Original design thinking approach for researching RFID

Designing with RFID by Einar Sneve Martinussen and Timo Arnall (presented at Tangible & Embedded Interaction 2009) is an highly interesting read if you're into alternative visions to the internet of things. Based on what the authors call "a practice-driven design approach", through sketching, making and form-explorations, they explore the possibilities for richer design of RFID products in everyday contexts.

However, I was even more interested by the design methodologies proposed in the paper. The way the articulate different techniques, such as sketching, modeling, form exploration or evaluation, is original and curious. What is relevant to me is the clear definition of a purpose ("to gain a rich working knowledge of the kinds of design qualities that RFID objects may embody") and the way they proposed different investigation phases:

"product review (...) To understand the ways that RFID tags have been designed into consumer products, we conducted an extensive product review that documents many RFID products from around the world. This has been a process of reflection on existing industrial and consumer products. (...) design experiment that focuses on form and expression rather than specific applications or technical infrastructures. (...) Through a sketching process we developed an understanding of the relationships between physical forms and tags. Form-explorations were then used to visualise findings, to generate further models and to examine surface qualities. (...) The experiments were carried out and evaluated by a group of designers with diverse design skills: including model making, software programming, electronics hardware and digital 3D design. Subsequent iterations were informed by design evaluation and through teaching (...) Sketching is used as an analytic tool, to evaluate, not just for idea generation. (...) digital 3D modeling (...) act as a way of lifting the findings out of rough sketching and experimenting stage and towards a generalisation of the research. They effectively communicate the physical aspects of the design findings and help us to evaluate and refine a vocabulary of forms. (...) In industrial design the approaches to physical objects has included aesthetic taxonomies of form18 that codify various elements and properties of primitives such as geometry, orientation, symmetry, spatial matrices, forces and relationships between forms as well as intention and expression. Through introducing RFID as an element into this approach, we begin to design an inspirational or generative set of forms for RFID- enabled objects. (...) [it] helped to understand the fundamental properties that determine how RFID object could be used and designed."

Why do I blog this? It's been a long time that this pdf sits on my desktop. Knowing Timo and Einar's work I was intrigued by both the topic AND the methodological approach. The two aspects of it are important but it was even more important to see how they exemplify an interesting approach to design research. Besides, such a description is rarely seen.

Surely some good material for my courses, and an opportunity to rethink about how to articulate user research can be included in such a process.

About why people hate Clippy

Taking some time reading about technological failures, I found this interesting reference by Luke Swartz called Why People Hate the Paperclip: Labels, Appearance, Behavior, and Social Responses to User Interface Agents. This dissertation deals with Office assistants on computers that seem to be a big pain for lots of people. The documents provides an interesting contextual history of such user interface agents and it tackles the user experience angle based on theoretical, qualitative, and quantitative studies, the author.

Some of the results:

"Among the findings were that labels—whether internal cognitive labels or explicit system-provided labels—of user interface agents can influence users’ perceptions of those agents. Similarly, specific agent appearance (for example, whether the agent is depicted as a character or not) and behavior (for example, if it obeys standards of social etiquette, or if it tells jokes) can affect users’ responses, especially in interaction with labels."

But my favorite part is certainly the one about mental models of Clippy:

"Two interesting points present themselves here: First, beginners—the people who are supposed to be helped the most by the Office Assistant—are at least somewhat confused about what it is supposed to do. Especially given that beginners won’t naturally turn to the computer for help (as they seek out people instead, it may be especially important to introduce such users to what the Assistant does and how to use it effectively.

Second, that even relatively experienced users attribute a number of actions (such as automatic formatting) to the Office Assistant suggests that users are so used to the direct-manipulation application-as-tool metaphor, that any amount of independent action will be ascribed to the agent. For these users, the agent has taken on agency for the program itself!"

