







Your digital UI can come from the physical world.
Our interfaces have lost their senses
We programmed them by punching cards, plugging in wires, and flipping switches. Programmers walked among banks of switches and cables, physically choreographing their logic. Being on a computer used to be a full-body experience.
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.
The Computer for the 21st Century
Specialized elements of hardware and software, connected by wires, radio waves and infrared, will be so ubiquitous that no one will notice their presence

Design Must Learn to Decompose
A meditation on the quiet death of digital things.

Atomic Design by Brad Frost
Learn how to create and maintain digital design systems, allowing your team to roll out higher quality, more consistent UIs faster than ever before.

Designer Desktops
Modern, inspirational quote desktop wallpapers and iPhone/iPad backgrounds made by graphic designers.
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...

Designing Systems | Atomic Design by Brad Frost
Learn how to create and maintain digital design systems, allowing your team to roll out higher quality, more consistent UIs faster than ever before.

Demoing the AI computer that doesn't yet exist
A demo of what an AI-native personal computer could look like.

Platform Studies
The Platform Studies book series has been established to promote the investigation of underlying computing systems and how they enable, constrain, shape and support the creative work that is done on them. The series investigates the foundations of digital media — the computing systems, both hardware and software, that developers and users depend upon for artistic, literary, and gaming development. Books in the series will certainly vary in their approaches, but they will all also share certain features: A focus on a single platform or a closely related family of platforms; Technical rigor and in-depth investigation of how computing technologies work; An awareness of and discussion of how computing platforms exist in a context of culture and society, being developed based on cultural concepts and then contributing to culture in a variety of ways — for instance, by affecting how people perceive computing.
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.
Make It So: Interaction Design Lessons from Science Fiction
Many designers enjoy the interfaces seen in science fiction films and television shows. Freed from the rigorous constraints of designing for real users, sci-fi production designers develop blue-sky interfaces that are inspiring, humorous, and even instructive. By carefully studying these “outsider” user interfaces, designers can derive lessons that make their real-world designs more cutting edge and successful

Design Cybernetics
This book offers practical guidance for cybernetic processes of design and innovation. It also develops theoretical principles. The authors use accessible, non-technical language, which will help a wide range of readers gain knowledge of this important field.
