User Experience

Ben Cerveny's talk at PicNic 2007: "Gaming the system"

Last bit from Pic Nic: my notes form Ben Cerveny's talk: "Gaming the System" Gaming the System

Ben started his talk by claiming his main hypothesis: game can be thought as a way into thinking how to approach not only entertainment but also computer-human interactions as a whole. Acknowledging the breakdown of the "operating system": to him, "architecture" and underlying principles as a mean to organize context in culture has failed. What is interesting to him is what happen in the margin, not in the over-organized areas: this is where 'play' happens.

So what would be a space of play? According to Ben it's a space of fragments and flows in which objects are interconnected, a dynamic environment that is evolving constantly ("we're leaving behind linear constructs"). Another characteristic is the profusion of dimensions ("an aura of multidimensionality that surrounds everything"). Game design can be then seen as a description and tuning of the variables: the building of models to handle the domain of play ("depeche models"). Data visualization is a possible way to model phenomena ("maps for these territories").

And games are meant to explore models. In the process of playing a game, people are not afraid to learn (as opposed to use applications). The mindset of play invokes the optimal experience: play invokes flow and brings you into the flow. Game design defines a vocabulary of moves that are internalized by players and this type of "literacy" is going to allow people to utilize complex applications. Video-game players have internalized how simulation works, as a new scientific approach. They can reclaim this knowledge to other fields: players are able to find patterns for example.

Games are instances of play, a way to understand the boundaries and to learn, they can be seen as a vehicle for understanding. Ben concluded that much of our future lies in literacy about dynamic systems such as the one designed in games: "play is about fluidity, work is about crystallization", "play as the negative space of work that allows work to continue".

To a person in the audience who asked whether this meant the end of traditional knowledge, Ben answered that "it doesn't mean that books are over, it's just that we build a more complex construct that takes into account games in the production of culture".

Why do I blog this? I like the "meta" aspect of Ben's talk. In this case, I found very interesting how he wrapped up all these aspects that makes a lot of sense considering past background in the field. This is the sort of elements I discussed for years with some game designers.

At a less meta level, the implication I see in this is not to think of games are a way to convey and directly put content in players' brain but rather that the cognitive processes mobilized when playing games can create relevant routines that may possibly be transfered to other activities.

Adam Greenfield at PicNic 2007

Adam Greenfield's talk at Pic Nic was entitled "The City is Here for You to Use: Urban Form and Experience in the Age of Ambient Informatics. His presentation is basically about the implications of ubiquitous computing on the form and experience of the city. After "Everyware: The Dawning Age of Ubiquitous Computing" Adam is now zooming on a more specific aspect of ubicomp: its influence on the urban environment. Inspired by Jane Jacobs, Christopher Alexander or Bernard Rurdofsky, he drawn our attention to their "generosity" about the life on the street and the recent changes exemplified by this quote from Alexander: "For centuries, the street provided city dwellers with usable public space right outside their houses. Now, in a number of subtle ways, the modern city has made streets which are for "going through," not for "staying in.". Through various examples, Adam showed how "we killed the street" due to cars, traffic, overplanning, the "repeating module of doom" (succession of franchises) leading to what Augé calls "non-places" and Rem Koolhas refers to as "junkspace". The city then becomes "stealthy, slippery, crusty, prickly and jittery" through defensible space elements such as the following one I spotted in Amsterdam last week:

Defensive space

This situation leads to various forms of "withdrawal syndromes": ipod usage, mobile phone/blackberry digging... and the city is less "a negotiation machine between humans". In sum, "we lost something" and instead of lamenting ("nostalgia is for suckers"), Adam highlights the challenge: to rediscover the city of Jacobs, Rudofsky and Alexander in a way that is organic to our own age. This means that ubiquitous computing can be a candidate for that matter.

He then presented how ubiquitous computing (everyware) is already affecting cities. Information processing, sensors start showing up in new places at different scale. At the body level, he cited the Nike+ipod example, at the urban level, some dynamic signs allow people to be aware of bus schedule or use contact-cards, leading to more agency in infrastructures. This enable new model of interaction and "information processing dissolving in behavior". The upside of this might be that people can get information about cities and their pattern of use, visualized in new ways (Stamen Design's cabspotting, crime and real estate mapping, map of cities with WiFi hotspot)... and that information can be made available locally on demand in a way that people can act upon. Would ubicomp turn cities in more efficient and sustainable places? Possibly this is meant to allow better choices and entirely new behavior might emerge, will we get a participatory urbanism? a "genuine read/write urbanism" as he mentioned?

