Tag Archives: pitch

Keyboard 2.0

The keyboard is a problem. From long term stress issues in the arms and wrists of people who use it, to accessibility for those with limited fine motor skills, to restricting design of technologies that need to interface with it, the modern keyboard is incredibly flawed. Even things as simple as key placement were designed to slow down the user. The keyboard is big, it is static, and it is a relic of past technologies that is affecting our ability to progress. We need something that will revolutionize how we think about interacting with computers.

The Keyboard 2.0 is my solution.

The vast majority of objects that our hands are required to interact with over the course of the day are shaped to be grasped. From door handles to writing implements to bags and silverware, even to our phones, very little demands that we twist our wrists, and when they do, they don’t demand that motion for an extended period of time. Our arms naturally rest such that our palms face one another, and if we are to continue to demand that so much of our society is based around the use of keyboards, it seems irresponsible to force people to stress their bodies in ways that lead to injury.

Fundamentally, the design of the Keyboard 2.0 is based on modern efforts to make the keyboard more accessible. One of the more notable attempts was created by a game developer named VALVe. In part of launching their controller based interface, they created a virtual keyboard system that allows easy typing, without requiring immediate access to a keyboard.

An Xbox 360 Controller, the intended object to interface with the Steam Virtual Keyboard

The way VALVe’s virtual keyboard works is by mapping four letters to eight directions on the left analogue stick. Each one of those letters is in turn mapped to one of the four discreet buttons on the right side of the controller. The way one types, then, is by holding the left stick with your left thumb and tapping a button with your right thumb. The letter M, for example, is inputted by holding the left stick southeast and pushing the blue button.

Steam’s Virtual Keyboard Layout

While this design is an important first step in both making typing less physically stressful and faster. The total amount of movement is significantly decreased, and the default position your hands are in is very natural as compared to a modern keyboard. On the speed front, the letters are organized in an intuitive way, and movement from one letter to another is far less restricted. Each letter requires movement of at most about an inch for one thumb. The problems with this design, however, lie in both how limited it is and in the use of an analogue stick.

While eight directions and four buttons give you access to enough discreet inputs for a standard english alphabet, it doesn’t afford the kind of variety that many applications of a keyboard require. Special characters, capitalization, and function keys don’t have any space on the virtual keyboard, and while they do assign four modifier buttons to be controller by your first finger, they are reserved for capitalization and quick access to a space key. The second issue is that of the analogue stick. Lacking any physical feedback, analogue sticks are imprecise. The difference between angling it north and northwest is physically uncertain, and creates a potential problem when typing quickly. As a result, my design starts with this base, and builds off in a way that attempts to avoid these problems.

The Keyboard 2.0 has the same four face buttons as the above Xbox 360 controller, but it also has those buttons copied on to the left half, replacing the analogue stick. Most importantly, it has sixteen buttons laid out on the back side of the device. Those sixteen buttons are grouped up in to pairs and arranged so each finger not being used on the front of the device has access to two buttons. This new configuration uses the back-facing buttons for key inputs and the forward facing buttons as modifiers. While holding down the east button on the left half of the front of the controller, each of the back facing buttons would match up with a different input than if you were holding down the north button on the right side. This design allows for hundreds of different quickly accessible inputs, most of which would be customizable. This solves the two problems I highlighted earlier by only relying on discreet, tactile buttons and opening up the input possibility space exponentially.

The Keyboard 2.0 also fits neatly into multiple definitions of new media objects. Two of Lev Manovich’s proposed qualities of new media are highlighted, despite this being a technological design rather than a virtual design. Numerical representation and variability are both present. In terms of numerical representation, the Keyboard 2.0 is literally just a binary input device. Every possible state of the device can be represented by a simple series of zeroes and ones, each number standing for one of the 24 buttons. As for variability, the modifiers allowing for customizable keyboards makes the Keyboard 2.0 more versatile than its predecessor. It is no longer locked in to the relatively small number of distinct commonly used states of the keyboard. These new media qualities lend themselves neatly to the idea that Keyboard 2.0 is a step forward.

Additionally, Katherine Hayles highlights some of the ways in which technologies evolve. Hayles discusses how technologies have been adding dimensions to themselves; As we move to an age with 3D printing and highly complex systems governing much of our lives, the Keyboard 2.0 adds extra dimensions to our ability to interface with those systems. The countless different inputs that it affords the user will allow even more complex interactions between the systems and the user.

The Keyboard 2.0 would dramatically change how people interact with computers on a very basic level.  Fluency with it would have to be taught as early as middle school, if not even earlier, but given the theoretical benefits this could have on society at large, I believe it is the right step forward.

Works Cited

Manovich, Lev. “Principles of New Media.” The Language of New Media. Cambridge, MA: MIT, 2002. 27-45. Print.

Hayles, Katherine. How We Think: Digital Media and Contemporary Technogenesis. Chicago: U of Chicago, 2012. Print.

Images

“Controllers & Remotes.” Xbox 360 Controllers and Remotes. Microsoft, n.d. Web. 19 Nov. 2014. <http://www.xbox.com/en-US/xbox-360/accessories/controllers/home>.

Kain, Erik. “Steam’s Big Picture Mode Looks Awesome – But It Won’t Replace Consoles [Updated].” Forbes. Forbes Magazine, 9 Oct. 2012. Web. 19 Nov. 2014. <http://www.forbes.com/sites/erikkain/2012/09/10/steams-big-picture-mode-looks-awesome-but-it-wont-replace-consoles/>.

Innovation That Would Be Pretty Neat

Imagine you are writing a story longhand. The pen hits the paper and you’re just going. Not every word is perfect, the phrasing isn’t on point, and you’re not sure how to spell every word. But it’s not about that. It’s about getting it on the page. Once your done, you have all these marks and scratches and weird stuff that doesn’t make a whole lot of sense. But it’s there. Why can’t we get that satisfaction on a computer? We have to go to a tab to figure out the changes we’ve made along the way. Even then, there’s no emotion to it. It just outlines when you made changes. Why can’t the way we write be like the way we write? So here’s the pitch: an interface that mimics the visualization of an artist going insane. Actual marks on the page. Imagine microsoft word, but every time you hit the backspace, the letter doesn’t go away. A line just goes through it. You see the changes you’ve made right there as though you have written it longhand, except for it’s accessible to everyone. You don’t have to deal with your own garbage penmanship. All that chicken scratch is right there for you.

This inkling first came about while we were reading something I’m not allowed to talk about on the internet, but those in the know will know what that is.

