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  Posts in category 'Culture'
3 May 2008
CHI 2008: a selection on product design
CHI 2008 proceedings Here is my selection on product design related papers presented at CHI 2008.

(Papers are linked to their pdf downloads, if available.)

Case study: using online communities to drive commercial product development [abstract]
Authors: Sheena Lewis (IBM)
Abstract: This paper demonstrates how human computer interaction (HCI) practitioners utilize an online community to drive commercial product innovation, definition, and development. Upper management’s increased interest in user feedback suggests that this development strategy promotes the case for stronger human-centered design processes to be included in corporate strategic planning.

Future Craft: how digital media is transforming product design [abstract]
Authors: Leonardo Bonanni, Amanda Parkes, Hiroshi Ishii (MIT Media Lab)
Abstract: The open and collective traditions of the interaction community have created new opportunities for product designers to engage in the social issues around industrial production. This paper introduces Future Craft, a design methodology which applies emerging digital tools and processes to product design toward new objects that are socially and environmentally sustainable. We present the results of teaching the Future Craft curriculum at the MIT Media Lab including principal themes of public, local and personal design, resources, assignments and student work. Novel ethnographic methods are discussed with relevance to informing the design of physical products. We aim to create a dialogue around these themes for the product design and HCI communities.

“If you build it, they will come … if they can”: pitfalls of releasing the same product globally [abstract]
Authors: Ann Hsieh, Todd Hausman, Nerija Titus and Jennifer Miller (Yahoo, Inc.)
Abstract: As companies based in the US launch more interactive, “Web 2.0”-style products, the rest of the world may not be moving at the same speed. This presentation will reveal the pitfalls of building the same product for all audiences across many countries, especially when it comes to economic, technological, and cultural disparities. This illustrates the point that even if global users want to access new products, they may not always have the means.

What about a ‘local’ wrapper around an ‘universal’ core? [abstract]
Authors: Apala Lahiri Chavan (Human Factors International)
Abstract: In this paper, I examine the possibility of restructuring our premise about cross cultural design and explore a possible new way to look at how we can create products in one culture and yet have the whole ‘flat world’ use it!

Studying paper use to inform the design of personal and portable technology [abstract]
Authors: Daniela Rosner, Lora Oehlberg and Kimiko Ryokai (UC Berkeley)
Abstract: This paper introduces design guidelines for new technology that leverage our understanding of traditional interactions with bound paper in the form of books and notebooks. Existing, physical interactions with books have evolved over hundreds of years, providing a rich history that we can use to inform our design of new computing technologies. In this paper, we initially survey existing paper technology and summarize previous historical and anthropological analyses of people’s interactions with bound paper. We then present our development of three design principles for personal and portable technologies based on these analyses. For each design guideline, we describe a design scenario illustrating these principles in action.

25 April 2008
Down with innovation
Down with innovation Rick Poynor, a writer and critic based in London specializing in visual culture, wrote a provocative essay (published in I.D. Magazine), tackling contemporary indulgence with design thinking and innovation:

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.)

Read full story

23 April 2008
Cultures of virtual worlds
Cultures A two-day conference this week will bring together scholars, developers and participants in virtual worlds to discuss the emerging cultures being created from a range of online communities.

Event organizers theorize that virtual worlds can be studied by researchers in the fields of humanities and social sciences.

Cultural anthropologist Mimi Ito, Intel anthropologist Genevieve Bell, UCI informatics professors Paul Dourish and Bonnie Nardi, Intel researcher Maria Bezaitis and UCI anthropologist Tom Boellstorff will lead the discussions.

The event is sponsored by Intel Research and UCI’s Department of Anthropology and Center for Ethnography.

Tom Boellstorff, one of the conference organizers, is the author of Coming of Age in Second Life: An Anthropologist Explores the Virtually Human. His is the first book to take a look at Second Life from a purely anthropological perspective.

- Press release
- Event website

10 April 2008
The future of Europe lies in email
Clay Shirky Clay Shirky, author of the book Here Comes Everybody: The Power of Organising without Organisations (see also these posts), argues in a short essay that the future of Europe lies in email:

“The EU is the test case for the effects of the Internet on government. No other multi-national region of the world has gone so far to dismantle national broders. Within the EU there are no passport checks, no customs checks at internal broders, and no barriers to work - any citizen of any of the 12 EU countries can work in any other EU country without needing a visa. Things that Americans take for granted, like being able to move 3000 miles for a job, are available to the citizens of the EU for the first time. In other words, the EU has most of the trappings of a country except the citizens, and the citizens are being produced at places like easyEverything. The people sending their email there are Europe’s first post-national generation, its first Internet generation, the first group of people who can move from one country to another if they hear that life is better elsewhere. The willingness of this generation to ignore national identity is going to confound their elders, the people who have grown up convinced that sentiments like ‘The Germans are efficient and humorless, while the Italians are undisciplined and fun-loving’ have an almost genetic component. Nationality matters less than economics - the Internet generation is going to behave more like customers than citizens.”

