Design Engaged 2005
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.
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.
Intro by Andrew Otwell
- Restorative feeling of getting together
- The architecture of participation
- Experience design is participation design
Adam Greenfield
- Ethical and social implications of ubicomp
- Has been reading far afield: Out of Gas, Dark Age Ahead, Collapse
- Growth and decline
- Models of growth:
1. Health of economy is based on growth
2. Continuous growth: technological singularity, going off the charts
3. Cancer - Decline: cyclical decline, populations, rise and fall of the Nile
- But sometimes it’s not cyclical: the global production of oil
- Growth and terminal decline: global oil production. Industrial civilisation becomes very hard to maintain.
- There is a contingency that designers probably ought to be thinking about
- An implication: things get intensely local
- 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
- Value: e.g. copper may be worth more locally as a metal to be worked, than as wiring in an inert grid
- A new suite of design gestures
- Lose:
- Our near-instantaneous Google+Wikipedia
- Apple-Z (undo)
- Flexibility and unquestioned connectivity (the social, fluid, soft meeting space)
- Digital visualisation and rapid prototyping
- Petrochemical or dependent-derived material properties
- Precision fabrication
- Low material costs
- The global community
- Will become important:
- Libraries
- Workshops
- Adaptive re-use
- Modularity, interoperability
- Mash-up ethos
- Sense of possibility and play
- Reclamation of old industrialisation
- Re-densification: new urban centres
- Urban core may be untenable: building higher than 6 floors may be difficult
- J.H. Kunstler: The Long Emergency
Matt Ward
- Has design lost its way?
- Design is always ideological, influenced by specific worldviews, responds to cultural context. Design is a product (of the society it originates from).
- 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.
- Utopia, outopia: no place. Eutopia: good place
- The desire to be somewhere different, not about this place, not now, free of the problems of this world
- No problem to link utopianism with the act of designing
- Many see design as a key to changing the world. Corbusier.
- Design is also linked to control and power
- Archigram: a move away from conservatism. Anti-utopianism, learning from the mistakes of their forefathers.
- In between the space of freedom and control: metamorphosis
- Utopia of difference: terroristic meta-narratives (Tom Moylan)
- Superstudio: allows for different uses and actions to define the architecture of the studio. A critique of the modernists.
- Critical utopia: asks questions, asks towards change, towards critical design
- Problem with critical design: forgets to question the position that the designer has
- Locative media: a lot of technology removes us from everyday life, we need to remember the dogshit and the chewing gum
- Malcolm McCullough: the avant-garde is now 2 minutes
- Digital design: change in space and place; information acts within the production of space
Joshua Kaufman
- Book: The Whale and the Reactor (a search for limits in an age of high technology), Langdon Winner
- Social consequences of design from a historical perspective
- 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).
- Political design can be found in architecture and urban planning
- Robert Moses’s low overpasses: discouraged lower-class travel
- Baron Haussmann’s thoroughfares: large roads and parks
- Concrete buildings and plazas at universities, to discourage demonstrations
- Cyrus McCormick II’s moulding machines
- How design choices affect the relative distribution of power
- 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.
Anne Galloway
- Design and the parliament of things
- Making the work of a social scientist applicable
- Philosophy of science
- The difference between an assemblage and an assembly
- “To assemble is one thing; to represent to the eyes and ears of those assembled what is at stake is another.” Bruno Latour, How to Make Things Public
- The difference between objects and things
- In design, things are objects: stable and neutral. Even users are objects.
- Things: an assembly, to come together
- A coming together precisely because we have differences
- From Realpolitik to Thingpolitik
- “Walking is controlled falling.” Laurie Anderson
- Representative democracy: body-politic, unifying difference, stabilising and reducing difference
- From representation to re-presentation: all the constituent parts
- Re-presenting design: invention and capitalism, speed and mobilisation
- Going from an assemblage of different parts to an assembly
- 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
- 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.
- We can’t afford to keep ignoring each other
- “Your concerns are not relevant to our task at hand, you are not enabling my efficiency, etc.”
- What is it going to take to design in this parliament of things?
- We can start by slowing down
- “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
- Matt Ward: voting is a last resort; consensus is reached in different ways
- Anne Galloway: not interested in consensus, interested in convergence
- Malcolm McCullough: taking into account, not accounting the bottom line. Latour
- Matt Ward: strategies and tactics in moving towards slowness? A: get outside, get into the ground.
Michelle Chang
- Public by design
- Interested in the issue of privacy
- Privacy / publicness
- Public library
- How the library became a microcosm of the city: a number of services and interfaces to the city
- Practices: activities
- Space
- What technologies are public goods? Electricity, wireless, etc.
- Which technologies must be individually wrought? Laptops, mobiles
- “A public institution must bear the burden of public demands”
- Anne Galloway: a public space, or a commons? A convergence.
