Seven-segment displays spellings

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

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

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

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

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

Infrastructures as indicators

Leigh Star, S. (1999). the ethnography of infrastructure, American Behavioral Scientist, 43(3), pp.377-391. This article interestingly propose to take an ethnographical approach of infrastructures, and study these so-called "boring things" as indicators of practices and culture. Phone books, international classification of disease or power plugs are described as important indicators by the author. The point is not only to "study the unstudied" for the sake of it bur rather to take them as a relational concept ("for a railroad engineer, the rails are not infrastructure but topic").

She then defines infrastructures with 9 properties:

"Embeddedness. Infrastructure is sunk into and inside of other structures, social arrangements, and technologies. (...) Transparency. Infrastructure is transparent to use, in the sense that it does not have to be reinvented each time or assembled for each task, but invisibly supports those tasks. (...) Reach or scope. This may be either spatial or temporal—infrastructure has reach beyond a single event or one-site practice. (...) Learned as part of membership. The taken-for-grantedness of artifacts and organizational arrangements is a sine qua non of membership in a community of practice (...) Links with conventions of practice. Infrastructure both shapes and is shaped by the conventions of a community of practice (...) Embodiment of standards. Modified by scope and often by conflicting conventions, infrastructure takes on transparency by plugging into other infrastructures and tools in a standardized fashion. (...) Built on an installed base. Infrastructure does not grow de novo; it wrestles with the inertia of the installed base and inherits strengths and limitations from that base (...) Becomes visible upon breakdown. The normally invisible quality of working infrastructure becomes visible when it breaks (...) Is fixed in modular increments, not all at once or globally. Because infrastructure is big, layered, and complex, and because it means different things locally, it is never changed from above."

Why do I blog this? "Reading" infrastructures can be done by identifying the "master narratives" and "others" (i.e. the single voice who does not problematize diversity), find the invisible work (i.e. the traces left behind by coders, engineers, builders) and understand why people "persist in using less functional but more routine actions when cheaper alternatives are nearby". This obviously utterly echoes with the near future laboratory concerns and methodologies.

Fixing the infrastructure What would this infrastructure - currently being fixed - reveal from the society? (Picture taken in Oaxaca, Mexico, last week)

more impressive the other way

"It would be more impressive if it ran the other way" said Oscar Wilde when seeing Niagara Falls for the first time. I like this idea of Oscar Wilde standing next to Niagara Falls, thinking that it's "a lot of unnecessary water going the wrong way and then falling over unnecessary rock"

Why do I blog this unlike other people who analyze this statement in terms of places and wonder, this quote seems interesting to me as a sort of motto for a near future laboratory approach of observing the world. Looking at fringes, taking other perspectives, questioning situations... maybe there are indeed more pertinent structures than water flowing down on "unnecessary rocks".

Personal Progress Management (PPM)

MyProgress (Via Techcrunch) is a interesting service that provides different "Personal Progress Management (PPM) tools". It automatically observe and analyze all essential aspects of your life. With MyProgress, you can watch your progress and discover your productivity

"MyProgress is a Web 2.0 service aimed to bring progress monitoring features (generally used in computer RPGs) into real lives. It is a family of services we called Personal Progress Management. With MyProgress, users can track their personal finances, skills, knowledge, wealth and health dynamics and figure their place in the real word. (...) The core feature of MyProgress is its intelligence: smart technologies track every piece of information users enter, whether it would be a new purchase, capital gains, an hour of photographic or driving experience, rental price change, etc., and provide detailed overview on who these people are and how fast they are progressing in comparison with the others across multiple categories, such as age, occupation, and location. Intelligence squeezes an orange out of every piece of information our customers enter and extrapolates to every single user, thus, it can provide them heaps of analytics about their lives and build very accurate forecasts. "

Why do I blog this? I am not interested at all in the "intelligence" freakiness nor in the idea to have a system that analyze my financial data. However, I found intriguing the tracking bit and the affordance+interface to support it. It's funny how they brand their product as something related to role plying games ("here are dozens of millions of people who spend a lot of time and money playing MMORPGs (Massive Multiplayer Online Role Playing Games), but... aren't our REAL LIVES much better RPGs?")... and then extract what they think is the most important point in MMORPG (tracking one's progress) to provide a service for "real life".

