Satellite Lamps 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 Yourban research project at AHO, it continues our project of revealing the materials of technologies that started in 2009 with RFID and WiFi.
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.
“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.”
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.
The project is documented in an extensive article that thoroughly details how it was made and why. You can read more on how we explored GPS technology, how the visualisations were made, and about the popular cultural history of GPS.
Internet machine 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.
Internet machine (showing now at Big Bang Data or watch the trailer) documents one of the largest, most secure and ‘fault-tolerant’ data-centres in the world, run by Telefonica in Alcalá, Spain. 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
I had to invent some new production methods to create a three-screen installation, based on some techniques I developed 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 Magic Lantern RAW module on the 5D, while the RAW stills were processed in Lightroom and stitched together using Photoshop and Hugin.
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.
There are more photos available at Flickr.
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.
A few links on imaging and computation:
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.
from CCD by Joe Gregorio. Via BERG.
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.
The camera as a device you carry has completely disappeared. Image sensors have become part of the literal fabric of everyday life.
Anselm lays out the emerging issues with Augmented Reality (AR). In doing so he relates it to a whole host of known and unknown problems associated with ubiquitous computing, semantic publishing and data platforms.
Below are some clippings of bits that seem particularly insightful:
bq. 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”.
bq. 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.
bq. Suddenly game developers are arguing with GIS experts and having to unify their very different ways of describing mirror worlds.
bq. [I]nterfaces 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.
bq. By making hidden things visible, and visible things cheap, it will make other things possible that we don’t entirely realize yet.
bq. 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.
bq. [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.
bq. 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.
h3. Brief history of interaction
(Based on Dourish, see reading recommendations, below)
Each successive development in computer history has made greater use of human skills:
* electrical: required a thorough understanding of electrical design
* symbolic: required a thorough understanding of the manipulation of abstract languages
* textual: text dialogue with the computer: set the standards of interaction we still we live with today
* graphic: graphical dialogue with the computer, using our spatial skills, pattern recognition, and motion memory with a mouse and keyboard
We have become stuck in this last model.
Interaction with computers has remained largely the same: desk, screen, input devices, etc. Even entirely new fields like mobile and iTV have followed these interaction patterns.
* Tangible: physical: having substance or material existence; perceptible to the senses
* Social: human and collaborative abilities, or ‘software that’s better because there’s people there’ (Definition from “Matt Jones”:http://blackbeltjones.typepad.com/work/ and “Matt Webb”:http://interconnected.org/home/)
Dourish notes in the first few chapters of his book 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”.
What follows are examples of products or services we can use or buy right now. I’m specifically interested in the ways that these theories of ubiquitous computing and tangible interaction are moving out into the world, and the way that we can see the trends in currently available products.
I’m aware that there are also terrifically interesting things happening in research (eg the “Tangible Media Group”:http://tangible.media.mit.edu/) but right now I’m interested in the emergent things that start to happen effects of millions of people using things (like Flickr, weblogs, Nintendo DS, and mobile social software).
h3. Social trends on the web
On the web the current trend is building simple platforms that support complex social/human behaviour
* “Weblogs”:http://www.rebeccablood.net/essays/weblog_history.html, newsreaders and RSS: simple platform that has changed the way the web works, and supported simple social interaction (the basic building blocks of dialogue, or conversation)
* “Flickr”:http://www.flickr.com/: a simple platform for media/photo sharing: turned into a thriving community: works well with the web by allowing syndicated photos, bases the social network on top of a defined funciton
* Others include del.icio.us, world of warcraft, etc.
h3. Social mobile computing
On mobile platforms most of the exciting stuff is happening around presence, context and location
* “Familiar strangers”:http://berkeley.intel-research.net/paulos/research/familiarstranger/: stores a list of all the phones that you have been near in places that you inhabit, and then visualises the space around you according to who you have met before. “More mobile social software”:http://www.elasticspace.com/2004/06/mobile-social-software
* “Mogi”:http://www.thefeature.com/article?articleid=100501: location based game, but most interestingly supports different contexts of use: both at home in front of a big screen, and out on a small mobile screen.
