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  Posts in category 'Prototype'
7 March 2008
A conversation about Torino with Bruce Sterling
Bruce Sterling Today Torino World Design Capital published an interview I recently did with Bruce Sterling. This time not about spimes, ubiquitous computing or digital fabrication, but about his experience with the city where he lived for the last six months.

Bruce likes Torino and in this interview he gives quite a few reasons why. He goes into much detail about why “Turin is really a 21st Century” and how “it has somehow managed to deal with problems that many, many other cities, regions, cultures and nations have not yet faced up to.”

“Turin,” he says, “is one of those places that appeal to my temperament. If I were an Italian person, I would likely have been a Turinese.”

He also shares with us a content of a new story he has been writing:

“Yes, it’s a fantasy story set in Turin. The protagonist is a FIAT executive, but he’s also a necromancer. The story is set in an esoteric Turin where all the magical things that are said about Turin by New Agers are factually true.

There’s a chunk of the New Cross here and the Holy Grail is here. The Shroud of Turin really is drenched in the blood of Jesus Christ himself; there are all these ley-lines and axes of mystical power. Our hero who is an R&D investment guy at FIAT, is called into hell by Gianni Agnelli, who is dead, yet still upset about urban development issues in Torino. So he calls this former chairman down to hell to have a board meeting.

My hero, the necromancer, is accompanied by his spiritual advisor, an Egyptian mummy from the Museo Egizio whom he raised from the dead. This mummy accompanies him now and gives him good advice. It’s like the “Lone Ranger and Tonto” thing - him and his mummy. It’s a comical story, exaggerated and satirical, a fable about Turin and its issues. I could never have written it without being here.”

Bruce is now in the last days of preparation of the Share Festival that he has been curating. Come and see it if you can.

The interview is suffering a bit from poor layout and it is not so easy to see what my questions are, for instance. All the links have also magically disappeared. I hope they will fix it soon.

Read interview

27 February 2008
Donald Norman in Torino, Italy on 15 March
Donald Norman Donald Norman is probably one of the most prominent guests at the upcoming Piemonte Share Festival, curated by Bruce Sterling.

Norman will be part of a panel on Saturday afternoon 15 March entitled “Manufacturing Future Designs”.

The many conferences of the festival are delving into all kinds of variations of the overall “manufacturing” theme: Manufacturing Cultural Projects; Manufacturing the Streets; Dramatic Manufacturing; Manufacturing Intelligence; Manufacturing Robots; A Manifesto for Networked Objects; Manufacturing Digital Art; Manufacturing Future Designs; Manufacturing Consent; and Is Life Manufacturable?

Speakers and guests are many, including Montse Arbelo, Andrea Balzola, Massimo Banzi, Luis Bec, Gino Bistagnino, Julian Bleecker, Chiara Boeri, Stefano Boeri, PierLuigi Capucci, Stefano Carabelli, Antonio Caronia, Paolo Cirio, Gianni Corino, Lutz Dammbeck, Luca De Biase, Kees de Groot, Hugo Derijke, Giovanni Ferrero, Fabio Franchino, Joseba Franco, Piero Gilardi, Owen Holland, Janez Jansa, Nicole C. Karafyllis, Maurizo Lorenzati, Mauro Lupone, Giampiero Masera, Motor, Ivana Mulatero, Daniele Nale, Anne Nigten, Donald Norman, Marcos Novak, Gordana Novakovic, Giorgio Olivero, Claudio Paletto, Luigi Pagliarini, Katina Sostmann, Stelarc, Bruce Sterling, Pietro Terna, Franco Torriani, and Viola van Alphen.

27 February 2008
Yrjö Sotamaa on Helsinki’s new Innovation University
Yrjö Sotamaa I recently interviewed Prof. Yrjö Sotamaa, President of the University of Art and Design Helsinki.

Sotamaa is the man behind the initiative to start a new Innovation University in Finland, by bringing together three Finnish top universities: the University of Art and Design Helsinki (TAIK), the Helsinki University of Technology (TKK), and the Helsinki School of Economics (HSE).

The goal for the new university, due to start in August 2009, is to be one of the leading institutions in the world in terms of research and education in the field of technology, business studies and art and design.

The initiative is a much bigger and ambitious version of a general multidisciplinary approach that is currently also being implemented in some other major centres of education. Design-London at RCA-Imperial will create an ‘innovation triangle’ between design (represented by the Royal College of Art), engineering and technology (represented by Imperial College Faculty of Engineering), and the business of innovation (represented by Imperial’s Tanaka Business School). Carnegie Mellon University puts design, engineering, and business students into teams to work on projects. And the University of Toronto’s Rotman School of Management pairs MBAs with design students in product development classes.

