Jump to content

Draft:Paul Pangaro

From Wikipedia, the free encyclopedia
  • Comment: With his weak Google Scholar publication record it is hard to justify him as notable. Does he have major awards, these matter. Also, please remove all the bragging (WP:PEACOCK), that is not allowed. For instance terms like "significant contributions", "influential" and similar. Last, unreferenced blogs are not reliable sources, for instance the both 6 & 7 and maybe others. Ldm1954 (talk) 17:37, 11 November 2024 (UTC)Thanks for the comments. I based the content from the pages I referenced. I’ll see where to improve. In the talk page I asked for feedback as I thought I followed the guidelines and tried to be neutral. Thank you. ~~~ Comment:Thanks for the comments. I based the content from the pages I referenced. I’ll see where to improve. In the talk page I asked for feedback as I thought I followed the guidelines and tried to be neutral. Thank you. ~~~

Paul Pangaro is an American designer, technologist, and educator known for his work in cybernetics, conversation theory, and human-computer interaction. He is the current president of American Society for Cybernetics (ASC) and was past trustee.[1] Pangaro has made significant contributions to the fields of interaction design and organizational strategy.

He is a Professor of Practice in the Human-Computer Interaction Institute at Carnegie Mellon University (CMU). Before that he was an Associate Professor and Chair of the MFA Interaction Design program at the College for Creative Studies in Detroit (2010–2015). He was also a lecturer at Stanford University (1988–2000). Besides academia, he had technology director roles at Idealab, London (2000–2001) and Sun Microsystems (1987–1997).

Early Life and Education

[edit]

Paul Pangaro was born in 1950 in Massachusetts, USA. He received his Bachelor of Science degree in Computer Science and Humanities from the Massachusetts Institute of Technology (MIT) in 1972. Pangaro later earned his Ph.D. in Cybernetics from Brunel University in London, where he studied under Gordon Pask, a pioneer in cybernetics and conversation theory.[2][3][4]

Contributions to Cybernetics and Design

[edit]

Pangaro has been a significant contributor to the field of cybernetics, particularly in its application to design and human-computer interaction. His work often focuses on the concept of "conversation" as a fundamental process for design, problem-solving, and organizational change.[5]

Some of his key ideas include:

  1. The application of cybernetic principles to interaction design[6]
  2. The use of conversation theory in designing digital systems and organizational processes[7]
  3. The concept of "designing for conversation" in user interfaces and experiences[8][9]

Pangaro's work has been influential in bridging the gap between cybernetics theory and practical applications in design and technology. He has been recognized for his contributions to the field:

  • Served as the president of the American Society for Cybernetics (since 2021)
  • Recipient of the Norbert Wiener Award for Cybernetics (2022)

References

[edit]
  1. ^ "ASC Trustees - American Society for Cybernetics". Retrieved 2024-10-18.
  2. ^ "Paul Pangaro | Entertainment Technology Center". www.etc.cmu.edu. Retrieved 2024-10-18.
  3. ^ "Paul Pangaro | ZKM". zkm.de. 2024-07-11. Retrieved 2024-10-18.
  4. ^ "Paul Pangaro - Living Architecture Systems Group". 2020-07-29. Retrieved 2024-10-18.
  5. ^ Dubberly, Hugh; Pangaro, Paul (2019), Fischer, Thomas; Herr, Christiane M. (eds.), "Cybernetics and Design: Conversations for Action", Design Cybernetics: Navigating the New, Cham: Springer International Publishing, pp. 85–99, doi:10.1007/978-3-030-18557-2_4, ISBN 978-3-030-18557-2, retrieved 2024-10-18
  6. ^ "How cybernetics connects computing, counterculture, and design". Retrieved 2024-10-18.
  7. ^ "Notes on the Role of Leadership and Language in Regenerating Organizations". Retrieved 2024-10-18.
  8. ^ Dubberly, Hugh; Pangaro, Paul (2009-07-01). "ON MODELINGWhat is conversation, and how can we design for it?". Interactions. 16 (4): 22–28. doi:10.1145/1551986.1551991. ISSN 1072-5520.
  9. ^ "Cybernetics and Design: Conversations for Action". Retrieved 2024-10-18.