<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Elasticspace</title><description>Timo Arnall. Designer, photographer, filmmaker.</description><link>https://www.elasticspace.com/</link><language>en-gb</language><atom:link href="https://www.elasticspace.com/feed.xml" rel="self" type="application/rss+xml"/><item><title>Project Soli</title><link>https://www.elasticspace.com/2017/05/project-soli/</link><guid isPermaLink="true">https://www.elasticspace.com/2017/05/project-soli/</guid><description>Project Soli is a radar chip the size of a fingernail that can register the rub of a thumb against a finger, the squeeze of one finger against another, the wave of a hand across its face.</description><pubDate>Mon, 01 May 2017 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=0QNiZfSsPc0&quot;&gt;Video: Welcome to Project Soli&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;This film was the result of a multi-year design project with Google. Project Soli developed a new interaction sensor using radar technology, in order to find new kinds of interactions with products.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Films</category><category>Interaction Design</category><category>Gestural Interaction</category><category>Material Exploration</category></item><item><title>Immaterials: Satellite Lamps</title><link>https://www.elasticspace.com/2014/08/immaterials-satellite-lamps/</link><guid isPermaLink="true">https://www.elasticspace.com/2014/08/immaterials-satellite-lamps/</guid><description>Satellite Lamps reveals the invisible accuracy of GPS positioning across an urban landscape. Three lamps with built-in GPS receivers vary their brightness depending on signal accuracy.</description><pubDate>Wed, 20 Aug 2014 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;a href=&quot;https://vimeo.com/97054557&quot;&gt;Video: Immaterials: Satellite Lamps&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Satellite Lamps reveals the invisible accuracy of GPS positioning across an urban landscape. Three lamps with built-in GPS receivers vary their brightness depending on signal accuracy, photographed over time to build a picture of how these signals behave in actual urban spaces.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Films</category><category>GPS</category><category>Infrastructure</category><category>Light Painting</category><category>Long Exposure</category><category>Slow</category><category>AHO</category></item><item><title>Satellite Lamps</title><link>https://www.elasticspace.com/2014/08/satellite-lamps/</link><guid isPermaLink="true">https://www.elasticspace.com/2014/08/satellite-lamps/</guid><description>Lamps with Einar Sneve Martinussen and Jørn Knutsen that reveal the uncertainty and materiality of GPS by sampling signal accuracy.</description><pubDate>Wed, 20 Aug 2014 00:00:00 GMT</pubDate><content:encoded>&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/satellite-lamps/Satellite_Lamps.jpg&quot; alt=&quot;A Satellite Lamp sits on a snowy fjord in Norway, a small tripod-mounted lamp glowing against the pale blue of the winter landscape&quot; /&gt;&lt;figcaption&gt;A Satellite Lamp on a snowy fjord. Each lamp samples the uncertainty of GPS signals at a particular point in the landscape. When we photograph them and make timelapses, the patterns of GPS uncertainty over time come into view.&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;&lt;a href=&quot;http://kairos.technorhetoric.net/19.1/inventio/martinussen-et-al/&quot;&gt;Satellite Lamps&lt;/a&gt; is a project that reveals one of the most significant contemporary technology infrastructures, the Global Positioning System (GPS). Made with Einar Sneve Martinussen and Jørn Knutsen as part of the &lt;a href=&quot;https://web.archive.org/web/20120612105649/http://yourban.no&quot;&gt;YOUrban&lt;/a&gt; research project at &lt;a href=&quot;https://web.archive.org/web/20090220201853/http://aho.no:80/en/&quot;&gt;AHO&lt;/a&gt;, it continues our project of revealing the materials of technologies that started in 2009 with &lt;a href=&quot;https://nearfieldarchive.org/2009/10/immaterials-the-ghost-in-the-field&quot;&gt;RFID&lt;/a&gt; and &lt;a href=&quot;http://yourban.no/2011/02/22/immaterials-light-painting-wifi/&quot;&gt;WiFi&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;GPS is widely used yet it’s invisible and few of us really have any idea of how it works or how it inhabits our everyday environments. We wanted to explore the cultural and material realities of GPS technology, and to develop new understandings about it through design.&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;“Satellite Lamps shows that GPS is not a seamless blanket of efficient positioning technology; it is a negotiation between radio waves, earth-orbit geometry and the urban environment. GPS is a truly impressive technology, but it also has inherent seams and edges.”&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;We created a series of lamps that change brightness according to the accuracy of received GPS signals, and when we photograph them as timelapse films, we start to build a picture of how these signals behave in actual urban spaces.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;https://vimeo.com/97054557&quot;&gt;Video: Immaterials: Satellite Lamps&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;We’ve made a film that you can &lt;a href=&quot;https://vimeo.com/97054557&quot;&gt;watch here&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;The project is documented in an &lt;a href=&quot;http://kairos.technorhetoric.net/19.1/inventio/martinussen-et-al/&quot;&gt;extensive article&lt;/a&gt; that thoroughly details how it was made and why. You can read more on how we &lt;a href=&quot;http://kairos.technorhetoric.net/19.1/inventio/martinussen-et-al/adventures-in-gps/&quot;&gt;explored GPS technology&lt;/a&gt;, how the &lt;a href=&quot;http://kairos.technorhetoric.net/19.1/inventio/martinussen-et-al/visual-exploration/&quot;&gt;visualisations&lt;/a&gt; were made, and about the &lt;a href=&quot;http://kairos.technorhetoric.net/19.1/inventio/martinussen-et-al/walking-with-satellites/&quot;&gt;popular cultural history of GPS&lt;/a&gt;.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Projects</category><category>Cities</category><category>Discursive Design</category><category>Film</category><category>GPS</category><category>Landscape</category><category>Photography</category><category>Research</category><category>Technology</category><category>Urbanism</category><enclosure url="https://www.elasticspace.com/images/satellite-lamps/Satellite_Lamps.jpg" length="90124" type="image/jpeg"/></item><item><title>Making Visible</title><link>https://www.elasticspace.com/2014/06/making-visible/</link><guid isPermaLink="true">https://www.elasticspace.com/2014/06/making-visible/</guid><description>My PhD thesis &apos;Making Visible&apos;, four peer-reviewed articles on interaction design as a cultural, material and mediational practice. Download as PDF or ePub.</description><pubDate>Thu, 26 Jun 2014 00:00:00 GMT</pubDate><content:encoded>&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/making-visible/Making-Visible-Cover-2.jpg&quot; alt=&quot;The cover and opening pages from the PhD thesis &apos;Making Visible&apos;&quot; /&gt;&lt;figcaption&gt;The cover and opening pages from the thesis ‘Making Visible’.&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;My PhD thesis called ‘Making Visible’ was submitted in December 2013 and &lt;a href=&quot;https://web.archive.org/web/20140709065522/http://aho.no:80/en/AHO/News-and-events/News/2014/Making-the-invisible-visible-/&quot;&gt;successfully defended on 12 June 2014&lt;/a&gt;. The thesis reflects upon the &lt;a href=&quot;https://www.elasticspace.com/2013/09/the-immaterials-project/&quot;&gt;design material exploration&lt;/a&gt; research from the &lt;a href=&quot;https://nearfieldarchive.org/&quot;&gt;Touch&lt;/a&gt; and &lt;a href=&quot;https://web.archive.org/web/20120612105649/http://yourban.no&quot;&gt;YOUrban&lt;/a&gt; projects. It uses these explorations to situate design research with technology as a cultural, material and mediational practice:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;In Making Visible I outline how interaction design may engage in the material and mediation of new interface technologies. Drawing upon a design project called Touch, that investigated an emerging interface technology called Radio Frequency Identification or RFID, I show how interaction design research can explore technology through material and mediational approaches. I demonstrate and analyse how this research addresses the inter-related issues of invisibility, seamlessness and materiality that have become central issues in the design of contemporary interfaces. These issues are analysed and developed through three intertwined approaches of research by design: 1. a socio- and techno-cultural approach to understanding emerging technologies, 2. through material exploration and 3. through communication and mediation. When taken together these approaches form a communicative mode of interaction design research that engages directly with the exploration, understanding and discussion of emerging interface technologies.&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;The thesis is made up of four peer-reviewed journal articles accompanied by a ‘meta-reflection’ document that reflects upon and situates these publications through theory, concepts and models.&lt;/p&gt;
&lt;h2&gt;Overview&lt;/h2&gt;
&lt;p&gt;This document develops the concept of &lt;em&gt;mediational material&lt;/em&gt; that focuses attention on the material and communicative practices in interaction design. These are used to explore, develop and share knowledge of technologies as design materials.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/making-visible/Making-Visible-Thumbnails2web.jpg&quot; alt=&quot;Thumbnail overview of the thesis: 178 pages laid out in a grid showing the structure and 53 illustrations&quot; /&gt;&lt;figcaption&gt;The thesis is 178 pages with 53 illustrations.&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;I’ve made it available in a number of different digital formats:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;https://www.elasticspace.com/downloads/Making_Visible_Timo_Arnall_2014.pdf&quot;&gt;Download as PDF&lt;/a&gt; (7MB)&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://www.elasticspace.com/downloads/Making_Visible_Timo_Arnall_2014.epub&quot;&gt;Download as ePub&lt;/a&gt; (14.4MB)&lt;/li&gt;&lt;li&gt;Read it on Kindle (&lt;a href=&quot;https://www.amazon.com/dp/B00LA0OJ42&quot;&gt;US&lt;/a&gt;, &lt;a href=&quot;https://www.amazon.co.uk/dp/B00LA0OJ42&quot;&gt;UK&lt;/a&gt;)&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;It will also be available through &lt;a href=&quot;https://web.archive.org/web/20201020062343/https://aho.brage.unit.no/aho-xmlui/handle/11250/2364779&quot;&gt;AHO’s open-access archive ADORA&lt;/a&gt;.&lt;/p&gt;
&lt;h2&gt;Articles&lt;/h2&gt;
&lt;p&gt;The four included articles have been published in peer-reviewed journals.&lt;/p&gt;
&lt;h3&gt;Article 1: Exploring ‘immaterials’: mediating design’s invisible materials&lt;/h3&gt;
&lt;p&gt;This article takes up the issues of so-called ‘immaterial’ and ‘seamless’ technologies and asks how designers might explore them in order to consider them as design materials. It situates interaction design as a sociocultural practice that is concerned with culture, critical approaches and with engaging the technocultural imagination. It concludes by analysing its mediational strategies, such as the use of documentary formats, online film and weblog writing, and the ways in which new material perspectives have been shared, discussed and developed by others.&lt;/p&gt;
&lt;p&gt;Arnall, T. (in press). ‘Exploring ‘immaterials’: mediating design’s invisible materials’. International Journal of Design, 29. Will be available at the &lt;a href=&quot;https://web.archive.org/web/20140110033455/http://www.ijdesign.org/ojs/index.php/IJDesign/&quot;&gt;International Journal of Design&lt;/a&gt;.&lt;/p&gt;
&lt;h3&gt;Article 2: Visualizations of digital interaction in daily life&lt;/h3&gt;
&lt;p&gt;This article explores how visual signage may make aspects of ubiquitous computing technologies visible and how digital tools and platforms impact that visual design and semiosis. It looks at a range of ‘identification’ technologies such as barcodes and RFID, that only become ‘visible’ or ‘interactional’ through a designer’s intervention in physical or visual expression. It finds that designers should emphasize the bindings and distinctions between design processes and visual mediations, and symbols and signs, in engaging with emerging technologies as material for creative and communicative composition.&lt;/p&gt;
&lt;p&gt;Morrison, A., &amp;amp; Arnall, T. (2011). Visualizations of Digital Interaction in Daily Life. Computers and Composition, 28(3), 224-234. Available at &lt;a href=&quot;http://www.sciencedirect.com/science/article/pii/S8755461511000478&quot;&gt;Computers and Composition&lt;/a&gt;.&lt;/p&gt;
&lt;h3&gt;Article 3: Satellite Lamps&lt;/h3&gt;
&lt;p&gt;Satellite Lamps is a project about using design to investigate and reveal one of the fundamental constructs of the networked city: GPS - the Global Positioning System. It extends the concepts of ‘mediational materials’ to an investigation of the ways in which GPS technology inhabits urban spaces. The article takes up how a discursive and reflexive interaction design practice can contribute to new perspectives on networked city life. Importantly, Satellite Lamps is a multimediational web text, involving different media (film, media, notebooks and a host of images) allowing for the richness of the work to come to the surface in a way that would not have been possible in traditional means of academic publishing.&lt;/p&gt;
&lt;p&gt;Martinussen, E, Knutsen, J &amp;amp; Arnall, T. (forthcoming 2014). Satellite Lamps. Kairos: A Journal of Rhetoric, Technology, and Pedagogy. Will be available at &lt;a href=&quot;http://www.technorhetoric.net&quot;&gt;Kairos&lt;/a&gt;.&lt;/p&gt;
&lt;h3&gt;Article 4: Depth of Field: Discursive design research through film&lt;/h3&gt;
&lt;p&gt;This article is about the role of film in interaction and product design research with technology, and the use of film in exploring and explaining emerging technologies in multiple contexts. It concludes by looking towards the potentials for a discursive design practice, where the object of design and analysis is the discourse that is catalysed by new artefacts, and the emphasis of design research is on communication.&lt;/p&gt;
&lt;p&gt;Arnall, T., &amp;amp; Martinussen, E. S. (2010). Depth of field: discursive design research through film. FORMakademisk, 3(1). Available at &lt;a href=&quot;https://journals.hioa.no/index.php/formakademisk/article/view/189&quot;&gt;FORMakademisk&lt;/a&gt;.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Projects</category><category>Design</category><category>Design Materials</category><category>Immateriality</category><category>Immaterials</category><category>Interaction Design</category><category>Materials</category><category>PhD</category><category>Product Design</category><category>Research</category><enclosure url="https://www.elasticspace.com/images/making-visible/Making-Visible-Cover-2.jpg" length="207063" type="image/jpeg"/></item><item><title>Internet Machine</title><link>https://www.elasticspace.com/2014/05/internet-machine/</link><guid isPermaLink="true">https://www.elasticspace.com/2014/05/internet-machine/</guid><description>A multi-screen film inside one of the world&apos;s largest data centres, run by Telefónica in Alcalá, Spain. The infrastructure of &apos;the cloud&apos;.</description><pubDate>Tue, 13 May 2014 00:00:00 GMT</pubDate><content:encoded>&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/internet-machine/Internet-Machine-Transmediale-2-small-1024x683.jpg&quot; alt=&quot;Three-screen installation view of Internet Machine at Transmediale 2015, a panoramic film of server rooms projected onto three large adjacent screens in a darkened gallery&quot; /&gt;&lt;figcaption&gt;Internet Machine’s three-screen installation at Transmediale 2015.&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;&lt;em&gt;Internet machine&lt;/em&gt; is a multi-screen film about the invisible infrastructures of the internet. The film reveals the hidden materiality of our data by exploring some of the machines through which ‘the cloud’ is transmitted and transformed.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;https://vimeo.com/95044197&quot;&gt;Video: Internet machine (trailer)&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Film: 6 min 40 sec, digital 4K, 25fps, stereo. Installation: Digital projection, 3 x 16:10 screens, each 4.85m x 2.8m. Medium: Digital photography, photogrammetry and 3D animation.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Internet machine&lt;/em&gt; (&lt;a href=&quot;http://bigbangdata.cccb.org/en/internet-machine-timo-arnall-2/&quot;&gt;showing now at Big Bang Data&lt;/a&gt; or &lt;a href=&quot;https://vimeo.com/95044197&quot;&gt;watch the trailer&lt;/a&gt;) documents one of the largest, most secure and ‘fault-tolerant’ data-centres in the world, &lt;a href=&quot;https://web.archive.org/web/20140518130703/http://blog.digital.telefonica.com:80/?press-release=telefonica-opens-its-largest-data-centre-to-house-the-most-advanced-digital-services&quot;&gt;run by Telefónica in Alcalá, Spain&lt;/a&gt;. The film explores these hidden architectures with a wide, slowly moving camera. The subtle changes in perspective encourage contemplative reflection on the spaces where internet data and connectivity are being managed.&lt;/p&gt;
&lt;p&gt;In this film I wanted to look beyond the childish myth of ‘the cloud’, to investigate what the infrastructures of the internet actually look like. It felt important to be able to see and hear the energy that goes into powering these machines, and the associated systems for securing, cooling and maintaining them.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/internet-machine/InternetMachine14-web.jpg&quot; alt=&quot;Interior of the data centre: a wide aisle flanked by tall black server racks, lit in cold blue&quot; /&gt;&lt;figcaption&gt;Interior of the data centre: a wide aisle flanked by tall black server racks, lit in cold blue&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;What we find, after being led through layers of identification and security far higher than any airport, are deafeningly noisy rooms cocooning racks of servers and routers. In these spaces you are buffeted by hot and cold air that blusters through everything.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/internet-machine/InternetMachine09-web.jpg&quot; alt=&quot;Inside a data centre: rows of server racks with orange and blue cabling visible between units&quot; /&gt;&lt;figcaption&gt;Inside a data centre: rows of server racks with orange and blue cabling visible between units&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;Server rooms are kept cool through quiet, airy ‘plenary’ corridors that divide the overall space. There are fibre optic connections routed through multiple, redundant paths across the building. In the labyrinthine corridors of the basement, these cables connect to the wider internet through holes in rough concrete walls.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/internet-machine/InternetMachine16-web.jpg&quot; alt=&quot;Server rack detail: the back of a rack showing bundled cables and status lights&quot; /&gt;&lt;figcaption&gt;Server rack detail: the back of a rack showing bundled cables and status lights&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;Power is supplied not only through the mains, but backed up with warm caverns of lead batteries, managed by gently buzzing cabinets of relays and switches.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/internet-machine/InternetMachine10-web.jpg&quot; alt=&quot;A data centre corridor, tall server racks on either side receding to a vanishing point&quot; /&gt;&lt;figcaption&gt;A data centre corridor, tall server racks on either side receding to a vanishing point&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;These are backed up in turn by rows of yellow generators, supplied by diesel storage tanks and contracts with fuel supply companies so that the data centre can run indefinitely until power returns.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/internet-machine/InternetMachine03-web.jpg&quot; alt=&quot;A cavernous server hall in the Telefónica data centre, Alcalá, Spain&quot; /&gt;&lt;figcaption&gt;A cavernous server hall in the Telefónica data centre, Alcalá, Spain&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;The outside of the building is a facade of enormous stainless steel water tanks, containing tens of thousands of litres of cool water, sitting there in case of fire.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/internet-machine/InternetMachine11-web.jpg&quot; alt=&quot;Close-up of a server rack interior showing fan arrays and cable looms&quot; /&gt;&lt;figcaption&gt;Close-up of a server rack interior showing fan arrays and cable looms&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;And up on the roof, to the sound of birdsong, is a football-pitch sized array of shiny aluminium ‘chillers’ that filter and cool the air going into the building.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/internet-machine/InternetMachine15-web.jpg&quot; alt=&quot;Low-angle view along a data centre aisle, floor vents in the foreground and server racks receding into the background&quot; /&gt;&lt;figcaption&gt;Low-angle view along a data centre aisle, floor vents in the foreground and server racks receding into the background&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;In experiencing these machines at work, we start to understand that the internet is not a weightless, immaterial, invisible cloud, and instead to appreciate it as a very distinct physical, architectural and material system.&lt;/p&gt;
&lt;h2&gt;Production&lt;/h2&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/internet-machine/Internet-machine-shoot-1024x1018.png&quot; alt=&quot;Behind the scenes: the film crew setting up a wide-angle camera rig inside the Telefónica data centre during the Internet Machine shoot&quot; /&gt;&lt;figcaption&gt;Behind the scenes: the film crew setting up a wide-angle camera rig inside the Telefónica data centre during the Internet Machine shoot&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;This was a particularly exciting project, a chance for an ambitious and experimental location shoot in a complex environment. Telefónica were particularly accommodating and allowed unprecedented access to shoot across the entire building, not just in the ‘spectacular’ server rooms. Thirty two locations were shot inside the data centre over the course of two days, followed by five weeks of post-production.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/internet-machine/Internet-Machine-production-04-1024x575.jpg&quot; alt=&quot;Production still: a three-camera rig on a dolly track inside the data centre server room&quot; /&gt;&lt;figcaption&gt;The three-camera rig in the virtual reconstruction of the data centre server room.&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;I had to invent some new production methods to create a three-screen installation, based on some &lt;a href=&quot;https://vimeo.com/30565077&quot;&gt;techniques I developed&lt;/a&gt; over ten years ago. The film was shot using both video and stills, using a panoramic head and a Canon 5D mkIII. The video was shot using the &lt;a href=&quot;https://web.archive.org/web/20120616231638/http://www.magiclantern.fm:80/&quot;&gt;Magic Lantern RAW module&lt;/a&gt; on the 5D, while the RAW stills were processed in Lightroom and stitched together using Photoshop and &lt;a href=&quot;http://hugin.sourceforge.net&quot;&gt;Hugin&lt;/a&gt;.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/internet-machine/Internet-Machine-production-02-1024x576.jpg&quot; alt=&quot;Production still: crew member with camera equipment among the server racks&quot; /&gt;&lt;figcaption&gt;The three-camera rig in the virtual reconstruction of the data centre rooftop.&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;The footage was then converted into 3D scenes using camera mapping techniques, recreating the perspective by hand (a kind of low-tech, traditional photogrammetry) so that entirely new camera movements could be created by animating a virtual three-camera rig within this new virtual space. The final multi-screen installation is played out in 4K projected across three screens.&lt;/p&gt;
&lt;p&gt;There are more photos available &lt;a href=&quot;https://www.flickr.com/photos/timo/sets/72157644238952539&quot;&gt;at Flickr&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Internet machine is part of &lt;a href=&quot;http://bigbangdata.cccb.org/en/&quot;&gt;BIG BANG DATA&lt;/a&gt;, open from &lt;strong&gt;9 May 2014&lt;/strong&gt; until &lt;strong&gt;26 October 2014&lt;/strong&gt; at &lt;a href=&quot;http://www.cccb.org/en/&quot;&gt;CCCB&lt;/a&gt; (Barcelona) and from February-May 2015 at &lt;a href=&quot;http://www.fundaciontelefonica.com/en/&quot;&gt;Fundación Telefónica&lt;/a&gt; (Madrid).&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Internet Machine is produced by Timo Arnall, Centre de Cultura Contemporània de Barcelona (CCCB), and Fundación Telefónica. Thanks to José Luis de Vicente, Olga Subiros, Cira Pérez and María Paula Baylac.&lt;/em&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Projects</category><category>Data Centre</category><category>Documentary</category><category>Exhibition</category><category>Film</category><category>Infrastructure</category><category>Photography</category><category>Research</category><category>Technology</category><category>Video</category><enclosure url="https://www.elasticspace.com/images/internet-machine/Internet-Machine-Transmediale-2-small.jpg" length="1572034" type="image/jpeg"/></item><item><title>Pixel Track</title><link>https://www.elasticspace.com/2014/04/pixel-track/</link><guid isPermaLink="true">https://www.elasticspace.com/2014/04/pixel-track/</guid><description>Pixel Track is a prototype of a new kind of connected display, produced by Berg in collaboration with the Future Cities Catapult.</description><pubDate>Tue, 01 Apr 2014 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;em&gt;Original film no longer hosted by Vimeo. &lt;a href=&quot;https://web.archive.org/web/2015*/https://bergcloud.com/case-studies/pixel-track&quot;&gt;Open in Wayback Machine&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;Pixel Track is a prototype of a new kind of connected display, produced by Berg in collaboration with the Future Cities Catapult. &lt;a href=&quot;https://web.archive.org/web/20150811095400/http://bergcloud.com/case-studies/pixel-track&quot;&gt;More…&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Films</category><category>BERG</category><category>Interaction Design</category></item><item><title>Cloudwash</title><link>https://www.elasticspace.com/2014/02/cloudwash/</link><guid isPermaLink="true">https://www.elasticspace.com/2014/02/cloudwash/</guid><description>Cloudwash is a prototype washing machine that was made to explore how connectivity might change the ordinary appliances in our homes. Made at BERG and designed by Durrell Bishop.</description><pubDate>Sat, 01 Feb 2014 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=RlGW4YxfR8M&quot;&gt;Video: Cloudwash the connected washing machine&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Cloudwash is a prototype washing machine that was made to explore how connectivity might change the ordinary appliances in our homes. Made at &lt;a href=&quot;https://www.theguardian.com/technology/2014/feb/26/berg-cloudwash-connected-washing-machine&quot;&gt;BERG&lt;/a&gt; and designed by &lt;a href=&quot;https://twitter.com/durrell_bishop&quot;&gt;Durrell Bishop&lt;/a&gt;. &lt;a href=&quot;https://web.archive.org/web/20150813235938/http://bergcloud.com/case-studies/cloudwash/&quot;&gt;More…&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Films</category><category>Interaction Design</category><category>Legible</category><category>BERG</category><category>Prototyping</category><category>Slow</category></item><item><title>The Immaterials project</title><link>https://www.elasticspace.com/2013/09/the-immaterials-project/</link><guid isPermaLink="true">https://www.elasticspace.com/2013/09/the-immaterials-project/</guid><description>An overview of the Immaterials project, five years of work on visualising the invisible infrastructures of interaction: RFID, WiFi, GPS and machine vision.</description><pubDate>Wed, 04 Sep 2013 00:00:00 GMT</pubDate><content:encoded>&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/the-immaterials-project/RFID-Touch-Project.jpg&quot; alt=&quot;A light-painted visualisation of the field around an RFID reader: thin luminous contours suspended in a dark room, showing the three-dimensional shape of the invisible radio-frequency field&quot; /&gt;&lt;figcaption&gt;Light painting the field around an RFID reader.&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;The &lt;em&gt;Immaterials&lt;/em&gt; project is concerned with the increasing invisibility of interfaces and infrastructures. The systems we interact with everyday such as WiFi and 3G networks have a profound impact on how we experience the world. As &lt;a href=&quot;http://speedbird.wordpress.com/2009/10/08/the-kind-of-program-a-city-is-2/&quot;&gt;Adam Greenfield says&lt;/a&gt;:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;the complex technologies the networked city relies upon to produce its effects remain distressingly opaque, even to those exposed to them on a daily basis. [...] it’s hard to be appropriately critical and to make sound choices in a world where we don’t understand the objects around us.&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;And as &lt;a href=&quot;http://booktwo.org/notebook/drone-shadows/&quot;&gt;James Bridle&lt;/a&gt; has eloquently and disturbingly observed:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;Those who cannot perceive the network cannot act effectively within it, and are powerless.&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;The project set out to expose some of the phenomena and mechanisms of technological infrastructures through visual, photographic, narrative, animated and cinematic techniques. Over the last five years I have worked with &lt;a href=&quot;http://www.voyoslo.com&quot;&gt;Einar Sneve Martinussen&lt;/a&gt;, &lt;a href=&quot;http://www.voyoslo.com&quot;&gt;Jørn Knutsen&lt;/a&gt;, &lt;a href=&quot;http://berglondon.com/studio/jack-schulze/&quot;&gt;Jack Schulze&lt;/a&gt; and &lt;a href=&quot;http://magicalnihilism.com&quot;&gt;Matt Jones&lt;/a&gt; towards a body of work that is now brought together in &lt;a href=&quot;http://www.lighthouse.org.uk/programme/immaterials&quot;&gt;an exhibition&lt;/a&gt; for the first time.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;https://vimeo.com/12187317&quot;&gt;Video: The Immaterials project&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;From 2004–2008 I speculated about the ways in which &lt;a href=&quot;https://nearfieldarchive.org/2007/07/fields-and-seams&quot;&gt;wireless interactions inhabited physical space&lt;/a&gt;, through my work on a &lt;a href=&quot;https://www.elasticspace.com/2005/11/graphic-language-for-touch/&quot;&gt;&lt;em&gt;Graphic language for touch&lt;/em&gt;&lt;/a&gt;, and also through films such as &lt;a href=&quot;https://vimeo.com/12187317&quot;&gt;&lt;em&gt;Wireless in the world&lt;/em&gt;&lt;/a&gt;. Some of my students made &lt;a href=&quot;https://nearfieldarchive.org/2007/12/fictional-radio-spaces&quot;&gt;beautiful but fictional speculations&lt;/a&gt; about the physical qualities of different kinds of radio.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;https://vimeo.com/6588461&quot;&gt;Video: Nearness&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Jack Schulze and I also made a short, playful film called &lt;em&gt;&lt;a href=&quot;https://vimeo.com/6588461&quot;&gt;Nearness&lt;/a&gt;&lt;/em&gt; about action at a distance. In the film, a series of simple reactions are set off by immaterial phenomena, such as radio waves, mobile networks, light, magnetism and wind.&lt;/p&gt;
&lt;p&gt;In 2006 we ran a &lt;a href=&quot;https://nearfieldarchive.org/2006/10/rfid-hacking-workshop&quot;&gt;Touch workshop&lt;/a&gt; with &lt;a href=&quot;http://berglondon.com/blog/2006/10/26/rfid-hacking-workshop-notes/&quot;&gt;BERG&lt;/a&gt; where we became concerned about the invisibility of RFID technology, and the effect that had on our ability to design with it. We found it extraordinary that a technology that was defined as a proximity or ‘touch’-based interface, was so opaque in terms of its physical, spatial, gestural materiality. How do we as designers make these materials visible, so we can have &lt;a href=&quot;http://tesugen.com/archives/05/09/donald-schon-design&quot;&gt;reflective conversations&lt;/a&gt; with them?&lt;/p&gt;
&lt;p&gt;We developed &lt;a href=&quot;https://vimeo.com/1857683&quot;&gt;&lt;em&gt;Experiments in Field Drawing&lt;/em&gt;&lt;/a&gt; as a method of revealing, literally drawing, the physical presence of RFID interactions. We revealed these fields in a much richer, multi-dimensional way using photography, animation and light painting in the film &lt;a href=&quot;https://nearfieldarchive.org/2009/10/immaterials-the-ghost-in-the-field&quot;&gt;&lt;em&gt;Immaterials: Ghost in the Field&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;https://vimeo.com/7022707&quot;&gt;Video: Immaterials: the ghost in the field&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://magicalnihilism.com&quot;&gt;Matt Jones&lt;/a&gt; coined the term &lt;a href=&quot;http://berglondon.com/talks/immaterials/&quot;&gt;&lt;em&gt;immaterials&lt;/em&gt;&lt;/a&gt; to describe the project and &lt;a href=&quot;http://creativity-online.com/news/cat-london-video-matt-jones-on-immaterials/141146&quot;&gt;gave a great talk&lt;/a&gt; about some ways of understanding the immaterials of interaction design. Matt and I also looked at &lt;a href=&quot;http://berglondon.com/blog/2011/08/03/the-robot-readable-world/&quot;&gt;machine vision&lt;/a&gt;, another phenomena that increasingly becomes a material for design in &lt;a href=&quot;https://vimeo.com/36239715&quot;&gt;&lt;em&gt;Robot Readable World&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;In 2011 at &lt;a href=&quot;http://www.aho.no/en/&quot;&gt;AHO&lt;/a&gt;, as part of a research project called &lt;a href=&quot;http://yourban.no/2011/02/22/immaterials-light-painting-wifi/&quot;&gt;Yourban&lt;/a&gt;, we extended the investigations to WiFi, using similar light painting techniques we revealed the enormous scale and pervasiveness of ad-hoc WiFi networks in urban spaces in &lt;a href=&quot;https://nearfieldarchive.org/2011/02/wifi-light-painting&quot;&gt;&lt;em&gt;Immaterials: Light Painting WiFi&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;https://vimeo.com/20412632&quot;&gt;Video: The Immaterials project&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Finally, over the last two years we’ve become increasingly interested in the Global Positioning System (GPS), that has become a central part of both the vision and the implementation of contemporary interfaces.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/the-immaterials-project/9552367697_7d6ad126ed_h.jpg&quot; alt=&quot;A cluster of Satellite Lamps in a gallery space, each a small tripod-mounted lamp glowing at different brightnesses as it samples GPS signal strength in its location&quot; /&gt;&lt;figcaption&gt;Satellite Lamps exhibited at Dread 2013 at De Hallen Haarlem.&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;We have built a series of &lt;em&gt;&lt;a href=&quot;http://kairos.technorhetoric.net/19.1/inventio/martinussen-et-al/&quot;&gt;Satellite Lamps&lt;/a&gt;&lt;/em&gt; that sense the presence of the 24 GPS satellites in orbit. The lamps change brightness according to the strength of GPS signals they receive, showing how the technology itself is messy and unpredictable, and revealing how GPS is a negotiation between radio waves, earth-orbit geometry and the urban environment.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;https://vimeo.com/97054557&quot;&gt;Video: Immaterials: Satellite Lamps&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Satellite Lamps&lt;/em&gt; has so far been &lt;a href=&quot;http://www.lighthouse.org.uk/programme/immaterials&quot;&gt;exhibited at Lighthouse&lt;/a&gt; and &lt;a href=&quot;http://thedreadexhibition.com/post/60095970422/einar-sneve-martinussen-kirkenes-1982-j-rn&quot;&gt;Dread&lt;/a&gt;. You can &lt;a href=&quot;https://vimeo.com/97054557&quot;&gt;watch the film&lt;/a&gt; and &lt;a href=&quot;http://kairos.technorhetoric.net/19.1/inventio/martinussen-et-al/&quot;&gt;read the extensive article&lt;/a&gt; detailing our process as well as &lt;a href=&quot;http://kairos.technorhetoric.net/19.1/inventio/martinussen-et-al/walking-with-satellites/&quot;&gt;a cultural history of GPS&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;The visual languages that we’ve developed have ended up in &lt;a href=&quot;http://www.youtube.com/watch?v=ntKy2Fu9RaU&quot;&gt;advertising&lt;/a&gt;, on the &lt;a href=&quot;http://yourban.no/2012/06/06/projects-inspired-by-immaterials-light-painting-wifi/&quot;&gt;BBC and Discovery Channel&lt;/a&gt;, and the techniques have been extended in research at &lt;a href=&quot;http://thinkwithdesign.com/INVISIBLE-FORCES&quot;&gt;MIT&lt;/a&gt; and &lt;a href=&quot;https://vimeo.com/65321968&quot;&gt;CIID&lt;/a&gt;, and by many &lt;a href=&quot;http://joncleave.com/immaterials-pt1.php&quot;&gt;designers&lt;/a&gt;, &lt;a href=&quot;https://sites.google.com/site/mechatronicsguy/lightscythe&quot;&gt;enthusiasts and hackers&lt;/a&gt;. It’s exciting that both the subject and the methods are being taken up and used broadly by other people, and we’re looking forward to seeing more.&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;the truly pressing need is for translators: people capable of opening these occult systems up, demystifying them, explaining their implications to the people whose neighborhoods and choices and very lives are increasingly conditioned by them. — &lt;a href=&quot;http://speedbird.wordpress.com/2009/10/08/the-kind-of-program-a-city-is-2/&quot;&gt;Adam Greenfield (2009)&lt;/a&gt;&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;The &lt;em&gt;Immaterials&lt;/em&gt; project emerged from the humble preoccupations of a few designers dealing with some of the invisible, immaterial, intangible stuff we had in front of us. These small experiments led to larger and more visually and narratively communicative work. In the end what I think we’ve developed is an approach to technology that revolves around material exploration, explanation and communication. Because images and language, as well as materials, form our understandings of technology, Immaterials has shown how we can use &lt;a href=&quot;http://www.voyoslo.com/2012/10/means-of-production/&quot;&gt;‘design and playful explorations to shape or stir the popular imagination’&lt;/a&gt;.&lt;/p&gt;
&lt;h2&gt;The exhibitions&lt;/h2&gt;
&lt;p&gt;&lt;em&gt;All the Immaterials projects are on display at &lt;a href=&quot;http://www.lighthouse.org.uk/programme/immaterials&quot;&gt;Lighthouse in Brighton from 5 September until 13 October 2013&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Satellite Lamps and Robot Readable World are on display at &lt;a href=&quot;http://thedreadexhibition.com&quot;&gt;Dread in Amsterdam from 7 September until 24 November 2013&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Projects</category><category>BDF13</category><category>Exhibition</category><category>Gallery</category><category>Immaterials</category><category>Interaction Design</category><category>Lighthouse Arts</category><category>Research</category><enclosure url="https://www.elasticspace.com/images/the-immaterials-project/RFID-Touch-Project.jpg" length="73080" type="image/jpeg"/></item><item><title>No to NoUI</title><link>https://www.elasticspace.com/2013/03/no-to-no-ui/</link><guid isPermaLink="true">https://www.elasticspace.com/2013/03/no-to-no-ui/</guid><description>A critique of &apos;invisible design&apos; and the NoUI movement: invisibility propagates the myth of immateriality, ignores interface culture and takes agency away from users and designers.</description><pubDate>Wed, 13 Mar 2013 00:00:00 GMT</pubDate><content:encoded>&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/no-to-no-ui/Invisible-design.gif&quot; alt=&quot;A grid of article headlines and blog-post screenshots arguing that the best design is invisible, that UI should disappear, and that the best interface is no interface&quot; /&gt;&lt;figcaption&gt;A selection of recent articles on ‘invisible design’ and the disappearance of UI.&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;‘&lt;em&gt;The best design is invisible&lt;/em&gt;’ is the interaction design phrase of the moment. The images above are from my ever-expanding collection of quotes about how design and technology will ‘&lt;em&gt;disappear&lt;/em&gt;’, become ‘&lt;em&gt;invisible&lt;/em&gt;’ or how the ‘&lt;em&gt;best interface is no interface&lt;/em&gt;’.&lt;/p&gt;
&lt;p&gt;The Verge has recently given both &lt;a href=&quot;http://www.theverge.com/2012/7/24/3177332/ia-oliver-reichenstein-writer-interview-good-design-is-invisible&quot;&gt;Oliver Reichenstein&lt;/a&gt; and &lt;a href=&quot;http://www.theverge.com/2013/3/10/4086392/samsung-golden-krishna-the-best-interface-is-no-interface&quot;&gt;Golden Krishna&lt;/a&gt; a platform to talk about this. This has spawned &lt;a href=&quot;https://web.archive.org/web/20120831083217/http://www.cooper.com/journal/2012/08/the-best-interface-is-no-interface.html&quot;&gt;manifestos&lt;/a&gt;, &lt;a href=&quot;https://web.archive.org/web/20130313063109/http://vimeo.com:80/48629451&quot;&gt;films&lt;/a&gt;, &lt;a href=&quot;https://vimeo.com/31645769&quot;&gt;talks&lt;/a&gt;, &lt;a href=&quot;https://web.archive.org/web/20120518220316/http://designingtheinvisible.co.uk&quot;&gt;books&lt;/a&gt;, &lt;a href=&quot;https://twitter.com/search?q=%23noui&amp;amp;src=typd&quot;&gt;#NoUI hashtags&lt;/a&gt; and some &lt;a title=&quot;Rian van der Merwe suggests ‘appropriate visibility’ as a compromise on ‘invisible design’&quot; href=&quot;http://www.elezea.com/2012/07/invisible-design/&quot;&gt;debates&lt;/a&gt; about what it might mean. I’ll call this cluster of things ‘invisible design’.&lt;/p&gt;
&lt;p&gt;I agree with some of the reasons driving this movement; that design’s current infatuation with touchscreens is really problematic. I’ve spent the last eight years &lt;a href=&quot;http://www.slideshare.net/tmo/the-web-in-the-world-presentation?type=document&quot;&gt;rallying against&lt;/a&gt; &lt;a href=&quot;https://web.archive.org/web/20100324114111/http://www.theonion.com:80/articles/report-90-of-waking-hours-spent-staring-at-glowing,2747/&quot;&gt;glowing rectangles&lt;/a&gt;, &lt;a href=&quot;http://www.flickr.com/photos/timo/sets/72157632138168984/&quot;&gt;studying our obsession with screens&lt;/a&gt; and the ways in which this has become a &lt;a href=&quot;https://www.elasticspace.com/2010/10/a-phone-to-save-us-from-our-screens/&quot;&gt;cultural phenomenon&lt;/a&gt;. In response I have been &lt;a href=&quot;https://nearfieldarchive.org/about&quot;&gt;researching&lt;/a&gt; and &lt;a href=&quot;https://nearfieldarchive.org/2009/09/skal-playing-with-media&quot;&gt;inventing&lt;/a&gt; &lt;a href=&quot;https://nearfieldarchive.org/2009/09/sniff&quot;&gt;interfaces&lt;/a&gt; for taking interaction &lt;a href=&quot;http://berglondon.com/blog/2012/12/19/lamps/&quot;&gt;out from under the glass&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;But I also take issue with much of the thinking for a few reasons that I’ll outline below.&lt;/p&gt;
&lt;h2&gt;1. Invisible design propagates the myth of immateriality&lt;/h2&gt;
&lt;p&gt;We already have plenty of thinking that celebrates the invisibility and seamlessness of technology. We are overloaded with &lt;a title=&quot;The brilliant Julian Oliver talks about our understandings of networks&quot; href=&quot;https://vimeo.com/52962142&quot;&gt;childish mythologies&lt;/a&gt; like ‘the cloud’; a soft, fuzzy metaphor for enormous infrastructural projects of undersea cables and power-hungry data farms. This mythology can be harmful and is &lt;a href=&quot;https://twitter.com/benfinoradin/status/305706287415558144&quot;&gt;often just plain wrong&lt;/a&gt;. Networks go down, hard disks fail, sensors fail to sense, processors overheat and batteries die.&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;Computing systems are suffused through and through with the constraints of their materiality. – &lt;a href=&quot;http://onlinelibrary.wiley.com/doi/10.1002/asi.21542/abstract&quot;&gt;Jean-François Blanchette&lt;/a&gt;&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;Invisible design propagates the myth that technology will ‘disappear’ or ‘just get out of the way’ rather than addressing the qualities of interface technologies that can make them difficult or delightful.&lt;/p&gt;
&lt;p&gt;Intentionally hiding the phenomena and materiality of interfaces, smoothing over the natural edges, seams and transitions that constitute all technical systems, entails a loss of understanding and agency for both designers and users of computing. Lack of understanding leads to uncertainty and &lt;a href=&quot;https://web.archive.org/web/20130719131359/http://www.cc.gatech.edu/grads/l/ledantec/files/poole-ledantec-reflecting-ubicomp08.pdf&quot;&gt;folk-theories&lt;/a&gt; that hinder our ability to use technical systems, and clouds the critique of technological developments.&lt;/p&gt;
&lt;p&gt;As systems increasingly record our personal activity and data, invisibility is exactly the wrong model.&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;By removing our knowledge of the glue that holds the systems that make up the infrastructure together, it becomes much more difficult, if not impossible, to begin to understand how we are constructed as subjects, what types of systems are brought into place (legal, technical, social, etc.) and where the possibilities for transformation exist. – &lt;a href=&quot;http://www.i-r-i-e.net/inhalt/008/008_4.pdf&quot;&gt;Matt Ratto (2007)&lt;/a&gt;&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;In other words, as both users and designers of interface technology, we are disenfranchised by the concepts of invisibility and disappearance.&lt;/p&gt;
&lt;h2&gt;2. Invisible design falls into the natural/intuitive trap&lt;/h2&gt;
&lt;p&gt;The movement tells us to ‘embrace natural processes’ and talks about the ‘incredibly intuitive’ &lt;a href=&quot;http://www.youtube.com/watch?v=KLlwC2wK7UE&quot;&gt;Mercedes car interface&lt;/a&gt;. This language is a trap (we should ban the use of &lt;a title=&quot;Natural interfaces are not natural&quot; href=&quot;https://web.archive.org/web/20120525053920/http://www.jnd.org/dn.mss/natural_user_interfa.html&quot;&gt;natural&lt;/a&gt; and &lt;a title=&quot;let’s not use that troublesome word intuitive anymore&quot; href=&quot;http://www.asktog.com/papers/raskinintuit.html&quot;&gt;intuitive&lt;/a&gt; btw) that doesn’t give us any insight into how complex products might actually become simple or familiar.&lt;/p&gt;
&lt;p&gt;Invisible design leads us towards the horrors of &lt;a href=&quot;http://journal.benbashford.com/post/2848763029&quot;&gt;Reality Clippy&lt;/a&gt;. Does my refrigerator light really go off? Why was my car unlocked this morning? How did my phone go silent all of a sudden? Without highly legible systems for managing and understanding all of this ‘smartness’ we are going to get very lost and highly frustrated. The &lt;a title=&quot;Foursquare has been working for four years, with one of the largest datasets in history, and data that can tell if you’re local or a tourist, and still has trouble designing an appropriate push message&quot; href=&quot;http://www.theverge.com/2013/3/11/4089398/dennis-crowley-interview-sxsw-on-a-roof/in/3853873&quot;&gt;tricky business of push notifications&lt;/a&gt; and the &lt;a href=&quot;http://www.danah.org/papers/FacebookPrivacyTrainwreck.pdf&quot;&gt;Facebook privacy train wreck&lt;/a&gt; is just the tip of the iceberg.&lt;/p&gt;
&lt;p&gt;The example of the &lt;a href=&quot;http://www.nest.com&quot;&gt;Nest thermostat&lt;/a&gt; invisibly ‘learning’ your habits to control your home temperature is a good one. But the Nest has a highly visible interface that reassures you as to its status, tells you when it is learning, and a large dial for adjusting temperature. Beautiful, legible &lt;a href=&quot;http://microinteractions.com&quot;&gt;microinteractions&lt;/a&gt;. A Nest without these visual and direct manipulation interfaces would be useless, uncanny and frustrating. Nest &lt;em&gt;wants&lt;/em&gt; UI.&lt;/p&gt;
&lt;p&gt;The discussion around invisible design often talks about using sensors and tangible interfaces instead of visual interfaces. But these systems are not inherently simpler or more familiar. They have their own material qualities with edges and ‘grain’ that need to be understood and learnt. Their literal invisibility can cause confusion, &lt;a href=&quot;https://web.archive.org/web/20120510233711/http://www.spychips.com&quot;&gt;even fear&lt;/a&gt;, and they often increase unpredictability and failure.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;https://vimeo.com/7022707&quot;&gt;Video: Immaterials: the ghost in the field&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Revealing the invisible seams of RFID interfaces in the &lt;a href=&quot;https://nearfieldarchive.org/&quot;&gt;Touch Project&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;In our work with interface technologies such as &lt;a href=&quot;https://www.elasticspace.com/2005/11/graphic-language-for-touch/&quot;&gt;RFID&lt;/a&gt; and &lt;a href=&quot;http://berglondon.com/blog/2012/02/06/robot-readable-world-the-film/&quot;&gt;computer vision&lt;/a&gt;, we’ve discovered that it takes a &lt;a href=&quot;https://nearfieldarchive.org/2009/10/immaterials-the-ghost-in-the-field&quot;&gt;lot of work&lt;/a&gt; to make sense of the technologies as &lt;a href=&quot;http://berglondon.com/talks/immaterials/&quot;&gt;design materials&lt;/a&gt;. So it’s not useful to say that UI is ‘disappearing’ into sensing, algorithms and tangible interfaces, when we &lt;a href=&quot;http://www.theawl.com/2013/02/how-minority-report-trapped-us-in-a-world-of-bad-interfaces&quot;&gt;don’t fully understand them&lt;/a&gt; as UI yet.&lt;/p&gt;
&lt;h2&gt;3. Invisible design ignores interface culture&lt;/h2&gt;
&lt;p&gt;Interfaces are the dominant cultural form of our time. So much of contemporary culture takes place &lt;em&gt;through interfaces&lt;/em&gt; and &lt;em&gt;inside UI&lt;/em&gt;. Interfaces are part of cultural expression and participation, &lt;a title=&quot;Yes I mentioned the s word! Like it or not, skeuomorphism is a thing&quot; href=&quot;http://skeu.it&quot;&gt;skeuomorphism&lt;/a&gt; is evidence that interfaces are more than chrome around content, and more than tools to solve problems. To declare interfaces ‘invisible’ is to deny them a cultural form or &lt;a href=&quot;http://inventingthemedium.com&quot;&gt;medium&lt;/a&gt;. Could we say ‘the best TV is no TV’, the ‘best typography is no typography’ or ‘the best buildings are no architecture’?&lt;/p&gt;
&lt;p&gt;Much of our work at &lt;a href=&quot;http://berglondon.com&quot;&gt;BERG&lt;/a&gt; is not just about solving problems, but about &lt;a href=&quot;https://web.archive.org/web/20130707002331/http://www.kickerstudio.com/2009/05/six-questions-from-kicker-jack-schulze/&quot;&gt;cultural invention&lt;/a&gt;:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;We’re not interested in this idea of the invisible technology in a modernist sense. Tech won’t be visible but only if it’s embedded into the culture that it exists within. By foregrounding the culture, you background the technology. It’s the difference between grinding your way through menus on an old Nokia, trying to do something very simple, and inhabiting the bright bouncy bubbly universe of iOS. The technology is there, of course, but it’s effectively invisible as the culture is foregrounded.” – &lt;a href=&quot;https://web.archive.org/web/20130209202859/http://www.domusweb.it/en/design/little-printer-a-portrait-in-the-nude-/&quot;&gt;Jack Schulze (in Domus 965 / January 2013)&lt;/a&gt;&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;We should be able to simultaneously celebrate the fantastic explosion of diversity in UI, and develop &lt;a href=&quot;http://worrydream.com/ABriefRantOnTheFutureOfInteractionDesign/&quot;&gt;healthy critique&lt;/a&gt; around the use of interfaces like touch screens. But by calling for UI to disappear altogether so that things can be more efficient, we remain in the same utilitarian and rational mindset that produces &lt;a href=&quot;http://www.youtube.com/watch?v=a6cNdhOKwi0&quot;&gt;inert technological visions like this&lt;/a&gt;, rather than seeing interfaces as part of the cultural landscape.&lt;/p&gt;
&lt;h2&gt;4. Invisible design ignores design and technology history&lt;/h2&gt;
&lt;p&gt;The movement ignores at least thirty years of thinking in design and technology. A few examples:&lt;/p&gt;
&lt;p&gt;Much of the recent invisible design discussions repeat the thinking in Jared Spool’s ‘&lt;em&gt;&lt;a href=&quot;https://web.archive.org/web/20120621104309/http://www.uie.com/articles/experiencedesign/&quot;&gt;Great Designs Should Be Experienced and Not Seen&lt;/a&gt;&lt;/em&gt;’ and Donald Norman’s ‘&lt;em&gt;&lt;a href=&quot;https://web.archive.org/web/20120628005204/http://www.jnd.org/books/the-invisible-computer.html&quot;&gt;Invisible Computer&lt;/a&gt;&lt;/em&gt;’. But a better reference point would be Don Norman’s earlier book, &lt;a href=&quot;http://www.amazon.com/Design-Everyday-Things-Donald-Norman/dp/0465067107&quot;&gt;The Design of Everyday Things&lt;/a&gt;, where he instead talks about the ‘problems caused by inadequate attention to visibility’ and supporting or managing our mental models of systems. We need a lot more thinking about our &lt;a href=&quot;https://web.archive.org/web/20120614222923/http://videos.liftconference.com/video/1177435/kevin-slavin-those-algorithms&quot;&gt;mental models of algorithms&lt;/a&gt; in particular.&lt;/p&gt;
&lt;p&gt;Adam Greenfield has investigated the social and ethical issues around the development of ubiquitous computing systems, and is particularly concerned by its disappearance:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;“Ubiquitous systems must contain provisions for immediate and transparent querying of their ownership, use, and capabilities. Everyware must, in other words, be self-disclosing. Whether such disclosures are made graphically, or otherwise, they ensure that you are empowered to make informed decisions as to the level of exposure you wish to entertain.” – &lt;a href=&quot;https://web.archive.org/web/20120419131812/http://speedbird.wordpress.com/my-book-everyware-the-dawning-age-of-ubiquitous-computing/&quot;&gt;Adam Greenfield (2006)&lt;/a&gt;&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;Some designers have talked about the actual qualities they want from ubiquitous computing interfaces, such as &lt;a href=&quot;https://web.archive.org/web/20120304061338/http://www.experientia.com/blog/polite-pertinent-and-pretty/&quot;&gt;polite, pertinent and pretty&lt;/a&gt;:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;“The vast quantities of information that personal informatics generate need not only to be clear and understandable to create legibility and literacy in this new world, but I’d argue in this first wave also seductive, in order to encourage play, trial and adoption” &lt;a href=&quot;http://www.slideshare.net/blackbeltjones/polite-pertinent-and-pretty-designing-for-the-newwave-of-personal-informatics-493301&quot;&gt;Matt Jones &amp;amp; Tom Coates (2008)&lt;/a&gt;&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;Matthew Chalmers has, more than anyone else, revealed the history of &lt;a href=&quot;http://www.microsoft.com/en-us/news/features/2003/nov03/11-16gates-comdex.aspx&quot;&gt;seamlessness&lt;/a&gt;. Seamlessness is ‘the deliberate “making invisible” of the variety of technical systems, artifacts, individuals and organizations that make up an information infrastructure. This work actively disguises the moments of transition and boundary crossing between these various parts in order to present a solid and seemingly coherent interface to users.’ (&lt;a href=&quot;http://www.i-r-i-e.net/inhalt/008/008_4.pdf&quot;&gt;Ratto 2007&lt;/a&gt;). Although &lt;a href=&quot;http://en.wikipedia.org/wiki/Mark_Weiser&quot;&gt;Mark Weiser&lt;/a&gt; is often thought of as an advocate of seamless systems, Chalmers found that:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;Weiser describes seamlessness as a misleading or misguided concept. In his invited talks to UIST94 and USENIX95 he suggested that making things seamless amounts to making everything the same, reducing components, tools and systems to their ‘lowest common denominator’. He advocated seamful systems (with “beautiful seams”) as a goal. Around Xerox PARC, where many researchers worked on document tools, Weiser used an example of seamful integration of a paint tool and a text editor (Weiser, personal communication). He complained that seamless integration of such tools often meant that the user was forced to use only one of them. One tool would be chosen as primary and the others reduced and simplified to conform to it, or they would be crudely patched together with ugly seams. Seamfully integrated tools would maintain the unique characteristics of each tool, through transformations that retained their individual characteristics. This would let the user brush some characters with the paint tool in some artful way, then use the text editor to ‘search and replace’ some of the brushstroked characters, and then paint over the result with colour washes. Interaction would be seamless as the features of each tool were “literally visible, effectively invisible”. Seamful integration is hard, but the quality of interaction can be improved if we let each tool ‘be itself’. – &lt;a href=&quot;http://www.dcs.gla.ac.uk/~matthew/papers/ubicomp2003HCISystems.pdf&quot;&gt;Matthew Chalmers (2003)&lt;/a&gt;&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;&lt;a href=&quot;https://web.archive.org/web/20120604050037/http://criticalmaking.com/matt-ratto/&quot;&gt;Matt Ratto&lt;/a&gt; investigates the darker side of this drive towards invisibility, revealing that seamlessness encourages:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;“a particular kind of passivity and lack of engagement between people and their actions and between people and their social and material environment” and that we must “critique the clean, orderly, and homogenous future that is at the heart of these modernist visions” – &lt;a href=&quot;http://www.i-r-i-e.net/inhalt/008/008_4.pdf&quot;&gt;Matt Ratto (2007)&lt;/a&gt;&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;And Anne Galloway suggests that it is in the &lt;em&gt;seams&lt;/em&gt; where the design work can be done:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;“Although seamlessness may remain a powerful and effective metaphor to guide particular projects, when it comes to actually getting the work done—and the challenges of having to do it with people who can be very different from each other—then I suggest it is in everyone’s best interests to recognise the importance of seams and scars in marking places where interventions can be made, or where potential can be found and acted upon.” – &lt;a href=&quot;http://www.purselipsquarejaw.org/papers/galloway_uncommonground_preprint.pdf&quot;&gt;Anne Galloway (2007)&lt;/a&gt;&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;In interaction design we need to look at the long history of &lt;a href=&quot;https://web.archive.org/web/20120304140107/http://www.designinginteractions.com/interviews/DurrellBishop&quot;&gt;Durrell Bishop&lt;/a&gt;’s work, one of the strongest advocates for &lt;em&gt;self-evident design&lt;/em&gt;, whether it is physical or virtual, through his teaching and &lt;a href=&quot;https://web.archive.org/web/20120729014459/http://thepoundshop.org/luckybite-durrel-bishop-and-tom-hulbert/&quot;&gt;design practice&lt;/a&gt;. Durrell’s ‘Platform 12’ in the &lt;a href=&quot;http://www.rca.ac.uk/Default.aspx?ContentID=509182&amp;amp;groupID=509182&quot;&gt;RCA Design Products&lt;/a&gt; course attempts to see design as:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;“a celebration of a model for how things work, where once again we can treat function as beauty, instead of merely treating design as form and image.”&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;Durrell’s work on the &lt;a href=&quot;http://ccdc11.wordpress.com/2011/02/15/durrell-bishops-marble-answering-machine/&quot;&gt;Marble Answering Machine (1992)&lt;/a&gt; is a brilliant piece of self-evident design, and remains a touchstone for all interaction design work.&lt;/p&gt;
&lt;p&gt;Designers also need to look at the first four chapters of ‘&lt;a href=&quot;http://www.dourish.com/embodied/&quot;&gt;Where the action is&lt;/a&gt;’ by Paul Dourish which give a coherent account of the relationships between human abilities and computer interfaces over the last 50-60 years. Dourish shows how interfaces are not becoming invisible, but how they are increasingly social and tangible.&lt;/p&gt;
&lt;p&gt;And finally, from a design perspective, there is a long tradition of making complex products legible and understandable. Industrial designer &lt;a href=&quot;http://www.amazon.com/KGID-Konstantin-Grcic-Industrial-Deisgn/dp/0714847917&quot;&gt;Konstantin Grcic&lt;/a&gt; talks about the relationship between the technologies and the use of an object:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;“A machine is beautiful when it’s legible, when its form describes how it works. It isn’t simply a matter of covering the technical components with an outer skin, but finding the correct balance between the architecture of the machine… and an expressive approach that is born out of the idea of interaction with those using the object.” – &lt;a href=&quot;http://www.amazon.com/KGID-Konstantin-Grcic-Industrial-Deisgn/dp/0714847917&quot;&gt;Konstantin Grcic (2007)&lt;/a&gt;&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;And perhaps more famously, Dieter Rams has always talked of honesty and understanding in his product design practice. Making a product &lt;em&gt;understandable&lt;/em&gt; is one of his &lt;a href=&quot;https://www.vitsoe.com/gb/about/good-design&quot;&gt;Ten Principles of “Good Design”&lt;/a&gt;.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/no-to-no-ui/dieter_rams-10principles-04.jpg&quot; alt=&quot;Dieter Rams&apos;s ten principles of good design, shown as a poster: good design is innovative, makes a product useful, is aesthetic, makes a product understandable, is unobtrusive, is honest, is long-lasting, is thorough to the last detail, is environmentally friendly, is as little design as possible&quot; /&gt;&lt;figcaption&gt;Dieter Rams&apos;s ten principles of good design, shown as a poster: good design is innovative, makes a product useful, is aesthetic, makes a product understandable, is unobtrusive, is honest, is long-lasting, is thorough to the last detail, is environmentally friendly, is as little design as possible&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;This drive for understanding needs to go further than physical form (as it has done at &lt;a href=&quot;http://gizmodo.com/343641/1960s-braun-products-hold-the-secrets-to-apples-future&quot;&gt;Apple&lt;/a&gt;) and start to inform the design of systems and UI.&lt;/p&gt;
&lt;h2&gt;Towards legible, evident interaction&lt;/h2&gt;
&lt;p&gt;We must abandon invisibility as a goal for interfaces; it’s misleading, unhelpful and ultimately dishonest. It unleashes so much potential for unusable, harmful and frustrating interfaces, and systems that gradually &lt;a href=&quot;https://twitter.com/moleitau/status/276274794712924161&quot;&gt;erode users’ and designers’ agency&lt;/a&gt;. Invisibility might seem an attractive concept at first glance, but it ignores the real, thorny, difficult issues of designing and using complex interfaces and systems.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/no-to-no-ui/Legible-interaction1.gif&quot; alt=&quot;A BERG London diagram illustrating legible interaction: objects whose technological capabilities are visible and understandable, as a counter-example to the invisible-UI trend&quot; /&gt;&lt;figcaption&gt;‘Legible interactions’ by Durrell Bishop, Joe Malia and Timo Arnall at BERG.&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;We might be better off instead taking our language from typography, and for instance talk about &lt;a href=&quot;http://books.google.com/books?id=rs6gyb2hPF4C&amp;amp;pg=PT126&amp;amp;lpg=PT126&amp;amp;dq=legibility+and+readability+baines&amp;amp;source=bl&amp;amp;ots=SIGcB5uxpY&amp;amp;sig=i_ZmHbbJUXidcJu835qc9J1YBZE&amp;amp;hl=en&amp;amp;sa=X&amp;amp;ei=3F4_UaLwAar74QTAn4B4&amp;amp;redir_esc=y&quot;&gt;legibility and readability&lt;/a&gt; without denying that typography can call attention to itself in &lt;a href=&quot;http://www.publiclettering.org.uk/BritishLibrary.php&quot;&gt;beautiful and spectacular ways&lt;/a&gt;. Our goal should be to ‘place as much control as possible in the hands of the end-user by making &lt;a title=&quot;Durrell Bishop influences all of our thinking about design that is self-evident&quot; href=&quot;http://berglondon.com/blog/2013/02/26/connbox/#legibleproduct&quot;&gt;interfaces evident&lt;/a&gt;’.&lt;/p&gt;
&lt;p&gt;Of course the interfaces we design may become normalised in use, effectively invisible over time, but that will only happen if we design them to be legible, readable, understandable and to foreground culture over technology. To build trust and confidence in an interface in the first place, enough that it can comfortably recede into the background.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Projects</category><category>Interaction</category><category>Interaction Design</category><category>Interface</category><category>Invisible Design</category><category>NoUI</category><category>Tangible Interaction</category><category>Ubicomp</category><category>UI</category><enclosure url="https://www.elasticspace.com/images/no-to-no-ui/Invisible-design.gif" length="326305" type="image/gif"/></item><item><title>Immaterials at the Vimeo awards 2012</title><link>https://www.elasticspace.com/2012/05/immaterials-at-the-vimeo-awards-2012/</link><guid isPermaLink="true">https://www.elasticspace.com/2012/05/immaterials-at-the-vimeo-awards-2012/</guid><description>Immaterials: Light painting WiFi, made with Einar Sneve Martinussen and Jørn Knutsen for the YOUrban project, is a finalist at the Vimeo Awards 2012.</description><pubDate>Tue, 22 May 2012 00:00:00 GMT</pubDate><content:encoded>&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/immaterials-at-the-vimeo-awards-2012/Immaterials-Wifi.jpg&quot; alt=&quot;Immaterials: Light painting WiFi, a night-time long-exposure photograph showing a luminous green line tracing the edge of a WiFi signal around a building&quot; /&gt;&lt;figcaption&gt;Immaterials: Light painting WiFi, a night-time long-exposure photograph showing a luminous green line tracing the edge of a WiFi signal around a building&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;The film &lt;a href=&quot;https://vimeo.com/20412632&quot;&gt;Immaterials: Light painting WiFi&lt;/a&gt;, made with Einar Sneve Martinussen and Jørn Knutsen as part of the &lt;a href=&quot;http://yourban.no/&quot;&gt;YOUrban&lt;/a&gt; project, is a finalist at the &lt;a href=&quot;https://vimeo.com/awards&quot;&gt;Vimeo Awards 2012&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;The &lt;a href=&quot;https://vimeo.com/awards/about&quot;&gt;awards ceremony&lt;/a&gt; is on 7 June at 8PM in New York City. The &lt;a href=&quot;https://vimeo.com/awards/festival&quot;&gt;Vimeo Festival&lt;/a&gt; also looks great!&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Film</category><category>Immaterials</category><category>WiFi</category><category>YOUrban</category><enclosure url="https://www.elasticspace.com/images/immaterials-at-the-vimeo-awards-2012/Immaterials-Wifi.jpg" length="456260" type="image/jpeg"/></item><item><title>Robot Readable World</title><link>https://www.elasticspace.com/2012/02/robot-readable-world/</link><guid isPermaLink="true">https://www.elasticspace.com/2012/02/robot-readable-world/</guid><description>A short film pulled together from computer vision research footage: a glimpse of the world as cameras and algorithms register it.</description><pubDate>Tue, 07 Feb 2012 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;This is a short film, an experiment in machine-vision footage. It uses found-footage from computer vision research to explore how machines are making sense of the world.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;https://vimeo.com/36239715&quot;&gt;Video: Robot Readable World&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Robot Readable World. Timo Arnall 2011. 5’09”.&lt;/p&gt;
&lt;p&gt;As &lt;a href=&quot;http://berglondon.com/blog/2012/01/06/gardens-and-zoos/&quot;&gt;robots begin to inhabit the world alongside us&lt;/a&gt;, how do they see and gather meaning from our streets, cities, media and from us? Machines have a tiny, fractional view of our environment, that sometimes echoes our own human vision and often doesn’t.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://berglondon.com/blog/2012/02/06/robot-readable-world-the-film/&quot;&gt;Read more about the film&lt;/a&gt; and have a look at &lt;a href=&quot;http://berglondon.com/blog/2011/08/03/the-robot-readable-world/&quot;&gt;Matt Jones’&lt;/a&gt; talk of the same title.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Projects</category><category>BERG</category><category>Machine Vision</category><category>Research</category><category>Visual Storytelling</category><enclosure url="https://www.elasticspace.com/images/robot-readable-world/robot-readable-world-poster.jpg" length="48013" type="image/jpeg"/></item><item><title>Little Printer</title><link>https://www.elasticspace.com/2011/11/little-printer-film/</link><guid isPermaLink="true">https://www.elasticspace.com/2011/11/little-printer-film/</guid><description>Little Printer lives in your home, bringing you news, puzzles and gossip from friends. Set up subscriptions from your smartphone and it gathers them into a timely mini-newspaper.</description><pubDate>Tue, 29 Nov 2011 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;a href=&quot;https://vimeo.com/32796535&quot;&gt;Video: Hello Little Printer, available 2012&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;https://web.archive.org/web/20150616134723/http://bergcloud.com:80/littleprinter/&quot;&gt;Little Printer&lt;/a&gt; lives in your home, bringing you news, puzzles and gossip from friends. Use your smartphone to set up subscriptions and Little Printer will gather them together to create a timely, beautiful mini-newspaper. &lt;a href=&quot;https://web.archive.org/web/20150602043741/http://bergcloud.com:80/2011/11/29/announcing-little-printer-and-berg-cloud/&quot;&gt;More…&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Films</category><category>Interaction Design</category><category>BERG</category><category>Legible</category><category>Prototyping</category></item><item><title>Talk to Me</title><link>https://www.elasticspace.com/2011/09/talk-to-me/</link><guid isPermaLink="true">https://www.elasticspace.com/2011/09/talk-to-me/</guid><description>Five of my projects are in MoMA&apos;s Talk to Me exhibition (2011): Nearness, Immaterials, Media Surfaces, The Journey and Suwappu. Reviews at CNN, NYT, WSJ.</description><pubDate>Sun, 04 Sep 2011 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;I have five works in &lt;a href=&quot;http://moma.org/visit/calendar/exhibitions/1080&quot;&gt;MoMA&lt;/a&gt;’s latest exhibition ‘&lt;a href=&quot;http://www.moma.org/interactives/exhibitions/2011/talktome/&quot;&gt;Talk to Me&lt;/a&gt;’ in New York. The works are &lt;a href=&quot;http://www.moma.org/interactives/exhibitions/2011/talktome/objects/145493/&quot;&gt;Nearness&lt;/a&gt;, &lt;a href=&quot;http://www.moma.org/interactives/exhibitions/2011/talktome/objects/145463/&quot;&gt;Immaterials&lt;/a&gt;, &lt;a href=&quot;http://www.moma.org/interactives/exhibitions/2011/talktome/objects/146350/&quot;&gt;Media Surfaces&lt;/a&gt;, &lt;a href=&quot;http://www.moma.org/interactives/exhibitions/2011/talktome/objects/146351/&quot;&gt;The Journey&lt;/a&gt; and &lt;a href=&quot;http://www.moma.org/interactives/exhibitions/2011/talktome/objects/146352/&quot;&gt;Suwappu&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;I have written more about the exhibition and the works at the &lt;a href=&quot;https://nearfieldarchive.org/2011/09/touch-at-moma-nyc&quot;&gt;Touch&lt;/a&gt; and &lt;a href=&quot;http://berglondon.com/blog/2011/07/27/talk-to-me-at-moma/&quot;&gt;BERG&lt;/a&gt; weblogs. The exhibition has also been reviewed by &lt;a href=&quot;http://money.cnn.com/video/technology/2011/07/26/t_moma_tech_exhibit.cnnmoney/&quot;&gt;CNN&lt;/a&gt;, the &lt;a href=&quot;http://www.nytimes.com/2011/07/18/arts/moma-exhibit-shows-how-technology-is-getting-the-point-across.html&quot;&gt;New York Times&lt;/a&gt;, &lt;a href=&quot;http://www.fastcodesign.com/1664544/moma-preview-12-brilliant-projects-that-explore-how-tech-helps-us-talk&quot;&gt;Fast Company&lt;/a&gt; and the &lt;a href=&quot;http://blogs.wsj.com/speakeasy/2011/07/23/at-moma-worlds-life-and-objects-collide-in-talk-to-me/?mod=google_news_blog&quot;&gt;Wall Street Journal&lt;/a&gt; amongst &lt;a href=&quot;http://www.google.com/search?=en&amp;amp;q=moma+talk+to+me#=en&amp;amp;q=moma+talk+to+me&amp;amp;um=1&amp;amp;ie=UTF-8&amp;amp;tbo=u&amp;amp;tbm=nws&amp;amp;fp=a6b36fe5f1e64742&quot;&gt;others&lt;/a&gt;.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Exhibition</category><category>Film</category><category>Interaction Design</category><category>MoMA</category><category>New York City</category><category>Talk to Me</category></item><item><title>The films of Adam Lisagor</title><link>https://www.elasticspace.com/2011/07/the-films-of-adam-lisagor/</link><guid isPermaLink="true">https://www.elasticspace.com/2011/07/the-films-of-adam-lisagor/</guid><description>Adam Lisagor&apos;s short commercial films for tech products, surfacing the delight in small interactions, shown through his Jambox ad for Jawbone.</description><pubDate>Wed, 27 Jul 2011 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;I’ve been quite taken with the films of &lt;a href=&quot;http://adamlisagor.com/&quot;&gt;Adam Lisagor&lt;/a&gt; for a while.&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;I make small, palatable videos, like commercials, for companies involved in tech, to figure out how to convey the essence of their products in concise, accessible ways.