Classes for the 22,000 students will be in English, in order to attract students from all over the world (many of whom might end up working again for that famous Finnish multinational, Nokia, who is one of the sponsors of the initiative).

What is interesting too, is their radical choice for a human-centred, multidisciplinary, and prototyping approach.

Read interview

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

4 January 2008
Scientist: ‘Hybrid’ computers will meld living brains with technology
Biomorphic For sure Ray Kurzweil (author of The Singularity is Near: When Humans Transcend Biology) and Bruce Sterling (who coined the term “Biot” - an entity which is both object and person - in his book Shaping Things) will enjoy this:

A scientist who successfully connected a moth’s brain to a robot predicts that in 10 to 15 years we’ll be using “hybrid” computers running a combination of technology and living organic tissue.

Charles Higgins, an associate professor at the University of Arizona, has built a robot that is guided by the brain and eyes of a moth. Higgins told Computerworld that he basically straps a hawk moth to the robot and then puts electrodes in neurons that deal with sight in the moth’s brain. Then the robot responds to what the moth is seeing — when something approaches the moth, the robot moves out of the way. […]

This organically guided, 12-in.-tall robot on wheels may be pushing the technology envelope right now, but it’s just the seed of what is coming in terms of combining living tissue with computer components, according to Higgins.

“In future decades, this will be not surprising,” he said. “Most computers will have some kind of living component to them. In time, our knowledge of biology will get to a point where if your heart is failing, we won’t wait for a donor. We’ll just grow you one. We’ll be able to do that with brains, too. If I could grow brains, I could really make computing efficient.”

Read full story

(via UsabilityNews)

17 December 2007
A designer at the intersection of physical architecture and information systems
Jeffrey Huang Bruno Giussani posted his running notes of Jeffrey Huang’s inaugural lesson at EPFL, the Swiss Institute of Technology in Lausanne.

“Architecture and design, says my friend Jeffrey Huang (photo), are becoming the interface between physical and virtual lives. And that’s his field of study: how can constructs (buildings, cities and landscapes) incorporate digital communication systems? What are the effects of digitization on the typologies of cities today?

Last week, professor Huang — who among other things was instrumental in creating the Swiss House in Boston, now called Swissnex — gave his inaugural lesson at EPFL, the Swiss Institute of Technology in Lausanne, where he runs the Media and Design Lab (he was previously at the Harvard School of Design). Here my running notes.”

Read full story

13 December 2007
Book: The White Man’s Burden by William Easterly - a user-centred approach to aid programmes
The White Man's Burden Niti Bhan reviews “The White Man’s Burden“, William Easterly’s recent book on foreign aid and economic development challenges in the ‘third’ or ‘developing’ world:

While written about developmental economics, poverty, foreign aid and the grand plans designed to save the poor from themselves, Easterly proposes an alternate approach based on the principles of the user centered approach to design of systems and solutions. Do exploratory research, understand the needs of the users, observe them and the systems they already have in place for addressing the issue or existing grassroots solutions [jugaad or bottom up innovation], use these as prototypes for the design of replicable successful programs, cross pollinate ideas that work across different regions or countries, adapt programs and plans to local culture and social customs - basically the user centered approach to the implementation of aid programs.

But Easterly doesn’t actually use any of these terms that we may be familiar with, he classifies the top down, traditional global foreign aid approach as one designed by “Planners” and the bottom up, grassroots, user centered approach which relies on feedback mechanisms and accountability as one developed by “Searchers”.

Read full story

9 December 2007
Cats, kids and experience design
The Marker Experientia partner Jan-Christoph Zoels was profiled last week in “The Marker“, Israel’s number one business and technology newspaper and part of the Haaretz media group. Below is the English translation by Saar Shai.
 

CATS, KIDS AND EXPERIENCE DESIGN

by Ora Coren

Either a mobile-phone, a computer or just a table – Jan-Christoph Zoels sees displays all around. With Italian company Experientia, he’s designing the future of the palm of your hand: smart and friendly.

He’s dynamic, vibrant, bursting energy and ideas, and no wonder he’s one of global industry’s hottest designers, especially in the technological front. Jan-Christoph Zoels’ resume is filled with leading, multi-national corporations as Hitachi, Sony, Samsung, Nokia, Alcatel-Lucent, Orange, Fiat, Vodafone, Telecom Italia and Ferrero.

