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*ITRize,Inc
User Experience Architecture
Documentation
[2005-2006]

*No Penny Opera/Elektra Theatre
Poisonous Party of Mirabella McClop
Lighting Design
[2005]

*Hispanic Scholarship Fund
HSFonlineServices
Documentation
[2004-2005]

*No Penny Opera
Seagull Shores
Lighting Design
[2004]

*Shih Yu-Lang Central YMCA
Technology & Education Program
Documentation
[2003]

*VeriSign,Inc
Digital Trust Services
Documentation
[2001-2002]

Eazel
Services for Linux users.
Documentation
[2001]

Urban Pioneer Experiential Academy
Public charter High School in San Francisco
Documentation
[2001]

*Bigstep.com
Small Business e-commerce Application Service Provider
Documentation
['99-2000]

*Nexar, the verb to link
Hypermedia, Cognition & Timetravel
Documentation
[1998]

*DancePoint
Dance-As-Language Research project
Documentation
(1998)

*Whole Neighborhood Plan-Planea barrio entero
Southside Conservation Group
Documentation
[1998]

*Introduction to UNIX
SFSU Multimedia Studies Program
Documentation
[97-2000]

*Future of Work & Health
California Wellness Association
Documentation
[97]

Workscapes of the Future
Creative Documents Initiative at Xerox PARC.
Documentation
[96]

Egyptology Online
Sutro Collection of Antiquities
Documentation
[1996]

Leonardo Plaza
International Society of Arts Sciences and Technology, early iterations
Documentation
[1994-97]

*Leonardo Digital Reviews (MITPress)
Electronic & print reviews of art, science & technology materials
Documentation
[94-2000]

*Curiosity Club
NASA & San Francisco Unified School District
Documentation
[94-95]

*HumanOrigins House
Investigations in design practice and being human.
Documentation
[94- to present]

Future Workscapes-Report

Study Subject:  Workscapes of the Future

Date: 10.15.96
Client or Sponsor:  Xerox PARC
Objective: Understand what work may look like in the future.

Summary:  This project was designed to understand future workplaces, tools and workers through teen-aged informants. It succeeded in building a laboratory where youth worked with adult researchers to investigate work in the past and imagine the future. The adult team included artists, programmers, anthropologists and teachers. The youth had never worked in a job before. It lead to new paradigms but also cycled back- to game-playing. Today, Xerox PARC has been restructured and is leaner in R&D but many other companies have adopted this approach to product development and company direction.

Keywords: Product development, research, history of work, games

Additional Documentation: 


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