Why do I blog this? collecting material about technological failures and their user experience, this research piece is interesting both in terms of content and methodologies. Besides, I was intrigued by the discussion about mental models and how people understand how things work (or don't work). There are some interesting parallels between this and the catchbob results. Especially in how we differentiated several clusters of users depending on how they understood flaws and problems.

Map incompleteness

Incomplete map Map incompleteness is something that I am very intrigued about. As shown in the example above taken in Paris, the city itself is well represented but as soon as you leave the "périphérique" (the highway-like infrastructure that surrounds the french capital), it's a blank grey void as if no one leaves beyond this limit. It's a phenomenon you also encounter with weather maps as you can see below: weather forecast generally stops at the border (clouds don't go through the customs, do they?). You can see the swiss map as if it was a stand-alone territory (lots of countries do it anyway).

R0020461 (1)

Why do I blog this? Map incompleteness is understandable in terms of information design: the use of "white space" can be relevant to "balance composition and induction properly". Designing maps and signage is a matter of simplification so that people could easily grasp the situation at hand. However, in both situations above I am often bothered by the simplification; not that I need to go across the border and would be happy to know the temperature, rather because it discretized phenomena that should be represented as continuous.

Testing the Nintendo DSi

Nintendo DSi Recently acquired a Nintendo DSi. Although I have a DS for sometime, I wanted to see how the user experience could be reshuffled through the new features provided by Nintendo.

The first interesting change is that you can download games from DSi ware virtual shop. Simply put, there's no game sold with the console! You plug in the interwebs, see what you can buy with 1000 points and download it onto the internal drive of the DSi. It takes a short amount of time that you spend watching a bunch of Nintendo characters who race to fill box with blue liquid (which means that the game download is complete). Fortunately, this time, the web browser (Opera) is free. What this means is that part of the software is dematerialized (no cartridges).

Nintendo DSi

Another important addition consists in the two cameras that allow you to take photos with eleven different lenses and exchange photos with other Nintendo DSi systems. The basic piece of software enables the user to manipulate content in very basic ways (stretch a photo, add moustaches...) and create new game mechanics (as in the Wario Ware game you can buy with your 5000 points). Of course the quality is so-so but I am more intrigued by how basic games could be implemented on top of that, than using the DSi to replace my camera.

Perhaps the most striking change lies in the small improvements and variety of usage allowed by the new features: web integration/access is very interesting and it turns the console into a platform to do other things than gaming. I actually used it last week in our Lift weekly meeting to access Google docs. The whole user experience is improved through very simple UI transformations. It's interesting to observe how dealing with memory issues on the DSi has changed: you have virtual "slots" where you can download applications from DSi ware and the addition of an SD card slot is also a good move to enable the use of external content.

On the minus side though, the loss of the GBA cartridge slot (then no weird add-on!) and the "yet another new power adapter" is again an issue. Moreover, it's not possible (so far) to read MP3 because they wanted to support the AAC music format; I know it allows you to alter the pitch and speed but I don't have anything in this format (yet).

Why do I blog this? as a user experience research intrigued by mobile technologies, the DSi is an highly curious piece with good things ahead. For two reasons:

  1. it's not longer a device uniquely devoted to gameplay: users can be engaged in web-based interactions, play with pictures and sounds and I am pretty sure there will be improvements and tools to build sth around them.
  2. it also disrupts the mobile gaming experience: playing with cameras or material from SD cards is perhaps more common after seeing games on cell-phones but it's still a good step for the video game console designers. For instance, Wario Ware micro-games with the camera are very curious (although a tad difficul depending on the light conditions). Furthermore, It seems to me that the social component will also be a hot topic using different contextes (colocated versus distant play).

The Sci-Fi angle in Love&Rockets

One of my favorite graphic novel series lately is "Love&Rockets" by Gilbert and Jaime Hernandez. More specifically, it's Jaime's Hoppers 13 which gets me all hopped up. It basically tells the story of a group of chicano girlz in their teenage years (Margarita Luisa "Maggie" Chascarrillo and Esperanza "Hopey" Leticia Glass as well as tremendous quantity of secondary characters) in the SoCal punk-rock scene.