But this really relates to the Kari Kraus reading. That was all about how the way we’ve read in the past and the way we read now and the way we will read in the future are all connected. In order to innovate, we have to manipulate, make new things happen. But what of the old way? One could argue the way we track changes in word processors is more efficient and less messy. But what happens to creativity? Isn’t that supposed to be messy? What I’m trying to do with this idea is make computing less robotic and more human. We don’t think by separating our mistakes and our final outcome. We think about all of the at the same time. Whether it be for research or the next young adult novel, the most important part of writing is rewriting. With the system we have now of looking at revision, there’s no soul. The objective is to hide the mistakes and provide a perfect piece. But the problem is in our mistakes we find the best work. Young writers have a tough time with editing themselves. This new system would make it easier to visualize the editing process and learn from the natural cutting and adding that happens in writing. The current system is taking away from the old system of editing effectively. Learning from our mistakes rather than getting rid of them. Nothing shows that humanity isn’t perfect like chicken scratch in a moleskin. Why are we going away from that?

The United Senses Project

Education is in need of and always will be ready for positive changes. All too often do we find young children struggling to grasp the most basic material, and once they’ve fallen behind they end up staying behind and below for no good reason. In recent times, focusing on one sense and one task at a time has become so very difficult for the general populace: no longer can we sit quietly to work… We must be relaxed in some ‘calm’ setting while music blares from within our headphones and we simultaneously attempt to read, write, and browse the internet on our computers. The best way to fight this collective jumbling of the senses is simple: if you can’t beat it, encourage it and develop it in a beneficial way. I present to you the brand new Synesthizer and with it I hope to cure the population of human beings with attention deficiency by discombobulating you all even further than ever before imagined!

Essentially the device is a learning tool for young children and even adults. We hope to cater to schools around the world, parents with children who are particularly in need of assistance with schoolwork, and any adults who wish to have the experience of synesthesia. It serves to grant one with the bewildering neurological phenomena of synesthesia in any of its forms. Many studies have shown that multiple types of synesthesia (rightly named ‘union of the senses’) can produce helpful responses in cognitive and perceptual processes of the mind. The device aims to provide one with access to 7 basic forms of synesthesia including:

  • Grapheme-color – Though it is already one of the most common types of synesthesia, it involves the association of certain letters or numbers (any character) with a particular color. Grapheme-color synesthesia is most often conducive to the learning of reading and writing, allowing children to more easily spell and put together words.
Synaesthesiatest
Figure 1 – For someone with Grapheme – color synesthesia this can be automatic.
  • Chromesthesia – Also quite common today, chromesthesia is defined as the linkage of sounds and colors or distinct visual experiences. This form of synesthesia is most capable of producing stronger musicians as many individuals who already have it are reported to more easily discern musical notes and pitch.
  • Spatial Sequence Synesthesia (SSS) – SSS creates a bond between numerical sequences and points in space and time. Though every case varies, often people with SSS have stronger and more detailed memories of specific events.
  • Number form – Allows one to view numbers as a mental visual map.
  • Auditory-tactile – Sounds produce kinesthetic responses by the brain and body.
  • Mirror-touch – An odd form of synesthesia in which one experiences the same sensation that another noticeable human being is feeling. This can be quite conducive to the empathy levels of young children.
  • Lexical-gustatory – When one experiences certain tastes in association with a word.

These sensations (or mixing of) range from associating letters, numbers or other characters with a color to feeling a mirrored sensation of what one views another human experiencing. All of these may not be quite as accommodating to adults as they would be to children. According to Vannevar Bush, “every time one combines and records facts in accordance with established logical processes, the creative aspect of thinking is concerned only with the selection of the date and the process to be employed and the manipulation thereafter is repetitive in nature” (4). I don’t suggest we relegate all tedious tasks to machines, rather I believe it would be more beneficial to the human race if we could make the mundane interesting and creative just by changing our own train of thought. Fortunately,it is known that after enough usage of the device, young minds will continue to have these combinations of the senses on their own, which isn’t exactly a bad thing. Considering that the entire point of this device is to establish a simpler blend of senses that allows children to ease into and develop sturdier methods for going about daily tasks with less confusion, it may in fact be a very good thing that the brain will take on the forms of synesthesia after a month long period of activity. Most studies find that synesthetes consistently score better in experiments testing one’s reliability of associations. With this in mind and the knowledge that most people already experiencing synesthesia view it as an at least somewhat pleasant quality, it only makes sense that this phenomena should be (carefully) taken advantage of.

In reference to the physicality and materiality of the Synesthizer, it solely a tiny computer chip which can do a multitude of things. For production it requires a quite complicated interior of computer programming and the works, yet it’s a simple rectangular figure made mostly of copper wiring, integrated circuits, and a plastic covering (‘Made In China’ is sure to be engraved upon every single one of them). The petite nature of the device is in part due to the fact that much of what it does is immaterial (i.e. a reaction in the human body). In this case, Jussi Parikka was correct with his definition of digital culture “as an immaterial sphere of information where ideas become coded into zeroes and ones, independent of material substrate,” though this device specifically is not linked with the internet and really has no reason to be at the moment. We plan to distribute the technology as either an attachment for devices that already exist worldwide such as the Oculus Rift, Google Glass, Android Wear, and even for smart phones in general (with an app). To get the most out of the technology it’s recommended that you purchase the entire set that comes along with the Synesthizer, which will include a custom fit virtual goggle set of our own craft (with attachable scent chamber), a body suit for tactile response (optional), and a state of the art headset for all intensive listening purposes.

In the end, we here at Go-Bod Productions hope our device shall aid anyone willing to utilize it. For educational purposes and for the future health of our children, we ask you to please use this device wisely.

 

goggles

 

 

 

 

 

Slogans and Mottos:

The Synesthizer – Working today for a united tomorrow!

The United Senses Project – Synthesis is what we hope to achieve!

 

Works Cited

Parikka, Jussi. “The Geology of Media.” (n.d.): n. pag. The Atlantic. Atlantic Media Company, 11 Oct. 2013. Web. 16 Nov. 2014.

Bush, Vannevar. “As We May Think.” The Atlantic. Atlantic Media Company, 01 July 1945. Web. 16 Nov. 2014.

virtUoso: Bringing the Festival Experience to U!

Virtuoso logo

In recent years, the act of live-streaming festivals has become increasingly popular at large festivals such as Bonnaroo and Coachella. For the most part, large festivals delegate a sizeable budget to hiring out a live-streaming production company like Bulldog Digital Media for promotional purposes (Knopper, “Why Live Concert Streaming Has Yet To Take Off”). Ultimately what a company like Bulldog Digital Media does is bring their live video-streaming production expertise to a festival by advising them on how to go about streaming the festival in the most promotionally effective manner possible. For example, Bulldog Digital Media advertises on their website that the webcast of Bonnaroo 2013, which they were hired out for, attracted over 11 million viewers who watched the festival via the interactive live broadcasting service USTREAM. Unfortunately, most stream events don’t generate revenue from the streams themselves as indicated by Alex Pham, a senior correspondent at Billboard (Hjelmgaard, “Live and not near you: The streamed concert). Also, due to how new the phenomenon of live video-streaming is, there currently is not an established business model in place with a clear source of revenue to draw upon according to Mark Mulligan, a consultant and adviser to the music industry (Hjelmgaard, “Live and not near you: The streamed concert). Essentially, although a ton of people around the world are tuning in from the comfort of their homes, there really is no payout, and despite viewing the concert, it’s really not the same as actually being there at the concert itself. Herein lies the need for a technological device like virtUoso.