Read full story

12 March 2008
Creative Britain: New Talents for the New Economy
Creative Britain The UK government is aiming to make the country a global leader in the arts, media and advertising through initiatives including the creation of thousands of new apprenticeships and the launch of a Davos-style world creative business conference.

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)

27 February 2008
Nokia morphs itself from within
Nokia Morph Very interesting article on the BBC news site on how Nokia is transforming itself from a device manufacturer into a software and services company that monetises its software know-how through selling devices, and the strategic role that research plays in this endeavour. Some UX related quotes:

Dr John Shen, head of the Palo Alto Research lab, said his team was helping Nokia’s development as a services company.

“We see the intersecting of the internet and mobility. Nokia has been a device company and that will remain a lucrative business for years to come, but instead of waiting until we have to change, Nokia is looking ahead and making changes now.”

He said the focus for the firm was a “total solution”, encompassing hardware and software, but focusing on a “compelling user experience”.

“The company that understands the end user experience is going to have an edge,” he added. […]

Dr Shen added: “When technology is below the user requirement, technology drives the industry.

“But once you cross over to the mainstream then you have to look at services and the user experience.

“The real focus now is compelling user experiences. It has to be user experience driven rather than technology driven.”

Read full story

21 January 2008
The expectation economy
Expectation economy Trendwatching.com’s latest report is devoted to the “expectation economy”:

“The expectation economy is an economy inhabited by experienced, well-informed consumers from Canada to South Korea who have a long list of high expectations that they apply to each and every good, service and experience on offer.

Their expectations are based on years of self-training in hyperconsumption, and on the biblical flood of new-style, readily available information sources, curators and BS filters. Which all help them track down and expect not just basic standards of quality, but the ‘best of the best’.”

Read full story

11 January 2008
“Technology is anything that wasn’t around when you were born”
Digital Youth In a blog post, Danah Boyd (a Berkeley Ph.D student and a Harvard Fellow) relates the story of a mother who describes how her daughter’s approach to shopping was completely different than her own:

“Using Google and a variety of online shopping sites, Mary researched dresses online, getting a sense for what styles she liked and reading information about what was considered stylish that year. Next, Mary and her friends went to the local department store as a small group, toting along their digital cameras (even though they’re banned). They tried on the dresses, taking pictures of each other in the ones that fit. Upon returning home, Mary uploaded the photos to her Facebook and asked her broader group of friends to comment on which they liked the best. Based on this feedback, she decided which dress to purchase, but didn’t tell anyone because she wanted her choice to be a surprise. Rather than returning to the store, Mary purchased the same dress online at a cheaper price based on the information on the tag that she had written down when she initially saw the dress. She went for the cheaper option because her mother had given her a set budget for homecoming shopping; this allowed her to spend the rest on accessories.”

Boyd analyses this further:

In the 1980s, Alan Kay declared that, “technology is anything that wasn’t around when you were born.” In other words, what is perceived as technology to adults is often ubiquitous if not invisible to youth. In telling this story, Mary’s mother was perplexed by the technology choices made by her daughter. Yet, most likely, Mary saw her steps in a practical way: research, test out, get feedback, purchase. Her choices were to maximize her options, make a choice that would be socially accepted, and purchase the dress at the cheapest price. Her steps were not about maximizing technology, but about using it to optimize what she did care about.

Read full story

The blog entry is also a Fieldnote for the Digital Youth Project.

(via FutureLab)

8 January 2008
Museum 2.0
Museum 2.0 The Museum 2.0 blog explores the ways that the philosophies of Web 2.0 can be applied in museums to make them more engaging, community-based, vital elements of society.

Just like Web 2.0 which is “a definition of web-based applications with an ‘architecture of participation,’ that is, one in which users generate, share, and curate the content”, says Nina Simon who is behind the Museum 2.0 blog, “museums have the potential to undergo a similar (r)evolution as that on the web, to transform from static content authorities to dynamic platforms for content generation and sharing.”

“I believe that visitors can become users, and museums central to social interactions. Web 2.0 opens up opportunity, but it also demonstrates where museums are lacking. The intention of this blog is to explore these opportunities and shortcomings with regard to museums and interactive design.”

(via IdeaFestival)

8 January 2008
Eataly, the slow and experiential supermarket
Eataly Last week I visited Eataly again, a fantastic “experiential” supermarket, right here in Torino. Associated with the Slow Food movement, you can dwell in it for hours and feel constantly stimulated, intellectually, sensually and visually.

But I had never written about in those terms. Mea culpa. I was reminded of this gap only when I read the Guinness Storehouse case study on the Design Council website.

