“Here at the Edinburgh Festivals Innovation Lab, we explore how to best use new thinking and new tools to make the experience of the twelve major Edinburgh festivals even better – for audiences, performers and the festivals organisations themselves. As part of this ongoing work, this week saw the launch of Festivals Design DNA, a project which began life as a simple question: what happens if we approached innovation through the eyes of a designer, and in particular a service designer?
Working together with Glasgow-based service design agency Snook, we have created a set of practical tools to help cultural organisations use the principles and approaches of service design to improve the experiences they produce – supporting the innovation process all the way from ideation to delivery.”
Posts in category 'Art'
Its main objectives are to advance knowledge in the field and to support museum and library communities, practitioners, experts and policymakers in developing new missions and forms of museums and libraries “in the age of migration”.
During the upcoming four years the team will reflect on the role of museums and libraries, dealing with several complex and crucial issues such as history, socio-cultural and national identity, the use of new technologies and, last but not least, exhibition design and museography.
MeLa intends to define new strategies for the multi/inter/transcultural organization, conservation, exhibition and transmission of knowledge in ways and forms which reflect the conditions posed by the migrations of people, cultures, ideas, information and knowledge in the global world. It aims to evaluate how much these changes can interfere with the physical structures and the architecture of the exhibition places.
The project is coordinated by the Politecnico di Milano, and also involves the Copenhagen Institute of Interaction Design (Denmark), the Consiglio Nazionale delle Ricerche (Italy), the University of Glasgow (UK), the Museu d’Art Contemporani de Barcelona (Spain), the Musée National d’Histoire Naturelle (France), the Royal College of Art (UK), Newcastle University (UK), and L’ “Orientale”, University of Naples (Italy).
Check also the MeLa project blog and their first newsletter.
Speaking digitally about exhibits
Museums around the world now use social media for marketing and development efforts, and to strengthen relationships with visitors.
The spirit of sharing
Social media technology has created new opportunities for museums to create interactivity inside and outside of their walls. [...] While museums have long strived to be welcoming places as well as havens of learning, social media is turning them into virtual community centers.
Four to follow
Several of the people who help lead some of the most innovative museum Web sites found their path serendipitously.
Stopping to gaze and to zoom
The Google Art Project lets users virtually visit museums, and 17 works are on display in super-high resolution for zooming and marveling.
Smithsonian uses social media to expand Its mission
The museums increasingly use the public to help research and add personal touches to history.
An interactive exhibit for about $30
A tiny programmable computer, the Arduino, has brought the price of interactivity down sharply in the last few years for museums and galleries.
Multimedia tour guides on your smartphone
Museums are increasingly using smartphone apps to enhance the experiences of visitors.
Social media as inspiration and canvas
Mining Vimeo, YouTube and Flickr, artists and museums use social sites to provide a direct link to their audiences.
“Interactive Screen aims to stimulate the creation of emotionally powerful, creatively inspired, and economically viable new media in Canada and abroad. Part conference, part festival, part peer exchange, part creative workshop, Interactive Screen is always intensive. Over six days of work and play, workshop participants engage in constant dialogue and collaboration through various panels, workshops, and performances. Together, they delve into the creative, social, and business impacts of content, technologies, and networks. Participants invariably come away from the event with new projects and alliances, a refined set of skills, and a renewed faith in the cultural power of new media.
The theme of The Makers will explore the idea of a “society of makers”. This ties in to the “cultural object” — with a focus on those who “make culture”, not those who “own” it.”
Experientia partner Jan-Christoph Zoels is a member of the program faculty, as well as Kate Armstrong, Natalie Bachand, Daniel Canty, Raphaël Daudelin, Andrée Duchaine, Sarah Hamilton, Melissa Mongiat, Jacob Wren, and Adam Zaretsky.
You can still register now.
“The 20 century avant garde was built on the principle: separate and shock. The avant garde of the century to come will have as its principle: combine and connect. The web will encourage a culture in which art creates relationships and promotes interaction, encourages people to be a part of the work, if only in a small way.
