From Back to the Future 2 to a WIPO patent

It took 20 years to (finally) see a patent for self-lacing shoes. The Nike prop from Back to the Future 2 has indeed been shown in 1989 (with a non-automatic lacing version released as a collector in 2008).

People interested in rather low-tech solution can also have a look at this arduino-based version with utterly swell strapped micro-controllers and motors to a pair of Jordans.

Why do I blog this? Of course this is old news for the interwebs, but I find it interesting to collect examples of product featured in speculative movies that find their way to real artifact or intermediary artifacts such as patent. It's a good way to trace the evolution of product ideas from a Los Angeles studio to a huge server farm at the World Intellectual Property Organization near my apartment in Geneva. The fact that it took 20 years to see this move is intriguing too.

More game controllers evolution charts

Working on the game controller project book, we're building various charts of joypad evolution. What's interesting is that we're definitely not the sole persons doing this. Over the recent months, there's been several other relevant visualizations, that I compiled in this blogpost. Obviously, the first that caught my eyes several years ago is the following one by Sock Master:

Then, more recently by incontrol and Steve Cable:

Or these two, focused on game controllers, beyond joypads by Pop chart lab:

I also found this others one, slightly less visual:

Why do I blog this? We try to differentiate our representations, so it's good to see how others are proposing relevant visualizations. In our case, we're creating a family tree for each of the joypad characteristics (d-pad, shape, action buttons). Which, hopefully, will highlight the complexity of the gamepad evolution.

Pixels Per Person: making WiFi networks tangible

Pixels Per Person by Carina Ow is an inspiring design project that looked at how to give a tangible existence to the public WiFi network in the city of Geneva:

"In images, WiFi connections are usually represented as a series of fluctuating waves derived from signal strength indicators that fall and rise according to the strength of the WiFi connection. This inspired the creation of a system that would not stay static, but would instead be in a state of constant motion. To represent this idea, each installation takes the form of a dynamic OLED surface modelled differently each time depending on the characteristics found on site. Organic LEDs (OLEDs) were specified for surface of the installations because they work both in the light and dark, and can therefore contribute to the spatial quality of the installation site at night. (...) The graphical system is designed as different configurations of these pixels forming pixel images derived from classic Wi-Fi signal motifs. Depending on the total number of users connected to the network, the image will change to reflect the network traffic, i.e. the more users, the more pixels used in the composition of the image. The pixel images morph between themselves in a pre-defined transitional animation."

Why do I blog this? Because of my long-time interest in representation the digital envelope of urban environments. This project is intriguing as it represents WiFi usage and aims to induce a sense of participation and ownership in the users.

Back to school days, course are being prepared

It's back to school days here, pencils are being sharpened, wireless notebooks being bought... and new courses are being prepared. This year will have a decent share of teaching in various institutions. I am currently preparing some fresh material for the following courses

  • HEAD-Geneva for masters students:
    • "Introduction to interaction design": a year-long 2-hours a week course about the main notion of interaction design (affordance, mental models, design process, direct interaction, usability, interaction styles), the history of the field and the main subdomains (web, mobile, locative media, 3D virtual worlds, networked objects, etc.). It's going to be a mix of lectures, discussions and practical exercises.
    • "Usage-Oriented Design": a semester-based course about how to apply field investigation in design. The emphasis will be made on data collecting techniques and how to turn the results into sound design. This one will be a mix of short lectures and studio-based activities.
  • ENSCI, for undergraduate students:
    • "Introduction to design research: from usage to design" with Raphael Grignani (Method, SF): a week-long workshop about how to apply field investigation in design, in November.
    • "Usage-Oriented Design: from usage to prototyping" with Yves Rinato (Intactile design) in March 2012, which will also be a week-long workshop about the articulation between field investigation and design prototpying.
  • Ecole Gobelins Annecy, for masters students:
    • Bottom-up innovation and foresight: a three-days workshop about diffusion of innovation theories and foresight methodologies. This course is based on both lectures and workshop-based activities.
  • EPFL, Lausanne, for masters students (yes I'm back teaching at my Alma Mater):
    • "A creative toolbox for innovation" with Daniel Sciboz. The year-long weekly 3 hours course will be an overview of design processes, approaches and tactics. From prototyping to sketching, design ethnography and storyboarding. This course is based on both lectures, studio-based activities and a personal project by the students.

And of course there will be more punctual interventions in other places about similar topics.