h3. Social games
Interesting that games are moving away from pure immersive 3D worlds, and starting to devote equal attention to their situated, social context
* Nintendo DS: “PictoChat”:http://www.eurogamer.net/article.php?article_id=57287, local wireless networks that can be adapted for gameplay or communication (picture chatting included as standard)
* “Sissyfight”:http://www.sissyfight.com/: very simple social game structure, encourages human behaviour, insults
* “Habbohotel”:http://www.habbo.no/: simple interaction structures, (and fantastic attention to detail in “iconic representations”:http://www.scottmccloud.com/store/books/uc.html) support human desires. Now a very large company, in over 12 countries, based on the sales of virtual furniture
* “Singstar”:http://www.eurogamer.net/article.php?article_id=55470: entirely social game, about breaking social barriers and mutual humiliation: realtime analysis/visualisation of your voice actually makes you sing worse!
h3. Tangible games
* “Eyetoy”:http://www.eurogamer.net/article.php?article_id=4525: Brings the viewer into the screen, creates a “performative and social space”:http://www.prandial.com/archives/2005_01.html#009045, and allows communication via PS2
* “Dance Dance Revolution”:http://www.eurogamer.net/article.php?article_id=52731: taking the television into physical space
* “Nokia wave-messaging”:http://blackbeltjones.typepad.com/work/2004/06/motional_rescue.html: puts information back into space, and creates social and performative opportunities (Photo thanks to Matt Webb)
* “Yellow Arrow”:http://www.yellowarrow.org: puts digital information into city space, gives us a glimpse of the way that we might have more interaction with situated information in the future
There are also very interesting aspects of “gender”:http://foe.typepad.com/blog/2005/01/embodied_intera.html in all of this: this move towards the social implies a move towards the type of games/play that is seen more often in girls.
h3. Recommended reading
“Where the Action Is, Paul Dourish”:http://www.amazon.co.uk/exec/obidos/ASIN/0262541785/ (Read the first 3 chapters for a great introduction)
“Digital Ground, Malcolm McCullough”:http://www.amazon.co.uk/exec/obidos/ASIN/0262134357/ (Exploring the relationship between architectural and digital spaces)
“Physical Computing, O?Sullivan, Igoe”:http://www.amazon.co.uk/exec/obidos/ASIN/159200346X/ (Practical book on making physical computing devices)
“Smart Mobs, Howard Rheingold”:http://www.amazon.co.uk/exec/obidos/ASIN/0738208612/ (Exploring wider social aspects of mobile technology)
“The Humane Interface, Jef Raskin”:http://www.amazon.co.uk/exec/obidos/ASIN/0201379376/ (Covers screen based interaction, but has the best discussion on ‘modes’ of any book)
“Mind Hacks, Matt Webb and Tom Stafford”:http://www.mindhacks.com/ (Looks at our interaction with the world from the perspective of neuroscience, great introduction to ‘affordances’)
These are some of my notes from Mikael Fernström‘s lecture at AHO.
The aim of the “Soundobject”:http://www.soundobject.org/ research is to liberate interaction design from visual dominance, to free up our eyes, and to do what small displays don’t do well.
Reasons for focusing on sound:
* Sound is currently under-utilised in interaction design
* Vision is overloaded and our auditory senses are seldom engaged
* In the world we are used to hearing a lot
* Adding sound to existing, optimised visual interfaces does not add much to usability
Sound is very good at attracting our attention, so we have alarms and notification systems that successfully use sound in communication and interaction. We talked about using ‘caller groups’ on mobile phones where people in an address book can be assigned different ringtones, and how effective it was in changing our relationship with our phones. In fact it’s possible to sleep through unimportant calls: our brains are processing and evaluating sound while we sleep.
One fascinating thing that I hadn’t considered is that sound is our fastest sense: it has an extremely high temporal resolution (ten times faster than vision), so for instance our ears can hear pulses at a much higher rate than our eyes can watch a flashing light.
h3. Disadvantages of sound objects
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, even people that have absolute pitch can be affected by contextual sounds. And context is a big issue: loud or quiet environments affect the way that sound must be used in interfaces: libraries and airplanes for example.
There are also big problems with spatial representation in sound, techniques that mimic the position of sound based on binaural differences are inaccessible by about a fifth of the population. This perception of space in sound is also intricately linked with the position and movement of the head. “Some Google searches on spatial representation of sound”:http://www.google.com/search?&q=spatial+representation+of+sound. See also “Psychophysical Scaling of Sonification Mappings [pdf]”:http://sonify.psych.gatech.edu/publications/pdfs/2000ICAD-Scaling-WalkerKramerLane.pdf
‘Filling a bottle with water’ is a sound that could work as part of an interface, representing actions such as downloading, uploading or in replacement of progress bars. The sound can be abstracted into a ‘cartoonification’ that works more effectively: the abstraction separates simulated sounds from everyday sounds.