This “participatory” avant-garde will not emerged from thin air. It will be fed by the way the web gives new energy to participatory approaches to art, a digital version of a folk culture in which authorship is shared and cumulative rather than individualistic. [...]
For the participatory avant-garde a work of art becomes more valuable the more it encourages people to join a conversation around it and to do something creative themselves. Participatory art is based on constant feedback and interaction, people talking, arguing, debating around the art and their views having some impact. “
Highly recommended reading, as its implications go far beyond the arts world.
“While there was a lot of interesting art, I saw little that attempted to explore our use of or reliance on technology itself, and the only two pieces I encountered that seemed to have any connection to digital technology for its own sake were rather disappointing as neither was working when I visited.”
(via Bruce Sterling)
Creativity, Innovation, and Making Stuff
Rich Gold
Foreword by John Maeda
MIT Press, September 2007
We live with a lot of stuff. The average kitchen, for example, is home to stuff galore, and every appliance, every utensil, every thing, is compound—composed of tens, hundreds, even thousands of other things. Although each piece of stuff satisfies some desire, it also creates the need for even more stuff: cereal demands a spoon; a television demands a remote. Rich Gold calls this dense, knotted ecology of human-made stuff the “Plenitude.” And in this book—at once cartoon treatise, autobiographical reflection, and practical essay in moral philosophy—he tells us how to understand and live with it.
Gold writes about the Plenitude from the seemingly contradictory (but in his view, complementary) perspectives of artist, scientist, designer, and engineer—all professions pursued by him, sometimes simultaneously, in the course of his career. “I have spent my life making more stuff for the Plenitude,” he writes, acknowledging that the Plenitude grows not only because it creates a desire for more of itself but also because it is extraordinary and pleasurable to create.
Gold illustrates these creative expressions with witty cartoons. He describes “seven patterns of innovation”—including “The Big Kahuna,” “Colonization” (which is illustrated by a drawing of “The real history of baseball,” beginning with “Play for free in the backyard” and ending with “Pay to play interactive baseball at home”), and “Stuff Desires to Be Better Stuff” (and its corollary, “Technology Desires to Be Product”). Finally, he meditates on the Plenitude itself and its moral contradictions. How can we in good conscience accept the pleasures of creating stuff that only creates the need for more stuff? He quotes a friend: “We should be careful to make the world we actually want to live in.”
Mike Kuniavsky points out that “The Plenitude Companion“, the parts left out of the MIT Press book, contains Rich Gold’s thoughts on design and ubicomp.
“Let’s look in turn at the general lesson each of them has to share and then what specific steps arts & cultural organisations can explore to take advantage of the opportunities they present.”
Allan Chochinov on the Dumbest Smartest Design Problem
At the PSFK Conference New York 2008, Allan Chochinov (Core77) gives an object lesson in strategy and creative thinking. People often assert that real value isn’t in the answer we provide, but in the question we ask. Well, what happens when we ask a supremely stupid question in the hopes of driving innovation? A lot, actually.
Grant McCracken on Pattern Recognition
At the PSFK Conference New York 2008, Grant McCracken (MIT) explains the importance of inspiration, providing a framework for which to gather, monitor and react to trends and ideas in culture and business.
Hugh MacLeod on Wine 2.0
In this 28 minute video, from the PSFK Conference London 2007, among many other things, Hugh MacLeod describes how a small South African wine company shook up an industry with a web 2.0 approach.
Regine Debatty on What Happens When Artists Mess Around With Technology
In this 28 minute video from the PSFK Conference London 2007, Regine Debatty of We Make Money Not Art describes how today’s artists explore electronics, digital bits and even the so-called “emerging technologies” such as biotechnology or nanotechnology; and explains why it should matter to us?
Jeremy Ettinghausen on How To Build Innovation Into A Brand
At the PSFK Conference London 2007, Jeremy Ettinghausen of Penguin spoke on the challenges of reinventing a traditional brand for a digital age.
Mike Butcher on How Digital Media Screwed the Media Business
This 20 minute video from the PSFK Conference London 2007 presents journalist Mike Butcher as he talks about how media owners are on a race for survival against technology companies that put the power to publish in the hands of the ‘audience.’
