Index

Peter (Zak) Zakrzewski (Thompson Rivers University, Canada)

Designing XR: A Rhetorical Design Perspective for the Ecology of Human+Computer Systems

ISBN: 978-1-80262-366-6, eISBN: 978-1-80262-365-9

Publication date: 14 February 2022

This content is currently only available as a PDF

Citation

Zakrzewski, P.(. (2022), "Index", Designing XR: A Rhetorical Design Perspective for the Ecology of Human+Computer Systems, Emerald Publishing Limited, Leeds, pp. 225-237. https://doi.org/10.1108/978-1-80262-365-920221008

Publisher

:

Emerald Publishing Limited

Copyright © 2022 Peter (Zak) Zakrzewski


INDEX

Note: Page numbers followed by “n” indicate notes.

Abductive logic
, 13, 136

Abductive reasoning
, 136

Abductive thinking
, 136–137

Abstraction underpinning algorithmic processing
, 25

Accenture asserts
, 7

Actantial Model
, 164, 166

Actants
, 164, 166–168

Actor–network relationships, visualizing
, 178–179

Actor–Network Theory (ANT)
, 15, 162–163, 165–166

Actors
, 166–168

“Acute stress response”, 207n8

Adobe software
, 11

Advanced audio augmentation
, 89

Advanced computation networks
, 17

Advanced computer-aided EEG analysis
, 106

Advanced positive stage
, 52

Advanced Research Projects Agency (ARPA)
, 54

Affective computing
, 71–73

AffectiveWear project
, 74

Affordances
, 64

Age of social engineering
, 87–88

Agency, ownership to
, 65–66

Air conditioning systems
, 80

ALGOL-60 programing language
, 58–59

Algorithmic thinking
, 62

AlphaGo
, 1–2

Amazon
, 198

American Psychological Association (APA)
, 47

Amygdala
, 67

Android smartphones
, 5

Anger
, 74

Anthropocene
, 10

Anthropocene age
, 183

Anxiety disorders
, 3

Aporetics
, 48

Aporia
, 111, 116

Apple company
, 4, 79

Arthur, W. Brian
, 3

Artificial designing

“0100” kinds of people who make XR world go round
, 121–122

abductive thinking
, 136–137

circle of empathy
, 129–132

data without face
, 129

design as meta-discipline of purposeful transformation
, 122–124

design mindfulness
, 126–127

design thinking
, 111–112

designing purposeful strategic proposals
, 138–139

desire, desirability, and social viability
, 140–144

H+C ID logic model
, 146–149

hypothetico-deductive approach
, 114–117

interpretive research paradigm
, 117–118

liberal humanist turn in design
, 124

on paradigmatic incommensurability
, 112–13

participatory design
, 139–140

perspective taking
, 127–129

phenomenology and intersubjectivity
, 118

pragmatism
, 137–138

reflection and reflexivity
, 119

systems thinking
, 132–134

T-shaped people
, 124–126

teleology
, 144–146

unsettled territory of legitimate knowledge production
, 113–114

wickedness and complexity
, 134–136

Artificial general intelligence (AGI), 18n1

Artificial intelligence (AI)
, 1–2, 17, 53

Artificial life (AL)
, 22, 63

As We May Think (Bush)
, 54

Association for Computing Machinery (ACM)
, 77

Atomic constraints
, 61

Attention deficit hyperactivity disorder (ADHD)
, 3

Augmentation
, 93

Augmented mind

actors and actants
, 166–168

building universes
, 155

content and relationship in communication systems
, 170–172

designing digital objects as actants within network
, 163–166

disciplined process of thinking and deciding
, 177–178

feedback and equifinality
, 172–173

figure-ground
, 178–179

foundational premises of H+C immersion as framework for system design
, 158–160

H+C networks as communication behavior spaces
, 157–158

H+C networks as systems of communication behaviors
, 169–170

immersion, behavior, and play
, 155–157

information bonding in multiminded systems
, 168–169

life phases of H+C systems
, 179–181

meta-level position
, 152–153

mixing humans and non-humans
, 160–163

relationships
, 173

Schismogenesis
, 173–174

self-leadership
, 175–177

sociotechnical system design
, 151

system iteration and regulation
, 174–175

Augmented mind, ecology of
, 37–38

Augmented reality (AR)
, 3, 72, 78–80

Augmented Reality: A Class of Displays on the Reality-Virtuality Continuum
, 79

Augmented virtuality (AV)
, 82

Augmenting minds
, 48–49

Authority
, 201

Authorship model
, 184

Auto-CAD software
, 62

Axis of Desire
, 164

Axis of Knowledge (see Axis of transmission)