Conversing with him leads to the inevitable conclusion that the future is in displays. It could be a computer-screen, a large table monitor or any electronic terminal (kiosk), but it seems that what really gets him excited are handheld displays. Everything becomes interactive, intuitive, anticipating users’ needs and doesn’t warrant an entire weekend of reading and memorising instructions and large manuals. For Zoels, the interface is the essence of design.

A smart and friendly interface, one that not just addresses needs, but also provides for a pleasant experience, would probably be the main motif in future industrial design, in every possible field. Evidently, ideas and products of his are presently assimilated among brand names such as Blackberry, Nokia and even the chocolate manufacturer Ferrero, and they are all high-tech. In the time he has left, he takes the time to invest in traditional crafts, such as pepper shaker designs – that age old instrument for grinding pepper, in a polished and colorful version – for the Italian Tre Spade, which is also a versatile company, with one department making household appliances while another making shift-gears for the international auto industry. There too, Experientia, where Zoels is a senior partner, remains devoted to the principle of experience, by designing also packages, communication pathways with consumers, and the brand’s web entity.

Zoels’ very noticeable German accent rely his origin. He finished his masters degree in Rhode Island School of Design. He has another masters degree in industrial design from the Berlin Art and Design Academy.

After spending some years in the US, head of the design department of Sony’s local branch, among other positions, he decided to go back to Europe with his family, and settle in one of the world’s design superpowers – Italy.

This week he arrived in Israel, along with Experientia’s head of R&D – Professor Yaniv Steiner, also residing in Italy. Steiner is considered the technological mastermind behind many of the company flag products and projects. The two conducted a series of lectures at Bezalel School of Art and Design, in a course named “Food and thoughts” led by Yaron Ronen and Steiner himself. The object of the course was to design interactive artifacts that will support social interactions.
 

Experientia – An attraction for Israelis

The Experientia staff includes 4 Israelis out of a total of 15 employees, destined to increase to 20 by the end of the fiscal year. One might therefore think that Israel is a considerable force of global design, although it is clearly not. Industrial design is not an integral part of Israeli industries, so it’s no wonder that prominent Israeli designers are forced to find their way into international companies.

Zoels offers Israelis, known as highly creative in programming, the possibility to take a substantial leap forward to a future that is just around the corner, and to be able to combine technological developments with focusing on the user’s perspective. That is, to evaluate the needs of the users, and find new approaches for making their lives easier and more efficient.

“Especially in Israel, which is known for its software, but not for its final design of applications,” says Zoels, “it is important to move the focus from the technological aspects of an application, to the people using it. Israelis need to progress to the stages of interface. This is a higher form of design. Academia should teach that in a combined and integrated way.

There are those who work in art and those who work in code. They should work together, side by side with sociologists and designers. An interdisciplinary step is required. Focusing on the service, not the just the product. “To think broadly,” he explains.

“This was the process that molded Experientia. Two years ago we decided to establish a company specialising in many fields, instead of just another design firm,” he adds. “We combine several proficiencies within one integrated proposal to our clients”.

“We spend a lot of time thinking about future trends, about the enjoyment of the user, about his current AND future needs, about the obstacles to usability and how design can eliminate those. Usually, designers focus on their process of creation. We get out inspiration from the issues the end-user faces.”

We produce a prototype relatively quickly, to allow us to test and assess ideas, and to check on potential profitability. We’re very fast and interactive. This is unique in this market.”

Usually, the process of design starts with a thousand ideas drained and ends with the one product on the market. R&D departments or academia narrow down the one thousand ideas into a hundred business opportunities. Traditionally, they also eventually reduce them to five that then get developed and tested before one is put on the market. We believe that if you can prototype these ideas quickly and cheaply and test them with potential consumers, it will be much easier to make a decision on how to best move forward. Our added value is that we offer 60%-80% certainty that the final product will indeed sell, because it is already based on experience with the consumers.”

“Most products we design are related to mobile technology, for companies such as Nokia, Swisscom, and others. The products under development are confidential and a time-span of two years is required for taking them to market.”

“One of the leading direction mobile devices are taking is joining advanced technologies and user-friendly interfaces. The combination of art and design is, in fact, the combination of need and enjoyment.”