I like to think that I’m able to do this because I think slowly enough to notice the exact points while using a product at which I respond with the most delight. And if I can reproduce those moments on-screen, without explicitly saying that they’re delightful, an audience will intuitively understand the delight they might feel themselves.
(From &lt;a href=&quot;http://www.businessinsider.com/adam-lisagor-lonelysandwich-2010-5#ixzz1TIIg4a13&quot;&gt;an interview in Business Insider.&lt;/a&gt;)&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;He’s good at surfacing the joy and pleasure in some of the smallest interactions, particularly evident in this ad for the &lt;a href=&quot;http://www.youtube.com/watch?v=XgC3zjNH1oU&quot;&gt;Jambox by Jawbone&lt;/a&gt;.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Advertising</category><category>Film</category><category>Products</category><category>Video</category></item><item><title>Mother. Father. Always you wrestle inside me.</title><link>https://www.elasticspace.com/2011/07/mother-father-always-you-wrestle-inside-me/</link><guid isPermaLink="true">https://www.elasticspace.com/2011/07/mother-father-always-you-wrestle-inside-me/</guid><description>Kartina Richardson on Terrence Malick&apos;s The Tree of Life, the voluptuous bulging energy of the film and how to approach its CGI dinosaurs with tenderness.</description><pubDate>Sun, 10 Jul 2011 00:00:00 GMT</pubDate><content:encoded>&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/mother-father-always-you-wrestle-inside-me/tree-of-life-still-1.jpg&quot; alt=&quot;Hunter McCracken as the young Jack, in close-up against soft greenery, light catching one side of his face. From The Tree of Life, Terrence Malick, 2011.&quot; /&gt;&lt;figcaption&gt;Hunter McCracken as the young Jack. The Tree of Life (Terrence Malick, 2011).&lt;/figcaption&gt;&lt;/figure&gt;
&lt;blockquote&gt;&lt;p&gt;A truth that releases a waterfall of emotion. It is this energy that propels us through &lt;em&gt;The Tree of Life&lt;/em&gt;. A voluptuous, bulging energy shaped and encouraged by sweeping camera movement, ultra wide lenses, lyrical blocking, the safe-harbor of Jessica Chastain’s face, and the vacillation in Hunter McCracken’s. These combine to create scenes that perfectly capture the rapturous feelings of childhood. Sensations evoked when light &amp;amp; dark entwine, and our instinctual knowledge that these things are the same.&lt;/p&gt;&lt;/blockquote&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/mother-father-always-you-wrestle-inside-me/tree-of-life-still-2.jpg&quot; alt=&quot;A father and his son walk away from camera down a quiet neighbourhood street at sunset. The father has his hand on the back of the boy&apos;s neck. A 1950s house and a wide oak frame the scene; sun-flare comes through the trees ahead. From The Tree of Life, Terrence Malick, 2011.&quot; /&gt;&lt;figcaption&gt;The Father (Brad Pitt) walking with the young Jack. The Tree of Life (Terrence Malick, 2011), shot in Waco, Texas.&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;And on how to approach the film:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;A moment long enough for me to relax, and I was suddenly taken by a feeling of great tenderness and calm. I don’t completely understand why I felt this, but the inclusion of these CGI dinosaurs struck me as an particularly affectionate and loving decision. Terrence Malick believes in his audiences, and has faith that we &lt;em&gt;also&lt;/em&gt; can believe. It’s the feeling of your mother brushing the hair off your forehead as she tells you a bedtime story. You protest because she’s changed a part of the usual tale, or it’s not the way you want it to be, but smiling, she says “Shhh shhh. Just listen.”&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;From the brilliant &lt;a href=&quot;http://www.mirrorfilm.org/2011/06/03/the-tree-of-life/&quot;&gt;Kartina Richardson&lt;/a&gt;.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Childhood</category><category>Cinematography</category><category>Film</category><category>Photography</category><category>Review</category><category>Terrence Malick</category><enclosure url="https://www.elasticspace.com/images/mother-father-always-you-wrestle-inside-me/tree-of-life-still-1.jpg" length="140132" type="image/jpeg"/></item><item><title>Connecting the digital world with print</title><link>https://www.elasticspace.com/2011/06/connecting-the-digital-world-with-print/</link><guid isPermaLink="true">https://www.elasticspace.com/2011/06/connecting-the-digital-world-with-print/</guid><description>A rare piece by Durrell Bishop on a generic tool for linking the digital and physical, passive objects as physical buttons to digital things.</description><pubDate>Thu, 16 Jun 2011 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;A rare piece of writing from &lt;a href=&quot;https://web.archive.org/web/20120304140107/http://www.designinginteractions.com/interviews/DurrellBishop&quot;&gt;Durrell Bishop&lt;/a&gt;:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;What if there was a generic tool to link the digital and the physical worlds? A way to touch an object, to select and see its digital augmentation? It would just send a message via your chosen device: laptop, mobile, home wifi et al. The equivalent of a digital finger. Passive objects would act as physical buttons to the digital world. All that these objects would require is that we perceive their purpose, and see how to act on them. We would need to have an accessible tool to make our selection, and carry out the link between the two worlds.&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;Read the whole thing: &lt;a href=&quot;https://web.archive.org/web/20110622073614/http://www.imperica.com:80/viewsreviews/connecting-the-digital-world-with-print&quot;&gt;Connecting the digital world with print&lt;/a&gt;.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Barcodes</category><category>Interaction Design</category><category>Print</category><category>RFID</category><category>Ubicomp</category></item><item><title>A phone to save us from our screens?</title><link>https://www.elasticspace.com/2010/10/a-phone-to-save-us-from-our-screens/</link><guid isPermaLink="true">https://www.elasticspace.com/2010/10/a-phone-to-save-us-from-our-screens/</guid><description>Microsoft&apos;s 2010 Windows Phone 7 launch ads take an anti-screen position. Without tangible interaction, can tiles pull attention out of glass?</description><pubDate>Mon, 11 Oct 2010 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Microsoft has two new ads, anticipating their upcoming Windows Phone 7 launch. The first is an almost post-apocalyptic vision of humanity stuck with their heads in their mobile devices:&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=1nYHmVbV3mA&quot;&gt;Video: Official Windows Phone 7 Ad, Really [HD]&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Here’s &lt;a href=&quot;https://web.archive.org/web/20101126211433/http://www.techflash.com/mobile/seattle/2010/10/ads_microsoft_wants_us_to_pull_our_heads_out_of_our_phones.html&quot;&gt;David Webster&lt;/a&gt;, chief strategy officer in Microsoft’s central marketing group, explaining their anti-screen strategy:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;“Our sentiment was that if we could have an insight to drive the campaign that flipped the category on its head, then all the dollars that other people are spending glorifying becoming lost in your screen or melding with your phone are actually making our point for us.”&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;The problem of &lt;a href=&quot;https://web.archive.org/web/20100324114111/http://www.theonion.com:80/articles/report-90-of-waking-hours-spent-staring-at-glowing,2747/&quot;&gt;glowing rectangles&lt;/a&gt; is a subject &lt;a href=&quot;http://www.youtube.com/watch?v=LKOyzybUTEQ&quot;&gt;close to my heart&lt;/a&gt;, and &lt;a href=&quot;http://magicalnihilism.com/2007/11/15/lost-futures-unconscious-gestures/&quot;&gt;Matt Jones&lt;/a&gt; has been bothered by the increase in &lt;a href=&quot;http://berglondon.com/blog/2010/06/17/magic-tables-not-magic-windows/&quot;&gt;mobile glowing attention-wells&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=Lg1gbVGk19k&quot;&gt;Video: Season of the Witch: New Windows Phone 7 Ad&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;I think Microsoft &amp;amp; Crispin Porter + Bogusky’s advertising strategy stands out in a world full of &lt;a href=&quot;http://www.youtube.com/watch?v=PbcnH0h69NY&quot;&gt;slick floaty media&lt;/a&gt;. The only problem is that without any strategy towards tangible interaction, I’m not sure the &lt;a href=&quot;http://www.youtube.com/watch?v=MdDAeyy1H0A&quot;&gt;‘tiles’ interaction concept&lt;/a&gt; is strong enough to actually take people’s attention out of the glass.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Projects</category><category>Advertising</category><category>Film</category><category>Interaction Design</category><category>Mobility</category><category>Screens</category><category>Ubicomp</category><category>Video</category></item><item><title>Making Future Magic: iPad light painting</title><link>https://www.elasticspace.com/2010/09/making-future-magic/</link><guid isPermaLink="true">https://www.elasticspace.com/2010/09/making-future-magic/</guid><description>Made at BERG for Dentsu London, this film explores playful uses for the increasingly ubiquitous ‘glowing rectangles’ that inhabit the world.</description><pubDate>Tue, 14 Sep 2010 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;a href=&quot;https://vimeo.com/14958082&quot;&gt;Video: Making Future Magic: iPad light painting&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Made at &lt;a href=&quot;http://berglondon.com/blog/2010/09/14/magic-ipad-light-painting/&quot;&gt;BERG&lt;/a&gt; for &lt;a href=&quot;http://www.dentsulondon.com/blog/2010/09/14/light-painting/&quot;&gt;Dentsu London&lt;/a&gt;, this film explores playful uses for the increasingly ubiquitous ‘glowing rectangles’ that inhabit the world. We use photographic and animation techniques that were developed to draw moving 3-dimensional typography and objects with an iPad. In dark environments, we play movies on the surface of the iPad that extrude 3-d light forms as they move through the exposure. Multiple exposures with slightly different movies make up the stop-frame animation. &lt;a href=&quot;http://berglondon.com/blog/2010/09/14/magic-ipad-light-painting/&quot;&gt;More…&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Films</category><category>Light Painting</category><category>Time Lapse</category><category>BERG</category><category>Slow</category></item><item><title>Olars: physical toy inspired by karl sims evolved creatures</title><link>https://www.elasticspace.com/2010/06/olars-karl-sims-virtual-toy/</link><guid isPermaLink="true">https://www.elasticspace.com/2010/06/olars-karl-sims-virtual-toy/</guid><description>Olars, an electronic interactive toy by Lars M. Vedeler and Ola Vågsholm at The Oslo School of Architecture &amp; Design, inspired by Karl Sims&apos; evolved virtual creatures.</description><pubDate>Fri, 25 Jun 2010 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;A lovely piece of work by Lars M. Vedeler and Ola Vågsholm from the Tangible Interactions course at The Oslo School of Architecture &amp;amp; Design:&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;https://vimeo.com/12454254&quot;&gt;Video: Olars&lt;/a&gt;&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;Olars is an electronic interactive toy inspired by Karl Sims’ evolved virtual creatures. Having thousands of varieties in movement and behaviour by attaching different geometrical limbs, modifying the angle of these, twisting the body itself, and by adjusting the deflection of the motorised joints, results in both familiar and strange motion patterns.&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;&lt;a href=&quot;http://www.vimeo.com/12454254?pg=embed&amp;amp;sec=12454254&quot;&gt;Olars on Vimeo&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>AHO</category><category>Film</category><category>Interaction Design</category><category>PhD</category><category>Tangible Interaction</category></item><item><title>The future is Movie OS</title><link>https://www.elasticspace.com/2010/04/movie-os/</link><guid isPermaLink="true">https://www.elasticspace.com/2010/04/movie-os/</guid><description>Dan Hon on why Apple reaches for real-life objects in interface design, because real objects have affordances that support effective visual storytelling.</description><pubDate>Sun, 18 Apr 2010 00:00:00 GMT</pubDate><content:encoded>&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/movie-os/xxx2-thumb-1-596x230-2.png&quot; alt=&quot;A still from the film xXx, an elaborate fictional computer interface from Mark Coleran&apos;s motion-graphics portfolio&quot; /&gt;&lt;figcaption&gt;A still from the film xXx, an elaborate fictional computer interface from Mark Coleran&apos;s motion-graphics portfolio&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;Still from the film xXx from &lt;a href=&quot;http://coleran.com/&quot;&gt;Mark Coleran&lt;/a&gt;‘s portfolio.&lt;/p&gt;
&lt;p&gt;The idea that Apple is grasping at real-life objects because they support effective visual storytelling is very interesting:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;In Movie OS, visual storytelling is used to make the system’s important, critical reaction to a user’s action abundantly clear. In Movie OS, you know if you’re logging into Facebook.
I’d argue that visual storytelling doesn’t exist – if it does, it hardly exists at all – in computer or consumer eletronics user interfaces. The entire palette of visual storytelling in terms of interface, through accident of history, is purely engineering and control-led.
This is where, I’d say, Apple is grasping when it says that interfaces should sometimes look toward real-life objects. Real-life physical objects have affordances that are used in effective visual storytelling – and animation – that can be used well to make clear the consequences of actions. It’s more complicated than that, though, and it can go horribly wrong as well as right.&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;From Dan Hon at &lt;a href=&quot;http://danhon.com/2010/04/16/the-future-is-movie-os/&quot;&gt;Extenuating Circumstances –   The future is Movie OS&lt;/a&gt;.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Design Fiction</category><category>PhD</category><category>Research</category><category>Visual Storytelling</category><enclosure url="https://www.elasticspace.com/images/movie-os/xxx2-thumb-1-596x230-1.png" length="121356" type="image/png"/></item><item><title>Proximity payments</title><link>https://www.elasticspace.com/2010/04/proximity-payments/</link><guid isPermaLink="true">https://www.elasticspace.com/2010/04/proximity-payments/</guid><description>Two early 2010 proximity-payment demos: the new PayPal iPhone app, which seems to use the Bump API to match up two physical gestures, and Square’s just-announced payment app for the iPad.</description><pubDate>Tue, 06 Apr 2010 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=pzTZ0WmwahM&quot;&gt;Video: Bump Pay&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=pzTZ0WmwahM&quot;&gt;YouTube – The new PayPal iPhone app&lt;/a&gt; seems to use the &lt;a href=&quot;http://bu.mp/&quot;&gt;Bump API&lt;/a&gt; to match up two physical gestures and make a payment. (I even like their tacky faux-anthropology video).&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=cCMdtfnpolg&quot;&gt;Video: Demo - Square Card Reader from Squareup.com&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;And &lt;a href=&quot;https://squareup.com/&quot;&gt;Square&lt;/a&gt; has &lt;a href=&quot;http://www.tuaw.com/2010/04/03/square-launches-on-ipad/&quot;&gt;just announced&lt;/a&gt; their payment app for the iPad.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Gestural Interaction</category><category>Mobile</category><category>Payment</category><category>Proximity</category><category>Video</category></item><item><title>CCD and computational photography</title><link>https://www.elasticspace.com/2010/03/ccd-and-computational-photography/</link><guid isPermaLink="true">https://www.elasticspace.com/2010/03/ccd-and-computational-photography/</guid><description>Three clippings from 2010 on CCDs eclipsing RFID, computational photography altering scenes in post, and cameras becoming part of the fabric of life.</description><pubDate>Wed, 17 Mar 2010 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;A few links on imaging and computation:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;I’ve concluded that the promise of RFID was eclipsed by another technology out there that’s poised to become more and more disruptive, not only to RFID, but to a host of technologies, and that’s the CCD.&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;from &lt;a href=&quot;http://bitworking.org/news/2009/11/ccd&quot;&gt;CCD by Joe Gregorio&lt;/a&gt;. Via BERG.&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;Cameras might allow a photographer to record a scene and then alter the lighting or shift the point of view, or even insert fictitious objects.&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;from &lt;a href=&quot;http://www.americanscientist.org/issues/id.3628,y.0,no.,content.true,page.1,css.print/issue.aspx&quot;&gt;Computational Photography, American Scientist&lt;/a&gt;&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;The camera as a device you carry has completely disappeared. Image sensors have become part of the literal fabric of everyday life.&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;from &lt;a href=&quot;http://www.popphoto.com/Features/What-Photography-Will-Look-Like-By-2050&quot;&gt;What Photography Will Look Like By 2060&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Machine Vision</category><category>Media</category><category>PhD</category><category>Photography</category><category>Technology</category><category>Ubicomp</category></item><item><title>Wireless in the World</title><link>https://www.elasticspace.com/2010/03/wireless-in-the-world/</link><guid isPermaLink="true">https://www.elasticspace.com/2010/03/wireless-in-the-world/</guid><description>Made for the HABITAR exhibition at Laboral, Wireless in the World overlays representations of invisible wireless technology into real, public spaces.</description><pubDate>Mon, 01 Mar 2010 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Made for the &lt;a href=&quot;https://web.archive.org/web/20160405153910/http://www.laboralcentrodearte.org/en/exposiciones/habitar&quot;&gt;HABITAR exhibition at Laboral&lt;/a&gt;, &lt;em&gt;Wireless in the World&lt;/em&gt; overlays representations of invisible wireless technology into real, public spaces. It aims to provoke discussion around the new ‘immaterials’ that underpin many of our urban interactive experiences. &lt;a href=&quot;https://nearfieldarchive.org/2009/03/wireless-in-the-world&quot;&gt;More…&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Films</category><category>Infrastructure</category><category>WiFi</category><category>BERG</category><category>Talk</category></item><item><title>3D secret – hidden pictures</title><link>https://www.elasticspace.com/2010/02/3d-secret-hidden-pictures/</link><guid isPermaLink="true">https://www.elasticspace.com/2010/02/3d-secret-hidden-pictures/</guid><description>A Nintendo DSi game using the front-facing camera and face tracking to compute a perspective that renders like a window on a new world. Via BERG.</description><pubDate>Sat, 27 Feb 2010 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=h5QSclrIdlE&quot;&gt;Video: DSi「立体かくし絵 アッタコレダ」(Looksley&apos;s Line Up) PV&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Beautiful new exploratory game for the Nintendo DS, that uses the front-facing camera and face tracking to calculate a perspective that renders like a window on a new world.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=h5QSclrIdlE&quot;&gt;DSi「立体かくし絵　アッタコレダ」(Looksley’s Line Up)&lt;/a&gt;. Via &lt;a href=&quot;http://berglondon.com/blog/2010/02/26/links-fashiony-and-tiny-and-making-do/&quot;&gt;BERG&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Face Tracking</category><category>Game</category><category>Graphic Design</category><category>Interaction Design</category><category>Nintendo</category><category>Perspective</category><category>Play</category><category>Video</category></item><item><title>Augmented (hyper)Reality</title><link>https://www.elasticspace.com/2010/02/augmented-hyperreality/</link><guid isPermaLink="true">https://www.elasticspace.com/2010/02/augmented-hyperreality/</guid><description>Keiichi Matsuda&apos;s 2010 film &quot;Augmented (hyper)Reality&quot;, made as his Masters project at the Bartlett, a competent visualisation of an undesirable future.</description><pubDate>Tue, 09 Feb 2010 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;a href=&quot;https://vimeo.com/8569187&quot;&gt;Video: Augmented (hyper)Reality: Domestic Robocop&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://vimeo.com/8569187&quot;&gt;Augmented (hyper)Reality&lt;/a&gt; by &lt;a href=&quot;http://vimeo.com/chocobaby&quot;&gt;Keiichi Matsuda&lt;/a&gt;&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;The latter half of the 20th century saw the built environment merged with media space, and architecture taking on new roles related to branding, image and consumerism. Augmented reality may recontextualise the functions of consumerism and architecture, and change in the way in which we operate within it.
A film produced for my final year Masters in Architecture, part of a larger project about the social and architectural consequences of new media and augmented reality.&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;A competent visualisation of an undesirable future.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Augmented Reality</category><category>Design Fiction</category><category>Film</category><category>Information Design</category><category>Video</category></item><item><title>Augmentia</title><link>https://www.elasticspace.com/2010/02/augmentia/</link><guid isPermaLink="true">https://www.elasticspace.com/2010/02/augmentia/</guid><description>Clippings from Anselm Hook&apos;s piece &quot;Augmentia&quot; on the emerging issues around augmented reality, the ownership of the view, and the lens of reality.</description><pubDate>Tue, 02 Feb 2010 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;a href=&quot;https://web.archive.org/web/20100730050857/http://blog.makerlab.org:80/2009/11/augmentia&quot;&gt;Anselm Hook&lt;/a&gt;, one of the founding thinkers of the geo-web, co-organiser of the first ARDevCamp at the Hacker Dojo in Mountain View late last year, lays out the emerging issues with Augmented Reality. He relates it to a whole host of known and unknown problems around ubiquitous computing, semantic publishing and data platforms. A few passages worth holding on to:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;It puts own embodiment at risk. And whomsoever can mitigate that risk while providing reward will probably do well. I believe that organizations such as Apple and Google see this and are pursuing not merely real-time, or hyper-local or crowd-sourced apps but ownership of the “view”.
Everybody wants a part of the lens of reality, the zero-click base layer beneath the beneath. As Gene Becker puts it “The World is the Platform”. And an ecosystem is starting to emerge.
Suddenly game developers are arguing with GIS experts and having to unify their very different ways of describing mirror worlds.
Interfaces move from being heavy and solid with big heavy buttons and knobs and rotary dials to becoming liquid and effortless like the dynamic UI of the iPhone to becoming like air itself.
By making hidden things visible, and visible things cheap, it will make other things possible that we don’t entirely realize yet.
There will be user interface interaction issues. What will be the conventions for hand-swipes, grabs, drags, pulls and other operations to manipulate objects in our field of view.
AR is not simply “memory” – it isn’t just a mnemonic that helps bring understanding closer to the surface of consciousness. Clearly we are surrounded by our own memories, signage, advertising, radio, friends voices and an already rich complicated teeming natural landscape loaded with signifiers and cues. But it is another bridge between personal lived experience and the experience of others. It seems to lower costs of knowing, and it seems to provide stronger subjective filters.
Augmented Reality seems to at least offer the possibility that we can punch some holes in the boxes. It seems to offer a bridge between structure and chaos rather than just structure.&lt;/p&gt;&lt;/blockquote&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Augmented Reality</category><category>Interaction Design</category><category>Maps</category><category>Media</category><category>PhD</category><category>Platforms</category><category>Technology</category><category>Ubicomp</category></item><item><title>Things</title><link>https://www.elasticspace.com/2010/02/things/</link><guid isPermaLink="true">https://www.elasticspace.com/2010/02/things/</guid><description>Notes on emerging ‘things’ services in 2010: Thinglink’s exploratory homepage, SVPPLY’s continuous navigation of want, Thingd and Allconsuming.</description><pubDate>Tue, 02 Feb 2010 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Things I’ve noticed today:&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/things/Screen-shot-2010-02-02-at-17.43.311.png&quot; alt=&quot;Thinglink homepage (Little AR-esque pins and bubbles)&quot; /&gt;&lt;figcaption&gt;Thinglink homepage (Little AR-esque pins and bubbles)&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;Lovely new exploratory homepage at &lt;a href=&quot;http://www.thinglink.com&quot;&gt;Thinglink&lt;/a&gt;.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/things/Screen-shot-2010-02-02-at-17.46.561.png&quot; alt=&quot;Engaging and engrossing navigation of products&quot; /&gt;&lt;figcaption&gt;Engaging and engrossing navigation of products&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;There is clearly a very well curated user-base at &lt;a href=&quot;http://svpply.com/&quot;&gt;SVPPLY&lt;/a&gt; creating a continuous navigation of want.&lt;/p&gt;
&lt;p&gt;Related: &lt;a href=&quot;http://www.readwriteweb.com/archives/social_networks_for_things.php&quot;&gt;Social networks for things&lt;/a&gt;, &lt;a href=&quot;http://www.thingd.com/&quot;&gt;Thingd&lt;/a&gt;, &lt;a href=&quot;http://www.allconsuming.com&quot;&gt;Allconsuming&lt;/a&gt;.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Infrastructure</category><category>PhD</category><category>Research</category><enclosure url="https://www.elasticspace.com/images/things/Screen-shot-2010-02-02-at-17.43.311.png" length="775118" type="image/png"/></item><item><title>Pour votre sécurité</title><link>https://www.elasticspace.com/2010/01/pour-votre-securite/</link><guid isPermaLink="true">https://www.elasticspace.com/2010/01/pour-votre-securite/</guid><description>A single photograph of ‘Pour votre sécurité’ signage, posted in January 2010.</description><pubDate>Sat, 23 Jan 2010 00:00:00 GMT</pubDate><content:encoded>&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/pour-votre-securite/4296725047_2e46f3233e.jpg&quot; alt=&quot;Pour votre sécurité.&quot; /&gt;&lt;figcaption&gt;Pour votre sécurité.&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;&lt;a href=&quot;http://www.flickr.com/photos/timo/4296725047/&quot;&gt;17 January&lt;/a&gt;.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>PhD</category><category>Photography</category><category>Technology</category><category>Ubicomp</category><category>Urbanism</category><enclosure url="https://www.elasticspace.com/images/pour-votre-securite/4296725047_2e46f3233e.jpg" length="108309" type="image/jpeg"/></item><item><title>Parallel tracking and mapping for small AR workspaces</title><link>https://www.elasticspace.com/2010/01/parallel-tracking-and-mapping-for-small-ar-workspaces/</link><guid isPermaLink="true">https://www.elasticspace.com/2010/01/parallel-tracking-and-mapping-for-small-ar-workspaces/</guid><description>A note on Georg Klein&apos;s PTAM research, augmented reality that picks up registration from an initial set of objects and goes in and out of register.</description><pubDate>Wed, 20 Jan 2010 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=Y9HMn6bd-v8&quot;&gt;Video: Parallel Tracking and Mapping for Small AR Workspaces (PTAM) - extra&lt;/a&gt;&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;AR in unknown scenes is always going to be difficult without a remote expert to annotate the map. Here, we restrict ourselves to finding a dominant plane in the scene, and then running simple VR/AR games on this plane: essentially, you can have little AR critters running around on your tabletop. At present, no attempt is made to exploit the map to e.g. find occluding geometry; this is an area of future work. (&lt;a href=&quot;http://www.robots.ox.ac.uk/~gk/&quot;&gt;From Georg Klein&lt;/a&gt;).&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;I love how it goes in and out of register, and how it ‘picks up’ the registration from an initial set of objects. People will end up intuiting that AR works in certain ways “not around trees” for instance, or only in “static scenes”.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=Y9HMn6bd-v8&amp;amp;feature=player_embedded&quot;&gt;YouTube – Parallel Tracking and Mapping for Small AR Workspaces (PTAM) – extra&lt;/a&gt;.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Augmented Reality</category><category>Film</category><category>Geography</category><category>Mapping</category></item><item><title>Immaterials: Ghost in the field</title><link>https://www.elasticspace.com/2009/10/immaterials-ghost-in-the-field/</link><guid isPermaLink="true">https://www.elasticspace.com/2009/10/immaterials-ghost-in-the-field/</guid><description>Ghost in the Field makes the field around an RFID reader visible. Long-exposure photography traces the volume in which a tag and reader can talk. Made with Jack Schulze, Touch project, 2009.</description><pubDate>Thu, 01 Oct 2009 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;em&gt;Ghost in the Field&lt;/em&gt; makes the field around an RFID reader visible. Long-exposure photography traces the volume in which a tag and reader can talk; outside that volume, the radio falls off and nothing happens. Made with Jack Schulze as part of the &lt;a href=&quot;https://nearfieldarchive.org/&quot;&gt;Touch project&lt;/a&gt;, 2009. &lt;a href=&quot;https://nearfieldarchive.org/2009/10/immaterials-the-ghost-in-the-field&quot;&gt;More…&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Films</category><category>RFID</category><category>Infrastructure</category><category>Light Painting</category><category>Long Exposure</category><category>AHO</category><category>Slow</category></item><item><title>Sniff</title><link>https://www.elasticspace.com/2009/09/sniff/</link><guid isPermaLink="true">https://www.elasticspace.com/2009/09/sniff/</guid><description>A soft toy dog that &apos;sniffs&apos; and reacts to objects that come close to his nose. Made with Sara Johansson and Einar Sneve Martinussen, Touch project, 2009.</description><pubDate>Tue, 01 Sep 2009 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;a href=&quot;https://vimeo.com/6602990&quot;&gt;Video: Sniff&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Made with Sara Johansson and Einar Sneve Martinussen as part of the &lt;a href=&quot;https://nearfieldarchive.org/2009/09/sniff&quot;&gt;Touch project&lt;/a&gt;. Sniff is a soft toy dog that &apos;sniffs&apos; and reacts to objects that come close to his nose. &lt;a href=&quot;https://nearfieldarchive.org/2009/09/sniff&quot;&gt;More…&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Films</category><category>RFID</category><category>Place</category><category>AHO</category><category>Prototyping</category></item><item><title>Speculative practitioners symposium at the AA</title><link>https://www.elasticspace.com/2009/07/136379760/</link><guid isPermaLink="true">https://www.elasticspace.com/2009/07/136379760/</guid><description>A note on the AA School&apos;s symposium bringing together gaming, film, comics, animation, literature and art as test sites for architectural imagination.</description><pubDate>Mon, 06 Jul 2009 00:00:00 GMT</pubDate><content:encoded>&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/136379760/speculative-practitioners-symposium.jpg&quot; alt=&quot;Announcement image for the Speculative Practitioners symposium at the Architectural Association, London, July 2009.&quot; /&gt;&lt;figcaption&gt;Announcement image for the Speculative Practitioners symposium at the Architectural Association, London, July 2009.&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;In this symposium we will hear stories from such foreign fields as gaming, film, comics, animation, literature and art. These speculative practitioners present alternative models as test sites for the deployment of the wondrous possibilities or dark cautionary tales of our own architectural imaginings. (via &lt;a href=&quot;http://www.aaschool.ac.uk/default.aspx?entryId=2900&amp;amp;section=eventsArchive&quot;&gt;AA School Website&lt;/a&gt;)&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Conference</category><category>Critical Design</category><category>PhD</category><category>Photography</category><category>Speculative Design</category><enclosure url="https://www.elasticspace.com/images/136379760/speculative-practitioners-symposium.jpg" length="63576" type="image/jpeg"/></item><item><title>Aurora: Mozilla Labs concept video by Adaptive Path</title><link>https://www.elasticspace.com/2009/06/132847732/</link><guid isPermaLink="true">https://www.elasticspace.com/2009/06/132847732/</guid><description>Aurora, a 2009 concept video by Adaptive Path for Mozilla Labs, exploring one possible future user experience for the Web.</description><pubDate>Tue, 30 Jun 2009 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;a href=&quot;https://vimeo.com/1450211&quot;&gt;Video: Aurora (Part 1)&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Aurora is a concept video exploring one possible future user experience for the Web, created by Adaptive Path as part of the Mozilla Labs concept series.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Design Fiction</category><category>PhD</category><category>Video</category><category>Visual Storytelling</category></item><item><title>Olinda: digital radio prototypes from Schulze &amp; Webb</title><link>https://www.elasticspace.com/2009/06/132858896/</link><guid isPermaLink="true">https://www.elasticspace.com/2009/06/132858896/</guid><description>Olinda, a set of home digital radio prototypes by Schulze &amp; Webb showing that social, Web-like experiences can be built on industry standard DAB chip-sets.</description><pubDate>Tue, 30 Jun 2009 00:00:00 GMT</pubDate><content:encoded>&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/132858896/olinda-digital-radio.jpg&quot; alt=&quot;Olinda, the social digital-radio prototype by Schulze and Webb, shown as a stacked modular device.&quot; /&gt;&lt;figcaption&gt;Olinda, the social digital-radio prototype by Schulze and Webb, shown as a stacked modular device.&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;Olinda is the first step of this exploration with home digital radio. A small number of fully functioning prototypes show that it’s possible to design social, Web-like experiences using industry standard DAB chip-sets, and conventional manufacturing techniques. We hope this project provokes as many thoughts for you as it has done for us&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://schulzeandwebb.com/2008/olinda/&quot;&gt;Olinda (Schulze &amp;amp; Webb)&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>BERG</category><category>PhD</category><category>Photography</category><enclosure url="https://www.elasticspace.com/images/132858896/olinda-digital-radio.jpg" length="28954" type="image/jpeg"/></item><item><title>Schulze on design as invention</title><link>https://www.elasticspace.com/2009/06/132888279/</link><guid isPermaLink="true">https://www.elasticspace.com/2009/06/132888279/</guid><description>Jack Schulze, quoted in Matt Webb&apos;s Scope talk at reboot11: design has to invent, create new ways of doing things and contribute to culture.</description><pubDate>Tue, 30 Jun 2009 00:00:00 GMT</pubDate><content:encoded>&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/132888279/schulze-on-design-as-invention.jpg&quot; alt=&quot;Slide from Matt Webb&apos;s Scope talk at reboot11, quoting Jack Schulze on design as invention.&quot; /&gt;&lt;figcaption&gt;Slide from Matt Webb&apos;s Scope talk at reboot11, quoting Jack Schulze on design as invention.&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;What Schulze says is that design has to invent, to create new ways of doing things, and to contribute to culture. (via &lt;a href=&quot;http://schulzeandwebb.com/2009/scope/slides/?p=4&quot;&gt;Slide 4 of 44 (Scope at reboot11, Matt Webb, S&amp;amp;W)&lt;/a&gt;)&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>BERG</category><category>PhD</category><category>Photography</category><enclosure url="https://www.elasticspace.com/images/132888279/schulze-on-design-as-invention.jpg" length="31216" type="image/jpeg"/></item><item><title>The original Nintendo Wii trailer</title><link>https://www.elasticspace.com/2009/06/128172779/</link><guid isPermaLink="true">https://www.elasticspace.com/2009/06/128172779/</guid><description>The original Nintendo Wii trailer from back when it was still the &quot;Revolution&quot;, the first mainstream glimpse of tangible, gestural gaming.</description><pubDate>Mon, 22 Jun 2009 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=7eLQI8QkI6g&quot;&gt;Video: Nintendo Revolution Trailer&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;The original trailer for the Nintendo Wii (when it was still the “Revolution”). The first time we got to see such tangible, gestural gaming in the mainstream.&lt;/p&gt;
&lt;p&gt;(note how little we see the screen)&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Gestural Interaction</category><category>PhD</category><category>Video</category></item><item><title>Design fictions as a book</title><link>https://www.elasticspace.com/2009/06/128176899/</link><guid isPermaLink="true">https://www.elasticspace.com/2009/06/128176899/</guid><description>A note on the Nonobject design-fictions book: creating objects that cannot exist to explore what design means at a more profound level.</description><pubDate>Mon, 22 Jun 2009 00:00:00 GMT</pubDate><content:encoded>&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/128176899/design-fictions-as-a-book.jpg&quot; alt=&quot;Cover of the Nonobject design-fictions book, as reblogged from the designevidence archive.&quot; /&gt;&lt;figcaption&gt;Cover of the Nonobject design-fictions book, as reblogged from the designevidence archive.&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;It is a book of “design fictions.” By deliberately creating objects that cannot exist — because the material is not yet available, or the business plan, or the manufacturing process, or the infrastructure to support it, or even the human sensibility — it becomes possible to explore the meaning of design at a more profound level and to think more richly about what is and what might be. (via &lt;a href=&quot;http://nonobjectbook.com/book.html&quot;&gt;Design Fiction :: Book&lt;/a&gt;)&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Design Fiction</category><category>PhD</category><category>Photography</category><enclosure url="https://www.elasticspace.com/images/128176899/design-fictions-as-a-book.jpg" length="13021" type="image/jpeg"/></item><item><title>Boelen on critical design’s gimmick problem</title><link>https://www.elasticspace.com/2009/06/128192274/</link><guid isPermaLink="true">https://www.elasticspace.com/2009/06/128192274/</guid><description>Jan Boelen on how journalists covering Guixé, Bey and Dunne &amp; Raby tend to pick out the gimmick and miss the designers&apos; underlying vision.</description><pubDate>Mon, 22 Jun 2009 00:00:00 GMT</pubDate><content:encoded>&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/128192274/UbkBdO7oUp0zeklqNOadvEWqo1_500.jpg&quot; alt=&quot;Jan Boelen commenting on the gimmick problem in critical design, as reblogged from we-make-money-not-art.&quot; /&gt;&lt;figcaption&gt;Jan Boelen commenting on the gimmick problem in critical design, as reblogged from we-make-money-not-art.&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;Boelen’s idea for the exhibition stemmed from a disappointment: when the work of Guixé, Bey or Raby &amp;amp; Dunne is featured in a design magazine, journalists usually focus on the gadget, gimmick side of the pieces. They pick out catchy works but tend to ignore the global vision of the designers. There’s also an international crowd out there that merely seem to imitate that gimmicky aspect of the critical designers’ work. (via &lt;a href=&quot;http://www.we-make-money-not-art.com/archives/2007/03/designing-criti.php&quot;&gt;Designing Critical Design – Part 1: Jurgen Bey – we make money not art&lt;/a&gt;)&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Critical Design</category><category>PhD</category><category>Photography</category><enclosure url="https://www.elasticspace.com/images/128192274/UbkBdO7oUp0zeklqNOadvEWqo1_500.jpg" length="10619" type="image/jpeg"/></item><item><title>What is critical design?</title><link>https://www.elasticspace.com/2009/06/128200038/</link><guid isPermaLink="true">https://www.elasticspace.com/2009/06/128200038/</guid><description>A short working definition of critical design: speculative proposals that challenge preconceptions about the role of products in everyday life.</description><pubDate>Mon, 22 Jun 2009 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Critical Design uses speculative design proposals to challenge narrow assumptions, preconceptions and givens about the role products play in everyday life. It is more of an attitude than anything else, a position rather than a method. There are many people doing this who have never heard of the term critical design and who have their own way of describing what they do. Naming it Critical Design is simply a useful way of making this activity more visible and subject to discussion and debate.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Critical Design</category><category>PhD</category></item><item><title>An idea</title><link>https://www.elasticspace.com/2009/06/128227159/</link><guid isPermaLink="true">https://www.elasticspace.com/2009/06/128227159/</guid><description>A 2009 notebook entry on talking about visualisation in a way that foregrounds the conceptual and cultural practice and backgrounds the dataviz.</description><pubDate>Mon, 22 Jun 2009 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;We need to find a way of talking about visualisation and forefronting the conceptual and cultural elements of the design practice, while putting the ‘dataviz’ aspects in the background.&lt;/p&gt;
&lt;p&gt;Also need to find some way of wrapping up the visualisation, evidencing, provocation, probing, aspects of design (need a good word for that).&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Data Visualisation</category><category>PhD</category></item><item><title>Skål</title><link>https://www.elasticspace.com/2009/06/skaal/</link><guid isPermaLink="true">https://www.elasticspace.com/2009/06/skaal/</guid><description>Skål is a media player for the home that uses physical objects placed in a wooden bowl to play back related media on the TV. Touch project, 2009.</description><pubDate>Mon, 01 Jun 2009 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;a href=&quot;https://vimeo.com/6698128&quot;&gt;Video: Skål&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Made with Einar Sneve Martinussen and Jørn Knutsen as part of the &lt;a href=&quot;https://nearfieldarchive.org/2009/09/skal-playing-with-media&quot;&gt;Touch project&lt;/a&gt;. Skål is a media player designed for the home that lets you interact with digital media using physical objects. You place objects in a wooden bowl to play back related media on the TV. &lt;a href=&quot;https://web.archive.org/web/20240520005659/http://skaal.no/&quot;&gt;More…&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Films</category><category>BERG</category><category>Place</category><category>Iceland</category></item><item><title>iPhone RFID: object-based media</title><link>https://www.elasticspace.com/2009/04/iphone-rfid/</link><guid isPermaLink="true">https://www.elasticspace.com/2009/04/iphone-rfid/</guid><description>Touch the iPhone to a record sleeve and the album plays. Touch it to a book and the cover loads. The film tries out RFID as a way of binding media to physical objects.</description><pubDate>Wed, 01 Apr 2009 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Touch the iPhone to a record sleeve and the album plays. Touch it to a book and the cover loads. The film tries out RFID as a way of binding media to the physical objects that already live next to a reader. Made as part of the &lt;a href=&quot;https://nearfieldarchive.org/&quot;&gt;Touch project&lt;/a&gt;. &lt;a href=&quot;https://nearfieldarchive.org/2009/04/iphone-rfid-nfc&quot;&gt;More…&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Films</category><category>RFID</category><category>Mobile</category><category>BERG</category><category>Interaction Design</category></item><item><title>Map/Territory</title><link>https://www.elasticspace.com/2009/04/map-territory/</link><guid isPermaLink="true">https://www.elasticspace.com/2009/04/map-territory/</guid><description>Map/Territory experiments with augmented reality on physical surfaces. Physical space is overlaid with digital, manipulable map information.</description><pubDate>Wed, 01 Apr 2009 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;a href=&quot;https://vimeo.com/5572328&quot;&gt;Video: Map/Territory&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;A short visual experiment that shows physical space overlaid with digital, manipulable map information.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Films</category><category>Mapping</category><category>BERG</category><category>Interaction Design</category></item><item><title>Woodwork</title><link>https://www.elasticspace.com/2009/03/woodwork/</link><guid isPermaLink="true">https://www.elasticspace.com/2009/03/woodwork/</guid><description>A glimpse into the processes of transforming rough wood into sculptural, formed objects. Featuring Matt Cottam.</description><pubDate>Sun, 01 Mar 2009 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;A glimpse into the processes of transforming rough wood into sculptural, formed objects. Featuring &lt;a href=&quot;http://www.openarts.org/matt/&quot;&gt;Matt Cottam&lt;/a&gt;.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Films</category><category>BERG</category><category>Prototyping</category><category>Interaction Design</category></item><item><title>Touch</title><link>https://www.elasticspace.com/2006/09/touch/</link><guid isPermaLink="true">https://www.elasticspace.com/2006/09/touch/</guid><description>A research project at the Oslo School of Architecture and Design on what designers should do with NFC, funded by the Research Council of Norway, running since March 2006.</description><pubDate>Mon, 04 Sep 2006 00:00:00 GMT</pubDate><content:encoded>&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/touch/68654580_c81c8ae184.jpg&quot; alt=&quot;NFC public space&quot; /&gt;&lt;figcaption&gt;NFC public space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;Touch a phone to a tag, the tag answers, something happens. A phone call, an SMS, a URL. &lt;a href=&quot;http://technology.guardian.co.uk/online/story/0,3605,1260978,00.html&quot;&gt;Near Field Communication&lt;/a&gt; is the radio inside an Oyster card, brought into a handset that can also write to tags as well as read them.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Touch&lt;/em&gt; is a research project on what designers should do with this, run with the &lt;a href=&quot;http://www.aho.no/&quot;&gt;Oslo School of Architecture and Design&lt;/a&gt; and the &lt;a href=&quot;http://www.forskningsradet.no&quot;&gt;Research Council of Norway&lt;/a&gt;. We have been &lt;a href=&quot;https://nearfieldarchive.org/&quot;&gt;setting it up&lt;/a&gt; since March 2006. The ongoing process lives on the &lt;a href=&quot;https://nearfieldarchive.org/&quot;&gt;project weblog&lt;/a&gt; (&lt;a href=&quot;http://feeds.feedburner.com/nearfield&quot;&gt;RSS&lt;/a&gt;).&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Projects</category><category>AHO</category><category>Mobility</category><category>NFC</category><category>PhD</category><category>Research</category><category>RFID</category><category>Technology</category><category>Touch Project</category><category>Ubicomp</category><enclosure url="https://www.elasticspace.com/images/touch/68654580_c81c8ae184.jpg" length="50852" type="image/jpeg"/></item><item><title>Augmented reality experiments</title><link>https://www.elasticspace.com/2006/08/augmented-reality-experiments/</link><guid isPermaLink="true">https://www.elasticspace.com/2006/08/augmented-reality-experiments/</guid><description>An afternoon with Even Westvang and ARtoolkit, drafting augmented reality markers by hand and confusing the tracker by drawing them in perspective.</description><pubDate>Tue, 29 Aug 2006 00:00:00 GMT</pubDate><content:encoded>&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/augmented-reality-experiments/ar-marker-drawn.jpg&quot; alt=&quot;Hand-drafted AR markers in pencil and ink on paper, sitting on a laptop next to a copy of &apos;The Psychology of Human-Computer Interaction&apos;.&quot; /&gt;&lt;figcaption&gt;Hand-drafted AR markers, AHO 2006.&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;The goggle/glasses/helmet variety of AR is the worst of VR with extra problems: slow, inaccurate, cumbersome, headache-inducing. The user wears something in front of their eyes that superimposes 3D objects on the physical world. AR works when it’s just a screen and a video feed: the same space represented twice, once in front of you, once on screen with overlaid objects. On a mobile phone the screen would act as a magic lens to secret things.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/augmented-reality-experiments/35538051_6cab104ae2.jpg&quot; alt=&quot;Hand drawing markers&quot; /&gt;&lt;figcaption&gt;Hand drawing markers&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;On that afternoon we didn’t have a printer handy for making the AR marks, so we took to drafting them by hand, stencilling them off the screen with a pencil and inking them in. The hand process opened up connections between craft and digital information.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/augmented-reality-experiments/35538159_35266259fb.jpg&quot; alt=&quot;AR nail decorations&quot; /&gt;&lt;figcaption&gt;AR nail decorations&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;We sketched out printing the markers on clothes, painting them on nails, glazing them into ceramics. We confused ARtoolkit by drawing markers in perspective, and tried to get recursive objects with screen-based markers and video feedback.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/augmented-reality-experiments/35538190_66615740e9.jpg&quot; alt=&quot;Confusing ARtoolkit&quot; /&gt;&lt;figcaption&gt;Confusing ARtoolkit&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;An entire research programme is looking at this. &lt;a href=&quot;http://sketchblog.ecal.ch/variable_environment/&quot;&gt;Variable Environment&lt;/a&gt; with &lt;a href=&quot;https://web.archive.org/web/20060617041243/http://www.ecal.ch:80/pages/home_new.asp&quot;&gt;ECAL&lt;/a&gt; and &lt;a href=&quot;http://www.epfl.ch&quot;&gt;EPFL&lt;/a&gt;, blogging the entire exploratory (they call it ‘sketch’) phase and curating the results online. The work is multi-disciplinary and involves architects, visual designers, computer scientists, interaction designers, etc. Check out the simple &lt;a href=&quot;http://sketchblog.ecal.ch/variable_environment/archives/2006/07/ar_ready_simple.html&quot;&gt;AR ready products&lt;/a&gt;, &lt;a href=&quot;http://sketchblog.ecal.ch/variable_environment/archives/2006/07/applications_1.html&quot;&gt;sample applications&lt;/a&gt; and &lt;a href=&quot;http://sketchblog.ecal.ch/variable_environment/archives/2006/01/mixed_reality_t_1.html&quot;&gt;mixed reality tests&lt;/a&gt; with &lt;a href=&quot;http://sketchblog.ecal.ch/variable_environment/archives/2006/03/test_01_pattern.html&quot;&gt;various patterns&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;This is part of a shift in the research community towards publishing ongoing exploratory work online, championed by &lt;a href=&quot;https://web.archive.org/web/20060712191908/http://tecfa.unige.ch:80/perso/staf/nova/blog/&quot;&gt;Nicolas Nova&lt;/a&gt; and &lt;a href=&quot;http://www.purselipsquarejaw.org/&quot;&gt;Anne Galloway&lt;/a&gt;.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Projects</category><category>Architecture</category><category>Augmented Reality</category><category>Even Westvang</category><category>Graphic Design</category><category>Information Design</category><category>Interaction Design</category><category>Play</category><category>Research</category><category>Tangible Interaction</category><category>Touch Project</category><category>Ubicomp</category><enclosure url="https://www.elasticspace.com/images/augmented-reality-experiments/ar-marker-drawn.jpg" length="51653" type="image/jpeg"/></item><item><title>You are here</title><link>https://www.elasticspace.com/2006/08/you-are-here/</link><guid isPermaLink="true">https://www.elasticspace.com/2006/08/you-are-here/</guid><description>A 2006 note on collecting ‘you are here’ marks, ideo locators that map in context, with a point of view. The best example so far is Seoul’s metro, with 3D cross sections of the station.</description><pubDate>Fri, 04 Aug 2006 00:00:00 GMT</pubDate><content:encoded>&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/you-are-here/181968080_5cd7af7788.jpg&quot; alt=&quot;You are here&quot; /&gt;&lt;figcaption&gt;You are here&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;I’m collecting images from around the world depicting ‘you are here’ marks or &lt;a href=&quot;https://web.archive.org/web/20070610045423/http://www.everything2.com/index.pl?node_id=927679&quot;&gt;ideo locators&lt;/a&gt; at &lt;a href=&quot;http://www.flickr.com/photos/timo/sets/72057594109532582/&quot;&gt;Flickr&lt;/a&gt;. The relationship to local physical space is what makes them work: mapping with a point of view, maps as a direct interface to the world. The best example to date is from Seoul, where &lt;a href=&quot;http://www.flickr.com/photos/timo/190738262/in/set-72057594109532582/&quot;&gt;3D cross sections of a metro station&lt;/a&gt; are directly related to the point at which you are looking at the map.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Graphic Design</category><category>Information Design</category><category>Mapping</category><category>Photo-research</category><category>Place</category><category>Public Space</category><category>Research</category><category>Travel</category><category>Wayfinding</category><enclosure url="https://www.elasticspace.com/images/you-are-here/181968080_5cd7af7788.jpg" length="51169" type="image/jpeg"/></item><item><title>The address book desk</title><link>https://www.elasticspace.com/2005/12/address-book-desk/</link><guid isPermaLink="true">https://www.elasticspace.com/2005/12/address-book-desk/</guid><description>An early Touch-project experiment: a grid of RFID tags under a desk with post-it notes on top, using the phone to call or SMS by touch.</description><pubDate>Thu, 15 Dec 2005 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;A grid of RFID tags stuck to the underside of the desk, and a mirror grid of post-it notes on the top. Hand-written on each post-it: a contact name, an SMS I want to send, a URL I want to load. Touch the phone to the paper, and the phone calls the contact, sends the SMS, or opens the URL. A phone-book, a to-do list and a temporary diary in one, with tea stains.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;An early &lt;a href=&quot;https://nearfieldarchive.org/&quot;&gt;Touch project&lt;/a&gt; prototype from December 2005, using the &lt;a href=&quot;http://www.nokia.com/nokia/0,66260,00.html&quot;&gt;Nokia Service Discovery&lt;/a&gt; application on a prototype 3220 NFC shell. A way of &lt;a href=&quot;http://www.schulzeandwebb.com/2005/personalisation/phase1.html&quot;&gt;thinking through making&lt;/a&gt;, done at the desk in Oslo.&lt;/em&gt;&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/address-book-desk/rfid_address_book_desk02.jpg&quot; alt=&quot;The desk surface with handwritten post-it notes in a grid, each marking an RFID tag beneath&quot; /&gt;&lt;figcaption&gt;The desk surface with handwritten post-it notes in a grid, each marking an RFID tag beneath&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;Initial ideas were to spraypaint or silkscreen some of the &lt;a href=&quot;https://www.elasticspace.com/2005/11/graphic-language-for-touch/&quot;&gt;touch icons&lt;/a&gt; onto the desk surface, and I may well do that at some point. But for quick prototyping it made sense to use address labels or post-it notes that can be stuck, repositioned and layered with hand-written notes.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/address-book-desk/rfid_address_book_desk12.jpg&quot; alt=&quot;Close-up of a single post-it with handwritten contact information, ready to be touched by the phone&quot; /&gt;&lt;figcaption&gt;Close-up of a single post-it with handwritten contact information, ready to be touched by the phone&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;In many ways the desk is proving more inconvenient than the small screen, particularly with the occasionally unreliable firmware on this prototype cover, so I can’t speak for the production version. It has surfaced a few issues worth noting.&lt;/p&gt;
&lt;p&gt;First, the importance of implicit habits. Initially it took real effort to think about using the table as an interface. I would reach for the phone and press names to make a call, instead of placing the phone on the desk. For some functions, sending an SMS, it has become habitual.&lt;/p&gt;
&lt;p&gt;SMSes have become more like ‘pings’ when very little effort is needed to send them. At the same time they’re more physically tangible: I rest the phone in a position on the desk and wait for it to complete the action. The most useful functions have been “I’m here” or “I’m leaving” messages to close friends.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/address-book-desk/rfid_address_book_desk01.jpg&quot; alt=&quot;The phone resting on a post-it on the desk surface, showing a confirmation prompt&quot; /&gt;&lt;figcaption&gt;The phone resting on a post-it on the desk surface, showing a confirmation prompt&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;The ‘negative space’ where the phone rests without any action deserves thought. This space has potential to be used for context information, a corner of the table could make the phone silent, another corner could change &lt;a href=&quot;http://www.ecyrd.com/ButtUgly/wiki/Main_blogentry_010405_1&quot;&gt;my presence online&lt;/a&gt;. Jan Chipchase’s ideas around &lt;a href=&quot;https://web.archive.org/web/20051124044640/http://www.janchipchase.com:80/blog/archives/2005/11/mobile_essentia.html&quot;&gt;centres of gravity&lt;/a&gt; and points of reflection are directly relevant, these are the points that could most directly map to behaviour. I’m thinking about other objects and spaces that might be appropriate, and about the idea of &lt;a href=&quot;http://www.thoughtlessacts.com/&quot;&gt;thoughtless acts&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;If this were a space without wireless internet, I could imagine it working well for URLs, quick access to Google searches, local services, number lookups, usually tricky on a small screen. The &lt;a href=&quot;https://web.archive.org/web/20051109011249/http://www.richardling.com:80/papers/1997_Mobile_hytte_The_gortex_principle.pdf&quot;&gt;traditional Norwegian hytte [PDF]&lt;/a&gt;, with no signal, would be a good context to test it in.&lt;/p&gt;
&lt;p&gt;The process also raised a larger issue, the move towards tangible or physical information implies a move towards the &lt;a href=&quot;http://www.dourish.com/embodied/&quot;&gt;social&lt;/a&gt;. As I arranged my address book and associated functions on the desk, I realised maybe these things shouldn’t be explicit, visible, social objects. The arrangement of people on the grid makes personal sense; the placement is a personal preference that maps to frequency and type of contact. But how does it appear to others when the pattern is exposed? Will people be offended by my layout? What if I don’t include a rarely called contact? Are there numbers I want to keep secret, hidden behind acronyms in the Names menu?&lt;/p&gt;
&lt;p&gt;It will be interesting to see how this plays out and changes over time, particularly in the reaction of others. I’ll post more about the use of NFC in other personal contexts in the near future.&lt;/p&gt;
&lt;h3&gt;The making of…&lt;/h3&gt;
&lt;p&gt;The desk is made from 20mm birch ply, surfaced in Linoleum. I stuck a single RFID tag to the underside in the place that felt most natural. From that point I worked out a 10cm grid, stuck the RFIDs in the grid, and worked out the same grid on top. If I were to rebuild the desk with this project in mind, the tags should be layered close to the surface, between the ply and the Linoleum, slightly more responsive to touch, with a larger read/write distance.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Rewriteable 512-bit Philips MiFare UL stickers.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;10cm grid of tags on the underside of the desk.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Blank post-it notes on the surface, with the same grid.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.flickr.com/photos/tags/addressbookdesk/&quot;&gt;More photos at Flickr&lt;/a&gt;.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Projects</category><category>AHO</category><category>Interaction Design</category><category>NFC</category><category>Research</category><category>RFID</category><category>Tangible Interaction</category><category>Touch Project</category><category>Ubicomp</category><enclosure url="https://www.elasticspace.com/images/address-book-desk/rfid_address_book_desk02.jpg" length="19169" type="image/jpeg"/></item><item><title>Nokia 3220 with NFC</title><link>https://www.elasticspace.com/2005/12/nokia-3220-nfc/</link><guid isPermaLink="true">https://www.elasticspace.com/2005/12/nokia-3220-nfc/</guid><description>First impressions of the prototype Nokia 3220 NFC shell in late 2005: reading and writing RFID tags, interaction details and suggested improvements.</description><pubDate>Mon, 05 Dec 2005 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;A prototype Nokia 3220 NFC shell has been on loan from Matt Jones at Nokia for a few weeks. Touch it to a tag, the phone vibrates sharply, a light flashes, and something happens, a phone call, a web page, an SMS. It’s the second Nokia phone with an RFID reader-writer, and it is solid enough to build with.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Thanks to Matt Jones and Nokia for the loan. This is the platform I’ve been waiting for, to think about &lt;a href=&quot;https://www.elasticspace.com/2005/11/graphic-language-for-touch/&quot;&gt;NFC in mobile services&lt;/a&gt;, &lt;a href=&quot;https://www.elasticspace.com/2005/11/graphic-language-for-touch/&quot;&gt;stickering&lt;/a&gt; and &lt;a href=&quot;https://www.elasticspace.com/2005/12/address-book-desk/&quot;&gt;touch&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;
&lt;h3&gt;First impressions&lt;/h3&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/nokia-3220-nfc/nokia_3220_rfid_nfc09.jpg&quot; alt=&quot;Nokia 3220 prototype with NFC shell&quot; /&gt;&lt;figcaption&gt;Nokia 3220 prototype with NFC shell&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;The interaction between phone and RFID tags has been good. The reader-writer is on the base of the phone, at the bottom. This is a little awkward at first but becomes natural. When I’ve given it to others, their immediate reaction is to point the top of the phone at the tag. Nothing happens. There follows a few moments of explanation as the intricacies of RFID meet the phone’s Nokia ‘fingerprint’ icon. As phones increasingly become &lt;a href=&quot;http://www.contactlessnews.com/library/2005/11/23/caen-france-hosts-worlds-premier-nfc-trial-with-mobile-phones-enabling-host-of-contactless-applications/&quot;&gt;replacements for contactless cards&lt;/a&gt;, this interaction will become more habitual.&lt;/p&gt;
&lt;p&gt;Once the Service Discovery application is running, the read time from tags is &lt;em&gt;really&lt;/em&gt; quick. The sharp vibrations and flashing lights add to a solid feeling of interacting with &lt;em&gt;something&lt;/em&gt;, both haptic and visual. As a platform for embodied interaction with information and function, this works.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/nokia-3220-nfc/nokia_3220_rfid_nfc10.jpg&quot; alt=&quot;Nokia 3220 touching an RFID tag&quot; /&gt;&lt;figcaption&gt;Nokia 3220 touching an RFID tag&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;The ability to read &lt;em&gt;and&lt;/em&gt; write to tags makes the platform broader than just advertising or ticketing. As an interaction designer I feel &lt;em&gt;enabled&lt;/em&gt; by this: the three basic functions (making phone calls, going to URLs, sending SMSes) are enough to start thinking about tangible interactions, without having to program Java midlets or server-side applications.&lt;/p&gt;
&lt;p&gt;I’m happy that Nokia is putting this technology into a low-end phone rather than pushing it out in a ‘smartphone’ range. Low-end is where the potential for wider usage and mass-market applications sits, especially around gaming and content discovery.&lt;/p&gt;
&lt;h3&gt;Improvements&lt;/h3&gt;
&lt;p&gt;The Service Discovery application has been a little unreliable to launch. Sometimes it works, sometimes it doesn’t, and it’s difficult to tell why. It would be good to be able to place the phone on the table, knowing it will respond to a tag; instead I have to check. The version on this prototype still identifies itself as one, so the &lt;a href=&quot;http://www.nokia.com/link?cid=EDITORIAL_2030#shell&quot;&gt;released version&lt;/a&gt; may sort this out.&lt;/p&gt;
&lt;p&gt;Overall there’s a lack of integration between Service Discovery and the rest of the system. Contacts, SMS archive, service bookmarks. At the moment you need to enter the application to write and manage tags, or to give a shortcut to another phone, but as with Bluetooth and IR this should be part of the contextual menus that appear under ‘Options’ within each area of the phone. There are also some infuriating prompts when interacting with URLs, more below.&lt;/p&gt;
&lt;h3&gt;Details&lt;/h3&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/nokia-3220-nfc/nokia_3220_rfid_nfc01.jpg&quot; alt=&quot;Nokia 3220 detecting a tag, launching Service Discovery&quot; /&gt;&lt;figcaption&gt;Nokia 3220 detecting a tag, launching Service Discovery&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;&lt;em&gt;The phone opens the Service Discovery application when it detects a compatible RFID tag near the base of the phone (with the keypad lock off). This part is a bit obscure: sometimes it doesn’t wake up for a tag, and the application needs to be loaded before it will read properly. Once the application is open (two to three seconds) the read time seems instantaneous.&lt;/em&gt;&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/nokia-3220-nfc/nokia_3220_rfid_nfc02.jpg&quot; alt=&quot;Shortcuts menu in Service Discovery&quot; /&gt;&lt;figcaption&gt;Shortcuts menu in Service Discovery&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;&lt;em&gt;The shortcuts menu gives access to shortcuts. Confusingly, this is different from ‘bookmarks’ and from the ‘names’ list on the phone, although names can be searched from within the application. Tighter integration with the OS is needed.&lt;/em&gt;&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/nokia-3220-nfc/nokia_3220_rfid_nfc03.jpg&quot; alt=&quot;Managing shortcuts, adding, editing, deleting, giving or writing&quot; /&gt;&lt;figcaption&gt;Managing shortcuts, adding, editing, deleting, giving or writing&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;&lt;em&gt;Shortcuts can be added, edited and deleted in the same way as contacts. They can be ‘given’ to another phone or ‘written’ to a tag.&lt;/em&gt;&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/nokia-3220-nfc/nokia_3220_rfid_nfc04.jpg&quot; alt=&quot;Three kinds of shortcut: Call, URL, SMS&quot; /&gt;&lt;figcaption&gt;Three kinds of shortcut: Call, URL, SMS&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;&lt;em&gt;There are three kinds of shortcut: Call, URL, or SMS. Call dials a pre-defined number. URL loads a pre-defined URL. SMS sends a pre-defined SMS to a particular number. This part has the most room for innovative extensions: setting the state of the phone, changing profiles, changing themes, downloading graphics. All of these could be achieved by loading URLs, but URLs and mobiles don’t mix, so why present them when a more usable layer could sit between? Preferences for prompts would also help, at the moment each action has to be confirmed yes or no, but in some secure environments a function should be launchable without the extra button push.&lt;/em&gt;&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/nokia-3220-nfc/nokia_3220_rfid_nfc05.jpg&quot; alt=&quot;Notification that the tag contains no data&quot; /&gt;&lt;figcaption&gt;Notification that the tag contains no data&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;&lt;em&gt;If a tag contains no data we are notified and placed back on the main screen (as happened when I tried to write to my &lt;a href=&quot;https://web.archive.org/web/20051104023939/http://www.tfl.gov.uk:80/oystercard&quot;&gt;Oyster card&lt;/a&gt;).&lt;/em&gt;&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/nokia-3220-nfc/nokia_3220_rfid_nfc06.jpg&quot; alt=&quot;Prompt asking which shortcut to write to the tag&quot; /&gt;&lt;figcaption&gt;Prompt asking which shortcut to write to the tag&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;&lt;em&gt;If the tag is writeable we are asked which shortcut to write to the tag.&lt;/em&gt;&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/nokia-3220-nfc/nokia_3220_rfid_nfc07.jpg&quot; alt=&quot;Confirmation prompt when reading a shortcut from a tag&quot; /&gt;&lt;figcaption&gt;Confirmation prompt when reading a shortcut from a tag&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;&lt;em&gt;When a tag with a shortcut is touched, a prompt appears asking for confirmation. This is to prevent mistakes, and provides a level of security, but it reduces overall usability. With URL launching, there are two stages of confirmation, which is infuriating. There needs to be some other mode of confirmation, and Service Discovery needs to sit deeper in the system to avoid these double button presses.&lt;/em&gt;&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/nokia-3220-nfc/nokia_3220_rfid_nfc08.jpg&quot; alt=&quot;Log of actions in Service Discovery&quot; /&gt;&lt;figcaption&gt;Log of actions in Service Discovery&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;&lt;em&gt;Lastly, there is a log of actions. Useful to see if the application has been reading something in your bag or wallet without you knowing.&lt;/em&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Projects</category><category>Interaction Design</category><category>Matt Jones</category><category>Mobile</category><category>Mobility</category><category>NFC</category><category>Research</category><category>RFID</category><category>Touch Project</category><category>Ubicomp</category><category>Usability</category><enclosure url="https://www.elasticspace.com/images/nokia-3220-nfc/nokia_3220_rfid_nfc09.jpg" length="26265" type="image/jpeg"/></item><item><title>Graphic language for touch</title><link>https://www.elasticspace.com/2005/11/graphic-language-for-touch/</link><guid isPermaLink="true">https://www.elasticspace.com/2005/11/graphic-language-for-touch/</guid><description>Graphic design for near-field interaction at Design Engaged 2005, an early attempt at a visual language for the touch-point where phone meets tag.</description><pubDate>Mon, 21 Nov 2005 00:00:00 GMT</pubDate><content:encoded>&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/graphic-language-for-touch/rfid_iconography_large.gif&quot; alt=&quot;The full set of icons for touch-based interaction with RFID-tagged objects, shown together as a reference poster&quot; /&gt;&lt;figcaption&gt;The full set of icons for touch-based interaction with RFID-tagged objects, shown together as a reference poster&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;Tap your Oyster/Suica card on a reader and an icon or a yellow circle tells you where to hold it. But what about the &lt;a href=&quot;http://radio.weblogs.com/0105910/2004/07/19.html&quot; title=&quot;Half of Cell Phones Will Be RFID-Enabled by 2009&quot;&gt;new generation of mobile phones&lt;/a&gt; that can read and write to &lt;a href=&quot;http://en.wikipedia.org/wiki/RFID&quot;&gt;RFID&lt;/a&gt; tags embedded in objects, how do we mark up the physical world so people know what’s touchable, and what happens when they touch it?&lt;/p&gt;