Cyberpunk and creolization

Read in No Future! Cyberpunk, Industrial Music, and the Aesthetics of Postmodern Disintegration by Patrick Novotny: Why do I blog this? Collecting material about cyberpunk for an upcoming interview about the connections between science-fiction and interaction design. The creolization meme seems important but, for some reasons, I don't know (yet!) how to articulate its role. More material needed to understand the implications.

Feeling interactivity in a video-game

An excerpt from Pilgrim in a microworld found in Rules of play by Katie Salen and Eric Zimmerman:

"I'd catch myself turning my chair into a more en face position vis-à-vis the TV. An obvious delusion. Maybe I could rest one elbow on the set to help feel the angle of my look and deepen a sense of the scale of things. See it from this side and that; see the invisible backside of things through an imaginary bodily tour of the object. Nonsense!  If only I could feel the impact of the ball on the paddle, that would certainly help, would give me a tactile marker, stamping the gesture's places into a palpable little signature, so I'd feel each destination being achieved and not just witness the consequences of a connect shot. Nonsense!

Nonsense, just your eyes way up top, to be somehow fixed on things in ways that can't feel them fixing, then this silent smooth little plastic knob down there, neither near nor far away, but in an untouchable world without dimension. And in between all three nodes of the interface, there is nothing but a theory of electricity. So fluid, to have to write your signature with precise consistency in size within the strict bounds of a two and three sevenths of an inch of space, say, while the pen somehow never makes contact with the paper. There's nothing much to hold on to, not enough heft in this  knob so your hands can feel the extent of very minor movements, no depth to things you can use to anchor a sense of your own solidity."

Why do I blog this? This is an enlightening account of playing a video-game from the user's point of view.

Urban theories embedded in cyberpunk stories

For people interested in the relationship between Science-Fiction and the urban environment, Cyberpunk Cities Science Fiction Meets Urban Theory by Carl Abott is certainly a good resource. (A picture of a Shadowrun sourcebook that I ran across in Denmark this week)

The paper argues that cyberpunk culture embedded certain notions ("global cities", cities as communication system, the importance of Los Angeles school of urban studies). It also highlights how urban planners can "understand the influence of a range of social theories on public understanding of planning issues".

The whole paper is of interest but I was struck by this excerpt:

"Reading and discussing science fiction, whether cyberpunk novels or work from other thematic streams, will not help a planning student learn how to model transportation demand or a practitioner to write up findings on a conditional use application. Science fiction does, however, have the capacity to engage our imagination in thinking about present problems and future challenges, a heuristic function that derives from its willingness to take economic, social, and cultural patterns a step beyond their common sense extensions.

Because the cyberpunk subgenre draws on ideas that ascribe power to technological change and global capitalism as all-encompassing forces, it offers relatively little direct guidance for planners. However, it does suggest the need for flexibility, for seeing plans as reflexive processes intended as frameworks for responding to inherent instability. It also suggests the value of creating opportunities for spontaneous and informal social institutions by loosening building codes, preserving low-rent commercial spaces, and making information infrastructures as ubiquitous and cheap as possible."

Why do I blog this? Because of recent work about design fiction and urban futures. Moreover, it's important to think about the excerpt above beyond urban contexts (by replacing "planning" by other forms of social interventions).

The graphing calculator plateau

This piece in The Atlantic by Alexis Madrigal deals with an interesting case in technological evolution: the stabilization of a technical objects, which in this case in the so-called graphing calculator.

The column wonders about the reasons why graphing calculators such as TI-83 did not change that much, unlike teenager gadgets. Some explanations the article surface:

"First, for high school level math classes, the TI-83 Plus and TI-84 Plus are essentially perfect. After all, the *material* hasn't changed (much), so if the calculators were good enough for us 10 or 15 years ago, they are still good enough to solve the math problems.

Second, standardized test companies only allow a certain range of calculators to be used. If they got too powerful or complex looking (seriously, the aesthetic is part of it), they could be banned, hurting their sales. Horizontally oriented calculators have been banned by the SAT, even if they have near identical functionality to vertically oriented models. 

Third, and this is probably most important, teachers tend to recommend a particular calculator or set of calculators, and the more of their students using the same tool, the easier it is to teach them. That puts a drag on the change in tools because the technological system in which they are deployed militates against rapid change"

Which leads the author to the following conclusion:

" Some technologies don't change all that quickly because we don't need them to. Much as we like to tell the story of The World Changing So Fast, most of it doesn't. Look at cars or power plants or watches or power strips or paper clips. The changes are in the details, and they come slowly. But that's ok. More change isn't necessarily better."