“Art is the biggest skill in production, and this coincides with design. What is eventually produced is not only a product, but a pattern of behaviour. A way to allow new interactions between people, and between them and the product, that will fill previously unfulfilled needs.”
 

Seeing presence

“The next generation of mobile-phones will incorporate elements that are already widely available on the personal computer. In the near future we will see the presence of our conversation partners,” Zoels promises.

Exactly like MSN or Skype enable you to notice if someone is online of not, mobile communication would be just the same. Presence will require new interaction procedures. Usability will go from written text to sending mail messages and IMs. We will see who, from our contacts list, is online, and can be contacted. We will be able to see his condition, such as if he’s busy driving, and if he can answer, whether in writing or by voice.”

The design concentrates on the cognitive aspect: how to rely information and other interactions that technology supplies, in the simplest way possibility, and how to do that with the least effort from the user.

On Zoels’ mobile appears a collage of five pictures. “Through our research we found that people usually talk outside of work with no more than five contacts regularly,” he claims. Pressing one of the individual pictures enlarges it. If an X appears besides it, the contact is not available. If a V appears, communication is possible immediately. An additional batch of icons makes it possible to choose the type of communication, such as voice, message, text chat or music sharing.

We will also be able to accept requests on our mobile. For instance, when the picture of Catherine is blinking, it is a sign of an incoming message. An accompanying icon of a phone is a sign of an incoming call. The new mobile will inform us about the general location of the person we called, by cross-referencing three antennas in the vicinity.

The transition from film to digital data led Kodak to change its business model. Experientia is there to help them define their next generation services. Kodak founded kiosks to print pictures directly from the mobile-phone. “They have more than 90 thousand kiosks all over the world, in malls, photo stores and franchises in the US. In Europe they are based in electronics shops, providing the means to print swiftly and in high quality,” says Zoels.

“We conducted a research and discovered that people invest a lot of meaning into photographs. They want to make collages and albums, and add captions and comments. How is that seamlessly possible? This is the art — taking pictures and creatively composing something new,” Zoels continues.

“For example, whoever wants to make a collage from pictures of his cat and children, on his mobile-phone, would be able to access a new Kodak kiosk and personally create it, by moving the pictures from side to side, modifying their size, cropping… and virtually anything he can think of. It will be possible to add text, choose a background, and much more, in a process called Multitouch.” The new product is destined to reach the market in twelve months.

Even the Kinder eggs surprise toy, from Ferrero, will be upgraded and will no longer be just a lifeless plastic. Abiding to confidentiality, Zoels replies in suggestive questions. “Will the toy be just plastic, or embody interactivity? Maybe it will respond to hear or touch?” The product will most likely be connected to a computer or a mobile-phone, where it will be possible to control it.
 

Ecology in fashion

Another trend in design is ecology. The aforementioned pepper shakers, for example, are manufactured in an ecologically friendly manner. “In the United States, it is mandatory to enter the market with a story, a narrative on that. The number of ecologically aware costumers is rising. Those are 30-40 years-olds with money, not looking for plastic from China, but for a nice present for a friend. How do you infuse value with attractiveness? With an ecological fingerprint,” says Zoels.

A new development by Steiner was presented at a European art fair and attracted a lot of attention. Deutsche Telekom already turned to Experientia to further test the application.

The development is based on a large, inner-lit table, which is entirely an interface. The user places and moves his hands above it, and pictures from exhibition catalogues appear on the screen. Kids and adults activated the table without any need for written instructions.

When speaking of future trends, it is impossible to ignore social networks such as Facebook. Zoels is convinced that those too will find their way to mobiles that will gradually become more like laptops and less like phones.

In other words, the small screen and advanced technologies are about to become very dominant in our lives. To those afraid of new technologies, there’s also good news in this prediction. The industrial designers will make sure that even users not accustomed to high-tech will receive a friendly interface, without complicated and unnecessary applications, and might even enjoy it.

4 December 2007
Philips Design investigating the unknown
Tattoo The current issue of the magazine of Philips Design contains a long article about the company’s design research approach:

“Scientists send probes into deep space in an attempt to get a better understanding of the unknown. Philips Design does something similar with its own probes projects. These ‘far-future’ research initiatives often track trends and developments that are no more than tiny blips on the cultural radar, but which may ultimately evolve into mainstream issues that have a significant impact on Philips’ business.”

Read full story

2 December 2007
Kitchen Budapest summer projects
Kitchen 2007 Summer at Kitchen Budapest (Paperback)
by Bircsák Eszter, Somlai-Fischer Szabolcs (ed.)

