“Cheap, fast, simple tools are suddenly everywhere. We get our breaking news from blogs, we make spotty long-distance calls on Skype, we watch video on small computer screens rather than TVs, and more and more of us are carrying around dinky, low-power netbook computers that are just good enough to meet our surfing and emailing needs. The low end has never been riding higher.” [...]
“As more sectors connect to the digital world, from medicine to the military, they too are seeing the rise of Good Enough tools like the Flip. Suddenly what seemed perfect is anything but, and products that appear mediocre at first glance are often the perfect fit.”
Posts in category 'Prototype'
More in particular, the team developed some ideas into new device and service concepts focussing on three key areas: the tactile experience, personalisation and practical enhancements.
Breathe
Breathe is a phone that comes alive – it is responsive, tactile and highly personal. Mobiles go everywhere with us; they have become accessories; and they have the potential to offer enormous pleasure through their physical expression. Breathe is a concept that responds to the need to produce a more emotional experience. Breathe recognises and responds to friends calling, the music playing, new pictures, and people’s own touch. It is perfectly weighted and shaped to fit in the palm of our hand, with colour changes, ripple effects and vibrations bringing it to life. It responds to who we are and comes alive with everything we do.Choice
Choice gives people options every time they take a phone out with them. They can take a larger handset, which has all the features packed in and is ready to go for a day at work. Or they can select a smaller handset, which they can pop into their top pocket for a trip to the shops or into a clutch bag on a night out. The Choice Sync Station keeps their handsets synchronized with contacts and data while providing simple services such as automated backup and recharge. All handsets stay charged with up to date phonebooks ready to go when you are.SeeUs
A video call from a mobile is so difficult to make that many people never bother. Holding a phone out with the camera trained on your face while the caller at the other end does the same, is both tricky and uncomfortable. The SeeUs clamshell phone makes it easier by simply adding more stop positions to its hinge to allow the phone to act as a tripod for its cameras. It gives people the option to set the phone on a surface for shake-free imaging and an effortless call and offers an integrated handsfree kit.
“Elsevier, the leading publisher of scientific, technical and medical information products and services, today announces the ‘Article of the Future’ project, an ongoing collaboration with the scientific community to redefine how a scientific article is presented online. The project takes full advantage of online capabilities, allowing readers individualized entry points and routes through content, while exploiting the latest advances in visualization techniques.
The Article of the Future launches its first prototypes this week, revealing a new approach to presenting scientific research online. The key feature of the prototypes is a hierarchical presentation of text and figures so that readers can elect to drill down through the layers based on their current task in the scientific workflow and their level of expertise and interest. This organizational structure is a significant departure from the linear-based organization of a traditional print-based article in incorporating the core text and supplemental material within a single unified structure. [...]
The prototypes have been developed by the editorial, production and IT teams at Cell Press in collaboration with Elsevier’s User Centered Design group using content from two previously published Cell articles. They can be viewed online where Elsevier and Cell Press are inviting feedback from the scientific community on the concepts and implementations. Successful ideas from this project will ultimately be rolled-out across Elsevier’s portfolio of 2,000 journals available on ScienceDirect.”
>> Read also this reflection by ReadWriteWeb on the matter
“Touch is a vital human need and a deeply emotional form of communication. When we physically interact with people or things we enjoy, we connect with them and react to them. They can make us feel warm, calm, playful or excited. The physical sensation of using a mobile phone, however, is missing these emotional and physical reactions. When we think about other objects, we can clearly imagine the feeling of sensual underwear, luxurious cars or high performance runners. In contrast, using a mobile phone is a bit like pressing your face into a remote control.”
(Series: Human Factors and Ergonomics)
by Andrew Sears and Julie A. Jacko (Editors)
CRC Press, March 2, 2009
Hardcover, 356 pages
Amazon – Google Books Preview
Hailed on first publication as a compendium of foundational principles and cutting-edge research, The Human-Computer Interaction Handbook has become the gold standard reference in this field. Derived from select chapters of this groundbreaking resource, Human-Computer Interaction: The Development Practice addresses requirements specification, design and development, and testing and evaluation activities. It also covers task analysis, contextual design, personas, scenario-based design, participatory design, and a variety of evaluation techniques including usability testing, inspection-based and model-based evaluation, and survey design.
