General

Interview of Regine Debatty

Gosh, a WMMNA banner on this blog??? It's actually to introduce a short interview I've done of Regine Debatty, the instigratrice (sorry for the french-icism) of the We Make Money Not Art blog. Not to mention it's part of my daily read, I want to stress here that the goal of this interview was to stop for a while and discuss some of the issues that I found pertinent in her work. Of course, this is not an exhaustive overview, it's just a snippet from discussions we have.

We won't get back on WMMNA history (because it's here) but I just have this introductory one: after X years, how would you described WMMNA perimeter?

It's evolving, slowly but constantly. first, in its form. It used to be the traditional blog: just a series of posts one after the other. After some time, I decided that it was pointless and boring. Now the blog is more and more mimicking a magazine with reports from events and interviews.

Now about the content. I've stopped blogging stories about consumer electronics. Other blogs do it much better than me. I'm more focused on art works that use emerging technologies as a medium. by technologies, I mean the usual suspect (mobile phones, internet, etc,) but also the emerging fields of biotechnology, in-body technology, nanotechnology, etc.

It's quite difficult for me to describe the perimeter of the blog. I talk about interaction design for example, but not everything I see there really excites me. I like edgy, brain-challenging, experiemental projects and yawn when i'm in front of sleek and perfect designs of new mobile phone interfaces. Same goes for art, I've seen so many "wave your hand and see how the projected images are modified" projects. What i'm looking for are projects that and as time passes, i'm becoming more and more choosy ;-)

Is there a more global project behind WMMNA?

No big strategy nor ambition. just trying to get ideas and talents out there. I like to think that wmmna is a platform where people with ideas and critical view on technology, media and their social, ethical and cultural implications can be heard.

After X years of blogging, what underlying picture do you now see in the scene? Phenomenons that amazed you?

That it remains such a niche phenomenon. The traditional art scene seems to believe that the so-called "new media artists" are just playing some kind of geeky games. I wasn't expecting my blog to sparkle so many interest from the technology world and be ignored by the "traditional" art sphere. I think it's slowly changing. It took decades to accept photography as an art discipline so let's be patient.

In what sense do you think your blog is of interest to researchers, R&D peopld and foresight managers?

I should ask them. I guess the projects described in the blog might be interesting because many of them give a snapshot -albeit sometimes whimsical- of people's desires or of what tomorrow could bring. I'd illustrate the first idea (people's desires) with several projects that allow people in public space to regain some control over technology in their surrounding: husman haque's floatables, the EM shelter booth by anthony townsend, katherine moriwaki's recoil.

We all need these communication technologies but sometimes we might feel overwhelmed, right? surely there should be a way to get some control over them. The industry has had little incentive to address the problem and give us more control. I hope that they are already getting their designers and engineers to work on that (especially when it comes to the technology that seems to frighten everyone: RFID). in the meantime artists are exploring methods of self-defense. hopefully they will inspire someone out there.

About artists using technologies to give us a glimpse of what tomorrow could bring, my favourite examples show how artists have explored the kind of dynamic mapping and sighseeing experience that google earth bring today. In the 80s, there is naimark's golden gate fly-over, in the 90s there is art+com terravision installation. I think if one is willing to look beyond the quirkiness and delirious aspect of some installations or applications, there's a lot to learn and get inspired from.

What I like in WMMNA is the very sober nature of your posts, the way you get straight to the point when describing the projects. Is there a reason behind this "no stance" attitude?

Several reasons: the main one is that i don't want to influence people, I want readers to form their own opinion. i give mine in a subtle way: when i don't like something i just don't write about it. it's also quite difficult to always have a view on interaction art/design. you have to experience the installation yourself to really know what it is like. then of course sometimes i don't give my view for a very simple reason: i have no opinion, i just "feel" that a story is interesting enough and hope others will make sense of it.

In your talks, after dealing with how what media artists do is relevant for technology thinkers or why fake projects are relevant, what are the new trends that you find appealing and strikingly worthwhile?