The Atlantic Monthly [full article here] calls it the “supermarket of the future”:

“Eataly is an irresistible realization of every food-lover’s gluttonous fantasy, paired with guilt-cleansing social conscience—a new combination of grand food hall, farm stand, continuing- education university, and throbbing urban market. Much like Boqueria, in Barcelona, and Vucciria, in Palermo, two of the few thriving center-city markets left in Europe, Eataly draws all classes and ages at all times of day. The emphasis on local and artisanal producers, education, affordable prices, a lightened environmental footprint, and sheer fun makes Eataly a persuasive model for the supermarket of the future—one that is sure to be widely copied around the world. The question is whether Eataly will bite the hands of the people feeding it, the people it says it wants to help: Slow Food, which is the arbiter and moral center of today’s food culture, and the artisans themselves. “

Monocle carries an excellent video report:

“Housed in a former vermouth factory, Eataly offers the finest artisanal produce from Italian suppliers, all selected with the assistance of Slow Food Italia and accompanied by lovingly compiled details of its provenance and production.”

And also The New York Times featured it, using the opportunity to announce that a smaller version (one tenth the size of the Torino market) will open this spring in a two-level, 10,000-square-foot space in the new Centria building at 18 West 48th Street in New York:

“In January, in what had been a defunct vermouth factory in Turin, [Oscar Farinetti] opened a 30,000-square-foot megastore called Eataly that combines elements of a bustling European open market, a Whole-Foods-style supermarket, a high-end food court and a New Age learning center. […]”

“Artisanal products from some 900 Italian producers fill the store’s shelves, and 12 suppliers (some of which Mr. Farinetti invested in or bought outright) were enlisted as partners. Many of the food items are accompanied by explanatory placards and nearly half of the three-level store is dedicated to educational activities: a computer center, a library, a vermouth museum and rooms for cooking classes and tasting seminars. […]”

“According to management, more than 1.5 million people visited the store in its first six months and sales have exceeded projections.”

In short, for the real experience of fresh products from the Piedmont countryside you need to come to Torino.

27 December 2007
Torino heading towards 2008, 2009, 2010 and 2011
I Love To Torino, Italy officially opens the World Design Year next week with an extraordinary New Year’s Eve, organised specially to celebrate Torino 2008 World Design Capital.

The centre of events for 31 December 2007 is Piazza Castello [the “Castle Square”], the Baroque heart of the city, seen on TV screens worldwide as the “Medals Plaza” of the XX Olympic Winter Games of 2006.

The New Year Eve’s activities contain a lot of interaction design with Luminous LEDs, Shining microvideos, and Interactive balls, plus of course the live music and the DJ’s.

Aside from the many events planned during the first World Design Capital in 2008 — with quite a few requiring your participation — keep also an eye open for what’s coming up in the following years:

2008 - UIA World Congress of Architecture (29 June - 3 July)
For the first time an Italian city hosts a World Congress of the International Union of Architects. Torino will be the location of this prestigious event which every three years reunites thousands of professionals and students to cover a theme analysing the future prospects of the profession and its relationship with the social and cultural problems of the moment. The theme chosen for the event in 2008 is Transmitting Architecture.

2009 is dedicated to sports with the European Athletics Indoor Championships (6-8 March) and the World Air Games (7-13 June).

2010 - Euroscience City (2-7 July)
The EuroScience Open Forum (ESOF) is Europe’s most important interdisciplinary forum for presentation and debate of leading scientific trends and key science policy issues. It brings Europe’s science community together to discuss the social and economic impact of science, technology, the social sciences and humanities. The event is promoted by Euroscience, an organisation that includes scientists from 40 European countries.

2011 - Italy 150 (17 March - 31 October)
In 2011 Italy will celebrate its 150th birthday as a united nation: an opportunity to look back of course but also to debate what future should Italy be aiming at (a hot topic also in the international press - see The New York Times and The Times). Many of the planned events will take place in Torino, Italy’s first capital. The slogan: “Experience Italy” !

15 December 2007
Handmade 2.0
Handmade 2.0 Rob Walker of the New York Times Magazine asks what so many crochet-hook-wielding, papermaking, silversmithing handicrafters are doing online and tries to prove that the future of shopping — and of work — is all about the past.

The article is mostly a profile of Etsy, a company that hosts an online shopping bazaar for all things handmade.

“Only about two years old, the company is not currently profitable but is somewhat unusual among Internet-based start-ups of the so-called Web 2.0 era in having a model that does not depend on advertising revenue. It depends on people buying things, in a manner that the founders position as a throwback to the way consumption ought to be: individuals buying from other individuals. “Our ties to the local and human sources of our goods have been lost,” the Handmade Pledge site asserts. “Buying handmade helps us reconnect.” The idea is a digital-age version of artisanal culture — that the future of shopping is all about the past.”

The author is particularly interested in the new technologically enabled “new craft movement” as a social commentary on consumer culture, but has not explored what the possibilities might be if these objects themselves would become carriers of information.

If you want to know more about this, I suggest you to explore the work of Ulla-Maaria Mutanen, whose Thinglink (blog) organisation is all about the Internet of Things, applied to the world of crafts, and whose approach is closely connected to the Spime concept envisioned by Bruce Sterling.

