General

Minimize or counter digital traces?

Younghee's post about surveillance techniques tackle a very important issues wrt to digital traces:

"How would people drop out of, or at least minimize their digital traces and minimize contributing to create others’? We are probably not expecting stickers and badges showing “this person does NOT have cameras” or “this person will NOT use cameras”. One of the memorable Ubicomp conference talks was on the interesting concept of creating capture-resistant environment, preventing camera phones to take photos by overexposing photos attempted in the region covered by this technology. While I am sure there are certain types of places this technology would be very useful, I do have my doubts if there would ever be any technology successfully controlling people’s digital behaviors."

Why do I blog this? that topic is interesting because it also connects with a phenomenon Genevieve Bell described at LIFT08: the "arms race of digital deception": for every device that claims to purport to tell the truth (e.g. GPS), there is another service that allows to lie, deceit or create alibi (which is actually coming from James Katz).

So there could be two sorts of behavior: - using tools to minimize digital traces (Younghee's argument) - using tools to create counter-traces (Bell's argument)

Technology conservative of face

Wandering around Verone last week made me think of various things and the picture below reminded me of Thesis 75 in "Everyware: The Dawning Age of Ubiquitous Computing". Street artifact

"About all that we can properly ask for is that our technology be designed in such a way that it is conservative of face: that ubiquitous systems must not act in such a manner as would unduly embarrass or humiliate users, or expose them to ridicule or social opprobrium, in the course of normal operations (...) But we are not talking about doing away with shame. The issue at hand is preventing ubiquitous computing systems from presenting our actions to one another in too perfect a fidelity - in too high resolution, as it were - and therefore keeping us from maintaining the beneficial illusions that allow us to live as a community."

Artifacts from the past like those scale on the street (rarely seen now, or they're often here for ages) is intriguing for that matter.

Whrrl: Social discovery for the real world

Recently stumbled on whrrl.com, which is yet another place-based recommender/annotation system that runs on mobile phones. The tagline is "Share real-world adventures and discover places, events, and people through the chronicles of others". Why do I blog this? As lots of similar system (mobile/social software actually), the difficulty lies in bootstrapping the process, or how to have a user-based large enough so that "something happened" out there. For that matter, the FAQ is interesting as it describes to the users how things can be eased:

"But what if I don't have any friends in Whrrl yet?

First off, invite some! Whrrl is all about tapping into your friends' knowledge about the real world and sharing your own with them.

But let's just say for the moment that you don't yet have any friends in Whrrl. Try this: find a couple of places you love. While you are contributing your own reviews for those places, look at others who have reviewed them and share your opinions. Then become a fan of these folks. Suddenly, everything they review is at your fingertips—now you can see interesting places they like displayed right on your map. You'll also be able to filter based on the reviews of people you became a fan of."

So transparent that you need to make it visible

Beware! Glass! Sometimes, transparency is so well achieved that you have to put a sign that something transparent is really there. In the example above, the glass is so transparent that a sign has to be put indicating the presence of "glass" (in french, it says "Beware! Glass").

Why do I blog this? This example is interesting because it's the same problem faced by digital services in contemporary cities. It's also an intriguing design issue, to balance transparency and visibility is a bit tricky and sometimes external factors could help: in this case the presence of dirt/dust will inevitably lead to the removal of the sign.

The user experience of broken artifacts

The other day, looking at toys in a kid store, I ran across this robotic horse and my attention was instantly attracted by the missing left ear: Ouch!

Why do I blog this? My interest towards the user experience of broken artifacts. This poor robotic pet has lost an important body part. But important for whom? Obviously it would not really change the robot itself (I don't think there was any noise sensor in there) but what does that mean for the robot "user" (I put it into brackets because it's difficult to define a stereotypical "user"). It made me think of the uncanny valley (as defined in Wikipedia: the emotional response of humans to robots and other non-human entities). How uncanny is uncanny? Would it repel kids? Would they find it curious? What would be the discourse around this?

Is it possible to take advantage of defunct parts of artifacts? Can design take this into account? I was wondering if there could be a sort of long-term design perspective in which you create objects with intended malfunctions (to foster specific user behavior).