- Use of the internet problematic: an increasing use of “adult terminals” versus “children’s terminals”
- The library becomes a sort of pit stop: getting out of the rain or using the toilet
Thomas Vander Wal
- Clouds, space and black boxes
- Information is found and created, but there is little distinction between the two
- Personal info-cloud, local info-cloud, global info-cloud
- A clearing house of filters from the flood of information that flows down
- Filtering based on trust and value: aggregation
- A ‘firewall’ that filters what information we give to people
- A ‘smart’ black box
- 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
Louise Klinker
- Guilty consciences
- Using environmental issues. Using P2P software.
- Crimewire
- Linking music download to criminal activity, but also tracking music downloads according to the amount of money owed to industry and artists
Malcolm McCullough
- Taking into account the notion of civic space: architecture
- Closed laptop, notebook…
Fabio Sergio
- The skin of objects
- No definitions of interaction design!
- Where is the material of interaction design?
- Joy Mountford: “We are designing the skin of objects”. Fabio reacted strongly against this
- Industrial design: from Olivetti cash register to Apple G5
- Ben Cerveny: models are the substance of interaction design. The act of creating constraints and systemic understandings.
- The visualisation of complexity: making new materials from the mass of information
- Conceptual models affecting the physical models
- Liz Goodman: what are models? Fundamentals of interaction design are stories.
Stefan Smagula
- Open-source media
- Project Lightspeed: AT&T, Yahoo and Microsoft
- Video
- Big players: Apple, IPTV, Yahoo, Google
- Bootstrappers: Open Media Network, DTV (BitTorrent & RSS), Open Source Radio
- RSS provides metadata and triggers downloads
- Matt Jones: Jerry Cornelius, an open-source character, giving away plots and stories
Chris Heathcote
- Personalisation
- Panasonic gets personalisation
- Barcodes on skins
- Websites for cover creation
- Harajuku store for expensive personal covers
- Korea: metal depicting war scenes, cloth
- A spectrum of engagement: consume, buy, customise, accessorise, alter, make, design
- Find out how, make stuff, sell stuff: Cyworld (half the population of Korea?), Habbo, Myspace, Neopets
- Peer production: flips traditional production economics
- Physical peer production: toolmakers, manufacturer, designer, aggregator, printer, user
- Internet fabrication: electronic, materials
- Home fabrication: 3D scanners, milling and printing, 2D printing and cutting
- Local fabrication: access to machine shops, equipment
- Is physical better than digital?
- Is this sustainable?
- How do we design for casual craft?
- Malcolm McCullough: biggest criticism of Digital Ground is the longevity of the tools, the tools are not consistent or stable enough
- 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.
- John Poisson: scrapbooking industry is huge in the States, manifesting a collection of pieces. In Target is a whole section for scrapbooking.
- Slowness is the point of craft. The process is key.
- Anne Galloway: when you work in a sweatshop you don’t knit for relaxation
- Liz Goodman: …as long as it’s pink. Modern idea of design is strongly opposed to the Victorian ‘crafted’, fussy environments.
Jyri Engeström and Ulla-Maaria Mutanen
- Social objects, invisible tail and free product codes
- A map of relationships, with nodes as individuals
- But look at interactions from an ethnographic POV, we see interaction through social objects
- Michael Tomasello: children learn about intentional affordances based on understanding the intentional relations to other people
- Online these things are links, photos, etc.
- Developing novel kinds of interactions through objects
- Photos, bookmarks, blogs, products
- 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.
- UPC, EPC, ISBN, ASIN for artefacts of mass production
- What might be a Last.fm for physical things?
- History, present, makers, materials. Making those relations visible: indicating social value.
- Using RFID as a personal tool
- To-do list:
- Recommendation-based markets
- Free thing identifiers
- Available wireless access
- Simple terminal devices
Matt Webb
- Forms of address: how we talk to computers, and how we should
- URLs and point-and-click are bad
- Desktop search and recent items: help a lot
- Global URLs: they are portable, excellent
- They let you see ideas within their structure, not other ideas
- Doug Engelbart: online system
- Delicious encodes a certain type of behaviour with more persistence and history
- Recent-call lists on mobile phone
- Implicature
- Using the Ning database is more like a conversation than Spotlight; it makes assumptions around structured data
- Patterns of behaviour: “the things I’ve done in the last 30 seconds can be referenced as an object”
- Bookmarking a conversation
- Mr Messy
- “I’m only a first-time user once”
- Mike Kuniavsky: predictive shell
Nurri Kim
- Tokyo blues: the city as seen through one material
- Blue tarpaulin: used in many different ways across different cities
- Most extensive use of blue tarps in Japan: anything that is passing into or out of existence
- Blue tarps with a modular system: model number is higher with durability
- Most popular model number 3000, conforms to the tatami mat size
- Aerial photo: everything is being built, or rebuilt, historical renovation
- 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.
Jack Schulze
- Screen-based button
- Working with manufacturing engineers
- Physical buddies
- The Invisibles
- Desolation Jones
- Will Burtin
- What we can get away with in domestic manufacture
- Phones: manufacture, style/form, self-reinforcement
- Manufacture: iterating this relationship towards cheaper, assume this is better
- Manufacture: workshops, craft, local, milling, RFP
- Style: malice, opportunism, disassembly, individual, cults, play, luxury
- Metal: Lens 117, casting metal in wax
- Casting phones in metal
Régine Debatty
- Artists or designers using RFID technology
- RFID was initially frightening
- Some consumer-focused uses
- RFID sushi: underneath each plate is a tag, conveyor belt. RFID reader scans a stack of plates.