The book includes contributions from eminent researchers and professionals from around the world who, under the guidance of editors Andrew Sear and Julie Jacko, explore visionary perspectives and developments that fundamentally transform the discipline and its practice.
Table of contents:
User Experience and HCI, Mike Kuniavsky
Requirements Specifications within the Usability Engineering Lifecycle, Deborah J. Mayhew
Task Analysis, Catherine Courage, Janice (Genny) Redish, and Dennis Wixon
Contextual Design, Karen Holtzblatt
An Ethnographic Approach to Design, Jeanette Blomberg, Mark Burrel
Putting Personas to Work: Using Data-Driven Personas to Focus Product Planning, Design and Development, Tamara Adlin and John Pruitt
Prototyping Tools and Techniques, Michel Beaudouin-Lafon and Wendy E. Mackay
Scenario-based Design, Mary Beth Rosson and John M. Carroll
Participatory Design: The Third Space in HCI, Michael J. Muller
Unified User Interface Development: New Challenges and Opportunities, Anthony Savidis and Constantine Stephanidis
HCI and Software Engineering: Designing for User Interface Plasticity, Jöelle Coutaz and Gäelle Calvary
Usability Testing: Current Practice and Future Directions, Joseph S. Dumas and Jean E. Fox
Survey Design and Implementation in HCI, A. Ant Ozok
Inspection-based Evaluation, Gilbert Cockton, Alan Woolrych, and Darryn Lavery
Model-Based Evaluation, David Kieras
Ethnographers at Microsoft: A Review of Human-Computer Interaction: Development Process
Book review by Ronald J. Chenail
Qualitative researchers and those with qualitative inquiry skills are finding tremendous employment opportunities in the world of technology design and development. Because of their abilities to observe and understand the experiences of end users in human-computer interactions, these researchers are helping companies using Contextual Design to create the next generation of products with the users clearly in mind.
In Human-Computer Interaction: Development Process, the new edited book by Andrew Sears and Julie Jacko, the authors describe an array of models and methods incorporating qualitative research concepts and procedures that are being used in technology today and can have great potential tomorrow for qualitative researchers working in fields and settings outside of business and technology.
“The research for this project began a year and a half ago at the Application Laboratory, AppLab, which was set up in Kampala, Uganda, by the Grameen Foundation. It has done field research, quantitative needs assessments, prototyping, and focus group testing to figure out how to design and structure mobile applications that could deliver the information.
Since most cell phones in Uganda have only voice and SMS capabilities, the technology was built for SMS. A person texts a question to a specific code, which goes to the database built by AppLab, then using Google’s algorithms, keywords are identified and the most suitable answer is sent back to the cell phone. ” [...]
“For the next few months, there is a promotional period and all texts are free, which helps AppLab continue to build its database of queries. When the promotional period ends, MTN and Google have agreed to charge agriculture and health queries at half the cost of a normal SMS message, while all the other services will have the standard rates. Meanwhile, Google will be supporting an on-the-ground assessment to make sure these services are having a beneficial impact for the people of Uganda.”
Locast is an innovative platform for sharing and discovering location-based user-generated videos and production quality multimedia content provided by RAI New media. It consists of a combination of Mobile and Wearable Computing elements supported by a distributed Web application.
Locast seeks to shift the innovation from the wide-spread concept of Web 2.0 to the promising framework of Space 2.0 that keeps the physical and social characteristics of the Italian cities and augment them with the potential offered by pervasive computing.
MIT MEL ran a user test in Venice (Italy) during the days between July 2 and July 10, 2009.
We build the parts, you build the product
The creator of Zoybar, an open-source hardware platform that lets anyone invent their own instrument, talks about “decentralized innovation.”
Neil Gershenfeld (MIT) on the future of invention
By digitizing not just the communication of ideas but also the fabrication of things, the campus can now effectively come to the student.
