| List of Figures | xi |
| Acknowledgments | xiii |
| Introduction: The Birth of a New Domain | 1 |
| The Birth of a New Domain | 3 |
| The Birth of a New Realm | 5 |
| Designing XR: A Cautious Prometheus | 6 |
| But Wait, No Prototype? | 9 |
| Rhetorical Power of Design: A Reflection on 20 Years of Practice | 10 |
| Methodology: From a Critique to a Proposal for a Possible Future | 12 |
| A Chapter-by-Chapter Exploration of a Field That Does Not Yet Exist | 14 |
| Chapter 1: What is Mind? | 17 |
| What is Mind? | 19 |
| The Turing Machine and the Mechanical Platonic Foundations of Digital Computing | 22 |
| A Mathematical Demon | 26 |
| Imitation Game: Reduction and the Misplacement of Agency | 27 |
| Brains or Computers: Intelligence as a Product of Hunks of Matter | 29 |
| Consciousness: The Collateral Energy of the Anthropogenic Universe? | 33 |
| Mind as Machine | 34 |
| Cellular Automata: The Emergence of Complex Behaviors from Simple Rules | 35 |
| Toward the Ecology of the Augmented Mind | 37 |
| The Hive Mind | 38 |
| Swarms and Brains | 39 |
| The Uni-minded Honeybee Democracy | 42 |
| Mind is a Battlefield | 45 |
| Mixing Humans and Non-humans: Part I | 47 |
| Augmenting Minds: Purpose, Judgment, and Decision-Making | 49 |
| Chapter 2: Probing the Frame: Immersion is Not Interaction | 51 |
| The Comtean World | 52 |
| The Rise of the Machines | 53 |
| Human–Computer Symbiosis: The Birth of a Cultural Imperative | 54 |
| The Human-centered Turn in HCI | 55 |
| Operationalizing the Human Experience: Being in the Augmented World | 56 |
| Computer as a Medium | 58 |
| Object Orientation: Introducing the Non-human Agents | 59 |
| The Non-random Mutations of Parametric Design | 60 |
| The Unnatural Selection of Parametric Design | 63 |
| Integration + Decomposition | 63 |
| Shattering the Black Mirror: The Tangible User Interfaces | 64 |
| From Ownership to Agency: Conscious Selfhood and Virtual Bodies | 65 |
| The Internal Landscapes of Our Embodied Selves | 66 |
| From Behavior to Program: Experiments in Synthetic Psychology | 68 |
| Pathetic Fallacies | 70 |
| Operationalizing Emotion: A Closer Look at Affective Computing | 71 |
| Fingerprinting Emotions | 74 |
| The Emergence of Virtual Reality | 76 |
| Spatial Computing | 77 |
| Augmented Reality: Hamlet in the Cockpit | 78 |
| The Body Keeps the Score | 80 |
| Bravemind: XR Healing | 82 |
| Crossing the Line | 82 |
| Immersion Is Not Interaction: The Five Design Affordances of Immersion | 83 |
| World Building Media Environments | 85 |
| System-level Control: The Age of Social Engineering | 87 |
| Designing for Eight Sensory Channels | 88 |
| Social Physics: Environment and Behavior | 94 |
| Reality Mining | 96 |
| Procedurality, Control, and Creative Choice | 98 |
| Multi-minded Systems: Going Beyond Behavior as a Product without Choice | 101 |
| Immersive Media Environments as Sophisticated Bio- and Neurofeedback Mechanisms | 103 |
| The Honest Signaling of Biomarkers | 105 |
| Neurofeedback | 106 |
| The Mobile Brain/Body Imaging | 108 |
| Integrative Thinking: Living in the Post-Comtean World | 110 |
| Chapter 3: Designing the Artificial: Balancing the Ego-logical and Ecological Thinking | 111 |
| On Paradigmatic Incommensurability | 112 |
| The Unsettled Territory of Legitimate Knowledge Production | 113 |
| The Hypothetico-deductive Approach | 114 |
| The Interpretive Research Paradigm | 117 |
| Phenomenology and Intersubjectivity | 118 |
| Reflection and Reflexivity: A Design Knowledge System to Guide Us | 119 |
| The “0100” Kinds of People Who Make the XR World Go Round | 121 |
| Neither Art Nor Science: Design as Meta-discipline of Purposeful Transformation | 122 |
| The Liberal Humanist Turn in Design | 124 |
| T-Shaped People: The Trans-disciplinary Research Paradigm | 124 |
| Design Mindfulness | 126 |
| Perspective Taking | 127 |
| Data without a Face | 129 |
| The Circle of Empathy | 129 |
| Systems Thinking: Design as Ecological Practice | 132 |
| Wickedness and Complexity | 134 |
| Abductive Thinking: Making Propositional Statements | 136 |
| Feeding Forward | 137 |
| Pragmatism: The Best Obtainable Version of the Truth | 137 |
| Designing Purposeful Strategic Proposals | 138 |
| Participatory Design | 139 |
| Desire, Desirability, and Social Viability | 140 |
| Teleology: Design as a Meta-level Purposive Activity | 144 |
| The H+C ID Logic Model | 146 |
| Chapter 4: The Ecology of the Augmented Mind: Designing Immersive Human+Computer Systems | 151 |
| Meta-level Position: The Power to Create Immersive Systems | 152 |