- For tracking cows
- In toys: a doll that gets sick, each accessory is a tag, inside the toy is a reader
- Privacy
- 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.
- How artists and designers are using it
- A1 lounge: re-materialisation, Prada store
- Digital wardrobe: making sure she uses things that people don’t see more than once
- RFID habitat: tables in two parts of the world, shows presence
- RFID bootleg objects: MP3 player based on a vinyl turntable, using the old covers as interface to MP3s
- Deal Me In: cards for poker. Blackjack mat that plugs into the computer: seeing and printing pictures using playing cards, a traditional interface.
- Moo-pong
- With hidden numbers: traditional fashion objects, by passing these objects through a reader you can play music and play samples
- Junkie Helper: medicine linked to a chatroom where people in a chatroom can see your action
- Go-Dance: projecting videos in nightclubs, but can DJ using embodied interactions, with RFIDs connected to clothing
- Used.co.at
- 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.
- Urban Eyes
- The Living Room: telling stories with RFID
Liz Goodman
- Physical fitness
- Ecosystem-enabling
- Dance Dance Revolution incorporating fitness into gaming
- The ‘pay per play’ model
- Arcades are designed to be really fun
Eric Rodenbeck and Michal Migurski (Stamen)
- Dumb gestures
- Vito Acconci: “our work has to sound exciting over the phone”
- Dumb: easy explanations, e.g. Flickr
- Meet the audience more than halfway
- Dumb is difficult
- Map of the Market: Martin Wattenberg
- WordCount.org, Babyname Voyager: visualising the way we use language
- Vox Delicii
- Newsmap
- Graffiti Archaeology
- Tenbyten.org
- Acconci Studio: website based on tags, can build dynamic presentations on the fly
- Cabspotting: live taxi visualisation
- Molly Wright Steenson: data fetishism, what types of things can be done with this as a tool?
- Thomas Vander Wal: difficulty with time on the web, nothing that deals with it well. Everything stuck on a calendar.
- David Gelernter: Lifestreams
- How can we make this more ugly? Graphic ugliness is equated with truth, if anything is to be taken seriously.
- Malcolm McCullough: too much visualisation as wallpaper
Molly Wright Steenson
- With re-unification, an entire class of everyday markers was wiped out
John Poisson
- Seeking nirvana in design for the tiny
- Four mobile truths
- The mobile world is in a mess: earliest days of the PC
- Intense and competing constraints
- How to design for a form factor that is so limited
- Implementation is so limited by standards. Onerous restrictions and suffering with dealing with carriers. Onerous business models.
- But it’s a tremendous opportunity: billions of potential users
- To assuage anxieties over all this: constraints can lead to a level of purity. A mobile app is a bit like a haiku.
- A Zen approach to the design and implementation of these things
- Refinement towards a very specific set of constraints
Ben Cerveny
- Hyperdimensional hopscotch
- Ideas put forward around the possibilities of dystopian futures
- Structure and architecture loom large in our minds (even though our titles aren’t that any more)
- Information structures are starting to play out in the spaces we inhabit: in the construction of the community
- 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).
- Use of symbolic systems and projection of language onto the world
- Game vs play: game is projecting a model into play. Language formalises meaning, games formalise play.
- Hopscotch has no real ingredients, apart from a method of making marks and a space (plus an agreement to play the game)
- This agreement is where the power is
- Consensual modelling capabilities: emergent social properties
- People have a growing literacy of what is possible
- Chess: a sculpture of behaviour of the pieces
- Aware of the tools to make this kind of model
- 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.
- The techniques of role-play have made it into the workplace
- Never-endingness: a distributed conversation about the building of ‘what can happen’. Submitting ideas into a collaborative space.
- The hopscotch that we are playing is a directed but temporary structure
- The smooth space that we are standing on, that we demarcate with some markings
- Building models that have a linkable state
- The game we are playing is re-projectable onto different circumstances (in case of dire future possibilities)
- Games gone native: in specific environments
- 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.
- In-betweening (Aldo van Eyck). Became uncomfortable with the top-down projections of authority (high modernism). Built 700 playgrounds in Amsterdam.
- Projecting the possibility of play onto the environment. Filled all of the gaps in Amsterdam with play. A sandbox here, a pole there, etc.
- A divergence from the monolithic flows of high modernism
- Collaborative making of urban experience
- ‘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.
- Bureau of Spatial Organisation
- 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
- These things can be connected to the city, a living model of the city. Building the hopscotch squares from one to the other.
- The game model has the flexibility to support the kind of collaborative activity that will support these things
- 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.
- Adam Greenfield: John Zorn’s Cobra, improvisational combat jazz. Disruptor.
- 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.
- 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.
- Game: Flex, so many rule-cards have been played that it’s impossible