&lt;p&gt;The problem is simple to state and hard to solve: how do you represent an object that carries digital function, information or history beyond its physical form? Without a visual language we fall back on &lt;a href=&quot;http://www.webpagesthatsuck.com/mysterymeatnavigation.html&quot;&gt;mystery meat&lt;/a&gt; navigation (the scourge of the web), where you have to touch everything to find out what it does. RFID is already out there in Oyster cards and Suica cards and Nokia’s 3220 handset, but the graphic language for it hasn’t been worked out yet.&lt;/p&gt;
&lt;p&gt;Here’s a set of icons I’ve been sketching to find out. This was a presentation and poster at &lt;a href=&quot;http://www.designengaged.com/&quot;&gt;Design Engaged&lt;/a&gt; in Berlin on 11 &lt;a href=&quot;http://www.flickr.com/photos/timo/archives/date-taken/2005/11/11/&quot;&gt;November 2005&lt;/a&gt;. &lt;a href=&quot;http://www.elasticspace.com/presentations/graphic_language_touch_rfid_nfc.pdf&quot;&gt;Download the full set as a PDF&lt;/a&gt; (721KB) or see the &lt;a href=&quot;http://www.elasticspace.com/images/rfid_iconography_large.gif&quot;&gt;Gif preview&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;This doesn’t attempt to be a definitive system for marking physical things, it is an exploratory process to see how digital/physical interactions might work, while the technology is still largely out of the hands of everyday users.&lt;/p&gt;
&lt;h2&gt;Reference to existing work&lt;/h2&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/graphic-language-for-touch/rfid_iconography_references_small.jpg&quot; alt=&quot;Photographs of visual references for touch-based interaction: Oyster card readers, contactless payment symbols, pedestrian crossing buttons, Japanese ticketing signage&quot; /&gt;&lt;figcaption&gt;Photographs of visual references for touch-based interaction: Oyster card readers, contactless payment symbols, pedestrian crossing buttons, Japanese ticketing signage&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;The visual language I’m drawing on is already out there. Push buttons on pedestrian crossings, contactless cards at ticket barriers, signage, instructional diagrams. &lt;a href=&quot;http://www.elasticspace.com/2004/11/spatial-memory-design-engaged/&quot;&gt;Public space is marked with iconography&lt;/a&gt; that works exactly because you don’t have to think about it. Photograph these markings and what surfaces is how much their legibility depends on where they sit. A sticker’s effectiveness is inseparable from its placement, and current research in ubicomp and locative media is not addressing these visibility issues.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.elasticspace.com/2005/02/touch-interface-photos/&quot;&gt;Contactless payment systems&lt;/a&gt; have a rich, technology-led, vernacular iconography of their own: Oyster, FeliCa, MiFare, PayPass, Suica. In Japan there’s a further step, with touch-based interactions represented by &lt;a href=&quot;http://www.flickr.com/photos/younghee/43823227/&quot;&gt;characters, colours and illustrative icons&lt;/a&gt; that are abstracted from the action itself.&lt;/p&gt;
&lt;p&gt;I’ve also had good conversations with &lt;a href=&quot;http://www.hobbyprincess.com/&quot;&gt;Ulla-Maaria Mutanen&lt;/a&gt; and &lt;a href=&quot;http://www.aula.cc/people/jyri/&quot;&gt;Jyri Engeström&lt;/a&gt; about &lt;a href=&quot;http://www.thinglinks.com/&quot;&gt;thinglinks&lt;/a&gt; and &lt;a href=&quot;http://flickr.com/photos/96937689@N00/53670648/&quot;&gt;the weaving of RFID into craft objects&lt;/a&gt;.&lt;/p&gt;
&lt;h2&gt;Development&lt;/h2&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/graphic-language-for-touch/rfid_iconography_directions.gif&quot; alt=&quot;Sketches of five initial icon directions: circles, wireless symbols, card-based, mobile-based, and arrows&quot; /&gt;&lt;figcaption&gt;Sketches of five initial icon directions: circles, wireless symbols, card-based, mobile-based, and arrows&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;Sketching surfaced five initial directions: circles, wireless symbols, card-based, mobile-based and arrows (see the &lt;a href=&quot;http://www.elasticspace.com/images/rfid_iconography_large.gif&quot;&gt;poster&lt;/a&gt; for more detail). The icons range from generic (abstracted circles or arrows indicating function) to specific (mobile phones or cards touching tags).&lt;/p&gt;
&lt;p&gt;Arrows work for specific actions when combined with other illustrative material. Icons showing phones or cards help in situations where you need basic usability for a wide range of users. Wireless-style symbols are widely used on card readers, but they don’t indicate the touch-based interactions inherent in the technology, and they get confused with WiFi and Bluetooth. Circular icons work at the most generic level, and are probably most suitable for generic labelling.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/graphic-language-for-touch/rfid_iconography_circles.gif&quot; alt=&quot;Variations on the circular icon, marking an active touch-point at a generic level&quot; /&gt;&lt;figcaption&gt;Variations on the circular icon, marking an active touch-point at a generic level&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;For further investigation I have selected a simple circle, surrounded by an ‘aura’ described by a dashed line. The circle marks the active point. The aura describes that the physical object carries something beyond its physical form, in a near-field way.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/graphic-language-for-touch/rfid_iconography_2circle.gif&quot; alt=&quot;The chosen icon: a filled circle surrounded by a dashed-line aura, indicating near-field activation&quot; /&gt;&lt;figcaption&gt;The chosen icon: a filled circle surrounded by a dashed-line aura, indicating near-field activation&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;In most current &lt;a href=&quot;http://www.nfc-forum.org/aboutnfc/&quot;&gt;NFC implementations&lt;/a&gt;, such as the &lt;a href=&quot;http://www.nokia.com/nfc&quot;&gt;3220&lt;/a&gt; from Nokia and many &lt;a href=&quot;http://www.sonyericsson.co.jp/product/au/w32s/&quot;&gt;iMode&lt;/a&gt; phones, the RFID reader sits at the bottom of the phone. This means the area of activation is obscured by the phone and hand during the gesture. The circular iconography allows a space to be marked active by the size of the circle, and we might see it used to mark areas rather than points. Usability may improve when these icons are around the same size as the phone, rather than a specific point to touch.&lt;/p&gt;
&lt;h2&gt;Work in progress&lt;/h2&gt;
&lt;p&gt;This is early days for the technology, and this is work-in-progress. There is more to be done in looking at specific applications, finding suitable uses and extending the language to cover other functions and content.&lt;/p&gt;
&lt;p&gt;Until now I have been concerned with generic iconography for a digitally augmented object. This should develop into a richer language as the applications for this type of interaction become more specific and related to the types of objects and information being used. For example, it would be interesting to find a graphic treatment that could be applied to a Pokemon sticker offering power-ups as well as a bus stop offering timetable downloads.&lt;/p&gt;
&lt;p&gt;I’m also interested in the physical placement of these icons. How large or visible should they be? Are there places that should not be marked active? And how will this fit with the natural &lt;a href=&quot;http://www.janchipchase.com/blog/archives/2005/11/mobile_essentia.html&quot;&gt;centres of gravity&lt;/a&gt; of the mobile phone in public and private space?&lt;/p&gt;
&lt;p&gt;I’ll expand on these things in a few upcoming projects that explore touch-based interactions in personal spaces.&lt;/p&gt;
&lt;p&gt;Feel free to use and modify &lt;a href=&quot;http://www.elasticspace.com/presentations/graphic_language_touch_rfid_nfc.pdf&quot;&gt;the icons&lt;/a&gt;, I would be interested to see how they can be applied and extended.&lt;/p&gt;
&lt;h2&gt;Visual references&lt;/h2&gt;
&lt;p&gt;Oyster Card, Transport for London. eNFC, Inside Contactless. Paypass, Mastercard. ExpressPay, American Express. FeliCa, Sony. MiFare, various vendors. Suica, JR, East Japan Railway Company. RFID Field Force Solutions, Nokia. NFC shell for 3220, Nokia. ERG Transit Systems payment, Dubai. Various generic contactless vendors. &lt;a href=&quot;http://www.cardsnowasia.com/article.cfm?id=1315&quot;&gt;Contactless payment symbol&lt;/a&gt;, Mastercard.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.mijksenaar.com/publications/cnt_publicat_open.html&quot;&gt;Open Here&lt;/a&gt;, Paul Mijksenaar, Piet Westendorp, Thames and Hudson, 1999. &lt;a href=&quot;http://www.scottmccloud.com/store/books/uc.html&quot;&gt;Understanding Comics&lt;/a&gt;, Scott McCloud, Harper, 1994.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Projects</category><category>Conference</category><category>Design Engaged</category><category>Graphic Design</category><category>Information Design</category><category>Interaction Design</category><category>Mobility</category><category>NFC</category><category>Place</category><category>RFID</category><category>Touch Project</category><category>Ubicomp</category><category>Usability</category><enclosure url="https://www.elasticspace.com/images/graphic-language-for-touch/rfid_iconography_large.gif" length="85278" type="image/gif"/></item><item><title>Design Engaged 2005</title><link>https://www.elasticspace.com/2005/11/design-engaged-2005/</link><guid isPermaLink="true">https://www.elasticspace.com/2005/11/design-engaged-2005/</guid><description>Notes from Design Engaged 2005 in Berlin: Adam Greenfield on energy decline, Anne Galloway on the parliament of things, Fabio Sergio on whether interaction design has any material at all.</description><pubDate>Sun, 20 Nov 2005 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Three days of conversation, urban exploration and brainstorming in Berlin, November 2005, the second Design Engaged. Adam Greenfield opened on energy decline and the coming implications for design, Anne Galloway on the parliament of things, Joshua Kaufman on the politics of artefacts, Fabio Sergio on whether interaction design has any material at all.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Design Engaged 2005, organised by Andrew Otwell for a second year. Raw notes from three days of sessions, preserved as written at the time. Speakers included Adam Greenfield, Matt Ward, Joshua Kaufman, Anne Galloway, Michelle Chang, Thomas Vander Wal, Louise Klinker, Malcolm McCullough, Fabio Sergio, Stefan Smagula, Chris Heathcote, Jyri Engeström and Ulla-Maaria Mutanen, Matt Webb, Nurri Kim, Jack Schulze, Régine Debatty, Liz Goodman, Eric Rodenbeck with Michal Migurski (Stamen), Molly Wright Steenson, John Poisson and Ben Cerveny.&lt;/em&gt;&lt;/p&gt;
&lt;h3&gt;Intro by Andrew Otwell&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Restorative feeling of getting together&lt;/li&gt;&lt;li&gt;The architecture of participation&lt;/li&gt;&lt;li&gt;Experience design is participation design&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Adam Greenfield&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Ethical and social implications of ubicomp&lt;/li&gt;&lt;li&gt;Has been reading far afield: &lt;em&gt;Out of Gas&lt;/em&gt;, &lt;em&gt;Dark Age Ahead&lt;/em&gt;, &lt;em&gt;Collapse&lt;/em&gt;&lt;/li&gt;&lt;li&gt;Growth and decline&lt;/li&gt;&lt;li&gt;Models of growth:&lt;br&gt;
 1. Health of economy is based on growth&lt;br&gt;
 2. Continuous growth: technological singularity, going off the charts&lt;br&gt;
 3. Cancer&lt;/li&gt;&lt;li&gt;Decline: cyclical decline, populations, rise and fall of the Nile&lt;/li&gt;&lt;li&gt;But sometimes it’s not cyclical: the global production of oil&lt;/li&gt;&lt;li&gt;Growth and terminal decline: global oil production. Industrial civilisation becomes very hard to maintain.&lt;/li&gt;&lt;li&gt;There is a contingency that designers probably ought to be thinking about&lt;/li&gt;&lt;li&gt;An implication: things get intensely local&lt;/li&gt;&lt;li&gt;Things: power sources, reclamation, working and forging; textiles, dyes, colourings; materials; methods, practices and standards; knowledge, resident in the minds and things around us; deployment of finished items&lt;/li&gt;&lt;li&gt;Value: e.g. copper may be worth more locally as a metal to be worked, than as wiring in an inert grid&lt;/li&gt;&lt;li&gt;A new suite of design gestures&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Lose:&lt;/strong&gt;&lt;/li&gt;&lt;li&gt;Our near-instantaneous Google+Wikipedia&lt;/li&gt;&lt;li&gt;Apple-Z (undo)&lt;/li&gt;&lt;li&gt;Flexibility and unquestioned connectivity (the social, fluid, soft meeting space)&lt;/li&gt;&lt;li&gt;Digital visualisation and rapid prototyping&lt;/li&gt;&lt;li&gt;Petrochemical or dependent-derived material properties&lt;/li&gt;&lt;li&gt;Precision fabrication&lt;/li&gt;&lt;li&gt;Low material costs&lt;/li&gt;&lt;li&gt;The global community&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Will become important:&lt;/strong&gt;&lt;/li&gt;&lt;li&gt;Libraries&lt;/li&gt;&lt;li&gt;Workshops&lt;/li&gt;&lt;li&gt;Adaptive re-use&lt;/li&gt;&lt;li&gt;Modularity, interoperability&lt;/li&gt;&lt;li&gt;Mash-up ethos&lt;/li&gt;&lt;li&gt;Sense of possibility and play&lt;/li&gt;&lt;li&gt;Reclamation of old industrialisation&lt;/li&gt;&lt;li&gt;Re-densification: new urban centres&lt;/li&gt;&lt;li&gt;Urban core may be untenable: building higher than 6 floors may be difficult&lt;/li&gt;&lt;li&gt;J.H. Kunstler: &lt;em&gt;The Long Emergency&lt;/em&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Matt Ward&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Has design lost its way?&lt;/li&gt;&lt;li&gt;Design is always ideological, influenced by specific worldviews, responds to cultural context. Design is a product (of the society it originates from).&lt;/li&gt;&lt;li&gt;It’s also world-shaping, future-oriented: not yet, soon to be, one day, wouldn’t it be cool if. Imagination and production. Cannot claim autonomy from social change.&lt;/li&gt;&lt;li&gt;Utopia, &lt;em&gt;outopia&lt;/em&gt;: no place. &lt;em&gt;Eutopia&lt;/em&gt;: good place&lt;/li&gt;&lt;li&gt;The desire to be somewhere different, not about this place, not now, free of the problems of this world&lt;/li&gt;&lt;li&gt;No problem to link utopianism with the act of designing&lt;/li&gt;&lt;li&gt;Many see design as a key to changing the world. Corbusier.&lt;/li&gt;&lt;li&gt;Design is also linked to control and power&lt;/li&gt;&lt;li&gt;Archigram: a move away from conservatism. Anti-utopianism, learning from the mistakes of their forefathers.&lt;/li&gt;&lt;li&gt;In between the space of freedom and control: metamorphosis&lt;/li&gt;&lt;li&gt;Utopia of difference: terroristic meta-narratives (Tom Moylan)&lt;/li&gt;&lt;li&gt;Superstudio: allows for different uses and actions to define the architecture of the studio. A critique of the modernists.&lt;/li&gt;&lt;li&gt;Critical utopia: asks questions, asks towards change, towards critical design&lt;/li&gt;&lt;li&gt;Problem with critical design: forgets to question the position that the designer has&lt;/li&gt;&lt;li&gt;Locative media: a lot of technology removes us from everyday life, we need to remember the dogshit and the chewing gum&lt;/li&gt;&lt;li&gt;Malcolm McCullough: the avant-garde is now 2 minutes&lt;/li&gt;&lt;li&gt;Digital design: change in space and place; information acts within the production of space&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Joshua Kaufman&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Book: &lt;em&gt;The Whale and the Reactor&lt;/em&gt; (a search for limits in an age of high technology), Langdon Winner&lt;/li&gt;&lt;li&gt;Social consequences of design from a historical perspective&lt;/li&gt;&lt;li&gt;Artefacts have political properties: invention, design or arrangement of artefact becomes a way of settling an issue in the affairs of a community. Some articles are inherently political (weaponry).&lt;/li&gt;&lt;li&gt;Political design can be found in architecture and urban planning&lt;/li&gt;&lt;li&gt;Robert Moses’s low overpasses: discouraged lower-class travel&lt;/li&gt;&lt;li&gt;Baron Haussmann’s thoroughfares: large roads and parks&lt;/li&gt;&lt;li&gt;Concrete buildings and plazas at universities, to discourage demonstrations&lt;/li&gt;&lt;li&gt;Cyrus McCormick II’s moulding machines&lt;/li&gt;&lt;li&gt;How design choices affect the relative distribution of power&lt;/li&gt;&lt;li&gt;Fabio Sergio: the relationship between artefact and culture is complex. You can put the baby out into the world, but can’t take responsibility for all its actions.&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Anne Galloway&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Design and the parliament of things&lt;/li&gt;&lt;li&gt;Making the work of a social scientist applicable&lt;/li&gt;&lt;li&gt;Philosophy of science&lt;/li&gt;&lt;li&gt;The difference between an assemblage and an assembly&lt;/li&gt;&lt;li&gt;“To assemble is one thing; to represent to the eyes and ears of those assembled what is at stake is another.” Bruno Latour, &lt;em&gt;How to Make Things Public&lt;/em&gt;&lt;/li&gt;&lt;li&gt;The difference between objects and things&lt;/li&gt;&lt;li&gt;In design, things are objects: stable and neutral. Even users are objects.&lt;/li&gt;&lt;li&gt;Things: an assembly, to come together&lt;/li&gt;&lt;li&gt;A coming together precisely because we have differences&lt;/li&gt;&lt;li&gt;From Realpolitik to Thingpolitik&lt;/li&gt;&lt;li&gt;“Walking is controlled falling.” Laurie Anderson&lt;/li&gt;&lt;li&gt;Representative democracy: body-politic, unifying difference, stabilising and reducing difference&lt;/li&gt;&lt;li&gt;From representation to re-presentation: all the constituent parts&lt;/li&gt;&lt;li&gt;Re-presenting design: invention and capitalism, speed and mobilisation&lt;/li&gt;&lt;li&gt;Going from an assemblage of different parts to an assembly&lt;/li&gt;&lt;li&gt;Speed and competition, focusing on the novel: ideas and materials and practices are being mobilised, getting rid of the obstacles that will slow it down&lt;/li&gt;&lt;li&gt;This doesn’t help us ‘assemble’. A constant space of speed, not encouraged to slow down and think things through. We don’t have an assembly.&lt;/li&gt;&lt;li&gt;We can’t afford to keep ignoring each other&lt;/li&gt;&lt;li&gt;“Your concerns are not relevant to our task at hand, you are not enabling my efficiency, etc.”&lt;/li&gt;&lt;li&gt;What is it going to take to design in this parliament of things?&lt;/li&gt;&lt;li&gt;We can start by slowing down&lt;/li&gt;&lt;li&gt;“That’s where slowing down comes in, you can create new habits only by slowing down, because new habits also mean new feelings, new interests, new possibilities.” Isabelle Stengers&lt;/li&gt;&lt;li&gt;Matt Ward: voting is a last resort; consensus is reached in different ways&lt;/li&gt;&lt;li&gt;Anne Galloway: not interested in consensus, interested in convergence&lt;/li&gt;&lt;li&gt;Malcolm McCullough: taking into account, not accounting the bottom line. Latour&lt;/li&gt;&lt;li&gt;Matt Ward: strategies and tactics in moving towards slowness? A: get outside, get into the ground.&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Michelle Chang&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Public by design&lt;/li&gt;&lt;li&gt;Interested in the issue of privacy&lt;/li&gt;&lt;li&gt;Privacy / publicness&lt;/li&gt;&lt;li&gt;Public library&lt;/li&gt;&lt;li&gt;How the library became a microcosm of the city: a number of services and interfaces to the city&lt;/li&gt;&lt;li&gt;Practices: activities&lt;/li&gt;&lt;li&gt;Space&lt;/li&gt;&lt;li&gt;What technologies are public goods? Electricity, wireless, etc.&lt;/li&gt;&lt;li&gt;Which technologies must be individually wrought? Laptops, mobiles&lt;/li&gt;&lt;li&gt;“A public institution must bear the burden of public demands”&lt;/li&gt;&lt;li&gt;Anne Galloway: a public space, or a commons? A convergence.&lt;/li&gt;&lt;li&gt;Use of the internet problematic: an increasing use of “adult terminals” versus “children’s terminals”&lt;/li&gt;&lt;li&gt;The library becomes a sort of pit stop: getting out of the rain or using the toilet&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Thomas Vander Wal&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Clouds, space and black boxes&lt;/li&gt;&lt;li&gt;Information is found and created, but there is little distinction between the two&lt;/li&gt;&lt;li&gt;Personal info-cloud, local info-cloud, global info-cloud&lt;/li&gt;&lt;li&gt;A clearing house of filters from the flood of information that flows down&lt;/li&gt;&lt;li&gt;Filtering based on trust and value: aggregation&lt;/li&gt;&lt;li&gt;A ‘firewall’ that filters what information we give to people&lt;/li&gt;&lt;li&gt;A ‘smart’ black box&lt;/li&gt;&lt;li&gt;Some people keep all different bits of their personal data stored underneath different usernames, so as not to keep all data aggregated in one place&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Louise Klinker&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Guilty consciences&lt;/li&gt;&lt;li&gt;Using environmental issues. Using P2P software.&lt;/li&gt;&lt;li&gt;Crimewire&lt;/li&gt;&lt;li&gt;Linking music download to criminal activity, but also tracking music downloads according to the amount of money owed to industry and artists&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Malcolm McCullough&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Taking into account the notion of civic space: architecture&lt;/li&gt;&lt;li&gt;Closed laptop, notebook…&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Fabio Sergio&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;The skin of objects&lt;/li&gt;&lt;li&gt;No definitions of interaction design!&lt;/li&gt;&lt;li&gt;Where is the material of interaction design?&lt;/li&gt;&lt;li&gt;Joy Mountford: “We are designing the skin of objects”. Fabio reacted strongly against this&lt;/li&gt;&lt;li&gt;Industrial design: from Olivetti cash register to Apple G5&lt;/li&gt;&lt;li&gt;Ben Cerveny: models are the substance of interaction design. The act of creating constraints and systemic understandings.&lt;/li&gt;&lt;li&gt;The visualisation of complexity: making new materials from the mass of information&lt;/li&gt;&lt;li&gt;Conceptual models affecting the physical models&lt;/li&gt;&lt;li&gt;Liz Goodman: what are models? Fundamentals of interaction design are stories.&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Stefan Smagula&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Open-source media&lt;/li&gt;&lt;li&gt;Project Lightspeed: AT&amp;amp;T, Yahoo and Microsoft&lt;/li&gt;&lt;li&gt;Video&lt;/li&gt;&lt;li&gt;Big players: Apple, IPTV, Yahoo, Google&lt;/li&gt;&lt;li&gt;Bootstrappers: Open Media Network, DTV (BitTorrent &amp;amp; RSS), Open Source Radio&lt;/li&gt;&lt;li&gt;RSS provides metadata and triggers downloads&lt;/li&gt;&lt;li&gt;Matt Jones: Jerry Cornelius, an open-source character, giving away plots and stories&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Chris Heathcote&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Personalisation&lt;/li&gt;&lt;li&gt;Panasonic gets personalisation&lt;/li&gt;&lt;li&gt;Barcodes on skins&lt;/li&gt;&lt;li&gt;Websites for cover creation&lt;/li&gt;&lt;li&gt;Harajuku store for expensive personal covers&lt;/li&gt;&lt;li&gt;Korea: metal depicting war scenes, cloth&lt;/li&gt;&lt;li&gt;A spectrum of engagement: consume, buy, customise, accessorise, alter, make, design&lt;/li&gt;&lt;li&gt;Find out how, make stuff, sell stuff: Cyworld (half the population of Korea?), Habbo, Myspace, Neopets&lt;/li&gt;&lt;li&gt;Peer production: flips traditional production economics&lt;/li&gt;&lt;li&gt;Physical peer production: toolmakers, manufacturer, designer, aggregator, printer, user&lt;/li&gt;&lt;li&gt;Internet fabrication: electronic, materials&lt;/li&gt;&lt;li&gt;Home fabrication: 3D scanners, milling and printing, 2D printing and cutting&lt;/li&gt;&lt;li&gt;Local fabrication: access to machine shops, equipment&lt;/li&gt;&lt;li&gt;Is physical better than digital?&lt;/li&gt;&lt;li&gt;Is this sustainable?&lt;/li&gt;&lt;li&gt;How do we design for casual craft?&lt;/li&gt;&lt;li&gt;Malcolm McCullough: biggest criticism of &lt;em&gt;Digital Ground&lt;/em&gt; is the longevity of the tools, the tools are not consistent or stable enough&lt;/li&gt;&lt;li&gt;Mike Kuniavsky: people don’t like to do something they do for a living in their spare time. This might be a reaction away from digital work environments.&lt;/li&gt;&lt;li&gt;John Poisson: scrapbooking industry is huge in the States, manifesting a collection of pieces. In Target is a whole section for scrapbooking.&lt;/li&gt;&lt;li&gt;Slowness is the point of craft. The process is key.&lt;/li&gt;&lt;li&gt;Anne Galloway: when you work in a sweatshop you don’t knit for relaxation&lt;/li&gt;&lt;li&gt;Liz Goodman: …as long as it’s pink. Modern idea of design is strongly opposed to the Victorian ‘crafted’, fussy environments.&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Jyri Engeström and Ulla-Maaria Mutanen&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Social objects, invisible tail and free product codes&lt;/li&gt;&lt;li&gt;A map of relationships, with nodes as individuals&lt;/li&gt;&lt;li&gt;But look at interactions from an ethnographic POV, we see interaction through social objects&lt;/li&gt;&lt;li&gt;Michael Tomasello: children learn about intentional affordances based on understanding the intentional relations to other people&lt;/li&gt;&lt;li&gt;Online these things are links, photos, etc.&lt;/li&gt;&lt;li&gt;Developing novel kinds of interactions through objects&lt;/li&gt;&lt;li&gt;Photos, bookmarks, blogs, products&lt;/li&gt;&lt;li&gt;Tim O’Reilly: Amazon also introduced their own proprietary identifier, the ASIN. Works for objects that don’t have an ISBN. A basic necessity for anything to become a social object online.&lt;/li&gt;&lt;li&gt;UPC, EPC, ISBN, ASIN for artefacts of mass production&lt;/li&gt;&lt;li&gt;What might be a Last.fm for physical things?&lt;/li&gt;&lt;li&gt;History, present, makers, materials. Making those relations visible: indicating social value.&lt;/li&gt;&lt;li&gt;Using RFID as a personal tool&lt;/li&gt;&lt;li&gt;To-do list:&lt;/li&gt;&lt;li&gt;Recommendation-based markets&lt;/li&gt;&lt;li&gt;Free thing identifiers&lt;/li&gt;&lt;li&gt;Available wireless access&lt;/li&gt;&lt;li&gt;Simple terminal devices&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Matt Webb&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Forms of address: how we talk to computers, and how we should&lt;/li&gt;&lt;li&gt;URLs and point-and-click are bad&lt;/li&gt;&lt;li&gt;Desktop search and recent items: help a lot&lt;/li&gt;&lt;li&gt;Global URLs: they are portable, excellent&lt;/li&gt;&lt;li&gt;They let you see ideas within their structure, not other ideas&lt;/li&gt;&lt;li&gt;Doug Engelbart: online system&lt;/li&gt;&lt;li&gt;Delicious encodes a certain type of behaviour with more persistence and history&lt;/li&gt;&lt;li&gt;Recent-call lists on mobile phone&lt;/li&gt;&lt;li&gt;Implicature&lt;/li&gt;&lt;li&gt;Using the Ning database is more like a conversation than Spotlight; it makes assumptions around structured data&lt;/li&gt;&lt;li&gt;Patterns of behaviour: “the things I’ve done in the last 30 seconds can be referenced as an object”&lt;/li&gt;&lt;li&gt;Bookmarking a conversation&lt;/li&gt;&lt;li&gt;Mr Messy&lt;/li&gt;&lt;li&gt;“I’m only a first-time user once”&lt;/li&gt;&lt;li&gt;Mike Kuniavsky: predictive shell&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Nurri Kim&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Tokyo blues: the city as seen through one material&lt;/li&gt;&lt;li&gt;Blue tarpaulin: used in many different ways across different cities&lt;/li&gt;&lt;li&gt;Most extensive use of blue tarps in Japan: anything that is passing into or out of existence&lt;/li&gt;&lt;li&gt;Blue tarps with a modular system: model number is higher with durability&lt;/li&gt;&lt;li&gt;Most popular model number 3000, conforms to the tatami mat size&lt;/li&gt;&lt;li&gt;Aerial photo: everything is being built, or rebuilt, historical renovation&lt;/li&gt;&lt;li&gt;Used as shelter for homeless, mat for picnics, covers for temporary objects, street vendors, covering floors, spreading tarps to indicate zones. Becomes an indoor space: taking off shoes to enter an ‘indoor zone’. Concealing / covering. Stack of things.&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Jack Schulze&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Screen-based button&lt;/li&gt;&lt;li&gt;Working with manufacturing engineers&lt;/li&gt;&lt;li&gt;Physical buddies&lt;/li&gt;&lt;li&gt;&lt;em&gt;The Invisibles&lt;/em&gt;&lt;/li&gt;&lt;li&gt;&lt;em&gt;Desolation Jones&lt;/em&gt;&lt;/li&gt;&lt;li&gt;Will Burtin&lt;/li&gt;&lt;li&gt;What we can get away with in domestic manufacture&lt;/li&gt;&lt;li&gt;Phones: manufacture, style/form, self-reinforcement&lt;/li&gt;&lt;li&gt;Manufacture: iterating this relationship towards cheaper, assume this is better&lt;/li&gt;&lt;li&gt;Manufacture: workshops, craft, local, milling, RFP&lt;/li&gt;&lt;li&gt;Style: malice, opportunism, disassembly, individual, cults, play, luxury&lt;/li&gt;&lt;li&gt;Metal: Lens 117, casting metal in wax&lt;/li&gt;&lt;li&gt;Casting phones in metal&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Régine Debatty&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Artists or designers using RFID technology&lt;/li&gt;&lt;li&gt;RFID was initially frightening&lt;/li&gt;&lt;li&gt;Some consumer-focused uses&lt;/li&gt;&lt;li&gt;RFID sushi: underneath each plate is a tag, conveyor belt. RFID reader scans a stack of plates.&lt;/li&gt;&lt;li&gt;For tracking cows&lt;/li&gt;&lt;li&gt;In toys: a doll that gets sick, each accessory is a tag, inside the toy is a reader&lt;/li&gt;&lt;li&gt;Privacy&lt;/li&gt;&lt;li&gt;Zapped: a machine that lets you know about readers in the space. Gave a cockroach with RFIDs to every participant: release in the nearest Walmart to taint the database.&lt;/li&gt;&lt;li&gt;How artists and designers are using it&lt;/li&gt;&lt;li&gt;A1 lounge: re-materialisation, Prada store&lt;/li&gt;&lt;li&gt;Digital wardrobe: making sure she uses things that people don’t see more than once&lt;/li&gt;&lt;li&gt;RFID habitat: tables in two parts of the world, shows presence&lt;/li&gt;&lt;li&gt;RFID bootleg objects: MP3 player based on a vinyl turntable, using the old covers as interface to MP3s&lt;/li&gt;&lt;li&gt;Deal Me In: cards for poker. Blackjack mat that plugs into the computer: seeing and printing pictures using playing cards, a traditional interface.&lt;/li&gt;&lt;li&gt;Moo-pong&lt;/li&gt;&lt;li&gt;With hidden numbers: traditional fashion objects, by passing these objects through a reader you can play music and play samples&lt;/li&gt;&lt;li&gt;Junkie Helper: medicine linked to a chatroom where people in a chatroom can see your action&lt;/li&gt;&lt;li&gt;Go-Dance: projecting videos in nightclubs, but can DJ using embodied interactions, with RFIDs connected to clothing&lt;/li&gt;&lt;li&gt;Used.co.at&lt;/li&gt;&lt;li&gt;Peripheral needs: Velcro is used to turn appliances in the home on and off. The paper tags can be used to keep track of what’s going on in the home.&lt;/li&gt;&lt;li&gt;Urban Eyes&lt;/li&gt;&lt;li&gt;The Living Room: telling stories with RFID&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Liz Goodman&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Physical fitness&lt;/li&gt;&lt;li&gt;Ecosystem-enabling&lt;/li&gt;&lt;li&gt;Dance Dance Revolution incorporating fitness into gaming&lt;/li&gt;&lt;li&gt;The ‘pay per play’ model&lt;/li&gt;&lt;li&gt;Arcades are designed to be really fun&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Eric Rodenbeck and Michal Migurski (Stamen)&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Dumb gestures&lt;/li&gt;&lt;li&gt;Vito Acconci: “our work has to sound exciting over the phone”&lt;/li&gt;&lt;li&gt;Dumb: easy explanations, e.g. Flickr&lt;/li&gt;&lt;li&gt;Meet the audience more than halfway&lt;/li&gt;&lt;li&gt;Dumb is difficult&lt;/li&gt;&lt;li&gt;Map of the Market: Martin Wattenberg&lt;/li&gt;&lt;li&gt;WordCount.org, Babyname Voyager: visualising the way we use language&lt;/li&gt;&lt;li&gt;Vox Delicii&lt;/li&gt;&lt;li&gt;Newsmap&lt;/li&gt;&lt;li&gt;Graffiti Archaeology&lt;/li&gt;&lt;li&gt;Tenbyten.org&lt;/li&gt;&lt;li&gt;Acconci Studio: website based on tags, can build dynamic presentations on the fly&lt;/li&gt;&lt;li&gt;Cabspotting: live taxi visualisation&lt;/li&gt;&lt;li&gt;Molly Wright Steenson: data fetishism, what types of things can be done with this as a tool?&lt;/li&gt;&lt;li&gt;Thomas Vander Wal: difficulty with time on the web, nothing that deals with it well. Everything stuck on a calendar.&lt;/li&gt;&lt;li&gt;David Gelernter: Lifestreams&lt;/li&gt;&lt;li&gt;How can we make this more ugly? Graphic ugliness is equated with truth, if anything is to be taken seriously.&lt;/li&gt;&lt;li&gt;Malcolm McCullough: too much visualisation as wallpaper&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Molly Wright Steenson&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;With re-unification, an entire class of everyday markers was wiped out&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;John Poisson&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Seeking nirvana in design for the tiny&lt;/li&gt;&lt;li&gt;Four mobile truths&lt;/li&gt;&lt;li&gt;The mobile world is in a mess: earliest days of the PC&lt;/li&gt;&lt;li&gt;Intense and competing constraints&lt;/li&gt;&lt;li&gt;How to design for a form factor that is so limited&lt;/li&gt;&lt;li&gt;Implementation is so limited by standards. Onerous restrictions and suffering with dealing with carriers. Onerous business models.&lt;/li&gt;&lt;li&gt;But it’s a tremendous opportunity: billions of potential users&lt;/li&gt;&lt;li&gt;To assuage anxieties over all this: constraints can lead to a level of purity. A mobile app is a bit like a haiku.&lt;/li&gt;&lt;li&gt;A Zen approach to the design and implementation of these things&lt;/li&gt;&lt;li&gt;Refinement towards a very specific set of constraints&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Ben Cerveny&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Hyperdimensional hopscotch&lt;/li&gt;&lt;li&gt;Ideas put forward around the possibilities of dystopian futures&lt;/li&gt;&lt;li&gt;Structure and architecture loom large in our minds (even though our titles aren’t that any more)&lt;/li&gt;&lt;li&gt;Information structures are starting to play out in the spaces we inhabit: in the construction of the community&lt;/li&gt;&lt;li&gt;In the process of game design: commodification of play. Play creates interfaces in a richer interface than the traditional process of interface design (through play finding the boundaries of the self and the other).&lt;/li&gt;&lt;li&gt;Use of symbolic systems and projection of language onto the world&lt;/li&gt;&lt;li&gt;Game vs play: game is projecting a model into play. Language formalises meaning, games formalise play.&lt;/li&gt;&lt;li&gt;Hopscotch has no real ingredients, apart from a method of making marks and a space (plus an agreement to play the game)&lt;/li&gt;&lt;li&gt;This agreement is where the power is&lt;/li&gt;&lt;li&gt;Consensual modelling capabilities: emergent social properties&lt;/li&gt;&lt;li&gt;People have a growing literacy of what is possible&lt;/li&gt;&lt;li&gt;Chess: a sculpture of behaviour of the pieces&lt;/li&gt;&lt;li&gt;Aware of the tools to make this kind of model&lt;/li&gt;&lt;li&gt;Goal-directed learning: role-playing is more like improvisation. The roles involved are not defined in silos, but interwoven. Multiplications of capabilities. Certain tasks can only be achieved through a sequence of collaborative actions. Cumulative actions.&lt;/li&gt;&lt;li&gt;The techniques of role-play have made it into the workplace&lt;/li&gt;&lt;li&gt;Never-endingness: a distributed conversation about the building of ‘what can happen’. Submitting ideas into a collaborative space.&lt;/li&gt;&lt;li&gt;The hopscotch that we are playing is a directed but temporary structure&lt;/li&gt;&lt;li&gt;The smooth space that we are standing on, that we demarcate with some markings&lt;/li&gt;&lt;li&gt;Building models that have a linkable state&lt;/li&gt;&lt;li&gt;The game we are playing is re-projectable onto different circumstances (in case of dire future possibilities)&lt;/li&gt;&lt;li&gt;Games gone native: in specific environments&lt;/li&gt;&lt;li&gt;Temporary autonomous games (tag). Chalk on sidewalk, but chalk is washed away. Temporary collaborative structures of meaning: playing out actions in that space, the product is meaningful. Focus taxonomy onto a specific process that has traction, but can then discard the rule-set once we have a product.&lt;/li&gt;&lt;li&gt;In-betweening (Aldo van Eyck). Became uncomfortable with the top-down projections of authority (high modernism). Built 700 playgrounds in Amsterdam.&lt;/li&gt;&lt;li&gt;Projecting the possibility of play onto the environment. Filled all of the gaps in Amsterdam with play. A sandbox here, a pole there, etc.&lt;/li&gt;&lt;li&gt;A divergence from the monolithic flows of high modernism&lt;/li&gt;&lt;li&gt;Collaborative making of urban experience&lt;/li&gt;&lt;li&gt;‘We are all here now’ feeling. Take different roles in the game that is more empowering towards our ability to make things in the city.&lt;/li&gt;&lt;li&gt;Bureau of Spatial Organisation&lt;/li&gt;&lt;li&gt;Before we can activate a city (with a platform) we need to begin to compose our personal, fragmented understandings, how things can be represented, things that we can broadcast to each other&lt;/li&gt;&lt;li&gt;These things can be connected to the city, a living model of the city. Building the hopscotch squares from one to the other.&lt;/li&gt;&lt;li&gt;The game model has the flexibility to support the kind of collaborative activity that will support these things&lt;/li&gt;&lt;li&gt;Matt Ward: how to manage the politicisation of artefacts. What are the political consequences of these ideologies, structures, games. A game about the making of the game.&lt;/li&gt;&lt;li&gt;Adam Greenfield: John Zorn’s &lt;em&gt;Cobra&lt;/em&gt;, improvisational combat jazz. Disruptor.&lt;/li&gt;&lt;li&gt;Mike Kuniavsky: open-ended, play-based perspective, changing and following rules is very complex, and leads down paths that are very damaging. But sticking to one set of rules might end with a better result.&lt;/li&gt;&lt;li&gt;Collaborative idealism is a constant flow of articulation and re-articulation. Laminar flow and turbulence. Turn up the flow of collaboration and we also get ‘stop and go’ effects.&lt;/li&gt;&lt;li&gt;Game: &lt;em&gt;Flex&lt;/em&gt;, so many rule-cards have been played that it’s impossible&lt;/li&gt;&lt;/ul&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Adam Greenfield</category><category>Conference</category><category>Design Engaged</category><category>Interaction Design</category><category>Matt Jones</category><category>Place</category><category>Travel</category><category>Ubicomp</category></item><item><title>Embodied interaction in music</title><link>https://www.elasticspace.com/2005/04/embodied-interaction-music/</link><guid isPermaLink="true">https://www.elasticspace.com/2005/04/embodied-interaction-music/</guid><description>A set of sketches from Easter 2005 on navigating music on portable devices: predictive text input, squeeze-and-shake movement, audio scrubbing and gestures like covering an ear.</description><pubDate>Thu, 28 Apr 2005 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;One gesture I keep coming back to: covering your ear to switch tracks. The hand next to the ear, as if to listen more intently. A light or capacitive touch sensor in each earbud could pick it up; the interface would feel intimate rather than performative.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;A set of sketches from Easter 2005 on navigating music on portable devices. Written after switching from a 40GB iPod to the &lt;a href=&quot;https://web.archive.org/web/20050630234548/http://www.apple.com:80/ipodshuffle/&quot;&gt;iPod Shuffle&lt;/a&gt; and finding that &lt;a href=&quot;https://web.archive.org/web/20050722082015/http://www.cityofsound.com:80/blog/2005/01/the_rise_and_ri.html&quot;&gt;the white-knuckle ride of random listening&lt;/a&gt; is genuinely enjoyable, but that the need for a better small-screen music experience hasn’t gone away. The clickwheel doesn’t cut it. These are sketches, not prototypes.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;The pseudo-analogue clickwheel is difficult to control when scrolling huge alphabetical lists, and the view’s acceleration can be frustrating. Clicking into deeper lists, scrolling, clicking deeper, long tortuous experiences if you’re doing anything else at the time. It’s also difficult to use through clothing, or with gloves.&lt;/p&gt;
&lt;h3&gt;Music and language&lt;/h3&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/embodied-interaction-music/embodied_music_search.jpg&quot; alt=&quot;Sketch of a mobile phone keypad used to type the first few letters of an artist or album, with iTunes-style realtime results&quot; /&gt;&lt;figcaption&gt;Sketch of a mobile phone keypad used to type the first few letters of an artist or album, with iTunes-style realtime results&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;My first thought was something &lt;a href=&quot;https://web.archive.org/web/20050520085811/http://www.jackschulze.co.uk:80/&quot;&gt;Jack Schulze&lt;/a&gt; and I discussed a long time ago, using a phone keypad to type the first few letters of an artist, album or genre, and seeing results in real-time, the way &lt;a href=&quot;https://web.archive.org/web/20050701014924/http://www.apple.com:80/itunes/jukebox.html&quot;&gt;iTunes&lt;/a&gt; does on a desktop. I find myself using this in iTunes more than browsing lists.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;https://web.archive.org/web/20050702030924/http://www.t9.com:80/&quot;&gt;Predictive text input&lt;/a&gt; would be very effective here, limited to the dictionary of your own music library. &lt;a href=&quot;https://web.archive.org/web/20050721004927/http://www.christianlindholm.com:80/christianlindholm/2005/02/qix_from_zi_cor.html&quot;&gt;QIX search&lt;/a&gt; could do this for a music library on a mobile.&lt;/p&gt;
&lt;p&gt;Mobile-phone music convergence makes this the right time, with &lt;a href=&quot;https://web.archive.org/web/20051228023248/http://www.sonyericsson.com:80/spg.jsp?cc=gb&amp;amp;lc=en&amp;amp;ver=4000&amp;amp;template=pp1_loader&amp;amp;php=php1_10245&amp;amp;zone=pp&amp;amp;lm=pp1&amp;amp;pid=10245&quot;&gt;mobile&lt;/a&gt; &lt;a href=&quot;http://www.nokia.com/n91/&quot;&gt;phone&lt;/a&gt; &lt;a href=&quot;https://web.archive.org/web/20160702043310/http://www.engadget.com/entry/1234000540040867/&quot;&gt;music convergence&lt;/a&gt;.&lt;/p&gt;
&lt;h3&gt;Navigating through movement&lt;/h3&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/embodied-interaction-music/embodied_music_squeeze.jpg&quot; alt=&quot;Sketch of squeezing the device to put it into a receptive state for motion input&quot; /&gt;&lt;figcaption&gt;Sketch of squeezing the device to put it into a receptive state for motion input&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;Since scrolling is inevitable to some degree, even within fine search results, what about using simple movement or tilt to control the search? The problem with movement as input is context: when is movement intended, and when is it the result of walking or a bump in the road?&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/embodied-interaction-music/embodied_music_squeeze2.jpg&quot; alt=&quot;Sketch of a squeeze-and-shake quasi-mode for gestural control&quot; /&gt;&lt;figcaption&gt;Sketch of a squeeze-and-shake quasi-mode for gestural control&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;One solution: a squeeze-and-shake quasi-mode. Squeezing the device puts it into a receptive state.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/embodied-interaction-music/embodied_music_tilt.jpg&quot; alt=&quot;Sketch of three-axis tilt input, less sensitive to larger movements of walking or transport&quot; /&gt;&lt;figcaption&gt;Sketch of three-axis tilt input, less sensitive to larger movements of walking or transport&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;Another: more reliance on the three axes of tilt, which are less sensitive to larger movements of walking or transport.&lt;/p&gt;
&lt;h3&gt;Gestures&lt;/h3&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/embodied-interaction-music/embodied_music_gestures.jpg&quot; alt=&quot;Sketch of various gestural inputs for music navigation&quot; /&gt;&lt;figcaption&gt;Sketch of various gestural inputs for music navigation&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;Gestural interfaces are a hard sell. Most prototypes I have seen are difficult to learn and require a level of performativity not everyone wants to do in public space. But accelerometers inside these devices should allow for hacking together personal, adaptive gestural interfaces for higher-level functions.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/embodied-interaction-music/embodied_music_earbuds.jpg&quot; alt=&quot;Sketch of a capacitive touch sensor in each earbud, detecting when the ear is covered&quot; /&gt;&lt;figcaption&gt;Sketch of a capacitive touch sensor in each earbud, detecting when the ear is covered&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;One gesture that could be simple and effective is the one I opened with: covering the ear to switch tracks. A capacitive touch sensor in each earbud. The hand next to the ear, as if to listen more intently.&lt;/p&gt;
&lt;p&gt;Interference from other objects, resting the head against a wall, for instance, would be a concern, but there’s something nicely personal about the gesture.&lt;/p&gt;
&lt;h3&gt;More knobs&lt;/h3&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/embodied-interaction-music/embodied_music_knobs.jpg&quot; alt=&quot;Sketch of analogue controls for truly analogue functions like volume and time&quot; /&gt;&lt;figcaption&gt;Sketch of analogue controls for truly analogue functions like volume and time&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;Things that are truly analogue, like volume and time, should be mapped to analogue controls. One of the great unexplored areas in digital music is real-time audio scrubbing, currently not well supported on any device, probably because of technical constraints. Scrubbing through an entire album with a directly mapped input would be a good way of finding the track you wanted.&lt;/p&gt;
&lt;p&gt;Research projects like the &lt;a href=&quot;https://web.archive.org/web/20050829021639/http://www.hpl.hp.com:80/research/mmsl/projects/djammer/&quot;&gt;DJammer&lt;/a&gt; are starting to look at this, specifically for DJs. But since music is inherently time-based there is more work to be done here for everyday players and devices. Let’s skip the interaction design habits we’ve learnt from the CD era and go back to vinyl.&lt;/p&gt;
&lt;h3&gt;Evolution of the display&lt;/h3&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/embodied-interaction-music/embodied_music_display.jpg&quot; alt=&quot;Sketch of an OLED display integrated under the surface of a device, without a separate glass area&quot; /&gt;&lt;figcaption&gt;Sketch of an OLED display integrated under the surface of a device, without a separate glass area&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;Where displays are required, I hope we can be free of small, fuzzy, low-contrast LCDs. With new displays being printable on paper, textiles and other surfaces, there’s the possibility of improving the usability, readability and ‘glanceability’ of the display.&lt;/p&gt;
&lt;p&gt;The &lt;a href=&quot;https://web.archive.org/web/20050830115552/http://dapreview.net:80/comment.php?comment.news.1086&quot;&gt;Sony Network Walkman&lt;/a&gt; shows signs of this, the OLED display is under the surface of the product material, without a separate ‘glass’ area.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/embodied-interaction-music/embodied_music_display2.jpg&quot; alt=&quot;Sketch of an e-ink display integrated into the white surface of a music player&quot; /&gt;&lt;figcaption&gt;Sketch of an e-ink display integrated into the white surface of a music player&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;For a white iPod surface, the high-contrast, &lt;a href=&quot;http://www.polymervision.com/New-Center/Downloads/Index.html&quot;&gt;paper-like surfaces&lt;/a&gt; of e-ink would make great, highly readable displays.&lt;/p&gt;
&lt;h3&gt;Prototyping&lt;/h3&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/embodied-interaction-music/embodied_music_prototype.jpg&quot; alt=&quot;Sketch of a hardware prototype with accelerometer and small display for testing embodied music navigation&quot; /&gt;&lt;figcaption&gt;Sketch of a hardware prototype with accelerometer and small display for testing embodied music navigation&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;So I need to get prototyping with accelerometers and display technologies, to understand simple movement and gesture in navigating music libraries. There are open questions: whether movement-based scrolling through search results would create the appearance of a large screen space, through the lens of a small screen. As with &lt;a href=&quot;http://interconnected.org/home/2005/03/04/apples_powerbook&quot;&gt;bumptunes&lt;/a&gt;, many more opportunities will emerge in the making.&lt;/p&gt;
&lt;h3&gt;More reading&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20050428203737/http://www.cityofsound.com:80/blog/2005/04/designing_for_s.html&quot;&gt;Designing for Shuffling&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://interconnected.org/home/2005/04/22/there_are_two&quot;&gt;Thoughts on the iPod Shuffle&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://interconnected.org/home/2005/03/04/apples_powerbook&quot;&gt;Bumptunes&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.dcs.gla.ac.uk/~jhw/audioclouds/&quot;&gt;Audioclouds / gestural interaction&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://www.elasticspace.com/2005/02/sound-objects/&quot;&gt;Sound objects&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20050829021639/http://www.hpl.hp.com:80/research/mmsl/projects/djammer/&quot;&gt;DJammer&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20050828001233/http://people.interaction-ivrea.it:80/b.negrillo/onthebody/&quot;&gt;On the body&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20050312022600/http://communications.siemens.com:80/cds/frontdoor/0,2241,hq_en_0_91525_rArNrNrNrN,00.html&quot;&gt;Runster&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Projects</category><category>Gestural Interaction</category><category>Interaction Design</category><category>IxD Theory</category><category>Media</category><category>Mobile</category><category>Mobility</category><category>Research</category><category>Sound</category><category>Sound Design</category><category>Usability</category><enclosure url="https://www.elasticspace.com/images/embodied-interaction-music/embodied_music_search.jpg" length="31242" type="image/jpeg"/></item><item><title>Tangible and social interaction</title><link>https://www.elasticspace.com/2005/03/tangible-and-social-interaction/</link><guid isPermaLink="true">https://www.elasticspace.com/2005/03/tangible-and-social-interaction/</guid><description>Notes from two January 2005 AHO lectures on tangible and social interaction: Dourish on the history of HCI, examples from the Nintendo DS.</description><pubDate>Fri, 18 Mar 2005 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;On a Nintendo DS in a café, two people are sending each other stick-figure drawings over PictoChat. On a TV in someone’s living room, four people are singing along to Singstar and making each other worse at it. At a bus stop in Berkeley, a phone is quietly logging which other phones it’s been near over the course of a day, a map of familiar strangers.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Two lectures given at AHO in Oslo in January 2005, arguing that tangible and social interaction are the next chapter after the desktop. The &lt;a href=&quot;https://www.elasticspace.com/presentations/tangible_social_jan05.pdf&quot;&gt;PDF of the full presentation is here&lt;/a&gt; (1.9MB). Posted partly in response to &lt;a href=&quot;http://blackbeltjones.typepad.com/work/&quot;&gt;Matt Jones&lt;/a&gt; and &lt;a href=&quot;http://www.anti-mega.com/antimega/&quot;&gt;Chris Heathcote&lt;/a&gt;‘s &lt;a href=&quot;https://web.archive.org/web/20050623074530/http://www.anti-mega.com:80/antimega/archives/001195.html&quot;&gt;ETech presentation&lt;/a&gt; (&lt;a href=&quot;https://web.archive.org/web/20050410142833/http://www.anti-mega.com:80/antimega/archives/001200.html&quot;&gt;notes&lt;/a&gt;, link restored from Wayback).&lt;/em&gt;&lt;/p&gt;
&lt;h3&gt;Brief history of interaction&lt;/h3&gt;
&lt;p&gt;(Based on Dourish, see reading recommendations below.)&lt;/p&gt;
&lt;p&gt;Each successive development in computer history has made greater use of human skills:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Electrical&lt;/strong&gt;: required a thorough understanding of electrical design&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Symbolic&lt;/strong&gt;: required a thorough understanding of the manipulation of abstract languages&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Textual&lt;/strong&gt;: text dialogue with the computer, which set the standards of interaction we still live with today&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Graphic&lt;/strong&gt;: graphical dialogue with the computer, using our spatial skills, pattern recognition, and motion memory with a mouse and keyboard&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;We have become stuck in this last model. Interaction with computers has remained largely the same: desk, screen, input devices. Even entirely new fields like mobile and interactive television have followed these interaction patterns.&lt;/p&gt;
&lt;h3&gt;Definitions&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Tangible&lt;/strong&gt;: physical; having substance or material existence; perceptible to the senses&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Social&lt;/strong&gt;: human and collaborative abilities, or ‘software that’s better because there’s people there’ (definition from &lt;a href=&quot;http://blackbeltjones.typepad.com/work/&quot;&gt;Matt Jones&lt;/a&gt; and &lt;a href=&quot;http://interconnected.org/home/&quot;&gt;Matt Webb&lt;/a&gt;)&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Examples&lt;/h3&gt;
&lt;p&gt;Dourish argues that as interaction with computers moves out into the world it becomes part of our social world too. The social and the tangible are intricately linked as part of ‘being in the world’.&lt;/p&gt;
&lt;p&gt;Below are products and services available now, where these theories of ubiquitous computing and tangible interaction are moving out into the world, and at the trends visible in currently available products.&lt;/p&gt;
&lt;p&gt;There is also strong work in research, the &lt;a href=&quot;http://tangible.media.mit.edu/&quot;&gt;Tangible Media Group&lt;/a&gt; for instance, but the emergent effects of millions of people using things are more telling: (Flickr, weblogs, Nintendo DS, mobile social software).&lt;/p&gt;
&lt;h3&gt;Social trends on the web&lt;/h3&gt;
&lt;p&gt;The current trend on the web is building simple platforms that support complex social behaviour.&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;http://www.rebeccablood.net/essays/weblog_history.html&quot;&gt;Weblogs&lt;/a&gt;, newsreaders and RSS: a simple platform that has changed the way the web works and supported simple social interaction (the basic building blocks of dialogue, or conversation)&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.flickr.com/&quot;&gt;Flickr&lt;/a&gt;: a simple platform for media/photo sharing that turned into a thriving community. Works well with the web by allowing syndicated photos, and bases the social network on top of a defined function&lt;/li&gt;&lt;li&gt;Others: del.icio.us, World of Warcraft&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Social mobile computing&lt;/h3&gt;
&lt;p&gt;On mobile platforms, the work is around presence, context and location.&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20050622074017/http://berkeley.intel-research.net:80/paulos/research/familiarstranger/&quot;&gt;Familiar Strangers&lt;/a&gt;: stores a list of all the phones you’ve been near in places you inhabit, then visualises the space around you according to who you’ve met before. &lt;a href=&quot;https://www.elasticspace.com/2004/06/mobile-social-software/&quot;&gt;More mobile social software&lt;/a&gt;.&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.thefeature.com/article?articleid=100501&quot;&gt;Mogi&lt;/a&gt;: a location-based game, most interestingly in that it supports different contexts of use, both at home in front of a big screen and out on a small mobile screen.&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Social games&lt;/h3&gt;
&lt;p&gt;Games are moving away from pure immersive 3D worlds and starting to give equal attention to their situated, social context.&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Nintendo DS: &lt;a href=&quot;http://www.eurogamer.net/article.php?article_id=57287&quot;&gt;PictoChat&lt;/a&gt; and local wireless networks, adapted for gameplay or communication (picture chatting included as standard)&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.sissyfight.com/&quot;&gt;Sissyfight&lt;/a&gt;: very simple social game structure, encourages human behaviour, insults&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.habbo.no/&quot;&gt;Habbo Hotel&lt;/a&gt;: simple interaction structures (with fantastic attention to detail in &lt;a href=&quot;https://web.archive.org/web/20050608082358/http://www.scottmccloud.com:80/store/books/uc.html&quot;&gt;iconic representation&lt;/a&gt;) supporting human desires. Now in over 12 countries, based on sales of virtual furniture&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20050324000248/http://eurogamer.net:80/article.php?article_id=55470&quot;&gt;Singstar&lt;/a&gt;: an entirely social game about breaking social barriers and mutual humiliation. Realtime analysis of your voice actually makes you sing worse&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Tangible games&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20050221064434/http://www.eurogamer.net:80/article.php?article_id=4525&quot;&gt;EyeToy&lt;/a&gt;: brings the viewer into the screen, creates a &lt;a href=&quot;http://www.prandial.com/archives/2005_01.html#009045&quot;&gt;performative and social space&lt;/a&gt;, and allows communication via PS2&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20050105203111/http://eurogamer.net:80/article.php?article_id=52731&quot;&gt;Dance Dance Revolution&lt;/a&gt;: taking the television into physical space&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://blackbeltjones.typepad.com/work/2004/06/motional_rescue.html&quot;&gt;Nokia wave-messaging&lt;/a&gt;: puts information back into space, creates social and performative opportunities (photo thanks to Matt Webb)&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.yellowarrow.org&quot;&gt;Yellow Arrow&lt;/a&gt;: puts digital information into city space, a glimpse of how we might have more interaction with situated information in the future&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;There is a &lt;a href=&quot;http://foe.typepad.com/blog/2005/01/embodied_intera.html&quot;&gt;gender&lt;/a&gt; thread in all of this: the move towards the social implies a move towards the kind of games and play more often seen in girls.&lt;/p&gt;
&lt;h3&gt;Recommended reading&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0262541785/&quot;&gt;Where the Action Is&lt;/a&gt;, Paul Dourish, read the first three chapters for a great introduction&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0262134357/&quot;&gt;Digital Ground&lt;/a&gt;, Malcolm McCullough, exploring the relationship between architectural and digital spaces&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/159200346X/&quot;&gt;Physical Computing&lt;/a&gt;, O’Sullivan and Igoe, a practical book on making physical computing devices&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0738208612/&quot;&gt;Smart Mobs&lt;/a&gt;, Howard Rheingold, the wider social aspects of mobile technology&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0201379376/&quot;&gt;The Humane Interface&lt;/a&gt;, Jef Raskin, covers screen-based interaction, but has the best discussion of ‘modes’ of any book&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.mindhacks.com/&quot;&gt;Mind Hacks&lt;/a&gt;, Matt Webb and Tom Stafford, our interaction with the world from the perspective of neuroscience, a good introduction to ‘affordances’&lt;/li&gt;&lt;/ul&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Projects</category><category>AHO</category><category>Interaction Design</category><category>IxD Theory</category><category>Matt Jones</category><category>Paul Dourish</category><category>Research</category><category>Social</category><category>Tangible Interaction</category><category>Technology</category><category>Ubicomp</category></item><item><title>Graffiti as conversation</title><link>https://www.elasticspace.com/2005/02/graffiti-as-conversation/</link><guid isPermaLink="true">https://www.elasticspace.com/2005/02/graffiti-as-conversation/</guid><description>A short 2005 observation: photographing layers of conversation in graffiti, prior art for spatial annotation on shared public surfaces.</description><pubDate>Mon, 28 Feb 2005 00:00:00 GMT</pubDate><content:encoded>&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/graffiti-as-conversation/5331409_c5aba93d91.jpg&quot; alt=&quot;Layers of graffiti showing a back-and-forth exchange between different writers on a wall&quot; /&gt;&lt;figcaption&gt;Layers of graffiti showing a back-and-forth exchange between different writers on a wall&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;&lt;em&gt;A short February 2005 observation, connected to the ongoing research on &lt;a href=&quot;https://www.elasticspace.com/2004/06/spatial-annotation/&quot;&gt;spatial annotation&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;I’ve been photographing layers of conversation in graffiti, and tagging the pictures with &lt;a href=&quot;http://www.flickr.com/photos/timo/tags/conversation/&quot;&gt;conversation&lt;/a&gt;. Prior art for &lt;a href=&quot;https://www.elasticspace.com/2004/06/spatial-annotation/&quot;&gt;spatial annotation&lt;/a&gt;?&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>PhD</category><category>Photography</category><category>Place</category><category>Public Space</category><category>Spatial Annotation</category><category>Urbanism</category><enclosure url="https://www.elasticspace.com/images/graffiti-as-conversation/5331409_c5aba93d91.jpg" length="36924" type="image/jpeg"/></item><item><title>Sound objects</title><link>https://www.elasticspace.com/2005/02/sound-objects/</link><guid isPermaLink="true">https://www.elasticspace.com/2005/02/sound-objects/</guid><description>Notes from Mikael Fernström&apos;s 2005 AHO lecture on sound objects in interaction design, sound as our fastest sense and the underuse of auditory interfaces.</description><pubDate>Fri, 25 Feb 2005 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;A box sits on the desk, with no markings on its surface. Touch it with a finger and the box makes a sound, impact, friction, deformation, depending on where you touch. There are soft buttons on the surface, but you can’t see them. You hear them.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Notes from Mikael Fernström’s lecture at AHO in February 2005. Fernström runs the &lt;a href=&quot;http://www.idc.ul.ie/&quot;&gt;Interaction Design Centre&lt;/a&gt; at the University of Limerick, where the &lt;a href=&quot;http://www.soundobject.org/&quot;&gt;Soundobject&lt;/a&gt; project is working on sound in ubiquitous computing, a relatively unexplored area of interaction design.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;The aim of the Soundobject research is to liberate interaction design from visual dominance, to free up the eyes, and to do what small displays don’t do well.&lt;/p&gt;
&lt;h3&gt;Reasons for focusing on sound&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Sound is currently under-utilised in interaction design&lt;/li&gt;&lt;li&gt;Vision is overloaded and our auditory senses are seldom engaged&lt;/li&gt;&lt;li&gt;In the world we are used to hearing a lot&lt;/li&gt;&lt;li&gt;Adding sound to existing, optimised visual interfaces does not add much to usability&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;Sound is good at attracting attention, which is why alarms and notification systems work. We talked about ‘caller groups’ on mobile phones, assigning different ringtones to people in an address book, and how effectively that changes our relationship with our phones. It’s possible to sleep through unimportant calls: the brain processes and evaluates sound while we sleep.&lt;/p&gt;
&lt;p&gt;One thing I hadn’t considered: sound is our fastest sense. It has extremely high temporal resolution, ten times faster than vision, so our ears can hear pulses at a much higher rate than our eyes can watch a flashing light.&lt;/p&gt;
&lt;h3&gt;Disadvantages of sound objects&lt;/h3&gt;
&lt;p&gt;Sound is not good for continuous representation, because we cannot shut out sound in the way we can divert our visual attention. It’s also not good for absolute display: pitch, loudness and timbre are relative to most people, and even people with absolute pitch can be affected by contextual sounds. Context is a big issue: loud or quiet environments affect the way sound must be used in interfaces, libraries and aeroplanes for example.&lt;/p&gt;
&lt;p&gt;There are also big problems with spatial representation in sound. Techniques that mimic the position of sound based on binaural differences are inaccessible to about a fifth of the population. The perception of space in sound is intricately linked to the position and movement of the head. (See &lt;a href=&quot;http://sonify.psych.gatech.edu/publications/pdfs/2000ICAD-Scaling-WalkerKramerLane.pdf&quot;&gt;Psychophysical Scaling of Sonification Mappings&lt;/a&gt; and &lt;a href=&quot;http://www.google.com/search?&amp;amp;q=spatial+representation+of+sound&quot;&gt;some Google searches on spatial representation of sound&lt;/a&gt;.)&lt;/p&gt;
&lt;h3&gt;Cartoonification&lt;/h3&gt;
&lt;p&gt;‘Filling a bottle with water’ is a sound that could work as part of an interface, representing actions such as downloading, uploading, or in place of a progress bar. The sound can be abstracted into a ‘cartoonification’ that works more effectively: the abstraction separates simulated sounds from everyday sounds.&lt;/p&gt;
&lt;p&gt;Fernström cites &lt;a href=&quot;http://en.wikipedia.org/wiki/Foley_artist&quot;&gt;foley artists&lt;/a&gt; working on film sound design as inspiration; they are experienced in emphasising and simplifying sound actions, and in creating dynamic sound environments, especially in animation.&lt;/p&gt;
&lt;p&gt;A side effect of cartoonification is that sounds can be generated in simpler ways, reducing processing and memory overhead in mobile devices. All of the Soundobject experiments use parametric sound synthesis with &lt;a href=&quot;https://web.archive.org/web/20050706023909/http://puredata.org:80/&quot;&gt;PureData&lt;/a&gt;, sound generated on the fly rather than using sampled files, resulting in small, fast, adaptive interface environments. (Sound files and the PD files used to generate the sounds are at the &lt;a href=&quot;http://www.soundobject.org/&quot;&gt;Soundobject&lt;/a&gt; site.)&lt;/p&gt;
&lt;p&gt;One idea Fernström mentioned: simulate ‘peas in a tin’ to hear how much battery is left in a mobile device. Entirely possible in software using the accelerometer in the &lt;a href=&quot;http://www.nokia.com/phones/3220&quot;&gt;Nokia 3220&lt;/a&gt;. Imagine one ‘pea’ rattling about, instead of one ‘bar’ on a visual display.&lt;/p&gt;
&lt;h3&gt;Research conclusions&lt;/h3&gt;
&lt;p&gt;The most advanced prototype was a box that responded to touch, with invisible soft-buttons on its surface that could only be heard. Synthesised sounds responded to the movement of fingertips across a &lt;a href=&quot;http://www.tactex.com/&quot;&gt;tactex&lt;/a&gt; touchpad. The soft-buttons used a simplified sound model that synthesised &lt;em&gt;impact&lt;/em&gt;, &lt;em&gt;friction&lt;/em&gt; and &lt;em&gt;deformation&lt;/em&gt;. See &lt;a href=&quot;https://web.archive.org/web/20050520102013/http://richie.idc.ul.ie:80/eoin/research/Actions_And_Agents_04.pdf&quot;&gt;Human-Computer Interaction Design based on Interactive Sonification&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;Testing involved asking users to feel and hear their way around different patterns of soft-buttons, and to draw the objects they found. See &lt;a href=&quot;http://www.flickr.com/photos/timo/tags/soundobjects/&quot;&gt;these slides&lt;/a&gt; for some of the results.&lt;/p&gt;
&lt;p&gt;The conclusions: users were almost as good at using sound interfaces as with normal soft-button interfaces, and auditory displays are a viable option for ubiquitous computing, particularly wearable.&lt;/p&gt;
