September 9, 2012 | Thinking, Watching, and Drawing Motion | UC Berkeley Dept of Architecture
I’m giving a guest lecture at Expressive Motion in Art and Design, a graduate class in UC Berkeley’s Architecture dept.
Featured image excerpted from Louis Kahn’s map of traffic flow in Philadelphia. From Alison Smithson (ed.), Team 10 Primer (The MIT Press: Cambridge, 1968), p. 53.
City Centered: A festival of locative media and urban community
In 2010, I co-organized City Centered, a free, three-day festival of locative media and urban community in San Francisco. The event included demonstrations and installations in the Tenderloin district, a symposium in the Mission district and community training workshops. The art festival, which I co-curated, included contributions from MIT’s Senseable Cities Lab and Stamen Design.
Over two weekends, it engaged artists, educators, civic organizations and community members of all ages in exploring how how locative media can act as a platform and venue for community-led expression.
Mapchat: conversing in place
Churchill, E., Goodman, E., and O’Sullivan, J. 2008. MapChat: conversing in place. In CHI ’08 EA: 3165-3170.
Destination Services: Tourist Media and Networked Places
Goodman, E. 2007. Destination Services: Tourist Media and Networked Places. UCB I School Report 2007-004, UC Berkeley.
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Asphalt Games: Enacting Place Through Locative Media
Chang, M. and Goodman, E. 2006. Asphalt Games: Enacting Place Through Locative Media. Leonardo Electronic Arts Almanac: Locative Media, MIT Press.
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FIASCO: Game interface for location-based play
Chang, M. and Goodman, E. 2004. FIASCO: Game interface for location-based play. In Proc. DIS EA ’04: 329–332
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About the project
As humans we come to understand the places around us using a myriad of observable cues, such as public-private, large-small, daytime-nighttime, loud-quiet, and crowded-empty. Unsurprisingly, it is the people with which we share such spaces that often dominate our perception of place. Sometimes these people are friends, family and colleagues. More often, and particularly in urban public spaces, the individuals who affect us are ones that we repeatedly observe and yet do not directly interact with – our Familiar Strangers.
This research project explored the often ignored yet very meaningful relationships with Familiar Strangers. Several experiments and studies led to a design for a personal, body-worn, wireless device that extends the Familiar Stranger relationship while respecting the delicate, yet important, constraints of our feelings and relationships with strangers in public places. Sponsored by Intel Research from 2003–4, with Eric Paulos.
The Familiar Stranger: Anxiety, Comfort, and Play in Public Places
Paulos, E. and Goodman, E. 2004. The Familiar Stranger: Anxiety, Comfort, and Play in Public Places. In Proc. CHI ’04: 223-230.
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