| Meta-level Position: The Power to Transform Immersive Systems | 153 |
| Building Universes that Don’t Fall Apart | 155 |
| Immersion, Behavior, and Play | 155 |
| H+C Networks as Communication Behavior Spaces | 157 |
| The Foundational Premises of H+C Immersion as a Framework for System Design | 158 |
| Mixing Humans and Non-humans: Part 2 | 160 |
| Designing Digital Objects as Actants within a Network | 163 |
| Actors and Actants: Mixing Humans and Non-humans: Part 3 | 166 |
| semantics, or information Bonding in Multi-minded systems | 168 |
| H+C Networks as Systems of Communication Behaviors | 169 |
| The Content and the Relationship in Communication Systems | 170 |
| Feedback and Equifinality | 172 |
| Relationships: The Defining Characteristic of System Dynamics | 173 |
| Schismogenesis: Interactions as Patterns of Communication Behaviors | 173 |
| System Iteration and Regulation | 174 |
| Self-leadership: Determining the System Function | 175 |
| The Disciplined Process of Thinking and Deciding | 177 |
| Figure-ground: Visualizing the Actor–Network Relationships | 178 |
| The Five Life Phases of H+C Systems | 179 |
| Chapter 5: Extended Reality Experience Design: The Multimodal Rhetorical Framework for Creating Persuasive Immersion | 183 |
| Conversations with the Network | 184 |
| Immersive Persuasion: From Procedural Rhetoric to Multimodal Rhetorical Composition | 185 |
| Participatory Media Environments | 188 |
| The Transformative Potential of Rhetorical Design | 190 |
| Rhetoric and Informed Choice | 192 |
| Rhetorical Conflict Resolution | 193 |
| From the Discursive Chain to the Non-discursive Network of Ideas | 195 |
| Image-based Communication | 195 |
| H+C Immersion Design as an Act of Rhetorical Persuasion | 196 |
| Rhetorical Canons as Phases of the Design Process | 197 |
| Game Mechanics: Balancing the User Goals and System Function | 198 |
| The Six Principles of Persuasion | 200 |
| The Rules of Pre-suasion | 201 |
| The Evolved Human Capacity: (At Least) Five Ways to be Rational | 202 |
| The Multimodal Rhetorical Framework for XRX Design | 203 |
| Jobs-to-be-Done: The Rhetorical Lens of Utility | 204 |
| The Survival Value of Beauty and Pleasure: The Rhetorical Lens of Esthetics | 205 |
| The Behavioral Rhetorical Lens: The Unconscious Response | 208 |
| The Social Rhetorical Lens: Idea Flows Run Social Networks | 209 |
| Life is a Dramatically Constructed Thing: The Reflective Rhetorical Lens | 211 |
| Conclusion | 213 |
| Bibliography | 215 |
| Index | 225 |
| List of Figures | |
| Acknowledgments | |
| Introduction: The Birth of a New Domain | |
| The Birth of a New Domain | |
| The Birth of a New Realm | |
| Designing XR: A Cautious Prometheus | |
| But Wait, No Prototype? | |
| Rhetorical Power of Design: A Reflection on 20 Years of Practice | |
| Methodology: From a Critique to a Proposal for a Possible Future | |
| A Chapter-by-Chapter Exploration of a Field That Does Not Yet Exist | |
| Chapter 1: What is Mind? | |
| What is Mind? | |
| The Turing Machine and the Mechanical Platonic Foundations of Digital Computing | |
| A Mathematical Demon | |
| Imitation Game: Reduction and the Misplacement of Agency | |
| Brains or Computers: Intelligence as a Product of Hunks of Matter | |
| Consciousness: The Collateral Energy of the Anthropogenic Universe? | |
| Mind as Machine | |
| Cellular Automata: The Emergence of Complex Behaviors from Simple Rules | |
| Toward the Ecology of the Augmented Mind | |
| The Hive Mind | |
| Swarms and Brains | |
| The Uni-minded Honeybee Democracy | |
| Mind is a Battlefield | |
| Mixing Humans and Non-humans: Part I | |
| Augmenting Minds: Purpose, Judgment, and Decision-Making | |
| Chapter 2: Probing the Frame: Immersion is Not Interaction | |
| The Comtean World | |
| The Rise of the Machines | |
| Human–Computer Symbiosis: The Birth of a Cultural Imperative | |
| The Human-centered Turn in HCI | |
| Operationalizing the Human Experience: Being in the Augmented World | |
| Computer as a Medium | |
| Object Orientation: Introducing the Non-human Agents | |
| The Non-random Mutations of Parametric Design | |
| The Unnatural Selection of Parametric Design | |
| Integration + Decomposition | |
| Shattering the Black Mirror: The Tangible User Interfaces | |
| From Ownership to Agency: Conscious Selfhood and Virtual Bodies | |
| The Internal Landscapes of Our Embodied Selves | |
| From Behavior to Program: Experiments in Synthetic Psychology | |
| Pathetic Fallacies | |
| Operationalizing Emotion: A Closer Look at Affective Computing | |
| Fingerprinting Emotions | |