Read full story

12 December 2007
‘Exodus’ to virtual worlds predicted, claims BBC
exodus The appeal of online virtual worlds such as Second Life is such that it may trigger an exodus of people seeking to “disappear from reality,” said Edward Castronova, Associate Professor in the Department of Telecommunications at Indiana University, an expert on large-scale online games.

Dr Castronova, who has written a book on the subject entitled Exodus To The Virtual World, drew parallels to the 1600s when thousands of people left Britain for a new life in North America.

“That certainly changed North America - and that’s usually what we focus on - but it certainly changed the UK as well,” he said.

“So what I tried to do in this book is say, ‘listen - even if the typical reader doesn’t spend any time in virtual worlds, what is going to be the impact on him of people going and doing this?’”

And he predicted that everyone will be involved in a virtual environment within ten years - although the level of that involvement will vary.

Read full story

30 November 2007
InterSections 07: a debate on design
Intersections The UK Design Council sponsored conference InterSections 07 brought together 34 leading thinkers in design to consider how design is evolving and how this is affecting its relationships with other fields.

The conference, held in NewcastleGateshead in October 2007, asked how design is transforming as it adapts to a world in transition. Two days of stimulating and energetic debate considered how designers are adapting to the new landscape by acquiring new know-how.

Audio and transcripts are now online and feature a series of keynote presentations:

as well as panel discussions and breakout sessions:

  • What is the new know-how in service design? (audio | transcript)
    Services have been around for centuries, but Service design has recently become a hot topic. Designers Gillian Crampton-Smith (IUAV), Chris Downs (live|work) and Heather Martin (Copenhagen Institute of Interaction Design) outline some examples of good, and bad, service design and discuss what the core skills of service designers are whether traditional designer notions such as craft, beauty and visualisation are still important. Jeremy Myerson (RCA) moderates.
    <  >
  • As designers, are we guilty of killing the planet? (audio | transcript)
    John Thackara (Dott07) will argue that 80 percent of the environmental impact of the products and buildings is determined at the design stage; and the ways we have designed the world force most people to waste stupendous quantities of matter and energy. But for John, playing the blame game is pointless, the best way to redeem ourselves is to become part of the solution.
    <  >
  • Clever by design (audio | transcript)
    Where does design fit into management thinking? What is the role of the designer in the modern economy? Sir George Cox, Design Council Chairman and Dr Andrea Siodmok, head of its Design Knowledge team discuss with chair Jeremy Myerson whether businesses are making more use of design capability and, if so, whether designers have the right skills to talk to business.
    <  >
  • New connections: question time (audio | transcript)
    At the final panel session of Intersections 07, delegates had the chance to put questions to the panel (Peter Saville, Richard Seymour and John Thackara), ranging from the lack of women in design, to the role of designers in creating unnecessary landfill, and how best to reconcile the desire for visionary design with co-creation. This session draws together some of the key themes from the conference.
    <  >
  • Fashion connections (audio | transcript)
    Vicky Richardson, Editor of Blueprint magazine, Ignacio Germade, Design Director of Consumer Experience Design at Motorola, Sarah Maynard, Designer and MD of Maynard Bespoke and Tom Savigar from Future Laboratory discuss the influence of fashion on wider design practice. They argue that fashion is not just about the type of things that designers create, but it can be an approach to design thinking about products, interactions, space and environments.
    <  >
  • Interaction blur (audio | transcript)
    How is interaction design changing and what the drivers behind this? Has it managed to develop the skill sets it needs to deal with the challenges ahead? And how does interaction design overlap with other design disciplines? Andy Altmann from Why Not Associates, Durrell Bishop of Luckybite and Daljit Singh, founder of Digit discuss with chair Nico Macdonald.
    <  >
  • Are design schools the new B-schools? (audio | transcript)
    Business Week has floated the idea that tomorrow’s Business school might be a design school. Jeremy Myerson, from the RCA, Janet Abrams, from the University of Minnesota Design Institute, John Bates, London Business School and Christoph Böninger, formerly of Siemens discuss whether designers can really go head-to-head with the MBAs and whether students would be better equipped for the business world if they were design trained?
    <  >
  • Feedback: Day 1 breakout sessions (audio | transcript)
    Vicky Richardson reported back to delegates on Fashion Connections, the Culture thread of day one’s breakout sessions, and Nico Macdonald told the audience what they had missed if they hadn’t been discussing Interaction blur in the Interactions thread. Chair Jeremy Myerson told delegates all about the Business thread and how the panel had discussed whether D-schools were the new B-schools?
    <  >
  • But is it art? (audio | transcript)
    Can design fill the aesthetic and cultural vacuum left by contemporary art? Where are the boundaries between the two disciplines and is it even useful to try and draw distinctions between them? Designers Allan Chochinov, Peter Saville and Richard Shed are joined by artist and writer Matthew Collings in a discussion about the nature of ‘design art,’ chaired by Vicky Richardson, editor of Blueprint magazine.
    <  >
  • Can good design be co-created? (audio | transcript)
    Can good design be co-created? What can designers learn from the open source software movement and ‘wikinomics’? While everyone is a designer, isn’t it the job of professional designers to champion good design? Writer and journalist Nico Macdonald chairs a discussion with Joe Heapy (Engine), Lynne Maher (NHS) and Austin Williams (Future Cities Project) about the possibilities and pitfalls of co-design.
    <  >
  • What can design bring to strategy? (audio | transcript)
    Design strategy is a growing sub-discipline of design. This session, chaired by conference director Kevin McCullagh, asked what strengths designers bring to strategy building and what new skills they might need to acquire. The panel, Jonathan Sands from Elmwood, Richard Eisermann from Prospect and Ed Silk from Interbrand, covered the topic with reference to their own wide experience as designers and strategists.
    <  >
  • Feedback: Day 2 breakout sessions (audio | transcript)
    Vicky Richardson“>Vicky Richardson informed delegates who had not attended the Culture thread of the breakout sessions on Is it art? of what they had missed. Nico Macdonald feedback what delegates who had attended the Interactions thread thought about the question of whether good design can be co-created and Kevin McCullagh, who had chaired the Business thread debate on design and strategy, updated the audience on what had been discussed.
19 October 2007
Book: “Authenticity” by Gilmore and Pine
Authenticity James Gilmore and Joe Pine, authors of the 1999 bestseller “The Experience Economy“, have now published a new book “Authenticity: What Consumers Really Want”.