Pedometer with digital map

Via Michael Keferl @CScout Japan, this Lap Around Japan Pedometer is a more complex version of a pedometer: the device counts your steps and also map out your virtual trip around the coast of Japan.

As described by CScout:

"The tiny (14×42×78mm) pedometer counts the total distance around Japan from the starting point you enter. As you make your way through the 18,880 km journey (11,731 miles), you can zoom in and get information about 1,258 local sights, history, and products. Kind of like a Wikipedometer for city walkers. the whole point is to be able to “travel around Japan” by commuting to work, a task that would take you about fifty years at a single kilometer per day. The concept itself is admirable, and is done in collaboration with the Japan Walking Association to encourage exercise."

Why do I blog this? I've always found pedometer curious as entry point but often limited in its usage of the output data. In that case, although the service is really simple (and the output as well), it's a bit more complex. It definitely shows a trend towards more complex visual representations of movement.

Eyes upon the street

Eyes on the street

"there must be eyes upon the street, eyes belonging to those we might call the natural proprietors of the street. The building on a street equipped to handle strangers and to insure the safety of both residents and strangers, must be oriented to the street. They cannot turn they backs or blank sides on it and leave it blind."

Jane Jacobs - ("The Death and Life of Great American Cities")

Eyes on the street

Human eyeballs, fake eyes or digital camera?

Why do I blog this? I enjoy that quote from Jane Jacobs and I think about it each time I see eyes painted or tagged as graffitis on the Street of contemporary cities. Especially when I see these eyes in places where the number of pedestrians is quite limited (like the one depicted here found in Brussels). It's as if someone had painted these eyes to remind us that you, as a lonesome pedestrian, are not alone and that you're watched. But not watched by what Jacobs describes, rather by distant and unknown eyes (in a Panopticon way). An interesting sign about this is that sometimes these "sprayed" eyes are represented with a Illuminati-like logo (as if there were a conspiracy against *you*):

Illuminati

Fake roadsigns in Lyon

The good thing when having a conference in France is that I had time to wander around and dig up some of the weird things that you can find on the streets. This time, it was the following road sign: Bone signs

This was part of a project called bopano organized by french design clique Kanardo (also see their blog). 105 fake road signs as been designed by 47 artists (in 2005 or so) and attached to streetside poles. The one I have found has been designed by NYC-based artist evaq.

Why do I blog this? In the same vein of this lovely heart shaped streetlight, this sort of stuff is interesting in terms of city arrangements; new sorts of things that can be announced in places where you wouldn't think about. To some extent, this shows street re-appropriation; how would that be if people were asked to design their own street signs?

Mapping the HCI communitiy

In "How do Design and Evaluation Interrelate in HCI Research?", Wania et al. investigates the relationship between two communities in human-computer interaction: those who focus on designing for usability and the ones who evaluate usability. Their goal was to discover how design and evaluation are related through an analysis of the citations in the HCI literature over a fourteen-year period in a database of over ten million documents (and bibliographic cocitation analysis). The result of their analysis allowed them to get this co-citation map:

Some interesting remarks from the paper:

"There are authors who draw attention to the fact that design and evaluation go hand in hand. But even some of those who do draw connections between design and evaluation seem to spend most of the time talking about them separately and then spend a short time talking about both design and evaluation together. (...) two orthogonal dimensions and these were discussed above. One, vertically, shows high involvement with end users (at the top) and low involvement (at the bottom). The second dimension, running horizontally, shows a strong focus on theory development (on the left) and a strong focus on system building (on the right) (...) While this analysis is clear about who is at the center, we must speculate about why this particular set of authors is at the center. (...) We believe that the central theme that ties these five authors together is a focus on the context of use of systems. Suchman’s situated action and Hutchin’s cognition in the wild have a clear focus on context. Fischer’s seeding-evolution-reseeding model of system development bases design decisions on studies of systems in their context of use. (...) There are distinct clusters here, but there are not clusters consisting only of design methods and others consisting only of evaluation methods. Rather, each of the seven clusters contains examples of both design and evaluation methods. What, then, is the glue that holds each cluster together? (...) To some extent, there is some mapping of problems to approaches, but it seems that the ties are weak. (...) The next hot research area will be the one in the center of the HCI map. (...) We predict, therefore, that the next hot topic in HCI will be a focus on understanding design and evaluation in the context of use."