&lt;h3&gt;More reading&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;http://www.soundobject.org/&quot;&gt;Soundobject&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.cost287.org/&quot;&gt;Gesture Controlled Audio Systems&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.icad.org/&quot;&gt;ICAD&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Projects</category><category>AHO</category><category>Interaction Design</category><category>IxD Theory</category><category>Research</category><category>Sound</category><category>Sound Design</category><category>Technology</category><category>Ubicomp</category></item><item><title>Photos of touch-based interfaces</title><link>https://www.elasticspace.com/2005/02/touch-interface-photos/</link><guid isPermaLink="true">https://www.elasticspace.com/2005/02/touch-interface-photos/</guid><description>Starting to collect images of touch-based interfaces. Oyster cards, bus ticketing readers and other ‘touchable’ interfaces on public transport.</description><pubDate>Fri, 25 Feb 2005 00:00:00 GMT</pubDate><content:encoded>&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/touch-interface-photos/5340950_64034d7264.jpg&quot; alt=&quot;Bus ticketing interface&quot; /&gt;&lt;figcaption&gt;Bus ticketing interface&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;In the way that &lt;a href=&quot;http://www.noisebetweenstations.com/&quot;&gt;Victor Lombardi&lt;/a&gt; is &lt;a href=&quot;http://www.noisebetweenstations.com/personal/weblogs/index.php?p=1562&quot;&gt;collecting images&lt;/a&gt; of &lt;a href=&quot;http://flickr.com/photos/73911386@N00/tags/cardreader&quot;&gt;cardreaders&lt;/a&gt;, I am beginning to collect images of touch-based interfaces like the &lt;a href=&quot;http://www.flickr.com/photos/timo/2655142/&quot;&gt;Oyster card&lt;/a&gt; and other ‘touchable’ interfaces on public transport. If you want to contribute, tag your photos with ‘&lt;a href=&quot;http://www.flickr.com/photos/tags/touchinterface&quot;&gt;touchinterface&lt;/a&gt;‘.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Interaction Design</category><category>Photography</category><category>Photo-research</category><category>Public Space</category><category>RFID</category><category>Technology</category><category>Touch Project</category><category>Ubicomp</category><enclosure url="https://www.elasticspace.com/images/touch-interface-photos/5340950_64034d7264.jpg" length="41259" type="image/jpeg"/></item><item><title>Updates</title><link>https://www.elasticspace.com/2004/12/wordpress/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/12/wordpress/</guid><description>A December 2004 note on switching elasticspace from Textpattern to WordPress, apologising for broken links on the 60 or so existing posts.</description><pubDate>Fri, 17 Dec 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Notice the new clean URLs. I have been working on this for months, but could never get right in Textpattern. Unfortunately this means broken links for old content, all 60 or so posts of it. I’ll try and resolve navigation to make these old things more findable.&lt;/p&gt;
&lt;p&gt;Update 15 February 2005: Nearly there, &lt;a href=&quot;http://wordpress.org/download/&quot;&gt;WordPress 1.5&lt;/a&gt; has arrived, I’ve been waiting on this to get everything sorted. The site shall soon be back to its former self, and out of its few months of schizophrenic growing pains.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category></item><item><title>Spatial memory at Design Engaged 2004</title><link>https://www.elasticspace.com/2004/11/spatial-memory-design-engaged/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/11/spatial-memory-design-engaged/</guid><description>Notes from my Design Engaged 2004 presentation: the Time that land forgot project with Even Westvang, and the research on marking in urban public space.</description><pubDate>Mon, 15 Nov 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Eight thousand photographs over five months, mapped against time of day. Holidays show up as three horizontal clusters near the top. Late-night parties and early-morning flights scatter along the edges. Midnight sun is there too, a long band of photography where photography shouldn’t normally happen. Your own life as a scatter plot.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Presentation notes from &lt;a href=&quot;https://www.elasticspace.com/2004/11/design-engaged/&quot;&gt;Design Engaged 2004&lt;/a&gt; in Amsterdam, November 2004. The slides are here as a PDF. Two related strands: the Time that land forgot project with Even Westvang, and the research on marking in urban public space. Thanks to Dan Hill, Adam Greenfield, Matt Jones, Molly Steenson and Fabio Sergio, the conference highlight of the year.&lt;/em&gt;&lt;/p&gt;
&lt;h3&gt;1. Time that land forgot&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;A &lt;a href=&quot;https://www.elasticspace.com/timeland/&quot;&gt;project&lt;/a&gt; in collaboration with &lt;a href=&quot;https://web.archive.org/web/20040615233437/http://www.polarfront.org:80/&quot;&gt;Even Westvang&lt;/a&gt;&lt;/li&gt;&lt;li&gt;Made in 10 days at the Icelandic locative media workshop, summer 2004&lt;/li&gt;&lt;li&gt;Intended to make photo archives and GPS trails more useful and expressive&lt;/li&gt;&lt;li&gt;Looked at patterns in my photography: five months, 8000 photos, &lt;a href=&quot;https://www.elasticspace.com/images/photomap_times_large.gif&quot;&gt;visualised by date and time of day&lt;/a&gt;. A fantastic resource for me, late-night parties, early-morning flights, holidays, and the effect of midnight sun are all visible&lt;/li&gt;&lt;li&gt;Now looking to make it useful as part of a more pragmatic interface, to try approaches less about the abstracted visualisation&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;Links:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;https://www.elasticspace.com/timeland&quot;&gt;Prototype&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://www.elasticspace.com/2004/07/timeland/&quot;&gt;Info, details, research and source code&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://www.elasticspace.com/images/photomap_times_large.gif&quot;&gt;Time visualisation&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;2. Marking in urban public space&lt;/h3&gt;
&lt;p&gt;I’ve also been mapping stickering, stencilling and flyposting, walking around with camera and GPS and &lt;a href=&quot;http://www.flickr.com/photos/timo/sets/8380/&quot;&gt;photographing examples of marking&lt;/a&gt; (not painted graffiti).&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/spatial-memory-design-engaged/marking01.jpg&quot; alt=&quot;Layered stickers and flyposters on an urban surface, showing patina and fading&quot; /&gt;&lt;figcaption&gt;Layered stickers and flyposters on an urban surface, showing patina and fading&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;This research looks at the marking of public space by investigating the physical annotation of the city: stickering, stencilling, tagging, flyposting. It attempts to find patterns in that marking practice across visibility, techniques, process, location, content and audience. It proposes ways in which this marking could be a layer between the physical city and digital spatial annotation.&lt;/p&gt;
&lt;h3&gt;Some attributes of sticker design&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;&lt;strong&gt;&lt;em&gt;Visibility&lt;/em&gt;&lt;/strong&gt;: contrast, monochromatic, patterns, bold shapes, repetition&lt;/li&gt;&lt;li&gt;&lt;strong&gt;&lt;em&gt;Patina&lt;/em&gt;&lt;/strong&gt;: history, time, decay, degradation, relevance, filtering, social effects&lt;/li&gt;&lt;li&gt;&lt;strong&gt;&lt;em&gt;Physicality&lt;/em&gt;&lt;/strong&gt;: residue of physical objects, interesting because these could easily contain digital information&lt;/li&gt;&lt;li&gt;&lt;strong&gt;&lt;em&gt;Adaptation and layout&lt;/em&gt;&lt;/strong&gt;: layout is usually respectful, innovative use of DTP and photocopiers, adaptive use of sticker patina to make new messages on top of old&lt;/li&gt;&lt;/ul&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/spatial-memory-design-engaged/marking02.jpg&quot; alt=&quot;Close-up of layered stickers showing patina and overlapping messages&quot; /&gt;&lt;figcaption&gt;Close-up of layered stickers showing patina and overlapping messages&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;Layers of information build on top of each other. As with graffiti, stickers show their age through fading and patina. Flyposters become unstuck, torn, covered in fresh material. Viewed from a distance the patina is evident, new work tends to respect old, and even commercial flyposting respects existing graffiti work.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/spatial-memory-design-engaged/marking03.jpg&quot; alt=&quot;Poster affixed to a lamppost with zip-ties, with tear-off strips of information&quot; /&gt;&lt;figcaption&gt;Poster affixed to a lamppost with zip-ties, with tear-off strips of information&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;Techniques vary, zip-ties through cardboard around lampposts for large posters, hand-written notes stapled to trees, short-run printed stickers. One of the most interactive techniques is the poster offering strips of tear-off information, widely used even in remote areas.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/spatial-memory-design-engaged/marking04.jpg&quot; alt=&quot;Wall of accumulated stickers and flyposters at a busy urban location&quot; /&gt;&lt;figcaption&gt;Wall of accumulated stickers and flyposters at a busy urban location&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;Initial findings: stickers don’t relate to &lt;em&gt;local&lt;/em&gt; space. They are less about specific locations than about finding popular locations, ‘cool neighbourhoods’, ensuring repeat exposure. This is the opposite of what I expected, and perhaps sheds some light on the current success or failure of spatial annotation projects.&lt;/p&gt;
&lt;p&gt;The urban environment can act as an interface to information, an interaction layer for functionality, using our spatial and navigational senses to reach local and situated information.&lt;/p&gt;
&lt;p&gt;There is concern that a dense spatially annotated city might overload us with information. What about filtering and fore-grounding of relevant, important information? Given that current technologies have very short ranges (10–30mm), we might use our existing spatial skills to navigate overlapping information. We could shift some of the burden of information retrieval from information architecture to physical space.&lt;/p&gt;
&lt;p&gt;I closed by showing &lt;a href=&quot;http://www.vkn.lv/index.php?parent=525&quot;&gt;this animation&lt;/a&gt; by Kriss Salmanis, a young Latvian artist. A re-mediation of urban space through stencilling, animation and photography. (“Un ar reizi naks tas bridis” roughly translates as “And in time the moment will come”.)&lt;/p&gt;
&lt;h3&gt;Footnotes and references&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;http://www.otherthings.com/grafarc&quot;&gt;Graffiti Archaeology, Cassidy Curtis&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.streetmemes.com&quot;&gt;Street Memes, collaborative project&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://www.elasticspace.com/2004/06/spatial-annotation/&quot;&gt;Spatial annotation projects list&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.nokia.com/nokia/0,55739,00.html&quot;&gt;Nokia RFID kit for 5140&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20040624062848/http://www.highenergymagic.com:80/spotcode/&quot;&gt;Spotcodes, High Energy Magic&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20040703114029/http://www.fixingyourwebsite.com:80/mysterymeat.html&quot;&gt;“Mystery Meat navigation”, Vincent Flanders&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20040603130732/http://undergroundlondon.com:80/antimega/archives/2004_02.html&quot;&gt;RDF as barcodes, Chris Heathcote&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.nickm.com/implementation&quot;&gt;Implementation: spatial literature, Nick Montfort&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.yellowarrow.org&quot;&gt;Yellow Arrow&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Adaptive Design</category><category>Conference</category><category>Design Engaged</category><category>Even Westvang</category><category>Interaction Design</category><category>Mapping</category><category>Mobility</category><category>PhD</category><category>Photography</category><category>Photo-research</category><category>Place</category><category>Public Space</category><category>Research</category><category>Spatial Annotation</category><category>Ubicomp</category><category>Urbanism</category><enclosure url="https://www.elasticspace.com/images/spatial-memory-design-engaged/marking01.jpg" length="37454" type="image/jpeg"/></item><item><title>Design Engaged 2004</title><link>https://www.elasticspace.com/2004/11/design-engaged/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/11/design-engaged/</guid><description>Notes from Design Engaged 2004 in Amsterdam: Ben Cerveny on metadata accretion, Adam Greenfield on ubicomp ethics, Dan Hill on self-centred design, Matt Webb, Jack Schulze and Matt Jones.</description><pubDate>Sat, 13 Nov 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Twenty-odd designers, researchers and writers sat around a long table in Amsterdam over a weekend in November 2004, taking turns to present. These are my notes, session-by-session, as written at the time.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;&lt;a href=&quot;https://web.archive.org/web/20040818011841/http://www.heyotwell.com:80/engaged2004/&quot;&gt;Design Engaged 2004&lt;/a&gt; was an invitation-only gathering organised by Andrew Otwell. A small, intense weekend of conversation that turned out to be one of the generative moments of the design-web at that period. The &lt;a href=&quot;https://web.archive.org/web/20040827114348/http://www.heyotwell.com:80/engaged2004/faq.htm&quot;&gt;FAQ&lt;/a&gt; has the full list of attendees. There are also &lt;a href=&quot;http://www.flickr.com/photos/tags/designengaged/&quot;&gt;lots of photos on Flickr&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;
&lt;h3&gt;Ben Cerveny&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;The growth of the soil&lt;/li&gt;&lt;li&gt;How do we comprehend complexity&lt;/li&gt;&lt;li&gt;How do we build structures around complex information&lt;/li&gt;&lt;li&gt;Accreting meta-data: GPS data, descriptive information&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Decomposition&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Break down of material as it hits the soil&lt;/li&gt;&lt;li&gt;Soup, tags, condensed and distilled meta objects&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Self-organisation&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Sorting mechanisms, affinity browsers, related, filtering, emergent relationships, interrelationships&lt;/li&gt;&lt;li&gt;How do we conceive a metaphor for building these processes? A structure that is meaningful for the users.&lt;/li&gt;&lt;li&gt;Application design: movement through states of application to tending a flow of processes&lt;/li&gt;&lt;li&gt;Tending to meta-data is a growth process&lt;/li&gt;&lt;li&gt;DLA: diffusion-limited aggregation, a natural process model&lt;/li&gt;&lt;li&gt;The relationships between metadata can be visualised as this. Should model metadata using plant models: plant models have existed for eons, basic structures for material.&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Rules for expression&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;L-systems growth, mimics biological rulesets&lt;/li&gt;&lt;li&gt;Map rule-sets in metadata onto L-systems, affinity rules&lt;/li&gt;&lt;li&gt;Branching tree structures could be used to make metadata more useful&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Roots and feeds&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;RSS feeds, a root system, aggregator has roots, to the surface of a newsreader&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Structural information&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;After applying rules of expression (algorithms, L-systems) we could see differences in the way the plant has evolved&lt;/li&gt;&lt;li&gt;A ‘botany’ of these different structures: smaller, larger clusters, structures&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Cultivation as culture&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;From a user perspective the idea of cultivation: users can actually affect change, breed their own searches, using searches generationally, using their own adapted metaphors for new contexts&lt;/li&gt;&lt;li&gt;Mix and match mechanisms or instruments (specific rule-sets); move expressions and apply them to different rule-sets&lt;/li&gt;&lt;li&gt;Don’t have to understand genetics, but we have found use for plants for generations&lt;/li&gt;&lt;li&gt;User doesn’t need to know mechanisms, just the ability to make changes and view outcomes&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Tending the garden&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Incredible complexity, incredible diversity&lt;/li&gt;&lt;li&gt;Not intimidated by the complexity of the garden&lt;/li&gt;&lt;li&gt;Present similar tools to tend to data&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Discussion&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Casey Reas: organic information design&lt;/li&gt;&lt;li&gt;Thinkmap, physical simulation systems&lt;/li&gt;&lt;li&gt;Mitchel Resnick: &lt;em&gt;Turtles, Termites and Traffic Jams&lt;/em&gt;&lt;/li&gt;&lt;li&gt;Matt Jones: does it rely on visual metaphors? How do we get people to cultivate rather than consume?&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Thomas Vander Wal&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Synching feeling&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Everything fit in our brain&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Then libraries&lt;/li&gt;&lt;li&gt;Then digital bits&lt;/li&gt;&lt;li&gt;Then putting everything in one place&lt;/li&gt;&lt;li&gt;Our information on our PDAs, cellphones, somewhere&lt;/li&gt;&lt;li&gt;The dream is that we have accurate information at our disposal when we need it&lt;/li&gt;&lt;li&gt;Personal info-cloud&lt;/li&gt;&lt;li&gt;Local info-cloud: should it be located?&lt;/li&gt;&lt;li&gt;External info-cloud: things you don’t know about&lt;/li&gt;&lt;li&gt;How do users use information?&lt;/li&gt;&lt;li&gt;Device versus network?&lt;/li&gt;&lt;li&gt;Our networked space, that exists out in space&lt;/li&gt;&lt;li&gt;Usable: syncing between two devices, calendar, address book, to-do list&lt;/li&gt;&lt;li&gt;Dodgy: documents, media maps, web-based info, multiple devices&lt;/li&gt;&lt;li&gt;Personal version control: different devices have different versions&lt;/li&gt;&lt;li&gt;Personal categorisation&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Standard metadata for personal info-cloud&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Content description&lt;/li&gt;&lt;li&gt;Creator&lt;/li&gt;&lt;li&gt;Privacy&lt;/li&gt;&lt;li&gt;Context&lt;/li&gt;&lt;li&gt;Use type&lt;/li&gt;&lt;li&gt;Instruction: destroy, revise in 6 months&lt;/li&gt;&lt;li&gt;Object type&lt;/li&gt;&lt;li&gt;Categories: not a structured system, but hackable flat data&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Actual solutions&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Spotlight (Apple Tiger)&lt;/li&gt;&lt;li&gt;MIT Project Oxygen&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Possible/partial solutions&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Script aggregation by metadata tag&lt;/li&gt;&lt;li&gt;Publish to private/public location in RSS&lt;/li&gt;&lt;li&gt;Rsync and CVS&lt;/li&gt;&lt;li&gt;Groove (Windows)&lt;/li&gt;&lt;li&gt;Quicksilver (Mac)&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Adam Greenfield&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;“All watched over by machines of loving grace”&lt;/li&gt;&lt;li&gt;Some ethical guidelines for user experience in ubiquitous computing environments&lt;/li&gt;&lt;li&gt;Ubicomp is coming: IPv6 has 6.5 × 10²³ addresses for every square metre on the planet&lt;/li&gt;&lt;li&gt;Moving from describing to prescribing&lt;/li&gt;&lt;li&gt;Technological artefacts are too dismissive of people&lt;/li&gt;&lt;li&gt;“Someone to watch over me”: attractive as well as scary&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Default to harmlessness&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Must ensure user’s physical, psychic and financial safety&lt;/li&gt;&lt;li&gt;Must go well beyond graceful degradation&lt;/li&gt;&lt;li&gt;Faults must result in safety&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Be self-disclosing&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Contain provisions for immediate, transparent querying of ownership, use, capabilities&lt;/li&gt;&lt;li&gt;Seamlessness is optional&lt;/li&gt;&lt;li&gt;Analogue of broadcast station identification or military IFF&lt;/li&gt;&lt;li&gt;Web-derived model for user consent: cannot carry over to ubicomp, would be too intrusive to have to approve each and every disclosure of information in four-space&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Be conservative of face&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Ubiquitous systems are always already social systems: they must not unnecessarily embarrass, humiliate or shame&lt;/li&gt;&lt;li&gt;Goes beyond formal information-privacy concerns&lt;/li&gt;&lt;li&gt;Prospect of being nakedly accountable to an unseen omnipresent network&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Be conservative of time&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Must not introduce undue complications into ordinary operations&lt;/li&gt;&lt;li&gt;Adult, competent users understand adequately what they want, shouldn’t introduce barriers&lt;/li&gt;&lt;li&gt;Potential conflict with principle 1&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Be deniable&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Should be able to opt out, anytime, anywhere, any process&lt;/li&gt;&lt;li&gt;Critically: the ability to say no, without sacrificing anything but the ability to use whatever usage&lt;/li&gt;&lt;li&gt;The ‘safe word’ concept may find an application here&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Discussion&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Fabio Sergio: what about gossip?&lt;/li&gt;&lt;li&gt;Chris Heathcote: surely there’s human responsibility&lt;/li&gt;&lt;li&gt;Tom Coates: social control includes humiliation and embarrassment&lt;/li&gt;&lt;li&gt;Molly Wright Steenson: systems for shaming can be institutionalised and applied in problem places; there’s a difference between smart and smartass. Haven’t got good enough at modelling situations in order to get this right.&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Stefan Smagula&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Teaching and writing about interaction design&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Mike Kuniavsky&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Writing about ubicomp, society and the social&lt;/li&gt;&lt;li&gt;Material products are a form from social values&lt;/li&gt;&lt;li&gt;Products affect how we think&lt;/li&gt;&lt;li&gt;The pattern is “a recognition of the complexity, unpredictability, confusion of the world”&lt;/li&gt;&lt;li&gt;The framework of thought of the last 600 years is coming to an end&lt;/li&gt;&lt;li&gt;“By dividing the world into smaller pieces, ways can be found to explain it”: this method is waning&lt;/li&gt;&lt;li&gt;Communication and transportation have been the key drivers of this change&lt;/li&gt;&lt;li&gt;Shown people (designers?) how complex life is&lt;/li&gt;&lt;li&gt;Most people don’t know what to do about this complexity&lt;/li&gt;&lt;li&gt;At the end of the prescriptive rationalist vision of the world&lt;/li&gt;&lt;li&gt;It is our job as designers to recognise these ideas: “design is a projection of people’s ideals onto product”&lt;/li&gt;&lt;li&gt;Past the confusion of postmodernism: the complexity hasn’t been branded yet, hasn’t been given a core set of ideas&lt;/li&gt;&lt;li&gt;Book: &lt;em&gt;Human Built World&lt;/em&gt;&lt;/li&gt;&lt;li&gt;The complexity of the world is an uncomfortably bright light; people turn away. Designers can make it manageable.&lt;/li&gt;&lt;li&gt;Go to the light of complexity&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Discussion&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Adam Greenfield: are we up against biological limits? Are we wired to deal with things in a linear way? Yes, physiological limits, 7 ±2.&lt;/li&gt;&lt;li&gt;Ben Cerveny: we conceive as a subtractive process, a mental scene out of an excess of input. We have a body of linear tools to process. There is a realisation that we are non-linear systems: technology is becoming us, and the other way around.&lt;/li&gt;&lt;li&gt;Matt Jones: we can learn complexity way more than we realise. Tests show that we subconsciously learn complexity beyond language and rational thought.&lt;/li&gt;&lt;li&gt;Magical thinking is not wrong; all our models are wrong&lt;/li&gt;&lt;li&gt;Tom Coates: looking at people as shearing layers of perception and cognition&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Remon Tijssen&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Behaviours, tactility and graphics&lt;/li&gt;&lt;li&gt;Tension-field between playfulness and functionality&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;David Erwin&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;The funnel&lt;/li&gt;&lt;li&gt;Serial, parallel and optional interfaces&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Peter Boersma&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Transactional interfaces&lt;/li&gt;&lt;li&gt;ezGov uses IBM’s RUP&lt;/li&gt;&lt;li&gt;RUP is weak in user-experience&lt;/li&gt;&lt;li&gt;Added StUX, definitions of deliverables for user experience&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Dan Hill&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Self-centred design&lt;/li&gt;&lt;li&gt;Not selfish design&lt;/li&gt;&lt;li&gt;Background: adaptive design, design as social process, inspiration from vernacular architecture, hackability, allowing and encouraging people to make technology what they want it to be&lt;/li&gt;&lt;li&gt;Inspiration from trip to US&lt;/li&gt;&lt;li&gt;Assumption that UCD is generally a good thing&lt;/li&gt;&lt;li&gt;The focus on usability has distracted people: it has become an end in itself&lt;/li&gt;&lt;li&gt;UCD manifests itself in usability, at the expense of usefulness&lt;/li&gt;&lt;li&gt;Cultural and social products: massive variation of use across the globe&lt;/li&gt;&lt;li&gt;Products most innovative at BBC/music: Audioscrobbler/Last.fm, intense meaning in the patterns it generates. More innovative than the iTunes music store. Steam: setting reminders for radio stations, hacked third-party product, BBC is trying to support this innovation.&lt;/li&gt;&lt;li&gt;This innovation is coming from non-designers&lt;/li&gt;&lt;li&gt;Veen: amateurised design, the most interesting design on the web. Shirky: situated software.&lt;/li&gt;&lt;li&gt;“Always consider a thing in its next larger context”. Eliel Saarinen. Useful piece of design process. Chair, room, house, city.&lt;/li&gt;&lt;li&gt;A lot of information about the self is coming out of these systems&lt;/li&gt;&lt;li&gt;Audioscrobbler: looking at one’s music, bookmarks, photos, lunches, weblog posts, GPS coordinates, how does this affect habits?&lt;/li&gt;&lt;li&gt;Pace of development: what can be done on the web&lt;/li&gt;&lt;li&gt;Self-knowledge and enlightenment: how does it affect one’s life?&lt;/li&gt;&lt;li&gt;The practice and focus of design is moving towards behaviour&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Limitations&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;This is early-adopter activity. It’s geeky, with a high barrier to entry. It requires code to make these things. It’s self-limiting: only certain kinds of people can make these products.&lt;/li&gt;&lt;li&gt;Scalability problems: resilience, lack of reliability of iterative development, when will we be at the stage when we can rely on things working?&lt;/li&gt;&lt;li&gt;BBC, radio broadcasting needs to be resilient: public service&lt;/li&gt;&lt;li&gt;Database design and scalability: Flickr doesn’t need to be normalised&lt;/li&gt;&lt;li&gt;Common appeal of these things is self-limiting: too much systems-level thinking&lt;/li&gt;&lt;li&gt;Moving into a space where products are social, and can have social meaning, and thus be socially harmful&lt;/li&gt;&lt;li&gt;People’s assumptions and experiences are based on context&lt;/li&gt;&lt;li&gt;Need to be more rigorous about understanding social patterns&lt;/li&gt;&lt;li&gt;Audioscrobbler is not good at classical music&lt;/li&gt;&lt;li&gt;Designers and researchers need better understanding of each other&lt;/li&gt;&lt;li&gt;Designers are at their most useful when they are enabling adaptive design&lt;/li&gt;&lt;li&gt;Using ethnography within a design process. Look at long-term ethnographic process, hooking it into the rapid prototyping of the adaptive-design world.&lt;/li&gt;&lt;li&gt;There is the value of sociology here. Ethnomethodology, Heidegger.&lt;/li&gt;&lt;li&gt;Book: &lt;em&gt;Where the Action Is&lt;/em&gt;, Paul Dourish&lt;/li&gt;&lt;li&gt;Social systems work well when there is accountability&lt;/li&gt;&lt;li&gt;Building things where this also builds an account of the building&lt;/li&gt;&lt;li&gt;Place and space: place being about social structures&lt;/li&gt;&lt;li&gt;Embodiment: appropriating products, building social meanings into products&lt;/li&gt;&lt;li&gt;Accountability: part of the action is a documentation of the action (Dourish). Is ‘view source’ accountability?&lt;/li&gt;&lt;li&gt;Book: &lt;em&gt;The Presentation of Self in Everyday Life&lt;/em&gt;, Erving Goffman&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Matt Webb&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Neuroscience and interaction design&lt;/li&gt;&lt;li&gt;This is really mostly psychology&lt;/li&gt;&lt;li&gt;Game: remembering animals&lt;/li&gt;&lt;li&gt;Light comes from top-left&lt;/li&gt;&lt;li&gt;Easier to react in the direction that things approach you from&lt;/li&gt;&lt;li&gt;Dialogue boxes: work with natural directions&lt;/li&gt;&lt;li&gt;We follow human eye direction, not robot eye direction. Pulling a lever is faster when eyes point in that direction.&lt;/li&gt;&lt;li&gt;We respond the same to arrows as we do to gaze&lt;/li&gt;&lt;li&gt;All that neuroscience has done is to confirm what we know from psychology&lt;/li&gt;&lt;li&gt;Three types of object: animate, inanimate, tool&lt;/li&gt;&lt;li&gt;Three zones: graspable, peripersonal. The schema of the body is extended by the held tools.&lt;/li&gt;&lt;li&gt;Our body space is quite mutable: space on a screen becomes the space represented by the body; anything which moves as part of your hand becomes part of your grasp. There’s an amount of time it takes to understand this, a learning process and experience.&lt;/li&gt;&lt;li&gt;Grasping has as much primacy as a cup itself: “sit down” or “chair” are equivalent in the brain&lt;/li&gt;&lt;li&gt;If we see or say grasping, or looking at a coffee cup: the same neural activity shows&lt;/li&gt;&lt;li&gt;“What to do with too much information is the great riddle of our time”&lt;/li&gt;&lt;li&gt;Mapping observed phenomena to the science of jetstreams: the same thing will happen to neuroscience&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;John Poisson&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;The stretch-time conundrum&lt;/li&gt;&lt;li&gt;Sony is a huge force, vaunted to vilified in three short decades&lt;/li&gt;&lt;li&gt;Loss of brand value: products are not meeting user expectations&lt;/li&gt;&lt;li&gt;Sony founders have changed, directions have changed&lt;/li&gt;&lt;li&gt;One of the problems is in the fact that it’s Japanese: basic simple cultural processes&lt;/li&gt;&lt;li&gt;&lt;em&gt;Hikaru dorodango&lt;/em&gt;: process refinement as creative expression, successively sculpting and crafting mud balls into spheres&lt;/li&gt;&lt;li&gt;Three interconnected languages are undocumentably mixed&lt;/li&gt;&lt;li&gt;Languages are connected to neurological development: learning Japanese at an early age increases the threshold of tolerance of the pain of complexity. Kanji pain begets user pain.&lt;/li&gt;&lt;li&gt;At first I thought that it was a problem of language, but then realised this increased tolerance of complexity pain&lt;/li&gt;&lt;li&gt;Sony ‘iPod killer’ is a user-experience nightmare, but for Japanese it’s not too complex&lt;/li&gt;&lt;li&gt;There’s an overall acceptance of complexity in Japan&lt;/li&gt;&lt;li&gt;Pattern-based learning: origami, 48 steps of process, more complex than interfaces&lt;/li&gt;&lt;li&gt;Stretch time: at 3pm on the Sony campus everyone stops, music plays, and everyone is encouraged to stretch&lt;/li&gt;&lt;li&gt;Process is good: start with rice cookers and end up with transistors. Releasing lots of stuff and then seeing what works. But there are a lot more misses than hits at the moment.&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Sanjay Khanna&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Kurt Vonnegut in ‘Cold Turkey’&lt;/li&gt;&lt;li&gt;Mike Kuniavsky: intended effects are insignificant compared with the emergent effects, just noise compared to the overall outcomes&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Niels Wolf&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Intro to JXTA&lt;/li&gt;&lt;li&gt;Works on every network device&lt;/li&gt;&lt;li&gt;Allows control over your data, sharing, peer-to-peer backup&lt;/li&gt;&lt;li&gt;Implemented in many languages, including Python&lt;/li&gt;&lt;li&gt;Assigned a unique number, which works across IP, Bluetooth, mobile, rendezvous, etc.&lt;/li&gt;&lt;li&gt;Everybody becomes a server if no other can be found&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Molly Wright Steenson&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;“All hail the vast comforting suburb of the soul”&lt;/li&gt;&lt;li&gt;Lots of research into garden cities&lt;/li&gt;&lt;li&gt;Worried that the future is going to be boring&lt;/li&gt;&lt;li&gt;Closing off some avenues for development by focusing on urban environments&lt;/li&gt;&lt;li&gt;What are the constraints that define a suburb?&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Jack Schulze&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Mapping and looking&lt;/li&gt;&lt;li&gt;Lots of cool stuff. No notes.&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Matthew Ward&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Questioning the commodification of space&lt;/li&gt;&lt;li&gt;We are social, spatial, temporal beings&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;What were the conditions for the rise of these spatial technologies?&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;2001 descrambling of GPS&lt;/li&gt;&lt;li&gt;FCC policy to make sure 911 callers can be located&lt;/li&gt;&lt;li&gt;Ubiquity of mobile phones&lt;/li&gt;&lt;li&gt;If we don’t move away from the “where’s my nearest pizza” we are going to get really bored really soon&lt;/li&gt;&lt;li&gt;Differential space: socio-spatial differences are emphasised and celebrated&lt;/li&gt;&lt;li&gt;Iain Borden: skateboarding&lt;/li&gt;&lt;li&gt;“Social space is a social product. Our task now is to construct everyday life, to produce it, consciously to create it. Boredom is pregnant with desires, frustrated desires.” Lefebvre&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Chris Heathcote&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Nuts and bolts, how to use location&lt;/li&gt;&lt;li&gt;Location is coordinates&lt;/li&gt;&lt;li&gt;Location is names and titles&lt;/li&gt;&lt;li&gt;Location is also ‘near Matt Webb’, or ‘near my iBook’: relative position might be more useful way of thinking&lt;/li&gt;&lt;li&gt;Physical augmentation: using, abusing, changing where they live&lt;/li&gt;&lt;li&gt;Visual design: buddy finder on mobile phones, spatially false, chart junk&lt;/li&gt;&lt;li&gt;Context awareness is really hard&lt;/li&gt;&lt;li&gt;What happens when you get rid of the maps?&lt;/li&gt;&lt;li&gt;Lots more cool stuff that I didn’t take notes on&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Matt Jones&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Nokia: insight and foresight&lt;/li&gt;&lt;li&gt;A hard problem: “Ubicomp is hard, understanding people, context and the world is hard, getting computers to handle everyday situations is hard, and expectations are set way too high.” Gene Becker, Fredshouse.net&lt;/li&gt;&lt;li&gt;Next-gen mobile: big screens, more whizzy features, but we still have the same old messy world&lt;/li&gt;&lt;li&gt;A modest start: being in the world instead of in front of the screen&lt;/li&gt;&lt;li&gt;Nokia 3220, 5140: power-up covers with new capabilities&lt;/li&gt;&lt;li&gt;Nokia 3220: LED displays with accelerometers and thus motion capture&lt;/li&gt;&lt;li&gt;“Where the action is”: this ignores 99% of our daily lives&lt;/li&gt;&lt;li&gt;Dance Dance Revolution and EyeToy: new world&lt;/li&gt;&lt;li&gt;Nokia 5140: first RFID reader phone&lt;/li&gt;&lt;li&gt;New ways of using mobiles with touch-based tech&lt;/li&gt;&lt;li&gt;Easy and concrete access to services and repeat functions&lt;/li&gt;&lt;li&gt;Transfer of digital items between devices as simple as a gesture of giving&lt;/li&gt;&lt;li&gt;In the future also fast and convenient local payment and ticketing: fast, easy way of getting settings and services&lt;/li&gt;&lt;li&gt;When you count all the steps to make simple actions, they are about 100 actions: to find settings, set up the human-modem thing&lt;/li&gt;&lt;li&gt;Touch actions are potentially two orders of complexity less: into one action&lt;/li&gt;&lt;li&gt;Launched active cover with NFC (Near Field Communication): Philips, Sony, Visa, Samsung, nfcforum.org&lt;/li&gt;&lt;li&gt;Pairing things up, putting things together (how is this different from BT? Passive chips)&lt;/li&gt;&lt;li&gt;Prototype things!&lt;/li&gt;&lt;li&gt;NFC is a touch-based RFID technology&lt;/li&gt;&lt;li&gt;Putting the information into the tag: can contain more than an ID&lt;/li&gt;&lt;li&gt;Close mapping to physical objects: Dourish&lt;/li&gt;&lt;li&gt;NFC active objects will have mixed spirit world of objects having magic behind them: permitted moves for games, origins of objects, spime-like stuff&lt;/li&gt;&lt;li&gt;One-to-one mapping: multiple digital meanings on objects&lt;/li&gt;&lt;li&gt;It’s not a one-way world: these things are rewriteable. Secular isn’t the dominant way of thinking.&lt;/li&gt;&lt;li&gt;Now that we can give objects spirit world, semiotic, actions&lt;/li&gt;&lt;li&gt;Into fetish objects: auspicious computing, unique wooden balls (&lt;em&gt;Minority Report&lt;/em&gt;)&lt;/li&gt;&lt;li&gt;Friendster: a game of how many connections. Turning into an info-fetish physical game.&lt;/li&gt;&lt;li&gt;Phones are precious, tags are not&lt;/li&gt;&lt;li&gt;Throwaway, data detritus, spime spume&lt;/li&gt;&lt;li&gt;Programmatic product life-cycle&lt;/li&gt;&lt;li&gt;Audit trails for trash&lt;/li&gt;&lt;li&gt;Automation of recycling&lt;/li&gt;&lt;li&gt;Techno-optimism&lt;/li&gt;&lt;li&gt;WWF: sustainability at the speed of light&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Long Now (Stewart Brand)&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Fashion&lt;/li&gt;&lt;li&gt;Commerce&lt;/li&gt;&lt;li&gt;Infrastructure&lt;/li&gt;&lt;li&gt;Governance&lt;/li&gt;&lt;li&gt;Culture&lt;/li&gt;&lt;li&gt;Nature&lt;/li&gt;&lt;li&gt;Sometimes technology can disrupt these layers&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Fabio Sergio&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;From collision to convergence&lt;/li&gt;&lt;li&gt;How I learned to stop worrying and watch TV on my mobile phone&lt;/li&gt;&lt;li&gt;2001: who the hell would want to watch TV on a mobile?&lt;/li&gt;&lt;li&gt;2003: using mobile to watch Big Brother from the car&lt;/li&gt;&lt;li&gt;Consultants: timeliness, context sensitivity, self-expression, immediacy, relevance&lt;/li&gt;&lt;li&gt;People rely on their connected devices to fill-in interstitial time slots&lt;/li&gt;&lt;li&gt;Armed with this notion, outlets acquired content and chopped it into 3–5 minute videos&lt;/li&gt;&lt;li&gt;The end result is too much navigation and not enough content; it undermines the concept of ‘snacking’. The navigation has become the experience.&lt;/li&gt;&lt;li&gt;Navigation is not bad per se; the web is arguably built on it&lt;/li&gt;&lt;li&gt;Flow: where the consumer is completely engaged with interaction&lt;/li&gt;&lt;li&gt;Mobile content experiences happen in contexts that basically negate the ability to focus&lt;/li&gt;&lt;li&gt;How do you access video? At the moment through a browser&lt;/li&gt;&lt;li&gt;Big Brother: lessons learnt&lt;/li&gt;&lt;li&gt;Always-on-ness: there is always something new happening. Marshall McLuhan meets Orwell.&lt;/li&gt;&lt;li&gt;Something might happen at any time&lt;/li&gt;&lt;li&gt;Action can be just a video call away&lt;/li&gt;&lt;li&gt;Easy to get into the flow of what’s happening&lt;/li&gt;&lt;li&gt;Cut to measure: as little or as long as you want&lt;/li&gt;&lt;li&gt;Conversation-based: you can keep hearing when you can’t watch. Don’t need to look at the screen.&lt;/li&gt;&lt;li&gt;Why should the browser and media player be two different applications? Should probably be one.&lt;/li&gt;&lt;li&gt;People need context, medium, content, probably in this order&lt;/li&gt;&lt;li&gt;The handset should be a remote control: as much as possible make navigation resident on the device&lt;/li&gt;&lt;li&gt;Content should be snackish: but should be grouped&lt;/li&gt;&lt;li&gt;The experience should be around the on/off switch&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Timo Arnall&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;https://www.elasticspace.com/2004/11/spatial-memory-design-engaged/&quot;&gt;Presentation and notes&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Sunday discussion&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Brief: design a ticket machine that also allows city navigation and takes care of tourists and busy commuters equally, that doesn’t have a screen&lt;/li&gt;&lt;li&gt;Alternative brief: a permanent tag large enough to contain digital info, that could be unobtrusively attached to anything in public space&lt;/li&gt;&lt;li&gt;Mechanisms for friendly denial&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;I’m lost: design a physical pathway which&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Includes the idea of signs to explain features of the environment to the unmediated&lt;/li&gt;&lt;li&gt;Could serve as a compensation or apology for people denied in the ubiquitous sense&lt;/li&gt;&lt;li&gt;Was distinctively local and Amsterdam-ish&lt;/li&gt;&lt;li&gt;Includes infrastructure&lt;/li&gt;&lt;li&gt;Poetics and emotional enhancements required&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;&lt;em&gt;Overheard somewhere at the bar: “anthropology/ethnography is this year’s library science”, another new/old juxtaposition. Not that I agree.&lt;/em&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Adaptive Design</category><category>Conference</category><category>Design Engaged</category><category>Experience Design</category><category>Interaction Design</category><category>Jack Schulze</category><category>Mapping</category><category>Matt Jones</category><category>Matt Webb</category><category>Place</category><category>Research</category><category>Social</category><category>Technology</category></item><item><title>Art + communication 2004</title><link>https://www.elasticspace.com/2004/10/art-communication/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/10/art-communication/</guid><description>Art + Communication 2004 in Riga, the final event in the Trans-cultural Mapping series. Presenting Timeland with Even Westvang and visiting Piens.</description><pubDate>Wed, 06 Oct 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;A trip to Limbazi in northern Latvia, for the opening of the &lt;a href=&quot;http://locative.x-i.net/piens/info.html&quot;&gt;Piens&lt;/a&gt; (‘milk’) project, milk routes through the EU, mapped through the personal stories of the people along them. GPS used as a storytelling tool rather than a location tool.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Art + Communication 2004 was organised by &lt;a href=&quot;http://rixc.lv/&quot;&gt;RIXC&lt;/a&gt; in Riga, Latvia, October 2004, the final event in the &lt;a href=&quot;https://www.elasticspace.com/2004/07/iceland-inside-out/&quot;&gt;Trans-cultural Mapping workshop series&lt;/a&gt; that had been running since spring. &lt;a href=&quot;https://web.archive.org/web/20040615233437/http://www.polarfront.org:80/&quot;&gt;Even Westvang&lt;/a&gt; and I presented our &lt;a href=&quot;https://www.elasticspace.com/timeland/&quot;&gt;Timeland&lt;/a&gt; project during the three-day conference and exhibition.&lt;/em&gt;&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/art-communication/artcommunication01.jpg&quot; alt=&quot;Art + Communication 2004 conference in Riga, Latvia&quot; /&gt;&lt;figcaption&gt;Art + Communication 2004 conference in Riga, Latvia&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;I’ve made a large &lt;a href=&quot;http://www.flickr.com/photos/timo/sets/18602/&quot;&gt;photo set&lt;/a&gt; at Flickr, and we’ve been using the tag &lt;a href=&quot;http://www.flickr.com/photos/tags/artcommunication/&quot;&gt;art+communication&lt;/a&gt; for collaborative documentation.&lt;/p&gt;
&lt;p&gt;The Piens trip was a good example of GPS being used as a storytelling tool, a way of opening personal stories in a documentary process.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/art-communication/artcommunication02.jpg&quot; alt=&quot;Documentary photography from the Piens project in Limbazi, Latvia&quot; /&gt;&lt;figcaption&gt;Documentary photography from the Piens project in Limbazi, Latvia&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;A big thankyou to the RIXC lot, and everyone involved.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Art</category><category>Conference</category><category>Even Westvang</category><category>GPS</category><category>Locative Media</category><category>Mapping</category><category>Media</category><category>Research</category><enclosure url="https://www.elasticspace.com/images/art-communication/artcommunication01.jpg" length="21415" type="image/jpeg"/></item><item><title>Physical computing workshop</title><link>https://www.elasticspace.com/2004/09/physical-computing/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/09/physical-computing/</guid><description>Notes from the ‘Making Sense’ physical computing workshop at Atelier Nord, Oslo, September 2004: translating circuit diagrams onto breadboards and programming PIC and Basic Stamp microprocessors.</description><pubDate>Sun, 26 Sep 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;A breadboard on the workshop desk, covered in jumper wires and resistors. A Basic Stamp microprocessor blinking LEDs. The intention was to avoid the screen entirely for the duration of the workshop, to concentrate on simple interactions between sensors and outputs. But here we are, staring at &lt;a href=&quot;http://stage.itp.nyu.edu/~tigoe/pcomp/stamp/stamp-programming.shtml&quot;&gt;PBasic&lt;/a&gt; and &lt;a href=&quot;http://sourceforge.net/projects/jal&quot;&gt;JAL&lt;/a&gt; while making lots of LEDs blink.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Notes from the “Making Sense” physical computing workshop at Atelier Nord, Oslo, 22–25 September 2004. Organised by &lt;a href=&quot;http://randomseed.org/&quot;&gt;Erich Berger&lt;/a&gt; (of &lt;a href=&quot;http://randomseed.org/sevenmileboots/&quot;&gt;7 Mile Boots&lt;/a&gt; fame), with Helen Evans and Heiko Hansen of &lt;a href=&quot;http://www.hehe.org/&quot;&gt;HeHe&lt;/a&gt; giving context and direction to the technical process.&lt;/em&gt;&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/physical-computing/physcomp00.jpg&quot; alt=&quot;Breadboard with microprocessor, resistors and jumper wires at the Physcomp workshop&quot; /&gt;&lt;figcaption&gt;Breadboard with microprocessor, resistors and jumper wires at the Physcomp workshop&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;A lot of it brought back memories of school, circuit diagrams, resistance calculations. It was great to refresh the memory. We spent a lot of time translating circuit diagrams onto breadboards, and programming both &lt;a href=&quot;https://web.archive.org/web/20040616220311/http://stage.itp.nyu.edu:80/~tigoe/pcomp/pic/index.shtml&quot;&gt;PIC&lt;/a&gt; and &lt;a href=&quot;https://web.archive.org/web/20041019093529/http://stage.itp.nyu.edu:80/~tigoe/pcomp/stamp/index.shtml&quot;&gt;Basic Stamp&lt;/a&gt; microprocessors.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/physical-computing/physcomp01.jpg&quot; alt=&quot;Programming a PIC microprocessor from a laptop at the Physcomp workshop&quot; /&gt;&lt;figcaption&gt;Programming a PIC microprocessor from a laptop at the Physcomp workshop&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;Erich is now setting up a Physcomp lab at Atelier Nord to support art and design projects in Oslo, perhaps alongside some regular meetings (entitled Atelier Nerd). Many projects I’d like to pursue, this should be a great resource.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Adaptive Design</category><category>Conference</category><category>Interaction Design</category><category>Physical Computing</category><category>Tangible Interaction</category><category>Technology</category><enclosure url="https://www.elasticspace.com/images/physical-computing/physcomp00.jpg" length="14699" type="image/jpeg"/></item><item><title>Public marking photographs</title><link>https://www.elasticspace.com/2004/09/public-marking-photographs/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/09/public-marking-photographs/</guid><description>A 2004 Flickr set of images of stickering, graffiti and flyposting, supporting material for the research into spatial annotation.</description><pubDate>Thu, 09 Sep 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;em&gt;A short September 2004 pointer to a &lt;a href=&quot;http://www.flickr.com/photos/timo/sets/8380/&quot;&gt;Flickr set of images of stickering, graffiti and flyposting&lt;/a&gt;, supporting material for the research into spatial annotation. There’s an ever-updated selection under the “&lt;a href=&quot;http://www.flickr.com/photos/timo/tags/marking&quot;&gt;marking&lt;/a&gt;” tag on Flickr.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;See the &lt;a href=&quot;https://www.elasticspace.com/2004/11/spatial-memory-design-engaged/&quot;&gt;Design Engaged 2004 presentation&lt;/a&gt; for fuller context.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>PhD</category><category>Photo-research</category><category>Place</category><category>Public Space</category><category>Social</category><category>Spatial Annotation</category></item><item><title>ISEA 2004 conference</title><link>https://www.elasticspace.com/2004/08/isea/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/08/isea/</guid><description>ISEA 2004: the conference held on a Silja Line ferry between Helsinki, Stockholm, Mariehamn and Tallinn, with a pointer to Grandtextauto&apos;s writeup of the installations.</description><pubDate>Fri, 13 Aug 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;em&gt;A short dispatch from &lt;a href=&quot;https://web.archive.org/web/20040713012321/http://www.isea2004.net:80/&quot;&gt;ISEA 2004&lt;/a&gt;, the International Symposium on Electronic Art, held in August 2004 on a Silja Line ferry running between Helsinki, Stockholm, Mariehamn and Tallinn. Organised that year by m-cult in Helsinki, the conference brought together the locative-media and electronic-art communities aboard the ferry. &lt;a href=&quot;https://web.archive.org/web/20040819031240/http://isea.polarfront.org:80/&quot;&gt;Polarfront&lt;/a&gt; kept event notes through the run, and &lt;a href=&quot;https://web.archive.org/web/20041010195538/http://grandtextauto.gatech.edu:80/2004/09/05/isea-2004-art-report/&quot;&gt;Grandtextauto&lt;/a&gt; covered the installations and artwork. What follows are some of my own photographs.&lt;/em&gt;&lt;/p&gt;
&lt;h3&gt;Photos&lt;/h3&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea01.jpg&quot; alt=&quot;ISEA 2004 ferry between Helsinki, Stockholm, Mariehamn and Tallinn&quot; /&gt;&lt;figcaption&gt;ISEA 2004 ferry between Helsinki, Stockholm, Mariehamn and Tallinn&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea02.jpg&quot; alt=&quot;ISEA 2004 conference attendees aboard the boat&quot; /&gt;&lt;figcaption&gt;ISEA 2004 conference attendees aboard the boat&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea04.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea05.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea06.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea07.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea08.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea09.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea10.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea11.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea12.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea13.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea14.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea15.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea16.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea17.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea18.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea19.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea20.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea21.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea22.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea23.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea24.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea25.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea26.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea27.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea28.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea29.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea30.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea31.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea32.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea33.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea34.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/isea/isea35.jpg&quot; alt=&quot;ISEA 2004 installation or exhibition space&quot; /&gt;&lt;figcaption&gt;ISEA 2004 installation or exhibition space&lt;/figcaption&gt;&lt;/figure&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Art</category><category>Conference</category><category>Mapping</category><category>Media</category><category>Place</category><category>Travel</category><enclosure url="https://www.elasticspace.com/images/isea/isea01.jpg" length="11985" type="image/jpeg"/></item><item><title>Design research books</title><link>https://www.elasticspace.com/2004/08/design-research/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/08/design-research/</guid><description>A short reading list on design research: Norman Potter&apos;s two books, Brenda Laurel&apos;s Design Research, Miller &amp; Lupton&apos;s Design Writing Research, Helfand.</description><pubDate>Sat, 07 Aug 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;This is one of a series of reading lists I put together between 2002 and 2004 when I was starting out in interaction and experience design, building out a personal canon from books I was buying, borrowing from libraries, or lending to students. The lists are grouped by topic. This is the last and shortest list on the shelf, the one on design research as a practice.&lt;br&gt;
Norman Potter’s What is a designer and Models and Constructs are the two books that deserve to be read more than they are, compact, sharp and more relevant to design education than most larger textbooks. Brenda Laurel’s Design Research: Methods and Perspectives is the practical anthology. Miller &amp;amp; Lupton’s Design Writing Research is the critical and editorial companion, how design thinking becomes design writing.&lt;br&gt;
The Amazon links below are what I had at the time, most will be dead now, but the ISBNs will find you a copy.&lt;/p&gt;
&lt;h3&gt;What is a designer: things, places, messages&lt;/h3&gt;
&lt;p&gt;Norman Potter.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0907259162/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0907259162/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Models and Constructs&lt;/h3&gt;
&lt;p&gt;Norman Potter.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0907259049/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0907259049/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Design Research: Methods and Perspectives&lt;/h3&gt;
&lt;p&gt;Brenda Laurel Ed.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0262122634/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0262122634/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Design Writing Research&lt;/h3&gt;
&lt;p&gt;Abbott Miller, Ellen Lupton.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0714838519/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0714838519/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Screen&lt;/h3&gt;
&lt;p&gt;Jessica Helfand.&lt;br&gt;&lt;a href=&quot;https://web.archive.org/web/20040618230539/http://www.amazon.co.uk:80/exec/obidos/ISBN=1568983107/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ISBN=1568983107/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Adaptive Design</category><category>Books</category><category>Graphic Design</category><category>Research</category></item><item><title>Time that land forgot</title><link>https://www.elasticspace.com/2004/07/timeland/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/07/timeland/</guid><description>Timo Arnall and Even Westvang, 2004, from the Iceland inside-and-out workshop: contextualising photographs by time and geography.</description><pubDate>Fri, 30 Jul 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;A ‘camera’ rides along a GPS track, centring itself on the advancing ‘now’ while keeping the last 20-30 minutes of route in view. Photographs taken along the way surface as the track passes their location, then fade as new ones arrive. Red ticks mark hours, black ticks mark minutes. The view scales itself automatically to the speed of travel, walking, bus, plane.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;A project with Even Westvang, made in ten days in July 2004 at the Iceland inside-and-out workshop in Hofn, as part of the Trans-cultural Mapping workshop series. &lt;a href=&quot;https://www.elasticspace.com/timeland/&quot;&gt;High-bandwidth prototype with images&lt;/a&gt;. &lt;a href=&quot;https://www.elasticspace.com/timeland/noimages.html&quot;&gt;Low-bandwidth no-image version&lt;/a&gt;. &lt;a href=&quot;https://web.archive.org/web/20051018181321/http://polarfront.org:80/time_land_forgot.mov&quot;&gt;Quicktime movie&lt;/a&gt; for those who can’t run Flash at a reasonable frame rate. &lt;a href=&quot;https://web.archive.org/web/20051214024838/http://www.polarfront.org:80/timeland.zip&quot;&gt;Source code&lt;/a&gt; released under GPL.&lt;/em&gt;&lt;/p&gt;
&lt;h3&gt;Background: narrative images and GPS tracks&lt;/h3&gt;
&lt;p&gt;For the last five years I have been photographing daily experience with a digital camera and archiving thousands of images by date and time. Transient, ephemeral, numerous, these images have become a sequential narrative beyond the photographic frame. They sit somewhere between photography and film, with less emphasis on the single image in representing experience.&lt;/p&gt;
&lt;p&gt;For the duration of the Iceland workshop I used a GPS receiver to record tracklogs, capturing geographic coordinates for every part of the journey. It is this data we explore here, using it to give history and context to the images.&lt;/p&gt;
&lt;p&gt;The project is particularly relevant as mobile phones start to integrate location-aware technology and as cameraphone image-making becomes commonplace.&lt;/p&gt;
&lt;h3&gt;Scenarios&lt;/h3&gt;
&lt;p&gt;Who would use this, and what for? In our case I was using the photographs as a personal diary, and this is the first scenario: a personal life-log where visualisations help recollect events, periods, patterns.&lt;/p&gt;
&lt;p&gt;Then there is the close network of friends and family, or participants in the same journey, who are likely to invest time looking at the system and finding their own perspective in it. Beyond that, a wider audience interested in images and information about places, a richer understanding of places they have never been, or places they’ve experienced from a different perspective.&lt;/p&gt;
&lt;p&gt;Images are immediately useful and communicative for all these audiences. It’s less clear how the geographic information should be used: the GPS tracks might only be interesting to people who participated in that particular journey or event.&lt;/p&gt;
&lt;h3&gt;Research&lt;/h3&gt;
&lt;p&gt;We looked at existing photo-mapping work and found a lot of projects that attempted to give images context by placing them within a map. These visualisations foreground the map over the images, photos embedded in maps get lost by layering. The problem was most dramatic with topographic or street maps full of superfluous detail, detracting from the immediate experience of the image.&lt;/p&gt;
&lt;p&gt;Even Microsoft’s exhaustive &lt;a href=&quot;https://web.archive.org/web/20040705020143/http://wwmx.org:80/&quot;&gt;World Wide Media Index (WWMX)&lt;/a&gt; research arrives at a somewhat unsatisfactory visual interface. Their paper details five mapping alternatives and settles on a solution that averages the number of photos in any particular area, giving it a representatively scaled ‘blob’ on a street map. It works for massive datasets but as an interface it’s clunky and overlooks the image itself.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/timeland/photomap_wwmx.jpg&quot; alt=&quot;WWMX photo blob interface, blobs sized by photo count on a street map&quot; /&gt;&lt;figcaption&gt;See the WWMX paper , page 8&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;Other examples handle the problem differently. Geophotoblog pins images to locations but staggers them in time to avoid layering. An architectural map of Pariser Platz in Berlin gives an indication of direction. Tokyo Picturesque uses an aerial photo as context for user-submitted photos. There are more examples of prior work, papers and technologies &lt;a href=&quot;https://www.elasticspace.com/2004/07/geo-referenced-photography/&quot;&gt;in my companion post&lt;/a&gt;.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/timeland/photomap_berlin.jpg&quot; alt=&quot;Architectural map of Pariser Platz, Berlin with directional photograph indicators&quot; /&gt;&lt;figcaption&gt;Image from Pariser Platz Berlin&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/timeland/photomap_geophotoblog.jpg&quot; alt=&quot;Geophotoblog interface showing photos pinned at locations, staggered in time&quot; /&gt;&lt;figcaption&gt;Image from geophotoblog&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/timeland/photomap_tokyo.jpg&quot; alt=&quot;Tokyo Picturesque aerial photograph overlaid with user-submitted photographs&quot; /&gt;&lt;figcaption&gt;Image from Tokyo Picturesque&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;By shifting the emphasis to location, what’s most clearly lacking in these representations is &lt;em&gt;time&lt;/em&gt;, and therefore the context in which images most easily form narrative for the viewer. These images are subordinate to the map, which removes the instant expressivity of the image.&lt;/p&gt;
&lt;p&gt;These orderings make spatially annotated images a weaker proposition than simple sequential images for telling the photographer’s story. This is the problem of seemingly objective space (the GPS coordinates) versus the subjective &lt;em&gt;place&lt;/em&gt; of actual experience.&lt;/p&gt;
&lt;h3&gt;Using GPS data&lt;/h3&gt;
&lt;p&gt;The GPS tracks contain:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;location&lt;/li&gt;&lt;li&gt;heading&lt;/li&gt;&lt;li&gt;speed in three dimensions&lt;/li&gt;&lt;li&gt;elevation&lt;/li&gt;&lt;li&gt;time of day&lt;/li&gt;&lt;li&gt;time of year&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;With a little processing and a little extra data, we can derive:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;acceleration in three dimensions&lt;/li&gt;&lt;li&gt;change in heading&lt;/li&gt;&lt;li&gt;mode of transportation (roughly)&lt;/li&gt;&lt;li&gt;nearest landmark or town&lt;/li&gt;&lt;li&gt;actual recorded temperature and weather&lt;/li&gt;&lt;li&gt;many other possibilities from local or syndicated data&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;Would it be useful to navigate photographs by acceleration, selecting arrivals and departures by picking images taken at moments of greatest acceleration or deceleration? Would those be the equivalent of ‘establishing’, ‘resolution’ or ‘transition’ shots in film, generating a good narrative frame for a story?&lt;/p&gt;
&lt;p&gt;Would looking at photos by time of day give a good indication of patterns and habits? The superimposition of daily trails of an habitual office dweller might show interesting departures from rote behaviour.&lt;/p&gt;
&lt;h3&gt;Using photo data&lt;/h3&gt;
&lt;p&gt;Analysing image metadata gives another axis. Almost all digital images are saved with date and time of capture, but there are also unexplored EXIF tags:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;exposure&lt;/li&gt;&lt;li&gt;aperture&lt;/li&gt;&lt;li&gt;focus distance&lt;/li&gt;&lt;li&gt;focal length&lt;/li&gt;&lt;li&gt;white balance&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;We analysed metadata from almost 7000 photographs taken between 18 February and 26 July 2004 to see what patterns might be exploitable for new interfaces. We specifically looked for changes over the course of the day.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/timeland/photomap_EXIF_small.gif&quot; alt=&quot;Graphs of shutter speed, aperture, focal length and file size plotted against time of day across 7000 photos&quot; /&gt;&lt;figcaption&gt;Shutter, aperture, focal length and file size against time of day (click for larger version)&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;This shows an increase in shutter speed and aperture during the middle of the day. The images also become sharper during daylight hours, indicated by an increased file size.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/timeland/photomap_times_small.gif&quot; alt=&quot;Scatter plot of photo capture dates against time of day, showing clusters of activity&quot; /&gt;&lt;figcaption&gt;Date against time of day (click for larger version)&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;This shows definite patterns: holidays and travels are clearly visible (three horizontal clusters towards the top), as are late-night parties and early-morning flights. Lightweight metadata like this is enough to drive navigation across a large archive. Image-based life-log applications like &lt;a href=&quot;http://www.flickr.com&quot;&gt;Flickr&lt;/a&gt; and &lt;a href=&quot;http://www.nokia.com/lifeblog&quot;&gt;Lifeblog&lt;/a&gt; are appearing, and visualisation of this lightweight metadata will be invaluable for re-presenting and navigating large photographic archives.&lt;/p&gt;
&lt;p&gt;Matias Arje, also at the Iceland workshop, has done &lt;a href=&quot;https://web.archive.org/web/20040812170650/http://arje.net:80/locative/&quot;&gt;valuable work&lt;/a&gt; in this direction.&lt;/p&gt;
&lt;h3&gt;Technicalities&lt;/h3&gt;
&lt;p&gt;Getting at the GPS and EXIF data was fairly trivial, though it demanded some testing and swearing.&lt;/p&gt;
&lt;p&gt;We are both on Apple OS X, and we had to borrow a PC to get the tracklogs reliably out of my GPS and into Garmin’s Mapsource. We chose GPX as the format for the GPS tracks; GPSBabel happily created this from the original Garmin files.&lt;/p&gt;
&lt;p&gt;The EXIF was parsed out of the images by a few lines of Python using the EXIF.py module and turned into another XML file with image filename and timestamp.&lt;/p&gt;
&lt;p&gt;We chose Flash as the container for the front end, it is ubiquitous, and Even’s programming poison of choice for visualisation. Flash reads both the GPX and EXIF XML files and generates the display in real-time.&lt;/p&gt;
&lt;p&gt;More on our choices of technologies &lt;a href=&quot;https://www.elasticspace.com/2004/07/geo-referenced-photography/&quot;&gt;in the companion post&lt;/a&gt;.&lt;/p&gt;
&lt;h3&gt;First prototype&lt;/h3&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/timeland/timeland_screenshot06.jpg&quot; alt=&quot;Time that land forgot prototype screenshot showing GPS track and photographs in spatial sequence&quot; /&gt;&lt;figcaption&gt;Time that land forgot prototype screenshot showing GPS track and photographs in spatial sequence&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;&lt;a href=&quot;https://www.elasticspace.com/timeland/&quot;&gt;View prototype&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Even has invested serious time and thought in &lt;a href=&quot;https://web.archive.org/web/20040615233437/http://www.polarfront.org:80/&quot;&gt;dynamic continuous interfaces&lt;/a&gt;. The first prototype is a linear experience of a journey, suitable for a gallery or screening, where images overlay into textural clusters of experience. The display shows a scaling representation of the travel route based on distance covered in the last 20–30 minutes. Images recede in scale and importance as they move back in time. Each tick represents one minute; every red tick represents an hour.&lt;/p&gt;
&lt;p&gt;We chose to balance the interface around a set of priorities: image first (for expressivity), then time (for narrative), then location (for spatialising, and commenting on, image and time).&lt;/p&gt;
&lt;p&gt;There is a problem of scale. The GPS data has a resolution down to a few metres, but the range of speeds a person can travel at varies wildly across different modes of transport. The interface had to take the temporo-spatial scope of the data into account and scale the resolution of display accordingly.&lt;/p&gt;
&lt;p&gt;This was solved by creating a ‘camera’ connected to a spring system that attempts to centre the image on the advancing ‘now’ while keeping a recent history of 20 points in view. The parser for the GPS tracks discards positional data between the minutes. Animation is driven forward by every new ‘minute’ found in the track, inserted into the camera’s view. This animation system can be used both for generating animations and for interactive views of the dataset.&lt;/p&gt;
&lt;p&gt;There are some issues. Discontinuities appear in the tracklogs when the GPS is switched off during standstills and nights. Currently the system smooths tracklog time to make breaks seem more like quick transitions.&lt;/p&gt;
&lt;p&gt;Ideally the system would maintain a ‘subjective feeling’ of time adjusted to picture-taking and movement, a temporal scaling as well as a spatial one. This would be analogous to remembering events: minute memories from double-loop roller-coasters, smudged holes of memory from sleepy nights.&lt;/p&gt;
&lt;p&gt;Most of the tweaking in the animation system went into refining the extents system around camera history and zoom, the acceleration and friction of spring systems, and the ratio between insertion of new points and animation ticks.&lt;/p&gt;
&lt;p&gt;For processing speed this interface should ideally have been built in Java or as a standalone application, but tests show that Flash can parse a 6000-point tracklog and draw it on screen alongside 400 medium-resolution images. Once the images and points have been drawn on the canvas they animate at reasonable speed on mid-spec hardware.&lt;/p&gt;
&lt;h3&gt;Conclusions&lt;/h3&gt;
&lt;p&gt;This prototype has shown that many technical challenges are solvable, and given us a working space to develop more visualisations and interactive environments, using this as a tool for thinking about wider design issues in geo-referenced photography. The visualisation gives a sense of ‘groundedness’ over the images, and spatial relationships develop between them.&lt;/p&gt;
&lt;p&gt;For me it has given a new sense of spatiality to image-making. The images are no longer locked into a simple sequential narrative but are affected by spatial differences like location and speed. I’m now experimenting with more ambient recording, taking a photo exactly every 20 minutes, for instance, to affect the presentation.&lt;/p&gt;
&lt;h3&gt;Extensions&lt;/h3&gt;
&lt;p&gt;Another strand we explored was the metaphor of a 16mm &lt;a href=&quot;http://www.harvardfilmarchive.org/gallery/images/conservation_steenbeck.jpg&quot;&gt;Steenbeck&lt;/a&gt; edit deck: scrubbing 16mm film through the playhead and watching the resulting sound and image come together. We could use the scrubbing of an image timeline to control all the other metadata, giving real control to the user. It would be exciting to explore a spatial timeline of images correlated with contextual data like GPS tracks.&lt;/p&gt;