Abstract

Contrived. Disingenuous. Phony. Inauthentic. Do your customers use any of these words to describe what you sell–or how you sell it? If so, welcome to the club. Inundated by fakes and sophisticated counterfeits, people increasingly see the world in terms of real or fake. They would rather buy something real from someone genuine rather than something fake from some phony. When deciding to buy, consumers judge an offering’s (and a company’s) authenticity as much as–if not more than–price, quality, and availability.

In “Authenticity,” James H. Gilmore and B. Joseph Pine II argue that to trounce rivals companies must grasp, manage, and excel at rendering authenticity. Through examples from a wide array of industries as well as government, nonprofit, education, and religious sectors, the authors show how to manage customers’ perception of authenticity by:

  • recognizing how businesses “fake it”;
  • appealing to the five different genres of authenticity;
  • charting how to be “true to self” and what you say you are; and
  • crafting and implementing business strategies for rendering authenticity.

The first to explore what authenticity really means for businesses and how companies can approach it both thoughtfully and thoroughly, this book is a must-read for any organization seeking to fulfill consumers’ intensifying demand for the real deal.

Review in Publishers weekly (copied from here)

This eye-opening but muddled volume tells companies to “remain true to self” or, at least, to appear genuine, arguing that “in a world increasingly filled with deliberately and sensationally staged experiences… consumers choose to buy or not buy based on how real they perceive an offering to be.” Everything that forms a company’s identity—from its name and practices to its product details—affects consumers’ perceptions of its authenticity. Juggling philosophical concepts, in-depth case studies and ad slogans, Gilmore and Pine (The Experience Economy) run into trouble with a chapter called “Fake, Fake, It’s All Fake,” which eviscerates the entire idea of authenticity: “Despite claims of ‘real’ and ‘authentic’ in product packaging, nothing from businesses is really authentic. Everything is artificial, manmade, fake.” The argument is unexpected and perhaps brilliant—yet rather confusing, since most of Authenticity argues that businesses should strive to not only appear authentic but to be so. The book’s bullet points, charts and matrices add to the tangle, as the authors’ early advice (”your business offerings must get real”) becomes a demand for furrowed-brow soul-searching. Still, the prose is snappy and conversational, and the book is densely packed with insights and provocations, and may inspire some executives to consider how consumers see their company. (Nov.)

- Publisher’s page | Amazon page

- Download table of contents and first chapter (pdf, 170 kb, 12 pages)

9 October 2007
Is there a future for old-fashioned museums?
Newseum “Is there a future for old-fashioned museums?” is the rather outlandish title of an otherwise good Washington Post article about the future of museums in the age of networked computers and virtual worlds.

“As the Newseum puts the finishing touches on its new building in downtown Washington, a second version of the museum of news is being developed for the online society Second Life.

This novel way to experience a museum […] raises questions about the very future of museums. Indeed, it can make one ponder whether all those granite and limestone mausoleums that litter Washington have a future at all.

In the age of the networked computer, museums are being fundamentally challenged in the same ways that other bastions of education and entertainment — from libraries to the music industry — are being rocked to their cores.

The arguments swirl. Are museums in the bone-and-pigment business, reliquaries of the past? Are they in the theater business, telling stories through sensational lighting, presentations like stage sets and costumed interpretive actors? Are museums in the experience business, forced to reach for ever fancier gizmos and blockbusters to compete with the sports world and Disney for family time and money?”

It seems to me that new media usually don’t replace old ones but just provide an alternative experience. Just like television didn’t kill the radio, and movies didn’t kill the theatre, virtual worlds will not remove the need for real museums. They will just provide an alternative window into their collections and the story they are telling.