Axis of Power
, 164

Axis of transmission
, 164

Back to the Real World
, 77

Bateson’s fifth criteria
, 19–20

Bateson’s third criteria
, 19

Behavior(al)
, 71, 94–96, 155–157

approach
, 174

change
, 96

as product without choice
, 101–103

to program
, 68–70

Behaviorism
, 95–96

Beta waves
, 106

Billinghurst, Mark
, 71

Bioaugmentation
, 3

Biofeedback mechanisms
, 103–5

Biomarkers, honest signaling of
, 105–6

“Bipartite form”
, 94

Birth rule
, 36

Black-body radiation
, 116

Blaming, 212n9

Body Keeps the Score, The (van der Kolk)
, 7, 80

Body-budgeting regions
, 141

Bottom-up complexity of cellular automata
, 59

Brain and Cognitive Sciences (BCS)
, 29

Brain-imaging studies of trauma
, 67

Brain–computer interface (BCI)
, 108

Brains
, 29–32

Brains, swarms and
, 39–42

Bravemind
, 82

Bravemind VR, 82

Breitenberg, Valentino
, 68

Build–Measure–Learn feedback loops, 147n7

C++ programming language
, 2

Catastrophic anxiety
, 114

Caterpillar
, 4

CATIA system
, 62

Cellular automata (CA)
, 35–37, 59

Centering
, 193

Channeling
, 193–194

Chronic PTSD
, 105

Circle of empathy
, 129–132

Classical cognitive science
, 30

Classical scientific paradigm
, 37

Cognitive empathy
, 130

Cognitive sciences
, 17, 29, 196

Cognitive therapy
, 51

Collateral energy of Anthropogenic Universe
, 33

Collective intelligence
, 43

Combiner
, 80

Communication behaviors

H+C networks as systems of
, 169–170

interactions as patterns of
, 173–174

Communication systems, content and relationship in
, 170–172

Complex cognitive states
, 72

Complexity
, 37, 134–136

Compulsions
, 46

Computational neuroscience
, 2

Computational theory of mind (CTM)
, 29

Computer as medium
, 58–59

Computer Machinery and Intelligence
, 27

Computer science (CS)
, 11

Computer simulations
, 100

Computer-aided design (CAD)
, 61

Computers
, 29–32

Comtean world
, 52–53

Conceiving of emotion
, 74

Conceptual Background, game constraint
, 157

Conscious intelligence
, 51

Conscious selfhood
, 65–66

Consciousness
, 33, 53

Consistency
, 201

Constructive reification
, 56

Contact des esprits
, 195

Contemporary DT
, 123

Conversational AI
, 4

Creatura (non-living things)
, 47

Critical research approach
, 13

Critical visual information
, 89

Cultural DNAs
, 168

Cultural layer
, 179

Cultural mind
, 37

Cybernetic(s)
, 37, 102, 145, 172

mechanisms
, 70

movement
, 55

Cybernetics of Cybernetics
, 55

Death rule
, 36

Deciding, disciplined process of
, 177–178

Decision-making process
, 42

“Decomposing Systems into Modules”
, 63

Deep Mind Technologies
, 1

Default mode network (DMN)
, 127

Defense Advanced Research Projects Agency (DARPA)
, 97

Delta waves
, 106

Democratic practices, principle of
, 140

Democratic social engineering
, 87

Design

design-by-doing methods
, 140

as ecological practice
, 132–134

liberal humanist turn in
, 124

as meta-discipline of purposeful transformation
, 122–124

as meta-level purposive activity
, 144–146

mindfulness
, 126–127

rhetorical power of
, 10–12

Design knowledge system to guide US
, 119–121

Design Participation Conference (1971)
, 139

Design thinking (DT)
, 11, 108, 110–112

Designerly, 12n3

Desirability
, 102, 140–144