Kitchen Budapest (KiBu), opening in June 2007, (see also here) is a brand new media lab for young researchers who are not only interested in the convergence of mobile communication, online communities and urban space, but who are also ready to get their hands dirty creating experimental projects in cross-disciplinary teams. This book shows the results of the summer projects that were more than twenty in number.

From we-make-money-not-art:

“The chapter on Mobile Expressions demonstrates the kind of playful content that can be created using mobile phones; Intelligent and Charming Things is about the way that objects around us can interact with us and even create a culture of their own; Dynamic Media Interfaces shows compelling new ways to explore (or perform) digital content; i guess i’ve lost everyone here and you’re already busy reading the book but i’ll keep on describing the catalog just in case. So, we’re now at the chapter called Community Technologies which comes up with ideas for a better support for communal interaction and communication. The remaining pages are dedicated to a brief presentations of some of the workshops which took place at Kitchen Budapest (aka. KiBu).

Some of the projects developed are simples, other are quite sophisticated, some will appeal to the hacker, others have a clear interaction design feel, they are sometimes poetical, often thought-provoking and always interesting.”

Download book (pdf, 20 mb, 168 pages)

12 November 2007
Book: ‘Processing’ — and the design critics rave
Social network Processing is an open-source programming language that can be used by students, artists, designers, architects, researchers, and anyone who wants to program images, animation, and interactivity. There were many people involved in making Processing to what it is now, but at is origins were two people - Casey Reas and Ben Fry.

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)

5 November 2007
Does sustainable product development require user-centred design?
Design is the Problem Nathan Shedroff, the new programme chair of the MBA in design strategy at California College of the Arts (see also this post), gave a very powerful talk entitled “Design is the Problem” at the recent Connecting ‘07 congress on the topic of sustainability and design.

His presentation (pdf, 2.7 mb, 81 slides) provides an overview of the various sustainability frameworks and provides insight on what sustainable product development actually means, or could/should mean.

Far down in the presentation, new words pop up to describe the sustainable design process: “user-centric design”, “iterative prototyping”, and experience”.

Nathan clarifies: “More meaningful products as well as ones that better meet our needs don’t require us to buy more and more things (in order to fill those needs and desires). Fewer, more meaningful, effective, and sustainable products will be more fulfilling and more sustainable than more and more less fulfilling, effective, and meaningful ones. In addition, devices that adequately meet our needs, especially technological ones, often have the effect of not only dematerialising competing products but also products in other categories (like the iPods and iPhones are doing).”

According to Allan Chochinov of Core77, Nathan is now working on a new book which has the same title as his Connecting ‘07 lecture. I am already looking forward to it.

3 November 2007
Simplicity tomorrow
The Simplicity Event Last week I attended the Philips Simplicity Event in London. It was a mixture of a vision presentation, a prototype exhibition, a networking event, and a marketing opportunity. The prototypes on show were conceptual designs for social care environments five years into the future. Developed by Philips Design, they represent the direction of the company’s thinking for future product development.

Everything was driven by a vision worded by Stefano Marzano, CEO of Philips Design, as follows: “There is no good design that is not based on the understanding of people”.

From the Philips press release:

“At the three-day event, Philips [showcased] to a select group of customers, business partners, healthcare professionals and public sector representatives its vision of how in five years the clever use of technology married with intuitive, personalized design can lead to unexpected approaches to caring for people’s well-being at home, in the hospital and on the move.

Philips approaches caring for people’s wellness from three perspectives – caring for guests, caring for families and caring for patients – a focus that reflects Philips drive and commitment to creating concepts and products that are designed around people. […]

The theme at the 2007 Simplicity Event of “caring for people’s well-being” builds on ongoing societal trends that Philips has been tracking closely: populations are getting older, healthcare is increasingly consumer-driven and business travel is now more extensive and hectic. In light of these trends, Philips employed the creativity and expertise of anthropologists, sociologists, designers, engineers and business leaders to come up with design concepts that address these converging trends. The result: concepts that take a holistic approach to healthcare, in which health and wellbeing touch on all aspects of a person’s daily life. Focusing on relaxing, healing and providing enjoyment, design concepts at the show explore the role of simplicity in Philips three core businesses – healthcare, lighting and consumer lifestyle.”

Design concepts were demonstrated in “real-life” scenarios. One trend Philips is exploring is the growing prevalence for couples to start families later in life. In the “Celebrating Pregnancy” design concept, Philips showcased how through advanced technology and a creative approach to design, prospective parents can experience “the wonder of a view inside the womb”.