 

VirtUoso is a multi-modal virtual-reality headset, auditory device, and live video-streaming system that effectively renders the experience of being at a live concert all while being in the confines of your home. Building upon the camera systems that are utilized by music festivals for live-streaming purposes, virtUoso is capable of rendering the live environment of a music festival via its headset. This feat is accomplished through virtUoso’s live-streaming production system that boasts the means of supplying festival promoters with virtual reality image capturing cameras, which are able to render a virtual image perception, which can best be compared to the visuals one perceives naturally from standing in the crowd at a festival. That data is sent wirelessly to virtUoso’s server which disseminates the data to all virtUoso users’ head-sets. Now you’re probably thinking, what if I don’t like standing in a certain spot for the entirety of a festival? VirtUoso’s system caters to individuals that desire experiencing a wide array of vantage points by reappropriating the current camera system used to live video streaming festivals today. For example, as opposed to having a video editor compose various video sequences recorded by moving cameras positioned throughout the venue, which is best exemplified by the live video stream, virtUoso offers you the capability to switch between different virtual reality vantage points that are rendered by cameras planted throughout the festival. With virtUoso you can toggle from being in several places throughout the crowd which ranges from the front row to all the way to the back of the crowd (if you are into that scene), to having a bird’s-eye view via a camera-equipped drone, and to even experiencing the concert through the perspective of the performer. VirtUoso does all this on top of mimicking the auditory acoustics of said music festival, which varies with the position you choose within the crowd. If you enjoy the view from the front row but prefer the sound level you get from being in the back row, with virtUoso you can mix and match your auditory and visual landscape position to your heart’s desire. With virtUoso you get your own perfect personal concert experience all from the confines of your household.

To give you an idea what it is like to see things through virtUoso, watch the following pre-performance trailer, which through the usage of virtUoso, whisks you away from your home and into the Upper West Side loft where Ransom himself resides. Video.

In his book, What Technology Wants, Kevin Kelly states the following: “We know that genetically our bodies are changing faster now than at any time in the past million years. Our minds are being rewired by culture” (Kraus, 235). Kraus’s opinion that we as humans “are being rewired by culture” lends itself to Katherine Hayles’ concept of technogenesis—the idea that humans and technology effectively evolve and develop together. Currently, we live in a society that demands that the technology we utilize to interact with digital media be what Hayles terms as “multimodal,” meaning that the technology provides the user with the capability to interact with new media in a multitude of different ways. She provides evidence that corroborates the claim that a multimodal-obsessed culture exists today by drawing on the “Generation M” report conducted by the Kaiser Family Foundation whose findings she paraphrases in the following statement: “[The report] indicate[s] that young people (ages eight to eighteen in their survey) spend, on average, an astonishing six hours per day consuming some form of media and often multiple forms at once…Going along with the shift is a general increase in information intensity, with more and more information available with less and less effort” (99). VirtUoso caters to just this young media-obsessed demographic, specifically that of 13-18 year olds, the age range at which most kids become interested in attending a music festival, with its multi-faceted, versatile heads-up display (HUD), which allows for kids to view all the settings that virtUoso offers including one’s preferred angle of view, acoustic environment, and vantage point—all without infringing on the visual and auditory virtual festival experience virtUoso renders for the user. Based off the findings of the “Generation M” report, the virtUoso HUD takes into consideration the current generational shift of accessing a wide array of information with little to no effort by making so that users can trigger commands and change settings displayed via virtUoso’s HUD all through the use of one’s voice. No need to exhaust oneself with the use of a mouse or controller to bring up and navigate the virtual map of various vantage points that the virtUoso headset can display for a user when you can just articulate with the use of your voice the action that you wish virtUoso to enact. There is a general consensus amongst educators in the UK that the attention spans of children are becoming increasingly shorter as they opt for screen-based activities over conventional reading (Brech, “Shorter attention span: The impact of technology on our brains”). Therefore, as the attention span of children shortens ,they are less likely to interact with a media device that doesn’t provide a high degree of stimulation of multiple senses for a long period of time. Many children consider an hour as a long period of time so with that in mind most children would consider five hours, the usual length of a day at a music festival, as an eternity. That is why the virtual reality festival environment that virtUoso renders perfectly for its users brings the intense visual and auditory stimulation that music festivals have become known for to virtUoso users, effectively captivating their attention for an extended period of time.

Here is a video that showcases one of the various vantage points virtUoso users can toggle within the virtUoso HUD.

 

The distribution model that virtUoso builds upon is that of its video game counterpart, the Oculus Rift. We are in the process of creating development kits for festival promoters to test out for themselves in the hope that they will elect to reallocate their live video-streaming production budget to that of the virtual reality services virtUoso provides for its users. This reallocation of said festival’s budget is promoted further by virtUoso’s business model which charges its user the 30% off the value of a festival pass to access the festival via virtUoso on top of the one time charge of $200 dollars for the purchase of the combined audio/visual virtUoso headset. The company that is virtUoso takes a 20% cut of all virtUoso access pass profits with the other 80% going toward the festival promoter. This business model is way more financially beneficial to that of live video-streaming in that the festival promoter is able to generate a revenue stream similar to that generated by ticket sales through the use of virtUoso’s services, wherein the ad generated revenue stream that promoters make off live video-streaming is next to nothing.

Ultimately with virtUoso, festivals are going to bring in more festival-goers than ever before in the form of virtual reality viewers. Teenagers who don’t have the money or time to fly out to Tennessee for Bonnaroo or California for Coachella can now effectively, with very little effort, transport themselves virtually to the festival all while remaining in the confines of their own homes. Children are evolving with the current technological trends, and it’s time for the technology to adapt to them. VirtUoso is that technological adaptation to the current generation’s needs and desires.

Works Cited:

Hayles, Katherine. How We Think: Digital Media and Contemporary Technogenesis. Chicago: U of Chicago, 2012. Print.

Hjelmgaard, Kim. “Live and Not near You: The Streamed Concert.” USA TODAY. N.p., 13 Sept. 2013. Web. 8 Nov. 2014.

Kelly, Kevin. What Technology Wants. New York: Viking, 2010. Print.

Knopper, Steve. “Why Live Concert Streaming Has Yet To Take Off.”Billboard. N.p., 21 Feb. 2014. Web. 10 Nov. 2014.

WriterCreator

Imagine a piece of technology that would make it easy for writers to experimentally yield different versions of their work. Writers would no longer struggle as they become uninhibited in their creativity. Behold the revolutionary “WriterCreator”. It is an application that assists a person in producing their work in different forms of writing, for example, poems, prose, plays, songs, and even pictorial representations of their work. But this software would not only be limited to just writing forms. Writers could also use the software to experiment with multitudes of writing styles. The styles would not only include the traditional ones such as rhetoric, persuasive as so forth, but also new, evolving styles such as the Twitter style of writing that motivates the writer to be succinct and avoid verbosity. Assist is the operative word. The application would not serve to do the work for the writer and subsequently allow laziness on their part, but merely help by providing advice and lessen the struggle some writers may experience when experimenting with different writing forms and styles.