An interesting aspect consist in the mix of science-fiction elements at the beginning of the series, especially in Maggie the Mechanic, surely on of my favorite comic-book. The SoCal world is mixed with sci-fi fantasies that some folks referred to as "window dressing"... which I disagree with. Although this futuristic twist is sort of left out of the pictures afterwards in the comic series, I found it highly intriguing.

"Maggie the Mechanic" is about Chascarillo's adventures as a world-travelling "prosolar mechanic" (working on space-rockets) with Rand Race (a famous prosolar mechanic who becomes Maggie's love interest). The plot revolveds around Maggie and Race who get a job in Rio Frio (an island in the Pacific) where the weird Dr. Beaky wants them to fix robots on the isle of Chepan, so he can say he's employing Race to his rival H.R. Costigan (more about it here if you're lazy). Let's have a look at sci-fi ingredients in there.

The first thing that struck me as fascinating was the general aesthetic: parts of a broken spaceship crashed in the jungle, a bunch of old robots that need to be fixed, dinosaur-encounters after fixing a spaceship. There is a sense of fascinating "retro-futurism" in there through a mix of "almost-space-opera" and mexican wrestlers. Written in 1984, technology is definitely not digital as it's mostly all about mechanical engineering. The idioms are curious too, starting with this "pro-solar mechanic" job title or the presence of "hover-bikes" and "mini-tram". Even the french translation that I had a glance at kept these good memes. The beautiful drawings of Hernandez, as well as the writings make the whole atmosphere very special. For example, the tone (see the panel above) is both humorous and casual while describing fantastic situations.

And the second aspect that I found important was that how science-fiction characteristics are only depicted as background elements, with a strong plot around it. They just fade in the background and are then taken for granted. You can find broken robots, odd animals such as dinosaurs or awkward spaceship but you never really see where they can bring you to. It's just part of the ambience and it's fine. The emphasis in the graphic novel is clearly on relationships, not on weird and crazy technological items. As Jaime's brother claimed:

"What's very interesting about the science fiction stuff is that the question we get asked the most, at least out loud, is "Where is the rocket? That's the real Love and Rockets." Oddly, that's the smaller segment of the audience--they're just more vocal. The real audience is the one who followed Maggie and Hopey's adventures as real girls, so to speak, and the Palomar stories. That is the real Love and Rockets reader. But for some reason we have the most outspoken ones saying, "When are you going to do the rockets? It's called Love and Rockets!" That's fine, we love doing rocket stuff, but the real Love and Rockets is what we are famous for."

Why do I blog this? saturday afternoon musing about interesting cultural items sitting on my desk. Tried to rationalize a bit why I found this piece intriguing. What I find important here, and perhaps as a take-away in my work, is that science-fiction bricks and components should not be fetishized, instead they can act as "hooks" to create a certain atmosphere. Perhaps this atmosphere allows to create an interesting imaginary realm where new ideas about more abstract maters can take place. The parallel I draw here concerns the role of sci-fi items in design and foresight: the items are not the most important part, it's the implications and what people do around/with them that counts.

2.0

2.0 A reminder that the "2.0" meme has not always referred to "user participation/sharing" (on the World Wide Web in the Web 2.0 trope or in other fields such as in "enterprise 2.0", "city 2.0" or "human 2.0"). And don't get me started on that term...

EPFL IC research day about invisible computing

[Local news] The School of Computer and Communication Sciences at EPFL (my alma mater) has a research day on June 4 about Invisible Computing: Novel Interfaces to Digital Environments organized by two ex-bosses (Pierre Dillenbourg and Jeffrey Huang). There's going to be three interesting talks about this topic:

"Programmable Reality by Ivan Poupyrev (Sony CSL, interaction Lab, Tokyo): What would happen when we will be able to computationally control physical matter?