How will it affect urban forms? Adam showed some instances of how information as output at the building envelope: living glass modified by CO2 or the Blur Building by Diller-Scofidio (from swiss expo02). Ambient information becomes addressable, scriptable and/or query-able objects such as in the Chaos Computer Club Blinkenlights project.

(Picture courtesy of Diller-Scofidio)

One of the downside he presented concerned how this can lead to new inscriptions of class. He showed a DVD rental booth in NYC that allows cash to rent DVD but needs a credit card to access it. Another problem concerns the over-legibility of things: when there is too much explicitness and not enough ambiguity on plausible deniability, when everything is made public, what happens? maybe we do not want all our friends to know where we are, of course there are special case but not all the time.

Virtual space evolution according to Korean developer Jake Song

(cross-posted at Terra Nova) Last month, I had the pleasure to co-organize a small event in Seoul about digital and physical space, and how technologies reshape them. One of the speaker, Jake Song gave an interesting talk about the evolution of "virtual space" in multi-player games. A South Korean programmer, regarded as one of the greatest game developers in Korea, Jake is one the of the creator of Lineage and is now CEO of XL Games.

He started by describing text MUDs (1978), in which 100 to 200 concurrent players wandered around virtual places in the form of interconnected rooms. He described to what extent today’s MMORPG inherits most of its design (chat, emote, social structure, etc) but more interestingly pointed out how MUD space was "not correct in 2D sense" using the following schema:

The next step corresponded to 2D MMORPG such as Lineage or Ultima Online, which involved 3000~5000 concurrent players per world. Due to the technical impossibility to have everyone in the same place, there are "parallel universes. As opposed to MUDs, space in geographically correct and as he showed with exampled, players approximately needed about 2 hours from end to end by walking. Through various examples, he showed how buildings are smaller than real world and the necessity to have fast transportation methods (horses, teleportation, etc.)

Then, with 3D MMORPG like EverQuest, Lineage II or WoW, game space is designed for 2000~3000 concurrent players. Compared to 2D MMORPG, the number of concurrent players are reduced somewhat because server has to handle more complex 3D data. The game space generally corresponds to 20 × 20 km in size and transportation methods are needed more than ever (mounts, flying mounts, teleportation). Level design included place utility buildings for players to access conveniently. Shops, banks, etc can be placed far from each other to make players feel the city big, but it will make players inconvenient (" Down time means idle time such like staying in town, moving to other place, etc."). The virtual environment is large enough to feel like the real world and is similar enough to use common sense to navigate.

He concluded with the challenges: the difficulty to have larger game world, the possibility to have user-generated content (to populate worlds), the difficulty to have "one big world" and the ever-growing inclusion of environmental change (weather changing accordingly with weather feeds), evolution over time (deformable terrain destructible building, changing forest, buildings turned into ruins, etc.

So, down the road, the main issues are:

  • geographical correctness: should the system looks and behave like a real-life equivalent (which somehwat connects to the work of Harry Drew).
  • given that geographical correctness is now common, time and transportation is an issue: it takes time to go from A to B and transportation systems must be designed (teleportation, flying in Second Life).
  • presence of concurrent players.
  • presence of "places" with functional capabilities (communication, trading).

Although this may look obvious to many reader, this description if interesting from the research point of view (as well as to have the developers' opinion). In my case, this is important for my research about how location-awareness interfaces can convey information about people's whereabouts in digital spaces. Given the differences to represent space, there are some implications in the way location-awareness tools can be designed. More about this topic later.

Trends in media consumption (Stefana Broadbent at Pic Nic 2007)

Stefana Broadbent gave a very insightful talk at Pic Nic 2007 (called "Trends in Communication and Entertainment"), in a misconception-countered-by-data fashion that I liked. She and her colleagues at Swisscom Innovation built a "observatory" which aims at following behavioral trends regarding communications and digital practices (through looking at 250 households/800 persons each year). They basically collect tons of data (timelines, diaries, how people fill their days, look at ipod content, make lists, check internet usage with people. This is then turned in a classic social-sciences way (although more descriptive than explicative) into pattern descriptions. Some resulting patterns (sorry if I miss all the data that support these claims, like countries of origins):