Why do I blog this? it's interesting to read this sort of article to get an overview of a field. Of course it's a pity this only concern academic work (and not other interaction design actors) but only the academic system would allow such analysis based on publications and co-citations.

Wania, C.E., Atwood, M.E. and McCain, K.W. (2006): How do design and evaluation interrelate in HCI research?. In: Proceedings of DIS06: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2006. pp. 90-98.

Urban decay

The last two days have been very fruitful in terms of urban decay. Yesterday, in Lyon, there were these fantastic two encounters: Bench accident Disappearance

And this the morning in Lausanne: YOUR OWN DECAY

Why do I blog this? why being passionate about this sort of things? about creeping infrastructures? simply because it reveals interesting aspects of how we behave. Sometimes it's even more explicit with signs that express how this our "own decay" (although I am not sure about it). Also, I am find important to think about the history of these things. Every week I take that street in Lyon and encounter this bench which obviously was in its last stage. Every week I see this man sign that is disappearing as Marty McFly's hands in back to the Future. And of course, it's about chaos.

What about urban computing and decay?

Geographies of science-fiction

Lost in Space : Geographies of Science Fiction edited by Rob Kitchin and James Kneale is a collection of essay on the geography of sci-fi novels and films. Contributors are coming mainly from the field of human geography and literary critic. As described by Kitchin and Kneale:

"the starting point for this book is the belief that science-fiction opens up a space in which authors and readers or viewers can reflect upon the nature of a wide variety of things (...) a privileged site for critical thoughts (...) a foil for thinking about present-day geographies, their construction, reproduction and contingency, and thinking about how we theorize and comprehend a range of concepts such as space, nature, subjectivity and reality. Here SF becomes a useful cognitive space, opening up sites form which to contemplate material and discursive geographies and the production of geographical knowledges and imaginations. (...) The geographies of cyberpunk are therefore 'this world re-placed and dis-located'; like the settings of fantasy they are made realistic through careful exploration which rarely steps far from the plausible"

Why do I blog this? this was a week-end reading, I was actually more interested in the underlying rationale of the book (why paying attention to sci-fi spaces) than the topics analyzed here which often address gender and psychoanalytic perspectives of sci-fi spaces. A corresponding analysis of sci-fi spaces/tools would be very relevant to understand UX issues, projected meanings and potential failures. Or, what about sci-fi representation of space and urban computing? That book reminded me of this french book I've read last year entitled "De New-York à Coruscant" by Alain Musset.

Anyway, I find all this literature interesting to understand (and criticize) the normative futures that are propelled and often perceived at the so-called obligatory spaces we will have (or ought to deserve?).

Mike Davis about the desire of huge and obsolete machinery

Just found this great interview of Mike Davis by Mark Dery. It's mostly about this great chapter of "Ecology of Fear: Los Angeles and the Imagination of Disaster" entitled "Beyond Blade Runner: Urban Control". Excerpts that I found curious to me:

"What we need right now is the rigor of a hard, relentlessly realistic future. William Gibson provides us with the best template of the dark future we're building, by extrapolating what actually exists, whereas Blade Runner is just a gothic romance. There's nothing in it that shows you how L.A. will erode into the 21st century because most of this city---its interior valleys---are flat, anonymous plains of dingbats and bungalows and ranch-style homes retrofitted with increasingly ghastly medium-density stuff. (...) and another thing that has to be fitted into this--- and I'm not sure how it works, exactly---is this whole cult of dead tech, this cargo cult of de-industrialization that at least in contemporary L.A. is enormously in vogue on the West side. By this I mean that people whose daily work has almost nothing to do anymore with the worldly production of goods seem to desire huge gears and obsolete machinery. The flotsam and jetsam of the old industrial age is an ambience everywhere; most of the restaurants and bookstores and micro-breweries on the West side have some kind of decor that has to do with industrialization -a kind of Second Machine Age. It's precisely because we've come to the point of de- industrialization that all of this stuff has become perfumed ruins; it has the same relationship to contemporary consciousness that the medieval landscapes had for the Romantics."