Desire
, 140–144

Deterministic chaos
, 116

Dewey’s model
, 13–14

Dialectic of innovation
, 35

Digital computing

mechanical platonic foundations of
, 22–25

paradigm
, 26

Digital game
, 185

design
, 156

Digitization
, 57, 196

Disciplined process of thinking and deciding
, 177–178

Discursive chain to non-discursive network of ideas
, 195

Disgust
, 74

Disk Operating System (DOS)
, 64

Disruptive innovation process
, 4

Dissociative identity disorder (DID)
, 46

Domain
, 3–4

“Double conscience”
, 9

Dynamic layer
, 179

Dynamical system theory
, 152–153

Earth sciences
, 37

Ecology

of action
, 37

of augmented mind
, 37–38

of mind
, 37–38

“Educated guessing” heuristics
, 62

Effective arousal modulation
, 105

Efficiency
, 209

Ego
, 45

Ego Tunnel, The (Metzinger)
, 38

Ego-Logical thinking
, 110

Einstein’s theories
, 113

Electroencephalography (EEG)
, 94

Embodied cognition
, 80

Embodied human cognition
, 51

Embodied selves, internal landscapes of
, 66–68

Embodied Simulation Theory, 39n10

Embodied virtuality
, 77

Embodiment
, 68

Emotion(al)
, 48, 51, 70

AI field
, 72

empathy
, 130

fingerprinting
, 74–76

imbalance
, 8

operationalizing
, 71–73

reasoning
, 103

Empathic computing
, 71

Empathic Design
, 124

Empathy, circle of
, 129–132

Engagement
, 97–98, 209

Entscheidungsproblem
, 61

Environment
, 94–96

Environmental affordances
, 64

Equalization of power relations
, 139

Equifinality
, 172–173

Equivalent decision-making process
, 40

Ericksonian diamond
, 103

Ericksonian model
, 104

Esthetics, rhetorical lens of
, 205–208

Evolving Ourselves
, 63

Exaptation, 39n11

Expanded mediation
, 85–86

Exploratory design process
, 61

Extended reality (XR)
, 3, 5–6, 183

design paradigm
, 110

designing
, 6–10

healing
, 82

immersion design knowledge system
, 111, 120

technologies
, 88

transformation
, 5

Extended reality experience design (XRX design)
, 16, 151, 188

behavioral rhetorical lens
, 208–209

conversations with network
, 184–185

design-level affordances
, 183–184

discursive chain to non-discursive network of ideas
, 195

evolved human capacity
, 202–203

game mechanics
, 198–200

H+C immersion design as act of rhetorical persuasion
, 196–197

image-based communication
, 195–196

immersive persuasion
, 185–188

jobs-to-be-done
, 204–205

multimodal rhetorical framework for
, 203–204

participatory media environments
, 188–190

reflective rhetorical lens
, 211–213

rhetoric and informed choice
, 192–193

rhetorical canons as phases of design process
, 197–198

rhetorical conflict resolution
, 193–194

rules of pre-suasion
, 201–202

six principles of persuasion
, 200–201

social rhetorical lens
, 209–211

survival value of beauty and pleasure
, 205–208

transformative potential of rhetorical design
, 190–192

Facebook
, 79, 151

Family therapy
, 51

Fear
, 70, 71, 74

Fear and Aggression
, 69

Feedback
, 172–173

Feedforward
, 137

Finding Form: Towards an Architecture of the Minimal
, 63

Fingerprinting emotions
, 74–76

First-order knowledge
, 113, 152

Five design affordances of immersion
, 83–5

5Es approach
, 209

“Flight or fight” response, 207n8

Food Simulator
, 90

Ford company
, 4