  1. Writing communication preavails (over oral/mediated): people write more than they speak over the phone.
  2. Written channels are used as background to other activities (like working), mostly to keep contact with loved ones.
  3. People with digital video recorders do watch commercials, 40% of people with PVR or TiVO do not skip them.
  4. On-line video does not substitute TV: 33% indicated that they watched more TV, 13% decreased
  5. Concentrated viewing is short on TV (30 minutes) and even shorter on PC (5-7 minutes)
  6. Lots of activities in front of TV: talking, eating, reading... internet, playing video games (portable, mobile).
  7. Local radio are NOT dead, high level of consumptions. Less than 10% reports less time listening to local radio due to time spent on MP3 players.
  8. Newspapers are not dead, at least in their "free" form: +12% increase in the last 5 years. They're free and they're distributed at the consumption points.

Her message was then that there is no substitution, everything is added: more devices, more channels, more media and nothing is thrown out. What happens is that every media is moving in the background, becoming wallpaper: IM+email are ran in the background, Music IS the background, TV is being viewed in background, Daily newspapers are read in the background.

What I really enjoys in Stefana's presentation is that she does not only feed you with plenty of data indicating new trends; she also goes deeper by connecting them to higher level issues (in that case, cognitive psychology). What does "in the background" mean, in terms of psychological processes: it means that media consumption is less conscious and that less attention is provided. This is done through the creation of routines: automatization of procedure. We then develop "media routines": Radio channel: listen to during breakfast / News show before going to bed / webpage news skimmed through when arriving at work / call to mother on sunday / SMS to say I'm on my way.

The problem, as she described is that the whole industry is going against this "routine" trend ("Bye Bye routines") through VOD, HDD recorders, ipTV, personalized radio/TV, VoIP or podcasts. As a matter of fact, users can only multitask if they are not required to give ALL their attention: choosing kills routines and require attention, it moves attention to the foreground and means commitment, and being in control means being focused.

Intriguing signs in Amsterdam

A short collection of signs I encountered in Amsterdam this week: Sign

No Hotel

"Surprising toilets"

Is there a pattern here? No, there are warnings of course My favorite? certainly the "surprising toilets" one, with an awesome blue-to-red-meter visualization that I don't really grasp.

Why do I blog this? certainly material for saturday discussions about affordances.

Trans-media gaming

Given that I am at PicNic, the "cross-media" topic is everywhere (from talks to random people met on streets of Amsterdam). Being interested by that topic as well, it made me think of this pdf that stands on my desktop for ages: "Transmedial Interactions and Digital Games, actually a description of a workshop organized by Shaowen Bardzell, Vicky Wu, Jeffrey Bardzell and Nick Quagliara. Some excerpts that I found interesting:

"Transmedial access should not be confused with what is currently labeled as “cross-platform” games, where a particular game is developed for the console, PC, and mobile. Cross-platform games, are generally variants the same game, customized for a given set of user inputs, but they are not a single game experience accessible from multiple devices. For example, Prince of Persia: Warrior Within is available on Xbox, PC, and mobile phones, but they are three separate games, and a mobile phone user cannot access her or his Xbox version of the game from the morning train. Providing this ability to access and interact with a game anywhere, anytime is the primary goal of TMA, (...) Although any game with elements of persistence or community-driven content will benefit from transmedial interactions, persistent online worlds especially stand to benefit (...) Transmedial interactions offer an infinite variety of possibilities for game design, as the following examples illustrate: - A collectible-card game, such as Perplex City which introduce players in an alternate reality game. - A team-based alternate-reality simulation spread across diverse “stations,” - Both Nintendo’s and Sony’s dabblings with GameBoy-GameCube and PS3-PSP connectivity - A guild management tool, where increased connectivity leads to increased social networks and a richer, more realistic experience. (...) Beyond the games themselves are meta-game content, such as blogs, guild pages, and social network sites, strategy guides, mod sites, and so on. Most of this content is player-created and accessed through different mechanisms. Devices or interfaces that aggregate meta-game content in ways that help create coherent, if not seamless, game experiences represent another potential area for transmedial interactions to improve gaming."

Why do I blog this? this is material for a new research projects I am starting about digital/physical worlds interconnections. I am quite interested in how to augment games with new layers of interactions (both in mobile and fixed contexts). But, as opposed to certain arguments in this paper ("Time investment for players must be reduced to achieve the market’s growth potential, recapturing those who quit because of demanding commitments in real life, and attracting those who never even made the effort to begin."), I am more interested by the new forms of interactions that may appear than by market growth or filling every human's free time with content.