Mikael cites inspiration from “foley artists”:http://en.wikipedia.org/wiki/Foley_artist working on film sound design, that are experienced in emphasising and simplifying sound actions, and in creating dynamic sound environments, especially in animation.
A side effect of this ‘cartoonification’ is that sounds can be generated in simpler ways: reducing processing and memory overhead in mobile devices. In fact all of the soundobject experiments rely on parametric sound synthesis using “PureData”:http://www.puredata.org/: generated on the fly rather than using sampled sound files, resulting in small, fast, adaptive interface environments (sound files and the PD files used to generate the sounds can be found at the “Soundobject”:http://www.soundobject.org/ site).
One exciting and pragmatic idea that Mikael mentioned was simulating ‘peas in a tin’ to hear how much battery is left in a mobile device. Something that seems quite possible, reduced to mere software, with the accelerometer in the “Nokia 3220”:http://www.nokia.com/phones/3220. Imagine one ‘pea’ rattling about, instead of one ‘bar’ on a visual display…
h3. Research conclusions
The most advanced prototype of a working sound interface was a box that responded to touch, and had invisible soft-buttons on it’s surface that could only be heard through sound. The synthesised sounds responded to the movement of the fingertips across a large touchpad like device (I think it was a “tactex”:http://www.tactex.com/ device). These soft-buttons used a simplified sound model that synthesised _impact_, _friction_ and _deformation_. See “Human-Computer Interaction Design based on Interactive Sonification [pdf]”:http://richie.idc.ul.ie/eoin/research/Actions_And_Agents_04.pdf
The testing involved asking users to feel and hear their way around a number of different patterns of soft-buttons, and to draw the objects they found. See “these slides”:http://www.flickr.com/photos/timo/tags/soundobjects/ for some of the results.
The conclusions were that users were almost as good at using sound interfaces as with normal soft-button interfaces and that auditory displays are certainly a viable option for ubiquitous, especially wearable, computing.
h3. More reading
“Gesture Controlled Audio Systems”:http://www.cost287.org/
h2. Ben Cerveny
* The growth of the soil
* How do we comprehend complexity
* How do we build structures around complex information
* Accreting meta-data: GPS data, descriptive information
* Break down of material as it hits the soil
* Soup, tags, condensed and distilled meta objects
h3. Self organisation
* sorting mechanisms, affinity browsers, related, filtering, emergent relationships, interrelationships
* How do we conceive a metaphor for building these processes? A structure that is meaningful for the users.
* Application design: movement through states of application: to tending to a flow of processes
* Tending to meta-data is a growth process
* DLA diffusion limited aggregation, natural process model
* 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
h3. Rules for expression
* L-systems growth, mimics biological rulesets
* Map rule-sets in metadata onto L-systems, affinity rules
* Branching tree structures could be used to make metadata more useful
h3. Roots and Feeds
* RSS feeds, a root system, aggregator has roots, to the surface of a newsreader
h3. Structural information
* After applying rules of expression (algorithms, l-systems) we could see differences in the way that the plant has evolved
* A “botany” of these different structures: smaller, larger clusters, structures.
h3. Cultivation as culture
* From a user perspective the idea of cultivation: users can actually affect change: can breed your own searches, using searches generationally, using own adapted metaphors for new contexts
* Mix and match mechanisms or instruments (specific rule-sets) move expressions and apply them to different rule-sets
* Don’t have to understand genetics, but we have found use for plants for generations
* User doesn’t need to know mechanisms, just ability to make changes and view outcomes
h3. Tending the garden
* Incredible complexity, incredible diversity
* Not intimidated by the complexity of the garden
* Present similar tools to tend to data
* Casey Reas: organic information design
* Thinkmap, physical simulation systems
* Mitchell Resnick: Turtles Termites, Traffic Jams
* Matt J: Does it rely on visual metaphors: how do we get people to cultivate rather than consume?
h2. Thomas Van Der Wal
* Synching feeling
h3. Everything fit in our brain
* then libraries
* then digital bits
* then putting everything in one place
* Our information on our pdas, cellphones, somewhere
* The dream is that we have accurate information at our disposal when we need it
* Personal info-cloud
* Local info-cloud: should it be located?
* External info-cloud: things you don’t know about
* How do users use information?
* Device versus network?