Future of Open Source: Collaborative Culture and Hardware Hacking
Douglas Wok talks on the new open source culture, in which anyone with an internet connection can make their creations available to the public, unmediated by the old gatekeepers of mass media, whereas Ryan Paul discusses what the open source movement will generate now that it is extending its reach to the hardware industry.
The Repair Manifesto
The Dutch art collective Platform21 introduces The Repair Manifesto, which “opposes throwaway culture and celebrates repair as the new recycling.”
(via Design Observer)
Now think what all this could mean in emerging markets:
UN and HP bring technology training to youth in Africa and Middle East
The United Nations Industrial Development Organization and the technology company HP announced today the opening of 20 training centres in Africa and the Middle East to expand youth entrepreneurship and information technology education.
And finally there is the truly unbeatable video Arduino the Cat, Breadboard the Mouse and Cutter the Elephant, which I posted about a month ago on Core77.
Only the Lonely: Public Service Reform, the Individual and the State
Article to be published in the forthcoming issue of Soundings.
In 2008, Participle worked with a diverse group of over 200 older people and their families in Westminster and Southwark. We spent time in their homes, going shopping with them, helping with the odd job and introducing them to one another, gaining insight into how individuals and families see themselves, their aspirations, their dreams.
The aim of our work was to ensure a rich third age, one that every citizen, regardless of income level or assets might live: a life less ordinary. Specifically, in Southwark our goal was the design of a new universal service that might be replicated nationally – supporting older people to live in a way of their choosing as they age. In Westminster our work has been more closely focused, we have worked only with those who define themselves as lonely, the majority of whom are over 80 and housebound with the goal of facilitating rich social lives.
This article briefly tells the story of this work, the affordable solutions we have designed and the nascent lessons for how we might re-think a welfare state, its relationship to individuals and most importantly of all to wider social bonds.
Video postcards from a town called Thriving
After an intensive 3 months of discovery and an even more intensive month of idea development Reach out is now entering the prototyping phase. We’ve developed a vision of a ‘youth development service’ based in a fictional town called Thriving. A town where young people and adults take part in loops of doing, sampling and reflective experiences.
(Very nice example of low-fi experience prototyping!)
Employability – the Bev 4.0 Way
It is time for a radical re-think that makes new vertical connections between the British people and a macro vision of our future economy. And new horizontal connections between skills, apprenticeships, learning and work.
Imagine a service that starts from where you are, visualises where you want to be and then supports you to plot a path – bringing modern and personal techniques to bear.
“MAYA Design is juicing innovation by teaching techies design basics.
The 50-member team of computer scientists, psychologists, designers, engineers, and anthropologists dedicates 30% of its resources to researching how humans and technology will interact 10 years from now, thanks in part to $20 million in funding from the Department of Defense. The other 70% goes to applying those lessons for MAYA’s corporate clients, helping to craft everything from washing machines to wearable computers for companies including Bayer, GE, and Whirlpool.”
“Tinkering is growing in importance as a social movement, as a way of relating to technology and as a source of innovation. Tinkering is about seizing the moment: it is about ad-hoc learning, getting things done, innovation and novelty, all in a highly social, networked environment.
What is interesting is that at its best, tinkering has an almost Zen-like sense of the present: its ‘now’ is timeless. It is neither heedless of the past or future, nor is it in headlong pursuit of immediate gratification. Tinkering offers a way of engaging with today’s needs while also keeping an eye on the future consequences of our choices. And the same technological and social trends that have made tinkering appealing seem poised to make it even more pervasive and powerful in the future. Today we tinker with things; tomorrow, we will tinker with the world.”
(In short, we are all hackers now).
The company went to rural India to investigate the impact of mobile technology and developed concepts for new mobile devices for this market. Based on the research they conducted there, they developed a series design principles and concepts for mobile devices to meet the needs of people in emerging markets.
You can find more information in a new dedicated section of their website.