Niku Banaie Gives Twenty-Five Signals for Change
At the PSFK Conference London 2007, Niku Banaie from Naked Comminications talks about how an understanding of the basic human needs can keep your employees, customers and friends happier, fresher and healthier.
Timo Veikkola on a Vision Of The Future
This 20 minute video from the PSFK Conference London 2007 shows the presentation given by Timo Veikkola, Future Strategist at Nokia, on a Vision of our Future. As design is the reflection of society, how can we envision the future through trends, observation and informed intuition. What values, attitudes and behaviours of today will shape our future?
George Murphy on Brand Experience
At the PSFK Conference New York 2007, George Murphy (Fitch) spokeon creating environments to develop valuable interaction between consumers and brands.
Allan Chochinov on The Perfect Storm
At the PSFK Conference New York 2007, Allan Chochinov (Core77) speaks on whether the ability of the web to share ideas forced a sudden shift towards the consumption of the idea of a product rather than a product itself? How does this impact design and product development?
Design is now so important, it seems, that designers can no longer be trusted with it, and to make it absolutely clear that control has moved into someone else’s hands, design needs to be given a fancy new name. Call it design thinking. Call it innovation. “Everyone loves design but no one wants to call it design,” BusinessWeek’s Bruce Nussbaum informed the readers of Design Observer last year. “Top CEOs and managers want to call design something else—innovation. Innovation: that they are comfortable with. Design, well, it’s a little too wild and crazy for them.” Roger Martin, dean of the Rotman School of Management at the University of Toronto, offers this prescription: “Businesspeople don’t just need to understand designers better—they need to become designers.”[...]
Which is more patronizing: to create something you believe in because you think other people might like it too, and just put it out there? (The old, design, way.) Or to study every facet of consumers’ behavior with the intention of filling them with feelings of “insane loyalty” for your client’s products? (The new, innovation, way.)
Aside from Bruce Sterling, exhilarating discussants were Massimo Banzi, Julian Bleecker, Donald Norman and Marcos Novak, to name just a few.
Manufacturing: From Digital to Digifab
- Bruce Sterling, Share Festival guest curator, writer
- Stefano Boeri, architect, publishing director of Abitare magazine
Share Festival conferences start – Sterling and Boeri discuss about digital manufacturing. As Bruce Sterling says “on the map there’s more than on the territory”, but it is certainly true that “in materiality i feel confortable as never before”.
Manufacturing Cultural Projects
- Montse Arbelo and Joseba Franco, artists
- Katina Sostmann, researcher
- Kees de Groot and Viola van Alphen, GogBot Festival direction
The development of digital technologies have led to new themes for art and design. Three different European projects present their production processes concerning digital art and design: ArtTechMedia, project to promote digital art, digifab activity of university department of design at Akademie der Kunste Berlin, GogBot Festival, Ducth event focused on creative applications on Robots.
Manufacturing the Streets
- Gianni Corino, researcher at Plymouth University
- Hugo Derijke, artist
- Chiara Boeri, artist
How can artists contribute to design public space and re-define the social sphere? Being part of the shared social network system, art and digital communication are the driving forces behind urban transformation, especially in public areas as museum, galleries, squares and shopping centres.
Dramatic Manufacturing
- Motor, artist
- Mauro Lupone, sound designer
- Andrea Balzola, media theorist and play writer
- Anne Nigten, managing director V2_Lab
Presentation of theatre and research projects concerning the post dramatic patterns of digital storytelling. The theatre is conceived as stage machinery where the actor is the performer and technologies play as characters.
Patching Zone: Manufacturing Interdisciplinary Collaborations
The researcher from V2, Rotterdam, shows us the way electronic art is integrating electronic art studio as a meeting table to enter into new agreements among different subjects.
Manufacturing Intelligence
- Luigi Pagliarini, artist and neuropsychologist
- Franco Torriani, critic
- Pier Luigi Capucci, university professor Università di Bologna
- Gordana Novakovic, artist
- Video by Stelarc, artist
Which is the physical, intellective and emotional relationship between man and machine? A new definition of “mind” that is finally able to be free from the prejudice that intelligence is exclusively belonging to human being, or more generally biological beings, thus assessing that artefacts can take part in this new procedure.