The Myth of Touch by Chia Shen (Harvard University): Are multi-touch tabletop interfaces as intuitive as they seem in YouTube demonstrations? Do we perceive better by touching? How do users really perform on a touch surface?

Labours of Love in the Digital Home of the Future by Richard harper (Microsoft Research, Cambridge, UK): What will homes of the future be? Will they offer all sorts of automation that will let the occupants be lazy and indolent? Will this make for contentment? We think that automation will have a place in the home of the future, but our concern is not with proving the individual with machines that take over their every labour: we think contentment at home will also be delivered through allowing people to invest in labours of love. These can take many forms and can be supported in various new ways."

Why do I blog this? I am especially interested in the last speaker as I follow his work about ethnography and design, as well as his interest in automation. On a different note, it's intriguing to see this faculty finally having an event about human-computer interaction.

Pieces of personal informatics left on our office door

Printed dopplr sheets At the Lift offices, we now print (yes, on paper) different pieces of personal informatics such as our Dopplr sheets of trips. As we are often in and out our physical offices, collocated colleagues and friends who swing by can access this a sort location-awareness board that is both accessible on the web (if connected to us through Dopplr) and on our office door. Information about our perambulations when traveling to different locations for field trips, vacations, conference visits, client meetings and stuff are then made accessible through two modalities: being connected through the interwebs AND coming physically to our offices (in addition, it also necessitates to know where our offices are located, which is not obvious).

What's next? perhaps a colleague will start adding post-it notes or drawing graffitis on the paper sheets, that would be an interesting.

Why do I blog this? Quite rough and paper-based, this example makes me think about the ways one can rethink non-computer based practices by adding rationale coming from software/web services design. The unbook is another example of such idea as it corresponds to the idea of re-injecting ideas from the digital sphere (e.g. the release early/often trope, the community-based model). As a matter of fact, translating ideas from the digital to the physical is perhaps not always interesting as it may embeds logics and underlying hypotheses that can be irrelevant (I wouldn't be that interested in translating productivity software/widget out of my laptop) but there could be curious and original design endeavor.

Of course the example above is flawed given that the Dopplr webpage is not really meant to be printed on paper and stuck on a wall; it's definitely a trick but uh it can be a good start. And it leads me to think about what would be a good asynchronous and paper-based location-aware device? shareable with friends? with a certain level of errors about my future whereabouts?

Confusion in user research

In "Ships in the Night (Part I): Design Without Research?" (ACM interactions, May/june 2009), Steve Portigal addresses the role of user research in design. He points this interesting example of people/companies who mistook how to to carry out research, see this quote from a book he mentioned:

"[T]hey put a design in front of customers and say, “What do you think?” And the customers say, “Well I don’t know; I don’t know if I like this; it’s new; it’s scaring me; it’s too big; it’s too round; it’s too square.” That’s the kind of response you get. People who use this kind of research come back and say to the designers “People think this is too square-you’ve got to make it more round.” Most customers have a hard time articulating their design preferences. You can do far better by watching, listening, and observing."

And here is what Steve says:

"I’m a big fan of “what do you think?” questions because they let the participant respond on their own terms first. But to be effective, there’s much more to consider: What do people tell you first; how do they tell you; what reasons do they give; how can you triangulate that response against other things you’ve learned about them; and how can you help them get to a point where they’re engaged enough in this new idea to give a meaningful response? And of course, we don’t have to take these answers literally and make our design more square or more round; we can see that those responses are trailheads to follow for a deeper understanding of how this new thing is or isn’t making sense to them."

Why do I blog this? This is an interesting problem I often encountered when chatting with people/companies who express some concern/skepticism about user research. The conversation sometimes lead to a similar discussion about "we have done it, we asked people what they wanted and it did not work". There seems to be a confusion between user-centered design and asking people what they want/need.

Design as part of R&D?

[A perhaps very high level and political post... emerging from recent thoughts about how to frame my work in the R&D public policy in Europe] Can design be perceived as a component of Research & Development? Or is it mostly about "production" and commercialization of products? What are the design phases that can be part of R&D?