Formal, dramatic, and dynamic elements (FDD)
, 179

4Cs model
, 193–194

Fourth-order knowledge
, 152

Frankl, Viktor (founder of Third Viennese School of Psychotherapy)
, 144

Freud, Sigmund
, 44

Frontal eye field (FEF)
, 40

Full body augmentation
, 93

Functional imaging (fMRI)
, 94

Gambling
, 8

Game as Designed, game constraint
, 157

Game as Encountered, game constraint
, 157

Game as Understood, game constraint
, 157

Game mechanics
, 198–200

Game of Life, The
, 36

Games People Play
, 46

Gamification
, 198–199

Gaming
, 155

General Problem Solver (GPS), 60, 69n2

General Systems Theory
, 37

Geneva Foundation
, 93

Gestalt psychology
, 179

Gift Wrapping
, 103

Glad
, 11

Glucose
, 90

Go games
, 18

Gödel, Escher, Bach: An Eternal Golden Braid
, 36

Gödel’s theorem
, 100

Gödel–Herbrand–Kleene recursive functions
, 61

Google
, 4, 151

algorithm
, 189

Graphical user interface (GUI)
, 4, 55, 64

“Graspable interfaces”
, 65

Gravitational waves
, 53

Great Value
, 11

Greimas’ actantial model
, 15

Greimas’ analysis framework
, 164

Grid-like thinking
, 58

Grouping of things
, 153

Gustatory system
, 90

H+C immersion
, 51–52, 184

design as act of rhetorical persuasion
, 196–197

as framework for system design
, 158–160

H+C networks
, 122, 131

as communication behavior spaces
, 157–158

as systems of communication behaviors
, 169–170

Habitus
, 98–101

Happiness
, 74

HCI Remixed
, 63

Head-referenced displays
, 93

Head-related transfer function (HRTF)
, 89

Heads-up displays (HUD)
, 80

Heart rate variability (HRV)
, 105–6

Hebb synapses (see Synapses)

Hermeneutic circle
, 117

Hive mind
, 38–39

Homo Ludens
, 156

Homo sapiens
, 38, 156

Honest signaling of biomarkers
, 105–6

Honeybee Democracy (Seeley)
, 39

Hormone production
, 48

HTC Vive
, 5

Human + computer systems (H+C systems)
, 2, 6, 8, 10, 111, 185

H+C ID logic model
, 146–149, 202

life phases of
, 179–181

Human behavior
, 99

Human capacity, evolving
, 202–203

Human cognition
, 203

Human decision-making
, 141

Human desire
, 141

Human emotions
, 72

Human experience, operationalizing
, 56–58

Human intelligence
, 18, 122

Human judgment
, 141

Human perceptual mechanisms
, 76

Human-centered design (HCD)
, 112

Human–computer interaction (HCI)
, 2, 14, 16, 17, 51–52, 117, 156

human-centered turn in
, 55–56

paradigm
, 22

Human–computer interface
, 60

Human–computer symbiosis
, 54–55

Hypothesis testing cycles
, 191

Hypothetico-deductive approach
, 114–117

IBM’s 360 line of computers
, 63

Id
, 45

Idea generation
, 43

Idealism
, 13

Image-based communication
, 195–196

Imitation game
, 27–28

Immersion
, 155–157

augmented reality
, 78–80

from behavior to program
, 68–70

body keeps score
, 80–82

Bravemind
, 82

computer as medium
, 58–59

Comtean world
, 52–53

crossing line
, 82–83

designing for eight sensory channels
, 88–94

emergence of virtual reality
, 76–77

fingerprinting emotions
, 74–76

five design affordances of
, 83–85

honest signaling of biomarkers
, 105–106

human + computer immersion
, 51–52

human-centered turn in HCI
, 55–56

human–computer symbiosis
, 54–55

immersive media environments as sophisticated bio-and neurofeedback mechanisms
, 103–105

