Delineating the future of making

The IFTF recently released an interesting "future map" called "Future of Making Map:

"Two future forces, one mostly social, one mostly technological, are intersecting to transform how goods, services, and experiences—the “stuff” of our world—will be designed, manufactured, and distributed over the next decade. An emerging do-it-yourself culture of “makers” is boldly voiding warranties to tweak, hack, and customize the products they buy. And what they can’t purchase, they build from scratch. Meanwhile, flexible manufacturing technologies on the horizon will change fabrication from massive and centralized to lightweight and ad hoc. These trends sit atop a platform of grassroots economics—new market structures developing online that embody a shift from stores and sales to communities and connections."

Why do I blog this? this topic quite resonates with the near future laboratory purposes and concerns. It's interestingly frames in that document showing the driving forces (eco-motivation, rise of amateur-professionals...), the signals from today and trends.

21st Century Digital Boy

"I cant believe it, the way you look sometimes,Like a trampled flag on a city street, oh yeah,

And I dont want it, the things youre offering me, Symbolized bar code, quick id, oh yeah,

cause Im a 21st century digital boy, I dont know how to live but Ive got a lot of toys, My daddys a lazy middle class intellectual, My mommys on valium, so ineffectual, Aint life a mystery? "

Bad Religion - 21st Century Digital Boy Why do I blog this? listening to old tunes while reading critical studies about new media often leads to interesting encounters and resonance.

Change in urban environments in the past centuries

In their introduction to the great "Splintering Urbanism: Networked Infrastructures, Technological Mobilites and the Urban Condition" book, Graham and Marvin describes the 5 most important changes cities and urban infrastructures have experienced in the past century:

  • "the intensity, power and reach of those connections [water, electrical, heat, car infrastructures];
  • the pervasiveness of reliance on urban life based on material and technological networks and the mobilities they support;
  • the scale of technologically mediated urban life;
  • the duplicating, extending variety and density of networked infrastructures;
  • the speed of sophistication of the more powerful and advanced infrastructures."

(Of course the discussion of change here is limited to infrastructures) why do I blog this? because it simply gives the global pictures in which one can think about the present and future situation of cities. Always interesting to keep in mind while working on urban computing and city futures projects.

From Ubiquitous Technologies to Human Context (World Congress of Architecture)

Yesterday in Turin, Italy for the World Congress of Architecture (UIA) where I've been asked by the organizers to put together a session about ubiquitous computing and human needs/desires. It was called “From Ubiquitous Technologies to Human Context" and three great speakers joined me on stage: Adam Greenfield, Jeffrey Huang and Younghee Jung. See the text I wrote for the conference leaflet below. The recent dissemination of information and communication technologies in the everyday environment, also referred to as “Ubiquitous Computing”, is expected to influence the design of our environment. More specifically, tangible examples concern the use of location services to track people’s or goods movement in space, temperature or pollution sensors to collect information about the state of the environment and enable the reconfiguration of building component based on these information. Other examples are not so distant in the future as shown by different examples. For instance RFID chips in the London subway allow people to swipe access card against metro terminal to enter the underground premises. Or, Singapore’s road transit system is based on wireless communication and vehicle identification to provide drivers with different pricing schemes.

In the field of architecture, some envisions the presence of “ambient displays” on walls, ceilings or billboards to represent various flows of information integrated as visualization in the everyday human environment. A tremendous amount of projects in this field also deals with interactive table that aim at supporting collaboration and new affordances for collective usage. Operating at a different level than interactive furnitures, smart home systems are meant to allow voice control, distant access to home features (like starting the heating before being at home) or automating certain functions. At the city scale, location-based services refer to applications that take advantage of the users’ location in space to provide them with dedicated services such as navigation aid, the tracking of individuals or the possibility to attach text or audio messages to specific places. Some applications running on cell phones allow people to assign ratings to places such as restaurants or clubs so that others passers-by can be notified about the quality of the place.