Why do I blog this? I agree with the statement regarding Blade Runner but it's the second part quoted here that I find more deep and with lots of implications. That's the sort of description I like finding in Mike Davis' work, these curious parallel about South California (and above all the post-liberal city). Being fascinated myself by machinery (from the time I saw steel foundries as a kid.

I also liked his point about the aesthetics of computation: "I don't think that the computer chip has produced its own aesthetic, a contemporary version of streamlined Deco. It's hard to find an analog between the revolutionary new technologies and the design of the city itself"... and wonder about its influence on future city shapes.

Open positions in Lausanne

The CRAFT (EPFL, Swiss Institute of Technology, Lausanne), the lab where I did my PhD research from 2003 to last spring, has open positions for PhD and an engineers:

"- A PhD student for a NSF project on analyzing gaze patterns recorded by eye tracking machines when two people collaborate on-line. Some experience in machine learning is expected. - A PhD students for a NSF project on building and experimenting interactive furniture that embed collaborative scripts. - A PhD student for expanding a tangible tabletop environment designed training logistics apprentices to optimize warehouse processes. - An engineer (mechatronics, electrical engineering) or a person with experience in building prototypes. The main task will be to participate to the construction of interactive systems. In some of our current projects, we design, build and experiment furniture with embedded technology such as LEDs, microphones, small engines and computers. The job will consist in helping in the design of the devices, interacting with the EPFL's workshops for producing parts of the prototypes and working with subcontractors when necessary. Skills in rapid prototyping and computer-assisted design would be a plus."

Anyone interested in this can look for more information here.

Video games as research tools in psychology

(cross-posted at Terra Nova) Being a researcher interested in the user experience of interactive technologies, I have always been following how video games are employed as platform to explore certain topics and practices, especially in social sciences/psychology. The use of such kind of platform has already been discussed in the human computer interaction field for a long time. In psychology, especially, you have papers from 1995 about "Video games as research tools" by Donchin or some statements by HCI researchers (like Holmquist in "The right kind of challenge").

Several scholars have stressed the interest of using virtual environments like video games as research tool for psychological investigation by citing three major reasons.

First, computer games are motivating and fun, and successful experimentation is easily achieved. Maintaining one’s undivided attention in video games is certainly easier than in other experimental environments. The use of a game metaphor has the advantage that it allows the presentation of complex problem solving tasks in an enjoyable environment, thus maintaining a high level of motivation amongst subjects. Besides, recent developments in augmented reality described by Nilsen have highlighted the motivational value of using game in HCI. Second, a game, especially a mobile computing one, involves participants in a context with a certain ecological validity. A game in public space indeed creates a certain kind of complexity with passers-by or real-world features. Another useful aspect is the fact that they attract “participation by individuals across many demographic boundaries such as, age, gender, ethnicity, educational status and even species” (quoted by Kowalski). We thus expected participants to have a higher level of involvement in a game than in another kind of complex task. However, these statements only hold for subjects that find such games enjoyable, those with little interest in games can fail to engage with the game, finding both the task and the interface difficult and confusing. Therefore, we chose to design simple games to avoid failures and misunderstandings.

What is intriguing is that psychologists often use virtual environments as a way to study phenomenon in physical space that can be difficult to explore. Virtual environments are then used as a substitute, which draws questions concerning the transfer of results from virtual environments to the physical. As described in a paper by Yvonne Slangen de Kort, this is not trivial:

"Whether research in VEs will – to a smaller or larger degree – substitute for research in the real world remains to be seen and will definitely require significant progress in technology and a more thorough understanding of the human factors issues involved. However, the fact that VR-technology has already been embraced by large numbers of professionals in design, urgently calls for research to increase our understanding of person-environment transactions in virtual worlds. The need for more research that addresses applications of perceptual simulations in general and related questions of validity and reliability has been stressed ever since the emergence of environmental simulation as a research paradigm."