And in the end, that’s what the author thinks too. I recommend you to read the conclusions of the article.

Read full story

8 October 2007
‘My mobile is me’ - a story about mobile design in India
WikiCity India is one of the world’s hottest mobile design locations today. The Hindu Business Line reports on what handset makers think of design in India, and how they track trends and make gadgets that reflect people’s personality and needs.

The article features quotes from people at BenQ, Motorola, Nokia, Samsung, Sony Ericsson, and Vertu.

Here a quote about the Nokia design process:

“Our entire design process is influenced by the consumer and their behaviour — how they want their mobile to look, function and fit into their lifestyle. We take a human approach to design in an industry that tends to focus on just pushing technology. We are creating stylish products that work just the way people like them to. This combination is central to our design work and brand,” says Jan Blom, Head of the Bangalore design team of Nokia, which recently tied up with Srishti School of Art, Design and Technology to set up the first of a series of satellite design studios. The Bangalore studio “reflects India’s status as one of the hottest countries for design,” according to Nokia’s Chief Designer, Alastair Curtis. […]

“The [Bangalore studio] will look at a range of design trends and themes, including: visual perceptions: researching key colour and material trends in India and their cultural significance; Internet mobility: understanding how people in India are accessing the Internet via mobile phones, why and what are they using this for, the impact on behaviours and culture, and how can we identify these and other signals that will help us come up with relevant and compelling devices designed for Internet usage and even social applications for mobiles — how can mobile design be used to address issues in more rural areas of India, for example access to education material.”

The article ends with some hints at what is coming up “by 2010″.

Areas to watch, according to the maker, are new shapes, materials and features, creating new ways for people to interact with their device, how to make the mobile Internet experience compelling, and broader adoption of multi-media features and content. “Mobile design is a fascinating and dynamic area. Design will be much more based around the experience people want from their device — what they want their device to do and how it needs to fit into their everyday lives. Given that we are not all looking for the same experience, there will be a number of different trends,” says Blom.

Read full story

4 October 2007
Frog Design Mind newsletter on identity and meaning in the world of design
Frog Design Mind The latest issue of Frog Design Mind (permalink), the bi-monthly newsletter of Frog Design Inc., is devoted to identity and contain a rich group of articles on “the struggle to find new meaning in the growing landscape of design”. Here is a selection (and the first one in particular, by Mark Rolston, is highly recommended - it’s an excellent piece of writing):
Defining The New Singularity Defining The New Singularity
Exploring the next level of convergence: between hardware and software, information and object, human and technology.

“As the writer Bruce Sterling puts it, borrowing a bit from Baudrillard and applying it to design, we are now approaching an age of technological advancement when ‘there is more stored in the map than there is in the territory’. Put more simply, the story surrounding a given ‘thing’, a product or service we buy and use, is rapidly exceeding the value of the thing itself. The identity of a product can no longer be easily defined through its form factor, but rather by the information that encases it, passes through it, and is accumulated by it over the course of its lifetime.”

Change Agency Change Agency and Transformologies
Understanding the power of design to facilitate positive change in the end-user.

“Can personal development be better shaped by the technologies we, as designers, create? What if products and environments were designed to acknowledge individual aspirations and facilitate the realization of users’ potential? Could our products not only change users’ behavior, but actually foster within them the qualities that they seek?”

Parenting 2.0 Parenting 2.0
Key principles for the creation and curation of your child’s online identity.

“The purpose of this article is to provide you, the parent, with some basic principles for navigating the wonderful world of social networking and Web 2.0 with your children - all while keeping them safe, socialized, and engaged. They are not rules, or guidelines, or a philosophy of parenting. They are just basic principles that remind you, and your kids, to think before you press that Enter key.”

Is this how your kids see you? Is Your Hard Drive Worth More Than Your Life?
The influence of technology on the collective experience of today’s families.

“Before the presence of cameras and the like, humans passed on knowledge through storytelling, intertwining personal experience with a sense of place and time. They created visual landscapes through words, art, and the objects around them. This storytelling codified a shared sense of experience, bringing the audience into a collective understanding of their culture and environment. As the stories were passed on, every teller became a part of the tale – rendering history subjective, reality shared. In our frenzy to safeguard our memories in the online world, we have removed the intimacy of storytelling. We have made the web, not each other, the major source of shared experiences, knowledge, and opinions (often not even our own).”

Ravi Chhatpar HBR: Melding Design and Strategy
In the September 2007 issue of Harvard Business Review, frog Strategy Director Ravi Chhatpar published the following article, outlining the benefits of an iterative design process, in which design and business strategy impact one another directly.

“From concept through development, designers should function in parallel with corporate decision makers, creating prototypes for a number of variations on a product and then testing them with users and, if appropriate, partners. Tracking how customers’ ways of using a product evolve over time also makes it possible for designers to identify desirable new features and, in some cases, create new functionality in conjunction with users.”