What can be pertinent is to see how they tie-in all the data generated by individuals (money, health), would there be a possibility to do that for objects?

Museum GPS game

“The land of oppertunities“ (Mulighedernes Land) is a location-based game designed by Maiken Nysom (for the open air museum “Frilandsmuseet”). As described by the Innovative Communication group at ITU, Denmark, "each group played a character while walking around in the old farmland to collect money, talents and social connections. The game has been designed for schoolchildren for purposes of improving the concept of museum visiting – making this a more interesting and up-to-date experience". See the YouTube video. More in the project brief:

"In “Land of opportunities?” - the new virtual role-playing game at the open-air museum “Frilandsmuseet”, the players take on characters as boys and girls on the edge of adulthood in the late 19th century. With different backgrounds, they all have to make choices and find their own way through life, with the possibilities and limitations offered at that time.

By use of GPS connected mobile phones the players get access to a virtual layer of information and storytelling overlaying the physical settings of the museum. The mobile phone at hand, the players travel back in time, and are able to interact with and react on this new experience layer. On the museum locations different incidents await the players, making it possible for them to win and loose points depending on how they act. With attention, thoughtfulness and cooperation the players can secure their success and fulfill their mission"

Why do I blog this? updating myself with some location-based gaming projects.

Letters liberated by the computer keyboard

Read in "Shampoo Planet" (Douglas Coupland):

"We discuss the future a lot, my friends and me. My best friend, Harmony, (...) thinks the future will be like rap music and computer codes, filled with Xs, Qs, and Zs: "Letters liberated by the computer keyboard."

Why do I blog this? I often find funny how sci-fi pieces (novels, manga, comics, anime, movies) use x,y,z as well as crazy numbers or even greek signs to talk about devices of the future. Which is why I like that quote.

Preparing for Dean - dismounting the infrastructures

Preparing for Dean Picture taken on sunday afternoon in Playa del Carmen, before the arrival of the hurricane Dean.

Why do I blog this? What was fascinating there is too see how people efficiently know how to dismount the infrastructure (putting down streetlights, panels) and add new layers on top of existing structures to protect them (in this case wood to protect glass/windows).

I found intriguing the idea of temporarily dismounting the infrastructure. What does that mean for design? What can be done beyond easing the dismounting process? These are definitely questions to be expected if we have more and more stormy hurricanes.

Technology personalization

Customization Found in Campeche, Mexico... how specific devices (a loudspeaker in this case) can be personalized for specific contexts (a church)... with a basic add-on in the form of a cross. Surely a small detail but it may be part of the experience for attendants.

Rube Goldberg

I knew about the concept but I was unaware of how it was referred to.US cartoonist Rube Goldberg gave his name to the incredible machines that perform simple tasks in indirect ways. See for instance the "Keep You From Forgetting To Mail Your Wife's Letter"

As described by the Wikipedia:

"The term also applies as a classification for a generally over-complicated apparatus or software. It first appeared in Webster's Third New International Dictionary with the definition "accomplishing by extremely complex roundabout means what actually or seemingly could be done simply." Rube's inventions are a unique commentary on life's complexities. They provide a humorous diversion into the absurd that lampoons the wonders of technology. These send-ups of man's ingenuity resonate in modern life for those seeking simplicity in the midst of a technology revolution. Goldberg machines can also be seen as a physical representation of the 'pataphysical—carrying a simple idea to a nonsensical, ornamented extreme."