Lying in design research

Funny highlight of the day: Dan Saffer's talk at Design Research 2007 entitled "How to Lie with Design Research". Have a look at the slides (.pdf, 9.5Mb) or watch the video. The talk is a funny description of tips about how to lie in design research. Saffer describes how to "Deliberately misinterpret data", " Willfully confuse correlation and cause. Pick the reason you like the most", " Toss out data you don’t like" or "don't be objective", etc.

Further out, I was very intrigued by this presentation because of his first point. He started the talk by showing picture from Japan, describing their implications and finally throwing possible design principles... and then tell the audience "All the images you just saw, I collected off Flickr in one afternoon. Voila, saved myself a trip to Osaka. I’ve never even been to Japan.". Which lead him to these tips:

"1. Don’t do any design research. Make it all up. / Don’t go into the field unless you have to. Why do research when you don't really need to? Most of the time companies are just looking to have their ideas validated. Why not give them what they want using carefully chosen photos and "stories" from the internet. TIP: Wacky cultural practices always impress. For "international" research, be sure to throw in a couple of unexpected cultural practices to make people feel that they've really taken the time to consider diverse perspectives. TIP: Don’t lie about the easily (dis)provable.

This resonates with the discussion about second-hand data, their values and their implications in social sciences (leading to terms such as "armchair anthroplogists"). It made me think of what Anne wrote last year about design ethnography: "If armchair anthropology was a product of colonialism, then design ethnography is a product of capitalism" to some extent.

Why do I blog this? Working in academia and thinking about this hints with regards to social sciences methodology makes it even more hilarious. He makes here a really good point about how user/context research can be abused and to what extent results are skewed to meet the needs of researchers, companies or other stakeholder in the process. As usual, it's not only fun but very relevant to see the mistakes, flaws and problems of a research process.

Social software and gaming

Having work recently on implications of web/web2.0 practices for the video game industry, I was interested in the relationships between social software and video games. Trying to have a quiet look into things (as usual), I tried to make a sort of typology of the different directions at stake here: First, a simple option would be to simply think of "games" as social objects (in the sense Jyri describes it), which would lead to services allowing people to discus, comment, talk, criticize games or to use games or application played as a way to form a model of peers. In a sense, it would be about taking games (their physical instantiation) as belongings that can be tracked: My Things is a social platform that enable such a function. And if there are not physical instantiation? Well, Wakoopa would fit given that it "tracks what kind of software or games you use, and lets you create your own software profile". You can then share, tag, comment and web-two-point-o-ize (about) games.

A second possibility is that one could thing about "social software" as a social layer on top of games, i.e. as a way to find people to play games with (a problem referred to as "LFG": Looking for Group). This is the sort of service one can benefit from platforms such as Rupture ("Rupture connects you with the real people you play with online. You can automatically publish your character and guild profiles to the web, share pictures, chat with friends and recruit new people to play with.") or Magelo ("Launched in 2001, the Character Profile was the first tool on the market that could create a persistence of an in game character out of the game trough a simple web representation (...) Another sample is our proprietary software client, Magelo Update (MU). MU act as a 100% reliable game data collector, as well as a synchronization and authentication tool for Magelo Characters Profiles."). What is interesting here is both the profile building (either explicitly or automatically created through in-game data collection) and the social networking capabilities. There are still lots of room in the design space here, especially if you think that most of the work has been done for hardcore-gamers-oriented MMO. Adding a social layer to more casual MMO would be a good option. On that LFG topic, see also here for a discussion about Facebook and gaming.

Finally, the third possibility to think about a social software as a game itself. An interesting direction is the one taken by Justin Hall in his "passive multiplayer gaming project (" a game that you get points and levels in based on the surfing you do on the Internet"). I've heard some other projects (like Playoo) are working on that social+game direction too (not in the PMOG concept though).

The underlying variable here is to think about the relationships between the game and the social software. The steps I described is actually a continuum from which social software are totally independent or a new layer on top of games OR the game itself. Anyhow, this topic will be surely addressed at LIFT08.

Why do I blog this some thoughts for social computing and gaming design space, potential material for further talks and actions.