integration + decomposition
, 63–64

integrative thinking
, 110

internal landscapes of embodied selves
, 66–68

layer
, 181

media environments
, 85–86

mobile brain/body imaging
, 108–110

multiminded systems
, 101–103

neurofeedback
, 106–108

non-random mutations of parametric design
, 60–63

object orientation
, 59–60

operationalizing emotion
, 71–73

operationalizing human experience
, 56–58

from ownership to agency
, 65–66

pathetic fallacies
, 70–71

procedurality, control, and creative choice
, 98–101

reality mining
, 96–98

rise of machines
, 53–54

shattering black mirror
, 64–65

social physics
, 94–96

spatial computing
, 77–78

system-level control
, 87–88

unnatural selection of parametric design
, 63

Immersion design (ID)
, 111

Immersive Exposure Therapy
, 82

Immersive H+C mind augmentation
, 111

Immersive H+C systems
, 60, 85

Immersive human + computer symbiosis
, 127

Immersive media
, 3, 85

environments
, 152

experiments
, 65

as sophisticated bio-and neurofeedback mechanisms
, 103–105

technologies
, 200

Immersive networks
, 85

Immersive persuasion
, 185–188

Immersive systems

creating
, 152–153

power to transform
, 153–155

Imperfect-information games
, 18

Incommensurability
, 112

Information architecture (IA)
, 55, 152

Information Theory
, 37

Information
, 97

bonding in multiminded systems
, 168–169

information-processing paradigm
, 73

Innovation
, 4

Inscribed layer
, 179–180

Insula
, 68

Integration + decomposition
, 63–64

Integrative thinking
, 110

Intellect-augmenting technologies
, 53, 54

Intelligence
, 22

as product of hunks of matter
, 29

Intelligent agents
, 17–18

“Intelligent” machines
, 17

Interaction design (ID)
, 10, 55, 140

Internal landscapes of embodied selves
, 66–68

Internal leadership skills
, 46

Interoception
, 93

Interoceptive awareness process (IA process)
, 7

Interoceptive network
, 127

Interpersonal skills
, 203

Interpretive research paradigm
, 117–118

Intersubjectivity
, 118

iPhone smartphones
, 5

Iteration layer
, 181

JackIn project
, 73

Jobs, Steve
, 56

Jobs-to-be-done
, 204–205

Julia (programming languages)
, 2

Kay’s chosen model of computation
, 59

Kinesthetic feedback
, 91

Knowledge-plus-skill-plus-tools
, 213

Kopin (AR-focused companies)
, 80

Kraft
, 11

Kuhnian crisis
, 10

Lambda calculus
, 61

Language processing
, 89

Lateral intraparietal area (LIP area)
, 40

Latour, Bruno
, 6–7

Law of three stages
, 52

Layered H+C ID model
, 15

Layered H+C System Design framework
, 151, 180

Layered Tetrad framework
, 179

Leadership of uniminded systems
, 102

Lean Startup methodology
, 147

Legitimate knowledge production, unsettled territory of
, 113–114

Leveraging social engagement
, 97

Liberal humanist turn in design
, 124

Libraries of the Future (Licklider)
, 54

Liking
, 201

Logic models
, 146–147

Logical positivism
, 52

Love
, 69–70, 71

Ludology
, 155–156

Machine

mind as
, 34–35

rise of
, 53–54

self-replicating
, 35

Marble Answering Machine (Bishop)
, 65

Mass media
, 87

Mathematical demon
, 26–27

MATLAB, 108n9

Mechanical platonic foundations of digital computing
, 22–25

Mechanical procedure
, 23

Mechanics, dynamics, and esthetics (MDA)
, 179

Media environments
, 85–86

Memory
, 48

Mental function
, 19

Mental models
, 86, 114

Meta Cookie prototype
, 90

Meta-awareness
, 127

Meta-level position

creating immersive systems
, 152–153

power to transform immersive systems
, 153–155

Meta-level purposive activity, design as
, 144–146

Metaphysics stage (philosophy)
, 52

Microcosmic indeterminacy
, 48

Microsoft
, 4

HoloLens
, 89

Middle temporal area (MT area)
, 40

Mind
, 19–21, 53

augmentation
, 18, 48

augmenting
, 48–49

battlefield
, 44–47

brains or computers
, 29–32

cellular automata
, 35–37

consciousness
, 33

ecology of augmented mind
, 37–38

hive
, 38–39

imitation game
, 27–28

as machine
, 34–35

mathematical demon
, 26–27

mind-as-machine approach
, 34

mind–body connection
, 66

mixing humans and non-humans
, 47–48

swarms and brains
, 39–42

theory of
, 17

Turing machine and mechanical platonic foundations of digital computing
, 22–25

uniminded honeybee democracy
, 42–44

Mind and Nature, 19

Mind and Nature: A Necessary Unity (Bateson)
, 70–71

Mindfulness, design
, 126–127

Mirror neurons, 38n10
, 130

mirror neuron-based empathy
, 39

Mixed reality (MR)
, 3, 79

Mixing humans
, 47–48, 160–163, 166–168

MoBILAB toolbox
, 108

Mobile brain/body imaging (MoBI)
, 2, 108–110

Mobile phones
, 6

Modern critical theory
, 13

Modern neurofeedback systems
, 107

Modern quantum theory
, 116

Modularity
, 59–60, 64

Modules
, 60

Motion sickness
, 92

Motor empathy
, 130

“Motor vocabulary”
, 38

MS-DOS operating system
, 4

Multifaceted notion of personality
, 44

Multimedia storytellers
, 88

Multiminded sociocultural systems
, 187

Multiminded systems
, 101–103

information bonding in
, 168–169

Multimodal rhetorical composition
, 185–188

Multimodal rhetorical framework for XRX design
, 203–204

Multiple personality disorder (see Dissociative identity disorder (DID))