Ambient Healing Space“, offering patients the ability to make their hospital stay more comfortable while allowing hospital staff a method of involving patients in their own care and “Daylight“, a hotel scenario suggesting that travel to different time
zones can be refreshing rather than exhausting.

- Press release | Background information
- More information about the concept collection
- Press release: Philips introduces simplicity to the hotel experience
- Videos: Simplicity Event | The Making Of | Megawhat.TV coverage

Several other sites have written about the London event, including AV Review, Design Taxi, Engadget, Geeks Are Sexy, I4U News, Pocket Lint (Wellness concepts, Hospital concepts, Daylight window, and Megawhat live), Tech.co.uk, and Trusted Reviews (Part One, Part Two, Showcase)

Some older concepts can be seen on the Simplicity Event website.

13 October 2007
Creative Conversion Factory
Creative Conversion Factory Just when you thought that science parks were based on a paradigm, a new mixed science, technology and business driven initiative - the Creative Conversion Factory in Eindhoven, Netherlands - will launch on 12 November. Note the current focus areas though!

Turning bright ideas into brilliant products
Many bright innovative ideas fail to be developed into exciting, new products simply because they see the light of day in the wrong place or at the wrong time. For example, a company may decide not to pursue an idea because it doesn’t fit in with their strategy, or an idea may never get off the ground because the inventor doesn’t know where to find appropriate partners. It’s precisely to prevent such a waste of good ideas that a number of partners have now come together to found the Creative Conversion Factory (CCF).

What does the CCF aim to do?
The CCF aims to facilitate and accelerate product innovation in the field of high-tech systems by encouraging collaboration in design and ICT between participating companies and knowledge centers. It provides a place where inventors, manufacturers and investors can come together in a spirit of open innovation to turn promising ideas into viable products.

What does the CCF offer?
The CCF welcomes the submission of any patentable creative and technological innovation as a potential project. Submissions will be evaluated on the basis of a number of criteria, including the extent to which they enable participating organizations to achieve synergies and improve their capabilities. Once a project has been adopted, the CCF investigates whether there is a market for a product based on the idea and whether such a product is technically feasible. The CCF coordinates contacts among the various parties. In principle, the outcome of the project is a product prototype.

What capabilities are covered?
The CCF has so far defined three main areas of capability that it can apply in adopted projects:

  1. Sensor technology, including sensors and actuators, software and hardware platforms, wireless communications and high-level end-user programming solutions;
  2. Lighting, focusing on creative solutions based on new technologies that enable highly controllable lighting to be integrated into the surroundings; and
  3. Psychology, especially techniques for positively affecting people’s behavior and attitudes.

What are the current focus areas?
Projects undertaken by the CCF focus on Ambient Experience, i.e., the embedding of intelligent technologies into the surroundings to make people’s lives more enjoyable, easy and productive. During the initial phase, the emphasis will be on two themes within this topic: Mobility & Navigation and Care & Wellbeing. Participating partners will collaborate to develop new concepts in interactive gaming environments that facilitate navigation in complex environments and stimulate social contact and physical exercise.

Who are the participating partners?
Partners participating in the CCF include the Technical University of Eindhoven (Faculty of Industrial Design), Stichting Brainport, Design Academy Eindhoven, Philips Research, Philips Design, Dutch Polymer Institute, Holst Centre, NH Hotels (Koningshof) and Living Tomorrow.

Creative Conversion Factory is an initiative of Emile Aarts, Scientific Program Manager of Philips Research. The concept and the business plan have been developed by Brainport Foundantion in conjunction with the Faculty of Industrial Design of the Eindhoven University of Technology, Design Academy Eindhoven, Dutch Polymer Institute, Holst Centre, Philips Design, Philips Research, NH Koningshof, and Living Tomorrow B.V.

12 October 2007
Philips Design tracks emerging developments through design explorations
Off the grid Visitors to the Dutch Design Week will be able to see two projects from Philips Design’s ongoing ‘Design Probes‘ programme.

These projects - SKIN; Tattoo and Off the Grid; Sustainable Habitat 2020 - take a provocative and stimulating look at subjects that could have a profound effect on the way we live 15 years from now. In doing so, they also help improve the chances of innovation success.