Sabbath, technological automation and control

My interest in "automation" and how technologies enables it through sensors and so-called computational "intelligence" has been attracted to a paper called "Sabbath Day Home Automation: “It’s Like Mixing Technology and Religion” by Allison Woodruff, Sally Augustin and Brooke Foucault. It basically presents a qualitative study of 20 American Orthodox Jewish families’ use of home automation for religious purposes. The two questions the authors address concern the relationship between home automation and religious practice, as well as the relationship between home automation and family life. Then they derive interesting implications from the results about this topic for a broader population. The paper start by describing the different automation technologies that can be employed on the Sabbath ("The reasoning is that, although an Orthodox Jew should not do anything during the Sabbath that has impact on electrical devices, they can perform acts in advance of the Sabbath"). They found 3 categories: timers (rotary timers), X10 (a system for using household wiring to send digital data between devices) and high-end schedule systems (" rule-based program that uses the Jewish calendar and the families’ specified preferences to dynamically generate a schedule that interfaces with controllers (typically X10) installed by the system developer, as well as with other automation systems in the home, such as lighting, sprinkler, security, entertainment, and security systems.")

IMO, the "meat" of this research study consists in the description of how automation system became interwoven with the family lives:

"the home automation system reflected and shaped the routines, expected behaviors, and social relations of family life – the social order of the home. (...) Home automation systems are particularly rich organizing systems because they can act “autonomously” to modify the physical environment, and because they are embodied in the objects and infrastructure of the home. (...) Automation as a Resource for Influencing Behavior: Automation provides cues as to what actions are expected of household occupants at what times, and it is therefore a resource for influencing behavior – for example, when kids are in the recreation room late at night, a light turning off sends a “message” that it is time to go to bed. (...) Interpretation of the Role of the Automation System Interpretations of the automation system and its actions were varied and complex. However, it was quite common for participants to attribute meaning to actions taken by the automation system, and sometimes to associate them with expected behavior. First, participants sometimes oriented to the automation system as an extension or proxy of the person setting the schedule of the automation system. (...) Second, automation was strongly associated with caretaking, anticipation, and guidance"

Why do I blog this? What is interesting here is the relationship between a desire for automation and technologies. The solutions described here become part of a ritual and a sign of a community affiliation. This is different form other studies about automation (in which there the desire for automation is more tight to curiosity, for early adopters for instance). The accounts provided here gives a critical overview of specific issues regarding control and automation. I also found intriguing the implications for design:

"traditional wisdom argues for a high degree of end-user control. Our findings prompt us to consider a richer set of options in the design space. Studies suggest that there are situations in which surrendering control offers significant psychological benefit. (...) some individuals might be better served by systems that present a wider range of options for autonomy, e.g. that certain individuals at certain times would benefit from experiences that give them a sense of another entity being in control. (...) Plainly, we are not arguing that people should not have any control of their devices. We are however proposing that giving up control can be beneficial or desirable in some situations, and that this is an interesting design space to explore. "

Roles of ethnography in design

Ethnography and Design? by Andy Crabtree and Tom Rodden is an insightful paper written in 2002 about the practical relationship between ethnography and design. The main problem they describe is how to link details accounts of situated activities (provided by ethnography) to the actual design of computer systems. Beyond "requirements engineering", the authors propose "a broader conception of design work" with three roles for ethnography:

"To identify general researchable topics for design through continued workplace study. (...) To develop abstract design concepts concretely by using workplace studies to sketch out and work up design-solutions. (...) Evaluations may be both summative, where ethnography is employed as a means of conducting a ‘sanity check’ on design, and formative, where prototyping sessions are treated as sites of work amenable to study and findings are used to drive iteration in design (...) To drive the development of novel technologies by evaluating the social application of innovative technological research. "

They also distinguish "product-oriented design" and a "process-oriented view":

""The product-oriented perspective places an emphasis on organizing the design of an end-product rather than on the nature of the production process itself (...) An alternate point of view - the process-oriented view – places emphasis on the role of learning and dialogue between the parties to design throughout the development process employed as a means of conducting a ‘sanity check’ on design, and formative, where prototyping sessions are treated as sites of work amenable to study and findings are.""

Why do I blog this? some good elements here to nurture methodological discussions and to go beyond current use of ethnography in design research.

Crabtree, A., Rodden, T. (2002). Ethnography and design? In Proceedings of the International Workshop on "Interpretive" Approaches to Information Systems and Computing Research. London. pp. 70-74.