Why do I blog this? An interesting example of a technical object that seemed to reach a certain plateau. An example to keep up my sleeve for my course about interaction design and technological evolution.

User study about check-in usage in Foursquare

Performing a Check-in: Emerging Practices, Norms and ‘Conflicts’ in Location-Sharing Using Foursquare by Cramer, Rost and Holmquist is an interesting paper presented at Mobile HCI2011. It's basically a user studies of Foursquare usage, based on in-depth interviews and 47 survey responses, about emerging social practices surrounding location-sharing. Some excerpts I found relevant to my own research in location-based services:

"Users appear to share with both smaller and much larger audiences than imagined. Sharing is sometimes only a byproduct, with ‘check-ins for me’, checking in for rewards, gaming and becoming the mayor, points and badges, life-logging, diversion and voyeuristic uses unimagined in most of the previous location-sharing systems research. A check-in is not always motivated through the desire to ‘perform’ or enhance ones self- presentation. However, performative aspects as in do appear to play a large role in shaping interactions. The roles of spectators and performers are reflected in our participants’ attitudes toward check-ins; and awareness of these roles affects their behavior.

We saw users adapt their check-ins to norms of what they perceive as worthwhile check-ins - and that they to a certain extent expect others to do the same. Many participants checked in at what they perceived as more interesting places and in some cases tried to minimize annoyance to others that may result from check-ins that they thought would appear uninteresting. Both the co-present audience observing the physical act of checking-in and the distant audience that (may) see the resulting check-in is considered. We also see the service, and its ’super users’, sometimes serve as an (disapproving) audience and not only a system to be operated. "

Why do I blog this? These results echo with a similar study we conducted internally last year. What I find relevant in understanding the usage of check-in is simply that I became an important alternative to automatic detection of users' location. On this very topic, the paper conclusion is worthwhile as it describe the the intrinsically rich value of check-ins and their implications for contextual data collected by sensors:

"our results represent a major shift in the use and perception of location-sharing services. While it may seem that the check-in’s introduction mainly addresses technical issues (including limited battery life and localization limitations), it actually gives the user new ways to express themselves, while at the same time mitigating problematic issues such as privacy. More speculatively looking to the future, our results perhaps may turn out to hold not just for location sharing, but for all kinds of mobile systems that sense and report a user’s context. While many previous user-adaptive mobile systems have relied on automatic and continuous detection and presentation of the user’s state, future users will be used to the social and performative model that foursquare and other check-in based systems represent. Rather than be constantly tracked, users will selectively share their sensor data, be it physiological readings, locations, activity sensors, orsomething else. "

The promise of locative media seems to remain just that: a promise

Read in the "Rise and Fall of New Media" by Lauren Cornell and Kazys Varnelis:
Locative media remained the stuff of demos and art-technology festivals until 2008 when Apple released the GPS-enabled iPhone 3G. Paradoxically, the mass realization of locative media seems to have taken the wind out of its sails as an art form. Although courses on writing apps proliferate in art and architecture programmes, the promise of locative media seems to remain just that: a promise, its transformational ambitions forever enshrined in William Gibson’s Spook Country (2007), a novel which, tellingly, was set not in the future but in the recent past.

Why do I blog this? The quote echoes with my feeling and it's the second time this week that I encounter such comment about locative media. I actually don't know what it means about the use of this technology but I guess we'll see pretty soon how users repurpose such devices and services to their own context and interests.

Filming, from the object point of view

This fellow, encountered at Monument Valley, AZ two week ago, took plenty of time to install this little camera on his huge SUV, a somewhat robotic eye... (or, more likely, a proxy to capture souvenirs).

A brief chat with him allowed me to understand that he wanted to get an exhaustive view in the park. This led me to think about objects' viewpoint: the increasing use of this kind of camera (on bike and snowboard more generally) indeed enable to capture visual elements from a very specific angle. The results can be both dramatic or crappy but it's clearly curious to see the sort of traces produced.

Why do I blog this? This feature actually makes me think about robot perception, or how digitally-enabled artifact can perceive their environment. Of course, in this case, this is only a car with a camera... but I can't help thinking that this big robotic eye has a curious effect on observers. Perhaps it leads to this "human-robot intersubjectivities", the ‘signs of life’ that are exhibited by robots and that people perceive and respond to.