* Our networked space, that exists out in space
* Usable: syncing between two devices: calendar, address book, to do list
* Dodgy: documents, media maps, web-based info, multiple devices
* Personal version control: different devices have different versions
* Personal categorisation:
h3. Standard metadata for personal info-cloud
* content description
* use type (eg)
* instruction: destroy, revise in 6 months
* object type:
* categories: not a structured system, but hackable flat data
h3. Actual solutions
* Spotlight (Apple Tiger)
* MIT Project Oxygen
h3. Possible/partial solutions
* Script aggregation by metadata tag
* Publish to private/public location in RSS
* Rsynk and CVS
* Groove (Windows)
* Quicksilver (Mac)
h2. Adam Greenfield
* All watched over by machines of loving grace
* Some ethical guidelines for user experience in ubiquitous computing environments
* Ubicomp is coming: IPV6 6.5×10 to the 23 addresses for every square metre on the planet
* Moving from describing to prescribing
* Technological artefacts are too dismissive of people
* Someone to watch over me: attractive as well as scary
h3. Default to harmlessness
* must ensure user’s physical psychic and financial safety
* must go well beyond graceful degredation
* faults must result in safety
h3. Be self disclosing
* Contain provisions for immediate, transparent querying of ownership, use, capabilities, etc.
* Seamlessness is optional
* Analogue of broadcast station identification or military IFF
* 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
h3. Be conservative of face
* ubiquitous systems are always already social systems: they must not unnecessarily embarras, himiliate or shame
* Goes beyond formal information-privacy concerns
* Prospect of being nakedly accountable to an inseen omipresent network
h3. Be conservative of time
* Must not introduce undue complications into ordinary operations
* Adult, competent users understand adequately what they want, shouldn’t introduce barriers
* Potential conflict with principle 1
h3. Be deniable
* Should be able to opt-out, anytime, anywhere, any process
* Critically: the ability to say no, without sacrificing anything but the ability to use whatever usage
* The “safe word” concept may find an application here
* Fabio: what about gossip
* Chris: surely there’s human responsibility
* Tom C: Social control includes humiliation and embarrasment
* Molly: systems for shaming: can be institutionalised and applied in problem places: difference between smart and smartass. Haven’t got good enough at modelling situations in order to get this right.
h2. Stefan Smagula
* Teaching and writing about interaction design
h2. Mike Kuniavsky
* Writing about ubicomp, society and social
* Material products areform from social values
* Products affect how we think
* The pattern is “a recognition of the complexity, unpredictability, confusion of the world”
* The framework of thought of the last 600 years is coming to an end
* “by dividing the world into smaller pieces, ways can be found to explain it”: this method is waning
* Communication and transportation has been the key driver of this change
* Shown people (designers?) how complex life is
* Most people don’t know what to do about this complexity
* At the end of the prescriptive rationalist vision of the world
* It is our job as designers to recognise these ideas: “design is a projection of people’s ideals onto product”
* Past the confusion of postmodernism: the complexity hasn’t been branded yet, hasn’t been given a core set of ideas
* Book: Human built world
* The complexity of the world is an uncomfortably bright light, people turn away: designers can make it manageable
* Go to the light of compexity!
* Adam: are we up against biological limits: are we wired to deal with things in a linear way? Yes: physiological limits: 7 +-2.
* Ben: 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.
* Matt: we can learn complexity way more than we realise: tests show that we subconsciously learn complexity beyond language and rational thought
* Magical thinking is not wrong: all our models are wrong
* Tom C: Looking at people as shearing layers of perception and cognition
h2. Remon Tijssen
* Behaviours, tactility and graphics
* Tensionfield between playfulness and functionality
h2. David Erwin
* The funnel
* Serial, parallel and optional interfaces
h2. Peter Boersma
* Transactional interfaces
* ezGov uses IBMs RUP
* RUP is weak in user-experience
* Added StUX, definitions of deliverables for user experience
h2. Dan Hill
* Self centred design
* Not selfish design
* Background: adaptive design, design as social process, inspiration from vernacular architecture, hackability, allowing and encouraging people to make technology what they want to be
* Inspiration from trip to US
* Assumption that UCD is generally a good thing
* The focus on usability has distracted people: it has become an end in itself
* UCD manifests itself in usability, at the expense of usefulness
* Cultural and social products: massive variation of use across the globe
* Products most innovative at BBC/music: audioscrobbler/lastFM: intense meaning in the patterns it generates. More innovative than iTunes music store. Steam: setting reminders for radio stations: hacked third party product, BBC is trying to support this innovation.
* This innovation is coming from non-designers
* Veen: Amateurised design: the most interesting design on the web: Shirky: Situated software
* Always consider a thing in it’s next larger context: Eliel Saarinen: useful piece of design process. Chair, room, house, city.