I'm not sure they are brand new but here's a list of some interesting trends (in my humble opinion):

What one of futuresonic's panels this year called social art. Jose luis de Vicente (elastico, copyfight, OFFF barcelona, sonar, art futura, etc.) gave a series of example of projects that are meaningful for everyone: the consumer, the activist, you and me: fallen Fruit, Garbage Scout, TheyWorkForYou.com, codecheck.ch, nathalie jeremijenko's How Stuff Is Made, etc. works that give us some form of control through un-mediated knowledge most of the time. anthony dunne was part of this panel as well and he totally vowed the crowd with his talk "Design for Debate". I think he and his partner Fiona Raby are onto something with their willingness to create fictional spaces and scenarios relevant to everyday life and based on technological progress (in the field of communication tech but also biotech, nanotech, etc). With their students at Interaction Design (soon to be renamed Design Interactions) RCA, they try to come up with fictional products or services that might inspire, raise awareness, stimulate discussion that could eventually lead to a change and prevent any kind of unwanted future to happen. Their projects bring about scenarios that should trigger all sorts of thinkings in our minds, make us imagine what our daily life could be like when synthetic biology, nano and biotechnology or other emerging technologies will mediate it even more. Here's a good example of such projects. Raby and Dunne like to point that what they do is not art but design. Labelling their work "art" means that people would dismiss their research as "just art", and not take them seriously.

Evolving systems: machines, installations that are "trained" and which behaviours changes over time according to stimuli, passersby feedback, players moves, etc. Like U.W.M or project nero.

On a totally delirious level: animals computer interaction: not always for the animal benefit (auger+loizeau: augmented animals, internet poultry, pacman against crickets, blogging pigeons, etc).

To me, humor plays an important role in what you're posting in WMMNA. How do you think this dimension can bring critical elements about technology usages?

I think humour is very important. it helps getting the attention of the audience. humour puts the piece into a non-threatening, non-intimidating light. which helps a lot to get the message out.

At the beginning of your blog, it was called "Near Near Future" (I have always been jealous of this term), then you switched to WMMNA. To me, NNF is still very pertinent and connected with what you blog about: weak signals about today, that may be signs for what will happen tomorrow. Let's focus on this NNF concept, why did you coined that term? Did you manage to put what you post in a temporal perspective (when would some signals be more distributed when)?

The NNF title was exactly what you describe. the projects of these artists are deeply grounded in the world as it is today, they follow the technology as it is sold or presented to us today. They are just looking a bit further, not 30 or 40 years in the future like science fiction might do, but in the very near future.

Since I am doing research about location-based applications, I would be happy to know what you think about locative media. It seems that the scene failed (see for instance what Marc Tuters and Kazys Varnelis says about it), do you have any thought about that? You were curator at Sonar about locative media project, have you seen new project that would foster a revival of this trend?

Nothing i can think of at Sonar itself as it was mostly showcasing some "classics" of the locative media trend. In general I'd say that locative projects that deal with environmental issues are the most relevant (to me at least), like myriel milicevic's neighbourhood satellites. In the "map" mode of her project, the system receives data from the other "satellites" carried by people in the area, and displays on a map, their location and contamination level. This mode could generate some interesting behaviours: A group of players, gathering in larger numbers at polluted street junctions, navigating their satellites through thick air, might just as well be interpreted as a silent protest. Or (at a very selfish level) imagine what it could be like to have direct information about the quality of air and light in an area and be able to bargain the price of the house on that basis. Another example is the Feral Robots by urban tapestry. I like this idea of using locative media to give the man on the street the tools to understand what's going on in his own neighbourhood, to do that in a playful, non-academic, non-threatening way.

"Direct Economy"

Just had a quick meeting with Xavier Comtesse. It was basically about his next book about what he calls the "Direct Economy" What he means by that is the new ecosystem we have with minipreneurs, consumactors/consommacteurs, crowdsourcing and so forth. Xavier also described it in a short article (in french though) here. As Laurent summarizes on the Ballpark blog:

our transition to a “direct economy”. He makes a strong case that our system is being transformed by four factors: • consumers are now part of the value chain • useless intermediaries are disappearing • new business models threaten secured incomes • prices are more and more functioning as auctions

He summarized the situation in one brilliant quote

We are leaving an economy based on the knowledge of producers for one based on the knowledge of consumers”

Art of Noise + Max Headroom

For those who remenber the 80s cyberpunk frenziness: Art of Noise (feat. Max Headroom) - Paranoimia:

The others who would like to know who is this whitey, the Wikipedia page of Max Headroom could be valuable:

Max Headroom is the name of a fictional artificial intelligence, known for his surreal wit and a stuttering, distorted, electronically sampled delivery. The character was created by Annabel Jankel and Rocky Morton and performed by Matt Frewer. (...) He also vocals (as well as appeared in the video) for the pop single "Paranoimia" by The Art of Noise.