My idea is inspired from the works of David Foster Wallace, Nicholas Baker and Jennifer Egan, authors who have experimented with different styles and forms of writing, as discussed by Jason Pontin in “How Authors Write”. As Pontin points out, Wallace and Baker are known for their use of footnotes in their writings such as the “Host” and “The Mezzanine” respectively. Additionally, Egan has also approached a different way of storytelling by using PowerPoint slides in “A Visit from the Goon Squad” (Pontin).

Such creative attempts to attract and enrich the readers’ reading experience not only triggered my idea, but also encouraged me to enhance it by introducing improvements upon current technologies that somehow limit or make it difficult for authors to creatively manipulate their writing. Thus, my product also features an improvement on the footnotes technology implemented in word processors such as Microsoft Word. In my opinion, the tool in Word is very cumbersome to use. So, my software would also consist of a footnotes system that does not automatically place the note at the end of the page, but instead initially is in the shape of a bubble above the text that is being footnoted. As soon as the writer has finished typing his footnote, they can double-click on it and the note would be allocated to its rightful position. I think this would be a great help to anyone who writes because it makes it easier to refer to the text that is being footnoted while writing the note. Even though it would not be of much help when footnoting a citation, but people who use footnotes to convey extra information apart from the story could find it very convenient and helpful.

Nonetheless, this technology would be created to address the absence of a tool that allows such a writing experiments. Of course, there are websites and media that help writers write in different forms and styles. Searching Google would easily yield websites that provide templates and even an automatic poem generator for the purpose of writers:

random poem generator

screenplay_format_sm

 

However, my software intends to be broader and more encompassing of all multitudes of forms and styles and thus act as a hub for all writers to attempt creative formats of writing and reaching. The new media technology is therefore, a build up on previous technologies. As authors such as Kevin Kelly and Lev Manovich in “What Technology Wants” and “The Language of New Media” respectively, state, much of today’s technology is derived from previous inventions in an attempt to improve upon the flaws and provide a better product enhanced with new features and conveniences. Furthermore, the software is a speculative or reflective design that isn’t simply restricted to improvements; it is also an attempt to transcend the technologies of the present like in Margaret Atwood’s “Oryx and Crake” and contemplate on technological fluency (Kraus 76).

Moreover, I want to implement this idea in the form of software rather than a device in order to avoid the use of materials that are harmful to the environment. Creating a physical device would mean an accumulation of poisonous chemicals such as Benzene and trichloroethylene that cause health hazards (Parikka). Yet, the larger goal is to easily distribute the software to the masses of aspiring and professional writers. The product would be a cloud-based software available on all platforms like Mac, Android, Windows and on devices such as the iPhone, iPad, PCs, MacBook etc., that would allow users to synchronize it with all their devices and work on the go. The application would be a paid one, but will have a reasonable price in order to maintain a large consumer base.

The software would be created with the help of a software developer that would make it multiplatform. The crux of the tool, the advice feature, would be designed with the help of experts in various fields of poetry, playwriting and so forth as well as scholarly English professors with regards to writing styles. As mentioned earlier, the application is not intended as a replacement for the entire writing process of the writer. They will always possess complete creative liberty and the technology would by no means deprive them of such powers.

In addition, there would be a global advertising campaign for this product. Since the target audience is the writer, it should thus be catered to writers from all parts of the world. Television advertisements would show the results of using this product and how it positively enriches the creative talents of writers and appeal to their readers in unique ways. Also, social media advertising would be vital to the promotion campaign and I would hire people who would be marketing ambassadors to spread the message about this application. Plus, to attract potential customers, I would initially provide free 30-day trials.

Works Cited
Atwood, Margaret. Oryx & Crake. Bloomsbury: London, 2003. Print.
Format of a screenplay. Digital image. Filmmaker IQ. N.p., n.d. Web. 14 Nov. 2014. <http://filmmakeriq.com/wp-content/uploads/2013/06/screenplay_format_sm.png>.
Kelly, Kevin. What Technology Wants. New York: Viking, 2010. Print.
Kraus, Kari, and Charity Hancock. “Bibliocircuitry and the Design of the Alien Everyday.” Textual Cultures 8.1 (2013): 72-100. Print.
Manovich, Lev. The Language of New Media. Cambridge, MA: MIT, 2002. Print.
Parikka, Jussi. “The Geology of Media.” The Atlantic. Atlantic Media Company, 11 Oct. 2013. Web. 13 Nov. 2014.
<http://www.theatlantic.com/technology/archive/2013/10/the-geology-of-media/280523/>.
Pontin, Jason. “How Authors Write | MIT Technology Review.” MIT Technology Review. MIT Technology Review, 24 Oct. 2012. Web. 16 Nov. 2014. <http://www.technologyreview.com/review/429654/how-authors-write/>.
A Random Poem Generator. Digital image. DE Tools of the Trade. N.p., n.d. Web. 14 Nov. 2014. <http://www.detools.ca/wp-content/2011/06/poetry3.jpg>.

White Space

 Screen Shot 2014-11-16 at 9.22.05 PM

Lev Manovich, expert in new media theory, once wrote that “new media technology acts as the most perfect realization of the utopia of an ideal society composed of unique individuals” (Manovich).  White Space aims to extend that idea to the word processor.  Over the years since its origin in the 1960s there have been innumerable features that have come and gone from word processing, many of which have been lost over time due to either non-use, user preference, or simply because of new technology.  With White Space, the user can bring them all back, or keep them all gone.  In recent years there has been a trend towards spartan, disconnected devices that allow for keys to make letters appear on a screen and nothing else, White Space will afford the user the ability to turn their own computer into such a device as well.  Through an initial setup that requires the user to select or deselect a number of features, anything from spell-check to condition-based internet connection, White Space will be fully programmable in an extremely user friendly and intuitive manner. 

Not only will users be able to essentially custom design a word processor of their own, but they will be able to save any number of these presets for use on a range of documents or projects; document specific presets and configurations will also be available for those that would rather not set up their own.  To bring this image to life, the software may appear in a variety of different manners, again depending on user preference; anything from a spare white screen with black text or white text on a black screen, to text editor formatting, to a traditional wordesque look, White Space aims to accommodate any and all users of word processors, even the notoriously stubborn George R.R. Martin.  Numerous fonts will also be available, and downloading new ones from the internet will be made as simple as possible by integrating online databases of fonts into the system’s user interface.  With the ability to redesign the way the toolbars and features work and look, White Space will be able to serve as a way to recreate word processors of the past while at the same time allowing for new user-generated creations to take hold.  In regards to internet connectivity, one of White Space’s unique features is the ability for the user to allow the program to control the computer’s online access.  For writers who wish to remain distraction-free but need to write on their computers, White Space will have the ability to restrict internet access unless certain conditions are met.  These conditions may range from needing to reach a specific word or page count to password protection (theoretically generated by someone else, a friend perhaps).  

wordstar.jpg.CROP.promovar-mediumlarge
The WordStar startup page. With White Space, users would be able to essentially recreate any past word processor in image and functionality.