Why do I blog this? rube goldberg, as chindogu, are intriguing phenomenon and surely of interest in terms of design issues/opportunities. And I think it goes beyond simply making fun of some human tendency to make things more complicated than they are. I will surely check more what has been written on that topic

Good reads on Ubiquitous Computing

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

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

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

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

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

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

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

"Google novel aura"

Interesting interview of William Gibson on Amazon. An excerpt that I found pertinent:

"Amazon.com: How do you research? If you want to write about, say, GPS, like you do in your new book, do you actively research it and seek out experts, or do you just perceive what's out there and make it your own?

Gibson: Well, I google it and get it wrong [laughter]. Or if I'm lucky, Cory Doctorow tells me I'm wrong but gives me a good fix for it. One of the things I discovered while I was writing Pattern Recognition is that I now think that any contemporary novel today has a kind of Google novel aura around it, where somebody's going to google everything in the text. So people--and this happened to me with Pattern Recognition--would find my footprints so to speak: well, he got this from here, and this information is on this site."

Why do I blog this? writings has always been a matter of structuring and restructuring ideas, phrasing and content but it seems that with tools such as google there is a way to find "footprints" (traces of people in a "textual space" here). IT reminds me of some french sci-fi authors who started his book by quoting his "sources" such as scientific papers, anthropological and philosophical books. What was fun was to read the book from that perspective and see how these ideas were melted into the book, a sort of elaborated collage.

Variable_environment booklet

The report of the "Variable_environment" project, a joint project between EPFL and ECALhas just been released. Although it's in french, this 19 Mb. document is full of great content, material and insights (some parts are in english).

With principal textual contributions by Patrick Keller, Philippe Rahm, Ben Hooker, Rachel Wingfield, Christophe Guignard, Christian Babski, etc., it addresses the notion of the "variable environment/" or the "mobility" problematic:

"From industry, planes, cars and motorways to services, mobile media, mobile (micro)-spaces, interactions, jet-lag, ...From Architecture's "high-tech" & mobility utopias to a "mish-mash" (hybridization) of (technological) objects, micro-architectures, situations, networks and interfaces. Those two comparative images (yesterday/today, see below) serve us since the start of the project as a kind of general background for our transversal ra&d project (transversalities between architecture, design, sciences). They resume some of our main concerns:

They both speak about "mobility". Two kind of "mobilities": 1__ mobile environment in term of distance. It moves and its context of use is changing (img 1: a walking city & a "mobile personal environment") or 2__ mobile environment in term of time. Its configuration, shape or function varies along time, but its location is fixed (img 2: an instant city and a flock of blimps). We can therefore speak about "Variable environments" in these two cases (variable in distance/context and/or in configuration/size over time)."

Why do I blog this? great material to be read, 2 possible of reading the document: (1) simply focusing on the content, (2) observing the underlying signs of collaboration between different actors (engineers, researchers, designers) and trying to understand the ideas at stake, what happens when art/design and research work together. Surely a relevant achievement for that matter.

Information management techniques and other species

Ann Blair (from Harvard University), in her review of "Glut: Mastering Information Through the Ages" (by Alex Wright):

Wright draws from sociobiology the suggestion that evolution has favoured the development of particular human cognitive behaviours in managing information, such as the drive to classify and the emotional attachment to symbols. He turns for confirmation to anthropologist Donald Brown's notion of human universals and notes the particular importance of the ice age that began some 40,000 years ago in forcing humans to interact more closely, thus stimulating the development of drawing and symbolic objects. Wright argues that this "ice age information explosion brought humanity to the brink of literacy". (...) The historical perspective of Glut is admirable: Wright neither assumes a linear progress nor makes unwarranted claims about the novelty or the indebtedness of current technologies to earlier ones. He doesn't try to predict what the lasting impacts of the Web will be, but notes that the Internet facilitates the formation of small, self-organized communities that have the potential to undermine large hierarchical structures. In this way, he suggests that human culture may no longer be moving unidirectionally as was once thought, towards coalescence into larger entities, but rather multidirectionally.