Why do I blog this? basics of cyberpunk culture

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Skyscrapers, technology and new sort of places

The Economist about skyscrapers: The skyscraper boom: Better than flying, it's a good overview of the most important question related to that in architecture+economics (innovation in terms of material, models, construction), as well as how technologies allowed it. Of course, to me, they discuss intriguing question related to new sort of places that emerge from this kind of buildings:

engineers also have to work out how to get people to the top floors. (...) Most tall towers now have at least two banks of lifts: one for the lower floors and one for the upper ones. In the tallest towers in Asia (home to eight of the world's ten highest giants) this still means waiting too long. So engineers run two or more lifts in each lift shaft, and build “sky lobbies” where passengers cross between lifts if they want to go the whole way down or up. (...) These arrangements, whereby cappuccino-carrying office workers or hotel porters are directed to a particular lift according to where they want to go, are collectively known as “hall call”. KONE, a Finnish lift company, is working on a lift system that sends text messages to people's mobile phones as they enter a building, informing them to take lift five, say, if they want to go to their desk or lift seven if they want the café on the 60th floor.

Why do I blog this? It reminds me an eTech presentation about "software for skyscrapers". Apart from that, this is related to my interest towards how technology can lead to news sort of places.

When robot mimic tongues and tentacles...

What a curious device on "extreme engineering" (Discovery channel): A robot with a flexible, trunk-like arm could one day work like an elephant to grasp unwieldy loads, navigate like a snake through the rubble of a disaster zone, or feel around inside the dark crevasses of other planets.:

Unlike conventional robots with rigid joints -- picture a crane-like appendage with a claw-shaped hand -- the OctArm's nimble design allows it to move freely and adapt to its surroundings.

"These robots are invertebrate robots and are good at getting into tight spaces and wriggling around," said Ian Walker, a professor of electrical and computer engineering, whose team at Clemson University in South Carolina has been working on the project for nearly 10 years. (...) A scientist uses a joystick to the control the OctArm, which resembles an elephant trunk: thick at the base and tapered toward the tip. A computer responds to the joystick's motions by changing the air pressure inside individual tubes.

Why do I blog this? a robot with a trunk sounds a bit odd but it might have curious affordances... biomimicry to its best?

Blogject workshop part 2

Next week, at EPFL (may 29-30), CRAFT will host the second blogject workshop. The first one was hosted by LIFT06. Organized by Nicolas Nova and Julian Bleecker. By talking about "blogjects" (objects that could potentially disseminate a record of their interactions with people, context and other objects on the web), we envision a new participation of "things" in the physical and social space. In this context, the so-called "Internet of Things" may give rise to a new ecology of things, and consequently to a different set of social practices and relations to space.

The previous workshop addressed that issue by considering how this would generate new possibilities for integrating networked artifacts such as "blogjects" in both the physical world and the Internet. The description and discussion of various scenarios allowed the definition of usage opportunities.

The first workshop was devoted to finding interesting research avenues and questions related to this "blogject" thing. People from various background and perspectives participated in the discussion, which eventually lead to this big report (pdf, 19Mb!). This time, the participants will have a different background (rather technical) and the aim of the 2-days is to have a more "hands-on" follow-up so that we design prototypes of networked artifact of the future (be it a blogject, a pervasive device, a slogging place, a locative thing, a pre-spime or an everyware).

Cyber rodent: robots and learning mechanisms

Cyber rodent seems to be a classical research project that use robots to study goal-directed behaviors.

Based on the theories of reinforcement learning and evolutionary computation, we exlore parallel learning mechanisms using a colony of small rodent-like mobile robots called Cyber Rodents. Cyber Rodent Hardware

The Cyber Rodent robot has an omnidirectional vision system as its eye, infra-red proximity sensors as its whiskers, two wheels for locomotion, and a three-color LED for emotional communication. Especially it has the capabilities of recharging from external battery packs and exchanging gene (program or data) via IR-ports.