All these questions take an increasing importance in my work lately. Working with European companies, I often face them for a very simple reason: in countries such as France, Research and Development benefits from a series of financial incentives (such as tax credit). Since it's not possible for States to directly help companies (although sometimes they try to do so), they have to figure out how to support their national firms in compliance with what the European Commission can accept and stated as regulations. This is why offering financial devices such as tax credits on R&D expenses/investment can be a good way to help. The underlying agenda is that backing companies to fund research project may facilitate the emergence of innovation (I won't comment on this as this is another hot potato in political/economical theories).

Once you've said that you want to facilitate R&D, you have to deal with an important question: what activities can be considered as R&D? The answer generally lies in arid documents that define what constitutes R&D or not. Although different countries have different ways to formulate it, the common definition stems from something called the "Frascati manual":

"Research and experimental development (R&D) comprise creative work undertaken on a systematic basis in order to increase the stock of knowledge, including knowledge of man, culture and society, and the use of this stock of knowledge to devise new applications. The term R&D covers three activities: Basic research is experimental or theoretical work undertaken primarily to acquire new knowledge of the underlying foundation of phenomena and observable facts, without any particular application or use in view. Applied research is also original investigation undertaken in order to acquire new knowledge. It is, however, directed primarily towards a specific practical aim or objective. Experimental development is systematic work, drawing on existing knowledge gained from research and/or practical experience, which is directed to producing new materials, products or devices, to installing new processes, systems and services, or to improving substantially those already produced or installed. (...) The basic criterion for distinguishing R&D from related activities is the presence in R&D of an appreciable element of novelty and the resolution of scientific and/or technological uncertainty, i.e. when the solution to a problem is not readily apparent to someone familiar with the basic stock of common knowledge and techniques for the area concerned."

The definition is quite broad and the document gives lots of examples of what is considered as being part of R&D but my experience in France was that you had to follow certain criteria that are largely based on technology: what is the technological problem? how did you solve it? what prototypes have you put in place to solve it?, have you secured the IP through patents?, etc. In the end, this puts the emphasis on technological research, and it's hard (but possible to stretch it a little bit for creative industries (web, video game for instance). What it means is simply that if you have a bunch of existing techniques (say... open source components and IP) and you try to innovate by tying them together to create something new and original, you will have trouble showing that it is "R&D" as defined by these criteria (so you're sorta forced to create a new technology).

Therefore, it's interesting to look more closely at the document and see what they have to say about "design and R&D". See how it is summarized in this other EC document:

"The Frascati Manual includes some industrial design activities in this definition of R&D. Specifically, the Manual states that prototyping and industrial design required during R&D should be included in R&D for statistical purposes. Design for production processes and the less technical design activities are however not considered as R&D. Forms other than industrial design, such as service design, are also not included. (...) From a designer’s point of view, design includes some research (for example to identify user needs, preferences and behaviours). This means that there are overlaps between the concepts of R&D and design, but that there is no common view as to which is the overarching concept of which the other is part."

Still digesting the implications of this, I am highly interested in the recent announcement Mark reported about the EC public consultation on design as a driver of user-centred innovation. Why do I blog this? all of this means sounds boring and formal but these discussions and definitions have a great importance in innovation in Europe. Based on what is considered (or not) as R&D, some work can be funded (or not). And it has lots of implication about my daily work (when I carry out research studies for european clients OR when I work on a project about how such definition impacts web companies R&D).

Windows, shutter and privacy

windows Location-based annotation

Windows and their relative transparency are an architectural element that I tend to always observe when traveling. Indeed, the presence of shutter and curtain is an interesting material indicator of how people deal with privacy. Some cultures are more likely to leave things open/transparent (as in the first picture above from Utrecht in the Netherlands) than others (the second one has been taken in Zürich, Switzerland). However, the absence of shutters or curtains is not an invitation for passers-by to look at what's happening inside the house. It's a different social norm. Besides, shutter are not just meant to be used for privacy reasons, it's also a good way to regulate indoor temperature (keeping the heat in the winter or a fresh atmosphere in the summer)

During my trip to Portugal last week, a different sort of shutter attracted my attention. Called "meia persianas", it's an interesting middle-ground between the absence and the presence of shutter.