28 September 2007
Turning museums into places where people interact
Local Projects Print Magazine is reporting on Local Projects, a company that is turning museums into places where people interact with information—and each other.

When Jake Barton, the 34-year-old principal of the interactive design firm Local Projects, thinks about what an exhibition can do, he often considers the District Six Museum in Cape Town, South Africa. The museum documents the forced removal of more than 60,000 residents from a mixed-race neighborhood declared a whites-only zone in 1966, and tells the stories of those displaced. In the early ’90s, when reclaiming that land was still not an option, the museum kept the issue in the public eye through exhibitions and debate; subsequently, the museum’s sister organization helped residents apply to have their land returned. Transforming and healing a community through inclusive storytelling is, in Barton’s eyes, the mandate for museums of the 21st century. These days, he has ample reason to meditate on it: In April, he and his seven-person firm received the commission to codesign the permanent exhibition for the World Trade Center Memorial Museum.”

By choosing Local Projects, the memorial’s directors cast their lot with a new kind of museum that prizes interactivity over top-down presentation. Local Projects insists on a plurality of voices—the exhibitions it creates function as a kind of conversation rather than as repositories of authoritative fact. “Museums are starting to evolve into agents of social change,” Barton says. “That’s being reflected in the numbers of people who are going to museums and the ways museums are functioning as spaces for community dialogue. We [are] trying to make diverse people visible to each other through a storytelling space.”

Read full story

18 September 2007
The French and their mobiles
The French and their mobiles A few days ago, I translated an article from the French newspaper Le Monde about new French research on “collective mobile phone use”.

The French Association of Mobile Operators now published the full study (pdf, 630 kb, 156 pages), as well as a three-page press release/synthesis.

For a number of reasons I decided to spend (quite) some time translating the report synthesis:
- The study is strong and the results insightful, refreshing and highly innovative;
- Little is known internationally about anthropological research on mobile technologies in France;
- There is a barrage of coverage coming from the Anglo-Saxon world, and only a trickle from elsewhere.

Translating the study itself is unfortunately beyond my capacity and I can only hope that the French Association of Mobile Operators itself will one day make the study available in an English translation - feel free to put some pressure on them by contacting them at info@afomobiles.org.
 

MAIN CONCLUSIONS OF THE NEW SOCIOLOGICAL STUDY ON THE MOBILE PHONE IN FRANCE IN 2007

The French Association of Mobile Operators (AFOM) asked the Discours and Pratiques studio to conduct a study on the mobile phone in the French society in 2007.

Five researchers in information and communication sciences [sociology, information sciences, communication sciences, philosophy and literature], all members of GRIPIC (the research group of the CELSA school), worked on the study for six months, conducting about one hundred in-depth interviews, as well as anthropological observations in various locations (Paris and its suburbs, Marseilles, Strasbourg, Creuse and various ski resorts) and various situations.

The researchers tried to understand the ways of “doing and being” that go with the use of the mobile phone on the street, cafe terraces, restaurants, public gardens, train stations, apartments, vacation homes, companies, libraries, and transportation means, and this without falling back on traditional social categorisations. And to really cover the symbolic dimension of the mobile phone, the research also covered areas that up till now were not covered by research: the movies, television shows and literature.

The study was lead by Anne Jarrigeon and Joëlle Menrath, two researchers who were already involved with a previous GRIPIC study on the mobile phone in French society, conducted in 2004 and 2005.

The main points of the 2007 study are:
 

1. The mobile phone is no longer just a personal device. In 2007, the phone is integrated within collective practices both in the family and between friends.

Mobile phone are increasingly objects that circulate within a group. The owner of the mobile phone is no longer the only one to touch it, check it and use it.

Mobile phones can allow for exchanges based on the amount of credit left before the end of the month and on the range of hourly allowances when calls are free. This can also lead to a collective choice of operators, of discount plans and of prepaid cards, with the sole aim of optimising cost within the group.

Within the family, mobile phone reinforce the asymmetric role and character of the parent-child relationship: whereas parents do not think about money when calling their children, the children themselves try to save money by “beeping” their parents, in order to be called back.

The mobile of the child is a jointly managed tool and a transaction device. It is experienced by the parents - and mainly by the mothers - as an opportunity for exchange with their child and as a way for children to learn to manage a financial budget.

Within a group of friends, mobile phones serve to define roles and affinities. One can find the expert, and the user with difficulties, the “banker” who always has some credit, and the “borrower” who always asks for text messages and minutes (without ever giving them).

Beyond these roles, the mobile phone created relations of exclusivity with those whom one calls most often based on the tariff offers and their compatibility.
 

2. The French have ambivalent and changing relations with their mobile phone. In 2007, the mobile phone goes from being personal to transitory, from intimate to visible.

If the mobile phone is a “signature object” that one gets emotionally attached to and reflects the identity of its owner, it is also a “transitory object” that one can easily detached from, because it’s after all a device that young users see as something that will in the end be either replaced by a new model, or end up broken, lost or stolen.