 As Matthew Kirschenbaum explains in the opening paragraph of his upcoming work  Track Changes, a book dedicated to the word processor, there are already a number of word processors on the market, however I believe that White Space’s elegant design and ability to cater to both casual and deep users will make it popular among a very wide range of demographics.  Not only will users be able to to have their word processor look and act the way they want it to, but White Space will play nicely with other existing software including cloud-based systems.  This means that anyone who currently uses Pages, for example, will be able to easily convert all of their documents into  White Space documents, and anyone who has White Space as their default word processor will be able to automatically open any document sent to them, no matter the format.  In this way White Space is universal in both user interface and in the realm of document sharing.

If an ad campaign for white space were to be launched it would revolve around the overall simplicity of the software while at the same time conveying to consumers the wide range of customizable features.  The title at the top of the first page would be more or less what the add consisted of, with the right side a black background with white text.  The letters themselves, however, would be made up of interconnecting designs and formatting icons, speaking to the underlaying complexity of the program.  Other ads might also feature the two-tone layout, however rather than the patterns existing within the letters, the white half would be filled with black designs and symbols around the text while the black side simply displayed the white text, or vice versa.  The initial word, “w  i t e” also allows for intentional misinterpretation in that it may be read as both “white”, speaking towards the programs default layout and overall simplicity, or “write” an equally descriptive word. On this note, great efforts would be made to have a strong online presence in both ads and in google searches.  I understand the risk involved with having a name that may be easily misread, and therefore searches for “white space”, “write space”, and “wite spce” would lead to the website. Thinking past the initial launch, the program would be kept in order as bugs are discovered via online patches and updates.  A user help line, or online chatroom connecting users with those who understand the software deeply would allow for streamlined and efficient trouble-shooting.  Lastly, in addition to these updates, new suites of features or crafty user-generated preset combinations would become available as they came to the surface. 

Screen Shot 2014-11-16 at 9.48.17 PM

At the same time the PC, Mac, and Linux versions of the program go live, there will be an accompanying app on both iOS and Android dubbed White Space Mobile.  Download codes would be included for any who purchased the parent program, and others would be able to buy the mobile version on its own.  The app will also support the same simple programmability as the the parent version, but with features catering towards hand-held devices.  The key aspect of this mobile version will be the option to have an extremely fast start-up, putting the user directly into a new document, enabling them to get ideas down as quickly as possible, no matter the situation.  Ideally, iPhone users will be able to affix Word Space Mobile to the lock screen along side or replacing the camera function, thereby getting them into a document with one swipe without ever even entering the home screen, though if the user has a passcode on their phone they would remain locked out of the rest of their documents until they input their device’s code for safety purposes.  The app will likewise have the ability to disconnect the device entirely from the grid, blocking phone calls, alarms, text messages, or any number of other distractions one might encounter, all at the user’s discretion. 

White Space Mobile is a perfect example of the idea at the core of what White Space does: it facilitates writing in as many ways as possible.  By removing any friction a normal word processor might create during the writing process the product allows the user to focus on creating alone.  This principle is reflected in the design of both products, as each of them aim to get as many words on the page as possible in a shortest, most natural amount of time.

Though White Space would undoubtedly be an online download, available via a website, there would naturally be physical and environmental impacts of its creation.  As Jussi Parikka writes in his article entitled “The Geology of Media”, it is a “fallacy that media is increasingly immaterial, wireless, and smoothly clouded by data services” and in regard to this need for sustainability-focused software products, any discs, packaging, or transportation of materials would have an inherent effect on the environment.  In balancing this impact, White Space would be developed using as much renewable energy as possible, and any internal waste created would be disposed of in an environmentally sound way.  When searching for a company to mass produce physical copies, (if needed) I would endeavor to find the most earth-friendly and ethical company possible. 

In summation, White Space is simply something I have always wanted.  I myself  am easily distracted and appreciate the simplicity some word processors present, but buying a machine simply to run a word processor is extremely inconvenient as well as cost prohibitive, and many other word processors either lack features I want or have features I don’t and can’t turn off.  After asking around I know I am not the only one who is dissatisfied.  Being able to force oneself to write, regardless of the quality of the writing is always important in getting started; once the ball is rolling, writing only becomes easier, and that’s what White Space will do, make writing and sharing easier than ever.

W  r k s   C i t  d :

Hayles, Katherine. How We Think: Digital Media and Contemporary Technogenesis. Chicago: U of Chicago, 2012. Print.

Manovich, Lev. The Language of New Media. Cambridge, MA: MIT, 2001. Print.

Parikka, Jussi. “The Geology of Media.” The Atlantic. Atlantic Media Company, 11 Oct. 2013. Web. 13 Sept. 2014.

I Present to You… Silver Orange

Socrates said that “it was not wisdom that enabled poets to write their poetry, but a kind of instinct or inspiration” (qtd. in Barfield 21). Today I ask you; what if Socrates was wrong? What if great poetry comes not from wisdom, instinct or inspiration but from a powerful, groundbreaking new technology invented by an NYU student in November 2014.

The name of this tool is Silver Orange. An innovative new software that will help writers of all ages to compose poems, limericks, raps, songs and much much more. Just imagine how much better Shakespeare’s sonnets would have been if he had not been worrying about rhyming? How much more powerful Eminem’s lyrics would have sounded if his mind had been free of the burden of thinking of new words to rhyme? Given time, Silver Orange will become the poets most vital tool, an appendage of their own brain. Enhancing and exciting creativity in millions of people worldwide.

Why do we need Silver Orange?

Kari Kraus talks about designing projects “less to understand the past than to imagine the future”, she says her point of view “is primarily prospective rather than retrospective” although she admits to drawing “extensively on history” (Kraus 97). This is what I aim to do with Silver Orange. In the past the word ‘poet’ has conjured up visions of a tortured artist sitting with paper and pen at an old wooden desk. And certainly some ardent poetry lovers will be initially sceptical of the idea that you could use technology to help create poetry, an art form that is meant to be “a spontaneous overflow of powerful feelings” (Wordsworth 6). But I would encourage these sceptics to look to the future. Silver Orange is not intended to in any way hinder creativity or make every poem formulaic. Instead, by helping with the rhyming process, it releases the poet from limits they may have encountered in the past, it will enhance creativity and make the poet free to create and explore. Imagine a runner who ran barefoot for years, and then imagine you gave this runner some expertly crafted running shoes. At first he may have his doubts, say that his craft is no longer pure, but soon he will see that he is able to take his craft above and beyond his past limitations with the help of these amazing new shoes. That is what Silver Orange will be to the poet. Once you read in full about Silver Orange, is will become clear that it is the next stage in the medium of poetry. Those who consider the poem a sacred vessel that comes straight from the human mind should consider the technological developments in the production of poetry that have been made so far. Since the invention of typesetting machines in the 1880’s industrialised publishing, poetry and the poem moved from being an old media object to a new media one (Manovich 30). Today all poetry is published and printed using new media technology requiring it to be typed onto a computer. Lev Manovich defines new media as an ‘image or a shape (that) can be described using a mathematical function’ (Manovich 27). Therefore, as it stands today, all published poetry is a product of new media. To think of poems as new media objects, it then does not seem a huge stretch to think of ways in which other new media objects can help these poems to be created.