&lt;p&gt;We need to overcome the difficulty of obtaining quality data, especially if we expect this to work in an urban environment. &lt;a href=&quot;https://www.elasticspace.com/index.php?id=4&quot;&gt;GPS is not passive; it requires a lot of attention to record tracks&lt;/a&gt;. Our representation doesn’t require location accuracy, just consistency and ubiquity, we hope something like cell-based tracking on a mobile phone becomes more ubiquitous and usable.&lt;/p&gt;
&lt;p&gt;We would like to experiment further with the extracted image metadata. For large-scale overviews, images could be replaced by a simple rectangular proxy, coloured by the average hue of the original picture and taking brightness (EV) from exposure and aperture readings. This would show the actual brightness recorded by the camera’s light meter rather than the brightness of the image.&lt;/p&gt;
&lt;p&gt;Imagine a series of images from bright green vacation days, dark grey winter mornings, or blue Icelandic glaciers, combined with the clusters and patterns that time-based visualisation offers.&lt;/p&gt;
&lt;p&gt;We would also like to extend the datasets to include other people, from teenagers using GPS camera phones in Japan to photojournalists. How would visualisations differ, and are there variables we can pre-set for different uses? And how would the map look with multiple trails to follow, as a collaboration between multiple people and multiple perspectives?&lt;/p&gt;
&lt;p&gt;At a technical level it would be good to have more integration with developing standards. We’d like to use &lt;a href=&quot;https://web.archive.org/web/20041011153201/http://locative.net:80/workshop/index.cgi?Locative_Packets&quot;&gt;Locative packets&lt;/a&gt;; we just need more time and reference material. This would make the system useful as a visualisation tool for other projects, &lt;a href=&quot;https://web.archive.org/web/20040122144710/http://aware.uiah.fi:80/&quot;&gt;Aware&lt;/a&gt; for example.&lt;/p&gt;
&lt;p&gt;We hope the system will be used to present work from other workshops, and that an interactive installation of the piece can be set up at &lt;a href=&quot;http://rixc.lv/04/&quot;&gt;Art + Communication&lt;/a&gt;.&lt;/p&gt;
&lt;h3&gt;Biographies&lt;/h3&gt;
&lt;p&gt;Even Westvang works between interaction design, research and artistic practice. Recent work includes a slowly growing digital organism that roams the LAN of a Norwegian secondary school, and an interactive installation for the University of Oslo on immersion, interaction and narrative. Even lives and works in Oslo. His musings live at &lt;a href=&quot;https://web.archive.org/web/20040615233437/http://www.polarfront.org:80/&quot;&gt;polarfront.org&lt;/a&gt; and some of his work can be seen at &lt;a href=&quot;http://www.bengler.no&quot;&gt;bengler.no&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;Timo Arnall is an interaction designer and researcher working in London, Oslo and Helsinki. Recent design projects include a social networking application, an MMS-based interactive television show, and a large media archiving project. Current research directions explore mapping, photography and marking in public places. Work and research at &lt;a href=&quot;https://www.elasticspace.com&quot;&gt;elasticspace.com&lt;/a&gt;.&lt;/p&gt;
&lt;h3&gt;Screenshots&lt;/h3&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/timeland/timeland_screenshot01.jpg&quot; alt=&quot;Time that land forgot screenshot: GPS trail with clustered photographs&quot; /&gt;&lt;figcaption&gt;Time that land forgot screenshot: GPS trail with clustered photographs&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/timeland/timeland_screenshot04.jpg&quot; alt=&quot;Time that land forgot screenshot: camera advancing along the track&quot; /&gt;&lt;figcaption&gt;Time that land forgot screenshot: camera advancing along the track&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/timeland/timeland_screenshot08.jpg&quot; alt=&quot;Time that land forgot screenshot: dense cluster of photographs at a location&quot; /&gt;&lt;figcaption&gt;Time that land forgot screenshot: dense cluster of photographs at a location&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/timeland/timeland_screenshot11.jpg&quot; alt=&quot;Time that land forgot screenshot: sparse track section with fewer images&quot; /&gt;&lt;figcaption&gt;Time that land forgot screenshot: sparse track section with fewer images&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/timeland/timeland_screenshot12.jpg&quot; alt=&quot;Time that land forgot screenshot: camera following a curved route&quot; /&gt;&lt;figcaption&gt;Time that land forgot screenshot: camera following a curved route&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/timeland/timeland_screenshot16.jpg&quot; alt=&quot;Time that land forgot screenshot: extended view of the full tracklog&quot; /&gt;&lt;figcaption&gt;Time that land forgot screenshot: extended view of the full tracklog&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/timeland/timeland_screenshot19.jpg&quot; alt=&quot;Time that land forgot screenshot: images receding in time&quot; /&gt;&lt;figcaption&gt;Time that land forgot screenshot: images receding in time&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/timeland/timeland_screenshot20.jpg&quot; alt=&quot;Time that land forgot screenshot: full journey overview&quot; /&gt;&lt;figcaption&gt;Time that land forgot screenshot: full journey overview&lt;/figcaption&gt;&lt;/figure&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Projects</category><category>Art</category><category>Even Westvang</category><category>Experience Design</category><category>GPS</category><category>Locative Media</category><category>Mapping</category><category>Mobility</category><category>Narrative</category><category>Photography</category><category>Photo-research</category><category>Place</category><category>Travel</category><enclosure url="https://www.elasticspace.com/images/timeland/photomap_wwmx.jpg" length="66370" type="image/jpeg"/></item><item><title>Photography and mapping from Afar</title><link>https://www.elasticspace.com/2004/07/afar/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/07/afar/</guid><description>My piece for ‘Afar’ in Copenhagen, 2004, nine boards of images paired with GPS maps, documenting movement between London and Oslo over three months.</description><pubDate>Wed, 28 Jul 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Nine boards, four images each, above a set of GPS tracks drawn as simple lines. The images show a transition from London to Oslo across a winter and spring. The maps scale to the extents of the images above them; what you see on each board is the journey between the pictures.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;‘Afar’ was an exhibition at Råhuset in Copenhagen, 8–23 July 2004, where 25 international artists produced work responding to the word ‘afar’. The brief looked for connections across architectural, choreographic, street-art, design, audio, photographic, VJ, video, fashion, painting and creative-writing practice.&lt;/em&gt;&lt;/p&gt;
&lt;h3&gt;The piece&lt;/h3&gt;
&lt;p&gt;For three months I recorded every walk, drive, train journey and flight I took, while photographing spaces and places from daily life. Each image in the exhibition is captioned with location information and keyed to a point on the map below it. The images show spatial transition from one country to another, and a change of season.&lt;/p&gt;
&lt;p&gt;The maps are GPS tracks, visualised as simple lines. The scale of each map is decided by the extents of the image locations. The maps give a sense of transition; scale and movement are emphasised.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/afar/afar_photo_map04.jpg&quot; alt=&quot;All nine maps from Afar exhibition in sequence&quot; /&gt;&lt;figcaption&gt;All maps in sequence (click for full size image)&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/afar/afar_photo_map05.jpg&quot; alt=&quot;All 36 images from Afar exhibition in sequence&quot; /&gt;&lt;figcaption&gt;All images in sequence&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/afar/afar_photo_map06.jpg&quot; alt=&quot;Detail of images from Afar exhibition showing location captions&quot; /&gt;&lt;figcaption&gt;Images (detail)&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/afar/afar_photo_map07.jpg&quot; alt=&quot;Detail of GPS track maps from Afar exhibition&quot; /&gt;&lt;figcaption&gt;Maps (detail)&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;This is the first step towards a visual language for spatially located imagery, personal travelogues as communication and as artefacts of personal memory.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Art</category><category>Exhibition</category><category>GPS</category><category>Locative Media</category><category>Mapping</category><category>Narrative</category><category>Photography</category><category>Photo-research</category><category>Place</category><category>Travel</category><enclosure url="https://www.elasticspace.com/images/afar/afar_photo_map04.jpg" length="10195" type="image/jpeg"/></item><item><title>Geo-referenced photography</title><link>https://www.elasticspace.com/2004/07/geo-referenced-photography/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/07/geo-referenced-photography/</guid><description>A 2004 reference list of papers, projects and tools for geo-referencing photographs by combining camera timestamps with GPS tracklogs.</description><pubDate>Tue, 06 Jul 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;The simplest way to link a photograph to a location is to combine two time-stamps: one from the digital camera, one from the GPS receiver. Given both sets of timestamps over the same period, a series of images and tracklogs can be processed to stamp each image with location metadata.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Compiled in July 2004 at the Hofn workshop in Iceland, during the work that became &lt;a href=&quot;https://www.elasticspace.com/2004/07/timeland/&quot;&gt;Time that land forgot&lt;/a&gt;. A working reference list of papers, projects, guidelines, tools and the technical issues that surrounded geo-referenced photography at that moment. Most of the links below are now dead; the list is preserved as a snapshot of what the state of the art looked like in 2004.&lt;/em&gt;&lt;/p&gt;
&lt;h3&gt;Papers&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;http://www.dmst.aueb.gr/dds/pubs/jrnl/2003-PC-GTWeb/html/gtweb.html&quot;&gt;Position-annotated Photographs: The Geotemporal Web&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.dlib.org/dlib/december96/canada/12proulx.html&quot;&gt;GEOREP: Digital Library for Spatial Data&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20040703104925/http://wwmx.org:80/docs/wwmx_acm2003.pdf&quot;&gt;Geographic location tags on digital images, Microsoft&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20040611210522/http://www.ece.ubc.ca:80/%257Eelec418/project/project2handedin/nsiu/prototype.html&quot;&gt;Portable digital photo album&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Prior work&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20040708070451/http://www.downgoesthesystem.com:80/devzone/exiftest/final/&quot;&gt;Tokyo Picturesque&lt;/a&gt; (&lt;a href=&quot;https://web.archive.org/web/20040708065914/http://www.downgoesthesystem.com:80/devzone/exiftest/details/&quot;&gt;details&lt;/a&gt;)&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20040202155151/http://www.marumushi.com:80/apps/perspectives/&quot;&gt;Habitat Perspectives&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.986.org/sites/ghogh/CDC/CDC_5505.html&quot;&gt;Photo Location&lt;/a&gt; (&lt;a href=&quot;http://www.986.org/sites/ghogh/CDC/CDC_metadata.html&quot;&gt;metadata notes&lt;/a&gt;)&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.geosnapper.com/index.php&quot;&gt;Geo Snapper&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20040705030645/http://wwmx.org:80/WebClient.aspx&quot;&gt;WWMX web demo&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20040810155022/http://transmutable.com:80/PhotoMaps/&quot;&gt;Good list of other photo mapping projects&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Geo-referencing Photos&lt;/h3&gt;
&lt;p&gt;Commercial applications and scripts that link photographs to geographic information:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;http://www.robophoto.com/settings8.html&quot;&gt;Robophoto&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20040712053125/http://transmutable.com:80/93PhotoStreet/&quot;&gt;93 Photo Street&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://topofusion.com/photofusion/&quot;&gt;Photofusion&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20041010035103/http://www.redhensystems.com:80/products/&quot;&gt;Media Mapper&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20040606145219/http://oziphototool.alistairdickie.com:80/&quot;&gt;OziPhotoTool&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20040705082941/http://www.geospatialexperts.com:80/&quot;&gt;GPS photo link&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.gpstm.com/eng/screens_eng.htm&quot;&gt;GPS TrackMaker&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.earthquakemap.com/&quot;&gt;QuakeMap&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20040705023337/http://wwmx.org:80/Download.aspx&quot;&gt;WWMX Travelogue application&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20040719022845/http://akuaku.org:80/archives/2003/05/gps_tagged_jpeg.shtml&quot;&gt;AkuAku: GPS tagged jpegs&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.stuffware.co.uk/articles/00000001.html&quot;&gt;Adding GPS Information to EXIF Images with Photostudio&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.macdevcenter.com/pub/a/mac/2004/06/15/gps_photo.html&quot;&gt;GPS Photo Linking in iViewMedia Pro&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20040607161732/http://www.marcosweskamp.com:80/components/tokcomponents/geoplotter/demo.html&quot;&gt;GPS plotting in Flash&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;GPS track and waypoint extraction&lt;/h3&gt;
&lt;p&gt;Transferring data from GPS devices is awkward. For this to work in a wider collaborative context there need to be guidelines. It’s also important to make sure units and timezones are correctly set up on all software, so no translation happens as the data is converted. Exported data also tends to be messy, mixed tracklogs and waypoints, which for us meant a lot of hand-tweaking.&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;http://www.garmin.com/cartography/&quot;&gt;Garmin Mapsource&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.macgpspro.com/&quot;&gt;MacGPS Pro&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://gpsbabel.sourceforge.net/&quot;&gt;GPS Babel&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://gpsmap.sourceforge.net/&quot;&gt;GPSylon tool for downloading/viewing GPS data&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20040708091425/http://www.hackdiary.com:80/archives/000040.html&quot;&gt;GPS to GEO-RDF&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20040626083505/http://life.csu.edu.au:80/geo/dms.html&quot;&gt;Some notes on coordinate translation&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Extracting EXIF data&lt;/h3&gt;
&lt;p&gt;To get at the photographic data we need the embedded EXIF information: capture date, time, exposure, aperture.&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;http://pyexif.sourceforge.net/&quot;&gt;Python Exif Parser&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://sourceforge.net/projects/mmpython/&quot;&gt;Media Metadata for Python&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20040625052210/http://simon.incutio.com:80/archive/2003/11/13/exif&quot;&gt;Extracting EXIF data with Python&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20040626040101/http://kennethhunt.com:80/archives/000935.html&quot;&gt;Geo tagging images: Exif GPS with python and java&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20040707082611/http://www.drewnoakes.com:80/code/exif/&quot;&gt;EXIF metadata extraction in java&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Content metadata guidelines&lt;/h3&gt;
&lt;p&gt;To standardise the sharing of geographic information (tracklogs and waypoints) the format matters. We initially intended to use Locative Packets but have ended up with GPX alongside some custom XML for time and photo information.&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20041011153201/http://locative.net:80/workshop/index.cgi?Locative_Packets&quot;&gt;Locative packets&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20041011155615/http://locative.net:80/workshop/index.cgi?Recommended_Vocabularies&quot;&gt;Other recommended vocabularies&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.topografix.com/gpx_manual.asp&quot;&gt;GPX namespace manual&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20040603072142/http://www.nwalsh.com:80/java/jpegrdf/jpegrdf.html&quot;&gt;JPEG RDF strategy for storing location info&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.w3.org/2003/01/geo/&quot;&gt;W3 RDF geo-vocabulary&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.w3.org/TR/photo-rdf/&quot;&gt;Describing and retrieving photos using RDF and HTTP&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.w3.org/2003/12/exif/&quot;&gt;Exif vocabulary workspace – RDF Schema&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://esw.w3.org/topic/W3PhotoVocabs&quot;&gt;Vocabularies for w3photo project&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Projects</category><category>GPS</category><category>Locative Media</category><category>Photography</category><category>Photo-research</category><category>Place</category><category>Research</category><category>Technology</category></item><item><title>Iceland inside/out workshop</title><link>https://www.elasticspace.com/2004/07/iceland-inside-out/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/07/iceland-inside-out/</guid><description>A very short 2004 note from Reykjavik, at the Trans-cultural Mapping workshop. Led directly to the Time that land forgot project with Even Westvang.</description><pubDate>Thu, 01 Jul 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;em&gt;A short dispatch from Reykjavik, where I’m attending the &lt;a href=&quot;https://web.archive.org/web/20040701130617/http://pallit.lhi.is:80/insideout/&quot;&gt;Trans-cultural Mapping workshop&lt;/a&gt; for ten days in July 2004, part of the BEK / RIXC / Lorna / Pixelache / Futurefarmers network running across northern and central Europe. This workshop was where the &lt;a href=&quot;https://www.elasticspace.com/2004/07/timeland/&quot;&gt;Time that land forgot&lt;/a&gt; project with Even Westvang was made. What follows is mostly a photo set.&lt;/em&gt;&lt;/p&gt;
&lt;h3&gt;Some images&lt;/h3&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/iceland-inside-out/iceland01.jpg&quot; alt=&quot;Iceland landscape at the Inside/Out workshop, July 2004&quot; /&gt;&lt;figcaption&gt;Iceland landscape at the Inside/Out workshop, July 2004&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/iceland-inside-out/iceland02.jpg&quot; alt=&quot;Reykjavik street scene during the Trans-cultural Mapping workshop&quot; /&gt;&lt;figcaption&gt;Reykjavik street scene during the Trans-cultural Mapping workshop&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/iceland-inside-out/iceland03.jpg&quot; alt=&quot;Workshop participants with GPS receivers and cameras in Iceland&quot; /&gt;&lt;figcaption&gt;Workshop participants with GPS receivers and cameras in Iceland&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/iceland-inside-out/iceland04.jpg&quot; alt=&quot;Photographs and location data on a screen during the Iceland workshop&quot; /&gt;&lt;figcaption&gt;Photographs and location data on a screen during the Iceland workshop&lt;/figcaption&gt;&lt;/figure&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Conference</category><category>Locative Media</category><category>Mapping</category><enclosure url="https://www.elasticspace.com/images/iceland-inside-out/iceland01.jpg" length="11919" type="image/jpeg"/></item><item><title>Social filtering for online forums</title><link>https://www.elasticspace.com/2004/06/social-filtering/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/06/social-filtering/</guid><description>On Yayhooray&apos;s 2004 relaunch using buddy-list as content filter, and a history of signal-to-noise filtering in online forums from Dreamless on.</description><pubDate>Mon, 28 Jun 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Four filter settings on the left side of the page: you and only you, you and your buddies, you and your buddies and their buddies, or everyone. Set the filter and the forum shows you a different subset of itself, the rest fades away. As far as I know, this is the first forum to use the buddy list as content filter.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;&lt;a href=&quot;http://www.yayhooray.com&quot;&gt;Yayhooray&lt;/a&gt; relaunched in June 2004 with a new version that uses social filtering to raise signal-to-noise. A short history of online-forum filtering approaches, and notes on what the new Yayhooray does.&lt;/em&gt;&lt;/p&gt;
&lt;h3&gt;A bit of Yayhooray history&lt;/h3&gt;
&lt;p&gt;Built by &lt;a href=&quot;http://www.skinnycorp.com&quot;&gt;skinnyCorp&lt;/a&gt; in 2001 as an experiment in online community. Along with o8 (see this cached journal entry), it soaked up some of the users from &lt;a href=&quot;https://web.archive.org/web/20040618165055/http://www.dreamless.org:80/&quot;&gt;Dreamless&lt;/a&gt;, the ‘design forum’ that reached critical mass and became &lt;a href=&quot;http://www.shirky.com/writings/group_enemy.html&quot;&gt;its own worst enemy&lt;/a&gt; at the end of 2000.&lt;/p&gt;
&lt;p&gt;Originally it was built to manage itself through a levels system, allowing users to earn administration responsibilities (similar to the implicit moderation systems used by &lt;a href=&quot;https://web.archive.org/web/20010118234000/http://www.metafilter.com:80/&quot;&gt;Metafilter&lt;/a&gt;). It worked well at a small scale but led to cliques forming around early adopters’ social networks.&lt;/p&gt;
&lt;p&gt;The levels system evolved into a points system, allowing anyone to award points to anyone on a limited basis (one per day, one person per week), similar to karma systems at &lt;a href=&quot;http://slashdot.org/&quot;&gt;Slashdot&lt;/a&gt; and &lt;a href=&quot;http://www.kuro5hin.org/&quot;&gt;Kuro5hin&lt;/a&gt;. This briefly led to multiple-account scams, ending in the ‘point orgy’ where “points were swapped rather than STDs”.&lt;/p&gt;
&lt;p&gt;In the end, both systems were abused, subverted and widely discussed, often taking over from normal discussions and swamping the site with controversy. Many regulars left for other places, some seeing closed, invite-only communities like &lt;a href=&quot;http://humhum.be&quot;&gt;humhum&lt;/a&gt; as the only option left for humane, creative discussion.&lt;/p&gt;
&lt;h3&gt;The new filter&lt;/h3&gt;
&lt;p&gt;Yayhooray, in this latest version, is dealing with these problems by globally filtering content through a buddy system, rather than explicitly administering the content and user reputations. This applies to the entire site: categorised discussions, blogging interface, links database, buddy lists and search.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/social-filtering/yayhooray_filter.gif&quot; alt=&quot;Yayhooray&apos;s social filter meter, showing four levels: you, your buddies, their buddies, everyone&quot; /&gt;&lt;figcaption&gt;Yayhooray&apos;s social filter meter, showing four levels: you, your buddies, their buddies, everyone&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;The most obvious feature is the meter on the left-hand side, with four filter settings:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;You and only you&lt;/li&gt;&lt;li&gt;You and your buddies&lt;/li&gt;&lt;li&gt;You, your buddies, and their buddies&lt;/li&gt;&lt;li&gt;Every user on Yay Hooray&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;This applies a filter to the entire site, including user lists and search, which took me a little by surprise. The site effectively meshes off into small, interlinked communities of interest, based on individual social networks and collaborative filtering.&lt;/p&gt;
&lt;p&gt;In my case, buddies are mostly people I’ve met, talked to, or seen invest time into making things, initiating photographic threads, dealing with social issues, administering creative collaborations, giving good design critique.&lt;/p&gt;
&lt;p&gt;Logging in now (using ‘you, your buddies, and their buddies’) I see a small subset of the overall forum, focused on those parts of the discussion. Given that the filter is prominent and usable, it’s also possible to jump out into the chaos of the full site.&lt;/p&gt;
&lt;p&gt;There is also a useful, if somewhat harsh, system that censors posts and links based on a list of people you classify as ‘enemies’. Being based on proper XHTML, CSS and DOM technologies means censored posts are easily toggled on and off.&lt;/p&gt;
&lt;h3&gt;Open questions&lt;/h3&gt;
&lt;p&gt;On the downside there will likely be confusion and clashes when different groups that don’t mesh with each other, but have completely different experiences of the place, come together in a single thread. There will also be more repetition, or double posts of content, as it gets repeated amongst different groups that are out of sync by virtue of the filters.&lt;/p&gt;
&lt;p&gt;To fully appreciate this you need to invest time in it and build up a network of trusted buddies. Yayhooray can be hyperactive and annoying, and it must be difficult for a new user to become engaged. The filters are perhaps most useful for long-time users looking for relief from ‘worst enemy’ problems.&lt;/p&gt;
&lt;p&gt;Because it has become an adaptive social platform, and has the potential to be subverted and shaped into many different kinds of system, I’ll reserve judgement for now, and make a new report soon.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Projects</category><category>Adaptive Design</category><category>Community Platforms</category><category>Information Architecture</category><category>Information Design</category><category>Interaction Design</category><category>Social</category><category>Technology</category><category>Usability</category><enclosure url="https://www.elasticspace.com/images/social-filtering/yayhooray_filter.gif" length="5281" type="image/gif"/></item><item><title>Loop city workshop</title><link>https://www.elasticspace.com/2004/06/loop-city/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/06/loop-city/</guid><description>Loop City notes from Outside In Gothenburg: Bill Hillier on cities as movement economies, space syntax, relative space, taxicab geometry.</description><pubDate>Sun, 20 Jun 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Bill Hillier at University College London describes cities as movement economies, the structure of a city is the pattern of people moving through it. The workshop took this as the starting point and spent two days walking that idea across related fields: spatial organisation, relative space, time-space, taxicab geometry, mental mapping, text maps.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Notes from the Loop City workshop at the &lt;a href=&quot;https://www.elasticspace.com/2004/06/outside-in/&quot;&gt;Outside In&lt;/a&gt; symposium in Gothenburg, Sweden, June 2004. The workshop was led by Dietmar Offenhuber and Sara Hodges with participants from the symposium, working across geography, architecture, mapping and locative media. Raw notes below.&lt;/em&gt;&lt;/p&gt;
&lt;h3&gt;Bill Hillier: cities are movement economies&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;http://www.spacesyntax.com/&quot;&gt;spacesyntax.com&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;In the city there are&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Space explorers&lt;/strong&gt;: children, homeless, vendors, skateboarders&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Space utilisers&lt;/strong&gt;: commuters, workers&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Two ways of looking at the city&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Exocentric&lt;/strong&gt;: external, connected&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Egocentric&lt;/strong&gt;: centred, point of view&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Spatial organisation&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Large, diverse research field&lt;/li&gt;&lt;li&gt;Abler, Adams and Gould: &lt;em&gt;Spatial Organization: The Geographer’s View of the World&lt;/em&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Relative space&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Expressing thematic data through spatial differentiation&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Scaling areas according to non-geographic data&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Political maps based on size of army&lt;/li&gt;&lt;li&gt;Map of USA based on Elvis concerts&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Time space&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Irina Vasiliev: &lt;em&gt;Design Issues for Mapping Time&lt;/em&gt;&lt;/li&gt;&lt;li&gt;Time as a way of measuring space (one conclusion: the world is shrinking)&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Taxicab geography&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Grid systems make diagonal movement problematic&lt;/li&gt;&lt;li&gt;There is study of movement in grid spaces showing multiple optimum routes: a big L-shape is the same distance as a zig-zag&lt;/li&gt;&lt;li&gt;The grid is no longer in Euclidean space&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Social space&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Philip Thiel: Spatial annotation methods&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;John S. Adams&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Human geographer&lt;/li&gt;&lt;li&gt;Mapped human interaction over one day&lt;/li&gt;&lt;li&gt;Vertical axis: time; horizontal axis: distance&lt;/li&gt;&lt;li&gt;Made 3D diagrams of this multi-dimensional space, showing relative distances travelled and communicated with over one day&lt;/li&gt;&lt;li&gt;Social network maps&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Mental mapping&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Spatial representations of the brain or memory&lt;/li&gt;&lt;li&gt;In some ways the analysis by Lynch and others has failed, because they focused on trying to know everything about people’s mental maps of the city&lt;/li&gt;&lt;li&gt;Richard Long: walking project&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Imagined cities&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Norman Klein: &lt;em&gt;The History of Forgetting&lt;/em&gt;&lt;/li&gt;&lt;li&gt;Fictional writers form mental models of cities&lt;/li&gt;&lt;li&gt;Calvino&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Text maps&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Dietmar Offenhuber recreated the shape of LA by phoning people and asking directions&lt;/li&gt;&lt;li&gt;PML maps&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Single-parameter mapping&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Boylan Heights maps: Denis Wood&lt;/li&gt;&lt;li&gt;Maps of Halloween lanterns in an area&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Multiple-parameter mapping&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Correlating space&lt;/li&gt;&lt;li&gt;Chernoff faces: iconographic representations of faces, with expressions that map to different social conditions&lt;/li&gt;&lt;li&gt;Eugene Turner&lt;/li&gt;&lt;li&gt;Correlating socio-economic factors is common&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Mapping as a game&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Raoul Bunschoten&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Narrowed the analysis of space down to very simple procedures&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Erasure&lt;/li&gt;&lt;li&gt;Origination&lt;/li&gt;&lt;li&gt;Transformation&lt;/li&gt;&lt;li&gt;Migration&lt;/li&gt;&lt;li&gt;Mapped results as a synthesis?&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Photographic / media mapping&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Tokyo Nobody&lt;/li&gt;&lt;li&gt;Images with text removed, replaced with a textmap&lt;/li&gt;&lt;li&gt;Text / image project… ?&lt;/li&gt;&lt;li&gt;Graffiti archaeology project&lt;/li&gt;&lt;li&gt;Time-lapse as a tool: mapping crowds&lt;/li&gt;&lt;li&gt;Threshold linear key as a tool: RCA project…&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Diagrammatic / information mapping&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Tufte&lt;/li&gt;&lt;li&gt;Information diagrams representing time, space, actions, events, people, cause/effect&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Collaborative mapping&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Multiple authorship over shared themes&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Sarah&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Presented her NY Green Space project, in which access to green space is correlated with socio-economic factors. See Social Design Notes weblog.&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Some ideas for mapping&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Children’s tactile book: sandpaper for asphalt, felt for grass&lt;/li&gt;&lt;li&gt;Litter, sky cover, text, colours, people, edges, boundaries, nodes&lt;/li&gt;&lt;li&gt;Use GPS and digital camera. Use a compass to always orient the camera to north, or a relevant reference. Then map the space with textures or sky cover (down or up). Could make a great map.&lt;/li&gt;&lt;li&gt;A method for collaborative presentation might be to use a projector to trace physical space onto a wall or large open space, then to layer drawn annotations. A public presentation could be achieved by projecting digital data (photos, textures, movement) onto this annotated area, for interesting layered correlations.&lt;/li&gt;&lt;li&gt;Everyone has their own agenda when approaching a space: personal ways of looking, awareness, attractions and unattractions. Could try to map what a space makes you think instantly, from one vantage point, or multiple correlated vantage points.&lt;/li&gt;&lt;li&gt;Bluetooth mapping of devices. Our personal ‘auras’ are becoming public and this might be useful for mapping.&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;What kind of data can we collect about the city and its usage, that is really reliable and plentiful?&lt;/h3&gt;
&lt;p&gt;The audioscrobbler mapping example shows how really simple data can be mapped into extraordinarily useful spatial representations, just because it’s high-quality and plentiful.&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Geographic data is potentially plentiful, because a lot of effort is put into mapping space&lt;/li&gt;&lt;li&gt;What other things are mapped with effort, or easily?&lt;/li&gt;&lt;/ul&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Conference</category><category>Mapping</category><category>Mobility</category><category>Place</category><category>Social</category><category>Space Syntax</category><category>Spatial Annotation</category><category>Travel</category><category>Urbanism</category></item><item><title>Mobile outskirts workshop</title><link>https://www.elasticspace.com/2004/06/mobile-outskirts/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/06/mobile-outskirts/</guid><description>Notes from the 2004 Mobile Outskirts workshop in Lofoten, a 15-hour bus ride from Trondheim to the islands with a bus full of GPS receivers and cameras.</description><pubDate>Sun, 20 Jun 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;A bus full of GPS receivers, cameras and &lt;a href=&quot;https://web.archive.org/web/20040805145742/http://www.boutiquevizique.com:80/analoGps/&quot;&gt;impromptu artworks&lt;/a&gt; drove fifteen hours from Trondheim up to the islands of Lofoten. The workshop &lt;a href=&quot;https://web.archive.org/web/20040808041328/http://locative.rixc.lv:80/tcm/workshops/index.cgi?Location_Norway&quot;&gt;wiki&lt;/a&gt; and &lt;a href=&quot;https://web.archive.org/web/20040717172122/http://aware.uiah.fi:80/packet/?id=TCM&quot;&gt;media archive&lt;/a&gt; are being kept updated via fairly limited wireless coverage.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;A short dispatch from the Mobile Outskirts workshop in Lofoten, June 2004, part of the &lt;a href=&quot;https://www.elasticspace.com/2004/05/transcultural-mapping/&quot;&gt;Trans-cultural Mapping workshop series&lt;/a&gt;. A painless and creative bus drive up the Norwegian coast.&lt;/em&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Art</category><category>Conference</category><category>GPS</category><category>Locative Media</category><category>Mapping</category><category>Media</category><category>Mobility</category><category>Place</category><category>Technology</category><category>Travel</category></item><item><title>Outside In</title><link>https://www.elasticspace.com/2004/06/outside-in/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/06/outside-in/</guid><description>Notes from Outside In, a two-day forum at Röda Sten in Gothenburg, June 2004, on new voices, media and practices in the design and use of public space.</description><pubDate>Tue, 15 Jun 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Outside In was a two-day forum at Röda Sten in Gothenburg on 14–15 June 2004, about new voices, media and practices in the design and use of public space. The venue is extraordinary: below a suspension bridge, surrounded by huge concrete creations. Really windy outside, calm inside the lecture space.&lt;/p&gt;
&lt;p&gt;These are my notes from the talks, written on the day. Occasional asides in italics are things I’ve added looking back. I’ve left the note form mostly as-is.&lt;/p&gt;
&lt;hr /&gt;
&lt;h2&gt;Day 1, Session 2: Hacking the streets&lt;/h2&gt;
&lt;p&gt;&lt;em&gt;(I missed the first workshop of the day.)&lt;/em&gt;&lt;/p&gt;
&lt;h3&gt;Space Hijackers&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Putting memories in spaces. Spaces aren’t the same after having been disrupted. After ‘Reclaim the Streets’ or a Circle Line party you can’t see the space in the same way.&lt;/li&gt;&lt;li&gt;Distinction between public and private. What is it?&lt;/li&gt;&lt;li&gt;Public space doesn’t exist anymore.&lt;/li&gt;&lt;li&gt;Ken Livingstone’s new City Hall is half-private, half-public, private investment was involved in the building, so protests cannot happen outside.&lt;/li&gt;&lt;li&gt;Do we need institutions in order to do events? Is that the only way to do them legally?&lt;/li&gt;&lt;li&gt;What’s stopping people from doing these things is not necessarily capitalism but the fear of looking like a pillock. Self-regulation is a big factor. Can spark things to let down inhibitions or shackles. Example of the scooter, became a kids’ toy and then it wasn’t cool anymore.&lt;/li&gt;&lt;li&gt;What’s the connection between anarchism and these spontaneous events? Emergent order is interesting, so much control over actions and the ways people move through the city. How does this relate to anarchy? Is this anarchy?&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Zevs&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;The city is a workshop, not just walls to tag.&lt;/li&gt;&lt;li&gt;Shadows of urban furniture: really good.&lt;/li&gt;&lt;li&gt;Visual kidnapping: the Lavazza woman gets cut out of the frame.&lt;/li&gt;&lt;li&gt;Big poster with bleeding eyes.&lt;/li&gt;&lt;li&gt;Uses a high-pressure water jet to clean the city, but also to write at the same time.&lt;/li&gt;&lt;li&gt;Digs at the notion of authorship. A site where people find work on the streets.&lt;/li&gt;&lt;li&gt;The work is anonymous, but there is the projection of authorial control behind it, it’s individual and definitely authored.&lt;/li&gt;&lt;li&gt;Would be interesting to explore graffiti authorship more: how do public artists want to be recognised?&lt;/li&gt;&lt;li&gt;Managing the mystique around the work and the author.&lt;/li&gt;&lt;li&gt;Difference between author and instigator.&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20040610153805/http://www.paris-art.com:80/modules-modload-interviews-travail-1592.html&quot;&gt;Interview&lt;/a&gt;.&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20040626115840/http://www.visual-kidnapping.org:80/&quot;&gt;Visual Kidnapping&lt;/a&gt;.&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Akim (3D Bombing)&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Polystyrene models, matched to fit specific city spaces.&lt;/li&gt;&lt;li&gt;City of names: what if the writers are the ones who build the houses?&lt;/li&gt;&lt;/ul&gt;
&lt;hr /&gt;
&lt;h2&gt;Day 2, Session 3: Network experience&lt;/h2&gt;
&lt;h3&gt;Jonah Brucker-Cohen&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Wants to deconstruct network context.&lt;/li&gt;&lt;li&gt;Context is the physical and social situation in which computation sits.&lt;/li&gt;&lt;li&gt;How does the network affect the output and experience?&lt;/li&gt;&lt;li&gt;Companies are claiming ownership of space through signal strength, strengthening signals to drown out free competition.&lt;/li&gt;&lt;li&gt;WiFiHog: saps all WiFi bandwidth.&lt;/li&gt;&lt;li&gt;LAN party versus flash mob.&lt;/li&gt;&lt;li&gt;Simpletext: collaborative SMS image-searching on large screens.&lt;/li&gt;&lt;li&gt;Re-mapping and changing the context of interfaces: what about shifting consequences, changing the input/output relationship?&lt;/li&gt;&lt;li&gt;Assigns an image search to inputted text messages and displays via Jitter/Max.&lt;/li&gt;&lt;li&gt;Steven Levy quote on hackers.&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Katherine Moriwaki&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Altering space by altering the body.&lt;/li&gt;&lt;li&gt;The character of a space.&lt;/li&gt;&lt;li&gt;Remnants of things, people, individuals.&lt;/li&gt;&lt;li&gt;Put magnets on wrists and fingers and bodies to reveal the proximity of electronic devices: unexpected connections to other people and lampposts. Nice.&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Pedro Sepúlveda Sandoval. Data Climates&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Living in a scanscape city.&lt;/li&gt;&lt;li&gt;Electronic space, synthetic city.&lt;/li&gt;&lt;li&gt;The congestion charge as a walled city, in electronic space.&lt;/li&gt;&lt;li&gt;London has the highest density of CCTV in the world.&lt;/li&gt;&lt;li&gt;Will we decide to travel to areas based on the quality of electronic space?&lt;/li&gt;&lt;li&gt;A new architectural language for electronic space.&lt;/li&gt;&lt;li&gt;Houses without windows, just cameras, you can start to control life inside, or choose to use the weather channel as windows.&lt;/li&gt;&lt;li&gt;Pay a fee for personal surveillance: ask them to watch you all the way to the supermarket.&lt;/li&gt;&lt;li&gt;The city of Yokohama was brought down by the coming-of-age party for 40,000 teenagers: the networks were overloaded with messages, because the teenagers didn’t want to talk face to face.&lt;/li&gt;&lt;li&gt;Palm trees as cell towers (seen in South Africa).&lt;/li&gt;&lt;li&gt;Looked at a community in Hackney that were campaigning not to have a cell phone tower.&lt;/li&gt;&lt;li&gt;Designed a house for them that would shield them from the signals, but they’d have to give up cell connectivity. Designed so that windows would open and close based on calls being made, or would give them 10-minute windows to make calls every 2 hours.&lt;/li&gt;&lt;li&gt;Digital shelter: stand inside the line.&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Round up&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;These presentations all use the strategy of showing ‘hypothetical products’ that are really non-products. They’re doing this rather than providing platforms or design methodologies, or distributing resources and infrastructures for people to design their own systems. I understand the need for designers as visionaries, but this could be more valuable and useful.&lt;/li&gt;&lt;li&gt;Specialists in electronic space could be similar to lighting design specialists in the ’70s: will grow into a general field of understanding.&lt;/li&gt;&lt;li&gt;Platforms and infrastructure for technology is beyond architects, but understanding the use and consequences is really important.&lt;/li&gt;&lt;/ul&gt;
&lt;hr /&gt;
&lt;h2&gt;Session 4&lt;/h2&gt;
&lt;h3&gt;Jocko Weyland&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Skateboarding as adaptive design: difference between skate parks and the street. Skate parks become designed over time to mimic certain aspects of streets, but also according to innate, human skaters’ needs. A combination of factors goes into a good skateboarding space: free, alcohol, quality, location.&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Swoon&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;New to New York. Wanted to work outside gallery space, inspired by the collage of city streets. Not from a graffiti background, and being female, can do certain things outside the norms of graffiti.&lt;/li&gt;&lt;li&gt;Changes billboards during the day, looks official.&lt;/li&gt;&lt;li&gt;Open democratic visual space.&lt;/li&gt;&lt;li&gt;A visual direct democracy.&lt;/li&gt;&lt;li&gt;Cuba used to have street art as a means of free expression, outlawed by dictatorship.&lt;/li&gt;&lt;li&gt;Makes lightboxes with imagined cities and mounts them on the reverse side of construction site walls, with peepholes, ‘peer here’.&lt;/li&gt;&lt;li&gt;Interesting mix of opportunism and ‘designed intervention’.&lt;/li&gt;&lt;li&gt;Sometimes driven purely by visual interest.&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Michael Rakowitz&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Mike Davis: “Public is phantom.”&lt;/li&gt;&lt;li&gt;Bedouin as a model of sustainable nomadic communities.&lt;/li&gt;&lt;li&gt;Homeless use waste air from air conditioning (airvac exhaust ports) to stay warm and dry.&lt;/li&gt;&lt;li&gt;Homeless have receded to the peripheral vision of the public, want to see and be seen.&lt;/li&gt;&lt;li&gt;Seeing is important for living nomadically in the city.&lt;/li&gt;&lt;li&gt;Started to map the heat and the power of the exhaust fans in the city. Found a high one at MIT plasma lab.&lt;/li&gt;&lt;li&gt;Re-routed smell from a bakery to an art gallery, to subvert a ‘high art’ re-appropriation of space.&lt;/li&gt;&lt;/ul&gt;
&lt;hr /&gt;
&lt;h2&gt;Workshop: Loop City&lt;/h2&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20040629162053/http://residence.aec.at:80/wegzeit&quot;&gt;Dietmar Offenhuber&lt;/a&gt; &amp;amp; Sara Hodges.&lt;/li&gt;&lt;li&gt;Showed Zbigniew Rybczynski’s film &lt;a href=&quot;https://web.archive.org/web/20040814134155/http://www.microcinema.com:80/titleResults.php?content_id=1190&quot;&gt;New Book&lt;/a&gt; using 9 frames: a good way of mapping space in the city. Starts off and the viewer is not sure if each frame is occurring synchronously or in the same space, but a bus passes between all of the frames and the spatial link is made immediately. There’s also a point where a plane flies overhead and all the actors look up, showing time synchronicity too.&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Looking at the city&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;as a set of repeated actions&lt;/li&gt;&lt;li&gt;as a playground (situationists)&lt;/li&gt;&lt;li&gt;as a balance of social as well as physical architectures&lt;/li&gt;&lt;/ul&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Architecture</category><category>Art</category><category>Conference</category><category>Experience Design</category><category>Interaction Design</category><category>Mapping</category><category>Media</category><category>Mobility</category><category>Place</category><category>Travel</category><category>Urbanism</category></item><item><title>Notcon 04</title><link>https://www.elasticspace.com/2004/06/notcon/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/06/notcon/</guid><description>Notcon 04 notes: Spotcodes, circular barcodes for mobile phone interaction; and Reverend Rat&apos;s 10-watt long-range Bluetooth receiver.</description><pubDate>Mon, 07 Jun 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;A circular barcode printed on a sticker, small enough to fit on a poster edge. Point a Nokia Series 60 camera phone at it and the phone reads 42 bits of data, enough to trigger a URL, a Bluetooth handshake, a position fix. Spotcodes.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Two things from &lt;a href=&quot;http://www.notcon04.com/&quot;&gt;Notcon 04&lt;/a&gt; in London worth writing up. A May 2004 not-con organised by Yoz Grahame and others, as a cheap and unstructured alternative to the more formal industry events. Notes below.&lt;/em&gt;&lt;/p&gt;
&lt;h3&gt;Barcodes for spatial markup and control&lt;/h3&gt;
&lt;p&gt;&lt;a href=&quot;https://web.archive.org/web/20040630191807/http://www.highenergymagic.com:80/spotcode/index.html&quot;&gt;Spotcodes&lt;/a&gt; use a very &lt;a href=&quot;https://web.archive.org/web/20040704223804/http://www.highenergymagic.com:80/spotcode/symbols.html&quot;&gt;simple circular barcode&lt;/a&gt; to mark objects for interaction with a camera-equipped phone.&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Requires a &lt;a href=&quot;https://web.archive.org/web/20040630190321/http://www.highenergymagic.com:80/spotcode/download.html&quot;&gt;small application&lt;/a&gt; running on a Series 60 phone to scan barcodes with the built-in camera&lt;/li&gt;&lt;li&gt;Each barcode can currently store 42 bits of data using technology modified from iris tracking and wavelet technologies (as far as I understood)&lt;/li&gt;&lt;li&gt;Potential for more data by increasing the number of rings, but the current setup is a compromise for low-quality cameraphone cameras&lt;/li&gt;&lt;li&gt;The phone application can determine the phone’s position relative to the barcode by the elliptical distortion of the circle, potentially useful for accurate tracking with multiple spots&lt;/li&gt;&lt;li&gt;The phone application communicates via Bluetooth or GPRS, using the barcodes as triggers for interactions&lt;/li&gt;&lt;li&gt;Coded ‘close to the hardware’ to do barcode calculation on video input in realtime; Java/Symbian apps don’t have an API for realtime video input&lt;/li&gt;&lt;li&gt;In commercial use via &lt;a href=&quot;http://www.bango.net&quot;&gt;Bango&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Bluetooth mapping&lt;/h3&gt;
&lt;p&gt;&lt;a href=&quot;https://web.archive.org/web/20040607014132/http://www.spy.org.uk:80/ratblog/&quot;&gt;Reverend Rat&lt;/a&gt; demoed his 10-watt Bluetooth receiver, ten times more powerful than a 35-mile 802.11b receiver, and a hundred times more powerful than a Bluetooth dongle.&lt;/p&gt;
&lt;p&gt;Not particularly interesting in itself, but from a high vantage point it might be used to map usage patterns in urban areas or track the flow of people and devices.&lt;/p&gt;
&lt;h3&gt;Some photos&lt;/h3&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/notcon/notcon01.jpg&quot; alt=&quot;Public markup of Notcon 04 session schedule on a venue wall&quot; /&gt;&lt;figcaption&gt;Nice impromptu public markup&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/notcon/notcon02.jpg&quot; alt=&quot;Inside the Notcon 04 venue&quot; /&gt;&lt;figcaption&gt;Inside&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/notcon/notcon03.jpg&quot; alt=&quot;Outside the Notcon 04 venue&quot; /&gt;&lt;figcaption&gt;Outside&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/notcon/notcon04.jpg&quot; alt=&quot;Anil demonstrating test Spotcode barcodes on a camera phone&quot; /&gt;&lt;figcaption&gt;Anil demonstrates test barcodes for Spotcode&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/notcon/notcon05.jpg&quot; alt=&quot;Reverend Rat scanning for Bluetooth devices with a long-range receiver&quot; /&gt;&lt;figcaption&gt;Reverend Rat discovers Bluetooth devices&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/notcon/notcon06.jpg&quot; alt=&quot;Celia and Rod at Notcon 04&quot; /&gt;&lt;figcaption&gt;Celia and Rod&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/notcon/notcon07.jpg&quot; alt=&quot;Informal gathering of attendees at Notcon 04&quot; /&gt;&lt;figcaption&gt;Geeks&lt;/figcaption&gt;&lt;/figure&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Art</category><category>Barcodes</category><category>Conference</category><category>Media</category><category>Mobile</category><category>Technology</category><enclosure url="https://www.elasticspace.com/images/notcon/notcon01.jpg" length="28336" type="image/jpeg"/></item><item><title>Mobile social software applications</title><link>https://www.elasticspace.com/2004/06/mobile-social-software/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/06/mobile-social-software/</guid><description>A 2004 reference list of mobile social software: Jabberwocky, Fluidtime, Dodgeball, Plazes, Mamjam, the first wave of location-aware services before smartphones.</description><pubDate>Sun, 06 Jun 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;A list of mobile social software applications from 2004: Jabberwocky tracking familiar strangers, Fluidtime routing public transport in Turin, Dodgeball pinging your friends when they’re within ten blocks of you, Plazes tagging your location for the public, Mamjam chatting with others at the same venue by SMS. The first wave of location-aware social services, before smartphones.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;A growing list I compiled in June 2004 during early PhD research into mobile and locative systems. Descriptions below are taken from each project’s own site. Most of the projects are long gone; the list is preserved as a snapshot of what mobile social software looked like before the iPhone. Companion to the &lt;a href=&quot;https://www.elasticspace.com/2004/06/spatial-annotation/&quot;&gt;spatial annotation projects list&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;
&lt;h3&gt;Jabberwocky / Familiar Strangers&lt;/h3&gt;
&lt;p&gt;This research project explores our often ignored yet real relationships with Familiar Strangers. We describe several experiments and studies that lead to a design for a personal, body-worn, wireless device that extends the Familiar Stranger relationship while respecting the delicate, yet important, constraints of our feelings and relationships with strangers in pubic places.&lt;/p&gt;
&lt;h3&gt;Encounter bubbles&lt;/h3&gt;
&lt;p&gt;A visualization tool based on &lt;a href=&quot;https://web.archive.org/web/20040624064519/http://scott.lederer.name:80/projects/mobster.html&quot;&gt;Mobster&lt;/a&gt; that enables users to explore their social encounters in new ways. Designed to be an open framework on which locative (meaning location-based) networking applications can be built.&lt;/p&gt;
&lt;h3&gt;TraceEncounters&lt;/h3&gt;
&lt;p&gt;A social network tracking and visualization project. The project distributes a set of small stickpins, each of which uses limited-rage infrared data exchange to remember every other pin that it encounters. When pin wearers come to a central location to view the accreting network, they see a thousand circles on a plasma display panel, each representing a pin.&lt;/p&gt;
&lt;h3&gt;Fluidtime&lt;/h3&gt;
&lt;p&gt;The first of these services is aimed at public transport users in Turin. While on the move, travellers can find dynamic information on mobile screen-based devices while at home or at the office, people can find the same information on physical display units. The other service is a personalised and flexible scheduling system to help Interaction-Ivrea students organise shared laundry facilities; mobile and stationary tools give them constant updates about the progress of their laundry cycle.&lt;/p&gt;
&lt;h3&gt;Mobster&lt;/h3&gt;
&lt;p&gt;Affords the social creation and excavation of proximity history. At its core is a simple question: Who was near who when? Software on users’ mobile devices (laptops, cell phones, PDAs) monitors the presence of nearby devices (Wi-Fi hotspots, cell towers, Bluetooth devices), from which Mobster infers historical proximity models. We call these sociospatial histories.&lt;/p&gt;
&lt;h3&gt;WiFi Bedouin&lt;/h3&gt;
&lt;p&gt;Expanding the possible meaning and metaphors about access, proximity, wireless and WiFi. This access point is not the web without wires. Instead, it is its own web, an apparatus that forces one to reconsider and question notions of virtuality, materiality, displacement, proximity and community.&lt;/p&gt;
&lt;h3&gt;Tuna&lt;/h3&gt;
&lt;p&gt;A mobile wireless application that allows users to share their music locally through handheld devices.&lt;/p&gt;
&lt;h3&gt;Jukola&lt;/h3&gt;
&lt;p&gt;An interactive MP3 Jukebox device designed to allow a group of people in a public space to democratically choose the music being played. A public display is used to nominate songs which are subsequently voted on by people in the bar using networked wireless handheld devices.&lt;/p&gt;
&lt;h3&gt;Mamjam&lt;/h3&gt;
&lt;p&gt;One of the first location-based instant messaging platform for mobile phones. Asks the user to input location, and then creates links to others in the same space. (&lt;a href=&quot;https://www.elasticspace.com/2001/06/mobile-interaction-design-case-study/&quot;&gt;Case study here&lt;/a&gt;)&lt;/p&gt;
&lt;h3&gt;Dodgeball&lt;/h3&gt;
&lt;p&gt;Tell us where you are and we’ll tell you who and what is around you. We’ll ping your friends with your whereabouts, let you know when friends-of-friends are within 10 blocks, allow you to broadcast content to anyone within 10 blocks of you or blast messages to your groups of friends.&lt;/p&gt;
&lt;h3&gt;BEDD&lt;/h3&gt;
&lt;p&gt;A Bluetooth-enabled mobile social medium that allows people to meet, interact and communicate.&lt;/p&gt;
&lt;h3&gt;BuzZone&lt;/h3&gt;
&lt;p&gt;Using Bluetooth-enabled laptops and PDAs to find new contacts, communicate over small distances, and share information related to their business.&lt;/p&gt;
&lt;h3&gt;TxtMob&lt;/h3&gt;
&lt;p&gt;A service that lets you quickly and easily share txt messages with friends, comrades, and total strangers. The format is similar to an email b-board system. You can sign up to send and receive messages from various groups, which are organized around a range of different topics.&lt;/p&gt;
&lt;h3&gt;IcyPole&lt;/h3&gt;
&lt;p&gt;Uses Bluetooth to detect the proximity of other devices and determine whether there is a match between users? entertainment profiles. The application can be used as a platform for personal area network music discovery, file exchange and/or sampling, as well as for social networking based on similar entertainment interests.&lt;/p&gt;
&lt;h3&gt;Peepsnation&lt;/h3&gt;
&lt;p&gt;Enables users to connect with others with a similar interest that meet your filter criteria using user-definable groups tied to a specific location.&lt;/p&gt;
&lt;h3&gt;Proxidating&lt;/h3&gt;
&lt;p&gt;Using bluetooth technology, ProxiDating allows you to meet people with common interests.&lt;/p&gt;
&lt;h3&gt;Plazes&lt;/h3&gt;
&lt;p&gt;Plazes is a web service offering information on people and places based on your location. It enables you to tag your location and announce it to your friends or the world. You can find other Plazes in your vicinity or see where your friends are at the moment. It also allows you to see other people you do not know yet at the same Place.&lt;/p&gt;
&lt;h3&gt;Plink mobile&lt;/h3&gt;
&lt;p&gt;A ‘people search engine’ and social networking application. You can search for friends, see who they know and who knows them, find people with shared interests. Can use an SMS interface in the UK.&lt;/p&gt;
&lt;h3&gt;Saw you&lt;/h3&gt;
&lt;p&gt;Saw-You allows u 2 chat 2 people who go to the same social venues you do on your mobile phone. U don’t see their number and they don’t see yours.&lt;/p&gt;
&lt;h3&gt;Mobule serendipity&lt;/h3&gt;
&lt;p&gt;An application for mobile phones that can instigate interactions between you and people you don’t know. A profile, along with your mobile phone provide a connection a community of people around you.&lt;/p&gt;
&lt;h3&gt;Who at&lt;/h3&gt;
&lt;p&gt;Lets you find dates and friends anywhere, anytime. Tell WhoAt where you are and we tell you who’s nearby – all from your mobile phone, PDA, or PC.&lt;/p&gt;
&lt;h3&gt;Hocman&lt;/h3&gt;
&lt;p&gt;We have performed an ethnographic study that reveals the importance of social interaction, and especially traffic encounters, for the enjoyment of biking. We summarized these findings into a set of design requirements for a service supporting mobile interaction among motorcyclists.&lt;/p&gt;
&lt;h3&gt;ImaHima&lt;/h3&gt;
&lt;p&gt;The Japanese expression for “are you free now?”. A mobile, location-integrated, community and instant messaging service allowing users to share their current personal status (location, activity, mood) publicly and privately with their buddies and send picture and instant messages to them.&lt;/p&gt;
&lt;h3&gt;Socialight&lt;/h3&gt;
&lt;p&gt;A location-aware mobile social networking platform that allows people to connect with their friends and friends of friends in new, expressive ways.&lt;/p&gt;
&lt;h3&gt;Socializer&lt;/h3&gt;
&lt;p&gt;A distributed, peer-to-peer platform that connects a person to people and services in the same location. An open, extensible platform. New features can be developed and propagated by an open-source community running on wired as well as wireless networks.&lt;/p&gt;
&lt;h3&gt;Aware&lt;/h3&gt;
&lt;p&gt;A flexible platform that operates a spatio-temporal moblog (mobile log) allowing collective contribution and distribution of media. Considering scalable systems, comprehensive and inclusive models for participation, the project has focused upon how to communicate context-awareness, mobile experience, and its narrative potential.&lt;/p&gt;
&lt;h3&gt;Meetup&lt;/h3&gt;
&lt;p&gt;A technology platform and global network of local venues that helps people self-organize local group gatherings on the same day everywhere.&lt;/p&gt;
&lt;h3&gt;Modus&lt;/h3&gt;
&lt;p&gt;Music in a venue should reflect the taste of the people in that space, not the owner of the jukebox or the people working behind the bar. What if a jukebox allowed people to add their own music or could help you remember what was played at a particular time? What if the box was aware of who was in the room and could queue up your favorite songs as you walked through the door?&lt;/p&gt;
&lt;h3&gt;Traces of fire&lt;/h3&gt;
&lt;p&gt;Transmitters, embedded in cigarette lighters deliberately lost in carefully chosen pubs, illuminate the social relationships underlying daily habits of travel, entertainment and (nicotine) gifting.&lt;/p&gt;
&lt;h3&gt;Ashphalt games&lt;/h3&gt;
&lt;p&gt;An Internet-enhanced street game in which players stage and document small interventions or “stunts” on the street corners of New York in order to claim turf on a virtual map of the city. The game is an experiment in collectively reimagining commonplace views of New York. By providing an online counterpart to the urban environment, it allows players to share their visions of the city with others.&lt;/p&gt;
&lt;h3&gt;Crowd surfer&lt;/h3&gt;
&lt;p&gt;Enables a user to surf for other Bluetooth devices and get in contact with them, primarily designed for a campus environment.&lt;/p&gt;
&lt;h3&gt;Pocket rendezvous&lt;/h3&gt;
&lt;p&gt;A web server for the Pocket PC that advertises itself to other Pocket PCs in the neighbourhood wirelessly using ad-hoc WiFi networks and Rendezvous.&lt;/p&gt;
&lt;h3&gt;Meetingpoint&lt;/h3&gt;
&lt;p&gt;A contact/messaging application using Bluetooth wireless technology. Runs on Smartphones/PDA or PC and helps people to meet in mobile situations.&lt;/p&gt;
&lt;h3&gt;Activematch&lt;/h3&gt;
&lt;p&gt;Enables users to find their ‘ideal partner’ on the spot (unity of time and venue). Works in any GPRS network and on all  mobile phones with Symbian OS and Nokia’s Series 60 platform.&lt;/p&gt;
&lt;h3&gt;Urban Plexus&lt;/h3&gt;
&lt;p&gt;Cell phone software that enables Members to communicate with others, blog, chat in forums, file share, publish events, locate others, buy &amp;amp; sell, geo-tag locations and play games.&lt;/p&gt;
&lt;h3&gt;nTag ( Research )&lt;/h3&gt;
&lt;p&gt;An event communications system using wearable computers that improve networking among event participants while streamlining event management.&lt;/p&gt;
&lt;h3&gt;Playtxt&lt;/h3&gt;
&lt;p&gt;A mobile location based friendship and flirting network. Built with a mobile messaging engine, it offers full web integration and dating, flirting and friends networking capabilities, including six degrees of seperation, all mobile enabled.&lt;/p&gt;
&lt;h3&gt;Mtone&lt;/h3&gt;
&lt;p&gt;A social networking multi-user game “Cell Phone” is based on the popular Chinese movie of the same name. This comedy movie was directed by one of China’s best known directors, Feng Xiaogang. Customers play this multi-combining romance and SMS and MMS.&lt;/p&gt;
&lt;h3&gt;Tagtext&lt;/h3&gt;
&lt;p&gt;Download pictures, wallpapers, screensavers and avatars to use for Bluejacking.&lt;/p&gt;
&lt;h3&gt;Bluetooth against Bush&lt;/h3&gt;
&lt;p&gt;Uses bluetooth enabled devices (mobile phones, PDA’s, laptop computers) to create moments of ad-hoc solidarity for people opposed to George W. Bush.&lt;/p&gt;
&lt;h3&gt;Wavemarket&lt;/h3&gt;
&lt;p&gt;A suite that can turn a mobile phone user into an on-location broadcaster. You can add information and commentary about restaurant reviews to safety tips. You can find a buddy, or track a truck, inspect a neighborhood for real estate or child safety. It’s good for both social and business and it puts the power of blogging technology into the hands of the masses.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Projects</category><category>Experience Design</category><category>Interaction Design</category><category>Locative Media</category><category>Media</category><category>Mobile</category><category>Mobility</category><category>Place</category><category>Social</category><category>Technology</category><category>Urbanism</category></item><item><title>Spatial annotation projects</title><link>https://www.elasticspace.com/2004/06/spatial-annotation/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/06/spatial-annotation/</guid><description>A 2004 reference list of spatial annotation projects: Murmure, Yellow Arrow, Grafedia, Urban Tapestries and dozens of others from the locative-media field.</description><pubDate>Wed, 02 Jun 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;A snapshot of the locative-media field in mid-2004. Murmure collecting stories in Vancouver’s Chinatown with telephone access at each location, Yellow Arrow putting physical stickers onto places as pointers to digital content, Grafedia hyperlinking handwritten text by email, Urban Tapestries mapping local knowledge onto the city of London.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;A reference list I compiled in June 2004 during early PhD research into locative media and spatial annotation. Descriptions below are taken from each project’s own site; the list includes only projects that mark space, not mobile social software or dynamic gaming, not smart-mobs or friend-finders or GPS drawing projects, with a couple of exceptions for spatial platforms that attempt to standardise how we mark up space. Most of the project links below are now dead. The list is preserved here as a snapshot of a field at a particular moment. Thanks to &lt;a href=&quot;https://web.archive.org/web/20040929102044/http://stage.itp.nyu.edu:80/~tigoe/pcomp/&quot;&gt;physcomp&lt;/a&gt;, &lt;a href=&quot;http://interactionfield.com/&quot;&gt;interactionfield&lt;/a&gt; and &lt;a href=&quot;https://web.archive.org/web/20040122144710/http://aware.uiah.fi:80/&quot;&gt;aware&lt;/a&gt; for inspiration.&lt;/em&gt;&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/spatial-annotation/yellowarrow01.jpg&quot; alt=&quot;Yellow Arrow&quot; /&gt;&lt;figcaption&gt;Image from Yellow Arrow project.&lt;/figcaption&gt;&lt;/figure&gt;
&lt;h3&gt;Murmure&lt;/h3&gt;
&lt;p&gt;An archival audio project that has collected stories set in specific locations throughout Vancouver’s Chinatown. At each of these locations, a murmur sign marks the availability of a story with a telephone number and location code. By using a mobile phone, people can listen to the story of that place while engaging in the full physical experience of being there. Some stories suggest that the listener walk around, following a certain path through a place, while others allow a person to wander with both their feet and their gaze.&lt;/p&gt;
&lt;h3&gt;Area Code&lt;/h3&gt;
&lt;p&gt;Invites you to collect and reflect upon your immediate environment, and enables new forms of engagement and information exchange between person and place. Areacode aims to inspire comments about the affect of urban regeneration in the city.&lt;/p&gt;
&lt;h3&gt;Yellow Arrow&lt;/h3&gt;
&lt;p&gt;A physical sticker allows people to mark places of interest, then tell a story about it using a photographic record.&lt;/p&gt;
&lt;h3&gt;Grafedia&lt;/h3&gt;
&lt;p&gt;Grafedia is hyperlinked text, written by hand onto physical surfaces and linking to rich media content – images, video, sound files, and so forth. It can be written anywhere – on walls, in the streets, or in bathroom stalls. Grafedia can also be written in letters or postcards, on the body as tattoos, or anywhere you feel like putting it. Viewers “click” on these grafedia hyperlinks with their cell phones by sending a message addressed to the word + “@grafedia.net” to get the content behind the link.&lt;/p&gt;
&lt;h3&gt;The Blue Plaque project&lt;/h3&gt;
&lt;p&gt;Collect all of the plaques in London, and then to put the people and events they commemorate in context – with their time, their contemporaries, and location.&lt;/p&gt;
&lt;h3&gt;Implementation&lt;/h3&gt;
&lt;p&gt;Implementation begins as sheets of stickers, with a different text on each sticker. We will distribute these sheets to individuals, both personally and via post. Instructions, asking people to peel the stickers off and place them in an area viewable by the public, will accompany the sheets.&lt;/p&gt;
&lt;h3&gt;Talking street&lt;/h3&gt;
&lt;p&gt;Using everyday technologies, like your own cell phone, Talking Street offers new ways to explore a destination. It’s having an ultra-savvy resident show you around — a guide who can reveal what a place is really like, and how it got that way.&lt;/p&gt;
&lt;h3&gt;The intelligent street&lt;/h3&gt;
&lt;p&gt;The intelligent street will enhance the experience of users in both locations by creating a gentle sonic playground that reflects the cultures of its users, entertain and act as a talking point. Users will be able to interract by sending SMS messages from their mobile phone. A display in each location and on the web will give optional information about how users are engaging.&lt;/p&gt;
&lt;h3&gt;Neighbornode&lt;/h3&gt;
&lt;p&gt;Group message boards on wireless nodes, placed in residential areas and open to the public. These nodes transmit signal for around 300 feet, so everyone within that range has access to the board and can read and post to it.&lt;/p&gt;
&lt;h3&gt;TAG: Scripting Presence&lt;/h3&gt;
&lt;p&gt;The inundation of consumer and mass media advertisements has eroded the presence of the individual within the city. In my thesis, I will explore how we can reclaim our physical landscape by reinserting the individual through visual representation into her/his urban environment. My intent is to create a momentary place to communicate messages of self-expression contributing to a network in which the next user can connect and experience.&lt;/p&gt;
&lt;h3&gt;R-Click&lt;/h3&gt;
&lt;p&gt;An area-information service from NTT DoCoMo incorporating mobile phones and a “wireless tag” device. A small, handheld RFID device will enable users to receive a wide variety of area information as they walk around the new metropolitan cultural complex of shops, restaurants, entertainment facilities, residences and hotels (Roppongi Hills).&lt;/p&gt;