More background is also on their blog:
The latest confirmation comes from The Institute for the Future, which for the last six months has been researching the “future of making,” exploring how the stuff of our world may be researched, invented, designed, manufactured, and distributed in the next ten years.
At last weekend’s Maker Faire, they released the results of their research in the form of a visual knowledge map, summarizing drivers, trends, and implications.
“Two future forces, one mostly social, one mostly technological, are intersecting to transform how goods, services, and experiences—the “stuff” of our world—will be designed, manufactured, and distributed over the next decade. An emerging do-it-yourself culture of “makers” is boldly voiding warranties to tweak, hack, and customize the products they buy. And what they can’t purchase, they build from scratch. Meanwhile, flexible manufacturing technologies on the horizon will change fabrication from massive and centralized to lightweight and ad hoc. These trends sit atop a platform of grassroots economics—new market structures developing online that embody a shift from stores and sales to communities and connections.”
Download the Future of Making Map
(via Boing Boing)
“This panel was composed of researchers whose passion lies in the tangible manifestation of dynamic data. According to the panel, which included famed researchers Hiroshi Iishi and Pattie Maes from the MIT Media Lab, along with Seth Goldstein of Carnegie Mellon University, Sony’s Jun Rekimoto and media artist Sachiko Kodama, data-laden, sentient, computational devices will be embedded in the very fabric of everyday objects.” [...]
“While we found the panel incredibly inspirational, we couldn’t help but wonder how close the projects showcased are to coming out of the lab and into users hands. Seth Goldstein boldly proclaimed 2015 as a “conservative estimate”, while Hiroshi Ishii reiterated his estimated one-to-two-hundred year timeline required to make the technology a reality. While it all seems very promising and prescient, none of the panelists could describe a clear vision for power management (with all these advances, will we still have to lug around batteries and power cords?), admitting this is a tough problem that the physicists in the labs next door are tackling. Regardless of the time frame, every panelist expressed confidence in the ability to produce the future as described, stating that the technology is essentially in the works in their respective labs. Though the researchers envision a fascinating future of possibilities its clear that designers will be needed more than ever before to act as mediators determining appropriate and meaningful ways to embrace these new ways of relating to our synthetic world.”
In the last months she interviewed Andy Stanford-Clark (IBM Master Inventor), Robert Rice (CEO of Neogence), Usman Haque (architect and director of Haque Design + Research and founder of Pachube), Adam Greenfield (Nokia’s head of design direction for service and user-interface design), and Chris Brogan (president of New Marketing Labs).
Her interviews are as well-researched and in-depth as they come, and each one of them is a highly recommended read.
Her most recent talk with Mike Kuniavsky of ThingM came after his presentation “The dotted-line world, shadows, services, subscriptions” at ETech 2009.
The interview covered “dematerializing the world, shadows, subscriptions and things as services”.
“I presented on essentially the combination of being able to identify individual objects and the idea of providing services as a way of creating things… the servicization of things …turning things into services is greatly accelerated by network technologies and the ability to track things and what leads this to the potential of having fundamentally different relationships to the devices in our lives and to things like ownership.
Like we now have the technology to create objects that are essentially representatives of services – things like City Car Share. What you own is not a thing but a possibility space of a thing. This fundamentally changes the design challenges. I am pretty convinced that this is how we should be using a lot of these technologies is to be shifting objects from ownership models to service models. We can do that but there are significant challenges with it. What is happening is that we have had the technology to do this for a while, but we haven’t be thinking about how to design these services. We haven’t been thinking about how to design what I call the avatars of these services – the physical objects that are the manifestation of them, like an ATM is the avatar of a banking service. It is useless without the banking service it is a representative of, essentially.”
“Extending this idea that science fiction is implicated in the production of things like science fact, I wanted to think about how this happens, so that I could figure out the principles and pragmatics of doing design, making things that create different sorts of near future worlds. So, this is a bit of a think-piece, with examples and some insights that provide a few conclusions about why this is important as well as how it gets done. How do you entangle design, science, fact and fiction in order to create this practice called “design fiction” that, hopefully, provides different, undisciplined ways of envisioning new kinds of environments, artifacts and practices. [...]