Shutter

From what I was told, this sort of shutter acts as a low-cost air conditioning system (since the house's walls are very thick and retain the heat/cool) AND a good way to protect one's window by letting it open while being sure that no-one can come through the window. Furthermore, it also allows to see without being seen.

Another aspect of this portuguese architecture is also the presence of ropes to dry things above the window. But this is definitely not enabled by the semi-closure. It's just a side-use of the window that I found relevant to document.

Shutters + clothes

So, what is the take-away here? simply that there are different ways architecture embeds privacy issues, practices and norms: from the transparent glass to the sealed window and the half-half solution of the portuguese "meia persianas". This last solution is perhaps the most relevant when it comes to current debates about social software/location-based services privacy issues.

What happens when you criticize a holy grail


(Picture taken from Azuma's "Tracking Requirements for Augmented Reality", 1993)

The other day, Julian wrote an insightful critique of Augmented Reality, as a one of those glorious holy grails I referred to in my Lift09 presentation. Julian argued about how he wasn't convinced by the current iterations of this endpoint that has been presented in the past already, and why the meme is coming back nowadays.

While I share similar concerns about this very technology, I was more specifically intrigued by some of the comments, which dismiss Julian's claims and re-iterate that AR is *teh next big thing*. Let's have a look at the range of opinions:

  1. AR (or whatever technology) is inevitable and this is generally demonstrated by bringing a usual suspect to the table: Moore's law. Such a reference is what sociologist Bruno Latour calls an allie: a piece of theory/knowledge used to back up position. What other french sociologist (like Lucien Sfez) have shown is that the allies in the discourse about progress and technology are often recurring. In this sense, Moore's law can be described as a "usual suspect" in the discourse about the inevitability of technology. To put it shortly, it's generally very useful to bring this law out from the blue as you can prove almost everything wrt to increase and improvement. The law states that the number of transistors that can be placed inexpensively on an integrated circuit has increased exponentially (doubling approximately every two years). However, if you read it correctly, the law is about a "number of transistors" (then extended to cost per transistor, power consumption, cost per transistor, network capacity, disk storage and even "pixel per dollars"). What I mean here is that there is some sort of technological determinism implied by this law (not to mention its role in acting as a self-fulfilling prophecy!). See more in Ceruzzi's "Moore's Law and Technological Determinism: Reflections on the History of Technology".
  2. The next argument is generally that "technology" has changed. This is a fair one and it's indeed true that the technological underpinning are different now than 15 years ago ("1995 tech and 2009 tech are a wee bit different). However, it does not necessarily mean that the use of AR proposed 15 years ago will work in today's context. It's not because we have a "mobile internet" that we will end up with a "3D Twitter where people walk around with “what I’m doing” status updates hovering above their heads, or mood labels" as one of the comment express (hmm). Perhaps I would have reacted differently if the statement was "society has changed / we're more used to used mobile technology for XXX".
  3. Some people think that willing to avoid "tour-guide" AR scenarios on the basis that it's a loss of poetry in our way to live in our environment corresponds to being an old fart ("This reaction is about as annoying and as useless as people who, when confronted with ebook readers, say “but I like the smell of books and/or turning page"). This techno-geek reaction is quite funny and inadequate as it dismiss the wide range of desires and wants express by people. It's as if techno-enthusiasts could not understand the inter-individual variability and gave an opinion based on their sole interest. Doing lots of workshop about the future of mobile and locative technologies, I am often stunned by how much some people only rely on their own experiences and needs to think about the possibilities.
  4. Others say that you can be critical because it's "the idea has been around for ages" but under different forms signage like trail blazing). Nevertheless a sign on a rock is different than what is currently proposed on AR devices.