&lt;h3&gt;Public Play Spaces&lt;/h3&gt;
&lt;p&gt;A platform for creative work exploring the playful, emotional and appropriate incorporation of technology into everyday public life. Drawing on our combined background in art, architecture, game and interaction design, the work focuses on developing both innovative design methods and experimental prototypes for social interventions in public space.&lt;/p&gt;
&lt;h3&gt;Trailblazer&lt;/h3&gt;
&lt;p&gt;A computer-mediated communication tool for supporting a virtual community. It attempts to integrate aspects of physical activity by community members in the real world into the virtual environment and to provide a structure for discourse around those activities.&lt;/p&gt;
&lt;h3&gt;34 North 118 West&lt;/h3&gt;
&lt;p&gt;Lets the user uncover samples of Los Angeles’s hidden history as s/he navigates through the multi-layered depths of downtown’s most poetic and surreal space. The result is a new kind of ‘scripted space’…&lt;/p&gt;
&lt;h3&gt;InterUrban&lt;/h3&gt;
&lt;p&gt;A user-driven experience that responds to participant’s amble through the city streets. Factors such as the distance traveled by the listener, time of day and proximity to fictive events, determine how the narrative unfolds.&lt;/p&gt;
&lt;h3&gt;Hidden natures&lt;/h3&gt;
&lt;p&gt;Location based narrative. Texts read by actors are the voices of the characters you hear as you walk through a space. A double headed arrow on the screen of your pocket computer (PDA) indicates the narrative direction – the future in one direction and the past another&lt;/p&gt;
&lt;h3&gt;Greyworld: Telescapes&lt;/h3&gt;
&lt;p&gt;Visitors discover a soundscape of messages left for them by both the artists and the public via voice and email. This interactive installation calls attention to how advances in cellular and wireless technologies contribute to the ubiquity of personal communications in public spaces, while illuminating the relationship between the built environment and the invisible networks that make these fleeting exchanges possible.&lt;/p&gt;
&lt;h3&gt;Geoloqus&lt;/h3&gt;
&lt;p&gt;Geoloq.us is a service that lets users leave behind memories, comments and digital artefacts in a physical location, for others to discover and enjoy. A cameraphone with a web browser is all you need to use geoloq.us; browse pictures from the place you’re at, comment a location or a picture and find out what’s nearby. Tag your items and surf those tags for similar items from other people in other places.&lt;/p&gt;
&lt;h3&gt;GeoNotes&lt;/h3&gt;
&lt;p&gt;Based on positioning technology, allows people to attach virtual notes to real world locations. When other people pass the location, they will be notified about the note and will be able to read it. GeoNotes allows mass-annotations with no or little restrictions on accessing others’ GeoNotes. It is also social in the way it incorporates social filtering techniques to sort out unwanted GeoNotes.&lt;/p&gt;
&lt;h3&gt;GeoStickies&lt;/h3&gt;
&lt;p&gt;An interactive public art project that enables us to make and access to collective of personal memory that could have been overlaid on to urban space. The project puts some “tags” of small events onto geographical fields so that the audience can feel correspondence between “Information space” and “Urban space”. The audience will find tiny electronic memorials for tiny events. But those are only visible or able to be experienced through mobile phones.&lt;/p&gt;
&lt;h3&gt;GeoGraffiti&lt;/h3&gt;
&lt;p&gt;To demonstrate the concept of waypoint sharing we have been developing a number of waypoint sharing applications. These applications access the waypoint lists for retrieval and storage of waypoint data and other accessory information, such as text, images, audio, video, or links to other information.&lt;/p&gt;
&lt;h3&gt;Digital Graffiti (Siemens)&lt;/h3&gt;
&lt;p&gt;The application allows mobile phone owners to send a message, similar to an SMS (Short Message Service), to a geographical point where it appears on the screens of other users passing through the defined location. Unlike an SMS, the message is not sent to a person but rather to a location, and can be received by a number of mobile phone users entering the defined radius.&lt;/p&gt;
&lt;h3&gt;Ambient Wood&lt;/h3&gt;
&lt;p&gt;An outdoor playful learning experience. Pervasive technologies are used to digitally augment a woodland in a contextually relevant way, enhancing the ?usual? physical experience available to children exploring the outdoor world. Studies show this to be a highly engaging novel experience for learners, that effectively supports collaborative learning, as well as providing preliminary guidelines for designing different ways of delivering digital information for learning.&lt;/p&gt;
&lt;h3&gt;Thingster&lt;/h3&gt;
&lt;p&gt;Lets you publish information about places. You can use thingster to discover things in your own neighborhood that might be interesting to you – and you can use thingster to publish information about things that you find interesting.  Thingster also provides signalling and discovery services for discovering other nearby folks with interests similar to your own.&lt;/p&gt;
&lt;h3&gt;World-Wide Media eXchange&lt;/h3&gt;
&lt;p&gt;The project explores possibilities with digital photographs and geographic location. The location where a photo was taken provides clues about its semantic context and offers an intuitive way to index it, even in a very large collection. The combination is powerful, but still not supported well by either the photo-software or camera-hardware industries.&lt;/p&gt;
&lt;h3&gt;Mobile Media Metadata&lt;/h3&gt;
&lt;p&gt;Leverages the spatio-temporal context and social community of media capture to infer media content.&lt;/p&gt;
&lt;h3&gt;Altavistas&lt;/h3&gt;
&lt;p&gt;An experimental project to explore how physical and electronic spaces can be designed in conjunction with each other to provide new kinds of experience in the city.&lt;/p&gt;
&lt;h3&gt;mStory&lt;/h3&gt;
&lt;p&gt;A mobile mapping and recording system built for the PocketPC platform. It integrates GPS tracking technology with a set of diary-like recording features. mStory assign a variety of attributes to recorded locations, including photos, audio recordings, narrative descriptions and icons.&lt;/p&gt;
&lt;h3&gt;Katumuisti tositarinoita Helsingista [Street memories]&lt;/h3&gt;
&lt;p&gt;Personal local stories for public listening using mobile phones &amp;amp; billboard notices.&lt;/p&gt;
&lt;h3&gt;Interactive portrait of the Liberties&lt;/h3&gt;
&lt;p&gt;An interactive digital narrative application providing multimedia content to individuals and to groups, which is relevant to them at a particular point in time and space.&lt;/p&gt;
&lt;h3&gt;Section&lt;/h3&gt;
&lt;p&gt;A database video project, currently under development, that examines the embedded syntax of our routes through the city and challenges the mediated experiences of the urban environment through methods of collecting, editing and compositing video.&lt;/p&gt;
&lt;h3&gt;TRACE&lt;/h3&gt;
&lt;p&gt;A memorial environmental sound installation that is site-specific to the network of hiking trails near the Burgess Shale fossil beds in Yoho National Park, British Columbia.&lt;/p&gt;
&lt;h3&gt;Map Hub&lt;/h3&gt;
&lt;p&gt;MapHub is a web-based, multi-user, group managed information storage system and map. Collecting information about people, places, events, and notes, can help to document unseen narratives and histories in public or private theme-based Hubs.&lt;/p&gt;
&lt;h3&gt;Community Mapbuilder&lt;/h3&gt;
&lt;p&gt;Offers a range of resources to help organizations get started with standards-based online mapping. The main initial focus is creating an open source framework to allow communities to jointly build geographic databases and share them over the web.&lt;/p&gt;
&lt;h3&gt;Annotated multimedia Google map&lt;/h3&gt;
&lt;p&gt;This how-to will show you how to make your own annotated Google map from your own GPS data. Plus, you’ll be able to tie in images and video to create an interactive multimedia map.&lt;/p&gt;
&lt;h3&gt;City of memory&lt;/h3&gt;
&lt;p&gt;A narrative map of New York City that allows visitors to create a collective memory by submitting stories. Visitors link stories together by theme, creating new “neighborhoods” of narrative that can be explored by others. Stories can be recommended, giving new visitors a sense of the narrative created by the populace.&lt;/p&gt;
&lt;h3&gt;TeleTaxi&lt;/h3&gt;
&lt;p&gt;A site-specific media art exhibition in a taxicab. The taxi is outfitted with an interactive touch screen that displays video, animations, music, and information triggered by an onboard GPS(Global Positioning System) receiver which allows the displayed artwork to change depending on where the taxi is in the city.&lt;/p&gt;
&lt;h3&gt;New York Songlines&lt;/h3&gt;
&lt;p&gt;By relying on maps, signs and Manhattan’s perpendicular geography, New Yorkers have given up something important: a sense of place. If you can get from your starting place to your destination without knowing anything about the points in between, chances are you won’t pay much attention to them.&lt;/p&gt;
&lt;h3&gt;Touch Tone Tours&lt;/h3&gt;
&lt;p&gt;Delivers tour guides of popular landmarks, museums, attractions and the unusual to wireless devices. &lt;a href=&quot;https://web.archive.org/web/20040614023124/http://ctlss.com:80/&quot;&gt;More info&lt;/a&gt;.&lt;/p&gt;
&lt;h3&gt;Soundwalk&lt;/h3&gt;
&lt;p&gt;Sound recordings as guides to specific locations. Available as audio for sale or as downloaded format from Audible or iTunes.&lt;/p&gt;
&lt;h3&gt;Tag&lt;/h3&gt;
&lt;p&gt;A street activity proposed for the site of Times Square, NYC. Employing mobile phone text messaging, it focuses on increasing personal contribution and interaction to the experience of this public space. Individuals will participate with one another as they tag designated areas or ?nodes?? by displaying their inscription.&lt;/p&gt;
&lt;h3&gt;Mogi&lt;/h3&gt;
&lt;p&gt;A collecting game ‘item hunt’. The game provides a data-layer over the city of Tokyo. As you move through the city, if you check a map on your mobile phone screen, you’ll see nearby items you can pick up and nearby players you can meet or trade with.&lt;/p&gt;
&lt;h3&gt;ASAP: another spatial annotation project&lt;/h3&gt;
&lt;p&gt;Allows you to visualize your location on a map, use a GPS unit (I use a GPS-based GPS device) to mark your coordinates (or just navigate the map to find your location – especially useful in cavernous cities like Manhattan), annotate that location by titling it and giving it a description, optionally adding an icon or snapping a digital picture with the attached camera.&lt;/p&gt;
&lt;h3&gt;Urban Tapestries&lt;/h3&gt;
&lt;p&gt;A research project exploring social and cultural uses of the convergence of place and mobile technologies.&lt;/p&gt;
&lt;h3&gt;HyConExplorer&lt;/h3&gt;
&lt;p&gt;HyCon is a framework and infrastructure for context aware hypermedia systems developed primarily by the hypermedia group at the University of Aarhus, Denmark. The HyCon framework encompasses annotations, links, and guided tours associating locations and RFID- or Bluetooth-tagged objects with maps, Web pages, and collections of resources. The HyCon architecture extends upon earlier location based hypermedia systems by supporting authoring in the field and by providing access to browsing and searching information through a novel geo-based search (GBS) interface for the Web.&lt;/p&gt;
&lt;h3&gt;Herecast&lt;/h3&gt;
&lt;p&gt;Provides location-based services on a WiFi device. At its simplest level, it can tell you where you are. More advanced services can use your location to enhance information lookups, publish presence information and create games.&lt;/p&gt;
&lt;h3&gt;Texting Glances&lt;/h3&gt;
&lt;p&gt;This ambient “waiting” game establishes a symbiotic relationship between a transient audience, a waiting place, and a story engine that matches SMS inputs to image output. By incorporating culturally current messaging norms, the audience becomes an active collaborating author in a layered exploration of social familiarity and public space.&lt;/p&gt;
&lt;h3&gt;Public alley 818&lt;/h3&gt;
&lt;p&gt;Creating and performing artworks in a public alley in Boston, MA, with work selected by participants in the space and online.&lt;/p&gt;
&lt;h3&gt;One block radius&lt;/h3&gt;
&lt;p&gt;Psychogeographic survey of one block in New York, building a multi-layered portrait of a particular part of the city.&lt;/p&gt;
&lt;h3&gt;Annotate space&lt;/h3&gt;
&lt;p&gt;A project to develop experiential forms of journalism and nonfiction storytelling for use at specific locations. Stories are presented through text, images and audio files that participants can download from the Web to their handheld computers and take with them to the place of interest.&lt;/p&gt;
&lt;h3&gt;Annotated Earth&lt;/h3&gt;
&lt;p&gt;The goal of AnnotatedEarth is to create a user-driven community of quality location and spatial information, a infrastructure for accessing that information, and software that uses that information to provide location-aware information.&lt;/p&gt;
&lt;h3&gt;Embedded Theatre&lt;/h3&gt;
&lt;p&gt;A system for creating immersive narrative experiences where location is an actor. It is the result of an intensive research and design project addressing how interactive narrative can be successfully realized through mobile technology.&lt;/p&gt;
&lt;h3&gt;Tag and Scan&lt;/h3&gt;
&lt;p&gt;London-based locational application and service for mobile telephones. The technology allows users to “tag” a physical locations, placing them into meaningful context. Tags can be private or public. Other TagandScan users can scan their environment for public tags left by others. TagandScan essentially enables the community to annotate its physical features.&lt;/p&gt;
&lt;h3&gt;Spotcode&lt;/h3&gt;
&lt;p&gt;Each Spot is a circular symbol that holds data like a two dimensional bar code. Users of the latest camera phones point their phone at the Bango Spot circular symbol, click and the mobile site opens on their phone in a matter of seconds.&lt;/p&gt;
&lt;h3&gt;PDPal&lt;/h3&gt;
&lt;p&gt;A mapping application that transforms everyday activities and urban experiences into a dynamic city that you write. Engages the user through a visual transformation that is meant to highlight the way technologies that locate and orient are often static and without reference to the lively nature of urban cultural environments.&lt;/p&gt;
&lt;h3&gt;AmbieSense&lt;/h3&gt;
&lt;p&gt;Context-sensitive technology based on the use of context tags. These small electronic tags are a means of capturing and communicating information about the surroundings.&lt;/p&gt;
&lt;h3&gt;Hypertag&lt;/h3&gt;
&lt;p&gt;A commercial service allowing access to info and content on a mobile phone directly from objects like adverts and signs. It works by allowing infra-red mobile phones, and PDAs (e.g. Palm Pilots or Pocket PCs) to interact with a small electronic tag which is attached to the advert or sign.&lt;/p&gt;
&lt;h3&gt;Pathalog&lt;/h3&gt;
&lt;p&gt;Exploring the ability of a path-based publishing system, based upon GPS tracking technologies, to foster new relationships between communities of users and their environments.&lt;/p&gt;
&lt;h3&gt;Waveblog / Wavemarket&lt;/h3&gt;
&lt;p&gt;Three commercial platforms for location based services. You can add information and commentary about restaurant reviews to safety tips. Waveblog lets users upload blog-like information with geographic metadata.&lt;/p&gt;
&lt;h3&gt;Rabble&lt;/h3&gt;
&lt;p&gt;Rabble enables a new kind of self-expression that informs, entertains and connects people through the media they create. Create your channel and post location-based media – your favorite places, photos or an up-to-the-minute newsworthy event. It’s like putting virtual sticky notes on the world around you.&lt;/p&gt;
&lt;h3&gt;Earthcomber&lt;/h3&gt;
&lt;p&gt;Lets you connect with customers in a timely, efficient and positive way. By providing a direct match between a user’s favorite and something you offer, Earthcomber brings you to the customer’s attention. In multiple information screens, they can see what you offer and where you are on the map.&lt;/p&gt;
&lt;h3&gt;Timespots&lt;/h3&gt;
&lt;p&gt;Offers ‘location-based services’ on mobile devices (PocketPC/phones) enabling new uses of traditional travel and tourism services. We overcome current limitations (in reach of and access to information and services) by combining information and navigation services with communication services on one device.&lt;/p&gt;
&lt;h3&gt;Websigns&lt;/h3&gt;
&lt;p&gt;HP research labs. Using a handheld computer, cellular phone or other device, users can get information on the Web related to physical structures and objects in the immediate vicinity.&lt;/p&gt;
&lt;h3&gt;Microsoft Aura&lt;/h3&gt;
&lt;p&gt;The Advanced User Resource Annotation system (A.U.R.A.) is designed to provide the ability to access and author annotations on objects and places using machine readable tags. In our system, a user can associate text, threaded conversations, audio, images, video or other data with specific tags. Users can also review the tags and descriptions of the objects they have encountered and annotated in a custom web portal.&lt;/p&gt;
&lt;h3&gt;Active Campus&lt;/h3&gt;
&lt;p&gt;Community-oriented ubiquitous computing, exploring the problem and opportunity of sustaining community through mobile wireless technology. The two principal applications in operation are: ActiveCampus Explorer, which uses students’ locations to help engage them in campus life; and ActiveClass, a client-server application for enhancing participation in the classroom setting via small mobile wireless devices.&lt;/p&gt;
&lt;h3&gt;Mobile Augmented Reality Systems&lt;/h3&gt;
&lt;p&gt;Exploring the synergy of two promising fields of user interface research:  Augmented reality, in which 3D displays are used to overlay a synthesized world on top of the real world, and mobile computing, in which increasingly small and inexpensive computing devices, linked by wireless networks, allow us to use computing facilities while roaming the real world.&lt;/p&gt;
&lt;h3&gt;Living Memory LiMe&lt;/h3&gt;
&lt;p&gt;A network of augmented places within the local community which support the creation and meaningful distribution of informal content within that community. LiMe provides low-threshold interfaces in natural meeting and crossing points within that community, such as cafés and bus stops.&lt;/p&gt;
&lt;h3&gt;Location linked information&lt;/h3&gt;
&lt;p&gt;LLI is similar to augmented reality systems which overlay digital information on top of the physical world. Whereas augmented reality systems typically concentrate on solving the user interface problem, LLI attempts to solve the data access and search infrastructure issues. In LLI users navigate the physical world with a variety of XML-speaking devices, discovering and leaving “handles” to information nuggets.&lt;/p&gt;
&lt;h3&gt;MUD London&lt;/h3&gt;
&lt;p&gt;A kind of collaborative mapping project. it consists of geographical models which are represented as RDF graphs. you can wander round them, like a MUD or MOO, with a bot interface which you can use to create and connect new places.&lt;/p&gt;
&lt;h3&gt;Psychogeographical Markup Language&lt;/h3&gt;
&lt;p&gt;A protocol that can be used to capture meaningful psychogeographical data about urban space. PML is a unified system of classification that lurks behind the psychogeogram: the diagrammatic representation of psychogeographically experienced space.&lt;/p&gt;
&lt;h3&gt;Spatial Annotation with Locative Packets&lt;/h3&gt;
&lt;p&gt;An attempt to fuse powerful concepts of existential declaration (I am here experiencing this!) with networked social communication media. By mixing together a set of terms about space, time, description, social relationship, and media, the locative packet project has described a unique ether over which one form of collaborative map can travel.&lt;/p&gt;
&lt;h3&gt;Wooster Collective&lt;/h3&gt;
&lt;p&gt;Huge archive of street artists work, techniques, interviews, and guides.&lt;/p&gt;
&lt;p&gt;Here I am only including projects that mark space, not mobile social software or dynamic gaming, smart-mobs, friend-finders or GPS drawing projects, although I have included a couple of spatial platforms, that aim to standardise the way we mark-up space.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Projects</category><category>Art</category><category>Interaction Design</category><category>Locative Media</category><category>Mapping</category><category>Mobility</category><category>PhD</category><category>Place</category><category>Research</category><category>Social</category><category>Spatial Annotation</category><category>Technology</category><category>Urbanism</category><enclosure url="https://www.elasticspace.com/images/spatial-annotation/yellowarrow01.jpg" length="27476" type="image/jpeg"/></item><item><title>Transcultural mapping workshops</title><link>https://www.elasticspace.com/2004/05/transcultural-mapping/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/05/transcultural-mapping/</guid><description>Announcement: participating in the Transcultural mapping workshop in Lofoten in June 2004, and the Loop City workshop at the Outside In symposium.</description><pubDate>Thu, 20 May 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;em&gt;A brief announcement from May 2004.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;Two workshops on the calendar this summer. The &lt;a href=&quot;https://web.archive.org/web/20040605040627/http://www.bek.no:80/BEKdot/1083137550/index_html&quot;&gt;Transcultural Mapping workshop&lt;/a&gt; (‘Mobile outskirts: cultural mapping of northern geographical outposts’), in Lofoten in June, looking at GPS and photography in remote Norwegian coastal places. The Loop City workshop at the &lt;a href=&quot;https://web.archive.org/web/20040612040801/http://www.outsidein.se:80/&quot;&gt;Outside In symposium&lt;/a&gt; (‘Emerging expressions, interventions and participation in public space’) in Gothenburg shortly after, on walking and mapping urban public space with Bill Hillier of Space Syntax.&lt;/p&gt;
&lt;p&gt;Update: &lt;a href=&quot;https://web.archive.org/web/20040803130227/http://www.futurefarmers.com:80/survey/outskirts.html&quot;&gt;new workshop website&lt;/a&gt;.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Art</category><category>Conference</category><category>Locative Media</category><category>Mapping</category><category>Place</category><category>Research</category><category>Travel</category></item><item><title>Public markup</title><link>https://www.elasticspace.com/2004/05/public-markup/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/05/public-markup/</guid><description>Research notes on the marking of public space: stickering, graffiti and billboards, looking for patterns in visibility, techniques, process, location, content and audience.</description><pubDate>Mon, 17 May 2004 00:00:00 GMT</pubDate><content:encoded>&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/public-markup/publicmarkup01.jpg&quot; alt=&quot;Cable ties looped tightly around an aluminium lamppost in Euston, London, leaving a dense cluster of plastic strap-ends fanning outward at chest height. The marks of an unknown sign or fixing recently removed: the ties remain, the message is gone.&quot; /&gt;&lt;figcaption&gt;Cable ties on a lamppost. Euston, London, May 2004.&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;This research looks at the marking of public space by investigating the physical annotation of the city: stickering, graffiti and billboards. It tries to find patterns in the practice by looking at visibility, techniques, process, location, content and audience. It proposes ways in which this marking can be used as a layer between the physical city and &lt;a href=&quot;https://www.elasticspace.com/2004/06/spatial-annotation/&quot;&gt;digital spatial annotation&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;I have been carrying a camera through Oslo, London, Reykjavik, Tallinn, the small towns up the Norwegian coast, and a few days in Split, photographing the surfaces where people have written. I posted a selection of thirty-five frames as a Flickr set, &lt;em&gt;&lt;a href=&quot;https://www.flickr.com/photos/timo/albums/8380&quot;&gt;Spatial memory&lt;/a&gt;&lt;/em&gt;, and what follows is the longer text and research the original post promised.&lt;/p&gt;
&lt;h2&gt;What I&apos;m photographing&lt;/h2&gt;
&lt;p&gt;The photographs are not of the marks alone but of the locations that attract them. A lamppost outside a tube station. A waist-height span of brickwork beside a bus stop. The metal trunking on a phone-junction box. The flat, blank back of a road sign. Some surfaces in a city are recognised by everyone as marking surfaces, and they are dense; the surface a metre away may be untouched. The interest of the photographs, when I lay them out, is in the patterns of &lt;em&gt;where&lt;/em&gt; rather than the content of &lt;em&gt;what&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;The album is titled &lt;em&gt;Spatial memory&lt;/em&gt; on Flickr. The phrase is what people are doing when they sticker a lamppost: they are leaving a mark in space that someone else, walking past, will read. The marker has gone home. The mark stays. It is exactly what the city&apos;s official signage does, with the difference that the official signage was authorised. &lt;em&gt;Spatial memory&lt;/em&gt; is the unauthorised parallel.&lt;/p&gt;
&lt;p&gt;The frames so far. Six of them in Oslo. Eight in central and east London. Seven across Reykjavik in a single day. Two in Tallinn. Three up the Norwegian coast: Trondheim, Mo i Rana, Svolvær. One in Split, on the Adriatic. Each frame is captioned with nothing but the city and the date. A few of the more vivid pieces have the marker&apos;s own words for a title: &lt;em&gt;It&apos;s just porn mum&lt;/em&gt;, &lt;em&gt;Tellhim.no&lt;/em&gt;, &lt;em&gt;Åsa do you remember me?&lt;/em&gt;, &lt;em&gt;Block heads&lt;/em&gt;, &lt;em&gt;Fuck&lt;/em&gt;. Where the writer named themselves, I have used the name they gave.&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/public-markup/london.jpg&quot; alt=&quot;A weathered grey-brown lamppost on a London pavement, ringed and bound with cable ties: a thick white tie cinched horizontally, several narrow black ties pulled tight in a stack below. The hardware is left behind from signs or fixings long since removed. Behind, a white van and the glass-and-concrete office buildings of a wide street, with GIVE WAY road markings receding into the distance.&quot; /&gt;&lt;figcaption&gt;30 April 2004, 10.04, London&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/public-markup/oslo.jpg&quot; alt=&quot;A yellow industrial-warning sign (black triangle, exploding-bomb pictogram inside) bolted to a wall and surrounded by graffiti: green spray paint above reading &apos;HEGRER OG EN MUS&apos; (Norwegian for &apos;herons and a mouse&apos;), white silver tags overlaid on a turquoise-and-red wall. The official sign sits in the middle of the unauthorised marks, both speaking the same language of the surface.&quot; /&gt;&lt;figcaption&gt;21 July 2004, 15.10, Oslo&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/public-markup/reykjavik.jpg&quot; alt=&quot;A torn paste-up on a pale grey wall in Reykjavik: a small painting of two awkward stool-like wooden figures on a yellow ground, the paper around it scratched and peeling. Beside it, a slice of a red NIKITA sticker with the partial text &apos;OR GIRLS W&apos;, the streetwear brand sharing the surface with the hand-painted piece. One of seven frames made across the city in a single day.&quot; /&gt;&lt;figcaption&gt;1 July 2004, 11.03, Reykjavik&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/public-markup/svolvaer.jpg&quot; alt=&quot;A circular Norwegian no-stopping sign (yellow rim, blue ground, red diagonal slash) bracketed off the wall of a deep red-painted building in Svolvær. The sign carries a small white-and-blue stickered figure pasted across its face. Behind, the dark mountains of the Lofoten archipelago and a heavy grey sky.&quot; /&gt;&lt;figcaption&gt;18 June 2004, 14.06, Svolvær&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/public-markup/tallinn.jpg&quot; alt=&quot;A close view of a Tallinn brick wall, the dark blue-grey bricks scratched all over with names, dates and short messages: &apos;JA NES MES 1976&apos; carved into the lower course, faint &apos;Inncl&apos; scratched into a brick at centre, dozens more scrapes and initials in the bricks around them. A long, slow conversation cut into the surface itself, decade by decade.&quot; /&gt;&lt;figcaption&gt;18 August 2004, 18.18, Tallinn&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/public-markup/majorstua.jpg&quot; alt=&quot;A blue Norwegian pedestrian-crossing sign in Majorstua, Oslo, the white-on-blue figure mid-stride across the white triangle. A small black-ink speech bubble has been stickered onto the sign at head height: &apos;IT&apos;S JUST PORN MUM&apos;. Sky, a streetlight, overhead wires.&quot; /&gt;&lt;figcaption&gt;It&apos;s just porn mum. Majorstua, Oslo, 21 May 2004&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;Six cities, 2004&lt;/p&gt;
&lt;h2&gt;The argument: not invisible&lt;/h2&gt;
&lt;p&gt;The marking is interesting in itself. It is also interesting for what it suggests about the technologies I am working alongside. I have been spending the year reading and thinking about RFID, Bluetooth, and the first wave of barcode-and-cameraphone systems like &lt;a href=&quot;http://www.highenergymagic.com/spotcode/index.html&quot;&gt;SpotCode&lt;/a&gt;. The conventional framing of these technologies is that they will weave information into the city &lt;em&gt;invisibly&lt;/em&gt;: an RFID tag the size of a grain of rice, a Bluetooth beacon you cannot see, a pattern of micro-dots embedded in the printing of a poster. The promise is seamlessness. The user does not need to know the tag is there.&lt;/p&gt;
&lt;p&gt;The flyposters, the cable ties on the lamppost, the stickers on the back of a road sign, all argue the opposite. People who want to mark public space do not, in practice, want their marks to be invisible. They want them to be &lt;em&gt;visible&lt;/em&gt;: sometimes flagrantly, sometimes economically. A cluster of stickers on a pole has been carefully placed at eye level. A graffiti tag is sized to be read at walking pace from across a road. A flyposter has a tear-off strip at the bottom precisely because it expects to be acted upon by hand. The economy of public marking is an economy of attention, and attention is given to surfaces that announce themselves.&lt;/p&gt;
&lt;p&gt;The lesson for what comes next is that the new short-range digital technologies, especially RFID, should be designed the same way. The Nokia RFID phone, recently released, gives a glimpse of an active, user-centred vision of RFID, one in which the user holds the reader and chooses what to swipe. This reverses the conventional idea of RFID as an invasive surveillance technology that reads tags without your knowledge. A short-range reader in your hand could shift some of the burden of information retrieval from information architecture to physical space. The design implications follow.&lt;/p&gt;
&lt;p&gt;The flyposter with a tear-off contact strip is the model. RFID could replace the strip: a poster that you tap with your phone to take away the same information the strip used to carry, plus more. But for that to work, the tag must be marked. There must be a visible patch on the poster, a pictogram or graphic, that says &lt;em&gt;swipe here&lt;/em&gt;. Two elements together: a physical poster to attract and inform, plus a visible patch where the digital layer is summoned. Not invisible.&lt;/p&gt;
&lt;p&gt;Two further locations to investigate, as research material rather than argument. First, the brass &lt;em&gt;Stolpersteine&lt;/em&gt; in Berlin, set into the pavement outside the houses of those taken by the Nazis. They are small, deliberately walk-on, and only legible to the person who looks down. They are public marks designed to be found by attention rather than imposed on it. Second, the contemporary brit-art habit of marking pavements, lampposts and billboards with stickered art objects. Both are forms of marking that work because they are visible to those looking, and invisible to those who are not. The lesson holds.&lt;/p&gt;
&lt;h2&gt;What this might be a layer for&lt;/h2&gt;
&lt;p&gt;The proposal at the end of the lead. The marks already in the city (the stickers, the graffiti, the cable ties, the flyposters) could be read as a substrate, the thing that the digital spatial annotation layer should be modelled on rather than abstracted away from. A geo-located note left on a digital map is the same gesture as a sticker on a lamppost: the marker has gone home, the mark stays, the next person walking past reads it.&lt;/p&gt;
&lt;p&gt;If the digital layer takes that seriously, it inherits the conventions: visible, accumulated, tactical, sometimes anonymous, sometimes named, often layered over earlier marks. It is read at walking pace. It belongs to the surface it is on. It can be erased. The right metaphor for the digital city is the well-stickered pole.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Postscript, written 8 May 2026.&lt;/em&gt; Twenty-two years after this was posted, several lines of work have grown out of the ideas in it. The post itself sat at this URL with only the first three sentences visible, and the longer text was filed in two outline documents that were never published. What&apos;s above this dateline is that longer text, lightly edited; what follows is a retrospective look at the descendants.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Marking in Public Space&lt;/em&gt;, CHI 2005. The first descendant is the most direct one: the research above was written up as a workshop paper for the &lt;em&gt;Engaging the City&lt;/em&gt; session at CHI 2005 in Portland, Oregon, under the title &lt;em&gt;Marking in Public Space&lt;/em&gt;. That paper carried the argument out of the blog post and into the academic record. It is the bridge between this 2004 photographic survey and the design-research projects that followed, and it pre-dates the November 2005 &lt;em&gt;Graphic language for touch-based interactions&lt;/em&gt; at MobileHCI by six months.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Touch&lt;/em&gt; (2005–2009). The &quot;not invisible&quot; argument is the founding move of &lt;a href=&quot;https://www.elasticspace.com/2006/09/touch/&quot;&gt;Touch&lt;/a&gt;, the design-research project at AHO that set out to make RFID and short-range wireless interaction &lt;em&gt;graphically legible&lt;/em&gt; rather than seamlessly hidden. The November 2005 essay &lt;a href=&quot;https://www.elasticspace.com/2005/11/graphic-language-for-touch/&quot;&gt;&lt;em&gt;Graphic language for touch&lt;/em&gt;&lt;/a&gt; argues exactly the case sketched in the section above: the new digital surfaces need a visible vocabulary, and the existing AIGA pictogram tradition is the right place to look for one. The project ran for several years and produced the photographs of touch interfaces that I posted at &lt;a href=&quot;https://www.elasticspace.com/2005/02/touch-interface-photos/&quot;&gt;Photos of touch-based interfaces&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Time that land forgot&lt;/em&gt; and the 2004 geo-referenced photography work. In parallel with this Public markup post, three months of GPS-tracked photography across Oslo and London had become &lt;a href=&quot;https://www.elasticspace.com/2004/07/timeland/&quot;&gt;&lt;em&gt;Time that land forgot&lt;/em&gt;&lt;/a&gt;, exhibited as &lt;a href=&quot;https://www.elasticspace.com/2004/07/afar/&quot;&gt;&lt;em&gt;Photography and mapping from Afar&lt;/em&gt;&lt;/a&gt; and documented technically at &lt;a href=&quot;https://www.elasticspace.com/2004/07/geo-referenced-photography/&quot;&gt;&lt;em&gt;Geo-referenced photography&lt;/em&gt;&lt;/a&gt;. That work treated photography itself as a way of marking space: every photograph leaving its own mark on a map, the GPS track standing in for the line a person draws by walking. It is the same gesture as the stickerer&apos;s, with the camera as the marking tool.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Ghost in the Field&lt;/em&gt; and &lt;em&gt;Light Painting WiFi&lt;/em&gt;. Five years later, with Einar Sneve Martinussen and Jack Schulze, I set out to make wireless fields visible by walking an instrumented LED probe through them and photographing it in long exposure. &lt;a href=&quot;https://www.elasticspace.com/2009/10/immaterials-ghost-in-the-field/&quot;&gt;&lt;em&gt;Ghost in the Field&lt;/em&gt;&lt;/a&gt; rendered the read-volume of an RFID antenna in green light. &lt;em&gt;Light Painting WiFi&lt;/em&gt; rendered an entire WiFi field as walls of standing blue light in an Oslo courtyard. Both projects are direct consequences of the argument above: if these short-range technologies are meant to be designed visibly, the first thing to do is render them so that anyone can see them. The rod-and-camera method is the technical answer to the design question this post posed.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Effects of the Network&lt;/em&gt;, 2006–2015. The same investigative habit, applied not to the design of new digital surfaces but to the recording of digital surfaces as they actually appeared in cities. Two hundred and six photographs across nine years, of &lt;em&gt;NEW WIFI&lt;/em&gt; printouts taped to Paris café tills, hand-drawn QR codes on Brussels noticeboards, payment terminals, dot-matrix shop signs, antennas grafted onto roofs. The Flickr set is at &lt;a href=&quot;https://www.flickr.com/photos/timo/albums/72157605601676728&quot;&gt;&lt;em&gt;Effects of the network&lt;/em&gt;&lt;/a&gt;. Public markup was the first iteration of the same eye, applied to physical marking. &lt;em&gt;Effects of the Network&lt;/em&gt; is the version that watched the digital marking layer arrive in physical form.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Inhabiting Advertising&lt;/em&gt;, 2004–2015. The other long arm of the same investigation. While &lt;em&gt;Effects of the Network&lt;/em&gt; tracks the new digital surfaces of the city, &lt;em&gt;Inhabiting Advertising&lt;/em&gt; tracks the analogue surface: the pedestrian-crossing pictogram with a mohawk drawn on it in Ljubljana, the &lt;em&gt;Stick no bills&lt;/em&gt; sign in Dubai covered in bills, the painted-facade programme in Tirana, the rural Italian fences made of mattresses. The Ljubljana seed in February 2005 is exactly nine months after this post, and is recognisably the same project under a different name.&lt;/p&gt;
&lt;p&gt;The point of the retrospective is not to claim that the 2004 post predicted any of this. It is to say that the photographic habit of going looking for the marks people leave on public surfaces (a habit whose first systematic outing was the &lt;em&gt;Spatial memory&lt;/em&gt; set on Flickr) turned out to be a way of finding the same question over and over for the next twenty years. What does it look like when people leave a mark in shared space? What surfaces attract the marks? What conventions emerge? How should the new technologies (RFID then, networked signage soon after, smartphone-mediated everything later) borrow from that vocabulary instead of trying to replace it?&lt;/p&gt;
&lt;p&gt;I would still answer those questions the same way the post above does. &lt;strong&gt;Not invisible.&lt;/strong&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Graphic Design</category><category>Interaction Design</category><category>Mapping</category><category>Mobility</category><category>PhD</category><category>Photography</category><category>Place</category><category>Public Space</category><category>Spatial Annotation</category><category>Urbanism</category><enclosure url="https://www.elasticspace.com/images/public-markup/publicmarkup01.jpg" length="31444" type="image/jpeg"/></item><item><title>Creative Crossings workshop</title><link>https://www.elasticspace.com/2004/04/creative-crossings/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/04/creative-crossings/</guid><description>Notes on Creative Crossings, a 2004 m-cult / Banff / Arts Council England workshop on mobile media with UK, Canadian and Finnish practitioners.</description><pubDate>Wed, 28 Apr 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;A triangular research network, practitioners from Britain, Canada and Finland, gathered in London to work on participatory and creative applications for mobile, locative and cross-platform media.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Creative Crossings was organised by &lt;a href=&quot;http://www.m-cult.org/&quot;&gt;m-cult&lt;/a&gt;, the &lt;a href=&quot;http://www.banffcentre.ca/&quot;&gt;Banff Centre&lt;/a&gt; and &lt;a href=&quot;https://web.archive.org/web/20040701053124/http://www.artscouncil.org.uk:80/&quot;&gt;Arts Council England&lt;/a&gt; in April 2004. A research-based event rather than a conference, three days of workshops and conversation culminating at the Finnish Ambassador’s residence in Battersea. My full notes are &lt;a href=&quot;https://web.archive.org/web/20040811221451/http://www.elasticspace.com/cc.html&quot;&gt;here&lt;/a&gt;, and &lt;a href=&quot;http://www.purselipsquarejaw.org/2004_04_01_blogger_archives.php#108308210064156904&quot;&gt;Anne Galloway’s collaborative summaries&lt;/a&gt; cover the shared thread.&lt;/em&gt;&lt;/p&gt;
&lt;h3&gt;Ambitions&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Investigate transformative use of space and place&lt;/li&gt;&lt;li&gt;Address gaps in infrastructure: access to standards, material frameworks and technology&lt;/li&gt;&lt;li&gt;Instigate a triangular network: tried and trusted network practice&lt;/li&gt;&lt;li&gt;Pursue research and practice, less engineering&lt;/li&gt;&lt;li&gt;Explore relationships between media, gaming, locative, mobile, visual media&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;The discussion is continuing, and the next informal meeting of participants is happening at &lt;a href=&quot;https://web.archive.org/web/20040713012321/http://www.isea2004.net:80/&quot;&gt;ISEA 2004&lt;/a&gt;.&lt;/p&gt;
&lt;h3&gt;Some pictures&lt;/h3&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/creative-crossings/creativecrossings01.jpg&quot; alt=&quot;Creative Crossings workshop: Graham Harwood and Michelle Kasprzak&quot; /&gt;&lt;figcaption&gt;Creative Crossings workshop: Graham Harwood and Michelle Kasprzak&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/creative-crossings/creativecrossings02.jpg&quot; alt=&quot;Creative Crossings workshop: Jo Walsh and Gabe Sawhney&quot; /&gt;&lt;figcaption&gt;Creative Crossings workshop: Jo Walsh and Gabe Sawhney&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/creative-crossings/creativecrossings03.jpg&quot; alt=&quot;Creative Crossings workshop: Rachel Baker and Tapio Makela on the 19 bus&quot; /&gt;&lt;figcaption&gt;Creative Crossings workshop: Rachel Baker and Tapio Makela on the 19 bus&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/creative-crossings/creativecrossings04.jpg&quot; alt=&quot;Creative Crossings workshop: Tapio Makela on the 19 bus&quot; /&gt;&lt;figcaption&gt;Creative Crossings workshop: Tapio Makela on the 19 bus&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/creative-crossings/creativecrossings05.jpg&quot; alt=&quot;Creative Crossings workshop: Finnish Ambassador&apos;s residence, Battersea&quot; /&gt;&lt;figcaption&gt;Creative Crossings workshop: Finnish Ambassador&apos;s residence, Battersea&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/creative-crossings/creativecrossings06.jpg&quot; alt=&quot;Creative Crossings workshop: Finnish Ambassador&apos;s residence, Battersea&quot; /&gt;&lt;figcaption&gt;Creative Crossings workshop: Finnish Ambassador&apos;s residence, Battersea&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/creative-crossings/creativecrossings07.jpg&quot; alt=&quot;Creative Crossings workshop: Finnish Ambassador&apos;s residence, Battersea&quot; /&gt;&lt;figcaption&gt;Creative Crossings workshop: Finnish Ambassador&apos;s residence, Battersea&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/creative-crossings/creativecrossings08.jpg&quot; alt=&quot;Creative Crossings workshop: Finnish Ambassador&apos;s residence, Battersea&quot; /&gt;&lt;figcaption&gt;Creative Crossings workshop: Finnish Ambassador&apos;s residence, Battersea&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/creative-crossings/creativecrossings09.jpg&quot; alt=&quot;Creative Crossings workshop: Finnish Ambassador&apos;s residence, Battersea&quot; /&gt;&lt;figcaption&gt;Creative Crossings workshop: Finnish Ambassador&apos;s residence, Battersea&lt;/figcaption&gt;&lt;/figure&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Adaptive Design</category><category>Art</category><category>Conference</category><category>Interaction Design</category><category>Locative Media</category><category>Mobile</category><category>Mobility</category><category>Place</category><category>Technology</category><category>Urbanism</category><enclosure url="https://www.elasticspace.com/images/creative-crossings/creativecrossings01.jpg" length="31083" type="image/jpeg"/></item><item><title>Urban GPS experience</title><link>https://www.elasticspace.com/2004/04/urban-gps/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/04/urban-gps/</guid><description>Field notes on the Garmin GPS Map 60c in Oslo and London: three months of trying to record clean GPS tracks to geo-locate photography, from the pavement and public transport.</description><pubDate>Mon, 12 Apr 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;The &lt;a href=&quot;https://web.archive.org/web/20040701102559/http://www.garmin.com:80/products/gpsmap60c/&quot;&gt;Garmin GPS Map 60c&lt;/a&gt; fits in an old &lt;a href=&quot;https://web.archive.org/web/20040701010319/http://www.marimekko.fi:80/&quot;&gt;Marimekko bag&lt;/a&gt; in a mobile-phone pocket just small enough that the aerial sticks out. Placed like that in the windows of buses or cars it doesn’t slide around, and I can walk with it without looking like a geek or getting mugged.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Three months of trying to record a clean dataset of GPS tracks to geo-locate my photography, in Oslo and London. Notes on what the Garmin does and doesn’t do in dense European cities, from the perspective of a pedestrian on the pavement or in public transport.&lt;/em&gt;&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/urban-gps/urbangps03.gif&quot; alt=&quot;Rendered trail of three months walking in Oslo&quot; /&gt;&lt;figcaption&gt;Rendered trail of three months walking in Oslo&lt;/figcaption&gt;&lt;/figure&gt;
&lt;h3&gt;Problems&lt;/h3&gt;
&lt;p&gt;GPS doesn’t work well in dense urban environments. From a car it seems fine, probably because of the clear sky in the middle of the road, but for a pedestrian on the pavement the signal drops constantly. Inclement weather and green trees also get in the way.&lt;/p&gt;
&lt;p&gt;In the last few months, trying to record a good-quality database of tracks, I must have looked really odd. Face in device, stopping on street corners, stopping in the middle of street crossings, scrambling to grab the front seat of the bus. Discovering that GPS doesn’t just passively work is a disappointment; my dataset is clouded with gaps and anomalies.&lt;/p&gt;
&lt;h3&gt;Some other observations&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Fast turns on public transport or in a car produce wild deviations: re-acquiring the satellites is the problem&lt;/li&gt;&lt;li&gt;A road needs to align with at least 4 satellites for an acceptable track; otherwise errors accumulate&lt;/li&gt;&lt;li&gt;Glass buildings produce ‘reflections’ of position, the track jumps elsewhere due to reflected signals&lt;/li&gt;&lt;li&gt;I sit on the outside or front of buses to get a wider expanse of sky; I am constantly aware of sky cover&lt;/li&gt;&lt;li&gt;The relative position of satellites is beginning to affect which side of the street I walk on&lt;/li&gt;&lt;li&gt;Walking in the middle of the street has led to a couple of near misses with cars. The moving map is just too engaging&lt;/li&gt;&lt;li&gt;I’d like an explanation of the lost-track calculation: this device seems to use the last-known bearing and velocity to guess new tracks when the signal fails, which is unreliable and fills the map with phantom trails&lt;/li&gt;&lt;li&gt;The track itself can be more useful over time than the base map. It shows my personal space and personal routes. Popular routes build up in blackness and thickness. The area around home becomes an abstract scatter plot that’s strangely familiar&lt;/li&gt;&lt;li&gt;Stored waypoints are useful for getting rough bearings: zooming out and seeing the relationship to two known landmarks can orient you in an unknown area&lt;/li&gt;&lt;/ul&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/urban-gps/urbangps04.gif&quot; alt=&quot;Rendered trail of two weeks walking and public transport in London&quot; /&gt;&lt;figcaption&gt;Rendered trail of two weeks walking and public transport in London&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/urban-gps/urbangps01.jpg&quot; alt=&quot;GPS receiver resting on the top deck of the number 4 bus, London&quot; /&gt;&lt;figcaption&gt;GPS receiver resting on the top deck of the number 4 bus, London&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/urban-gps/urbangps02.jpg&quot; alt=&quot;GPS receiver in the window of a train, Oslo&quot; /&gt;&lt;figcaption&gt;GPS receiver in the window of a train, Oslo&lt;/figcaption&gt;&lt;/figure&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Projects</category><category>Experience Design</category><category>GPS</category><category>Interaction Design</category><category>Locative Media</category><category>Mapping</category><category>Mobility</category><category>Photo-research</category><category>Place</category><category>Technology</category><category>Urbanism</category><enclosure url="https://www.elasticspace.com/images/urban-gps/urbangps03.gif" length="4801" type="image/gif"/></item><item><title>Travelogue</title><link>https://www.elasticspace.com/2004/03/travelogue/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/03/travelogue/</guid><description>A 2004 note on digital photography as a narrative medium, sequences of photos that suggest movement and journey, and plans to tie them to GPS.</description><pubDate>Thu, 25 Mar 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;a href=&quot;https://web.archive.org/web/20021017090909/http://www.elasticspace.com/photography/diary/&quot;&gt;Sequences of photographs&lt;/a&gt; as a narrative medium, suggesting movement, place, stories, journeys. The next step is to tag each image with a GPS coordinate so the sequence carries place as well as time. Contextualised imagery, and the relationship between mapping and photography, is where the research goes next.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Art</category><category>GPS</category><category>Mapping</category><category>Media</category><category>Narrative</category><category>Photography</category><category>Photo-research</category><category>Place</category><category>Travel</category><category>Travelogue</category><category>Urbanism</category><enclosure url="https://www.elasticspace.com/images/travelogue/travelogue-2002_07_28_12_47_53.jpg" length="7625" type="image/jpeg"/></item><item><title>Interaction design books</title><link>https://www.elasticspace.com/2004/03/interaction-design/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/03/interaction-design/</guid><description>A reading list on interaction design: Raskin&apos;s Humane Interface, Cooper&apos;s Inmates, Suchman&apos;s Plans and Situated Actions, Shneiderman, Winograd.</description><pubDate>Thu, 18 Mar 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;This is one of a series of reading lists I put together between 2002 and 2004 when I was starting out in interaction and experience design, building out a personal canon from books I was buying, borrowing from libraries, or lending to students. The lists are grouped by topic. This is the interaction design shelf itself, and the one where I’ve annotated most of the entries in the original post.&lt;br&gt;
Jef Raskin’s The Humane Interface is the one absolutely essential book on this shelf; read it first, and read it more than once. Alan Cooper’s The Inmates Are Running the Asylum is the polemical companion. Lucy Suchman’s Plans and Situated Actions is the theoretical counterpoint, an anthropologist’s argument that interaction is situated in context, not specified in plans. Bergman’s Information Appliances and Beyond is the best case-study collection I know.&lt;br&gt;
The Amazon links below are what I had at the time, most will be dead now, but the ISBNs will find you a copy.&lt;/p&gt;
&lt;p&gt;Pink = highly recommended!&lt;/p&gt;
&lt;h3&gt;Information Appliances and Beyond&lt;/h3&gt;
&lt;p&gt;Eric Bergman ed. One of the best interaction design books to date. With case-studies on various design problems from Palm OS usability to Nokia contextual design issues. Just enough detail and anecdotes to get a good sense of design process.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1558606009/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1558606009/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Humane Interface&lt;/h3&gt;
&lt;p&gt;Jef Raskin. An absolutely essential book for anyone developing an interactive product. Raskin explains some excellent ideas for usable interfaces that are better suited to large file systems and the internet.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0201379376/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0201379376/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Designing Visual Interfaces&lt;/h3&gt;
&lt;p&gt;Kevin Mullet, Darrell Sano. A useful book with plenty of visual examples on how to simplify and enhance desktop interfaces.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0133033899/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0133033899/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Dust or Magic: Secrets of Successful Multimedia Design&lt;/h3&gt;
&lt;p&gt;Bob Hughes. Somehow forgotten, this book gives a great overview for successfully designing rich multimedia interfaces.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0201360713/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0201360713/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Reinventing the Wheel&lt;/h3&gt;
&lt;p&gt;Jessica Helfand. Plotting the history and design of information wheels, those interactive tools that can tell you the cooking time of an egg to the blast radius of a nuclear bomb.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1568983387/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1568983387/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Art of Human-Computer Interface Design&lt;/h3&gt;
&lt;p&gt;Brenda Laurel ed. A collection of dated (early 80s) essays that begin to see interface as a design discipline. Complex and theoretical.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0201517973/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;https://web.archive.org/web/20020811231912/http://www.amazon.com:80/exec/obidos/ASIN/0201517973/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Designing the User Interface&lt;/h3&gt;
&lt;p&gt;Ben Shneiderman. Really thorough book, concentrating heavily on software interface design from a programming perspective.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0201694972/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0201694972/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Bringing Design to Software&lt;/h3&gt;
&lt;p&gt;Terry Winograd. A dialogue around the design process in software development.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0201854910/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0201854910/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Plans and Situated Actions&lt;/h3&gt;
&lt;p&gt;Lucy A. Suchman. A new approach to interaction design using new social science models.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0521337399/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0521337399/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;GUI Bloopers&lt;/h3&gt;
&lt;p&gt;Jeff Johnson. A lighthearted book highlighting common interface mistakes.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1558605827/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1558605827/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Inmates Are Running the Asylum&lt;/h3&gt;
&lt;p&gt;Alan Cooper. Really good ideas to solve common interface design issues. Cooper shows that the biggest problem in interaction design is that it is controlled by the developers and programmers, and advocates the need for interaction designers at every level of software production.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0672316498/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0672316498/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Apple Human Interface Guidelines: The Apple Desktop Interface&lt;/h3&gt;
&lt;p&gt;Apple Computer. The original guidelines for developing MacOS GUI interfaces. The version for MacOS X can be &lt;a href=&quot;https://web.archive.org/web/20040603135636/http://developer.apple.com:80/documentation/UserExperience/Conceptual/AquaHIGuidelines/index.html&quot;&gt;downloaded from apple&lt;/a&gt;.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0201177536/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0201177536/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Adaptive Design</category><category>Books</category><category>Interaction Design</category></item><item><title>Adaptive design books</title><link>https://www.elasticspace.com/2004/03/adaptive-design/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/03/adaptive-design/</guid><description>A reading list on adaptive and emergent systems: Christopher Alexander, Steven Johnson, Stewart Brand, Jane Jacobs, Rheingold&apos;s Smart Mobs, Wolfram.</description><pubDate>Wed, 17 Mar 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;This is one of a series of reading lists I put together between 2002 and 2004 when I was starting out in interaction and experience design, building out a personal canon from books I was buying, borrowing from libraries, or lending to students. The lists are grouped by topic. This one is on adaptive design: emergence, pattern languages, the design of things that learn or evolve, and the classics on how cities and communities organise themselves.&lt;br&gt;
Christopher Alexander is the spine of this shelf, from Notes on the Synthesis of Form through A Pattern Language to The Nature of Order. Stewart Brand’s How Buildings Learn is the architectural companion. Jane Jacobs’s Death and Life of Great American Cities is the urban-planning foundation. Steven Johnson’s Emergence and Mitchel Resnick’s Turtles, Termites, and Traffic Jams are the approachable modern introductions to complex adaptive systems. Rheingold’s Smart Mobs is the early-2000s prediction of networked collective behaviour that mostly came true.&lt;br&gt;
The Amazon links below are what I had at the time, most will be dead now, but the ISBNs will find you a copy.&lt;/p&gt;
&lt;h3&gt;Notes on the Synthesis of Form&lt;/h3&gt;
&lt;p&gt;Christopher Alexander.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0674627512/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0674627512/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Nature of Order&lt;/h3&gt;
&lt;p&gt;Christopher Alexander.&lt;br&gt;&lt;a href=&quot;https://web.archive.org/web/20030413194206/http://www.amazon.com:80/exec/obidos/ASIN/0195106393/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Oregon Experiment&lt;/h3&gt;
&lt;p&gt;Christopher Alexander.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0195018249/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0195018249/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;A Pattern Language&lt;/h3&gt;
&lt;p&gt;Christopher Alexander, Sara Ishikawa, Murray Silverstein.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0195019199/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0195019199/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Timeless Way of Building&lt;/h3&gt;
&lt;p&gt;Christopher Alexander.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0195024028/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0195024028/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;How Buildings Learn&lt;/h3&gt;
&lt;p&gt;Stewart Brand.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0753800500/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0140139966/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Turtles, Termites, and Traffic Jams&lt;/h3&gt;
&lt;p&gt;Mitchel Resnick.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0262680939/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0262680939/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Emergence: The Connected Lives of Ants, Brains, Cities, and Software&lt;/h3&gt;
&lt;p&gt;Steven Johnson.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0713994002/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/068486875X/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Tipping Point&lt;/h3&gt;
&lt;p&gt;Malcolm Gladwell.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0316648523/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0316648523/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Small Pieces Loosely Joined: A Unified Theory of the Web&lt;/h3&gt;
&lt;p&gt;David Weinberger.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0738205435/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0738205435/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Smart Mobs: The Next Social Revolution&lt;/h3&gt;
&lt;p&gt;Howard Rheingold.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0738206083/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0738206083/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Death and Life of Great American Cities&lt;/h3&gt;
&lt;p&gt;Jane Jacobs.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/067974195X/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/067974195X/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Adventures in Modeling: Exploring Complex, Dynamic Systems with StarLogo&lt;/h3&gt;
&lt;p&gt;Vanessa Colella, Eric Klopfer, Mitchel Resnick.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0807740829/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0807740829/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;A New Kind of Science&lt;/h3&gt;
&lt;p&gt;Stephen Wolfram.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1579550088/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1579550088/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Control Revolution&lt;/h3&gt;
&lt;p&gt;Andrew L. Shapiro.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1891620193/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1891620193/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Society of Mind&lt;/h3&gt;
&lt;p&gt;Marvin Minsky.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0671657135/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0671657135/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Electric Meme&lt;/h3&gt;
&lt;p&gt;Robert Aunger.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0743201507/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0743201507/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Life on the Screen: Identity in the Age of the Internet&lt;/h3&gt;
&lt;p&gt;Sherry Turkle.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0684833484/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0684833484/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Virtual Community&lt;/h3&gt;
&lt;p&gt;Howard Rheingold.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0262681218/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0262681218/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Design for Community&lt;/h3&gt;
&lt;p&gt;Derek M. Powazek.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0735710759/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0735710759/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Community Building on the Web&lt;/h3&gt;
&lt;p&gt;Amy Jo Kim.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0201874849/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0201874849/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Online Communities&lt;/h3&gt;
&lt;p&gt;Jenny Preece.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0471805998/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0471805998/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Adaptive Design</category><category>Books</category><category>Interaction Design</category><category>Research</category><category>Social</category></item><item><title>Design for television</title><link>https://www.elasticspace.com/2004/03/design-for-television/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/03/design-for-television/</guid><description>Notes on designing interactive television interfaces in 2004: typography at 18 pixels, drop-shadows to stop colour bleed, safe areas on modern widescreen TVs.</description><pubDate>Wed, 10 Mar 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Eighteen points as a minimum type size, if you’re coming from a web background, equates to about 18 pixels. On some interactive television projects I’ve pushed it down to 16, but cautiously, because the production path to air usually punishes small type: DV tape, old composite links, online-edits with high compression. Leave type as large as the design will bear.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Notes written in response to David Earls at Typographer.org, who had covered the basics of designing for television and prompted me to add a few things specific to interactive television, which I’d been working on at the time.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;In some cases (white text on a red background, for instance) a very subtle black drop-shadow will stop colour bleed and crawling effects. Even if you dislike drop-shadows, a subtle one will look flat and lovely on a broadcast monitor.&lt;/p&gt;
&lt;p&gt;Safe areas need to be taken with a pinch of salt. The default safe areas in most editing and compositing software date from before the widespread use of widescreen sets. Try extending the safe area for non-essential text in interactive projects, and consult broadcaster guidelines for their widescreen policies: many channels now broadcast in 14:9 to terrestrial boxes, with options for satellite and cable viewers.&lt;/p&gt;
&lt;p&gt;The hardest case is widescreen viewers cropping the top and bottom of the image by setting their TV to crop 4:3 to 16:9, combined with cable or satellite companies cropping the left and right of the image to present 16:9 to 4:3 for non-widescreen viewers. What’s left is a tiny safe rectangle in the centre of the image.&lt;/p&gt;
&lt;p&gt;Robert Bradbrook, who made &lt;a href=&quot;https://web.archive.org/web/20040607185535/http://freespace.virgin.net:80/robert.bradfilms/hrm.html&quot;&gt;Home Road Movies&lt;/a&gt;, has &lt;a href=&quot;https://web.archive.org/web/20040308204714/http://freespace.virgin.net:80/robert.bradfilms/WIDE.html&quot;&gt;excellent technical notes&lt;/a&gt; on designing graphics for 16:9 television and film, including a sample safe area. The &lt;a href=&quot;https://web.archive.org/web/20040627074325/http://www.bbc.co.uk:80/commissioning/branding/picturesize.shtml&quot;&gt;BBC’s picture standards documents&lt;/a&gt; are also good.&lt;/p&gt;
&lt;p&gt;One thing I don’t understand, though, is the BBC’s note that “additional [20 or 26 horizontal] pixels are not taken into account when calculating the aspect ratio, but without them images transferred between systems will not be the correct shape.” Can anyone confirm this is the case for PAL images?&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Projects</category><category>Broadcast Design</category><category>Experience Design</category><category>Graphic Design</category><category>Information Design</category><category>Interaction Design</category><category>Media</category><category>Narrative</category><category>Television</category><category>Screen Typography</category><category>Usability</category></item><item><title>Architecture theory books</title><link>https://www.elasticspace.com/2004/02/architecture-theory/</link><guid isPermaLink="true">https://www.elasticspace.com/2004/02/architecture-theory/</guid><description>A reading list on architecture theory: Calvino&apos;s Invisible Cities, Bachelard, Tschumi, Mitchell&apos;s City of Bits, Le Corbusier, Iain Borden.</description><pubDate>Tue, 03 Feb 2004 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;This is one of a series of reading lists I put together between 2002 and 2004 when I was starting out in interaction and experience design, building out a personal canon from books I was buying, borrowing from libraries, or lending to students. The lists are grouped by topic. Architecture is the parent discipline of a lot of interaction design thinking, and this list is the shelf I was reading on the theory side: space, the city, urbanism, and the politics of the built environment.&lt;br&gt;
Calvino’s Invisible Cities is the book I keep giving to people. Bachelard’s Poetics of Space is the phenomenological counterpart, both are worth reading slowly. Bernard Tschumi’s Architecture and Disjunction and Manhattan Transcripts are the most polemical of the theoretical books. William J. Mitchell’s City of Bits and E-topia are the early digital-urbanism texts that most directly speak to interaction designers working on networked spaces.&lt;br&gt;
The Amazon links below are what I had at the time, most will be dead now, but the ISBNs will find you a copy.&lt;/p&gt;
&lt;h3&gt;City of Collective Memory&lt;/h3&gt;
&lt;p&gt;M. Christine Boyer.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/026252211X/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/026252211X/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Breathing Cities: Visualizing Urban Movement&lt;/h3&gt;
&lt;p&gt;Nick Barley.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/3764362367/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/3764362367/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Metapolis Dictionary of Advanced Architecture&lt;/h3&gt;
&lt;p&gt;Manuel Gausa.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/8495951223/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/8495951223/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Rebuilding the Reichstag&lt;/h3&gt;
&lt;p&gt;Norman Foster.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0297825062/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0879517158/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Towards a New Architecture&lt;/h3&gt;
&lt;p&gt;Le Corbusier.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0750606274/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0750606274/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Architecture and Disjunction&lt;/h3&gt;
&lt;p&gt;Bernard Tschumi.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0262700603/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0262700603/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Manhattan Transcripts&lt;/h3&gt;
&lt;p&gt;Bernard Tschumi.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1854903810/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1854903810/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Logic of Architecture&lt;/h3&gt;
&lt;p&gt;William J. Mitchell.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0262631164/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0262631164/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Mobile: The Art of Portable Architecture&lt;/h3&gt;
&lt;p&gt;Jennifer Siegal ed.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1568983344/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1568983344/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;City of Bits&lt;/h3&gt;
&lt;p&gt;William J. Mitchell.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0262631768/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0262631768/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;E-topia&lt;/h3&gt;