The Philips Design Probes program is a unique foresighting initiative which tracks emerging developments in five main areas - politics, economics, environment, technology and culture. The outcomes of this ‘far-future’ research are used to identify systemic shifts that could affect business in years to come and that could lead to new areas in which to develop intellectual property. The main objective of this program is to stimulate the discussion and register the feedback of our stakeholders.

A tattoo that changes
The SKIN; Tattoo project investigates the use of ‘electronic’ ink that would allow people to have dynamic tattoos with an infinite number of display options. In much the same way as make-up is put on and taken off to suit the occasion, a tattoo could alter whenever desired. The tattoos could even change in response to gestures or emotions, which opens up novel ways of communicating and interacting with others.

Active buildings
The Off the Grid; Sustainable Habitat 2020 Probe looks at scenarios in which the built environment becomes active; the walls, roofs and floors have much more than just a structural function. Outer shells of buildings may be made to trap rainwater so it can be purified on-site for drinking. Sunlight is captured to provide electricity and water heating, while the wind outside could conceivably be harnessed and channeled into the building for air-conditioning.

Read full press release

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.”

2 October 2007
Interview with director of SPARC Innovation Programme at Mayo Clinic
Ryan Armbruster As Director of Mayo Clinic’s SPARC Innovation Programme, Ryan Armbruster guides the clinic to solutions that not only advance the patient experience but also improve health outcomes.

Brandon Schauer of Adaptive Path had a chance to speak with him about the SPARC Innovation Programme, how it integrates with the larger organisation, and the role of emotion in experience.

“The Mayo Clinic’s approach to healthcare services is that the needs of the patient come first. […]

“First we connect deeply with what those unmet patient needs are, often through observational research and ethnographic studies. Then we start to conceptualise solutions, or inform or change solutions to meet those patient needs. We help our partners through understanding how the research insights can be translated into solutions that are going provide even greater value for our patients.”

Read full interview

16 September 2007
Singapore Polytechnic’s diploma in experience design
Singapore Polytechnic's diploma in experience design The Singapore Polytechnic now offers a new three-year degree in Experience Design (Interaction & Product).

Description:

Students are equipped with creative design skills backed by a strong foundation in technology and craftsmanship.

This course is a specialised design programme which focuses on engaging contemporary cultures, business and technology by exploring new strategies for generating design ideas using both digital and physical media. These ideas are then turn into reality with innovative craft, technical innovation, invention and professionalism.

The course is designed to support the Government’s initiative to produce multi-disciplinary specialists who are well equipped with skills to understand design, technological processes, and enterprise to propel the growth of the creative industries.

The aim of the programme is to train students to be an Experience, Product and Interaction Designer, who is able to conceive creative products and services, and the experiences associated with these, for contemporary cultures.

This is achieved by understanding the users’ experience, imagining new opportunities, testing and prototyping ideas, determining and applying appropriate materials, processes & technologies, and designing and crafting new interactive experiences and enterprises.

A full listing of the courses and their descriptions can be seen here.

Interestingly, the Singapore Polytechnic has also launched a new Experience Design Centre [no website]. Singapore Radio International has published a short interview with Liang Lit How, the centre’s director.

I am curious to hear if Niti Bhan, who just moved to Singapore, has some more insight on these initiatives.

16 September 2007
Background report on Danish “Concept Design” study
Concept Design Last week, I wrote about how Fora, the R&D division of the Danish Authority for Enterprise and Construction, had just published “Concept Design - How to solve the complex challenges of our time“, which presents a new type of company - the concept design company.

Now they also published a background report to that study.

The purpose of this background report is to map the growth potential of the Danish design industry. Is there a particular type of growth-oriented companies working with the combination of innovation and design? And if so what characterises this type of company?

The analysis shows that the design industry’s potential goes far beyond the traditional focus on product design. Design is an important discipline to concretise innovation and to create new products and services - this implies that the companies’ increased focus on innovation has opened new opportunities for the design industry.

It should be stressed that design cannot drive company innovation on its own. Other industries including advertising and consulting use disciplines that are important to the development of innovative solutions. Companies assisting other companies with innovation must therefore work with tools from various professional disciplines. These are the companies referred to as concept design companies throughout this study.

Chapter 1 highlights the general structure, size and importance of the Danish design industry and maps the Danish concept design companies. The chapter also introduces a point system for ranking individual companies in terms of their ability to carry out concept design.

Chapter 2 maps and describes internationally leading concept design regions and compares results from the Danish survey with the results from the international mapping. In continuation thereof the chapter compares the identified companies based on the system introduced in Chapter 1.