| The Emergence of Virtual Reality | |
| Spatial Computing | |
| Augmented Reality: Hamlet in the Cockpit | |
| The Body Keeps the Score | |
| Crossing the Line | |
| Immersion Is Not Interaction: The Five Design Affordances of Immersion | |
| World Building Media Environments | |
| System-level Control: The Age of Social Engineering | |
| Designing for Eight Sensory Channels | |
| Social Physics: Environment and Behavior | |
| Reality Mining | |
| Procedurality, Control, and Creative Choice | |
| Multi-minded Systems: Going Beyond Behavior as a Product without Choice | |
| Immersive Media Environments as Sophisticated Bio- and Neurofeedback Mechanisms | |
| The Honest Signaling of Biomarkers | |
| Neurofeedback | |
| The Mobile Brain/Body Imaging | |
| Integrative Thinking: Living in the Post-Comtean World | |
| Chapter 3: Designing the Artificial: Balancing the Ego-logical and Ecological Thinking | |
| On Paradigmatic Incommensurability | |
| The Unsettled Territory of Legitimate Knowledge Production | |
| The Hypothetico-deductive Approach | |
| The Interpretive Research Paradigm | |
| Phenomenology and Intersubjectivity | |
| Reflection and Reflexivity: A Design Knowledge System to Guide Us | |
| The “0100” Kinds of People Who Make the XR World Go Round | |
| Neither Art Nor Science: Design as Meta-discipline of Purposeful Transformation | |
| The Liberal Humanist Turn in Design | |
| T-Shaped People: The Trans-disciplinary Research Paradigm | |
| Design Mindfulness | |
| Perspective Taking | |
| Data without a Face | |
| The Circle of Empathy | |
| Systems Thinking: Design as Ecological Practice | |
| Wickedness and Complexity | |
| Abductive Thinking: Making Propositional Statements | |
| Feeding Forward | |
| Pragmatism: The Best Obtainable Version of the Truth | |
| Designing Purposeful Strategic Proposals | |
| Participatory Design | |
| Desire, Desirability, and Social Viability | |
| Teleology: Design as a Meta-level Purposive Activity | |
| The H+C ID Logic Model | |
| Chapter 4: The Ecology of the Augmented Mind: Designing Immersive Human+Computer Systems | |
| Meta-level Position: The Power to Create Immersive Systems | |
| Meta-level Position: The Power to Transform Immersive Systems | |
| Building Universes that Don’t Fall Apart | |
| Immersion, Behavior, and Play | |
| H+C Networks as Communication Behavior Spaces | |
| The Foundational Premises of H+C Immersion as a Framework for System Design | |
| Mixing Humans and Non-humans: Part 2 | |
| Designing Digital Objects as Actants within a Network | |
| Actors and Actants: Mixing Humans and Non-humans: Part 3 | |
| semantics, or information Bonding in Multi-minded systems | |
| H+C Networks as Systems of Communication Behaviors | |
| The Content and the Relationship in Communication Systems | |
| Feedback and Equifinality | |
| Relationships: The Defining Characteristic of System Dynamics | |
| Schismogenesis: Interactions as Patterns of Communication Behaviors | |
| System Iteration and Regulation | |
| Self-leadership: Determining the System Function | |
| The Disciplined Process of Thinking and Deciding | |
| Figure-ground: Visualizing the Actor–Network Relationships | |
| The Five Life Phases of H+C Systems | |
| Chapter 5: Extended Reality Experience Design: The Multimodal Rhetorical Framework for Creating Persuasive Immersion | |
| Conversations with the Network | |
| Immersive Persuasion: From Procedural Rhetoric to Multimodal Rhetorical Composition | |
| Participatory Media Environments | |
| The Transformative Potential of Rhetorical Design | |
| Rhetoric and Informed Choice | |
| Rhetorical Conflict Resolution | |
| From the Discursive Chain to the Non-discursive Network of Ideas | |
| Image-based Communication | |
| H+C Immersion Design as an Act of Rhetorical Persuasion | |
| Rhetorical Canons as Phases of the Design Process | |
| Game Mechanics: Balancing the User Goals and System Function | |
| The Six Principles of Persuasion | |
| The Rules of Pre-suasion | |
| The Evolved Human Capacity: (At Least) Five Ways to be Rational | |
| The Multimodal Rhetorical Framework for XRX Design | |
| Jobs-to-be-Done: The Rhetorical Lens of Utility | |
| The Survival Value of Beauty and Pleasure: The Rhetorical Lens of Esthetics | |
| The Behavioral Rhetorical Lens: The Unconscious Response | |
| The Social Rhetorical Lens: Idea Flows Run Social Networks | |
| Life is a Dramatically Constructed Thing: The Reflective Rhetorical Lens | |
| Conclusion | |
| Bibliography | |
| Index |
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