This is highly intriguing as it echoes a lot with the reactions I sometimes received in my talks about failures. There are also other opinions, not expressed in the comments posed after Julian's blogpost.For instance see the the "it's already here argument" that I encounter very often when I talk about the failure of social location-based applications (such as buddy-finder and place-based annotation systems). Lots of folks seem to by confused by the adoption of a service and it's mere existence. It's not because you have Latitude on your phone that social location-based services are "already here". Furthermore, I do admit that the we're moving slightly on the adoption curve thanks to mobile internet and better devices/applications (especially on the iphone) but it's still a super-small portion of human beings on Earth.

Perhaps the best conclusion for this post is to look at Adam's comment on Julian's post about AR:

"They get defensive, they hide behind rhetoric or jargon, they appeal to authority or the aura of inevitability, they call you names - you see it right here in these comments. This is what happens when technological literacy is allowed to reside solely in the class of people who benefit from the widespread adoption of technology, and why I believe we should work to extend such literacy as far outward into the far larger pool of “(l)users” as is practicable."

That said, a bit of reflexivity here wouldn't hurt. The arguments used here:

  • also emerges from allies, although they're different: sociology and science-technology-society research.
  • see technological success with a different lens, ore metric: the adoption of the device by a large number of people out of the techno-enthusiats sphere, who will then appropriate it in different ways (hence creating new usage). I can fairly admit that some people can have other measure of success.

people and electricity

Last semester, I've given a series of lectures at ENSCI (a Paris-based design school) for design students about people's experience of electricity. Just had some time to trim the slides and edit then in english. It's a short version of the presentation I've made about people's representations of electricity as well as intriguing practices I collected during trips, research projects and home visits. This material was used to give students some insights about how human beings related to an abstract (and now mundane) phenomenon such as electricity. Slides under the link below:

Of course most of the presentation is a bit limited without the corresponding talk but it gives an idea of the messages I brought to the table. Moreover, the elements I presented here are only a subset of lots of other phenomena related to electricity that I missed or did not describe for time reasons. For the record, the students' project was about designing "internet of things" artifacts that would make people more conscious of electricity consumption.

Integration of the natural and computational worlds

Signage Freshly updated signage in the woods above Sintra, Portugal. As if the green mousse has just been removed to paint these basic-but-elegant trekking signs.

Signage

These inspiring pictures echoes a lot with a research paper I recently read about how human computer interaction (HCI) had little explored everyday life and enriching experiences in rural, wilderness and other predominantly “natural” places. Entitled "Pursuing genius loci: interaction design and natural places, the paper by Nicola Bidwell and David Browning addresses the integration of the natural and computational worlds.

The pictures above are more precisely connected with one of the principles the authors discussed, there is the idea that "design must simultaneously fade into the background and provoke seeing natural places differently". This is IMO the role of this simple signage painted on rocks: not invasive, easy to understand and just in place. Which of course, leads to the debate of using technological means to support this.

Prevalent indoor environment in computer games

"most virtual environments still rely on the cinematic idea that the virtual space extends off-screen even though it can neither be seen or accessed. Hence the popularity of games settings such as labyrinths, prisons, caves and interior chambers of pyramids and the like. The spatial frameworks efficiently spatialize a virtual environment, endowing it with the implicit sense of being an extensive environment"

Read this morning in "The Virtual (Key Ideas)" (Rob Shields)

Why do I blog this? Although the situation has changed a lot since the 80-90s, I find this point intriguing in terms of interaction/game design history.

Speech idioms

-) @ Idioms going from the interwebs to the physical, seen on ads in Berlin last october.

Thought about it the other day when I overheard a goof on the streets screaming "lol" (in a french conversation), found it funny to think about the transfer of idioms.

Plus, I am always intrigued by speech bubbles on posters.