Manufacturing Robots
- Stefano Carabelli, university professor Politecnico di Torino
- Pietro Terna, university professor Università di Torino
- Owen Holland, university professor University of Essex
- Giampiero Masera, Turin Chamber of Commerce
The synthesis is in the title of panel, with “manufacturing robots”, looking at robots, from industrial intelligent machines to androids and to mobile applications of artificial intelligence techniques, as expression of industry, creativity, innovation and art. A perspective perfectly represented by the creative idea of the “Marinetti’s Orchestra“, as a key visiting card for the future of our area.
Manufacturing FIAT 500
- Roberto Giolito (Advanced Design Fiat)
Roberto Giolito, designer of the FIAT 500, tells how is borned the design of this vehicle symbol of the italian industrial manifacture.
A Manifesto for Networked Objects
- Julian Bleecker, professor at University of Southern California
Now objects are on-line too – blogjects , blogging objects. Once “things” are connected to the Internet, they immediately become part of the relational system, thus improving and boosting the connections in the social network, and they finally define a new relationship between presence and mobility in the physical world. With a pervading Internet network objects are now “citizens” of our space, with the possibility to communicate and interact with them.
Manufacturing Digital Art
- Massimo Banzi, Arduino co-founder
- Fabio Franchino and Giorgio Olivero, artists
In the 90s digital art was referring to immateriality, now the society has a more natural relationship with technologies, thus letting what is immaterial to become real, and experimenting new interaction processes between man and machine, that has completely become part of everyday life in the meantime. Manufacturing is also referring to digital art, where such equipment as Arduino and the explosive advent of 3D printers and devices for digital manufacturing led to integrate what is digital into what is real.
Manufacturing Future Designs
- Donald Norman, Director of the Institute for Cognitive Science
- Bruce Sterling, writer
- Luca De Biase, publishing director of Nova24- Sole24Ore magazine
- Gino Bistagnino, university professor Politecnico di Torino
Donald Norman presents his latest book, “Design of Future Things”, where objects, agents of an operating macrosystem, are inter-connected within a pervasive network where relation is more important than function. Relation must be focused on sustainability as well, since a harmful element can infect the whole system.
Manufacturing Consent
- Janez Jansa, artist
- Paolo Cirio, artist
- Antonio Caronia, theorist
Recent facts in contemporary society, dazzled by consumer offers and information pollution – people can experience forms of collective hypnosis, created by a communication system whose cultural machines are turning alienation and difference into agreement, thanks to “emotional” strategies that can mould people’s consciousness: where does communication finish and propaganda start?
From Land Art to Bioart
- Ivana Mulatero, critic
- Gianluca Cosmacini, architect
- Franco Torriani, critic
Presentation of the book “From Land Art to Bioart”, edited by Hopefulmonster Press, by Ivana Mulatero.
Is Life Manufacturable?
- Franco Torriani, critic
- Luis Bec, artist
- Nicole C. Karafyllis, biologist and philosopher
Life is now part of the manufacturing process that may produce hybrid examples widely including the two different aspects: natural living entities and technical products. Biofacts, Zootechnosemiotics, Nanotechnology: a new “parallel biology” is rising, where artificial organisms can count on some living beings’ peculiarities?
Two Architectures: Atoms and Bits
- Marcos Novak, architect
- Bruce Sterling, writer
The architecture theorist Marcos Novak and Bruce Sterling discuss about Novak’s concepts such as “trans-vergence”, “trans-architecture”, “trans-modernity”, “liquid architecture”, “navigable music”, “habitable cinema”, “archimusic”. Architectonic explorations into expanded, mixed and alternative virtual reality.
Share Prize Ceremony
The jury:
- Bruce Sterling
- Anne Nigten
- Stefano Mirti
Winner: Delicate Boundaries by Christine Sugrue
Prime Minister Gordon Brown and the culture secretary, Andy Burnham, unveiled the action plan, Creative Britain: New Talents for the New Economy, in what the government is labelling the first-ever comprehensive, state-supported plan to move the creative industries from the “margins to the mainstream of economic and policy thinking” in the UK.