&lt;p&gt;William J. Mitchell.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0262632055/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0262632055/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Strangely Familiar&lt;/h3&gt;
&lt;p&gt;Iain Borden, Joe Kerr, Alicia Pivaro, Jane Rendell.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0415144183/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0415144183/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Invisible Cities&lt;/h3&gt;
&lt;p&gt;Italo Calvino.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0749397640/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0749397640/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Poetics of Space&lt;/h3&gt;
&lt;p&gt;Gaston Bachelard, Etienne Gilson, John Stilgoe.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0807064734/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0807064734/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;De Stijl&lt;/h3&gt;
&lt;p&gt;Paul Overy.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0500202400/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0500202400/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Fragments of Utopia&lt;/h3&gt;
&lt;p&gt;David Wild.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0907259103/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0907259103/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Architects in Cyberspace&lt;/h3&gt;
&lt;p&gt;Neil Spiller, Martin Pearce.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1854902520/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1854902520/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Architecture</category><category>Books</category><category>Place</category><category>Research</category><category>Urbanism</category></item><item><title>Mess TV: SMS and MMS community television</title><link>https://www.elasticspace.com/2003/12/mess-tv/</link><guid isPermaLink="true">https://www.elasticspace.com/2003/12/mess-tv/</guid><description>A 2003 case study on rebranding and interaction-design work for Mess TV. TV Norge&apos;s nightly SMS and MMS community television programme.</description><pubDate>Thu, 18 Dec 2003 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;A nightly community TV show on &lt;a href=&quot;https://en.wikipedia.org/wiki/TV_Norge&quot;&gt;TV Norge&lt;/a&gt;, running from 2am to noon the next day, carried largely by SMS and MMS messages submitted from mobile phones. In 2003, an MMS was a photograph from a camera phone sent over the air, and most viewers didn’t yet have camera phones, so the incoming pictures were novel. The show worked because Norway is geographically dispersed and television is how people who live far apart stay loosely connected. My job was to redesign the on-screen interface so the audience’s messages and photographs could read cleanly on a television at three in the morning.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;A consultancy case study from 2003, a project for Mess TV on &lt;a href=&quot;https://en.wikipedia.org/wiki/TV_Norge&quot;&gt;TV Norge&lt;/a&gt; in Norway. I rebranded the show against the TV Norge visual identity, refined the SMS and MMS interaction scenarios, and advised on linear broadcast and interactive content.&lt;/em&gt;&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/mess-tv/messtv03.jpg&quot; alt=&quot;Mess TV interface showing presenters alongside an MMS picture window&quot; /&gt;&lt;figcaption&gt;Mess TV interface showing presenters alongside an MMS picture window&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/mess-tv/messtv04.jpg&quot; alt=&quot;Mess TV interface showing an MMS image gallery&quot; /&gt;&lt;figcaption&gt;Mess TV interface showing an MMS image gallery&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/mess-tv/messtv06.jpg&quot; alt=&quot;Mess TV interface showing an MMS-based chat thread&quot; /&gt;&lt;figcaption&gt;Mess TV interface showing an MMS-based chat thread&lt;/figcaption&gt;&lt;/figure&gt;
&lt;h3&gt;Features&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Standard layout similar to other SMS television shows, but with high attention to detail and clean, compact layout&lt;/li&gt;&lt;li&gt;Clean background colours foreground the messy user-generated content&lt;/li&gt;&lt;li&gt;Simple use of fonts and colours to lessen the visual overload of multiple messages&lt;/li&gt;&lt;li&gt;Clear divisions between different areas of content&lt;/li&gt;&lt;li&gt;MMS pictures can be submitted and displayed as part of competitions or themes&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;We conducted specific audience analysis on themes and content that generated the most interest, and adapted the interface to audience demands.&lt;/p&gt;
&lt;h3&gt;Future developments&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;Location-based services, personalisation and competitions&lt;/li&gt;&lt;li&gt;MMS video diaries, the ability for the audience to submit diaries of community projects or daily life, with some editorial control over editing and presentation, perhaps through an online interface&lt;/li&gt;&lt;/ul&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/mess-tv/messtv11.jpg&quot; alt=&quot;Mess TV interface showing a location-based competition&quot; /&gt;&lt;figcaption&gt;Mess TV interface showing a location-based competition&lt;/figcaption&gt;&lt;/figure&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/mess-tv/messtv12.jpg&quot; alt=&quot;Mess TV interface showing a location-based competition&quot; /&gt;&lt;figcaption&gt;Mess TV interface showing a location-based competition&lt;/figcaption&gt;&lt;/figure&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Projects</category><category>Broadcast Design</category><category>Case Study</category><category>Consultancy</category><category>Interactive Television</category><category>Mobility</category><category>SMS</category><category>Television</category><enclosure url="https://www.elasticspace.com/images/mess-tv/messtv03.jpg" length="27944" type="image/jpeg"/></item><item><title>Design management books</title><link>https://www.elasticspace.com/2003/10/design-management/</link><guid isPermaLink="true">https://www.elasticspace.com/2003/10/design-management/</guid><description>A short reading list on design management and workflow: the Robertsons on requirements, Wiegers on software requirements, Goto &amp; Cotler&apos;s Web Redesign.</description><pubDate>Sun, 12 Oct 2003 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;This is one of a series of reading lists I put together between 2002 and 2004 when I was starting out in interaction and experience design, building out a personal canon from books I was buying, borrowing from libraries, or lending to students. The lists are grouped by topic. This one is the shortest on the shelf and the most practical, the books on managing design projects, gathering requirements and running workflows.&lt;br&gt;
The Robertsons’ Mastering the Requirements Process is the standard reference on requirements gathering. Karl Wiegers’s Software Requirements is the software-engineering equivalent. Goto &amp;amp; Cotler’s Web Redesign is of its moment but it was the manual every web-design studio had on a shelf in 2003.&lt;br&gt;
The Amazon links below are what I had at the time, most will be dead now, but the ISBNs will find you a copy.&lt;/p&gt;
&lt;h3&gt;Mastering the Requirements Process&lt;/h3&gt;
&lt;p&gt;Suzanne Robertson, James Robertson.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0201360462/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0201360462/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Software Requirements&lt;/h3&gt;
&lt;p&gt;Karl E. Wiegers.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0735606315/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0735606315/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Collaborative Web Development&lt;/h3&gt;
&lt;p&gt;Jessica Burdman.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0201433311/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0201433311/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Web Redesign: Workflow that Works&lt;/h3&gt;
&lt;p&gt;Kelly Goto, Emily Cotler.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0735710627/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0735710627/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Rapid Application Development&lt;/h3&gt;
&lt;p&gt;Steve McConnell.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1556159005/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1556159005/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Adaptive Design</category><category>Books</category><category>Interaction Design</category><category>Research</category></item><item><title>Information design books</title><link>https://www.elasticspace.com/2003/09/information-design/</link><guid isPermaLink="true">https://www.elasticspace.com/2003/09/information-design/</guid><description>A reading list on information design: Tufte&apos;s trilogy, Mijksenaar, Colin Ware on visualisation, How to Lie With Statistics, atlases of the world.</description><pubDate>Tue, 02 Sep 2003 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;This is one of a series of reading lists I put together between 2002 and 2004 when I was starting out in interaction and experience design, building out a personal canon from books I was buying, borrowing from libraries, or lending to students. The lists are grouped by topic. This one is on information design: the discipline of making quantitative and complex information legible.&lt;br&gt;
Tufte’s three books (The Visual Display of Quantitative Information, Envisioning Information, Visual Explanations) are the canonical shelf. But Paul Mijksenaar’s Visual Function is the better first book: smaller, polemical, full of examples, and it prepares you to read Tufte critically rather than as scripture. Colin Ware’s Information Visualization is the scientific companion. Huff’s How to Lie With Statistics is the essential ethical counterpart, a reminder that information design can mislead as easily as it can clarify.&lt;br&gt;
The Amazon links below are what I had at the time, most will be dead now, but the ISBNs will find you a copy.&lt;/p&gt;
&lt;h3&gt;Visual Function: An Introduction to Information Design&lt;/h3&gt;
&lt;p&gt;Paul Mijksenaar. A small, beautiful and polemical book full of fine examples of good information design, read this before tackling Tufte.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/156898118X/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/156898118X/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Visual Display of Quantitative Information&lt;/h3&gt;
&lt;p&gt;Edward Tufte.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0961392142/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0961392142/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Envisioning Information&lt;/h3&gt;
&lt;p&gt;Edward Tufte.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0961392118/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0961392118/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Visual Explanations&lt;/h3&gt;
&lt;p&gt;Edward Tufte.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0961392126/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0961392126/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Double Fold: Libraries and the Assault on Paper&lt;/h3&gt;
&lt;p&gt;Nicholson Baker.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0099429039/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0375504443/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Digital Diagrams&lt;/h3&gt;
&lt;p&gt;Trevor Bounford, Alastair Campbell.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0823015726/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0823015726/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Open Here&lt;/h3&gt;
&lt;p&gt;Paul Mijksenaar and Piet Westendorp.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/050028170X/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1556709625/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Information Graphics: A Comprehensive Illustrated Reference&lt;/h3&gt;
&lt;p&gt;Robert L. Harris.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0195135326/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0195135326/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Information Design&lt;/h3&gt;
&lt;p&gt;Robert E. Jacobsen.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/026210069X/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/026210069X/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;How to Lie With Statistics&lt;/h3&gt;
&lt;p&gt;Darrel Huff, Irving Geis.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0140136290/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0393310728/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Information Visualization&lt;/h3&gt;
&lt;p&gt;Colin Ware.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1558605118/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1558605118/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Readings in Information Visualization&lt;/h3&gt;
&lt;p&gt;Stuart Card, Jock Mackinlay, Ben Schneiderman.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1558605339/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1558605339/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Global Media Atlas&lt;/h3&gt;
&lt;p&gt;Mark Balnaves, James Donald, Donald Stephanie Hemelryk.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0851708609/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0142000175/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt; / &lt;a href=&quot;https://web.archive.org/web/20030810214811/http://www.myriadeditions.com:80/books.html&quot;&gt;myriad editions&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Atlas of the Future&lt;/h3&gt;
&lt;p&gt;Ian Pearson.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0028620895/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0028620895/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt; / &lt;a href=&quot;https://web.archive.org/web/20030810214811/http://www.myriadeditions.com:80/books.html&quot;&gt;myriad editions&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The State of the World Atlas&lt;/h3&gt;
&lt;p&gt;Dan Smith.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1844070298/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0140514465/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt; / &lt;a href=&quot;https://web.archive.org/web/20030810214811/http://www.myriadeditions.com:80/books.html&quot;&gt;myriad editions&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;How Maps Work: Representation, Visualization and Design&lt;/h3&gt;
&lt;p&gt;Alan M. MacEachren.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0898625890/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0898625890/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Books</category><category>Graphic Design</category><category>Information Design</category></item><item><title>Usability books</title><link>https://www.elasticspace.com/2003/08/usability/</link><guid isPermaLink="true">https://www.elasticspace.com/2003/08/usability/</guid><description>A reading list on usability: Norman’s Design of Everyday Things, Nielsen, Krug’s Don’t Make Me Think, Beyer &amp; Holtzblatt on contextual design and more.</description><pubDate>Mon, 11 Aug 2003 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;This is one of a series of reading lists I put together between 2002 and 2004 when I was starting out in interaction and experience design, building out a personal canon from books I was buying, borrowing from libraries, or lending to students. The lists are grouped by topic. This one is on usability, the discipline that gave interaction design its empirical grounding.&lt;br&gt;
Don Norman’s The Design of Everyday Things is the foundational book, and still the one to read first. Steve Krug’s Don’t Make Me Think is the approachable practitioner’s companion. Beyer &amp;amp; Holtzblatt’s Contextual Design is the canonical research-methods book, the one that taught a generation of designers how to watch users in their actual contexts. Nielsen is the dominant figure of the era, for better and worse; both his books are worth knowing even where you disagree.&lt;br&gt;
The Amazon links below are what I had at the time, most will be dead now, but the ISBNs will find you a copy.&lt;/p&gt;
&lt;h3&gt;The Design of Everyday Things&lt;/h3&gt;
&lt;p&gt;Donald Norman.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0262640376/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0262640376/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Things That Make Us Smart&lt;/h3&gt;
&lt;p&gt;Donald Norman.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0201626950/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0201626950/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Design of Sites: Patterns, Principles, and Processes for Crafting a Customer-Centered Web Experience&lt;/h3&gt;
&lt;p&gt;Douglas K. Van Duyne, James Landay, Jason I. Hong.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/020172149X/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/020172149X/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;User-Centred Web Design&lt;/h3&gt;
&lt;p&gt;John Cato.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0201398605/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0201398605/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Contextual Design: A Customer-Centered Approach to Systems Designs&lt;/h3&gt;
&lt;p&gt;Hugh Beyer, Karen Holtzblatt.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1558604111/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1558604111/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;User and Task Analysis for Interface Design&lt;/h3&gt;
&lt;p&gt;Joann Hackos, Janice Redish.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0471178314/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0471178314/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Shaping Web Usability: Interaction Design in Context&lt;/h3&gt;
&lt;p&gt;Albert N. Badre.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0201729938/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0201729938/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Submit Now: Designing Persuasive Websites&lt;/h3&gt;
&lt;p&gt;Andrew Chak.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0735711704/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0735711704/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Handheld Usability&lt;/h3&gt;
&lt;p&gt;Scott Weiss.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0470844469/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0470844469/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Web Accessibility for People With Disabilities&lt;/h3&gt;
&lt;p&gt;Michael G. Paciello.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1929629087/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1929629087/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Design by People for People: Essays on Usability&lt;/h3&gt;
&lt;p&gt;Russell Branaghan.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0970227205/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0970227205/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Designing Web Usability&lt;/h3&gt;
&lt;p&gt;Jakob Nielsen.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/156205810X/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/156205810X/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Usability Engineering&lt;/h3&gt;
&lt;p&gt;Jakob Nielsen.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0125184069/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0125184069/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Web Site Usability&lt;/h3&gt;
&lt;p&gt;Jared M. Spool.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/155860569X/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/155860569X/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Don’t Make Me Think!: A Common Sense Approach to Web Usability&lt;/h3&gt;
&lt;p&gt;Steve Krug.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0789723107/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0789723107/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Books</category><category>Interaction Design</category><category>Research</category><category>Usability</category></item><item><title>Game design books</title><link>https://www.elasticspace.com/2003/04/game-design/</link><guid isPermaLink="true">https://www.elasticspace.com/2003/04/game-design/</guid><description>A reading list on game design: Salen &amp; Zimmerman&apos;s Rules of Play, Poole&apos;s Trigger Happy, Lucien King&apos;s Game On and the practical design manuals of 2003.</description><pubDate>Thu, 10 Apr 2003 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;This is one of a series of reading lists I put together between 2002 and 2004 when I was starting out in interaction and experience design, building out a personal canon from books I was buying, borrowing from libraries, or lending to students. The lists are grouped by topic. This one is on game design, a discipline with a lot to teach interaction designers about engagement, feedback and the design of systems people come back to.&lt;br&gt;
Salen &amp;amp; Zimmerman’s Rules of Play is the canonical theoretical text; it did for game design what Bordwell &amp;amp; Thompson did for film. Steven Poole’s Trigger Happy is a cultural rather than technical take, and one of the better-written books on games. Lucien King’s Game On was the Barbican’s 2002 exhibition catalogue, still a useful visual and historical overview. The rest are practical manuals from the pre-indie era of game development.&lt;br&gt;
The Amazon links below are what I had at the time, most will be dead now, but the ISBNs will find you a copy.&lt;/p&gt;
&lt;h3&gt;Rules of Play : Game Design Fundamentals&lt;/h3&gt;
&lt;p&gt;Katie Salen, Eric Zimmerman.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0262240459/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0262240459/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Game Design&lt;/h3&gt;
&lt;p&gt;Bob Bates.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0761531653/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0761531653/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Andrew Rollings and Ernest Adams on Game Design&lt;/h3&gt;
&lt;p&gt;Andrew Rollings, Ernest Adams.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1592730019/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1592730019/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Game Architecture and Design&lt;/h3&gt;
&lt;p&gt;Andrew Rollings, Dave Morris.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1576104257/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1576104257/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Game On&lt;/h3&gt;
&lt;p&gt;Lucien King.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/185669304X/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/185669304X/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;RE:Play&lt;/h3&gt;
&lt;p&gt;Liz Faber.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1856691403/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1856691403/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Electronic Plastic&lt;/h3&gt;
&lt;p&gt;Jaro Gielens, Robert Klanten.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/3931126447/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/3931126447/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Trigger Happy&lt;/h3&gt;
&lt;p&gt;Steven Poole.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1841151211/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1559705396/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Books</category><category>Experience Design</category><category>Interaction Design</category><category>Play</category><category>Research</category></item><item><title>Experience design books</title><link>https://www.elasticspace.com/2003/02/experience-design/</link><guid isPermaLink="true">https://www.elasticspace.com/2003/02/experience-design/</guid><description>A reading list on experience design: Garrett&apos;s Elements of User Experience, Dewey&apos;s Art as Experience, Csikszentmihalyi on flow.</description><pubDate>Mon, 17 Feb 2003 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;This is one of a series of reading lists I put together between 2002 and 2004 when I was starting out in interaction and experience design, building out a personal canon from books I was buying, borrowing from libraries, or lending to students. The lists are grouped by topic. This one is on experience design itself, the books that were building the vocabulary for the field at the time.&lt;br&gt;
Jesse James Garrett’s The Elements of User Experience is still the clearest practitioner’s framework. Dewey’s Art as Experience from the 1930s is the philosophical foundation; the chapter called ‘What is an experience’ is worth reading on its own. Csikszentmihalyi’s Flow is the psychological counterpart. James Cousins’s British Rail Design, out of print, is a fascinating case study of integrated experience design across every touchpoint of a service, from seat-fabric to signage.&lt;br&gt;
The Amazon links below are what I had at the time, most will be dead now, but the ISBNs will find you a copy.&lt;/p&gt;
&lt;h3&gt;The Elements of User Experience: User-Centered Design for the Web&lt;/h3&gt;
&lt;p&gt;Jesse James Garrett. This small book succinctly and professionally explains the entire user-experience field. Every page has some insight to offer; from user-centred strategy to visual branding and graphics. For more information see &lt;a href=&quot;https://web.archive.org/web/20030606161000/http://www.jjg.net:80/&quot;&gt;jjg.net&lt;/a&gt;.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0735712026/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0735712026/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Art as Experience&lt;/h3&gt;
&lt;p&gt;John Dewey. A classic book written in the 1930s. Read the chapter ‘What is an experience’ for the most astute and intelligent discussion of what makes our world of experience.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0399500251/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0399500251/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Experience and Nature&lt;/h3&gt;
&lt;p&gt;John Dewey.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0486204715/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0486204715/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Experience Design&lt;/h3&gt;
&lt;p&gt;Nathan Shedroff. Diverse and interesting examples of design being used to shape our experiences. A very poorly designed book.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0735710783/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0735710783/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Flow: The Psychology of Optimal Experience&lt;/h3&gt;
&lt;p&gt;Mihaly Csikszentmihalyi.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0060920432/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0060920432/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;A Natural History of the Senses&lt;/h3&gt;
&lt;p&gt;Diane Ackerman.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1857994035/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0679735666/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Shape of Content&lt;/h3&gt;
&lt;p&gt;Ben Shahn.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0674805704/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0674805704/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;British Rail Design&lt;/h3&gt;
&lt;p&gt;James Cousins. Out of print. A fascinating overview of the complete British Rail user-experience, from the fabric for the seat covers, to carriage design, to signage and pedestrian density in stations.&lt;br&gt;&lt;a href=&quot;https://web.archive.org/web/20030605150512/http://www.ddc.dk:80/UK/publications/boeger/off/off.html&quot;&gt;Danish Design Centre&lt;/a&gt; / &lt;a href=&quot;https://web.archive.org/web/20030612115941/http://beaverbooksearch.co.uk:80/&quot;&gt;UK booksearch&lt;/a&gt;.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Adaptive Design</category><category>Books</category><category>Experience Design</category></item><item><title>Visual design books</title><link>https://www.elasticspace.com/2003/01/visual-design/</link><guid isPermaLink="true">https://www.elasticspace.com/2003/01/visual-design/</guid><description>A reading list on visual design: Muller-Brockmann, Itten, Albers, Rand and Pevsner alongside the showcase books of the early-2000s web.</description><pubDate>Tue, 28 Jan 2003 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;This is one of a series of reading lists I put together between 2002 and 2004 when I was starting out in interaction and experience design, building out a personal canon from books I was buying, borrowing from libraries, or lending to students. The lists are grouped by topic. This one is visual design: grid systems, typography of form, colour theory, graphic design history, and the design-annual/showcase books that were the web’s main way of keeping track of itself before Flickr and RSS.&lt;/p&gt;
&lt;p&gt;Some of these are still essential (Muller-Brockmann, Itten, Albers, Rand, Pevsner). Some are of their moment (Reload: Browser 2.0 is a time capsule of early web design). The Amazon links below are what I had at the time, most will be dead now, but the ISBNs will find you a copy.&lt;/p&gt;
&lt;h3&gt;Grid Systems in Graphic Design&lt;/h3&gt;
&lt;p&gt;Josef Muller-Brockmann. &lt;a href=&quot;https://web.archive.org/web/20051112212642/http://www.magmabooks.com:80/content/bookshop/book.asp?cat=7&amp;amp;caller=search&amp;amp;id=2456&quot;&gt;Magma Books&lt;/a&gt; / &lt;a href=&quot;https://web.archive.org/web/20030605144002/http://www.niggli.ch:80/eng/01.html&quot;&gt;Niggli&lt;/a&gt; / &lt;a href=&quot;https://web.archive.org/web/20030612115941/http://beaverbooksearch.co.uk:80/&quot;&gt;UK booksearch&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Primer of Visual Literacy&lt;/h3&gt;
&lt;p&gt;Donis A. Dondis. &lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0262540290/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0262540290/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Graphic Design Timeline: A Century of Design Milestones&lt;/h3&gt;
&lt;p&gt;Steven Heller, Elinor Pettit. &lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1581150644/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1581150644/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;6 Chapters in Design&lt;/h3&gt;
&lt;p&gt;Philip Meggs. &lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0811817229/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;https://web.archive.org/web/20020816203144/http://www.amazon.com:80/exec/obidos/ASIN/0811817229/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Pioneers of Modern Design&lt;/h3&gt;
&lt;p&gt;Nikolaus Pevsner. &lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0140137149/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0140137149/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Design Literacy: Understanding Graphic Design&lt;/h3&gt;
&lt;p&gt;Steven Heller. &lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1880559765/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1880559765/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Design Literacy (Continued): Understanding Graphic Design&lt;/h3&gt;
&lt;p&gt;Steven Heller. &lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1581150350/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1581150350/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Paul Rand: A Designer’s Art&lt;/h3&gt;
&lt;p&gt;Paul Rand. &lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0300082827/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0300082827/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Design, Form and Chaos&lt;/h3&gt;
&lt;p&gt;Paul Rand. &lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0300055536/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0300055536/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Designing Books&lt;/h3&gt;
&lt;p&gt;Jost Hochuli, Robin Kinross. &lt;a href=&quot;https://www.amazon.co.uk/dp/0907259081/&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ISBN=0907259081/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;On Book Design&lt;/h3&gt;
&lt;p&gt;Richard Hendel. &lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0300075707/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0300075707/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Design and Form&lt;/h3&gt;
&lt;p&gt;Johannes Itten. &lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0500270678/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0471289302/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Elements of Color&lt;/h3&gt;
&lt;p&gt;Johannes Itten. &lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0471289299/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0471289299/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Color Star&lt;/h3&gt;
&lt;p&gt;Johannes Itten. &lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0471289310/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0471289310/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Interaction of Color&lt;/h3&gt;
&lt;p&gt;Josef Albers. &lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0300018460/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0300018460/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Basic Law of Colour Theory&lt;/h3&gt;
&lt;p&gt;Harald Kueppers. &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0812021738/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Color for Websites: Digital Media Design&lt;/h3&gt;
&lt;p&gt;Molly Holzschlag. &lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/2880465427/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/2880465427/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Wabi-Sabi: for Artists, Designers, Poets &amp;amp; Philosophers&lt;/h3&gt;
&lt;p&gt;Leonard Koren. &lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1880656124/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1880656124/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Katachi: Classic Japanese Design&lt;/h3&gt;
&lt;p&gt;Takeji Iwamiya, Kazuya Takaoka. &lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0811825477/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0811825477/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Dutch Graphic Design&lt;/h3&gt;
&lt;p&gt;Kees Broos, Paul Hefting. &lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0714834505/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Experience&lt;/h3&gt;
&lt;p&gt;Sean Perkins. &lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1861540000/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1861540000/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Permanent: Design Is Kinky&lt;/h3&gt;
&lt;p&gt;Andrew Johnstone, Jade Palmer. &lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/9628617737/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/9628617737/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Catching the Moment&lt;/h3&gt;
&lt;p&gt;Terry Jones. &lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1861540108/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1861540108/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Reload: Browser 2.0&lt;/h3&gt;
&lt;p&gt;Patrick Burgoyne, Liz Faber. &lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1856691748/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1856691748/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Narita Inspected&lt;/h3&gt;
&lt;p&gt;Lopetz Klanten. &lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/3931126617/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/3931126617/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Mobile Minded&lt;/h3&gt;
&lt;p&gt;Mieke Gerritzen. An introduction to Mattmo’s work in motion graphics, interaction design and print. &lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/9063690142/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/9063690142/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Design For Interaction&lt;/h3&gt;
&lt;p&gt;Lisa Baggerman. Very visual, somewhat disappointing in its coverage of interaction, but offers many visual examples of rich web designs for inspiration. &lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1564966526/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1564966526/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Books</category><category>Graphic Design</category><category>Information Design</category></item><item><title>Broadcast design books</title><link>https://www.elasticspace.com/2003/01/broadcast-design/</link><guid isPermaLink="true">https://www.elasticspace.com/2003/01/broadcast-design/</guid><description>A reading list on motion graphics and broadcast design: Pause, Type in Motion, the Meyers on After Effects, Richard Williams&apos;s Animator&apos;s Survival Kit.</description><pubDate>Sun, 26 Jan 2003 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;This is one of a series of reading lists I put together between 2002 and 2004 when I was starting out in interaction and experience design, building out a personal canon from books I was buying, borrowing from libraries, or lending to students. The lists are grouped by topic. This one is on motion graphics and broadcast design, a parallel craft I’d been working in, and one that feeds directly into time-based interaction work.&lt;br&gt;
Richard Williams’s The Animator’s Survival Kit is the single essential craft book on the shelf, worth more than all the others combined if you only read one. Bellantoni &amp;amp; Woolman’s Type in Motion is the theoretical book I kept returning to. The Meyers’ After Effects books were the practical manuals of the era; much of their content is now superseded, but they taught a generation how to think about motion.&lt;br&gt;
The Amazon links below are what I had at the time, most will be dead now, but the ISBNs will find you a copy.&lt;/p&gt;
&lt;h3&gt;Pause: 59 Minutes of Motion Graphics&lt;/h3&gt;
&lt;p&gt;Julie Hirschfeld, Stefanie Barth ed.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1856691993/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1856691993/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Anime&lt;/h3&gt;
&lt;p&gt;Robert Klanten, Hendrik Hellige, Birga Meyer. Includes 4 ½ hours of motion graphics work on DVD, but the book itself is disappointing.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/3931126722/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/3931126722/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Type in Motion&lt;/h3&gt;
&lt;p&gt;Jeff Bellantoni, Matt Woolman.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0500281890/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0500281890/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Understanding Animation&lt;/h3&gt;
&lt;p&gt;Paul Wells.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0415115973/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0415115973/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;2-D Animation&lt;/h3&gt;
&lt;p&gt;Jayne Pilling.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/2880464455/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/2880464455/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Animator’s Survival Kit&lt;/h3&gt;
&lt;p&gt;Richard Williams.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0571202284/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0571202284/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;After Effects in Production&lt;/h3&gt;
&lt;p&gt;Trish Meyer, Chris Meyer.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1578200776/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1578200776/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Creating Motion Graphics: with After Effects&lt;/h3&gt;
&lt;p&gt;Trish Meyer, Chris Meyer.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0879306068/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0879306068/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Books</category><category>Graphic Design</category><category>Television</category></item><item><title>Brand and communication books</title><link>https://www.elasticspace.com/2003/01/brand-and-communication/</link><guid isPermaLink="true">https://www.elasticspace.com/2003/01/brand-and-communication/</guid><description>A short reading list on brand and communication: Klein&apos;s No Logo, Wally Olins on identity, Kapferer on strategic brand management, Jane Pavitt.</description><pubDate>Fri, 17 Jan 2003 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;This is one of a series of reading lists I put together between 2002 and 2004 when I was starting out in interaction and experience design, building out a personal canon from books I was buying, borrowing from libraries, or lending to students. The lists are grouped by topic. This one is on brand and communication: identity systems, the commercial and political arguments around branding, and strategic brand management.&lt;br&gt;
Klein’s No Logo is the political counterweight to everything else on this shelf. Wally Olins’s The Guide to Identity is the canonical practitioner’s text on identity systems; he co-wrote the third title here too. Jane Pavitt’s Brand New was the V&amp;amp;A’s Brand New catalogue, a visual overview of what corporate identity looked like at the turn of the millennium.&lt;br&gt;
The Amazon links below are what I had at the time, most will be dead now, but the ISBNs will find you a copy.&lt;/p&gt;
&lt;h3&gt;No Logo&lt;/h3&gt;
&lt;p&gt;Naomi Klein.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0006530400/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0312421435/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Guide to Identity&lt;/h3&gt;
&lt;p&gt;Wally Olins.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/056607737X/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/056607737X/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Principles of Corporate Communication&lt;/h3&gt;
&lt;p&gt;Cees van Riel, Wally Olins.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0131509969/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0131509969/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Brand New&lt;/h3&gt;
&lt;p&gt;Jane Pavitt ed.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/185177324X/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/069107061X/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Strategic Brand Management&lt;/h3&gt;
&lt;p&gt;Jean-Noel Kapferer.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0749420693/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0749420693/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Brand Manners&lt;/h3&gt;
&lt;p&gt;Hamish Pringle, William Gordon.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0471496065/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0471496065/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Books</category><category>Experience Design</category><category>Graphic Design</category></item><item><title>Typography books</title><link>https://www.elasticspace.com/2003/01/typography/</link><guid isPermaLink="true">https://www.elasticspace.com/2003/01/typography/</guid><description>A reading list on typography: Bringhurst, Kinross, Spiekermann, Baines, Weingart, Smeijers on punchcutting, and more, my 2003 typography shelf.</description><pubDate>Fri, 17 Jan 2003 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;This is one of a series of reading lists I put together between 2002 and 2004 when I was starting out in interaction and experience design, building out a personal canon from books I was buying, borrowing from libraries, or lending to students. The lists are grouped by topic. This one is on typography, the deepest and oldest of the design disciplines, and still the one most interaction designers would benefit from reading into properly.&lt;br&gt;
Bringhurst’s The Elements of Typographic Style is the canonical reference. Robin Kinross’s Unjustified Text and his book on Karel Martens are the most useful English-language writing on typography as a critical practice. Spiekermann’s Stop Stealing Sheep is where to start if you’ve never thought about typefaces. Fred Smeijers’s Counterpunch is the book on punchcutting, the craft under the craft.&lt;br&gt;
The Amazon links below are what I had at the time, most will be dead now, but the ISBNs will find you a copy.&lt;/p&gt;
&lt;h3&gt;Type and Typography&lt;/h3&gt;
&lt;p&gt;Phil Baines.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1856692442/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1856692442/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Signs: Lettering in the Environment&lt;/h3&gt;
&lt;p&gt;Phil Baines, Catherine Dixon.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1856693376/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1856693376/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;A View of Early Typography&lt;/h3&gt;
&lt;p&gt;Harry Carter.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0907259219/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0907259219/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Unjustified Text: Perspectives on Typography&lt;/h3&gt;
&lt;p&gt;Robin Kinross.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0907259170/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0907259170/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Karel Martens: Printed Matter / Drukwerk&lt;/h3&gt;
&lt;p&gt;Robin Kinross, Karel Martens, Jaap van Triest.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0907259200/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0907259200/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Counterpunch&lt;/h3&gt;
&lt;p&gt;Fred Smeijers.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0907259065/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0907259065/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Stop Stealing Sheep&lt;/h3&gt;
&lt;p&gt;Erik Spiekermann, E.M. Ginger.&lt;br&gt;&lt;a href=&quot;https://www.amazon.co.uk/dp/0672485435/&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ISBN=0672485435/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Basic Typography&lt;/h3&gt;
&lt;p&gt;James Craig.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0823004511/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0823004511/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Typo – When, Who, How&lt;/h3&gt;
&lt;p&gt;F Friedl.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/3895084735/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/3895084735/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Typographic Design&lt;/h3&gt;
&lt;p&gt;Rob Carter, Philip B Meggs, Ben Day.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0471383414/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0471383414/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Elements of Typographic Style&lt;/h3&gt;
&lt;p&gt;Robert Bringhurst.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0881791326/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0881791326/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Typographica&lt;/h3&gt;
&lt;p&gt;Rick Poynor.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1856692434/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1856692434/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Dimensional Typography: Words in Space&lt;/h3&gt;
&lt;p&gt;J. Abbott Miller.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1568980892/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1568980892/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Fuck Off Typography&lt;/h3&gt;
&lt;p&gt;Gerard Saint.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1903391210/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1903391210/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Typography&lt;/h3&gt;
&lt;p&gt;Wolfgang Weingart.&lt;br&gt;&lt;a href=&quot;http://www.magmabooks.com&quot;&gt;Magma Books&lt;/a&gt; / &lt;a href=&quot;https://web.archive.org/web/20030605144002/http://www.niggli.ch:80/eng/01.html&quot;&gt;Niggli&lt;/a&gt; / &lt;a href=&quot;https://web.archive.org/web/20030612115941/http://beaverbooksearch.co.uk:80/&quot;&gt;UK booksearch&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Typography&lt;/h3&gt;
&lt;p&gt;Friedl, Ott, Stein.&lt;br&gt;&lt;a href=&quot;http://www.magmabooks.com&quot;&gt;Magma Books&lt;/a&gt; / &lt;a href=&quot;https://web.archive.org/web/20030605144002/http://www.niggli.ch:80/eng/01.html&quot;&gt;Niggli&lt;/a&gt; / &lt;a href=&quot;https://web.archive.org/web/20030612115941/http://beaverbooksearch.co.uk:80/&quot;&gt;UK booksearch&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Basic Typography: Design With Letters&lt;/h3&gt;
&lt;p&gt;Ruedi Ruegg.&lt;br&gt;&lt;a href=&quot;http://www.magmabooks.com&quot;&gt;Magma Books&lt;/a&gt; / &lt;a href=&quot;https://web.archive.org/web/20030605144002/http://www.niggli.ch:80/eng/01.html&quot;&gt;Niggli&lt;/a&gt; / &lt;a href=&quot;https://web.archive.org/web/20030612115941/http://beaverbooksearch.co.uk:80/&quot;&gt;UK booksearch&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Typography: Macro + Micro Aesthetics&lt;/h3&gt;
&lt;p&gt;Willi Kunz.&lt;br&gt;&lt;a href=&quot;http://www.magmabooks.com&quot;&gt;Magma Books&lt;/a&gt; / &lt;a href=&quot;https://web.archive.org/web/20030605144002/http://www.niggli.ch:80/eng/01.html&quot;&gt;Niggli&lt;/a&gt; / &lt;a href=&quot;https://web.archive.org/web/20030612115941/http://beaverbooksearch.co.uk:80/&quot;&gt;UK booksearch&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Books</category><category>Graphic Design</category><category>Information Design</category></item><item><title>Business and strategy books</title><link>https://www.elasticspace.com/2003/01/business-and-strategy/</link><guid isPermaLink="true">https://www.elasticspace.com/2003/01/business-and-strategy/</guid><description>A short reading list on design business and strategy: Kelley on IDEO, Christensen&apos;s Innovator&apos;s Dilemma, Pine &amp; Gilmore on the experience economy.</description><pubDate>Sun, 12 Jan 2003 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;This is one of a series of reading lists I put together between 2002 and 2004 when I was starting out in interaction and experience design, building out a personal canon from books I was buying, borrowing from libraries, or lending to students. The lists are grouped by topic. This one is short: the business and strategy books I was reading to understand where design sits in the wider commercial conversation.&lt;br&gt;
Christensen’s The Innovator’s Dilemma is the single most useful book here. The Experience Economy by Pine &amp;amp; Gilmore is the strategic framing most relevant to experience design; it made the argument that experience itself is the product. The rest are either IDEO-perspective (Kelley) or of their moment (the Dream Society and Experiential Marketing).&lt;br&gt;
The Amazon links below are what I had at the time, most will be dead now, but the ISBNs will find you a copy.&lt;/p&gt;
&lt;h3&gt;The Art of Innovation: Lessons in Creativity from Ideo&lt;/h3&gt;
&lt;p&gt;Tom Kelley.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/000710281X/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0385499841/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Innovator’s Dilemma&lt;/h3&gt;
&lt;p&gt;Clayton M. Christensen.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0875845851/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0066620694/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Dream Society&lt;/h3&gt;
&lt;p&gt;Rolf Jensen.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0070329672/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0070329672/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Experience Economy&lt;/h3&gt;
&lt;p&gt;B. Joseph Pine.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0875848192/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0875848192/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Experiential Marketing&lt;/h3&gt;
&lt;p&gt;Bernd H. Schmitt.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0684854236/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0684854236/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Books</category><category>Experience Design</category><category>Research</category></item><item><title>Technical books</title><link>https://www.elasticspace.com/2002/12/technical-books/</link><guid isPermaLink="true">https://www.elasticspace.com/2002/12/technical-books/</guid><description>A reading list on web technology and standards, circa 2002: Zeldman, Meyer on CSS, Håkon Wium Lie, Joe Clark on accessibility, and databases.</description><pubDate>Sat, 14 Dec 2002 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;This is one of a series of reading lists I put together between 2002 and 2004 when I was starting out in interaction and experience design, building out a personal canon from books I was buying, borrowing from libraries, or lending to students. The lists are grouped by topic. This one is the shortest, and the most time-stamped: the technical books I was reading when web standards, CSS and accessibility were still being argued over. Much of this has since become second nature or been superseded, but at the time these were the books shaping the craft.&lt;br&gt;
Zeldman’s Designing with Web Standards is the generational text of that moment, the book that made the case for separating structure from presentation and won the argument. Eric Meyer on CSS and Håkon Wium Lie’s book on CSS1 are the practical and theoretical companions. Joe Clark’s Building Accessible Websites is the conscience of the shelf.&lt;br&gt;
The Amazon links below are what I had at the time, most will be dead now, but the ISBNs will find you a copy.&lt;/p&gt;
&lt;h3&gt;Designing with Web Standards&lt;/h3&gt;
&lt;p&gt;Jeffrey Zeldman.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0735712018/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0735712018/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Taking Your Talent to the Web&lt;/h3&gt;
&lt;p&gt;Jeffrey Zeldman. A fantastic how-to book for designers looking to get involved in web publishing and design. Takes the reader through writing, usability, architecture and technical tips.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0735710732/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0735710732/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Eric Meyer on CSS: Mastering the Language of Web Design&lt;/h3&gt;
&lt;p&gt;Eric Meyer. One of the leading proponents and practitioners of css on the web explains his ideas and techniques.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/073571245X/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/073571245X/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Cascading Style Sheets: Separating Content from Presentation&lt;/h3&gt;
&lt;p&gt;Owen Briggs, Steve Champeon, Eric Costello, Matt Patterson&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1904151043/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1904151043/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Cascading Style Sheets: Designing for the Web&lt;/h3&gt;
&lt;p&gt;Håkon Wium Lie. The inventor of CSS1 explains advanced w3c standard site design techniques.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0201596253/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0201596253/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Database Design for Mere Mortals&lt;/h3&gt;
&lt;p&gt;Michael J. Hernandez. High level design guidelines for designing relational databases, covering categories, fields, relationships and the end-user.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0201694719/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0201694719/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Building Accessible Websites&lt;/h3&gt;
&lt;p&gt;Joe Clark. Valuable work on the techniques for improving the accessibility of online media.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/073571150X/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/073571150X/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt; / &lt;a href=&quot;http://joeclark.org/book/&quot;&gt;website&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Books</category><category>Interaction Design</category><category>Research</category><category>Technology</category></item><item><title>Film books</title><link>https://www.elasticspace.com/2002/09/film/</link><guid isPermaLink="true">https://www.elasticspace.com/2002/09/film/</guid><description>A reading list on filmmaking: Bordwell &amp; Thompson, Tarkovsky, Kieslowski, Chion on sound and the practical craft of directing and editing.</description><pubDate>Mon, 23 Sep 2002 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;This is one of a series of reading lists I put together between 2002 and 2004 when I was starting out in interaction and experience design, building out a personal canon from books I was buying, borrowing from libraries, or lending to students. The lists are grouped by topic. Film has always been a neighbouring discipline, and this list is about the craft: directing, editing, sound, screenwriting, the architecture of the frame.&lt;br&gt;
Bordwell &amp;amp; Thompson’s Film Art is the textbook every interaction designer should also read: how scenes work, how cuts work, how attention works. Tarkovsky’s Sculpting In Time and Kieslowski on Kieslowski are the directors’ own accounts of their thinking. Michel Chion’s Audio Vision is the essential book on sound-image relationships; I keep returning to it. Lumet’s Making Movies is the working director’s how-to.&lt;br&gt;
The Amazon links below are what I had at the time, most will be dead now, but the ISBNs will find you a copy.&lt;/p&gt;
&lt;h3&gt;Film Art&lt;/h3&gt;
&lt;p&gt;David Bordwell, Kristin Thompson. Classic textbook, required reading.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0071182306/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0072415924/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Sculpting In Time&lt;/h3&gt;
&lt;p&gt;Andrey Tarkovsky.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0292776241/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0292776241/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Time Within Time&lt;/h3&gt;
&lt;p&gt;Andrey Tarkovsky.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0571167179/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0571167179/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Kieslowski on Kieslowski&lt;/h3&gt;
&lt;p&gt;Danusia Stok, Krzysztof Kieslowski. A thorough insight into Kieslowski’s process, thinking and ideology. Wonderful.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0571173284/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0571173284/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Art and Science of Screenwriting&lt;/h3&gt;
&lt;p&gt;Philip Parker. Essential reading for screenwriting, not just the usual Hollywood basics.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1841500003/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1841500003/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Film Architecture&lt;/h3&gt;
&lt;p&gt;Dietrich Neumann.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/3791321633/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/3791321633/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Audio Vision&lt;/h3&gt;
&lt;p&gt;Michel Chion. Essential for anyone thinking about the interaction between audible and visible.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0231078986/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0231078986/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Directing: (Screencraft Series)&lt;/h3&gt;
&lt;p&gt;Mike Goodridge.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0240804988/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0240804988/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;First Cut: Conversations with Film Editors&lt;/h3&gt;
&lt;p&gt;Gabriella Oldham.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0520075889/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0520075889/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Director’s Journey: The Creative Collaboration&lt;/h3&gt;
&lt;p&gt;Mark Travis.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0941188590/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0941188590/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Making Movies&lt;/h3&gt;
&lt;p&gt;Sidney Lumet.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0747527679/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0679756604/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Film Directing: Shot By Shot&lt;/h3&gt;
&lt;p&gt;Steven Katz.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0941188108/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0941188108/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Directing the Film&lt;/h3&gt;
&lt;p&gt;Eric Sherman.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0316785415/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0316785415/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Making Movies Work: Thinking Like a Filmmaker&lt;/h3&gt;
&lt;p&gt;Jon Boorstin.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1879505274/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1879505274/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Books</category><category>Film</category><category>Television</category></item><item><title>Photography books</title><link>https://www.elasticspace.com/2002/09/photography/</link><guid isPermaLink="true">https://www.elasticspace.com/2002/09/photography/</guid><description>A reading list on photography from 2002: Berger, Mitchell&apos;s The Reconfigured Eye, Ritchin, Hockney&apos;s Cameraworks and monographs on Graham, Gursky and Shulman.</description><pubDate>Sun, 22 Sep 2002 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;This is one of a series of reading lists I put together between 2002 and 2004 when I was starting out in interaction and experience design, building out a personal canon from books I was buying, borrowing from libraries, or lending to students. The lists are grouped by topic. Photography has always run parallel to my design practice, and this list is the shelf I was building then: theory, practice, and the monographs I was learning from.&lt;br&gt;
Berger’s two books, Ways of Seeing and Another Way of Telling (the latter with Jean Mohr), are the essential reading. Mitchell’s The Reconfigured Eye is the clearest book on what photography became when it went digital. Hockney’s Cameraworks is the photographer’s-eye-view on composite image-making. The rest are monographs I was returning to: Graham, Gursky, Shulman on Modernism.&lt;br&gt;
The Amazon links below are what I had at the time, most will be dead now, but the ISBNs will find you a copy.&lt;/p&gt;
&lt;h3&gt;Another Way of Telling&lt;/h3&gt;
&lt;p&gt;John Berger, Jean Mohr.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0679737243/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0679737243/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Ways of Seeing&lt;/h3&gt;
&lt;p&gt;John Berger.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0140135154/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0140135154/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Reconfigured Eye&lt;/h3&gt;
&lt;p&gt;William J. Mitchell.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0262631601/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0262631601/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;In Our Own Image&lt;/h3&gt;
&lt;p&gt;Fred Ritchin.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0893813982/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0893813982/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Paul Graham&lt;/h3&gt;
&lt;p&gt;Paul Graham, Andrew Wilson.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0714835501/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0714835501/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Andreas Gursky: Photographs from 1984 to the Present&lt;/h3&gt;
&lt;p&gt;Marie Luise Syring et al.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/3823854704/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/3823854704/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Modernism Rediscovered&lt;/h3&gt;
&lt;p&gt;Pierluigi Serraino, Julius Shulman.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/3822864153/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/3822864153/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Cameraworks&lt;/h3&gt;
&lt;p&gt;David Hockney.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0394537335/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0394537335/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Lomo: Just Shoot&lt;/h3&gt;
&lt;p&gt;Fabian Monheim.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1861542305/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1861542305/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Art</category><category>Books</category><category>Photography</category></item><item><title>Media theory books</title><link>https://www.elasticspace.com/2002/09/media-theory/</link><guid isPermaLink="true">https://www.elasticspace.com/2002/09/media-theory/</guid><description>A reading list on media theory: Manovich, Dreyfus, Lessig, Johnson, de Landa, Reeves &amp; Nass, books shaping how I thought about new media in 2002.</description><pubDate>Wed, 11 Sep 2002 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;This is one of a series of reading lists I put together between 2002 and 2004 when I was starting out in interaction and experience design, building out a personal canon from books I was buying, borrowing from libraries, or lending to students. The lists are grouped by topic. This one is media theory: how new media remakes old assumptions, the politics of the networked commons, and the relationships between people, computers and media.&lt;br&gt;
Manovich’s Language of New Media is the canonical starting point. Lessig’s The Future of Ideas is the political counterpart. Reeves &amp;amp; Nass’s The Media Equation is the one that stays with you, a readable empirical argument that we treat machines socially whether we mean to or not. Paul Taylor’s Hackers sits slightly to one side of the others; it’s the best academic treatment of hacker culture I know.&lt;br&gt;
The Amazon links below are what I had at the time, most will be dead now, but the ISBNs will find you a copy.&lt;/p&gt;
&lt;h3&gt;The Language of New Media&lt;/h3&gt;
&lt;p&gt;Lev Manovich.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0262133741/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0262133741/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;On the Internet: Thinking in Action&lt;/h3&gt;
&lt;p&gt;Hubert Dreyfus.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0415228077/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0415228077/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Future of Ideas: The Fate of the Commons in a Connected World&lt;/h3&gt;
&lt;p&gt;Lawrence Lessig.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0375505784/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0375505784/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Hackers&lt;/h3&gt;
&lt;p&gt;Paul Taylor.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0415180724/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0415180724/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt; An extraordinary insight into hacker culture – academically rigorous but very readable and entertaining.&lt;/p&gt;
&lt;h3&gt;Affective Computing&lt;/h3&gt;
&lt;p&gt;Rosalind W. Picard.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0262161702/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0262161702/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Abstracting Craft&lt;/h3&gt;
&lt;p&gt;Malcolm McCullough.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/026263189X/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/026263189X/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Being Digital&lt;/h3&gt;
&lt;p&gt;Nicholas Negroponte.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0340649305/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0340649305/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Interface Culture&lt;/h3&gt;
&lt;p&gt;Steven Johnson.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0465036805/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0465036805/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Electronic Culture&lt;/h3&gt;
&lt;p&gt;Timothy Druckery.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0893816787/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0893816787/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;A Thousand Years of Non-Linear History&lt;/h3&gt;
&lt;p&gt;Manuel de Landa.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0942299329/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0942299329/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;War in the Age of Intelligent Machines&lt;/h3&gt;
&lt;p&gt;Manuel de Landa.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0942299752/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0942299752/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Media Equation&lt;/h3&gt;
&lt;p&gt;Bryon Reeves, Clifford Nass.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1575860538/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1575860538/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;If/Then Play&lt;/h3&gt;
&lt;p&gt;Janet Abrams.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/9072007522/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/9072007522/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Books</category><category>Media</category><category>Technology</category></item><item><title>Narrative books</title><link>https://www.elasticspace.com/2002/05/narrative/</link><guid isPermaLink="true">https://www.elasticspace.com/2002/05/narrative/</guid><description>A reading list on narrative, interactive storytelling and sequential art: Murray, Laurel, Campbell, McCloud and Eisner. One of a series I put together between 2002 and 2004.</description><pubDate>Tue, 14 May 2002 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;This is one of a series of reading lists I put together between 2002 and 2004 when I was starting out in interaction and experience design, building out a personal canon from books I was buying, borrowing from libraries, or lending to students. The lists are grouped by topic. This one is on narrative: interactive storytelling, theatre as a model for interaction, story structure, and the sequential-art tradition of comics.&lt;br&gt;
Janet Murray’s Hamlet on the Holodeck and Brenda Laurel’s Computers As Theatre are the two foundational texts that frame interaction design as a narrative practice. Campbell’s The Hero with a Thousand Faces is the story-structure canon. And Scott McCloud’s Understanding Comics, along with Eisner’s books, are among the most useful things an interaction designer can read, more practical than most HCI books for thinking about pacing, framing, and the relationship between words and images.&lt;br&gt;
The Amazon links below are what I had at the time, most will be dead now, but the ISBNs will find you a copy.&lt;/p&gt;
&lt;h3&gt;Hamlet on the Holodeck&lt;/h3&gt;
&lt;p&gt;Janet H Murray.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0262631873/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0262631873/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Pause &amp;amp; Effect: The Art of Interactive Narrative&lt;/h3&gt;
&lt;p&gt;Mark Stephen Meadows.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0735711712/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0735711712/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Computers As Theatre&lt;/h3&gt;
&lt;p&gt;Brenda Laurel.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0201550601/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0201550601/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Hero with a Thousand Faces&lt;/h3&gt;