Bus GPS

Bus GPS Bus GPS

The GPS navigation system in the bus that goes from Lisbon airport to the city center is an interesting device. Located in the front and at the middle of the bus, it allows customers to see where they are on a very basic map of the surroundings (a classical GPS map actually) along with a list of stops.

Of course, the most intriguing case occurs when the GPS signal is lost because 1) the street is too narrow (canyon effect), 2) the bus was under a piece of architecture that prevent the capture of GPS signal ("Lost satellite reception" as the error message says).

Bus GPS

Why do I blog this? observing various use of location-based services when visiting new places. What is interesting here IMO:

  • The shallow interface of this GPS display. The map itself is highly limited as shown by the crude representation of blocks. So far, the information printed there (apart from the list of bus stops) is mostly targeted at a driver (who would need to look for information about the street he/she has to take) and not at the passengers.
  • For "users" there is the possibilities of a collective practice around the maps. There should be some intriguing field studies to be conducted around this artifact, especially to understand people discussions (tourists/locals, people knowledgeable/not with this technology).

This example draws the question of how to design a GPS-enabled navigation device for bus passengers that would offer a meaningful interface for different target groups (likely to be in this bus that goes to the airport). That said, I believe in the potential of such devices, there could be interesting services developed for single-users and groups

Generativity

For a project about the future of the interwebs that I recently completed, I read The Future of the Internet -- And How to Stop It by Jonathan Zittrain. Beyond the internet topic itself, I was struck by his thoughts regarding "generative technologies", i.e. systems that are flexible enough to create even more ideas, methods or processes. Or, according to the author, generativity on the internet is the ""capacity for unrelated and unaccredited audiences to build and distribute code and content through the Internet to its tens of millions of attached personal computers". Here's how Zittrain frames the evolution of generativity:

  • "An idea originates in a backwater.
  • It is ambitious but incomplete. It is partially implemented and released anyway, embracing the ethos of the procrastination principle [by which he means that most problems confronting a system such as the internet/OS/computers can be solved later by others if they express the need to do so].
  • Contribution is welcome from all corners, resulting in an influx of usage.
  • Success is achieved beyond any expectation, and a higher profile draws even more usage.
  • Success is cut short: "There goes the neighborhood" as newer users are not conversant with the idea of experimentation and contribution, and other users are prepared to exploit the openness of the system to undesirable ends.
  • There is movement toward enclosure to prevent the problems that arise from the system's very popularity."

His point is that there is a "paradox of generativity": an openness to unanticipated needs can lead to a bad or non-generated waters. In the context of his book, Zittrain describes how the Internet can be locked down if certain problems (security, viruses, malware or privacy intrusion) spreads. Therefore:

"The keys to maintaining a generative system are to ensure its internal security, and to find ways to enable enough enforcement against its undesirable uses without requiring a system of perfect enforcement"

Why do I blog this? I was less interested in the part about how security issues of the internet but found interesting this notion of generativity to have a macro-view of technological evolutions in society. It shows the important point that the situation is dynamic and that an innovation cannot be taken for granted as it is; evolution happens and its intrinsic characteristic (e.g. generativity) is not a given as it can lead to opposite consequences. Furthermore, as the project I had was about policies and regulations, it was fruitful to understand this notion.

Paper clip roles

Paper clip

"A paper clip can be used in all sorts of unintended ways: as a makeshift keyring, as a make-up ustensil, for cleaning fingernails or, bent into the right shape, as a small universal tool. Children link up several clips to make bracelet or necklaces. Older children transform the clips into ammunition which they fire off rubber bands which can also found in an office (...) And last but not least, the paper clip is used to calm nerves, comparable to the hand charms used in Oriental cultures. You can find them lying around, distorted and bent into little balls, after tiring business meetings or important telephone conversations"

"Die Galerie der kleinen Dinge: Kleines Kulturgeschichtliches ABC von A wie Aschenbecher bis Z wie Zündholz" by Heiner Boehncke, Klaus Bergmann, und F. W. Bernstein (1997)