Such services are enabled by wireless communication, the combination of the availability of sensors, identification technologies and the miniaturization of chips in charge of data-processing. As this description reveals, the inclusion of technologies in our environment and objects appears to be highly technical and mostly driven by the development of new technologies. There is indeed a growing gap between what technologies make possible and their relevance to people. In lots of case the scenarios promoted by designers of these services are often transferred from past work in other fields such as business applications or collaborative work. The representation of the user propelled by the early scenarios of ubiquitous computing is often the one of a quest for efficiency and very limited models of people’s desires. Translated into the home domain or the city level, these scenarios are often irrelevant or purely instrumentalist vision of individuals and groups behavior. They for example assume the need to fill “dead moments” when waiting for a bus or the absolute need to “connect” to other people, regardless of the actual context, mood or culture of the users of such systems. In addition, the notion of “automation” is taken for granted, as if every action should be transferred to machines that may anticipate what the users want to do based on previous behavior that was “sensed” and “mined”. Moreover, the notion of “user” itself can be questioned when you have services that operate invisibly in the environment without any specific sign of their presence to remind people that they can be tracked or that sensor collect information about their behavior.

In the context of day about “Hope, Future, Technology”, this session will address the relation between these technological innovations and human needs as well as desires. We would describe how there is a crux need to take people, their culture, desires and context into account in the building of such applications.

I've put my introductory slides here. The whole point of the session was to show why architects should pay attention to ubiquitous computing:

  • Designers of such systems are implicitly dealing with architecture in their projects BUT they are not architects so they apply their previous knowledge: generally utilitarian, “design an augmented house like designing MS Word”
  • Ubiquitous computing is a complex problem, lots of issues need to be taken into account: human expectations, acceptance of automation...
  • Start the dialogue to create this “parallel world”

Thanks Raffaela Lecchi for the invitation, thanks Adam, Jef and Younghee for participating!

Digital Yet Invisible: Making Ambient Informatics More Explicit to People

In Torino today for the Frontiers of Interaction conference where I've just given a talk entitled "Digital Yet Invisible: Making Ambient Informatics More Explicit to People". Slides can be found here. The talk was about the paradoxical relationship between visibility and ubiquitous computing, a topic I already tackled in Paris few months ago:

"To some extent, the “disappearing computing” paradigm that Mark Weiser described has been some taken to the letter that digitality services are invisible. There is a very intriguing and recursive tension here that can be summarized by this dilemma: “how to make visible invisible techniques that aim at making visible the invisible“. And what often happens is that this lead to a situation where people think technology works like magic."

Thanks Leandro for the invitation! The video is available here.

Visualizing the information distance between cities

(via), City Distance is a neat project by bestirario that aims at measuring informational distance between cities. What this means is simple: it creates a visual representation of the the world comparing real geographical distances with informational distances as defined by Google:

"This tridimensional scheme represents the strength of relations between cities from searches on google. The main idea is to compare the number of pages on internet [sic] where the two cities appear one close to the other, with the number of pages they appear isolated. This position indicates some kind of intensity of relation between the cities. After measuring this “google proximity” we divide it by its geographical distance. By this process we obtain an indicator about the strength of the relation in spite of the real distance, a kind of informational distance between cities."

Which is what the authors of this project calls the "google platonic distance between cities" (See the website for more information about how to compute this).

Why do I blog this? A very curious and insightful representation comes out from this sort of viz. I guess the granularity can be different and reveal finer-grained patterns at smaller levels. Yet another interesting type of urban visualization.

Nintendo DS and Sony PSP information architecture

Nintendo DS information architecture Sony PSP information architecture

Last year, during a project with Nokia and the EPFL Media and Design Lab, we "mapped" the structures of the "digital world" as represented in mobile devices (cell phones, iphones, ipods, portable consoles). The point was to graphically represent the information architecture so that we could understand how it evolves over time in different devices. Francesco Cara, design strategist at Nokia is talking about it in his LIFT08 presentation.

Anyhow, I was in charge of looking at mobile entertainment devices (such as the Nintendo DS and the Sony PSP, among others) because one my research them is about the exploration of portable technologies to understand the implications in terms of mobility and new interactions. The underlying idea, consists in analysing the usage of the technologies to determine opportunities and constraints for design.

This type of quick graph is interesting at it represent different information architecture strategies (menus globally speaking) and to so in a quick glance how Nintendo simplifies interfaces with a limited depth unlike the PSP. This graph was a first step before other more evolved representations mostly focused on cell phones that I can't show here (non disclosable yet).

An old french bread vending machine

Bread vending machine! At a certain moment in time, bread used to be sold in vending machine in France, as shown by the picture below taken last week in Arles. It may have been perceived dreadful (or the machine broke) and the owner it would be better to pain it using the same color of the baker building. Depending on the culture what is acceptable to be sold in vending machine?