Why do I blog this? just like the robot looking + the underlying idea of the project (learning mechanisms). Besides, it's interesting to see that the "rodent" metaphor is still in use even with robot counterparts...

Le Frontiere Dell'Interazione

Italian-speaking people might be interested in Le Frontiere Dell'Interazione, an event part of the UXnet network. As the local organizer puts it, this year event is going to be "intelligent" interfaces and artifacts, location aware devices, multimodalities and emotion aware avatars. It will be held on the 16th of june and will last for the whole day. There program features Pabini Gabriel-Petit (UXmatters.com), Fabio Sergio (Interaction Design Institute Ivrea), Sebastiano Bagnara (Politecnico Design), Giorgio De Michelis (Domus Academy) plus remote contributions from Dirk Knemeyer (Involution Studios)

The event will be hosted at the Milano-Bicocca University.

Vodafone's Receiver new issue

The last issue of Vodafone's receiver is another refreshing arrival. Some papers are connected to my phd research (use of mobile devices for coordination in small groups).

The most relevant one for my research is certainly the one of Jeff Axup called "Blog the World". Some excerpts that I liked:

the normal life stages which individuals go through are increasingly taking place in a mobile setting that challenges the individual with new activities, customs and lifestyles. An interesting component of this is the increasingly popular activity of backpacking. (...) Examining what technologies could be used to support this highly mobile stage of life may provide insights into how to support their increasingly mobile home life as well.
(...)
Some of these tools include email, mobile phones, SMS, instant messaging and blogs. For the past several years a group of colleagues and I have been looking at the existing technology use and communication habits of backpackers in order to inform the design of new tourism technologies.

This seems to be neat:

More recently we have been experimenting with network graphs showing the behavior of travel blogging communities. A database of 8,073 travel blog entries from within Australia was used to explore the blogging habits of 1,149 bloggers. A primary outcome of the analysis is a graph showing which cities were most blogged about and which travel routes (inferred from blog entries) were most commonly taken. This has resulted in a better understanding of which routes are "on the beaten path" and where backpackers can go for solitude. Other graphs show the social networks that backpackers form while traveling. For example one graph shows how people are connected to blogged activities, such as friends met on a trip to the Great Barrier Reef. Another animated graph shows the growth of a backpacker’s social network as she travels and meets new people. These types of visualizations should be able to assist backpackers in recalling who they have met and how they know each other. It may also allow communities to become more aware of their own behavior, and the consequence of it on the cultures they visit.

And location-awareness of others seems to be important:

So what might the future of backpacking look like? (...) With the increasing population density of backpackers, there is a corresponding rise in potential for peer-to-peer short range networking technologies. This allows pairing of backpackers who are in the same place at the same time

Why do I blog this? I know Jeff's research from his blog + some IM discussion and it's quite pertinent. His work is devoted to "the development and design of mobile devices used by groups and how device design might change group behavior". Which is sligthly different from what i do (I am more focused on how specific features such as location-awareness change group behavior in terms of social and cognitive processes).

User Generated Content, Youtube in the NYT

A good piece in the NYT about user generated digital content. The article describes the amateur creation of video content on You Tube

It's not seminudes or celebrity satire or kittens' antics that dominate the most-viewed list at YouTube.com, the popular clearinghouse for international homemade video. So exactly what videos are drawing viewers to this ascendant site, which, less than a year after its launch, averages about 25 million hits each day?

YouTube makes this question easy to answer by giving users several ways to sort the videos, including by "most discussed," "most recent" and, handily, "most viewed." It turns out that most of the videos that get millions of looks are humorous posturings by kids who in other places and at other times might be collecting near-mint X-Men comics, or practicing Metallica licks.