In the 1970’s researchers attempted to use “high-level” automation of media creation to get computers to generate poetry or fiction (Manovich 32). What those researchers were ignoring was the fact that poetry requires human soul to succeed. Something that no matter how far technology progresses it will never be able to truly achieve. Poetry needs an author who is passionate about what they are writing and it relies on imagination and creativity. There is no way that a truly beautiful poem will ever be created by a computer alone but there is also no reason that the poet should abstain from the many tools technology possesses that could help them to advance in their work.

What does Silver Orange do?

At it’s core, Silver Orange will be a fairly basic software. A program that can be downloaded onto any computer. Silver Orange will be a “low-level” automation of media creation (Manovich 32), the program will respond to the author’s words by generating a list of possible rhymes using an internal comprehensive rhyming dictionary. The poet will simply open a new page on Silver Orange, enter their desired rhyme scheme and begin writing their poem.

Temporary example of Silver Orange layout
Temporary example of Silver Orange layout

Imagining the poet had selected an AABBCC rhyme scheme, on completing their first line and  pressing the enter key, a list of words that rhyme with the last word of their sentence would appear in the right hand column. They would then proceed to choose a word from the list and compose the second line of the poem. This pattern would repeat until they felt their poem was complete. The poet will be able to choose from a number of different rhyme schemes as well as selecting modes such as ‘limerick’ or even ‘Seuss’ which will help the poet compose a poem in the style of poet Dr. Seuss. 

Temporary example of Silver Orange layout
Temporary example of Silver Orange layout

Silver Orange will also have a ‘synonym’ function. If the poet has found that none of the suggested rhymes match his or her desires they will be able to switch to ‘synonym’ mode and a list of alternative words will appear where the rhymes used to be, the poet can then change the troublesome word and continue writing the poem.

As well as using low level automation of media creation, Silver Orange will rely heavily on new media’s increasingly ability to store and access enormous amounts of media material (Manovich 34). It will allow it’s user to tap into the expertise of other users. As Silver Orange develops it will track what words are most popular and these will move higher up in the list when words are listed. It will also develop around each individual user. The software will track what kinds of words the user normally chooses using a series of complex algorithms much like those used to filter Google searches. It will mould itself to the style of writing that the user adopts and will continue to grow, learn and become familiar with the poet that it aids.

How will it be designed:

We’ve talked in class about how important writing layout is and the layout of Silver Orange will aim to be clear, minimalist and remind the user of word processing documents they are used to. Kirschenbaum talks about how George R.R. Martin chooses the program WordStar to write his novels on as he likes it’s lack of distraction (Kirschenbaum 6). This is definitely a trend that is becoming more and more popular as writers choose to leave behind Microsoft Word and emigrate to more minimalist writing programs. Silver Orange will unavoidably have a number of ‘distractions’ as this is central to it’s function. But despite it’s extra features I want Silver Orange to feel as much like the technology that writers are used to composing with, making the transition from Word or other programs to Silver Orange simple and smooth. Users will be able to adjust the font, colour and formatting of their words to help make them feel at home with the technology. There are many different options regarding the layout of Silver Orange but ideally I would like it to be as distraction free as possible. Just the author, their poem and the genius tool that is the Silver Orange  software.

Screenshot of Apple's Pages software
Screenshot of Apple’s Pages software

A current technology that I look to as an inspiration is the Apple software Pages. The layout of Pages is minimalist however still offers a number of different formatting options. The right hand menu bar in Pages is laid out in a similar way to how I imagine the menu bar of Silver Orange to be and I think moving forward I Pages would definitely play a part in my design process. Were my idea to be picked I would also talk closely to the members of my team regarding the design of Silver Orange as I feel each individual as a different opinion regarding what kind of writing software they prefer and we would need to extensive research before deciding on the final layout.

Who will use Silver Orange and how will it be marketed?

As I’ve mentioned before I imagine at first poets will be skeptical about adopting Silver Orange to write their poetry. And while I am certain that given time and experience with the software they will come to adore it, poets are by no means the only market for this product. One way in which I plan to market Silver Orange is as an aid for people in creating poems for loved ones. Everyone has had a Mothers Day or a Valentine’s Day when they have wished to write a poem for someone and have not been able to think of anything. But with Silver Orange this will no longer be a problem. Silver Orange will also be extremely useful for writers of comedy poems or comedy songs. My brother is part of a sketch comedy group who often have to write comedic songs to perform and he has already told me that a tool like Silver Orange would be unbelievably valuable in his creative process. Similarly I feel writers of rap lyrics will be quick to adopt Silver Orange as in the past the music industry has embraced technology far more eagerly than the literary community. I would aim to market Silver Orange as a life long tool that creative users will come to rely on. I do not want to it to be a fad or something that people play around with once or twice and quickly forget. Therefore  the marketing will need to have a certain elegance and class to it and not simply be marketed as the ‘next cool thing’.

Silver Orange Logo

The name of the program was chosen because ‘Silver’ and ‘Orange’ are two of the only words in the dictionary that do not rhyme with anything. I also felt that I wanted to give Silver Orange an abstract name so that in the future it would be something that was immediately associated with the software such as ‘Twitter’ or ‘Google’.The preliminary logo that I have designed emulates a lot of the key features that I want Silver Orange to emulate. A creative tool, one that can be used by everyone, and one that in the future will be seen as a landmark feature in the merging of writing and technology.

Works Cited:

Barfield, Raymond. The Ancient Quarrel Between Philosophy and Poetry. Cambridge: Cambridge University Press. 2011. Print.

Kirschenbaum, Matthew G. Track Changes, A Literary History of Word Processing. Cambridge, Massachusetts: Harvard University Press. 2014. Early copy.

Kraus, Kari. “Bibliocircuitry and the Design of the Alien Everyday.” Textual Cultures. Volume 8. Number 1 (2013) : 1-21. Print.

Manovich, Lev. The Language of New Media. Cambridge, Massachusetts: MIT Press. 2001. Print.

Wordsworth, William and Coleridge. Samuel Taylor. Lyrical Ballads & Other Poems. London: Wordsworth Editions Ltd. 2002. Print.