Mutual learning
, 140

Narcissism, 32n9

Narrative
, 213

Natural sciences
, 17

Natural-Born Cyborgs (Clark)
, 160

Naval Medical Center-San Diego (NMC-SD)
, 93

Neuralink
, 1

Neurofeedback
, 103–105, 106–8

Neuroimaging
, 66

Neuroplasticity
, 100

Neuroscience
, 8, 51, 196

Neurotherapy
, 106

Newton’s theory of motion
, 75

Newtonian mechanics
, 112

Newtonian physics
, 19

Niantic (AR-focused companies)
, 80

Nissan (global auto makers)
, 198

Non-Darwinian rules
, 63

Non-discursive network of ideas
, 195

Non-humans
, 47–48, 160–163, 166–168

agents
, 59–60

Non-linear systems, 116n5

Non-random mutations of parametric design
, 60–63

Nucleus accumbens
, 142

Object orientation
, 59–60

Obsessions
, 46

Oculus Rift
, 4, 5

Olfactory bulb
, 90

On Message Structure (Rommetveit)
, 118

On the Very Idea of a Conceptual Scheme
, 113

Open Society and Its Enemies, The
, 87

Open Web Platform
, 3

Operationalizability
, 70

Operationalization
, 56

Operationalizing concepts
, 115

Operationalizing human experience
, 56–58

Orders of knowledge
, 113

Ownership to agency
, 65–66

Pain
, 3

Palo Alto Research Center (PARC)
, 11, 55

Panic attacks
, 46

Paradigm
, 112

shift
, 110

Paradigmatic incommensurability
, 112–113

Parametric Architecture
, 61

Parametric design

non-random mutations of
, 60–63

unnatural selection of
, 63

Parasympathetic nervous systems (PNS)
, 105

Participatory culture
, 44

Participatory design
, 139–140

framework
, 144

practitioners
, 140

Participatory media environments
, 188–190

Participatory-design-based knowledge system
, 10

Pathetic fallacies
, 70–71

Perspective taking
, 127–129

Persuasion

rules of
, 201–202

six principles of
, 200–201

Persuasive technology
, 199

Pharmacology
, 108, 110

Phénoménologie de la perception (Merleau-Ponty)
, 118

Phenomenology
, 118

Phenotypic traits, 31n8

Phylogeny, 31n8

Physical layer
, 180–181

Physics: The Elements (Campbell)
, 56

Physiological needs
, 98

Play
, 155–157

Pleroma
, 47

Pokémon Go
, 4

Pong
, 1

Positivism
, 53

Post-Comtean world
, 110

Post-Human design
, 18

Post-human-centered argument, 99n6

Post-Promethean theory
, 7

Post-traumatic stress (PTS)
, 82

Post-traumatic stress disorder (PTSD)
, 3, 7, 46

Pouvoir
, 192

Pragmatism
, 13, 137–138

Principle of alternative visions of technology
, 140

Problem-solving
, 123

Procedural rhetoric
, 100

composition
, 185–188

Proceduralism
, 186

Procedurality
, 185–186

Process underpinning disruptive innovation
, 108

Programming languages
, 2

Project Syria, 72–73

Projector
, 80

Prometheus
, 9

Propositional statements
, 136–137

Proprioception
, 92–93

Psychiatry
, 19

Psychology
, 19, 51

of Persuasion model
, 199

Psychomotor therapy
, 68, 81

Psychoses
, 3

Purposefulness
, 144–145

Purposiveness
, 146

Pygmalion: A Creative Programming Environment
, 56

Python
, 2

qEEG
, 106, 200