Urban safari in modern architecture

La Grande Motte Each time I'm around Camargue (South of France, near Montpellier), I try to spend time around La Grande Motte. An intriguing beach resort built in the late 60s, early 70s, the place was formerly a desert of sand dunes and lagoons where giant mole hilles ("mottes" in French) has been designed. The architecture was based on the Inca pyramids models in Mexico, designed with terrace systems along with triangular, round and rectangular features to provide wind and sun shields and sea views.

In France, bashing this sort of architecture is a sort of regular sport, although lots of people go there and enjoy the place. The unity and the coherence of the place is amazingly interesting, and although this city has been created ex nihilo it definitely feels more urban than lots of other beach resorts in the area. Some urban aspects are important: such as the fact that the beach and the building are not separated by a road with cars (but only a promenade for pedestrian and bikes).

La Grande Motte

Wandering around the city after midnight with a digital camera, food bits and flip flops is a curious experience, especially when the place is not yet crowded with semi-naked humans flocking there for the grandes vacances. The first picture shows a global view taken form the harbor showing the odd ambiance mixing modernist architecture and weird lightings. The other pictures I took give the impression of a retrofuturistic spin that you can also get when you go to University of California Irvine.

La Grande Motte

Strange angles, fantastic cladding textures are also deeply intriguing in this night atmosphere. Lots of small details, big shapes that you discover and rediscover and stumble across a group of teenagers riding their bikes on curved shapes, old cats trying to get some food and a lost tourist sat on the beach with a laptop.

La Grande Motte

Lots of people consider this sort of urbanism as a big (and ugly) failure, I don't by that argument and I would be interested in scratching more the surface to understand what works and what doesn't to understand how that modern urbanism project has some good lessons to draw. Surely the low presence of cars would be an interesting topic. Also, I am pretty sure the infrastructure layer of the city may be fantastic to inspect more closely.

GPS versus maps versus direct experience

In Wayfinding with a Mobile GPS System, Ishikawa et al. examined the effectiveness of GPS navigation in comparison to paper maps and direct experience. Since it's a psychological study, the study is focused, more specifically on the user's wayfinding behavior and acquired spatial knowledge. The results show the following patterns:

"Based on information received from one of these three media, participants walked six routes finding the way to goals. Results showed that GPS users traveled longer distances and made more stops during the walk than map users and direct-experience participants. Also, GPS users traveled more slowly, made larger direction errors, drew sketch maps with poorer topological accuracy, and rated wayfinding tasks as more difficult than direct-experience participants. Characteristics of navigation with these three learning media and possible reasons for the ineffectiveness of the GPS-based navigation system are discussed."

go4walk describes some of the factors of explanation:

"The researchers have suggested a number of possible reasons for their observations - the users' unfamiliarity with the technology, the small size of the screen that prevented users seeing their current location and the target at the same time, and the temptation to look at the GPS screen rather than the actual surroundings. This third factor is interesting because it suggests that over reliance on a GPS makes it hard to build up a mental model of your surroundings - where you are and how you got there. The obvious consequence is that should your batteries fail or your GPS 'lose' its satellite fix for some reason - you would become instantly lost with no idea how to get back safely."

Why do I blog this? the paper is interesting as it tries to define the differences between specific medium. Results are intriguing and the last one concerning the over-reliance on the screen versus the surroundings is an important one. It echoes with some results we noticed in the CatchBob experiment with people puzzled by the mismatch between the screen and the context.

Toru Ishikawa, Hiromichi Fujiwara, Osamu Imai, and Atsuyuki Okabe. 2008. “Wayfinding with a GPS-Based Mobile Navigation System: A Comparison with Maps and Direct Experience.” Journal of Environmental Behavior, vol. 28, pp. 74-82.

Why do you read Pasta and Vinegar?

Time for a quick address: it's been 5 years that I keep this blog and things have changed over time. Topics discussed here vary but revolves around ubiquitous computing, tangible interactions, innovation and foresight, user experience and research. My situation also evolved from the one of a master student to the one of an independent researcher with a PhD. Of course I know some of the readers and got some feedback about what they find here but I wanted to know more about it from people I do not necessarily know. So two questions: (1) Why do you read Pasta and Vinegar? and (2) What do you find here?

Not sure whether the answers would have an influence but I am curious about it.

Cybercity representations

In "The Cybercities Reader (Urban Reader)" (Steve Graham), there is a wonderful text by Anne Beamish called "The City in Cyberspace" which tackles the city metaphor in "virtual worlds" and how superficial the metaphor is often taken.