Why do I blog this? first because I tend to replace tv watching by you tube scanninng, and second because I am really impressed by the burst of creation on the net. See for instance this graph generated via Alexaholic: after the explosion of pictures exchanged on flickr (in red which is still increasing), the traffic on youtube (in blue) is now starting to skyrocket, even more than flickr:

Wow and job training

John Seely Brown and Douglas Thomas wrote a very insightful article about World of Warcraft in Wired. Their take is that such kind of multiplayer game is a very relevant training for people's future job.

what takes place in massively multiplayer online games is what we call accidental learning. It's learning to be - a natural byproduct of adjusting to a new culture - as opposed to learning about. (...) When role-playing gamers team up to undertake a quest, they often need to attempt particularly difficult challenges repeatedly until they find a blend of skills, talents, and actions that allows them to succeed. This process brings about a profound shift in how they perceive and react to the world around them. They become more flexible in their thinking and more sensitive to social cues. The fact that they don't think of gameplay as training is crucial. Once the experience is explicitly educational, it becomes about developing compartmentalized skills and loses its power to permeate the player's behavior patterns and worldview. (...) The day may not be far off when companies receive résumés that include a line reading "level 60 tauren shaman in World of Warcraft."

Why do I blog this? what I like here is that the author do not talk about the common misconception about learning with games: you barely learn a content while playing game but rather you learn processes and problem solving tricks (through trials and errors for instance). This article also makes me think of Nick Yee' paper about how video-games blur the boundaries of work and play.

The uniqueness capabilities of pervasive devices

In the paper I blogged about earlier, Interweaving Mobile Games with Everyday Life, there was this very interesting quote:

Players also became aware of some technical features that we were only vaguely aware of ourselves. In one case, a player became aware—and angry about—the fact that his PDA’s 802.11 antenna had a significantly lower sensitivity than his team–mates’, even though they were using the same model of PDA.

It makes me think that nowadays, current technologies are unique, and 2 PDAs do not have the same sensitivity... How this would be reflected in the design of applications? Especially when talking about sensor-based services that may detect anything (network, proximity of others, temperatures...)? Of course, users do not like this situation but they will have to deal with it. More chaos and uncertainty in the Internet of Things, things will be unique and unequals...

Slogging = sensor logging

In the slides of his presentation (.pdf, 11.6Mb, great document anyway), Mark Hansen describes the concept of "slogging": sensor logging, which is very similar to the blogject concept:

Slogging:

  • What would happen if sensing technology became as easy to use as a blog or a vlog?
  • What would it mean for users to have “varying degrees of participation” in slogging?
  • What would happen if a Web grows atop a collection of such sensor networks?
  • Would we see communities spring up around data, around sensor logs? A neighborhood monitors its own air or water quality. New images of urban life are already being considered in instrumented cities

Support for the slog

  • Once filters are designed to identify higher-level events, how should we “publish” them?
  • Maybe we can again take guidance from the blogging and vlogging community
  • Would some variant of RSS be appropriate?
  • Perhaps we can consider specialized aggregators that serve the function of the backyard bird watchers or the amateur seismologists and identify events
  • Or, we feed it all to google...
  • And speaking of google, what would a search engine look like in this context?

And finally a philosophical question

  • When data collection and interpretation is not left to organizations like the EPA or other official bodies, there is bound to be a social shift

Why do I blog this? even though 'slogging' sounds like an underwear brand, the idea is relevant to the blogject world. Sensors technology added on top of blogs is also the idea of datablogging, that I already mentionned. It gives anyway loads of ideas for the blogject implementations!

An example of slog (oh man, I cannot be used to that word) Mark Hansen mentions is the Suicide Box by Natalie Jeremijenko and Kate Rich, which is nicely described by the nydigitalsalon:

The video element of this project documents the set-up of a motion activated camera aimed at the underbelly of the Golden Gate Bridge, the intention being to capture on film anything falling off the bridge. One can only assume that the blurred, unspecified objects shot from a great distance are people making the four-second descent from bridge to ocean. One suspects this to be true, especially with the view of the restrictions placed on the bridge. Subtitled throughout, the film informs us of bridge-related data: For instance, visitors can be arrested for throwing anything over the side or for appearing sufficiently despondent.

A buddy finder for large-scale events

Olofsson, S., Carlsson, V. and Sjolander, J. (2006) The friend locator: supporting visitors at large-scale events, Personal and Ubiquitous Computing, 10: 84–89. This paper is about the fact that during large-scale events, people tend to lose each other and a LBS system might support the "friend locator feature". It describes the findings of an ethnographic field study that was carried out during a music festival in Sweden. Well, it's another "where is my buddy?" system, in a design phase.