* A lot of information about the self, coming out of these systems
* Audioscrobbler: looking at ones music, bookmarks, photos, lunches, weblog posts, gps co-ordinates: how does this affect habits?
* Pace of development: what can be done on the web.
* Self-knowledge and enlightenment: how does it affect one’s life
* The practice and focus of design is moving towards behaviour
* This is early adopter activity, this is geeky, high barrier to entry, it requires code to make these things. It’s self limiting: only certain kind of people can make these products.
* Scaleability problems: resilience: lack of reliability of iterative development, when will we be at the stage when we can rely on things working?
* BBC, radio broadcasting needs to be resilient: public service
* Database design and scaleability: Flickr doesn’t need to be normalised
* Common appeal of these things is self-limiting: too much systems level thinking.
* Moving into a space where products are social, and can have social meaning, and thus be socially harmful
* People’s assumption and experiences are based on context
* Need to be more rigourous about understanding social patterns
* audioscrobbler is not good at classical music
* Designers and researchers need better understanding of each other
* Designers are at their most useful when they are enabling adaptive design
* Using ethnography within a design process, look at long-term ethnographic process: hooking it into the rapid prototyping of the adaptive design world
* There is the value of sociology here. Ethno-methodology, Heidegger
* Book: Where the action is, Dourish.
* Social systems work well when there is accountability
* Building things where this also builds an account of the building
* Place and space: place being about social structures
* Embodiment: Appropriating products, building social meanings into products
* Accountability: part of the action is a documentation of the action (Dourish). Is ‘view source’ accountability?
* Book: Presentation of self: Irvine Goffman
h2. Matt Webb
* Neuroscience and interaction design
* This is really mostly psychology
* Game: remembering animals
* Light comes from top left
* Easier to react in the direction that things approach you from
* Dialogue boxes, work with natural directions
* We follow human eye direction, not robot eye direction, pulling a lever is faster when eyes point in that direction
* We respond the same to arrows as we do to gaze
* All that neuroscience has done is to confirm what we know from psychology
* 3 types of object, animate, inanimate and tool
* 3 zones: graspable, peripersonal The schema of the body is extended by the held tools
* 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 that this takes to understand this, learning process and experience
* Grasping has as much primacy as a cup itself: so “sit down” or “chair” are equivalent in the brain
* If we see or say grasping, or looking at coffee cup shows
* “What to do with too much information is the great riddle of our time” a* Mapping observed phenomena to the science of jetstreams, same thing will happen to neuroscience.
h2. John Poisson
* The stretch time conundrum
* Sony is a huge force: vaunted to villified in three short decades
* Loss of brand value: products are not meeting user expectations
* Sony founders have changed, directions have changed
* One of the problem is in the fact that it’s japanese: basic simple cultural processes
* Hikaru dorodango: process refinement as creative expression: successively sculpting and crafting mud balls into spheres
* 3 interconnected languages are undocumentably mixed
* 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.
* At first thought that it was a problem of language, but then realised this increased tolerance of complexity pain.
* Sony “iPod killer” is a user-experience nightmare, but for japanese it’s not too complex
* There’s an overall acceptance of complexity in Japan
* Pattern based learning: origami: 48 steps of process, more complex than interfaces
* Stretch time: at 3o’clock on the Sony campus everyone stops, music plays and everyone is encouraged to stretch.
* 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
h2. Sanjay Khanna
* Kurt Vonnegut in “Cold Turkey”
* Mike: intended effects are insignificant compared with the emergent effects, just noise compared to the overall outcomes
h2. Niels Wolf
* Intro to JXTA
* Works on every network device
* Allows control over your data, sharing, peer to peer backup
* Implemented in many languages: including python
* Assigned a unique number, which works across IP, bluetooth, mobile rendezvous, etc.
* Everybody becomes a server if no other can be found
h2. Molly Wright Steenson
* All hail the vast comforting suburb of the soul
* Lots of research into garden cities
* Worried that the future is going to be boring
* Closing off some avenues for development by focusing on urban environments
* What are the constraints that define a suburb?
h2. Jack Schulze
* Mapping and looking
* Lots of cool stuff: no notes.
h2. Matthew Ward
* Questioning the commodification of space
* We are social, spatial, temporal beings
h3. What were the conditions for the rise of these spatial technologies
* 2001 descrambling of GPS
* FCC policy to make sure 911 callers can be located
* Ubiquity of mobile phones
* If we don’t move away from the “where’s my nearest pizza” we are going to get really bored really soon
* Differential space: socio-spatial differences are emphasised and celebrated
* Iain Borden: Skateboarding
* “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.
h2. Chris Heathcote
* Nuts and bolts, how to use location
* Location is co-ordinates
* Location is names and titles
* Location is also near Matt Webb, or near my iBook: relative position might be more useful way of thinking
* Physical augmentation: using, abusing, changing where they live
* Visual design: Buddy finder on mobile phones: spatially false, chart junk
* Context awareness is really hard:
* What happens when you get rid of the maps?
