“view from nowhere”: (from Haraway 1991, 188– 90)— an omniscient position, which allows people to simultaneously see and know everything going on within the encounter (Bernius 2012, in Whitehead and Wesch 2012)
The metaphor of the Chinese Room – not that it thinks like a human, but that people interacting with it believe it thinks like a human.
More from Haraway: “The cyborg is resolutely committed to partiality, irony, intimacy, and perversity. It is oppositional, utopian, and completely without innocence” (from Bernius 2012). Bernius argues that cyborg thinking makes us “see things as systems within systems” – see different and contradictory aspects that can coexist without negating each other. In other words, while information technology seems to promise greater equality through access and networking, it also seems to merely reproduce social life, with its inequalities and contradictions.
Encounter value: intangible forms of value created through interactions between companion species (i.e., humans and technology). From Marxist “use and exchange value” where objects and living things are transformed into economic commodities.
UX Design (user experience) – anthropology applied in the digital world.
From my recent participation in a workshop led by Marc Hebert at the Society for Applied Anthropology
Why is this anthropology? Focus on the human, and human interactions with other humans as well as things: Human-Centered Design Framework.