If the mobile phone is an intimate “black box” where one stores the archives of one’s life (contacts, SMS, photos…), it is also:

  • for adults, the album that unites all the photos previously kept in the wallet and the object where one keeps its secrets from intrusion (partner listening to messages or checking on call history…),
  • for teens, the place where one keeps personal collections (images, ringtones, …), that one shares and shows like a museum.
     

3. New social conventions are being established around the mobile phone.

A mobile phone call can easily be interrupted (”I have to go now”, “I can’t hear you anymore”, “I am out of battery”, “I just arrived”). With a mobile phone, ending a call is allowed without this being considered impolite.

Calling someone on a mobile means living it up to him/her to answer or not. The mobile phone is increasingly seen as a non-intrusive tool of reachability.

New rules are also developing about money, with regards to “limit expenses”, or “pick up the tab” such as in a restaurant, or on the impoliteness of extending a conversation because the call is free anyhow.
 

4. The use of the mobile phone is governed more by example than by rules and prohibitions.

Nowadays there are many rules that prohibit the use of the mobile phone, be it at work, in public spaces or at school. Very often these rules are not followed.

In many contexts that were observed (office, train, waiting room…), use is self-regulated in terms of what people consider to be tolerable and appropriate.

At school, the mobile phone is added to the series of tools of those that are not interested in a class or have fun at creating some disturbance, something that more “traditional” tools were used for before. It becomes another challenge for the teacher to manage during his class.

Confiscation seems to be most effective sanction in school even if the user of the confiscated phone is no the owner (because phones often circulate in groups) and even if parents are opposed to this sanction because it prevents them from reaching their children (including - for some - during classes).

Because rules are usually not followed, example behaviour is often more effective than prohibition. When someone decides not to use his/her phone when on holidays, at dinner, during meetings or while with the family, this is often the best way to dissuade others from using it.

However such example behaviour requires constant vigilance because any use of the mobile phone quickly becomes a breach that others quickly take advantage of.
 

5. Several dominant sociological and philosophical lines of thought are consistent with the behaviours that were observed and the results that were obtained during the study.

While the mobile phone is often presented as the token of an individualistic and atomised society, in reality one observes collective and collaborative behaviours around the mobile in the family and between friends.

While the mobile phone is often thought of as creating a bubble around the people engaged in the call, excluding them from their immediate environments, in reality one increasingly observes conversations where those around the “caller”, allow themselves to intervene, to interrupt the caller or to speak to him/her about something else.

While the mobile phone is often portrayed as filling a void or a lack, one increasingly observes situations where the phone provides resources to act and react, allows to capture what one experiences et to bring an “extra value” to what one experiences that can be described with wellbeing or pleasure.

And while the mobile phone is often, also outside of expert research, mentioned in current discussions on improper behaviour the people that were interviewed do not speak about this and one observes increasingly less signs of exasperation or of cases of embarrassment in public life.
 

6. The mobile phone is seen as a “average medium” that renews amateur photo and film practice.

Mobile phone images are viewed as precarious images, often of uncertain quality, not to be printed and not be shared between devices. These images always call up a description of something one should see. They serve to create memories and to prove that one really was present at the event one is talking about (e.g. a concert, a celebrity passing by …).

Mobile phone images are integrated within several reference frameworks that preceded the phone: the journalism of the everyday and one’s own life, spontaneous family images as opposed to fake happiness, the sensationalism that comes with having to set up brief, clear, efficient and striking acts.

More spectacular scenes can raise the challenge by bringing in the grotesque, the playful, the macabre, even violence. This is what lead to the videos gags, the MTV Jackass and the so-called ’snuff movies’. The aggressions filmed on a mobile phone are one of the most recent expressions of this (although the expression ‘happy slapping’ was not used by any of the people interviewed within this study).
 

Our friends from InternetActu, who also report on this study, highlight that the authors of the study conclude that “the mobile phone of 2007 is no longer exactly the same phone as it was in 2007:

“Its current massive and seemingly irreversible presence in all spheres of life would make one think that its uses would become trivialised or neutralised. None of that can be observed. […] Whereas the conventional uses of the mobile phone are more stable now than they were in 2005, they are now shared with new uses that are either linked to innovative technologies that are appropriated by users, or created by themselves in daily practice.

[…] What struck is, is that the mobile phone hasn’t ‘bursted’ under the effect of the successive additions of new functions, but continues to make sense to people as a “phone”, even though they use it in manifold ways. It goes even further than that. The mobile phone is no longer fully conceived or ‘experienced’ as a Swiss Army knife of aggregated functions but instead reinvented with each use as a ‘fully conceived object’: a machine to write text messages, a photo camera, a voice mail system… It is an object that is endowed with the capacity of metamorphosis. When seen in the context of the other devices it relates to, the mobile phone seems today to be part of an augmented collection [or ‘ecosystem’] of communicating devices, including the devices of others […]. Research on the effects of the phone on others therefore seems more relevant today than an investigation on how to optimise the performance and complementarity of the different tools.”