Storch® Pitch

Storch® is a plug-in for search engines that filters through social media hash tags, users and trending content to provide results relating to inputted key words. The purpose of this function that will be incorporated into search engines is to supply researchers of any academic range with up-to-date information happening on the Internet. It is a way to supplement the articles, journals, images and websites that appear when one hits the magnifying glass icon or the enter key, with the immediate feed of Twitter, Facebook, Reddit, Youtube and more social media sources. Through Storch® people will be able to have a notion of the web’s opinion on certain topics, which will be helpful if someone is looking into a current and controversial issues as primary sources social to include in their citations. Christina Hass and Daniel Chandler, who are composition researchers, outline that “technologies cannot be experienced in isolation for each other, or from their social functions” (Kirschenbaum, 13). Storch® makes searchers more complete, as it includes the instant social relationships with that topic. The plug-in could also be helpful in understanding texts, as the questions raised and answered on social media on a specific work can be a collaborative manner to grasp literary concepts – essentially an enormous study group.

Storch® definitely has a market gap as it will ease the process that researchers and analysts have to go through to gain information from social media. Social media is valuable for research because it is the “raw data of history”  (Ems, 723), allowing researchers to interpret issues without previous analysis. Students will also have a chance “construct an interpretation of [their] own unhindered by the story’s original trajectory” (Kraus, 95), which will mimic annotating but one will have the contribution of other readers. Kari Kraus outlines how one of her design fiction pupils created a way to incorporate social media whilst reading Edgar Allan Poe’s The Fall of the House of Usher to deconstruct a “text’s fundamental framework of meaning, however, one can begin both to deform and perform a work as a text that is alive and mutable, rather than a static work with a fixed arrangement” (Kraus, 94).  In essence, social media adds a layer of reality with people’s direct reactions to content and it is a more organic comprehension of information, with access to common knowledge.

The search function that Storch® appropriates is much more influential than its educational purposes, as it can be used for extensive research. In a sense, the plug-in goes in a way to extend the “engagement [that] comes with conceptualizing and implementing research projects in digital media” (Hayles, 4). Katherine Hayles explains that scholars build their own databases as a means to record their works but beyond that it allows them “to create different front-eds for the same data, thus encouraging collaboration in data collection, storing and analysis” (Hayles, 4). The possibilities with Storch ® to have live feedback and review on the process through consistent thought sharing, would benefit both the scholars within themselves and the public. This tool is software to help identify sources, demonstrating the evolution of “bibliotextual studies [and how sources have] partially overcome [the] limitation of the book [due to] the myriad forms it has assumed …  radically de-familiariz[ing] it” (Kraus, 74). Bibliographies do not have to be confined to printed material and the fact that there are recurrent MLA formatting conferences every year proves how versatile researching can be by using multiple source types, including social media.

The target audience includes researchers and students of a new generation, who use social media as an extension of their own stream of consciousness. Social media users can articulate ideas well, since they have the “tacit knowledge” (Kirschenbaum, 13) of using such technologies to write down their ideas.  Using Storch ® will not be odd to this target audience and it will easily fit into the everyday of scholars and search engine consumers.

Storch® is a unique add-on to today’s dynamic technology, as it will give more comprehensive results to searches. Social media is intrinsic to people’s lives, therefore it would not be a frivolous endeavor but a crucial one within the interconnected climate that the web is in the 21st century.

Works Cited:

Ems, Lindsay. “Twitter’s Place in the Tussle: How Old Power Struggles Play out on a New Stage.” Sage Publication (2014): 720-31. Sagepub.com. 4 June 2014. Web. 14 Oct. 2014. <http://mcs.sagepub.com/content/36/5/720.full.pdf>.

Hayles, Katherine. How We Think: Digital Media and Contemporary Technogenesis. Chicago: U of Chicago, 2012. Print.

Kirschenbaum, Matthew. Track Changes, A Literary History of Word Processing. N.p.: Harvard UP, 2014. Print.

Kraus, Kari, and Charity Hancock. “Bibliocircuitry and the Design of the Alien Everyday.” Textual Cultures 8.1 (2013): 72-100. Print.

The Comprehension Coach

As students progress in the education system, they are faced with complicated, lengthy texts that they often have trouble comprehending. Students find themselves reading these complex academic texts and realize that, without knowing it, they have sped through four pages and did not absorb any of the information. As digital technologies have started to overtake print, our attention spans have shrunk and become “a limiting, scarce resource” (Hayles 16). Everyday we read and write in short-form through digital technologies, like texting, tweeting, etc. We no longer have the attentiveness to read and comprehend extensive texts (Kirschenbaum 6). Because of this, I am proposing an application that connects to e-readers to reduce distraction and encourage focus and comprehension while reading, called the Comprehension Coach. When opening an academic text on the Comprehension Coach, all that can be seen is the first chapter. In order to see the next chapter, the reader must “unlock” it by answering critical questions about the content of the first chapter. The application will be accessible through students and teachers. This way, the teachers can compose the questions and guide them toward the information or topics most relevant to what they are teaching in class. The questions would be answered in short sentences and would be gaged correct or incorrect by if they include key phrases originally input by the teacher. If a student answers incorrectly, a summary of the chapter, also inputted by the teacher, will pop up. The student must verbatim type this summary to unlock the next chapter. In order for students to be sure they have the questions that correlate to their teacher, there would be a drop down menu on the homepage that have them put in the name of their school and then gives them a list of teachers.

Much of this application is built upon the current technologies of gaming and Quizlet. In video games and smartphone game applications, the next level is not accessible until you get through the current level. Why should reading be different than this? If a student cannot get through to the next chapter without finishing the current chapter, this forces them to fully focus their attention so that they can completely understand the content of what they are reading. Although it is common for authors to have critical thinking questions at the end of a book or text and for teachers to hold class discussions, these questions and discussions always come after the completion of reading. These questions and discussions would be much more beneficial if students had something of the like while actually working on the reading. Having questions at the end of a chapter not only focuses the student, but further engages them in the reading. The Comprehension Coach is also built upon Quizlet in how it gages whether an answer is correct or incorrect. In the “learn” function on Quizlet, students type the answer that they think is correct and if they get part of the definition, or a key phrase, correct, Quizlet highlights that phrase. If they get it wrong, the website has them type the definition word for word before they can move on. This heavily inspired the logistics of how to unlock the next chapter.

The Comprehension Coach would be useful for students and teacher starting in elementary school, however it would be extremely useful for university students and professors. In this day and age, university students have many other time commitments besides their classes and often try to equally focus their attention on all of them. This application would compel them to comprehend and concentrate on what they are actually meant to be reading, rather than allowing them to skim through it. It would also let professors guide the reading in the direction most suitable for what they are teaching.

While this application could be beneficial to all students, it would be particularly beneficial to students with attention problems, whether this means an actual learning disability or just someone who gets distracted easily. Because our society has become so technical, the products of our society need to recognize the way this changes human cognition and makes us less attentive (Hayles 86).The application has the text and questions in one place so that there is no need to turn from the text, creating distractions. Because it makes you think about what you are reading while you are actually reading the text, rather than completely after the fact, you are more likely to absorb the material.