About "virtual recycling"

Ecotron is new feature/device in Habbo Hotel:

"The Ecotron is the latest in Furni recycling systems. No longer will you have to delete your room, turn off the computer or dump your unwanted Furni on a friend. Now you can throw it all into the Ecotron and get some brand new Furni back! Open the catalog and click and drop your unwanted Furni into the Ecotron - when you've put enough in, the power bar will turn green. You can either accept the bounty or continue to fill up the Ecotron for the next gift."

As described by Sulake:

"In Habbo, it is possible to recycle the virtual furni that you don’t need anymore. In exchange for recycling the old items, using a recycling device called Ecotron, the Habbo user receives a brand new piece of furni, which is in fact created from the old materials, or so the design makes you believe. In a virtual world the bits of data are of course always new.

A joke? Maybe not. Since it's launch, the Ecotron device has recycled 4.634.117 pieces of virtual furniture and the amount increases all the time."

Why do I blog this? recycling is, a priori, an intriguing practice in digital environment (in which everything is recyclable by definition, because of the "code" nature of artifacts). What is more striking here is the spatial/artifact recycling which may be meant to bring people to recycle material stuff (after being used to recycle digtial stuff)?

I wish Habbo's artifacts could also age and evolve over time, but this recycle bit is a step towards re-thinking the evolution of digital objects.

Patina on a map

Patina on a map How to know where you're located on this map? simply by looking at the biggest white area, where people are used to point other that this town is located there, in this arid area of Mexico.

Patina on map, great indicator, although the name of the village is then removed (Zapotitlan).

Some hints about Microsoft Games User Research Methods

I am not a regular reader of Wired but stumbling across it in Mexico the other day after two weeks offline was refreshing, especially this piece about game testing at Microsoft Games User Research. The article basically describes the work done on Halo 3 by a team of user researcher. Some excerpts i found interesting:

"Pagulayan's team quickly went to work building tools for extracting gameplay data, including the location of each player and when and where they fired weapons, rode vehicles, killed aliens, and died. They ran weekly tests, analyzing 2,300 hours of play by 400 gamers in under two months. Over and over again, they found snags — a mutant alien that was far too powerful, a lava pit that too many players fell into. (...) Some tests include a pop-up box that interrupts the player every few minutes, asking them to rate how engaged, interested, or frustrated they are. Pagulayan also has gamers talk out loud about what they're experiencing, providing a stream-of-consciousness record of their thought process as they play. (...) After each session Pagulayan analyzes the data for patterns that he can report to Bungie. For example, he produces snapshots of where players are located in the game at various points in time — five minutes in, one hour in, eight hours in — to show how they are advancing. If they're going too fast, the game might be too easy; too slow, and it might be too hard. He can also generate a map showing where people are dying, to identify any topographical features that might be making a battle onerous. And he can produce charts that detail how players died, which might indicate that a particular alien or gun is proving unexpectedly lethal or wankishly impotent. The lab also records video footage of every testing session and hyperlinks these clips to the individual progress reports. If the design team wonders why players are having trouble in a particular area, they can just pull up a few test games to see what's going wrong"

Interesting enough, there are some result examples, about spatial behavior that I found pertinent:

"Pagulayan pulls up an early map of Jungle; on it are superimposed the locations of about 30 testers after half an hour of play. The dots are scattered throughout the terrain. This, he says, is bad: It means that people were wandering aimlessly instead of progressing through the level. "People were lost," Pagulayan says. "There wasn't much deep analysis to do here." To solve such problems, the designers must subtly direct player movement by altering the world in small ways. In this case, they decided to change the geography of the Jungle level so that in certain places players had to jump down a steep ledge to reach the next area."

This is very similar to what Ubi Soft employed for Splinter Cell (see here).

See the two examples they give:

The first one shows how "players wandered lost around the Jungle level: Colored dots showing player location at five-second intervals (each color is a new time stamp) were scattered randomly. So Bungie fixed the terrain to keep players from backtracking. Sure enough, the dots clustered by color, showing that players were moving smoothly through the map."

This one is about "player deaths (represented in dark red on this "heat map" of the level) were skewing toward the base on the left, indicating that forces invading from the right had a slight advantage. After reviewing this image, designers tweaked the terrain to give both armies an even chance.

Why do I blog this? although these techniques are common in User Experience, it's good to see how they are applied and which sort of results they lead to.