&lt;p&gt;Joseph Campbell.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0586085718/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0691017840/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Interactive Acting: Acting, Improvisation, and Interacting for Audience Participatory Theatre&lt;/h3&gt;
&lt;p&gt;Jeff Wirth.&lt;br&gt;&lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0963237497/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Tell Me a Story: Narrative and Intelligence&lt;/h3&gt;
&lt;p&gt;by Roger C. Schank, Gary Saul Morson.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0810113139/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0810113139/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Understanding Comics&lt;/h3&gt;
&lt;p&gt;Scott McCloud.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/006097625X/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/006097625X/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Comics &amp;amp; Sequential Art&lt;/h3&gt;
&lt;p&gt;Will Eisner.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0961472812/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0961472812/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Graphic Storytelling &amp;amp; Visual Narrative&lt;/h3&gt;
&lt;p&gt;Will Eisner.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0961472820/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0961472820/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Art</category><category>Books</category><category>Film</category><category>Media</category><category>Narrative</category><category>Research</category><category>Television</category></item><item><title>Information architecture books</title><link>https://www.elasticspace.com/2002/04/information-architecture/</link><guid isPermaLink="true">https://www.elasticspace.com/2002/04/information-architecture/</guid><description>A reading list on information architecture, one of a series I put together between 2002 and 2004 when I was starting out in interaction and experience design.</description><pubDate>Tue, 30 Apr 2002 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;This is one of a series of reading lists I put together between 2002 and 2004 when I was starting out in interaction and experience design, building out a personal canon from books I was buying, borrowing from libraries, or lending to students. The lists are grouped by topic. This one is on information architecture: structuring and navigating information systems, the taxonomies and classifications behind them, and the wider theories of how information gets organised and shared.&lt;br&gt;
Rosenfeld &amp;amp; Morville’s book is the canonical introduction and still the best place to start. Bowker &amp;amp; Star’s Sorting Things Out is the essential theoretical counterpoint, a sociology of classification that any working IA practitioner should know. Brown &amp;amp; Duguid and Svenonius broaden it further into the social and philosophical foundations of information.&lt;br&gt;
The Amazon links below are what I had at the time, most will be dead now, but the ISBNs will find you a copy.&lt;/p&gt;
&lt;h3&gt;Information Architecture for the World Wide Web&lt;/h3&gt;
&lt;p&gt;Louis Rosenfeld, Peter Morville. Now in its second edition, undoubtedly the best introduction to IA.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1565922824/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1565922824/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Information Architects&lt;/h3&gt;
&lt;p&gt;Richard Saul Wurman.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1888001380/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1888001380/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Practical Information Architecture&lt;/h3&gt;
&lt;p&gt;Eric L. Reiss.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0201725908/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0201725908/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Information Architecture: Blueprints for the Web&lt;/h3&gt;
&lt;p&gt;Christina Wodtke.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0735712506/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0735712506/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Mapping Web Sites&lt;/h3&gt;
&lt;p&gt;Paul Kahn, Krzysztof Lenk. A surprisingly badly designed book, but packed full of very inspirational information architecture examples, from isometric site-maps to flow charts and wireframes.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/2880464641/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/2880464641/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Dynamics in Document Design&lt;/h3&gt;
&lt;p&gt;Karen A. Schriver.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0471306363/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0471306363/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Content Critical&lt;/h3&gt;
&lt;p&gt;Gerry McGovern&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/027365604X/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/027365604X/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Web Content Style Guide&lt;/h3&gt;
&lt;p&gt;Gerry McGovern&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0273656058/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0273656058/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Web Navigation&lt;/h3&gt;
&lt;p&gt;Jennifer Fleming.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/1565923510/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/1565923510/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Sorting Things Out&lt;/h3&gt;
&lt;p&gt;Geoffrey C. Bowker, Susan Leigh Star.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0262024616/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0262024616/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Intellectual Foundation of Information Organization&lt;/h3&gt;
&lt;p&gt;Elaine Svenonius&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0262194333/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0262194333/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Laws of the Web&lt;/h3&gt;
&lt;p&gt;Bernardo A. Huberman.&lt;br&gt;&lt;a href=&quot;https://www.amazon.co.uk/dp/0262083035/&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ISBN=0262083035/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Infosense: Turning Information into Knowledge&lt;/h3&gt;
&lt;p&gt;Keith Devlin.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0716734842/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0716734842/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;The Social Life of Information&lt;/h3&gt;
&lt;p&gt;John Seely Brown, Paul Duguid.&lt;br&gt;&lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0875847625/elasticspace-21&quot;&gt;amazon.co.uk&lt;/a&gt; / &lt;a href=&quot;http://www.amazon.com/exec/obidos/ASIN/0875847625/elasticspace-20&quot;&gt;amazon.com&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Books</category><category>Information Architecture</category><category>Information Design</category></item><item><title>Interaction and narrative workshop</title><link>https://www.elasticspace.com/2002/02/interaction-and-narrative-workshop/</link><guid isPermaLink="true">https://www.elasticspace.com/2002/02/interaction-and-narrative-workshop/</guid><description>A 2002 lecture I gave at Channel 4&apos;s MESH scheme in London, aimed at filmmakers wanting to build narratives that involve user or audience interaction.</description><pubDate>Mon, 11 Feb 2002 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;em&gt;Notes from a lecture given at &lt;a href=&quot;http://www.channel4.com&quot;&gt;Channel 4&lt;/a&gt; in London in February 2002, as part of the &lt;a href=&quot;https://web.archive.org/web/20020602071456/http://www.channel4.com:80/mesh/&quot;&gt;Mesh Scheme&lt;/a&gt; for digital animation filmmakers.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;The lecture is aimed at designers and filmmakers thinking about how to make narratives that involve user or audience interaction. Ideologies, examples, processes and the practicalities of stories that aren’t linear.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;https://www.elasticspace.com/interaction/narrative/&quot;&gt;Full notes from the lecture are here&lt;/a&gt;.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Conference</category><category>Film</category><category>Interaction Design</category><category>Interactive Television</category><category>Narrative</category><category>Television</category></item><item><title>The Landscape of Experience</title><link>https://www.elasticspace.com/2001/11/the-landscape-of-experience/</link><guid isPermaLink="true">https://www.elasticspace.com/2001/11/the-landscape-of-experience/</guid><description>Notes from Living Surfaces 2001, an AIGA conference on experience design in Chicago, November 2001: Mohan Sawhney, Michael Schrage, Shelley Evenson.</description><pubDate>Wed, 14 Nov 2001 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;em&gt;Three days of conference notes from &lt;a href=&quot;http://www.aiga.org/&quot;&gt;Living Surfaces 2001&lt;/a&gt; in Chicago, November 2001, an AIGA conference on experience design, interactive media and the design practice emerging around them. Written as a trip report for UK colleagues in the days after returning to London. Speakers included Mohan Sawhney, Nick Durrant, Michael Schrage, Tim Parsey of Motorola, Hugh Dubberly, Don Norman, Idit Harel of MamaMedia and Julie Pokorny of Lante, among others. At the time, “experience design” was a new enough term that the conference was partly an exercise in defining it. The notes are preserved as written in November 2001, lightly tidied but otherwise intact.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;Speakers were reasonably diverse, with no overall design, HCI or usability focus, definitely attempting to be inclusive under the term “experience design”. I have a clearer overview of the state of the US design landscape, and the kind of work that intelligent agencies and individuals are undertaking. There were a number of very sharp individuals presenting.&lt;/p&gt;
&lt;p&gt;Experience design is a widely accepted term, widely understood as a process, and validated by the client and market reaction. There is a vacuum waiting to be filled after years of new-media mishap and recent financial failure. Experience design is less about interface and HCI research. It is a more physical and humane practice, dealing with ideas of pervasive media and multiple channels. Almost everybody talked about users, about scenarios, storyboards, storytelling, play and context. The focus was working at a higher level, integrating channels rather than testing response times or classifying information.&lt;/p&gt;
&lt;h3&gt;Highs&lt;/h3&gt;
&lt;p&gt;Mohan Sawhney summed up the overall ideology that emerged, by discussing methods and tools for crossing boundaries. He used great examples, discussing the ‘black and whiteness’ of ‘old and new’ economy thinking, and offered nine ways to transcend these boundaries and conceive products and services that meet more fundamental needs.&lt;/p&gt;
&lt;p&gt;Nick Durrant presented a very engaging idea dealing in real, human terms, that related to technology in subtle and significant ways. He talked about real human perceptions of technology, and the effect the network has on those perceptions and on society.&lt;/p&gt;
&lt;h3&gt;Lows&lt;/h3&gt;
&lt;p&gt;Tim Parsey of Motorola presented technology and expectation timelines for the future. The research and ‘blue sky thinking’ was interesting (see below) but the disparity between research and practice seems huge: where did these visions become Motorola’s appalling product designs?&lt;/p&gt;
&lt;p&gt;“Evolving the e-business Landscape. Lessons from Fashion” was a confusing and jargon-ridden presentation that said nothing I hadn’t heard before. There is clearly a similarity between fashion and technology life-cycle curves, but this didn’t make for a good presentation.&lt;/p&gt;
&lt;hr /&gt;
&lt;h2&gt;Friday 9th November&lt;/h2&gt;
&lt;h3&gt;Introduction. Shelley Evenson (Scient) and Bill Hill (Metadesign)&lt;/h3&gt;
&lt;p&gt;Landscape of Experience has developed from being heavily interface-led into being led mostly but not exclusively by multimedia. We are seeing combinations, pervasive media, business, technology, and experience.&lt;/p&gt;
&lt;h3&gt;Michael Schrage, MIT Media Lab&lt;/h3&gt;
&lt;p&gt;schrage@media.mit.edu&lt;/p&gt;
&lt;p&gt;We shape our models, then our models shape us.&lt;/p&gt;
&lt;p&gt;How do people behave around models, prototypes and simulations? We should encourage designers to rethink the creation of value. We need a new innovation-investment infrastructure for design management.&lt;/p&gt;
&lt;p&gt;The marginal costs of iterative prototyping are collapsing. We are seeing the ‘spreadsheetification’ of design. The cost per iteration (CPI) is headed for free.&lt;/p&gt;
&lt;p&gt;Iterative modelling (once a model has been designed) will become free, transforming the landscape of modelling, prototyping and simulation. With this power we will have much more choice as to what we want to do; design will be a very powerful force. However, the more choice you have, the more your values matter in making the right decisions.&lt;/p&gt;
&lt;p&gt;Designers will end up having greater ‘iterative capital’. The constraint is no longer the number of dev cycles or iterations we can use on a product, we can throw iterative capital at problems. But how do we productively waste it? BMW has developed excellent crash-test software, which has resulted in innovative designs such as the C1 motorcycle.&lt;/p&gt;
&lt;p&gt;We are developing dynamic prototypes, using parallel development, so we can test out multiple solutions at once. A company’s innovation profile goes up when it has high iterative capital.&lt;/p&gt;
&lt;p&gt;We must create new ways of simulating things, so we can create radical products. Should we co-invest our iterative capital with key customers and suppliers?&lt;/p&gt;
&lt;p&gt;What about generative or evolutionary design algorithms? These will work very well with new iterative-friendly models. See John Holland, evolutionary design.&lt;/p&gt;
&lt;hr /&gt;
&lt;h2&gt;Saturday 10th November&lt;/h2&gt;
&lt;h3&gt;Mohan Sawhney, Northwestern University&lt;/h3&gt;
&lt;p&gt;mohans@nwu.edu&lt;/p&gt;
&lt;p&gt;Childhood is when we learn the most. Learning is all about setting up boundaries and putting boxes around things. In this way we reduce our daily mental load by recognising groups of objects, not having to rely on our perception and cognition to interpret everything around us. Boundaries are defining and limiting tools to classify and structure scaffolds on the world, to construct mental models.&lt;/p&gt;
&lt;p&gt;The pendulum always swings in binary oppositions:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Old economy → new economy. What we should be looking at is &lt;strong&gt;enhanced economy&lt;/strong&gt;.&lt;/li&gt;&lt;li&gt;Business → e-business. What we should be looking at is &lt;strong&gt;improved business&lt;/strong&gt;.&lt;/li&gt;&lt;li&gt;Brick-and-mortar → pure-play companies. What we should be looking at is &lt;strong&gt;click-and-mortar designs&lt;/strong&gt;.&lt;/li&gt;&lt;li&gt;Wired network → wireless network. What we should be looking at is the &lt;strong&gt;ubiquitous network&lt;/strong&gt;.&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;We should look at the grey rather than the black and white. Synthesis as opposed to analysis.&lt;/p&gt;
&lt;p&gt;How to break free from established boundaries that hinder our creative thinking:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Always ask why&lt;/strong&gt;, well, we do this already.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Questioning:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;&lt;em&gt;Surfacing&lt;/em&gt;: uncover and understand the hidden boundaries. Dell, why are PCs sold through resellers? Southwest Airlines, why do all airlines use a hub and spoke system?&lt;/li&gt;&lt;li&gt;&lt;em&gt;Reversing&lt;/em&gt;: invert your vantage point. Sellers should look from the buyer’s perspective, creating an activity-centric metamarket.&lt;/li&gt;&lt;li&gt;&lt;em&gt;Redrawing&lt;/em&gt;: reframe the problem differently. ASPs changed the service from ‘software as products’ to ‘software as services’.&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Bridging:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;&lt;em&gt;Spanning&lt;/em&gt;: see across boundaries, across constituencies.&lt;/li&gt;&lt;li&gt;&lt;em&gt;Pollinating&lt;/em&gt;: create linkages across boundaries, exchange best practices and insights, shared spaces and knowledge sources.&lt;/li&gt;&lt;li&gt;&lt;em&gt;Trespassing&lt;/em&gt;: travel to strange knowledge domains.&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Transcending:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;&lt;em&gt;Emptying&lt;/em&gt;: cleanse your mind of preconceived notions and baggage, to open your doors of perceptions to fresh ideas.&lt;/li&gt;&lt;li&gt;&lt;em&gt;Broadening&lt;/em&gt;: see beyond narrow boundaries that frame existing debates.&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;It’s almost never either/or. It’s and.&lt;/p&gt;
&lt;p&gt;Brick-and-mortar versus pure-play companies is an empty debate, because they are simply different ways to serve customers in a hybrid world.&lt;/p&gt;
&lt;p&gt;ASPs, bollocks. They need to be providing business solutions, not applications. Who in the end cares what software they are using, as long as they get things done?&lt;/p&gt;
&lt;p&gt;Spin-offs, bollocks. Why not integrate new technological solutions into your existing model? Why did BankOne spin off its ‘ebank’ as a separate service? They subsequently had far more people signing up for e-access to their existing accounts, and scrapped the ‘ebank’.&lt;/p&gt;
&lt;p&gt;A little Zen poem:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;First, there is no mountain.&lt;br&gt;
Then, there is a mountain.&lt;br&gt;
Then, there is no mountain.&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;This describes how we use language to define the things around us, but also how things around us don’t necessarily need to be classified.&lt;/p&gt;
&lt;p&gt;When you frame the existing customer experience, you realise how many stupid boundaries have been set up from different viewpoints.&lt;/p&gt;
&lt;h3&gt;Evolving the ebusiness Landscape. Lessons from Fashion&lt;/h3&gt;
&lt;p&gt;The technology lifecycle curve:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Tech enthusiasts&lt;/li&gt;&lt;li&gt;Visionaries&lt;/li&gt;&lt;li&gt;Pragmatists&lt;/li&gt;&lt;li&gt;The mainstream&lt;/li&gt;&lt;li&gt;Conservatives&lt;/li&gt;&lt;li&gt;Skeptics&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;There are four forces that shape evolution of products:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Technological determinism&lt;/strong&gt;, “if you can build it, it’s a good idea”: Iridium&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Cultural transmission&lt;/strong&gt;, across cultural boundaries, products need to evolve: eBay needed to change its business model almost entirely for the Japanese market&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Geopolitical change&lt;/strong&gt;, political forces can mould a product by regulations and boundaries: the EU trust regulations may affect US policy on privacy and codes of conduct&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Individual innovation&lt;/strong&gt;, individual entrepreneurs can have a great effect: Steve Jobs has a great individual effect on the computer market&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;There are three approaches to filter these forces to make better products:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Command and control&lt;/strong&gt;: predictability at the expense of flexibility. Slow to react to technological change, not typically market-sensing, process can stifle individual creativity.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Adaptive&lt;/strong&gt;: flexibility at the expense of common sense. Ignores lessons from the technological past. Reacts to the market at a granular level. Can mistake the trees for the woods.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Prescriptive&lt;/strong&gt;: has vision tempered by practical experience. Does not let the technology drive the ideas. Tracks the markets. Embrace and extend the will of the people. Describe the future, then build it.&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Tim Parsey, Motorola&lt;/h3&gt;
&lt;p&gt;What are products?&lt;/p&gt;
&lt;p&gt;Industrial design has a tradition of integration. It’s not one thing that makes a product, it’s the integration of things. An industrial designer won’t claim to design cars, they will claim to be a part of a process which makes the whole. The door slam on a Mercedes might be the one reason it is a good product to someone.&lt;/p&gt;
&lt;p&gt;Over the next few years our experience of products will broaden.&lt;/p&gt;
&lt;p&gt;New tangible spaces will emerge; boundaries blur, boundaries broaden. Intimate conjunction of fashion and technology. New levels of technological invasiveness on our lives. Holistic system challenges. Enhanced reality via technologies such as object locators.&lt;/p&gt;
&lt;p&gt;Design challenges emerge as time becomes an essential part of the dimension of design. We have to design a relationship over time, not just a one-off experience. How can we master designing these ever more complex experiences?&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Newton → Palm. The success of the Palm is in simplicity, not features.&lt;/li&gt;&lt;li&gt;WAP → i-mode. i-mode has a simple, complete, fun-focused experience.&lt;/li&gt;&lt;li&gt;Betamax → VHS. VHS had the porn market, driven by fundamental human desires.&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Humanism and resonance.&lt;/strong&gt; We must navigate the extended possibilities with humanism and resonance libraries. There is a level of humanism that we are missing right now in digital product design:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Aspiration and situation, we wear what we aspire to be&lt;/li&gt;&lt;li&gt;Opportunities to be heard as an individual&lt;/li&gt;&lt;li&gt;Choice should equal looking after me&lt;/li&gt;&lt;li&gt;Simple object magic, a pebble that we pick up on the beach&lt;/li&gt;&lt;li&gt;Freedom, a fundamental force that drives everyday decisions&lt;/li&gt;&lt;li&gt;Invisibility and habit, a knife and fork resonate with us so much that we rarely look at them or notice their use. They are unquestionably intuitive for a large part of the population.&lt;/li&gt;&lt;li&gt;Intrigue&lt;/li&gt;&lt;li&gt;Design for natural gestures&lt;/li&gt;&lt;li&gt;Cultural resonance, old objects get good use, even if they don’t look good or work so well&lt;/li&gt;&lt;li&gt;Memory, we like to use things that are familiar, we like to be in familiar places for a lot of our time&lt;/li&gt;&lt;li&gt;Living on the edge, the highpoints, the peak experiences&lt;/li&gt;&lt;li&gt;Mood immersion, daydreaming&lt;/li&gt;&lt;li&gt;Holding onto a memory, looking at pictures, photo albums&lt;/li&gt;&lt;li&gt;Mastery, mastering a complex or satisfying process&lt;/li&gt;&lt;li&gt;Edgy tech, some people love new technology&lt;/li&gt;&lt;li&gt;Values, moral responsibility and environmental values&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;We can sort these resonance libraries in clusters that can then form product groups.&lt;/p&gt;
&lt;p&gt;The segmentation for future products at Motorola is as follows:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Accompli&lt;/strong&gt;, screaming-edge technology&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Timeport&lt;/strong&gt;, sophisticated tool, trust, advanced, professional&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Talkabout&lt;/strong&gt;, social, family, appliance, helper&lt;/li&gt;&lt;li&gt;&lt;strong&gt;V.&lt;/strong&gt;, fashion, style, chic, haute&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;The segmentation strategy can be driven by market demographics, but then uses a deeper level of understanding users by looking at the social and cultural resonances, using the humanistic library as a map.&lt;/p&gt;
&lt;p&gt;A good brand is the non-arrogant use of design language. Companies usually try to tell you that you need something, which can seem a very arrogant standpoint. But products which allow for new experiences don’t have to be sold in traditional ways, and can allow for a new level of brand consistency.&lt;/p&gt;
&lt;p&gt;We are starting to see products designed around the total experience, planning the full cycle from marketing through to buying, through to a long-term usage cycle. How do we evolve the overall context as we develop ideas? We use partners and channels to develop the overall infrastructure to meet new experience requirements.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Gluing the clouds to the ground.&lt;/strong&gt; Motorola uses timelines to map the future and the current development of products in a wider context. There are four timelines:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;&lt;strong&gt;User experiences&lt;/strong&gt;, greater and greater resonance&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Evolution&lt;/strong&gt;, product ideas&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Technologies&lt;/strong&gt;, what technology will these ideas need, and what will be available&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Revolution&lt;/strong&gt;, shows concepts that try to pull the future to the present for marketing needs&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;Examples:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;&lt;em&gt;User experience timeline&lt;/em&gt;: portable, mobile, juggling, mini, flexible, just-in-time, scaling, intimate, intuitive, freedom, improvisational, discovery, humour, wit, habit, irony.&lt;/li&gt;&lt;li&gt;&lt;em&gt;Evolution timeline&lt;/em&gt;: field phone, lanyard phone, Bluetooth earphone, in-ear prompting.&lt;/li&gt;&lt;li&gt;&lt;em&gt;Technology timeline&lt;/em&gt;: mini, noise cancellation, skin induction, electronic ink.&lt;/li&gt;&lt;li&gt;&lt;em&gt;Revolution timeline&lt;/em&gt;: shoe view, navi feet, hearing hands, pregnancy shawl, mood hood, replay picture.&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Using models to improve the design process&lt;/h3&gt;
&lt;h3&gt;Hugh Dubberly&lt;/h3&gt;
&lt;p&gt;Concept mapping. The problem with mental models is that they are hidden. What we need to do is take them and make them visible.&lt;/p&gt;
&lt;p&gt;What would you do if:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;You were asked to design a complex product&lt;/li&gt;&lt;li&gt;You know nothing about it&lt;/li&gt;&lt;li&gt;Lots of revenue is involved&lt;/li&gt;&lt;li&gt;The team doesn’t want to know about it&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;There has to be a way of developing a language to bring the ideas out onto the table and creating a place to start. A model is a description of a system. They can be written or drawn. Designers face many problems; we need new tools to model these problems.&lt;/p&gt;
&lt;p&gt;Complex ↔ simple. Analysis ↔ synthesis.&lt;/p&gt;
&lt;p&gt;We have many tools for modelling the lower-right hand corner of the chart, but not so many for the top left, where we may find very interesting results. We also need tools to map systems of systems, and algorithmic systems which may not adhere to static display.&lt;/p&gt;
&lt;p&gt;Simple tasks can be modelled like this:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;People ask questions of a source to get answers, require information, enabling actions to achieve goals.&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;For more information on concept mapping, see &lt;em&gt;How We Learn&lt;/em&gt; by Gowin and Novak.&lt;/p&gt;
&lt;p&gt;Quality grows out of the design process.&lt;/p&gt;
&lt;h3&gt;Roundup&lt;/h3&gt;
&lt;p&gt;Approach the total user experience, the end-to-end relationship, from selling to long-term use. Marketing and product design should converge. But marketing comes from the discipline of war, ‘strategy’.&lt;/p&gt;
&lt;p&gt;A good design approach is to pull back and look at the bigger picture, then to look at the problem from another perspective, people, humanistic, or user.&lt;/p&gt;
&lt;p&gt;A company is reflected directly in its products. A company is its products. Design language should be discussed by everybody.&lt;/p&gt;
&lt;p&gt;There is a slippery slope from a small company, which has domain experts and serves its customers in a personalised way, to a large company, which just serves its own bottom line. In the next five years we may see companies going un-public, hiding for a while, then re-emerging with new values.&lt;/p&gt;
&lt;p&gt;You create your own reality. You define your competitors and collaborators. Do not blame Wall Street or other ‘systems’ that you may feel hinder your values. There is always room to push.&lt;/p&gt;
&lt;p&gt;At the Kellogg business school they have a game where there are very simple rules, basically nothing that gets in the way of the players defining how the game progresses. All students come out of the game complaining that it was unfair, that the other person cheated, or that the boundaries were unrealistic. But they then get shown the equations and realise that they created the adversarial relationship, and they had defined the whole scenario through their own preconceptions. Sawhney says he instils values into children, not limitations, then lets them run free with the temptations of the world.&lt;/p&gt;
&lt;p&gt;Whenever you present an idea, present what you might also do next. This is a way of getting larger ideas realised and educating clients or colleagues.&lt;/p&gt;
&lt;p&gt;Motorola is partnering with carriers to provide the complete experience.&lt;/p&gt;
&lt;p&gt;Why does business have to define the ‘total life experience’? Will everything in the future be monetised?&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Motorola, more marketing-driven&lt;/li&gt;&lt;li&gt;Nokia, more user-driven&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Memory and Imagination. Aura Oslapas (formerly MD at IDEO)&lt;/h3&gt;
&lt;p&gt;Pina Bausch, choreographing experience.&lt;/p&gt;
&lt;p&gt;Studies of people in New York, Paley Park off 56th Street.&lt;/p&gt;
&lt;p&gt;Physical, temporal, sensory, and communal experiences. 360-degree experiences.&lt;/p&gt;
&lt;p&gt;Customer journey planning, mapping where, when, how, why, for how long.&lt;/p&gt;
&lt;p&gt;Case study with Amtrak shows there are ten key points in the travelling experience before you reach the train.&lt;/p&gt;
&lt;p&gt;IDEO uses scenarios and illustrations to form the design process. They prototype the experience as far as possible, experimenting with different forms of communication to find a solution most likely to produce the best experience.&lt;/p&gt;
&lt;p&gt;The four areas her new company undertakes are vision, communication, culture change, and experience.&lt;/p&gt;
&lt;p&gt;For Hewlett-Packard they recommended the company split into infrastructure, appliances, and services, to allow the brand to be experienced in a better way by their different clients.&lt;/p&gt;
&lt;h3&gt;Information Art. Lisa Strausfeld (formerly at Quokka Sports and MIT)&lt;/h3&gt;
&lt;p&gt;Influenced by the huge Nasdaq wall in Times Square, Strausfeld became interested in the idea of the ambient display of information in public or private spaces. There is an increasing amount of ‘always on’ information which is important to us.&lt;/p&gt;
&lt;p&gt;At MIT Lisa studied under Muriel Cooper at the Visible Language Workshop, using information objects and putting them in new and unstudied places.&lt;/p&gt;
&lt;p&gt;Quokka Sports used information as entertainment, looking at the ways information graphics could become fun in themselves when combined with media, and presented in an engaging way.&lt;/p&gt;
&lt;p&gt;For New York’s Penn Station, Lisa is designing the ambient media wall. Pentagram is designing the building.&lt;/p&gt;
&lt;h3&gt;Designing the Multi-Channeled User Experience. Chris Edwards, Yale&lt;/h3&gt;
&lt;p&gt;Single-channel interfaces are turning into multi-channel interfaces.&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;application → browser → user&lt;/li&gt;&lt;li&gt;application → print, PDA, phone, fax, letters, TV, iTV, web → user&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;We see a need for functionality across these channels, with a context-sensitive nature so we can engage with these products in the most effective way.&lt;/p&gt;
&lt;p&gt;United Airlines has seven channels: web, email, phone, Palm, pager, fax, and letter. The flight paging service is a pull application in a browser, where you set preferences and input your own details. The flight paging service then reduces the stress of travel by reducing the need for activity, it puts the interface in the background and allows for interaction only in the case of delays or problems. Usually a traveller will phone in to check the flight isn’t delayed or cancelled; now they can rely on the fact that it is all fine, unless there is a problem.&lt;/p&gt;
&lt;p&gt;The problem with United Airlines is that the whole system is not a cohesive experience. For instance, the telephone operators cannot send you a confirmation email, they do not have your details. There is little cross-department knowledge of individual users.&lt;/p&gt;
&lt;p&gt;With the flight paging service, there are multiple logins for different parts of the site, and passwords of up to 11 characters long, which are different from your main user login and password. There is little channel transparency, your knowledge is not shared effectively across internal departments, and there are different ticketing agencies which have no access to your details.&lt;/p&gt;
&lt;p&gt;How can we conceptualise and imagine new multi-channel customer experiences?&lt;/p&gt;
&lt;p&gt;Students at Yale came up with ideas in brainstorming sessions:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Dynamic flight planning, changes to flight itinerary while you are travelling&lt;/li&gt;&lt;li&gt;The flight crew as channel, the flight crew can be equipped with the right information to act as your itinerary manager&lt;/li&gt;&lt;li&gt;We design intentional experiences around technology objects. Flights are information-deficit times, there could be an onboard LAN for laptops to access information.&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Human-centred design:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;User observation, collecting insight and data about people’s lives&lt;/li&gt;&lt;li&gt;Analysis, looking at what we found&lt;/li&gt;&lt;li&gt;Synthesis, making this into an interface&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;Bill Mitchell has a section in &lt;em&gt;e-topia&lt;/em&gt; about the economy of presence, that users give their time to a system and thus are investors in that system.&lt;/p&gt;
&lt;p&gt;User scenarios are key to explaining the multi-channel experience. They are ways to tell stories about the new ways we interact. We can then quickly evaluate feature ideas in context.&lt;/p&gt;
&lt;h3&gt;Roundup, the customer experience&lt;/h3&gt;
&lt;p&gt;eBay is incredibly dynamic; it’s more than the sum of its planning.&lt;/p&gt;
&lt;p&gt;There are perhaps four user paths that can be identified, especially when designing museum exhibits:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Headliners&lt;/strong&gt;, scan the headlines of all the topics&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Scanners&lt;/strong&gt;, look briefly at information that interests them&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Readers&lt;/strong&gt;, take a linear path, look at things exhibit by exhibit&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Nerds&lt;/strong&gt;, look at everything, including the sidebars of info&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;Ambient information displays are becoming quite common, the Sony Civa picture frame.&lt;/p&gt;
&lt;p&gt;There is a broad continuum between relying on research and using an intuitive ‘if it works for me’ approach.&lt;/p&gt;
&lt;p&gt;There should be investment in long-term design, in producing dynamic environments that can respond to changes. Identity that destructs itself. Logo half-life. Expiration dates for signage.&lt;/p&gt;
&lt;p&gt;Privacy. An issue that needs to be discussed within the user experience. There needs to be a general knowledge and acceptance that ‘this is what you are giving up’ and ‘this is what you are getting’.&lt;/p&gt;
&lt;p&gt;Refer to &lt;em&gt;Code and Other Laws of Cyberspace&lt;/em&gt;.&lt;/p&gt;
&lt;hr /&gt;
&lt;h2&gt;Saturday&lt;/h2&gt;
&lt;h3&gt;Don Norman, Unext Learning Systems&lt;/h3&gt;
&lt;p&gt;Memory, perception, cognition.&lt;/p&gt;
&lt;p&gt;The world is filled with information. Our knowledge is in the world.&lt;/p&gt;
&lt;p&gt;Web applications can develop themes, plots, and characters, along the lines of theatre. A web application allows us to develop products that really engage people in the long term.&lt;/p&gt;
&lt;p&gt;A product needs to be supported equally by all disciplines and teams, design, engineering, marketing, and manufacturing.&lt;/p&gt;
&lt;p&gt;None of the design schools at present deal with products that approach the complexity of the real world.&lt;/p&gt;
&lt;p&gt;Norman talked extensively about his digital watch, his Palm V, and the digital projector in the auditorium. He tried to explain the shortfalls and the affordances these products have. It was pretty ineffective as a presentation, and did not address the complexity he had previously referred to.&lt;/p&gt;
&lt;h3&gt;Idit Harel, MamaMedia&lt;/h3&gt;
&lt;p&gt;mamamedia.com&lt;/p&gt;
&lt;p&gt;MamaMedia creates online play experiences, experiences that can get young children connected.&lt;/p&gt;
&lt;p&gt;What is engaging and motivating kids today? Usability from a kid’s perspective is very different from usability from a traditional software-development perspective.&lt;/p&gt;
&lt;p&gt;There are three generations currently using media:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Baby Boomers&lt;/strong&gt;, consumers&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Generation X&lt;/strong&gt;, consumers, choosers&lt;/li&gt;&lt;li&gt;&lt;strong&gt;The Clickerati&lt;/strong&gt;, consumers, choosers, creators&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;We are moving towards greater control and participation in the media experience. The medium is not the message, it’s what you do with it that counts.&lt;/p&gt;
&lt;p&gt;We are not dealing with information technology, but construction, design, imagination, communication, reflection, representation, personalisation technology.&lt;/p&gt;
&lt;p&gt;MamaMedia aims to create experiences with play objects, non-linear open-ended play spaces with customisation, personalisation, and self-expression.&lt;/p&gt;
&lt;p&gt;What do kids do?&lt;/p&gt;
&lt;p&gt;13-year-olds are naturally non-linear multi-taskers. They only get to focus if they have multiple tasks. They love mixed media. They are technology-fluent. They do not care what technology is used, just what they can get done with it. They are looking for ‘hard fun’ with levels and learning curves, things that get harder as you get better. They are learning all the time. They value diversity, don’t watch the same TV shows as each other, like to swap individual experiences with each other. They value individuality, they want tools, not answers, and they want to customise.&lt;/p&gt;
&lt;p&gt;Kids don’t want to organise information, they want to play.&lt;/p&gt;
&lt;p&gt;Later teens use the telephone and instant messaging. They integrate mixed media in their communication with each other.&lt;/p&gt;
&lt;p&gt;Wonder comes from expression, exploration, and exchange.&lt;/p&gt;
&lt;p&gt;Programming for kids to program for themselves.&lt;/p&gt;
&lt;h3&gt;Eric Lunt, Spyonit&lt;/h3&gt;
&lt;p&gt;eric@spyonit.com&lt;/p&gt;
&lt;p&gt;Navigating the landscape together, coders and designers. Lunt is a coder. We need to integrate design with experience with technology.&lt;/p&gt;
&lt;p&gt;How do developers and designers talk?&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Designer:&lt;/strong&gt; 2 weeks ethnographic research + 2 weeks product design + 2 weeks interaction design + 1 week integration + 1 week quality assurance.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Developer:&lt;/strong&gt; 1 week design + 8 weeks code + 1 week quality assurance.&lt;/p&gt;
&lt;p&gt;There is an obvious discrepancy in expectations.&lt;/p&gt;
&lt;p&gt;Designers need to specify all the branch conditions and states, to specify as many possibilities as possible to the coders. Give the design language to the developers, they will love it.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Trends in technical architecture:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Getting a good design language from the outset&lt;/li&gt;&lt;li&gt;Object-oriented analysis and design&lt;/li&gt;&lt;li&gt;Component-based design, thinking about systems as small objects and making them communicate&lt;/li&gt;&lt;li&gt;Encapsulation, define a clear interface for that object&lt;/li&gt;&lt;li&gt;Polymorphism, it doesn’t matter which object you call, the right one will respond&lt;/li&gt;&lt;li&gt;MVC, the Model-View-Controller&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;Separating out all the different things that get things done:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Model&lt;/strong&gt;, what it does, the application&lt;/li&gt;&lt;li&gt;&lt;strong&gt;View&lt;/strong&gt;. WML, HTML, what view we are using&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Controller&lt;/strong&gt;, what are the actions, what can I do with that information&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;Separation of interface from implementation. There are many methods for doing this:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Servlets&lt;/strong&gt;, put HTML into the code. Not good, because designers can’t get in to change things.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;JavaScript pages&lt;/strong&gt;. JSP or ASP, putting the code into the HTML. Not good, because the designers can muck up important code.&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;So what does work?&lt;/p&gt;
&lt;p&gt;Moving to component-based architecture, component-based JSPs and custom tag libraries. This invents a new role, the JSP bean developer.&lt;/p&gt;
&lt;p&gt;application → JSP bean → user interface.&lt;/p&gt;
&lt;p&gt;This creates the Struts application framework, where the coder can say to the UI designer: “here are all the objects available, use them as you wish.”&lt;/p&gt;
&lt;p&gt;XHTML and XML are great new languages for coders, but designers need not know about them. XHTML is a cleaner form of HTML that redefines the baseline from which all UI needs to be developed. It moves on from HTML 4, which was an ugly beast.&lt;/p&gt;
&lt;p&gt;XSL and XSLT allow the coder to transfer between XML files, but this is a programming translation language and should not have to be used by the UI designer.&lt;/p&gt;
&lt;h3&gt;Creating Experience Compounds. Julie Pokorny, Lante&lt;/h3&gt;
&lt;p&gt;juliep@lante.com&lt;/p&gt;
&lt;p&gt;There is a computing shift from desktop → integrated → pervasive.&lt;/p&gt;
&lt;p&gt;Pervasive computing sits in the realm of the physical world, and has little to do with the traditional models of desktop computing.&lt;/p&gt;
&lt;p&gt;The user experience needs to be consistent, needs to link diverse elements, compound elements.&lt;/p&gt;
&lt;p&gt;Services must not compete with user energy. They must be sensitive to things like who can reach me at what time of day.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Experience with ‘Mall Pilot’:&lt;/strong&gt; the real world is very synchronous. Putting interactions across parties, across people, in an individual linear path creates tremendous problems.&lt;/p&gt;
&lt;p&gt;Users need to complete transactions within the domain they started in. They find it very difficult to transfer to another medium to complete the process.&lt;/p&gt;
&lt;p&gt;The desktop equals the ‘homebase’ for the user, for control, configuration, and confirmation. The desktop is ideal for configured services.&lt;/p&gt;
&lt;p&gt;The physical world represents challenges beyond interface. The challenges are:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Complete interactions in their context&lt;/li&gt;&lt;li&gt;Services can conflict with user energy&lt;/li&gt;&lt;li&gt;Interaction interface needs to be highly adaptable&lt;/li&gt;&lt;li&gt;Interaction triggers will be most successful in combination&lt;/li&gt;&lt;li&gt;Object interactions add complexity&lt;/li&gt;&lt;li&gt;Interaction triggers are linked tightly to infrastructure&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Roundup&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Interaction, being and empathy.&lt;/strong&gt; Designing experiences starts by understanding. The user is most important, it’s not about you, it’s about them.&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;People in the future will accept change more readily, flux&lt;/li&gt;&lt;li&gt;Sex drives the use of every new medium&lt;/li&gt;&lt;li&gt;Distance learning will be very big&lt;/li&gt;&lt;li&gt;Social interactions, family and business become important&lt;/li&gt;&lt;li&gt;Italy: 60m people, 40m mobile phones, 20m SMS messages per month&lt;/li&gt;&lt;li&gt;Entertainment, the pursuit of excitement, theme parks&lt;/li&gt;&lt;li&gt;Peer-to-peer services&lt;/li&gt;&lt;li&gt;Users expect systems to learn about them, to invest as much in them as they invest in you&lt;/li&gt;&lt;li&gt;Napster and the ILOVEYOU virus appeal to our basic emotions&lt;/li&gt;&lt;li&gt;Empathy is what design really is about&lt;/li&gt;&lt;li&gt;Art is about statement rather than empathy&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;Tom Hobbs, MetaDesign&lt;/h3&gt;
&lt;p&gt;Facilitating human-human interaction rather than human-information interaction.&lt;/p&gt;
&lt;p&gt;Great piece of work from a hospital, where they were commissioned to produce a piece of information design for a poster on the subject of the hospital pharmacy. They could not find a suitable way to represent it because every pharmacy worker has a different story to tell. So they created an installation in the pharmacy waiting room, which videos the customers as they walk in, which in turn makes the customers ask the counter staff about the installation. This led to conversation which allowed every customer a way into the background information on the pharmacy.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Colors&lt;/em&gt; magazine, a good approach to the medium, not trying to recreate the highly photographic nature of the printed magazine.&lt;/p&gt;
&lt;p&gt;Fabrica.it, an unusable interface to a gallery of multimedia work.&lt;/p&gt;
&lt;p&gt;Sony VAIO.net, bad representation of community.&lt;/p&gt;
&lt;p&gt;The web design work didn’t live up to the earlier work.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;David Small, Small Design&lt;/strong&gt;. Lessons from the Visible Language Workshop. Information landscapes have qualities of scale and location, focus and navigation. He showed the Human Genome as a landscape of information, very nicely navigated and delineated by space and focus, all in real time from his presentation computer.&lt;/p&gt;
&lt;hr /&gt;
&lt;h2&gt;Sunday&lt;/h2&gt;
&lt;h3&gt;Nick Durrant, Icon Medialab&lt;/h3&gt;
&lt;p&gt;The hand is a powerful agent of play. We play tag, and a ‘magic’ power is transferred.&lt;/p&gt;
&lt;p&gt;Kids are saturated by their own media. “I dare U”, love hearts. Kids are paying more money for pre-pay mobiles than they spend on sweets.&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Email, one to one&lt;/li&gt;&lt;li&gt;Web, one to millions&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;What is in between?&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Conversation&lt;/strong&gt;, 3-7&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Intimacy, close confidants&lt;/strong&gt;, 12&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Understanding, where you are coming from&lt;/strong&gt;, 40&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Recognition, say hello, remember name&lt;/strong&gt;, 140 (good size for a company)&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Memory of faces&lt;/strong&gt;, 2000&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Neighbourhood, share rituals and amenities&lt;/strong&gt;, 10,000&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;Place names are incredibly important, boroughs, districts.&lt;/p&gt;
&lt;p&gt;You only believe in memes and higher-order things through trust at the lower levels.&lt;/p&gt;
&lt;p&gt;Network phenomena happen socially. Interaction of private and public space accommodates changing rules, regular, new, social.&lt;/p&gt;
&lt;p&gt;Personal-computer paradigm: one person, one box. Groupware has to deal with inter-subjectivity.&lt;/p&gt;
&lt;p&gt;information → communication → transaction → ???&lt;/p&gt;
&lt;p&gt;Public information architectures will mutate into something completely different when they become private.&lt;/p&gt;
&lt;p&gt;Desire is the fourth dimension. We get the user requirements, we don’t get the user desire requirements.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Time types:&lt;/strong&gt; work, chore, pottering, quality.&lt;/p&gt;
&lt;p&gt;People are subjective and very active in interacting with one another. People are creative rather than passive.&lt;/p&gt;
&lt;p&gt;“All I know is how I feel.” Empathy is so important.&lt;/p&gt;
&lt;p&gt;Think of URLs as a material rather than a structured address space.&lt;/p&gt;
&lt;p&gt;Bluetooth meets feng shui. WAP meets zip codes. Beyond this there is stuff we don’t understand.&lt;/p&gt;
&lt;p&gt;New kind of architectural zones, is my device working here? Rabbit phones?&lt;/p&gt;
&lt;p&gt;Telcos are interesting, they sell bandwidth and time.&lt;/p&gt;
&lt;p&gt;G. Debord, &lt;em&gt;The Naked City&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;Games mapped onto city space. Nokia Flirt Cat in Helsinki.&lt;/p&gt;
&lt;p&gt;Poetic mapping of the city.&lt;/p&gt;
&lt;p&gt;New interfaces become invisible and thus become interesting.&lt;/p&gt;
&lt;h3&gt;Conference Roundup. Jeff Wert (Wert &amp;amp; Co.)&lt;/h3&gt;
&lt;p&gt;Boundaries between the virtual and the real. Shift of focus from computers to networked media. Every day activities are rising to the foreground.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Conference</category><category>Experience Design</category><category>Michael Schrage</category></item><item><title>Mobile interaction design case study</title><link>https://www.elasticspace.com/2001/06/mobile-interaction-design-case-study/</link><guid isPermaLink="true">https://www.elasticspace.com/2001/06/mobile-interaction-design-case-study/</guid><description>A 2001 case study for Pollen Mobile / Mamjam: SMS-driven location-based social entertainment for people in the same venue.</description><pubDate>Mon, 04 Jun 2001 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;em&gt;A piece of consultancy work from June 2001, written up as it happened. Jack Schulze, Adi Nachman and I designed the interaction architecture for Mamjam, an early SMS-based location-chat service by Pollen Mobile. Technical architecture was by John Gillespie at Pollen; information design was by Jack.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;To understand what Mamjam was, and why it was hard: in June 2001 there were no smartphones, no apps, no mobile web to speak of. The iPhone was six years away. Phones were feature phones. Nokia 3310, Sony Ericsson T68, Motorola StarTAC. Monochrome displays, T9 text input, no GPS, no cameras, no address-book integration for anything other than voice calls. SMS was the only universal messaging channel, capped at 160 characters per message, billed per message, delivered through cell networks that routinely held messages for ten minutes or more. The handset could not tell you where it was. The network could triangulate position, but that data wasn’t exposed to apps or services. There were no sessions, no cookies, no state. Every incoming message arrived at the server as an orphan, carrying only its timestamp, the sender’s number, and 160 characters of content.&lt;/em&gt;&lt;/p&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/mobile-interaction-design-case-study/mamjam01.jpg&quot; alt=&quot;Mamjam SMS interface: user-matching screen showing a list of people present at the same venue&quot; /&gt;&lt;figcaption&gt;Mamjam SMS interface: user-matching screen showing a list of people present at the same venue&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;&lt;em&gt;On top of that, Mamjam set out to do something that looks entirely ordinary now and was not possible at all at the time: let two strangers in the same bar, the same gig, the same neighbourhood, find each other and start chatting by text. Every assumption a modern location-based messaging app rests on, including GPS, persistent identity, session state, push notifications and app stores, had to be either worked around or built from nothing out of SMS primitives. The interaction design problem was how to make two people trust a handshake they couldn’t see, over a channel that might lose their reply for ten minutes, on devices that couldn’t tell them where they were.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;What follows is the case study as written in 2001, lightly tidied but otherwise intact.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;https://web.archive.org/web/20010721194943/http://www.pollen-mobile.com:80/&quot;&gt;Pollen Mobile&lt;/a&gt; develops location-based services for the consumer and business markets. &lt;a href=&quot;http://www.mamjam.com&quot;&gt;Mamjam&lt;/a&gt; is their first product: a location-based social entertainment service built on SMS, letting people in the same venue chat with each other by text. This is the story of how we designed the interaction for it.&lt;/p&gt;
&lt;p&gt;[two screenshots of the Mamjam match interface]&lt;/p&gt;
&lt;h2&gt;Brief&lt;/h2&gt;
&lt;p&gt;Pollen approached us with a broad intention: use SMS to drive social interaction and entertainment in new ways.&lt;/p&gt;
&lt;p&gt;We opened with three quirky directions based on playground games, internet chat, and community storytelling, partly to flush out business goals and user-needs. After that brainstorm we moved into a proper user-centred design process. What follows is the case study of the work that followed.&lt;/p&gt;
&lt;h2&gt;Handsets and networks&lt;/h2&gt;
&lt;p&gt;Several pivotal constraints shaped the design from the beginning. SMS offers extremely limited functionality, with few opportunities to build rich, engaging, extended interactions.&lt;/p&gt;
&lt;h3&gt;Handsets&lt;/h3&gt;
&lt;p&gt;Mobile phone handsets in 2001 offer no navigation between multiple messages, no indication of user status or location, and no practical way to view session history. Users are accustomed to SMS for quick functional communication and for keeping in touch with friends. They certainly do not rely on messages for any kind of complex interaction.&lt;/p&gt;
&lt;p&gt;Every transaction between user and server on a mobile phone is a sessionless operation. Each message contains only the time it was sent, the number it was sent from, and the content of the message [1].&lt;/p&gt;
&lt;p&gt;Unlike HTTP systems, the server cannot rely on location and session information being stored in the message address. From a user-experience perspective this matters, because people are used to responses from systems that &lt;em&gt;do&lt;/em&gt; carry session information and behave quite differently [2].&lt;/p&gt;
&lt;h3&gt;Networks&lt;/h3&gt;
&lt;p&gt;SMS messages are managed by the networks using cells; each cell carries messages particular to its region. Cells are notoriously unreliable. It was common to find messages hanging in the system for over ten minutes. This caused serious design problems: satisfying communication relies on a high level of continuity, and the timing between messages is a critical indicator of the emotional state of your chatting partner.&lt;/p&gt;
&lt;p&gt;Mamjam’s service is location-based, users are put in contact with others in the same area. But existing (second-generation) handsets cannot determine location. Although networks triangulate positions, this information is not publicly available. Location has to be provided manually by the user, in a form the server can interpret.&lt;/p&gt;
&lt;p&gt;Designing a reliable language for users to identify their location became central to the interaction design problem.&lt;/p&gt;
&lt;p&gt;Most competing SMS services at this point are internet-based, requiring users to sign up at a website before using the service. Mamjam should work directly from the handset.&lt;/p&gt;
&lt;h3&gt;Modes&lt;/h3&gt;
&lt;p&gt;A system like this could conceivably be built without modes [3]. From the user’s perspective a modeless system would be overly complex and exhausting, every message would need to include exact commands and instructions for the server. But a modeless system is very attractive from a technical perspective, since the server is more likely to correctly interpret instructions.&lt;/p&gt;
&lt;h2&gt;Process&lt;/h2&gt;
&lt;h3&gt;Requirements&lt;/h3&gt;
&lt;p&gt;We worked with Pollen and a selection of SMS users to draw up personas and scenarios, through contextual enquiry and user-requirements gathering. The requirements that emerged:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Users must be able to join the service immediately, not only from a website before use.&lt;/li&gt;&lt;li&gt;The service should accommodate both &lt;em&gt;new&lt;/em&gt; and &lt;em&gt;returning&lt;/em&gt; users.&lt;/li&gt;&lt;li&gt;Users may encounter the service through all sorts of channels, so sign-up should accommodate all points of entry.&lt;/li&gt;&lt;li&gt;The structure should be designed to accommodate expansion of the service.&lt;/li&gt;&lt;li&gt;The basic structure of the handshake should carry over to other SMS systems Pollen may develop.&lt;/li&gt;&lt;/ul&gt;
&lt;h3&gt;First iteration&lt;/h3&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/mobile-interaction-design-case-study/mamjaminteraction01.gif&quot; alt=&quot;First iteration of the Mamjam interaction architecture: a flow diagram of the SMS chat-room model adapted from internet chat&quot; /&gt;&lt;figcaption&gt;First iteration of the Mamjam interaction architecture: a flow diagram of the SMS chat-room model adapted from internet chat&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;The initial interaction architecture outlines our first intentions for the system. (We can’t include the full-size diagram for legal reasons.)&lt;/p&gt;
&lt;p&gt;[interaction architecture diagram, v1]&lt;/p&gt;
&lt;p&gt;The system works in a similar way to internet-based chat rooms, connecting users who are ‘online’ at the same time, with the extra dimension that they are in the same physical place. Mamjam supports private one-to-one communication only, no group shouting, no broadcast. Once a user has found a chatting partner, the system directs text traffic between them until one party decides to pursue someone else or signs off.&lt;/p&gt;
&lt;p&gt;This structure required users to enter a lot of information about themselves before they could initiate contact. We felt this was valuable in order to reduce the interaction load while chatting. It was also, in retrospect, a perhaps misguided adherence to the ‘internet chat room’ model.&lt;/p&gt;
&lt;p&gt;We implemented this on Pollen’s test servers and ran user-testing sessions. Several problems surfaced.&lt;/p&gt;
&lt;p&gt;The sign-up process was off-putting. User motivation for this product is entertainment and social contact; people weren’t willing to tolerate a lengthy sign-up process. This architecture required four messages for a new user to sign up, in some cases, a user would spend the equivalent of a 10-minute voice call before they’d connected with anyone to chat. It was clear that the service needed a quick path in, perhaps at the expense of more advanced features.&lt;/p&gt;
&lt;p&gt;In trying to optimise for both new and advanced users, signing up for the first time required a different interaction process from signing up for a second time. There were also several different methods of identifying your location, to anticipate every possible user-interaction. We ended up with four or five possible entry points into the system. This caused more modal problems than we anticipated: the SMS server had to process language and match patterns across an almost infinite realm of possibilities.&lt;/p&gt;
&lt;h3&gt;Second iteration&lt;/h3&gt;
&lt;figure&gt;&lt;img src=&quot;https://www.elasticspace.com/images/mobile-interaction-design-case-study/mamjaminteraction02.gif&quot; alt=&quot;Second iteration of the Mamjam interaction architecture: a revised flow diagram addressing message storage and navigation constraints of feature phones&quot; /&gt;&lt;figcaption&gt;Second iteration of the Mamjam interaction architecture: a revised flow diagram addressing message storage and navigation constraints of feature phones&lt;/figcaption&gt;&lt;/figure&gt;
&lt;p&gt;It became clear that the three biggest problems for the social interaction process were:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Aligning the system’s perception of user-context with actual user-context.&lt;/li&gt;&lt;li&gt;Ensuring users have an accurate perception of system state.&lt;/li&gt;&lt;li&gt;Maintaining a rich connection &lt;em&gt;between&lt;/em&gt; users, allowing them to interpret and react to one another accurately.&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;This discrepancy between user perception and system perception is something we started calling ‘slippage’. Slippage is most problematic during the initial handshake, when the user is most insecure about their request and about the system itself.&lt;/p&gt;
&lt;p&gt;Text messages to and from SMS servers rarely arrive as punctually as they seem to in normal use. This meant it was possible for one of two users, both having agreed to start chatting, to reject the other on the basis that they had failed to reply to the confirmation. In fact the rejected user had replied with confirmation, their message had been delayed. That reply would then arrive with the first user, who had since moved to a new part of the interaction. Their reply could potentially interrupt another process or get lost in the system, confusing and infuriating both users. Serious slippage.&lt;/p&gt;
&lt;p&gt;We also found, as predicted, that users did not read back through their old messages. Some phones have very limited capacity for storing messages, and no phone facilitates simple navigation of previous ones. The current message was the only one we could usefully rely on for users to react to.&lt;/p&gt;
&lt;p&gt;[interaction architecture diagram, v2]&lt;/p&gt;
&lt;p&gt;The second interaction architecture was developed with the problems above in mind. Some further changes have been made since, mostly around modal issues and the commands through which users communicate with the server. There are still issues around slippage, but the second iteration makes this much less of a problem. The system is basically modeless, except for the first transaction. All users, new and existing, enter the system the same way. New users are chatting within two messages. Existing users are potentially chatting after their first.&lt;/p&gt;
&lt;p&gt;For an overview of the commands and interactions possible, see the Mamjam &lt;a href=&quot;http://www.mamjam.com/howto.asp&quot;&gt;How To&lt;/a&gt; and &lt;a href=&quot;http://www.mamjam.com/advanced.asp&quot;&gt;Advanced Features&lt;/a&gt;.&lt;/p&gt;
&lt;h2&gt;In use&lt;/h2&gt;
&lt;p&gt;Mamjam is now fully operational, and is spinning off other services based on the basic interaction architecture we designed for the initial chat service.&lt;/p&gt;
&lt;h3&gt;Extended services&lt;/h3&gt;
&lt;p&gt;In a recent, typical promotion at the Mood Bar in Carlisle, Mamjam sent a message to people who had Mamjamed there, offering them a discounted drink if they showed their mobile at the bar. The conversion rate from message sent to offer redeemed was 30%.&lt;/p&gt;
&lt;h3&gt;Building relationships, community and storytelling&lt;/h3&gt;
&lt;p&gt;Having heard that a large number of people were texting their ex-partners late at night under the influence, Mamjam sent a message asking for dating disasters. 13% of people responded with their own story by SMS, 50% of them within the first hour.&lt;/p&gt;
&lt;p&gt;These users were given no promotional incentive, and the call to action was not a simple generic mechanic like “reply YES or NO”. It was much more involved: users had to read and understand the message, then conceive and craft a response to fit into 160 characters. The response was high and the quality of response excellent.&lt;/p&gt;
&lt;h3&gt;Stimulating usage&lt;/h3&gt;
&lt;p&gt;Reminding BT users of a free messaging offer, to stimulate Mamjaming outside of the locations where they’d first used the service:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;Spice up your text life for FREE! Mamjam is still FREE to receive for BT users. To chat now just reply with mamjam and your location eg MAMJAM LONDON.&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;7% of the BT user database read the message and decided to log on to Mamjam. Between them on that day they sent 3,400 chat messages.&lt;/p&gt;
&lt;h3&gt;Usage statistics&lt;/h3&gt;
&lt;ul&gt;&lt;li&gt;First-time Mamjam users begin chatting by sending only 2 SMS messages.&lt;/li&gt;&lt;li&gt;Users are matched with someone within 120 seconds of logging on for the first time.&lt;/li&gt;&lt;li&gt;The average Mamjam user sends and receives 24 SMS messages per session.&lt;/li&gt;&lt;li&gt;The top 10% of users send 60 SMS per month and generate an additional 72 outbound messages, worth an additional £18 for the network operators.&lt;/li&gt;&lt;li&gt;The top 50% of users send 20 SMS per month and generate 24 outbound, worth £6.30 of revenue to the network operator.&lt;/li&gt;&lt;li&gt;30% of daily users are repeat users.&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Conclusions&lt;/h2&gt;
&lt;p&gt;We think the best solution to this particular service has been found, given the constraints. The most notable of those constraints are the handsets continuing to rely on short messaging rather than a more advanced chat service, and the network operators’ inability to develop services and platforms outside of their own internal structures.&lt;/p&gt;
&lt;p&gt;This research and product development has generated a lot of further ideas for asynchronous communication structures, and for communication solutions on packet-switched networks for mobile devices.&lt;/p&gt;
&lt;h2&gt;Footnotes&lt;/h2&gt;
&lt;p&gt;[1] Some phones support greater functionality than others. Mamjam needed to support a broad demographic, so only the most bottom-line functionality was available to us. When sending a message from a server it can be set to “Flash” mode, causing the message to open on the user’s phone immediately. Some cells also support a “broadcast to cell” function, by which a single message can be sent to all phones within that cell. This is expensive and only available to phones on a given network.&lt;/p&gt;
&lt;p&gt;[2] Information transferred with HTTP is also sessionless, but browsers and servers are afforded functionality to help overcome modal issues, cookies, history bars, links. There are other interface restrictions around manipulating text, no cut and paste, for example.&lt;/p&gt;
&lt;p&gt;[3] The most comprehensive discussion of modes I’ve come across is in &lt;a href=&quot;http://www.amazon.co.uk/exec/obidos/ASIN/0201379376/qid%3D997798318/202-0402977-1829400&quot;&gt;The Humane Interface&lt;/a&gt; by &lt;a href=&quot;http://www.jefraskin.com/forjef2/jefweb-compiled/&quot;&gt;Jef Raskin&lt;/a&gt;, pp. 37.&lt;/p&gt;
&lt;h2&gt;References and links&lt;/h2&gt;
&lt;p&gt;At the time of writing the Mamjam numbers are &lt;strong&gt;82888&lt;/strong&gt; (BT/Vodafone) or &lt;strong&gt;07970 158 158&lt;/strong&gt; (all other networks). Just send any text message to sign up and test it for yourself.&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href=&quot;http://www.mamjam.com&quot;&gt;Mamjam website&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;https://web.archive.org/web/20010721194943/http://www.pollen-mobile.com:80/&quot;&gt;Pollen Mobile&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.guardian.co.uk/internetnews/story/0,7369,523717,00.html&quot;&gt;Mamjam reviewed at The Guardian&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href=&quot;http://www.jefraskin.com/forjef2/jefweb-compiled/&quot;&gt;Jef Raskin&lt;/a&gt;, “Modes 3-2”, &lt;em&gt;The Humane Interface&lt;/em&gt;, 2000, pp. 37.&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Professional credits&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;Interaction design&lt;/strong&gt;: Jack Schulze, Adi Nachman, Timo Arnall&lt;br&gt;
&lt;strong&gt;Technical architecture&lt;/strong&gt;: &lt;a href=&quot;https://web.archive.org/web/20010602035047/http://www.pollen-mobile.co.uk:80/team.asp&quot;&gt;John Gillespie&lt;/a&gt;&lt;br&gt;
&lt;strong&gt;Information design&lt;/strong&gt;: &lt;a href=&quot;https://web.archive.org/web/20050520085811/http://www.jackschulze.co.uk:80/&quot;&gt;Jack Schulze&lt;/a&gt;&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Projects</category><category>Case Study</category><category>Consultancy</category><category>Information Architecture</category><category>Interaction Design</category><category>Locative Media</category><category>Mobile</category><category>Mobility</category><category>Place</category><category>SMS</category><category>Social</category><category>Technology</category><category>Urbanism</category><category>Usability</category><enclosure url="https://www.elasticspace.com/images/mobile-interaction-design-case-study/mamjaminteraction01.gif" length="16733" type="image/gif"/></item><item><title>Honeysphere collaborative storytelling platform</title><link>https://www.elasticspace.com/2000/02/honeysphere-collaborative-storytelling-platform/</link><guid isPermaLink="true">https://www.elasticspace.com/2000/02/honeysphere-collaborative-storytelling-platform/</guid><description>A team of six including me and Jack Schulze won the London Institute Award for Innovation for a 1999 student project on collaborative storytelling for interactive television.</description><pubDate>Tue, 01 Feb 2000 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;em&gt;A 1999 student project at Central Saint Martins, London, by a team of six including me and &lt;a href=&quot;https://web.archive.org/web/20050520085811/http://www.jackschulze.co.uk:80/&quot;&gt;Jack Schulze&lt;/a&gt;. Interactive television, in 1999, meant set-top boxes with return channels, BSkyB’s OpenTV platform, and WebTV. The project won the London Institute Award for Innovation. We presented our findings to the public at the Berlin Film Festival in February 2000.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;A platform for collaborative storytelling on interactive television, audience members contributing to an unfolding narrative through a shared interface, rather than passively watching a broadcast. A small team at Central Saint Martins researched the state of the field: existing web-based projects in community, gaming, multi-user space, and interactive narrative. The output was a research archive and a set of design patterns for collaborative television software.&lt;/p&gt;</content:encoded><dc:creator>Timo Arnall</dc:creator><category>Notes</category><category>Art</category><category>Awards</category><category>Interaction Design</category><category>Interactive Television</category><category>Jack Schulze</category><category>Media</category><category>Narrative</category><category>Social</category><category>Television</category></item></channel></rss>