Why do I blog this? it echoes with old memories of undegrad biology courses, this is interesting to me in terms of "traces of interactions" that can be collected and processed. These traces, intentional or not, explicity disclosed or not, are the basis of new types of interactions that can help building regulation systems, games, information management dashboards, etc. There should be some interesting things to draw out of that book regarding the evolutions of this over time and species.

Fixed keyboard mapping

Fixed keyboard mapping What happens when keyboards have different mappings... and need to be fixed right away. (Observed at a lab meeting this morning).

I am not really into research about topics such as "repair" but I find it very intriguing, in terms of User Experience, as well as the history of interaction people have with their artifacts. See the work Jan did about this for example concerning "informal repair culture/innovation". As you may know if you're a reader of Pasta and V., I am always amazed by people who trash stuff in occidental cities. Although most of the informal repair culture is seen in Asian or African countries, I am wondering about this very same phenomenon in european cities, like the places where I live. Judging from the explosion of consumer electronics material I encounter in flea market, I am pretty sure the informal repair culture there would be interesting to study.

Back to the picture above, this simply exemplifies as well my fascination to very low-key tweaks/modifications people think about a-la Michel De Certeau (see here as a starting point for example).

Location awareness affordances

Brown, B., Taylor, A.S. Izadi, S. Sellen, A. Kaye, J.J and Eardley, R. (2007). Locating Family Values: A Field Trial of the Whereabouts Clock, Going to be presented at Ubicomp 2007, Innsbruck. The paper reports the study of long-term trails of a location-awareness system I a have already mentionned here: the Whereabouts Clock. This basic device, situated in the home allows family members to see where other members of the family are by looking at a Clock (showing categories such as "home”, “work”, “school” and “elsewhere”).

The results showed how, for these families, "location awareness was less about coordination and more about family members’ emotional connection to one another". It was less about communicating the people's whereabouts but rather to support family in what they already know about each other (some form oa reassurance) and that one expects. The part that struck me as the most relevant, resonates with my PhD research; I was actually very interested in their discussion of "location" versus "location in interaction":

"the WAC let us explore location not as a technical feature of a system, but as something interleaved with a family’s interactions with each other. We would argue that the value of location technologies are seldom simply in their ability to track objects and people, but rather in how that tracking is, in the end, used. For location awareness, whether it is of family members or delivery trucks, this means in interaction. It is seldom the autonomous tracking of position that is important but what that tracking means to others involved – such as when a truck driver needs to explain to management the extra long route they took, or just a family member explaining why it took them so long to come home. (...) location-in-interaction: how it is that location is used, read, viewed, and manipulated by groups, and what this can support. These activities are directly connected to the accuracy, resolution, or whatever, of a positioning system, but these technical aspects can only ever be a partial account of location’s role. Our point is not that inaccuracy is unimportant – as we have mentioned, the inaccuracies of the WAC (or more specifically: its flutter) caused unnecessary distress. It is rather that it remains to be seen what accuracy is in a specific interactional situation, and we should not simply assume accuracy is a uniform concept. (...) Location was understood, even at a glance, in the context of what that person ordinarily did, and their ordinary patterns and routines. (...) Location for our study’s families was not only meaningful in terms of their intimate knowledge of one another, it also had moral connotations. By this we mean that there were “right” places to be and “wrong” ones. "

Why do I blog this? as I said, this is very tight to the work I've done in my PhD research, in which I explored how location is interpreted and used in both virtual environments and ubiquitous computing. In my research, I've shown how location-awareness can be an impediment to collaborative processes (people remembered less their partners' paths when having an automatic location-awareness tool). The conclusion in this paper is very similar in the sense that the implications that it shows how location awareness is not simply about optimizing "the underlying technology, but rather to optimize the fit between the technology and users’ values and practices. For instance, as they described:

" there has been a considerable body of work on optimizing tracking within buildings, as an extension to traditional GPS which on the whole only works well outside. Yet from a consideration of what location means in interaction, it may be that whether we are indoors or outdoors and what address we are at can be of more importance than our spatial location within a building. We might only want to know if one is inside a commercial establishment, waiting outside, or at a house next door. "

Two others ideas that I found extremely pertinent here: - the idea of deliberatively lowing the accuracy resolution (the importance is less the accuracy of information but rather to provide a mean for reassurance). - providing a mean to tweak the system, by allocating the term "work" to other places (a person used the category "work" for gardening). This is very relevant to allow people expressing what they want (even to lie).