The essay is a way of describing why alternative futures that are about people and their practices are way more interesting here than profit and feature sets. It’s a way to invest some attention on what can be done rather immediately to mitigate a complete systems failure; and part an investment in creating playful, peculiar, sideways-looking things that have no truck with the up-and-to-the-right kind of futures. [...]
Design Fiction is making things that tell stories. It’s like science-fiction in that the stories bring into focus certain matters-of-concern, such as how life is lived, questioning how technology is used and its implications, speculating bout the course of events; all of the unique abilities of science-fiction to incite imagination-filling conversations about alternative futures. It’s about reading P.K. Dick as a systems administrator, or Bruce Sterling as a software design manual. It’s meant to encourage truly undisciplined approaches to making and circulating culture by ignoring disciplines that have invested so much in erecting boundaries between pragmatics and imagination.
Design is about the future in a way similar to science fiction. It probes imaginatively and materializes ideas, the way science fiction materializes ideas, oftentimes through stories. What are the ways that all of these things — these canonical ways of making and remaking and imagining the world — can come together in a productive way, without hiding the details and without worrying about the nonsense of strict disciplinary boundaries?“
Canesta, Inc. is the inventor of revolutionary, low-cost electronic perception technology that enables ordinary electronic devices in consumer, security, industrial, medical, automotive, factory automation, gaming, military, and many other applications to perceive and react to objects or individuals in real time.
In Fall 2008, Canesta approached Kicker Studio to create a demonstration of their latest camera technology for the Consumer Electronics Show 2009 and at the TV of Tomorrow conference. The prototype was to be of an entertainment center controlled by gestures alone, and powered, of course, by a Canesta camera.
This highly attractive project is well reported in a case study full of photos and videos. It is a recommended read.
Melanie Rieback discussed the evolution of security with regards to RFIDs. Creating the future is also a matter of methodology, Clive van Heerden from Philips Design showed how they employ past technological failures to develop disruptive futures. And finally, Vinton Cerf showed us his perspective about the Internet of the future
Note: this post contains embedded video which might now not show up in your rss feed.
Melanie Rieback
Dr. Melanie Rieback (website) is an Assistant Professor of Computer Science at the Vrije Universiteit in Amsterdam, in the group of Prof. Andrew Tanenbaum. Melanie’s research concerns the security and privacy of Radio Frequency Identification (RFID) technology, and she leads multidisciplinary research teams on RFID security (RFID Malware) and RFID privacy management (RFID Guardian) projects. Her research has attracted worldwide media attention, appearing in the New York Times, Washington Post, Reuters, UPI, Computerworld, CNN, BBC, MSNBC, and many other print, broadcast, and online news outlets.
Melanie is a “white hat hacker”, which means that she breaks systems in order to show to other people how to fix them, with a specific focus on RFID systems.
RFID is a technology that uses radio waves to identify things and shows much of the promise of the internet of things.
Melanie sees RFID as the new or next low-end of computing, with many of the same problems of previous generations of low-end computing, including hacking attacks, phishing, and spamming, but now they will start happening in the physical domain.
One of the problems with these very low-end, weak computers is that they don’t have the capability of being able to protect themselves with standard security tools such as cryptography. Anyone with a compatible reading device can access your tags much of the time.
In the media there have been plenty of reports of RFID-enabled transportation passes and credit cards getting hacked.
Melanie was the very first person putting a hacking attack or a computer virus on an RFID tag.
Master students in the Netherlands were able to hack a 2 billion euro public transportation in an eight week project.
In fact, in order to influence politicians it is better not to talk to them (because they won’t listen), but to demonstrate the attacks directly.
That’s where the RFID Guardian comes in.
The RFID Guardian Project is a collaborative project focused upon providing security and privacy in RFID systems. It provides audits and it also operates as a firewall. It is a handheld mobile device for RFID privacy and security management.