Quantum mechanics, 116, 188n2

Quantum physics
, 57, 115

Quantum theory
, 19, 120

Quorum sensing
, 41

R (programming language)
, 2

Rationality
, 202

Realism
, 116

Reality
, 83

mining
, 96–98

Realms
, 113

Reciprocation
, 201

Red, green, and blue color scheme (RGB color scheme)
, 58

Reductionism
, 53

Reductionist strategy
, 34

Reflection
, 119

Reflective rationality
, 203

Reflective rhetorical lens
, 211–213

Reflexivity
, 119

Regulation by calibration
, 174

Relatability
, 201

Reliability
, 136

Research Through Design (RTD)
, 10, 110, 111

“Respectful awareness”
, 104

Rhetorical canons as phases of design process
, 197–198

Rhetorical conflict resolution
, 193–194

Rhetorical design, transformative potential of
, 190–192

Rhetorical lens

of esthetics
, 205–208

of utility
, 204–205

Rhetorical power of design
, 10–12

Sadness
, 74

Scarcity
, 201

Schismogenesis
, 173–174, 184

Schrödinger equation
, 33

Science
, 9

Science and technology studies (STS)
, 162

Second-order knowledge
, 114, 152

Self-aware assessment
, 70

Self-leadership
, 175–177

Self-model
, 65–66

Self-replicating machines
, 35

Semantics
, 66

Semi-circular pairs of canals (SCCs)
, 92

Semicircular canal system
, 91

Sensorama simulator
, 90

Sensory exploration
, 89

Sensory integration approach (SI approach)
, 68

Sensory Processing Disorder (SPD)
, 88

Sentience
, 47

Serious games, 185n1

Serious Games (Abt), 185n1

Seven Dimensions of H+C Immersion Design
, 151, 161

Shattering black mirror
, 64–65

Silicon Valley
, 55

Simula-67
, 58

Singularity
, 18

Situation-based action
, 139–140

Sketchpad
, 59

Skilled UX design practitioners
, 173

SmallTalk
, 59–60

Smartphone
, 6

Social engineering, age of
, 87–88

Social influence
, 98, 210

Social layer
, 181

Social learning
, 96

Social logic
, 211

Social media design
, 184

“Social network incentive”
, 98

Social networks, idea flows run
, 209–211

Social neuroscience
, 38

Social Neuroscience of Empathy, The
, 130

Social norm
, 98

Social physics
, 94–96, 210

intervention
, 97

Social pressure
, 98

Social proof
, 201

Social rationality
, 203

Social rhetorical lens
, 209–211

Social viability
, 140–144

Society of Mind
, 34

Society
, 98

Sociology
, 19

Sociotechnical system design
, 151

“Space”
, 19

Spacewar! (Russel)
, 58

Spatial computing
, 77–78

Speculative Instruments
, 137

“Spreadability” of media content
, 210

Stanford Research Institute (SRI)
, 54

Step-function
, 174

Steps to an Ecology of Mind
, 37

Stochastic games, 21n5

Strategic design thinkers
, 8

Strategy
, 98

Studies in Ethnomethodology (Garfinkel)
, 118

Superego
, 45

Superior colliculus (SC)
, 40

Support Vector Machine (SVM)
, 74

Surprise
, 74

Survival
, 36

Sustainable gamification
, 200

Swarms and brains
, 39–42

Sympathetic nervous systems (SNS)
, 105

Synapses
, 100

Synthetic psychology
, 71

experiments in