Logistically, the Comprehension Coach would connect to e-readers through an email account. The application would be downloaded on a smartphone, tablet, or laptop and you would need to create an account through an email address. The e-reader would have a login section that makes the application directly accessible. In order for this to work, either Amazon, Barnes and Noble, or Apple would have to be willing to collaborate to use the application on either the Kindle, Nook, or iBooks. Then, a technician from one of those companies will embed two versions of the application into the e-reader: one for educators and one for students. The one for educators will allow them to simply upload questions and key terms for each chapter while the one for students will just allow them to answer the questions.

This product would be marketed towards students, teachers, parents, schools, and any other institute of learning or education. Since the point of this application is to promote attentiveness and it does this through “locking” chapters of a text, I have come up with the slogan of “unlock your attention”.

Screen Shot 2014-11-16 at 3.47.03 PM

Advertisements will be placed on websites catered towards students, like Sparknotes, Schmoop, and Gradesaver. Students gravitate toward these websites when they do not understand what their reading, but with the Comprehension Coach they will not need these websites.

Works Cited

Hayles, Katherine. How We Think: Digital Media and Contemporary Technogenesis. Chicago: U of Chicago, 2012. Print.

Kirschenbaum, Matthew. Track Changes, A Literary History of Word Processing. N.p.: Harvard                       UP, 2014. Print.

PreviNote

“Make a previNOTE”

 Screenshot 2014-11-16 13.44.20

The time has come to start college and a young and eager freshman takes their first steps into the university library. Overwhelmed, this student quickly sits down at a desk and starts on the first assigned university homework. The online databases are filled with countless e-books, academic articles, and scholarly texts all unknown to this student. How will this student succeed with an overwhelming academic article and grasp all of the necessary information? This is where PreviNote comes into play. PreviNote works with the university online databases to track the changes and annotations a previous reader has made, keeping them visible to any current reader. This way, while reading any given article a student can access insightful, helpful, and clarifying annotations in the PreviNote database. The new student struggling to understand their work is now being indirectly helped from peers before, being guided through the course work in a constructive manner. The purpose of this technology is to keep a large database of annotations and notes on scholarly articles for future access. This database will serve as a comprehensive resource for students who are seeking new insights and a helpful guide for their readings and studies. Students will be able to access the helpful annotations through online university catalogues after the University has installed the PreviNote application into their server. Once this has happened, students who acess PDF documents online will be prompted with the option to highlight, make a note, add an annotation, draw comparisons and contrasts in the text. After the reading students can then download that document with their own annotations and select annotations from previous readings they found helpful to remain on the document after saving. Readers will have the ability to turn off the visible annotations so as to not distract the reading process. However, PreviNote will encourage a close reading and rereading giving the student the opportunity to read once making their own notes and then going back to see what others have noted before hand.

 

With the widespread use projected for our product one of our key selling points about this product is the interactivity between students reading the same text. Not only will students be able to pull ideas and clarifications from students previous, they will be able to ask questions and answer inquiries made by others. Professors will also have access to this interface. And with students registered under their specific university professors will be able to mark points of interest, add in questions to help guide the reading and response to annotations. PreviNote provides an extremely interactive interface that truly allows students to excel in challenging academic reading.

 

In current education almost all scholarly work can now be accessed online as we are experiencing a “paradigm shift” to more digital technologies (Hayles 1). It is rare to see a student without a laptop, or without access to one. In addition, e-readers have become increasingly popular with the widespread usage of the Kindle, the Nook, Google Books and especially the iPad. The most common ways of reading are now through online books and PDF’s. PreviNote builds onto the existing reliance on technology for reading and adds an additional and user-friendly purpose. Current technology doesn’t allow you to seamlessly make notes and annotations that efficiently auto saves while you read online. With this new app PreviNote builds off existing technology to enhance productivity, a feature in society we are in danger of loosing. With PreviNote there is no need to “transition between a ‘view’ and ‘edit’ mode in order to make changes to the text”, as this technology, similar to Word Star, derives from the longhand form of composition (Kirshenbaum, 8). The demand for this product is already there as e-readers, laptops and iPads are widely used. Accessing this technology will be as simple logging into the university database website on a computer or smartphone app to complete readings on the go.

 

As Katherine Hayles addresses in her text “How We Think”, human attention is a precious resource and PreviNote works to grasp the readers attention in a way that will make texts much more accessible to the reader. PreviNote will address “hyper reading, which includes skimming, scanning, fragmenting and juxtaposing texts” as it will function as a “strategic response to an information-intensive environment, aiming to conserve attention by quickly identifying relevant information” with the various annotations markings in the text (Hayles, 12). PreviNote will also allow readers to practice “close reading” which “correlates with deep attention… that prefers a single information stream” but needs a “pedagogical [strategy] that recognizes the strengths and limitations of each cognitive mode” through a heightened attention to what each annotation means in the text (Hayles, 12). PreviNote thus allows readers to practice hyper reading and close reading at once while only using one visual mode on the screen to do so.

 

The added feature of the database here allows for the creation of a “special history” that will “[open] the door to new strategies that, rather than using narrative as their primary mode of explication, allow flexible interactions between different layers and overlays” (Hayles, 15). Thus the added database of annotations that PreviNote provides enhances the cognitive reading experience, as readers are now able to interact differently and creatively with the text.

 

The target audiences for this product vary, but the main audience will be all college students, teenagers and young adults from age’s 18 – 21, who might struggle with a difficult reading and would benefit from additional notes professors at these academic institutions. These are the society members who will be actively reading and writing who will benefit from previous annotations. Undergraduate students already have a knowledge of simple technology such as their online university catalogue, giving them very easy to PreviNote when they go to find an article.

 

This application will be manufactured virtually as the nature of the product is so. What will be needed is a program that allows students to modify PDF documents online and that is also capable of auto saving this information for future users. The PreviNote headquarters will need a large infrastructure for computer hard drives that will be used to remotely store all of the data. Our product will be simply distributed, as the application is virtual and can be downloaded on any computer. PreviNote will act as a plug in, similar to Zotero, the popular citation generator. Although PreviNote will be installed, ideally, on all university computers, students can download the plug in on their computer and register with their university so as to see the most effective annotations.

 

PreviNote seeks to enhance the learning and reading experience for college students and institutions worldwide. With our dynamic interface students will bring creativity to reading that has been missing. Collaborating will be made that much easier all with the help of PreviNote. Students who have a question or interesting thought will be prompted to just “make a PreviNOTE”!

 

 

 

Hayles, Katherine. How We Think: Digital Media and Contemporary Technogenesis. Chicago: U of Chicago, 2012. Print.

 

Kirschenbaum, Matthew. Track Changes, A Literary History of Word Processing. N.p.: Harvard UP, 2014. Print.