The basic idea is that it is a software defined radio, i.e. a piece of hardware that is fully controlled by software and specifically optimised for hacking on RFID systems. The RFID Guardian project can spoof RFID tags (pretend that they are one or one hundred), selectively jam RFID tags according to a user-generated security policy, even replay RFID tag responses at a later time.
In short, these systems are broken and will be broken more and more. We therefore need an RFID security industry.
Clive van Heerden
Clive van Heerden is creative director of Philips ‘Design Probes‘ programme.
Philips Design Probes is a dedicated ‘far-future’ research initiative to track trends and developments that may ultimately evolve into mainstream issues that have a significant impact on business. Emerging developments in five main areas are tracked – politics, economics, environment, technology and culture.
The outcomes of this ‘far-future’ research are used to identify systemic shifts, with the aim of understanding ‘lifestyle’ post 2020. These shifts could affect business in years to come and that could lead to new areas in which to develop intellectual property.
The way that technology is presented to us is often offensive: we have to confirm to devices, rather than devices confirm to us
Technology is still so unbelievable unaccommodating of human incompetence.
“What we try to do in Philips Design is not to propose definite product propositions, but present design provocations and assess the reaction to them. We are specifically looking at crises, to understand people’s reactions and therefore better understand the future lifestyle in 2020/30.”
Some of the probes that Clive showed included and with each he explained the sometimes unexpected reactions of people:
- Off the Grid: Sustainable Habit 2020
- Skin probe dresses (video)
- Skintile: Electronic Sensing Jewelry
- Skin Tattoo (video)
- Food probes (press release | backgrounder)
Vinton Cerf
Vinton Gray “Vint” Cerf (born June 23,1943) is an American computer scientist who is the “person most often called ‘the father of the Internet’. His contributions have been recognized repeatedly, with honorary degrees and awards that include the National Medal of Technology, the Turing Award, and the Presidential Medal of Freedom. Cerf has worked for Google as its Vice President and Chief Internet Evangelist since September 2005. In this role he has become well known for his predictions on how technology will affect future society, encompassing such areas as artificial intelligence, environmentalism, the advent of IPV6 and the transformation of the television industry and its delivery model.
I am not writing my notes here on his talk, since it goes beyond the scope of this blog, but you can view it in its entirety online (above), or check out an interview (below).
Beyond the engineers and business’ discourse about the future, what is it designers can propose? What sort of alternatives are they envisioning? What’s the role of design thinking in creating more meaningful futures?
With Fabio Sergio, James Auger and Anab Jain and open stage talks by Fabian Kalker and Felix Koch, and Bill Thompson.
Note: this post contains embedded video which might now not show up in your rss feed.
Fabio Sergio
(Note that the above video is actually in English, and not in French, and that it doesn’t always load).
Fabio Sergio (blog | site) is a design and user experience strategist, and creative director at frog design.
At LIFT he presented a designing for social impact project: Masiluleke (which means “lend a helping hand” in Zulu), a breakthrough approach to reversing HIV and TB in South Africa and beyond.
Frog was asked to conduct a project on this in New York and Sergio is simply relaying the project approach and results (he didn’t work on it himself).
Based on on-the-ground research, it became clear to t he designers that HIV is primarily a problem of information and social stigma in South Africa.
The methodology used was the normal Frog one of shaping the user experience, which goes from immersion, to synthesis, to concept development, and to service design.
In South Africa more than 80% of the population has access to a mobile device. So one of the key ideas of the Masiluleke project is to broadcast sms in the unused space of the “Please Call Me” (PCM) text messages (a special, free form of SMS text widely used in South Africa and across the African continent). These messages can connect mobile users to existing HIV and TB call centres, and remind patients to take theirs drugs.
But the project also wanted to facilitate local testing, so they created a low cost in-home self-test kit with mobile support, that was conceived for easy local production and assembly.
Design, says Sergio, is “how it works” not “how it looks”. When we talk about design as a future shaping discipline, you have to understand people and their behaviour. We don’t call this testing, but verification, as testing implies standing out of the activity.
The secret ingredient to it all is empathy. People-centred design goes beyond usage or consumption. It is also about culture and seeing people how people react to things within their culture.
