







The first computing machines were so large they filled entire rooms. Today they are ubiquitous, built invisibly into our environments. While it's tempting to view this change within a predetermined space of progress, we can still shape the future on our own terms.
Architecture and the Internet: Designing places in cyberspace
Cyberspace, as the information space is called, has become accessible in the past decade through the World Wide Web. And although it can only be experienced through the mediation of computers, it is quickly becoming an alternative stage for everyday economic, cultural, and other human activities. As such, there is a potential and a need to design it according to place–like principles. Making places for human inhabitation is, of course, what architects, landscape architects, and town planners have been doing in physical space for thousands of years. It is curious, therefore, that Cyberspace designers have not capitalized on the theories, experiences, and practices that have been guiding physical place–making. While most 3D environments closely mimic physical spaces, they are, by and large, devoid of the essential characteristics that differentiate a ‘place’ from mere ‘space.’ And only rarely are they sensitive to, and take advantage of, the peculiarities of Cyberspace. We believe that this state of affairs is temporary, characteristic of early adoption stages of new technologies. As the Web matures, and as it assumes more fully its role as a destination rather than as means of communication, there will be a growing need to design it according to place–making principles. By looking at physical architecture as a case study and metaphor for organizing space into meaningful places, this paper explores the possibility of organizing Cyberspace into spatial settings that not only afford social interaction, but, like physical places, also embody and express cultural values. At the same time, because Cyberspace lacks materiality, is free from physical constraints, and because it can only be ‘inhabited’ by proxy, these ‘places’ may not necessarily resemble their physical counterparts.
Humanities in the Machine - Blain Smith
There is something quietly remarkable about the people who built the foundations of modern computing. Not their technical achievements, though those are extraordinary. What is remarkable is where they came from before they ever touched a machine.
Screen As Room: An Architectural Perspective on User Interfaces — Christoph Locher · Interaction Designer
With the use of video games as social spaces being observed for several years and the increased focus put on virtual social spaces due to the scarceness of physical social spaces in the last months, the concept of “spatial interfaces” is once again at the center of discussions. I want to add an alternative perspective to this, looking at the properties of physical spaces as metaphors, rather than models, for interfaces and exploring seven of them in more detail.
Screen As Room: An Architectural Perspective on User Interfaces — Christoph Locher · Interaction Designer
With the use of video games as social spaces being observed for several years and the increased focus put on virtual social spaces due to the scarceness of physical social spaces in the last months, the concept of “spatial interfaces” is once again at the center of discussions. I want to add an alternative perspective to this, looking at the properties of physical spaces as metaphors, rather than models, for interfaces and exploring seven of them in more detail.
Universal Virtual Computer
The specification of an hypothetical computer designed to decode and preserve some form of computation over time.
100% Utilization
Since the end of the Second World War, we have come to expect continual growth in computing power and the rapid development of digital technology. This dynam...

Feeling of Computing
Feeling of Computing is an online community with a welcoming, cooperative, and revolutionary spirit. We are unified in the belief that the computer is tragically less humane than it could be. There’s a world of possibilities that get more beautiful the further away from the norm you go. We’re here to explore this world together, to discuss ideas about theory and practice, and to champion and support our members’ research and development efforts to reimagine the computer.

Telepath: building a new kind of computer
So, we made a thing: Let’s back up: for as long as I can remember, I’ve been obsessed with computers, fascinated not just by what they can do but what they could become. Like many, I took my early inspiration from science fiction. I dreamed of someday having something like the Enterprise’s computer. And why not? Science fiction has always driven scientists, engineers, and inventors to create real things that change the world.

What Even Is An OS Now?
Computers now work the way I thought they did when I was 8. What does computing look like when most applications have an audience of 1-2 people? I'm leaving Fly.io to build a phone for that world.

IBM's "Man & Computer" (1967)
Stuart K. Card and Thomas P. Moran, "User Technology—From Pointing to Pondering"
zach lieberman on Twitter / X
Today I was able to weave a line from Myron Krueger in a talk I gave : Computation is the medium of our lifetimes - it’s not just a technical medium but a cultural medium as well. We should explore the culture of computation.— zach lieberman (@zachlieberman) April 10, 2024
softer computing club
a cozy community of humans and computers on the planet earth
Retrocomputing as a Model for Sustainable and Cognitive Computing: Lessons from Low-Resource Systems
This paper argues that retrocomputing constitutes a conceptually productive model for rethinking sustainability in contemporary computing. Early computing systems operated under strict hardware constraints, necessitating efficiency, clarity, and minimalism in both software and interaction design. In contrast, contemporary systems are frequently characterised by computational excess, software bloat, and attention-fragmenting interfaces. Drawing on examples from early home computing and command-line environments, this paper analyses how low-resource systems make visible forms of computational minimalism with relevance to present-day design challenges. A central theoretical contribution is the distinction between interface-level and system-structure-level design analysis, which demonstrates that cognitive effects arise not only from visual and interactional surface features but from deeper computational organisation. The discussion integrates perspectives from human-computer interaction and cognitive science, particularly in relation to attention, cognitive load, and user experience. The paper adopts a conceptual and exploratory approach grounded in systematic literature review, aiming to identify design-relevant patterns rather than to provide empirical validation. It introduces the concepts of computational minimalism and cognitive sustainability as complementary analytical frameworks, and derives five principles for sustainable system design. Crucially, the paper also address

What might degrowth computing look like?
The past few years have seen various attempts within computing, programming and hacker communities to apply ‘degrowth’ principles to their work – i.e. sketching out ways to de-couple digital techno…

Basic | The Personal Computing Platform
We build products, tools, and standards to make computers more personal.
