems work through complex sensor networks that act as a constant, silent observer, monitoring user behavior. Through these systems, the domain of interaction expands from a keyboard, traditional game controller or even next generation game controllers such as WiiMotes and Project Natal, to a user’s home, car or office. While HCI researchers propose one value of embedded systems is as persuasive agents that motivate users in
VERY EARLY DRAFT: DO NOT FORWARD, POST, REDISTRIBUTE. YOU KNOW WHAT I MEAN. THANKS.
Working title: Complex Adaptive Systems, Heroism & Disruptive Innovation in Multinational Corporations
Tony Salvador
Abstract
This paper reframes innovation practice within large multinational corporations through a merged lens of systems theory with mythology. There are several reasons for this reframing: First: the structure of innovation in a large corporation is theoretically and practically the same as the structure of heroism across mythology – the monomyth — as outlined in Campbell’s The Hero With A Thousand Faces. In both cases, the Hero must escape his/her current system, enter into, create and/or operate within another, and eventually
Teen mothers schlep a tremendous amount of stuff from home, to bus, to school, to programs. Beyond the everyday heavily backpacked highschool students, these young women pack for two people and two very different roles. …
Introduction
It doesn’t take a lot of research to understand that design is a powerful tool in contemporary business thinking. Nor is it difficult to notice that design is increasingly central to an escalating number of parts of everyday life: more kinds of companies in more and more varied sorts of endeavors are using design, design processes, design partners, and design thinking in their work. And because design work has, in most of those applications, taken deep and considered understanding of the people who are going to use, inhabit, or experience what design makes, we tend to think that a broadening portfolio for design is a good thing. To most,
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In graduate school I was part of a ‘workshop’ that had been started by one of my advisors (Wendy Griswold, now at Northwestern University) on the ‘Sociology of Culture.’ There wasn’t a curriculum. Wendy didn’t lecture. There were no grades. It went across academic quarters, year over year (I was part of it for four of them), with an evolving composition of graduate students and faculty members from across the university.
We presented work in progress. We shared drafts of papers and chapters. We critiqued what we read and we argued (productively) about what we were working
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