Technology in this context is just a material to sketch with.
James Auger
James Auger is a partner in the critical design practice Auger-Loizeau whose projects explore the role of technology as a mediator and modifier of the human experience in both contemporary and future societies. He teaches on the Design Interactions course at the Royal College of Art in London and is currently undertaking a design practice based PhD looking into the role of robots in the home environment.
James talks about another way of approaching design. Some call it critical design, others discursive or speculative design. By removing the commercial content, we are free to dream and to see things in a slightly different way than they are done at the moment.
The mibEC was an audio tooth implant that looked at the ramifications of biotechnology. This implant, which was positioned as a real product, could be inserted during normal dental surgery and would give you superhuman capabilities. It gathered a huge amount of press attention and was voted as best invention of 2002 by Time Magazine (who never talked to James).
At Medialab Europe, Auger-Loizeau critiqued our immersive use of mobile technology, and created the IsoPhone, an immersive environment for deep social conversation. The 40 to 50 people that tried it at Ars Electronica all said it really changed the way they thought about telecommunications.
Now they are working on a new provocative, discussion-generating project: the carnivorous domestic entertainment robots, that explore the idea of evolution, value and aesthetics.
All these robots are based on microbial fuel cells, which turns organic matter into electrical potential.
What kind of services exist in real life environments that do that that could inspire our designs? Many people own a vivarium, where they feed real life animals to other animals.
James and Jimmy (Loizeau) developed a series of prototypes taking this idea to the extreme, such as the Flypaper Robotic Clock, the Lampshade Robot, the Fly Stealing Robot, the UV Flykiller Parasite Robot, and the Coffee Table Mousetrap Robot.
Anab Jain
Anab Jain (blog | website) is an independent designer and film maker. She likes to tell speculative stories of possible near futures at the intersection of the technological and sociological. She also likes to make these stories tangible by using design objects as props and narratives. Most of all, she likes to play with tomorrow by engaging with people in every possible way. Until recently she was design lead on a project at Microsoft Research Cambridge, which attempted to rethink notions of machine intelligence by developing product and service scenarios around biotechnology and RFID. Currently she works as a service and interaction designer at Nokia Design in London, while developing her emerging design practice ‘Superflux’.
Anab Jain’s talk, entitled “Learning to play with Tomorrow“, was according to me (together with Bill Thompson – see below), one of the best of this conference.
She talked about design futurescaping, which is using design methods like storytelling, experience prototyping, making scenarios tangible, and talking to people on a daily basis, to influence how our near future will turn out.
Anab started off with referring to some historic examples of designers for whom the process of sketching has been hugely influential in their thinking, and allowed them (and us) to think outside of the box.
Two projects Anab worked on in the recent past illustrate this new way of thinking.
“The future of work“, a project for Colebrook, Bosson & Saunders, a product design and office furniture company, explored the nomadic nature of work in contemporary life. The client wanted an open-ended project, that created new ways of thinking about the future of work, and opened up new spaces for product innovation. They were particularly interested in the home worker, the nomadic worker and the office worker, and in the demographic of the elderly worker.
Anab decided that the best way to find out what this future would be was to put these people in the future, and she created personas which she projected fifteen years into the future. She invented new jobs for them and placed them in a fictional space, which she called Little Brinkland. By having a new job, they needed new work places, new products and new services, which Anab chronicled about. Many practical service ideas and scenarios came out of this project.
The other project she talked about was loosely titled “Rethinking machine intelligence” (a.k.a. Life and Death in Energy Autonomous Devices and Objects Incognito), a project done in collaboration with Alex Taylor at Microsoft Research in Cambridge.
The group at Microsoft Research that Anab Jain was part of was quite critical of smart homes of the future, simply because the way intelligent machines work may change drastically. Their concept was that the everyday ideas of intelligence are not fixed, but are active in the world. Anab designed a small number of interventions that can show how material things are imbued with intelligence. Perhaps we can even start thinking of new objects and new kinds of computing machines.