Why do I blog this? I am less interested in such a system than by the possible new applications the atuhors envision:

We believe that the friend locator also would be usable at other types of large-scale events e.g., at a rally it could be used to see where a specific competitor’s car is located, and the distance remaining until it passes the position of you as a spectator could be measured in order to estimate the time left. When the competitor moves between the different stages again, the GPS could be turned off to prevent a surprise from the fans. At large football tournaments for children, a team could be allowed more freedom if the coach could easily communicate and locate the entire team through a friend locator.

Understanding the context of bodynets implementations

Ana Viseu's work seems very interesting with regards to wearable computing, human/nonhumans interactions. Her PhD work: "Sociotechnical Worlds: The Visions and Realities of Bodynets" seems to be very appealing to my current readings about STS studies about IT.

Bodynets are bodies networked for (potentially) continuous communication with the environment (humans or computers) through at least one wearable device—a body-worn computer that is always on, always ready and always accessible. Bodynets can be thought of as new bridges between individuals and the environment (constituted by humans & nonhumans, or things and non-things). (...) For my doctoral research I propose to study how this new interface/bridge between the individual and the environment is developed and put in place, and how the relationship between both is redefined. In other words, I will study the development and implementation of bodynets and the emerging sociotechnical worlds that sustain them. (...) The study outlined in this paper is composed of two parts. In part A I propose to survey the field of bodynets, focusing on the visions drive its development and prototyping. This survey will provide data regarding the development/innovation phase of bodynets, that is, the expectations, goals, problems, solutions and activities of those involved (directly or not) in the field. Since bodynets are, in many ways, representative of the ‘dreams’ of the new information age, the research conducted here will also provide useful data relating to the values and ideals that guide our understanding of everyday life. For this purpose, three interviews with bodynet developers, from Europe and the United States, have already been conducted. Data is also being collected from a variety of sources, including books, newspapers, popular and scientific journals and websites.

Part B will consist of an in-depth case study focusing on one or two concrete artefacts and settings. This case study will provide a thick description (Geertz 1973) of the mutual adaptation of humans and bodynets. Like Part A, this part will trace the development phase of a bodynet, (i.e., the ways in which the technological artefact came to be. However, this study will be more systematic and in-depth, the aim here is to investigate the archaeology of the project and its current reality. Different actors (human and nonhuman) will be interviewed, offering their views on the project. This phase will also focus on the reactions of the users/wearers once the product leaves the lab and hits social reality.

The goals of the studies proposed here are the following: To understand the motivations, negotiations, problems and solutions behind the different actors involved in the process of developing and implementing bodynets; and, to understand the new social and cognitive dynamics that arise from the introduction of this new sociotechnical artefact.

Why do I blog this? lately I am interested in the "why" question of technological development... this research seems to address that issue in a very interesting way (the methodology used).

Robots as educational toys

The Robota project at EPFL is about using ROBOTA dolls, a family of mini humanoid robots, as educational toys. The dolls can engage in complex interaction with humans, involving speech, vision and body imitation. They have been used for instance in projects related with kids and autism (as I mentioned here) There are some intriguing videos, especially the ones about language acquisition (16.5 Mb) or imitation of user's gestures (5.8 Mb).

Ubiquitous Computing and RSS

In his post entitled "grazing", Danny Ayers shows a comment by James Corbett who claims that ubiquitous computing might rely on a RSS infrastructure with regards to information flows:

As Zigbee sensors, RFID chips and GPS trackers proliferate we’ll be drowing in an RSS-everywhere world if we don’t change our approach.

We don’t subscribe to all the sensory feed in physical world, we sample, nibble, taste, glance. Taskable and OPod (and whatever Kosso’s working on) are first generation “Feed Grazers” IMHO. They allow you to graze feeds without ever subscribing. All we need is for static OPML directories to proliferate and for OPML search engine

Why do I blog this? "reading" information from physical objects/building/moving artifacts (self or others) might be the future in the expected 'ecology of things', will RSS be a way to provide us with those information? well it could be: you can get weather forecast for instance, why not the state information about the room I will teach in tomorrow (the building is full of sensors and provide some information about temperature for instance)...