Seven-segment displays spellings

Calculator spelling used to be an intriguing practice on old-fashion mobile devices such as calculator. Wikipedia defines it as

"a technique of spelling words by reading characters upside-down from calculators equipped with certain kinds of seven-segment displays (...) The 'original' attributed example of calculator spelling, is 5318008, which when turned over spells the "BOOBIES". ."

The code is very basic: Letter: B E G g h I L O S Z Digit: 8 3 9 6 4 1 7 0 5 2

People who want to use it can have a glance at this dictionnary of 250 calculator-spellable English words.

Why do I blog this? that used to be a practice linked to seven-segment displays, gone with new technologies; curious anyway (although very childish in its usage).

Good reads on Ubiquitous Computing

A reader of this blog recently asked me if I had tips about relevant paper to read concerning Ubiquitous Computing that has been released in the last 2 years...I made a quick list of the ones I found really interesting lately and that I rely on when doing presentations about critical overviews of that topic. One might wonder why they all have similar authors... it's definitely that there is some coherent thoughts in Paul Dourish's writings that echoes with my feelings. And of course, it's only 4-5 papers among a ocean of thoughts concerning ubicomp but those are the ones that I liked lately. No exhaustivity hre

Greenfield, A: (2006). Everyware: The dawning age of ubiquitous computing. Adam's book is a good overview of issues regarding the user experience of ubicomp, plus it gives a good primer that can leads to lots of papers on the topic. Have a look at the bibliography.

Bell, G. & Dourish, P. (2007). Yesterday’s tomorrows: notes on ubiquitous computing’s dominant vision, Personal and Ubiquitous Computing 11:133-143. This one gives a good critical vision of how "ubicomp of the future" is yet to be seen (because of issues such as difficulty to have seamless infrastructures) and a "ubicomp of the present" vision should be promoted (for example by looking at Korean broadband infrastructures/practices or highway system in Singapore).

Dourish, P. & Bell, G. (2007). The Infrastructure of Experience and the Experience of Infrastructure: Meaning and Structure in Everyday Encounters with Space. Environment and Planning B, Great food for thoughts about how infrastructures are important in ubicomp and how things are not simple when we think about space and ubicomp.

Williams, A., Kabisch, E., and Dourish, P. (2005). From Interaction to Participation: Configuring Space through Embodied Interaction. In proceedings of the International Conference on Ubiquitous Computing (Ubicomp 2005) (Tokyo, Japan, September 11-14), 287-304. What I liked in this paper is that the authors showed how space is not as smooth as expected by engineers and designers ("space is not a container"), showing how history and culture can shape our environment. Projects and applications are indeed relying on a narrow vision of city, mobility or spatial issues that take space as a generic concept.

Dourish, P., Anderson, K., & Nafus, D. (2007) Cultural Mobilities: Diversity and Agency in Urban Computing, Proc. IFIP Conf. Human-Computer Interaction INTERACT 2007 (Rio De Janiero, Brazil). Here the authors argues for investigating people’s practices, which can help understanding the complexity of how space is experienced, how mobility takes many forms or how movement in space is not only going from A to B or how mobility can take many forms.

Chalmers, M. and Galani, A. (2004): Seamful interweaving: heterogeneity in the theory and design of interactive systems, Proceedings of the 2004 Conference on Designing Interactive Systems (DIS 2004), Cambridge, USA, pp. 243-252. A paper about seamful design, i.e. how the environmental and technical seams can be used as designed opportunities and reflected to the users.

Facilitating Serendipity or Encouraging Homogeneity

The following paper supports a claim that always struck me as pertinent and curious to think about: the fact that most (mobile) social software designed for serendipity "create a more homogeneous representation of the city by encouraging users to socialize more exclusively with those they already know and by privileging a type of urban experience based on consumption and entertainment". Thom-Santelli, J. (2007). Mobile Social Software: Facilitating Serendipity or Encouraging Homogeneity?, IEEE Pervasive Computing, Vol. 6, No. 3, pp. 46-51.

The author gives examples, of interest for people into multi-users location-based applications:

"When users announce their location using Dodgeball or arrange a meetup using Mixd [9], the selective aspects of the chosen recipients of these broadcasts encourages homophily to the point that serendipitous interactions are only really possible with those who probably have similar interests as you, at locations that have been pre-approved by those who are just like you."