To explore better what intelligence means, she designed four objects, the Gubbins, that are mini single-track robots. They are storytelling devices that can be situated through scenarios in people’s everyday lives, and are meant to get people think about ‘smart objects’ in the home.
One of the ideas that came out of the research is that people associate intelligence with living things. This brought up the question how to embed this quality of life, of biological “livingness”, in everyday objects.
So they created the Eco Board, which is an autonomously powered robot, which powers itself. This was then further iterated in objects that are made of sugared and powered things in our homes, but had a fixed lifespan, and in a big radio that can live forever as long as you feed it.
Open stage talk: Fabian Kalker and Felix Koch
The two “lefthanded bloodbrothers from back in the days” Felix Koch, strategic planner and Fabian Kalker, musician/composer, talked about knives, “just knives”.
In five minutes Felix and Fabian went through their wittily called presentation “Who has no knife may not eat pineapples. An off-topic tour d’horizon on the literacy of cutting“, and shared their insights about cutting-culture ( and the most memorable/painful experiences acquiring it ).
This pure and simple user experience presentation was for many in the audience one of their favourites. A must to see on video.
Open stage talk: Bill Thompson
Bill Thompson is a UK technology critic and commentator and his talk, entitled The death of privacy and why we should welcome it., was just marvellous, bringing together philosophical concepts with the mundane tasks of dealing with privacy on Twitter, in a series of thought-provoking questions.
The enlightenment idea of privacy is breaking apart under the strain of new technologies, new social tools, new practices, new ways of seeing things.
Bill thinks that instead of worrying about it, we should embrace it as an opportunity to rethink what we understand by ‘personality’, and perhaps even to find new ways of being human.
how we engage and interact with others and where the boundaries can be put between the public and private, because those of us who live our lives in the open are the avant-garde: we can take on those who believe in the old truths, and we can a find way to live in the new world.
Every Twitterer, Tumblr, Dopplr or Brightkite user at Lift is sharing more data with more people than even the FBI under Hoover or the Stasi at the height of its powers could have dreamed of. And you are doing it voluntarily, willingly, because you are hoping to benefit in a variety of ways. You believe that this unwarranted disclosure will in the end produce some public good, or even some private benefit.
Those of us who are ahead of the curve when it comes to the adoption and use of technologies that undermine the old model of privacy, should start thinking about what it means.
We can offer advice and support to those who might be less happy to have their movements, eating habits, friendships and patterns of media consumption tracked and made available to all.
We can begin to explore what it might be like to be a post-private human, or perhaps a human in recovery from the stultifying burden of privacy.
Bill Thompson is telling the “great God Google” everything about himself, and has no expectation that that data is or will remain private.
The reason he objects to the encroachment of the database state is because he is aware of the power that the asymetrical relationship gives the state at the moment.
Yet to some extent the power only exists because we believe there is a border between public and private. But this only matters if we believe in the individuals, if we believe in people that have behaviours, characteristics and personalities instead of accepting that each one of us is simply a contingent set of responses to stimuli, that we are defined by the people and situations around us.
The idea of the monolithic personality is in fact a mistake. We do not exist in the sense that we think we exist, and therefore we do not require privacy in the sense that we currently think about it. It is a necessary illusion.
We have a legal framework that is based on assumptions of individuality, existence and personality, that encourages us to draw lines. Bill Thomson is not sure those lines should be drawn any more.
We need to think about it again. The technologies we have around us now are challenging the enlightenment way of thinking, and what it means to be a human being at all. We have the option now of taking the big risk of living life in the open, and to embrace it. Privacy is over already.
This will not work for everyone. Some will suffer. That may be the price we have to pay for finding a new enlightenment, a digital enlightenment, that is far more powerful and important even than the first enlightenment was. But in order to do we have to get over the idea of privacy.
Although applied to Fireworks, Cronin’s discourse is general, especially when he talks about his four reasons for creating prototypes:
1. Prototypes make your designs better
2. Prototypes facilitate communication
3. Prototypes enable user input and usability assessment
4. Prototypes help assess technical feasibility and reduce development time
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