The action plan [which was welcomed by the design industry] outlines 26 commitments for both government and the creative industries to nurture talent, create jobs and to drive the UK’s international competitiveness.
One of the initiatives is to develop a new annual World Creative Business Conference that will act as the “centrepiece” of an international push to make the UK the “world’s creative hub”.
– Read full story [The Guardian]
- Download action plan (pdf, 1.2 mb, 81 pages)
(via Richard Florida)
It is the third issue of this peer-reviewed journal issued by the Taiwan-based Chinese Institute of Design (read more here).
Jonas Löwgren wrote an article on fluency to illustrate the experiential qualities of digital products and services. Fluency “refers to the degree of gracefulness with which the user deals with multiple demands for her attention and action, particularly in augmented spaces where the user moves through shifting ecologies of people, physical objects, and digital media.”
There are also articles on sound as part of the overall experience of a product’s expression, tools for including user-interaction in materials selection, lead-user innovation in the design-based outdoor clothing and equipment sector in the northwest of the United Kingdom, and on artistic inquiry as a means to inform interdisciplinary research.
As authors of Hertzian Tales and Design Noir they are most responsible for popularizing the idea of Critical Design, where objects are used as tools for awareness and reflection upon issues largely surrounding the implications of existing and future technologies. Their work is in the permanent collections of the MOMA (NY) and the Victoria and Albert in London.
Bruce M. Tharp of Core77 was able to catch up with them at the IDSA/ICSID conference in San Francisco where they presented a recent project that proposes robots with “fragile personalities.” Listen as they discuss the ideas behind their work, their dream project, their feelings about “Critical Design” after more than a decade, the relationship between their professional practice and the work of their students at RCA, and more.
The presentation entitled “Device art as a resource for interaction design and media art” was about the fading boundaries between interaction design, new media art and academic research. The hybridisation of digital and physical environments (through locative media, urban displays, augmented reality or mobile games) is explored by a large variety of people and institutions, not only engineers and academic researchers but also artists and designers. The talk looked at why the projects from the new media art/interaction design/device art are relevant and what they tell about the design of future technological artifacts.
iMal is the first Center for Digital Cultures and Technology in Brussels, a new place of about 600 square metres for the meeting of artistic, scientific and industrial innovations. The 2007/2008 programme of iMAL, an initiative of the French speaking community of Belgium, will propose basic and advanced workshops (i.e. on locative media, RFID, Ubicomp and the Internet of Things, urban electronic acts thanks to the support of VAF), regular concerts & performances, a series of conferences on Arts/Sciences, a series of meetings between innovating companies and creative peoople, and the first Dorkbot Brussels meetings.
Download presentation (pdf, 20 mb, 38 slides)
Casey and I were both involved at the meanwhile defunct but very well known Interaction Design Institute Ivrea. I got to know Casey as a warm, humble and brilliant interaction designer and a very strong artist.
Now MIT Press has published a book by Casey and Ben on Processing and the recommendations it goes with are worth quoting:
“Processing is a milestone not only in the history of computer software, of information design, and of the visual arts, but also in social history. Many have commented on the pragmatic impact of the open source movement, but it is time to also consider Processing’s sociological and psychological consequences. Processing invites people to tinker, and tinkering is the first step for any scientific and artistic creation. After the tinkering, it leads designers to their idea of perfection. It enables complexity, yet it is approachable; it is rigorous, yet malleable. Its home page exudes the enthusiasm of so many designers and artists from all over the world, overflowing with ideas and proud to be able to share. Processing is a great gift to the world.”
–Paola Antonelli, Curator, Architecture and Design, MOMA“This long-awaited book is more than just a software guide; it is a tool for unlocking a powerful new way of thinking, making, and acting. Not since the Bauhaus have visual artists revisited technology in such a world-changing way. Ben Fry and Casey Reas have helped a growing community of visual producers open up fresh veins of expression. Their work proves that code is open to designers, architects, musicians, and animators, not just to engineers. Providing a powerful alternative to proprietary software, Processing is part of a new social phenomenon in the arts that speaks to self-education and networked engagement.”