Design as cultural invention

An interesting quote found in a NYT piece about Berg London:

“Historically, design has associated itself with utility and problem-solving, but we prefer the landscape of cultural invention, play and excitement,” Mr. Schulze said. “When technology is infinitely complex, and our attention increasingly finite, producing something you can act on and observe at a human and cultural level is hard.”

"Beyond Locative: media arts after the spatial turn"

BEYOND LOCATIVE: MEDIA ARTS AFTER THE SPATIAL TURN is a panel at the upcoming ISEA 2011 conference in Istanbul. Chaired by Marc Tuters, it will feature talks by Tristan Thielmann, Mark Shepard and Michiel de Lange:

"In 2006 Varnelis and Tuters published "Beyond Locative Media", which discussed the emergence of locative media as "the next big thing". Five years on, with the ubiquity of iphones, locative media has become banal. Locative media had been much anticipated within the media art world, notably at the ISEA conferences in 2004 & 2006 after which it entered popular culture as a trope in William Gibson's last two novels. Yet while it may have faded from the avant-garde, there is a thriving locative discourse in academic journals, associated with the "spatial turn" in media studies. This panel considers the role of locative media in the arts and humanities discourse. The aforementioned text framed locative media in terms of neo-Situationist tactics which sought to actively imagine an alternate city. While locative practitioners did not share the oppositional politics of their net art precursors, one can not help but wonder if some greater potential for the medium has not perhaps been foreclosed by a participatory culture that suggests little more than reconfiguring ideas from past."

Why do I blog this? 2011 is surely an interesting moment to pause and wonder about these questions. As mentioned in Mark Shepard's abstract of his talk:

"While some would attempt to recuperate the term for discourse in the arts and humanities, looking for the "beyond", "after" or "post-" Locative in an attempt to theorize an historical period of media art practice in order to lay claim to "the next big thing", others might argue that it's time to simply FORGET Locative Media - that the creative, theoretical and aesthetic possibilities of location as contextual filter have been exhausted - and that in order to engage the broader and more subtle nuances of contemporary urban, exurban and rural environments, new approaches to context are necessary."

Those are good issues to consider.

Cities as printed circuits

Read in the marvelous novel by Thomas Pynchon called "The Crying of Lot 49":

"She drove into San Narciso on a Sunday, in a rented Impala. Nothing was happening. She looked down a slope, needing to squint for the sunlight, onto avast sprawl of houses which had grown up all together, like a well-tended crop, from the dull brown earth; and she thought of the time she'd opened a transistor radio to replace a battery and seen her first printed circuit. The ordered swirl of houses and streets, from this high angle, sprang at her now with the same unexpected, astonishing clarity as the circuit card had. Though she knew even less about radios than about Southern Californians, there were to both out-ward patterns a hieroglyphic sense of concealed meaning, of an intent to communicate. There'd seemed no limit to what the printed circuit could have told her (if she had tried to find out); so in her first minute of San Narciso, a revelational so trembled just past the threshold of her understanding."

Why do I blog this? No wonder I liked this quote after two weeks driving here and there in the US with such a book in my hands. See also Computer motherboards, citadels and Michel Houellebecq.

What are 5 things all designers should know (by Leila Takayama)

Interesting perspective by Leila Takayama on Kicker studio's weblog:

"What are 5 things all designers should know?

1. People respond to many interactive technologies in ways that they respond to people, even when they won’t admit it or can’t recognize it. (See: The Media Equation) 2. There is often a gap between how people reflectively talk about an interactive product and what they actually do in the moment of interacting with that product. Know which of those matters to you. 3. What is perceived can be more important what is objectively true when it comes to how people embrace and engage with interactive objects. 4. It really does not take much for an interactive product to seem like it has its own agency and apparent intentions. (See: Heider & Simmel demonstrations) 5. Under promise and over deliver on user expectations."

Why do I blog this? Simply because it's an informal summary of various points that echo with my perspective.

Björk's crystalline and new personal experience with [mobile] music

Biophilia - Björk's app-based music album - is a curious experience. Among the different app, the one that caught my eyes is certainly "Crystalline" (which corresponds to the first single off the new album) made by Scott Snibbe. From a musical standpoint, the song is played with Gameleste, an iPad-controllable mix of Gamelan Celeste hybrid that makes sweet xylophone organ box sounds. On top of which she sings the following lyrics:

"underneath our feet, crystals growing like plants/ listen how they grow/ I’m blinded by the light/ listen how they grow/ in the core of the earth/ listen how they grow/ crystalline internal nebula/ crystalline/ rocks growing slow more/ crystalline/ I conquer claustrophobia/ crystalline/ and demand the light."