* Lots more cool stuff that I didn’t take notes on…
h2. Matt Jones
* Nokia: Insight and foresight
* 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
* Next-gen mobile: big screens, more whizzy features, but we still have the same old messy world
* A modest start: being in the world instead of in front of the screen
* 3220: 5140: power up covers with new capabilities
* 3220: LED displays with accelerometers and thus motion capture
* Where the action is: This ignores 99% of our daily lives
* dance dance revolution and eyetoy: new world
* 5140: first RFID reader phone
* New ways of using mobiles with touch based tech
* easy and concrete access to services and repeat functions
* transfer of digital items between devices as simple as a gesture of giving
* in the future also fast and convenient local payment and ticketing: fast, easy way of getting settings and services
* When you count all the steps to make simple actions are about 100 actions: to find settings, set up the human modem thing
* Touch actions are potentially two orders of complexity less: into 1 action
* LAunched active cover with NFC: near field communication: philips, sony, visa, samsung: nfcforum.org
* Pairing things up, putting things together (how is this different from BT? passive chips)
* Prototype things!
* NFC is a touch based RFID technology
* Putting the information into the tag: can contain more than an ID
* Close mapping to physical objects: Dourish
* NFC active objects will have mixed spirit world of objects having magic behind them: permitted moves for games, origins of objects, spime like stuff,
* One to one mapping: multiple digital meanings on objects
* it’s not a one-way world: these things are re-writeable: secular isn’t the dominant way of thinking
* Now that we can give objects spirit world, semiotic, actions
* Into fetish objects: auspicious computing, unique wooden balls (minority report)
* Friendster: a game of how many connections. Turning into an info-fetish physical game
* – phones are precious, tags are not
* – throwaway, data detritus, spime spume
* + programmatic product life-cycle
* + audit trails for trash
* + automation of recycling
* WWF: sustainability at the speed of light
h3. Long now, (Stewart Brand)
* Sometimes technology can disrupt these layers
h2. Fabio Sergio
* From collision to convergence
* How I learned to stop worrying and watch tv on my mobile phone
* 2001: who the hell would want to watch tv on a mobile?
* 2003: using mobile to watch big brother from the car
* consultants: timeliness, context sensitivity, self-expression, immediacy, relevance
* People rely on their connected devices to fill-in interstitial time slots
* Armed with this notion outlets aquired content and chopped it into 3-5 minute videos
* The end result is too much navigation and not enough content, undermines the concept of “snacking”. The navigation has become the experience
* Navigation is not bad per-se, the web is arguably built on it
* Flow: where the consumer is completely engaged with interaction
* Mobile content experiences happen in contexts that basically negate the ability to focus
* How do you access video: at the moment through a browser
* Big Brother: lessons learnt
* Always on-ness: there is aways something new happening: marshall mcluhan meets orwell
* Something might happen at any time
* Action can be just a video call away
* Easy to get into the flow of what’s happening
* Cut to measure: as little or as long as you want
* Conversation-based: you can keep hearing when you can’t watch: don’t need to look at the screen
* Why should the browser and media player be two different applications? should probably be one.
* People need context medium content, probably in this order
* The handset should be a remote control: as much as possible make navigation resident on teh device
* Content should be snackish: but should be grouped
* The experience should be around the on/off switch
h2. Timo Arnall
* “Presentation and notes”:http://www.elasticspace.com/2004/11/spatial-memory-design-engaged
h2. Sunday discussion
* 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
* Alternative brief: A permanent tag large enough to contain digital info, that could be unobtrusively attached to anything in public space
* Mechanisms for friendly denial
h3. I’m lost: design a physical pathway which
* includes the idea of signs to explain features of teh environment to the unmediated
* which could serve as a compensation or apology for people denied in the ubiquitous sense
* which was distinctively local and amsterdamish
* includes infrastructure
* poetics and emotional enhancements required
Overheard somewhere at the bar: anthropology/ethnography is this year’s library science: another new/old juxtaposition. Not that I agree.