–Ellen Lupton, Director of the graphic design MFA program at Maryland Institute College of Art, Baltimore, and Author of D.I.Y: Design It Yourself“A whole generation of designers, artists, students, and professors have been influenced by Processing. Now, a handbook is published that goes far beyond explaining how to handle the technology and boldly reveals the potential future for the electronic sketchbook.”
–Joachim Sauter, University of the Arts, Berlin, Founder, Art+Com
(via Bruce Sterling)
In a two-week series of workshops held earlier this year, the experimental links between trades, materials, technologies and tools provided by 52 companies produced hundreds of ideas. After an assessment of their feasibility and market potential, 52 products were developed further in cooperation with the involved companies.
Design Reaktor’s website contains a gallery of the results, some of which are ready for production while others are more speculative.
Two eye catching products are Garden Gun by Jakob Diezinger, Markus Dilger and Rayk Sydow (which doesn’t need much explanation) and Music Drop by Noa Lerner, a tiny music player shaped as a drop. The drop contains one song which can be used only one time.
Interestingly, except from Music Drop, all 52 designs appear to be stand-alone products. No experiences or services were developed.
(via Marketing & Strategy Innovation Blog and Guerrilla Innovation)
“People are the new media“, said Pierre Bellanger in a recent article in Netéconomie (“The social network is the telco’s future“). If this means extending the collaborative approach also to the mobile phone, it is not really much of a surprise. For sure, “the new culture is participative” and extending this approach to the world of mobility seems rather straightforward, even if one can only guess the shapes this culture might take once it is detached from the PC and the big stationary screens. But Bellanger, who is the founder and CEO of Skyrock radio, goes quite a bit further in this reasoning. What he has in mind is nothing less than a revolution taking place, with him sitting in the front row. Or said differently: the mobile person is the media (and the individual gets mixed up with his mobile). Therefore the mobile (individual and machine) becomes the fulcrum of his communication and his outreach. The mobile is receiver, sender and relay station.
This central role of the mobile in our media world becomes amplified, adds Pierre Bellanger, because “Who knows better what I am doing, what I am watching, what I am listening to, with whom I am talking or where I am, than the machine that carries all these activities?” The media inserts itself in the mobility of the user while at the same time giving him “full control of his exchanges. The modest size of the screen and the keyboard is no limitation: it can connect to whatever other machine, appear there as a virtual support and therefore use the connected machine, including its peripherals, as an extra resource“. The mobile takes control of its surroundings: “A bit like the iPod takes control of a stereo system to which it is connected“. Bellanger concludes: “It is the small terminal taking charge of the big one“.
The “small terminal” is the new screen that comes in the wake of others that mark the history of communication. The first screen in the history of technology was a public one: it was the big cinema screen. The second one was a collective one, but it wasn’t public: it was the television set. The third one, the computer screen, was personal but could be shared. The fourth one, the mobile, is on itself, intimate, not to be shared, and accompanying me wherever I go.
And the evolution isn’t finished yet. A fifth screen is already on the horizon. A screen perhaps without a screen, without contact even, or on the contrary connected through a multitude of extensions. A screen that will highlight the evolution towards more autonomy and more mobility (i.e. the capacity to mobilise our resources, which the English call “empowerment”).
This fifth screen covers a collection of things:
- public technological devices (displays, kiosks etc.),
- public infrastructure without screens, that enter into a dialogue with our personal terminals that have screens (mobiles, smartphones, iPod and other mp3 readers, audio-video, game consoles…),
- or, by extension, with other terminals which are not “enabled” (contactless cards, RFID tags…),
- the mobiles themselves, because “the capacity of exploitation contained in the device itself becomes the capacity of a server“, as Bellanger explained.
Now set up as a human cyborg through the mediation of the mobile, the individual enters into a dialogue with tags, that become increasingly pervasive in the city. The urban nomad navigates along the structure of his own information system; in a dialogue with real time and real places; in continuous interaction as well with other nomads.