Now, about the app, it's a bit like a REZ/Katamari Damacy cross-over. It's basically like a rail shooter except that you don't kill targeted enemies. Instead, your avatar, a tiny crystal, travel along a predetermined path through mines in which you can collect other kinds of crystal. You just have to tilt the iOS device to catch them:

By aggregating new material, basically unlock new colorful tunnels in which you can progress. Each of them correspond to different music modules. The result is a quite immersive experience that allow listeners to discover their own music arrangements.

As discussed on evolver.fm:

" The “Crystalline” app is the way Björk sees music in her head. I think she has a certain type ofsynesthesia, so that when she’s listening — especially to pop music, she said — she actually sees a tunnel like that. The number of sides of the tunnel changes depending on the rhythms and the music. So that app is about music structure, crystals, obviously, and this game-like interaction to move through the structures."

See also his point about the kind of experience they created:

"or sure, people are still going to be listening to recorded music tracks while they’re doing something else (...) But with the digitization of music, we’ve lost that special moment. You can think of the app as, finally, that chance to unwrap the box and have a personal, intimate experience again with music. It might be the case that people spend a lot of time with the app when it first comes out [as they did with album covers] and then perhaps they’ll move on to purely enjoying the music after that. But we’ll really have to wait and see."

Why do I blog this? Playing with iOS apps on Saturday morning and reflecting about them. Beyond the role of apps in music album, I find interesting to observe the sort of original experience one can create when crossing various components such as a tilting sensors, a tiny display, video game archetypes, headphones and good music.

Tweetbook: express auto-biography print-on-demand

Laurent Bolli gave me my "tweetbook" copy. It's basically a book with the content I've put on Twitter for few months. Tweetbook is a print-on-demand platform made by bookap that allows to archive your Twitter feed into a beautifully printed and bound book. The project was presented at a nice exhibit called "Objet(s) numériques" at Le Lieu du Design in Paris.

As described on bookapp's webite:

"The booklet gather biographic material and give a documentary dimension to the flow of micro-messages. In order to create one's tweetbook, the author enter his or her Twitter ID on an vending machine and the book is automatically produce. The corresponding opus can also be sent by email (PDF) or printed on demand, as a sort of "express autobiography""

Why do I blog this? An interesting experiment to turn digital material into a physical instantiation. Interestingly, there's more than the tweets: tag and people indexes, basic stats and visualizations also reveal some information about your content production:

"Animal-Computer: a manifesto"

Anne Galloway's recent blogposts about epizoic media and the Internet of cows made me think about this PDF that I recently dropped on my computer desktop. It's called "Animal-Computer: a manifesto (see also this technical report) and it's written by Clara Mancini from The Open University in the UK.

The article is about sophisticated computerized environments affording complex interactivity to pets and animals. Agricultural engineering, primate cognition studies, pet-tracking systems and telemetric sensor devices worn by leopards, birds or elephants are standard examples of such animal-computer interactions. The author highlight that although these examples are fairly common, this line of research has never really entered mainstream HCI/Computer science, leaving the "animal perspective" left aside in such body of work: "For some reason, animal-computer interaction (ACI) is, quite literally, the elephant in the room of user- computer interaction research".

Which is why the author delineates the contour of animal-computer interaction research:

"ACI aims to understand the inter- action between animals and com- puting technology within the con- texts in which animals habitually live, are active, and socialize with members of the same or other spe- cies, including humans. Contexts, activities, and relationships will differ considerably between spe- cies, and between wild, domestic, working, farm, or laboratory ani- mals. In each particular case, the interplay between animal, technol- ogy, and contextual elements is of interest to the ACI researcher."

Of course, this draws fascinating questions both abstract and operational:

"How do we involve them in the design process? How do we evalu- ate the technology we develop for them? How do we investigate the interplay between nonhuman par- ticipants, technology, and contex- tual factors? In other words, how are we going to develop a user-cen- tered design process for animals?"

Why do I blog this? Certainly because Julian and myself dealt with animal-computer interaction few years ago, working on a project we called "new interaction partners (it aimed at exploring the animal-computer interaction in entertainment). I've recently been drawn to this ACI field again as one of my student at the design school in Geneva worked on project that also involved pets and cell-phones. Perhaps, this could be a new line of research to explore next year.