Using movements from real sharks in a digital game

Sharkrunners is a new game designed by Area/code that seems to be compelling.

Based on what is said on the website, the gameplay is very straight-forward: players, involved in an oceanic mission:

"take on the role of marine biologists who seek to learn as much as possible about sharks through advanced observation techniques. In the game, players control their ships, but the sharks are controlled by real-world white sharks with GPS units attached to their fins. Real-world telemetry data provides the position and movement of actual great white sharks in the game, so every shark that players encounter corresponds to a real shark in the real world.

Ships in the game move in real-time, so players receive email and/or SMS alerts during the day when their boat is within range of an encounter. Players login, choose crewmembers and an approach technique, and then collect various data from the nearby sharks. "

Why do I blog this? yet another pertinent game in which traces from the physical world (real white shark movements through telemetry) are fed back in the digital environment. I also like the SMS/email interaction, very basic but efficient (especially when I am not online).

Richard Bartle interview

There is a very long and comprehensive interview of Richard Bartle on the Guardian games blog, which addresses lots of different topics. Some excerpts I found interesting:

"MUD has little that today's virtual worlds don't, but it lacks something they do have which makes it worth looking at: baggage. In today's virtual worlds, there are many components that are only there because they were in the worlds that the designers played. These things work, but the designers don't know - or even consider - why they work. A designer will ask "what character classes are we going to have?" when they should first ask "are we going to have character classes?". Only when they have decided that yes, they are going to have them, will they know why they want them, and therefore why they are important. With MUD, we had no precedents. Therefore, a designer looking at MUD can do so in the knowledge that everything there is there for a reason, and then hypothesise what that reason might be (or, if they realise I'm not dead yet, ask me). (...) Most people will use the technology but not care about the worlds as worlds. If you want the intelligent stuff, you'll be able to find it; however, if you don't know it's there, you won't know to look."

Why do I blog this? some good points here, also considering what I just blogged about "design inheritance" and the persistence of stereotypes. It's indeed important to see how the game design/user interface/user experience evolved over time from tabletop role-playing games to MUD and them MMORPGs. The strong typologies of "class" or material prevails in an unbelievable way, promoting certain aspects of the games. What would be the alternatives?

About design inheritance

In a paper called "Trying Not to Build the Same Old Spacecraft: Structural and Political Issues in Design Inheritance" (the pdf article is damaged so see the slides from the talk), Charlotte Linde explores the concept of "design inheritance", i.e. "how people and institutions attempt to plan for inheritance or to avoid being locked into the consequences of previous design decisions". In a sense, as she describes it's "No one wants to be responsible for the next Y2K problem" or "More thoughtful designers don’t want to be responsible for the next QWERTY keyboard". Working at the NASA, she takes the "spacecraft" as the example in her discussion. The interesting thing about spacecraft is that is both "iconic of the future" that it requires a strong inheritance of past design (because it's expensive/complex/risky and also because of the low number of prior examples). Using this example, she then shows how the social and economic factors forcing design inheritance.

"Factors Retarding Change

  • “They got it right the first time”
  • Installed technology base
  • Amount of risk acceptable: Old technologies with known failure parameters can be preferred to possible improvements with unknown failure parameters + Are there social mechanisms for learning from failures?
  • Length of mission (as compared to rate of change of technology)
  • Rate of change within spacecraft design subsystems"

Why do I blog this? because it's an important topic, as I am regularly pissed by how the wheel is being reinvented all over again. The talk seems to scratch the surface about how to "plan to plan" through spiral development or modularity ("Attempts to leave room for the insertion of not yet developed technologies").