This media complex integrates the individuals in a moving tissue. The fifth screen marks the arrival of ambient technology, of the Everyware that Adam Greenfield calls it in his book Everyware: The Dawning Age of Ubiquitous Computing (see here and here). This Everyware is the field of development of the fifth screen and the new online service and media perspective of thecity. It is also one of the open topics to be addressed in the Villes 2.0 [Cities 2.0] programme, and a challenge to understand the city of tomorrow. Everyware is a real revolution due the way extends the power of us all (but also of the various operators and of authorities) in the public realm. This is why in the city of tomorrow, the urban is the media.
The “familiarity” one can feel towards a city or a neighbourhood, even while discovering it, is the real stake of the fifth screen. We will rather speak of a “permanent process of familiarisation” in a city where everything changes and moves all the time. Or in the words of Peter Morville, author of Ambient Findability, it is crucial to provide people the tools for their autonomy, their wayfinding and their choices – the author speaks of freedom that is granted to individuals (“empowering individuals with information and choice”). How? The answer to him requires a neologism: findability (which describes “a world in rapid emergence where one can find whoever or whatever, from wherever or whenever”). What does that mean concretely? One goes from the web to the city, and from the link to the place. One googles the city like one googles the Web. “Findability” applies to the existence of signs, reference marks, beacons and other types of information in the city, links as it were to real times and places, that allow us to navigation and to be secure in the city.
The goal of the fifth screen development, as some experiments are already showing, is to make the city familiar, to provide useful information and transactions, to enable a dialogue between citizens, and to allow the population access to participatory information, without forgetting of course some space for the imaginary. The fifth screen is the city. It is the urban as a media. They are waves, labels, signs, screens, traces, … A city augmented with information, information augmented with geolocalisation. One can feel the pulse of the city in real time and one can even participate in its beat, as demonstrated by the projects Real Time Rome and WikiCity.
The fifth screen is the next lever for urban governance. It allows the urbanite to express himself. The urbanite becomes the media in the city, just like the desktop user is in the world of Web 2.0. The fifth screen opens up a space to a wide range of actors that will use these opportunities of dialogue to share information, entertainment, services, and all kinds of offerings.
But if the field is wide open, so is Pandora’s box! The fifth screen can also become a tool for repression, for surveillance and for all types of intrusion. It could be the opposite of the collaborative media of sousveillance (with the system allowing us to see our voyeurs and therefore establishing a balance of reciprocal transparency, as outlined by David Brin in The Transparent Society). The history of the fifth screen will need to be written together by citizens, companies, and regional entities.
Bruno Marzloff
The interview, which is now published on the website of Torino 2008 World Design Capital in both English and Italian, deals with innovation and design. Kestenbaum explains in great clarity how NESTA works to stimulate innovation, and how design, and in particular human-centred design, is a central part of that approach.
Some quotes:
“Much of our practical experimentation and much of our reflective research is suggesting that the next bounce of the ball, as far as innovation is concerned, will not necessarily take place within disciplines but between disciplines.”
“Design to NESTA is a tool for innovation. Basically it is a problem solving process, which is highly visual and very human-centred because it starts with the needs of people. Design is key to good innovation. For NESTA, design and its visual processes allow the early testing of ideas, leaving space for early and relatively cheap failure and reducing the risks and costs for innovation. This design approach also makes sure that the testing and the prototyping are very human-centred. If people do not want the product or do not know how to use the product, if they cannot understand the product, you will never get it to market. Design is the process through which all of this happens.”
“We sat down with the heads of the Royal College, Imperial College and Tanaka Business School who were planning to support interdisciplinary projects on a major scale and discussed the formation of an incubator for some of these projects – projects that would be the result of the integration of design, engineering, science and business. Across the organisations involved in what has been named ‘Design-London’, several million euros have now been invested and we have managed to get that matched by Government. This month the incubator and rest of Design-London will open and be the first of its type, bringing together artists, engineers and business graduates- to all work on new product development.”
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