LIFT Korea

Wednesday evening was the mini lift session in Seoul at the Yurim Art Hall. Everything went well and a large majority of the 180 people who signed-up came there to hear what Adam Greenfield, Bruce Sterling, Jake Song and Yoo-Suk Yeon had to say about technological implications in space (physical and digital). Being on stage to introduce the program and the speaker, I was not really in the mood of following everything (anxious by this first event) but everything went well (apart from the tedious changes of laptops and sound issues... as usual). More thoughts and thanks about it on the LIFT blog! Kudos to our 4 speakers as well as local support!

In the end, I think the ambience was great, lots of meeting there and a mix of korean+swiss food. A nice first visit to South Korea for me! I'll try to blog the talks as soon as I get my thoughts sorted about them ;)

Agents and artifacts

A good read in the train: "Agents and Artefacts" by John Pickering (Social Analysis, March 1997, Issue 41 (1), pages 45 - 62). The article addresses the role of technological artefacts play in the integration of technology with human practices and how they create skilled practices in which humans and machines interact socially. Pickering describes how social interactions with machine "intelligence" is becoming more realistic. Although it's more simulation than genuine "human intelligence", the important point is that technological artefacts are treated as "agents" and that "new values and sensitivities are being created as people and agents co-operate". Conversely, artefacts will participate in the development and transmission of skilled practices.

"Human relations will be technologised to the extent that such artefacts are able participate as agents in social interaction rather then merely to mediate it. The encounter with these artefacts will occur earlier and earlier in human development. They will thereby take part in the sociocultural learning by which skilled practices, and the values they express, are transmitted. The attribution of human like agency to artefacts will change the image of both machines and of human beings. (...) Theories of psychology and evolution that emphasise internal cognitive or genetic mechanisms will not be much help in understanding what is going on here. (...) Moving beyond these restrictions makes it easier to bring these sciences together with anthropology and ethnography. This blend of disciplines is needed to understand how technology supports thought and creates human values. In the longer sweep of cultural evolution, and the broader perspective of anthropological and ethnographic observation, it is clear the use made of artefacts by human beings shows that technology is assimilated to human practices rather than the other way round. (...) technology shapes the cultural conditions within which people develop their ability to live together. These conditions now include agent like artefacts with which human beings will need to co-exist."

Why do I blog this? This is the type of paper I like reading in the train stepping back from down-to-earth issues. There are important point here, especially about how to grasp this new situation. Coming from a background in life sciences and psychology, I have to admit that Pickering's stance is entirely true: methods and theories from psychology (for example) are a bit limited to grasp these issues (think about running lab experiments, or about reductionism).

Using real-time heart-rate to control a physical game

The following paper Using heart rate to control an interactive game (by Nenonen et al.) presented at CHI 2007 propose to use real-time heart rate information to control a physically interactive biathlon:

"Instead of interfacing the game to an exercise bike or other equipment with speed output, the skiing speed is directly proportional to heart rate. You can freely choose the form of physical exercise, which makes it easier for people with different skill levels and backgrounds to play together. The system can be used with any exercise machine or form. To make playing meaningful instead of simply exercising as hard as you can, a high heart rate impedes the shooting part of the game by making the sight less steady. This balancing mechanism lets the player try out different tactics, varying from very slow skiing and sharp shooting to fast skiing and random shooting"

Why do I blog this? This is yet another prototype of using real-world data (very internal in that case) to control a digital counterpart. I am much more interested in the players' reaction as well as challenge tuning than using this game as a way to promote exercise (although I don't dismiss that purpose):

"players reported that this was just a sprint game but it would be much more difficult to create a game where endurance would matter (...) If heart rate is used for interaction, personal characteristics could be taken into account to provide a similar gaming experience for different people. This could be done for example to have every player do specified exercises before the actual game where heart rates are measured and use this for setting the game balance. A yet another unanswered question is if heart rate interaction is more suitable for motivating people to exercise or for providing a unique interaction experience. "