Chapter 3 describes a range of trends that impact concept design companies and their potential for growth. These trends include choice of business strategy, how to combine concept design competences and finally how large industrial companies are moving into concept design.

Download background report (pdf, 990 kb, 75 pages)

13 September 2007
Articles from current InfoDesign newsletter
InfoDesign The current (September) edition of the InfoDesign newsletter, edited by Peter J. Bogaards, contains a rich assortment of user experience related articles. I selected some here:

User Experience: Towards a unified view (pdf)
Proceedings of the 2nd COST294-MAUSE International Open Workshop (October 2006, Oslo Norway) - “The concept of usability has been evolving, along with the emerging IT landscape and the ever-blurring boundary of the field of HCI. Specifically, the so-called user experience (UX) movement is gaining gound.”

The Art of the Conceptual Prototype [Blink Interactive]
“Conceptual prototypes are often very interesting projects because the ideas are leading edge. But they also present some unique challenges compared to more traditional projects where we are designing for actual implementation.”

XcD
“The scope of human-computer interaction design has widened to include concerns with fun, emotion, beauty, aesthetics and values. There is an increasing emphasis on holistic approaches to user experience and what is now called experience design. A number of frameworks and theoretical approaches to experience design have been developed and a range of methods and techniques have also been proposed. This website is part of the work carried out on the EPSRC grant Theory and Method for Experience Centred Design. This site links to our own work and that of others on theory and method for experience centred design or XcD as we seem to have started calling it.”

Design for the Dream Economy [uiGarden.net]
“After the eras of the Commodity Economy, the Manufacturing Economy, the Service Economy and the Information Economy, we have now entered the era of the Dream Economy.The key to success in the Dream Economy is an in-depth and holistic understanding of people. It’s not only about meeting people’’s practical needs, but also about meeting their aspirations and providing a positive emotional experience.”

Multi-Touch Systems That I Have Known and Loved [Bill Buxton]
“Since the announcement of the iPhone, an especially large number of people have asked me about multi-touch. The reason is largely because they know that I have been involved in the topic for a number of years. The problem is, I can’t take the time to give a detailed reply to each question. So I have done the next best thing (I hope). That is, start compiling my would-be answer in this document. The assumption is that ultimately it is less work to give one reasonable answer than many unsatisfactory ones.”

Card Sorting: Mistakes Made and Lessons Learned [UXmatters]
“Card sorting is a simple and effective method with which most of us are familiar. There are already some excellent resources on how to run a card sort and why you should do card sorting. This article, on the other hand, is a frank discussion of the lessons I’ve learned from running numerous card sorts over the years. By sharing these lessons learned along the way, I hope to enable others to dodge similar potholes when they venture down the card sorting path.”

Conducting Successful Interviews With Project Stakeholders [UXmatters]
“A simple, semi-structured, one-on-one interview can provide a very rich source of insights. Interviews work very well for gaining insights from both internal and external stakeholders, as well as from actual users of a system under consideration. Though, in this column, I’ll focus on stakeholder interviews rather than user interviews. (And I’ll come back to that word, insights, a little later on, because it’s important.)”

A Map-Based Approach to a Content Inventory [Boxes and Arrows]
“After giving it some thought, I find that the thing I like most about the map is that it is pure, stripped down navigation. Harry Beck decided that including streets, districts and other geographical information on his underground maps was distracting and added little value. All you need to know is how to get from A to B. I suspect that the same may be true in information spaces.”

Social Networks And Group Formation [Boxes and Arrows]
“Humans suffer from information overload; there’s much more information on any given subject than a person is able to access. As a result, people are forced to depend upon each other for knowledge. Know-who information rather than know-what, know-how or know-why information has become most crucial. It involves knowing who has the needed information and being able to reach that person.”

The Tagging Growth Curve [tagsonomy]
“The apparently irregular growth and spread of tagging is simply example of the real nature of how innovations spread. Professional analysts and other meaning makers tend to draw smooth graphs to depict these things. But in reality, natural systems (and the tagging / technology landscape is a legitimate ecosystem) are noisy, cyclical, chaotic, complex, fuzzy, non-linear, and unpredictable. They only appear to follow smooth curves at a high level of abstraction, or a low level of resolution.”

Looking Back on Data-Driven Design Research Personas [Todd Zaki Warfel]
“The primary goal of the tutorial was to show people how to work data into developing personas and how they can be used for more than just design.”