Hic Sunt Dracones – Mighty Myths, Monsters and Demons of Digitalisation

Hic Sunt Dracones – Mighty Myths, Monsters and Demons of Digitalisation

Redrawn illustraion, Original from Alfred Kubin

»Hic sunt dracones«, latin for »here are dragons«. Once indicating regions steeped in legend on nautical charts, here…


This is the start of a series shedding light on critical aspects of digitalisation and its production conditions in the context of cultural critique.
The inherent question is:

Can society keep up with and control the evolvement of digital artefacts?

Let’s start from a more practical point for the makers of the digital.

How viable are our contemporary means of production in order to produce purposeful products, beneficial for its users or consumers?

There is a vast number of useful methods, hyped dogmas and lived practices. We hit the peak of hysteria in terms of user-centered design dogmas in 2016. 20 years after Jacob Nielsen published his heuristics for interface design, influential market players like Forrester Research and Accenture put the people in the foreground and thus User Centered Design methodologies on top of their trend lists for 2016. Finally.


Above the line a multitude of practical methods and scientific publication streams are interfering. The trending buzzwords of the last decade are User Centered Design, User Experience, Design Thinking, Service Design, Innovation Marketing, Co-Creation, Design Science, Agile Development, plus a nearly vast number of branded method sets causing a marketing confetti.


But what is the bottom line? What is good practice and what are myths, monsters and demons in Digitalisation?

Episode One - Preview

In the first episode we are discussing agile ways of working between goal directed design and chaotic actionsm.

Agile,... ...could be a good thing, if we are not trying to justify chaos with agile.

Announcing episode one coming up in Autumn 2020.

Related Notes

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