Some excerpts I found relevant to my interests:

"What do these digital worlds [Alphaworld represented above, Planet9, Le Deuxieme Monde, Virtual Los Angeles] tell us about the creators' image of the city? When digital urban environments are designed, the downtown is often seen as the Holy Grailv - the vivid, exciting, teasing, tantalizing city is held up within sight, but out of reach. The image of the city is used to attract us and to draw us into the world, but it functions mainly as a decoration or marketing technique intended to get the customer in the door. The creators of these virtual worlds appear to take the image of the city literally but superficially, and they generally do not seem to have given much thought to what it is about a city that their visitors would find appealing. They use the image of the city liberally but strip it of meaning. (...) Too often, rather than mimicking the vitality and excitement of downtown, the digital environment is disconcertingly desolate and empty; the buildings are blandly modern; and it is common to travel around these worlds without meeting another soul.

To be fair, though, the crude and simplistic environment is not always a reflection of the creator's aesthetic taste; it is also a reflection and result of technology, economics and regulation."

Why do I blog this Working on both fields of video games and urban computing, I find interesting to observe the relationship between the image of the city and its physical counterpart. For that matter, it seems that some progress are attempted especially with games such as GTA IV. The representation of the city in entertainment is surely interesting as a sort of artifacts to depict "possible futures" which are of course very culturally-situated.

Holding the wiimote

hold the wiimote #1 Interesting discussion yesterday at the game studio around the holding of the wiimote. Surely one the topic that emerged from the usability tests of wii games we conducted, especially with people who've NEVER touch a video game console. The first picture represents the regular wiimote holding scheme whereas the two other shows how a novice user held it when playing different mini-games.

hold the wiimote #2

hold the wiimote #3

Some of the issues the tests raised: How do we design applications for the B button in the previous cases? What about the 1 and 2? Can we use them in the interaction? Should the A-button be important so that the thumb or the second finger? Is the "plus" button the right one to break scenes? What about the cross? What's the role of the direction cross with these two ways of holding the wiimote?

Horizontal codes for vertical planes

Ulrike Gruber (2) That pictogram ensemble is a project by german artist Ulrike Gruber. It actually re-uses urban signs targeted at pedestrian and project them on the building facade. As described on the public work authorization (only in french), this painting aims at using pedestrian pictograms to describe new elements added on the facade after the renovation (such as the elevator, new stairs, etc.). The painting shows the movement of the elevator, the rotation of the stairs and also the presence of recycling containers to induce new behavior (turn right, do not lean against the balcony) and suggest new uses (authorized swimming, belvedere altitude).

Ulrike Gruber (1)

Why do I blog this? what looks intriguing here is how the space of flow is made explicit through the pictograms, and how new affordances can be created on a vertical plane using codes of the horizontal plane. The sort of things to ruminate on a sunday morning perhaps.

information overload in 1613

"one of the diseases of this age is the multiplicity of books; they doth so overcharge the world that it is not able to digest the abundance of idle matter that is every day hatched and brought forth into the world"

Barnaby Rich (1580-1617), writing in 1613.

Internet FOR things

In his graduation thesis entitled "Social RFID, at the Utrecht School of the Arts, Patrick Plaggenborg interestingly explores what an "Internet FOR Things" mean, differentiated from the so-called "Internet of Things". The document can be downloaded here.

The goal of the project is to explore supply chain RFID infrastructure to form a public platform and "reveal the invisible emotions in things" so that "people are stimulated to look at objects differently", especially those seemingly worthless objects.

More than the project itself, I was intrigued by the "internet for things" notion and its implication that Patrick defines as follows:

"A world with all objects being tagged and uniquely identified is still not very close, but we can think of scenarios and applications for it. The infrastructure will be rolled out slowly, starting with the bigger and more expensive items. In the mean time designers can speed up this process with Thinglinks and their own RFID tags to create test beds for their own interest. Using this infrastructure, small applications will take off as forerunners to a world where digital interaction with every day objects will be common. This is not the ‘Internet Of Things’, where objects connect to create smart environments and where they collect and exchanging data with sensors. This is about the ‘Internet For Things’""

Why do I blog this? What I find intriguing here is the parallel wave of design research concerning the Internet of Things which seems to me far beyond the current vector pursued by lots of research labs in the domain. Combined with blogjects, thinglinks and relevant interfaces there is a strong potential for these ideas.

To some extent, I am curious about how the new Nokia research lab in Lausanne is interested in this sort of explorations.