Interesting enough, the paper suggests design strategies aimed at widening the "representations of the urban experience" promoted by mobile social software, through arts-inspired practices. IN order to leave space for alternative interactions, the point is to focus on the "Recognition of the non-user" (interesting for 80/20 David!). For example:

"In another case, Dodgeball and Mixd highlight venues for consumption of food, drink and entertainment, but they are defined in these systems solely by reviews of the venues’ customers. There is almost no recognition of the first-hand experience of those who work at these places as any depiction of the staff within the design of the system involves the mobile social software user’s view of the service that he or she was provided. Disenchanted waitstaff have begun to use the Internet to keep track of badly behaved customers who leave inadequate gratuities so one could imagine a mobile social system serving a similar function"

Why do I blog this? some good elements here, the idea that social software are designed for serendipity has often lead me to think how, instead of creating new connections, it reinforced communities... leaving the "non-users" behind. Applying this to mobile applications is very relevant and promising in terms of possible user experiences. Of course, the paper has much more to offer, I only limited my notes here to what I found close to my research about mobile social software.

How communication and identity play out through "portable objects"

Read this interesting essay this morming: Ito, M., Okabe, D. and Anderson, K. (2007). Portable Objects in Three Global Cities: The Personalization of Urban Places, In Rich Ling and Scott Campbell Eds., The Mobile Communication Research Annual Volume 1: The Reconstruction of Space & Time through MobileCommunication Practices. Transaction Books. In this paper, the authors acknowledge that most of the research about mobile devices has focused on (1) mobile phones (2) interpersonal communication as the primary mode of usage. They then propose to focus on the whole range of portable objects (media players, books, keys, credit and transit, ID, and member cards) "to understand the diverse ways in which information and communication technologies shape our experience or urban space and time". Their purpose is to understand they ways in which communication and identity play out in public and semi-public places and infrastructures. The methods employed here is ethnographic, based on a mix of diary and interview techniques.

Their results suggest certain "behavioral frames" or "genres of presence" that involve people's use of IT in locations, a process they describe as "placemaking":

"Almost all of our research participants carried around devices and media that were meant to create a cocoon that sheltered them from engagement with the physical location and co-present others (...) functioning as mechanisms for “filling” or “killing” in-between time when people are inhabiting or moving through places that they are not interested in fully engaging with. (...) the process of constructing personal work space “encampments” by bringing portable media to public places of choice. The most common form of encampment involved using cafes and other spaces like libraries or public parks as places to camp out and work. (...) Just as people seek out beautiful campsites to set out there gear and reside for short periods of time, urbanites find attractive public places to temporarily set up camp with the help of their information technologies. The attraction of working in a specific “camping site” can include the personal relationships fostered there, food and drink, infrastructures (tables, electricity, WiFi), and most importantly, diffuse social ambience. (...) The process of maintaining records of customer transactions can be considered a process of “footprinting” or leaving traces in a particular location. (...) The overall trend is towards increasing reliance on information-based, automated, and impersonal systems for managing relationships with urban infrastructures and services."

Why do I blog this? it's a good summary of interesting phenomenons about the usage of portable objects in mobile situations. Although it may seem intuitive for people who have this kind of behavior, it's interesting to read a more thorough academic description of such things, especially as a starting point to describe the peculiarities of situations (the inter-individual or intercultural differences for instance).

Intel Ubifit Garden

Eric Savitz, in an article about Intel in Barrons describe the Intel Ubifit Garden:

"Intel built a device roughly the size of a pager that contains a variety of digital sensors, including a thermometer, a barometer, a 3-axis accelerometer, a microphone, a digital compass and sensors for humidity and for visible and infrared light. Worn on your collar or belt, the device then tracks all of your physical activity during the day. Based on the sensor data, plus some special algorithms, it can apparently tell when you are standing around doing nothing and when you are walking, running, biking or doing other physical tasks. The data are then sent wirelessly to your cellphone, which displays -- I am not making this up -- a bunch of digital flowers. The more activity you engage in, the more your digital flowers grow."

Why do I blog this? another example of a ubicomp lifelogging device, what I am curious about here is how this whole range of sensor is employed, how do they turn this constant flow of information (temperature? pression? microphone?) into something meaningful. The underlying question being: how a huge mess is transformed into a relevant summary of the situation (for the user)?

Besides, the article describes some examples of the Intel Day 2007, have a look also on the company website (e-Madrasas in Morocco, new models of time in mobile situations, portable navigation devices that would automatically aligning the displayed map with the real world, etc.), some intriguing stuff there.