, 68–70

System dynamics, defining characteristic of
, 173

System-level control
, 87–88

Systems thinking
, 132–134, 151

T-shaped people
, 124–126

Tactile information
, 91

Tangible user interfaces
, 64–65

Taxonomy of Mixed Reality Visual Displays, A
, 79

Technological domains
, 5

“Technological samba school”
, 63

Technology
, 9, 11, 53

TechSee (AR-focused companies)
, 80

Teleology
, 144–146

Temporary proprioceptive impairment
, 93

Tesler, Larry
, 18

Thalamus controls
, 92

Theological stage (religious)
, 52

Theory of constructed emotions
, 74

Theory of Groups
, 153–154

Theory of logical types
, 154

Theory of mind
, 17

Thinking
, 22

disciplined process of
, 177–178

Third-order knowledge
, 152

Third-order premises
, 114

“Three Laws of Robotics”
, 119

Threshold sensing mechanism
, 42

Time
, 175

“Top-down” information
, 90

Torso-referenced displays
, 93

Total Package, The
, 11

Touch feedback
, 91

Toyota (global auto makers)
, 198

Trans-disciplinary research paradigm
, 124–126

Transactional analysis (TA)
, 45, 193

Transdisciplinarity approach
, 114

Transformative potential of rhetorical design
, 190–192

Transformative power of design
, 183

Traumatic stresses
, 7

“Trust”
, 98

Turing, Alan
, 22

Turing machine
, 22–25

Twitter
, 151

Ubiquitous Computing (Ubicomp)
, 77

Ultimate Display, The
, 77

Unconscious response
, 208

Uniminded honeybee democracy
, 42–44

Unique-to-the-individual modeling strategy
, 104

“Universe-as-a-machine” mental model
, 101

University of Southern California’s Institute of Creative Technologies (USC/ICT)
, 93

Unnatural selection of parametric design
, 63

Unsettled territory of legitimate knowledge production
, 113–114

User behavior
, 94

User experience (UX)
, 2, 10, 56, 122, 185

User interface (UI)
, 199

User-centered design approach
, 10

Utopian social engineering
, 87

Validity
, 136

“Value”
, 98

Values and Special Tastes
, 69

Vehicles: Experiments in Synthetic Psychology
, 68–69

Verifiability
, 53

Vestibular system
, 91

Viciousness of politics
, 43–44

Video-generation computer
, 80

Virtual bodies
, 65–66

“Virtual continuum”
, 82

Virtual environment
, 82

Virtual reality (VR)
, 3, 65

emergence of
, 76–77

Virtual reality exposure therapy (VRET)
, 92

Virtual spaces
, 76

Virtuality
, 83

Virtually Better Inc.
, 93

Visceral design
, 207

Vision 65 conference
, 85

Visual communication
, 57

Visual system
, 89

Wearable Cognitive Enhancements
, 6

Wearable haptic displays
, 91

Wearable technologies
, 91

Wechselverständingung
, 118

Weiser, Mark (XEROX computer scientist)
, 77

“Weiser’s Continuum”
, 77

What you See is what you get (WYSIWYG)
, 55

“Wicked” problems
, 12

Wickedness
, 134–136

Windows, icons, menus, and pointing devices (WIMP)
, 4

“Wisdom of crowds” model
, 189

XYZ coordinates of virtual spaces
, 58

Zone System
, 58

Zuckerberg, Mark
, 4