Collecting street stuff

Collecting stuff on the streets Sunday morning in Marseilles, France. This folk is collecting material and old devices in the city. I don't really know what he's going to make out of it but he seems to be fully equipped. Perhaps some tinkering and device repurposing, the fan may surely prove handy with Marseilles' hot temperatures.

A practice that I see more and more in occidental cities.

Soft infrastructure interruption

Soft Infrastructure interruption Somehow, this soft infrastructure, a zebra crossing in Marseilles, is quite intriguing: (1) it's yellow (which reveals that it's a temporary signage), (2) it's interrupted by a layer of concrete that has been added there.

Why do I blog this? observing the decay of soft infrastructure and how different layers pile up in the urban environment.

Self-fulfilling prophecy

As shown in his book "Social Theory and Social Structure", Robert Merton coined the expression "self-fulfilling prophecy":

"a situation where "a false definition in the beginning... evokes a new behavior which makes the original false conception comes true (...) this specious validity of the self-fulfilling prophecy perpetuates a reign of error. For the prophet will cite the actual course of events as proof that he was right from the beginning"

Why do I blog this? preparing a course about innovation and foresight leads me to revisit this notion. The history of sciences and techniques has a great list of such prophecies.

Playful surveillance?

phone In the various interviews for my book about location-based services, privacy is often brought to the table, especially with french journalists who really want to deal with this angle. What happens is that most of the discussion revolves around the potential fear caused by Google Latitude, Aka-aki (I was even asked what I thought about the GPS bra). Most of the time, there is a big confusion between the imaginary representations some people of these technologies (trackable everytime everywhere) and what is really implemented.

It's generally hard to talk about something else so I try to move the discussion to different grounds. My point is to show that privacy is indeed a problem but that there are other interesting matters when it comes to locative media. In order to do that, I highlight how locative technologies can be repurposed or hacked through playful or critical practices. Projects such as iSee that that maps the locations of surveillance cameras in urban environments and propose paths to avoid them are interesting for that matter. The possibility to avoid surveillance becomes a purpose here.

Which is why I was interested in reading "Playing with Surveillance", a short paper by Judy Chen that deals with this issue. It basically presents a playful design of an application that exploits surveillance as a playful practice through a camera phone. The paper describes the application but I was more interested by the design rationale:

"Our design for mopix was inspired by an observation we made of a woman taking a photo with her phone in a shopping mall. The woman was photographing an object in a store across the walkway, but another woman sitting nearby hid behind a baby stroller in an effort to avoid being in the photograph. To the first woman, her camera phone was a device she could use to capture a memento from her experience at the mall. To the second woman, the camera phone was an unwanted surveillance device that was invading her privacy and anonymity. (...) By taking a playful approach in our design, we trivialize aspects of surveillance that are typically disconcerting to users, while at the same time, providing engaging experiences with the system and between users. "

Why do I blog this? documenting interesting examples of technology ambiguity and their non-neutral nature. This work is interesting also in the discussion about locative media and privacy or how to go beyond the general discourse about these 2 issues.

Workshop in Torino

Last tuesday I was in Torino, Italy for the "I Realize" conference organized by TOPIX (Torino Piemontre Internet eXchange). Participating as a workshop facilitator, I was told to focus on how people will move and interact in the city of tomorrow. We worked on identifying unsolved problems, suggesting possible (technological?) solutions. The day after the workshop, I presented a quick overview of the results that others such as Bruce Sterling commented during the panel. Annotated slides can be found here. The workshop was based on a quick field exploration in the morning, during which participants were told to collect some material about people practices and needs. The afternoon as devoted to material analysis and discussion of design issues and solutions.

Thanks Leonardo for the invitation!

City quantification devices

Street scale The presence of scales in public space has always intrigued me. Such a quantification device is generally private but there are different occurrences of public appearances. The picture above in Torino depict street scales that people can use (and pay for) to know their weight, which is definitely a personal use, although it takes place in a public space. There is clearly a cultural thing to have this sort of artifact in the urban environment and I don't really know the whole picture here. It seems curious though.

The one below, taken from a lift in an hotel in Paris shows the scale of the group: it's a group indicator that is meant to prevent the elevator to break down if the weight is too important. I can't help thinking about the awkward situation that may happen if the scale warns people that there are too much people in the lift. Will the negotiation process be fluid or will it lead to unexpected arguments. As usual with devices that make things explicit, I foresee surprises.

Weight indicator

Why do I blog this? yet another example of quantification devices employed in our material world. The practices at stake here are important to document and compare to the whole discourse about how measuring our movements/activities can lead to original representations and services (will individual weight be a parameter in some sort of scary identification process? will we have elevator services based on group weight? how weird?).

The use of these measurement devices in public space is certainly an interesting locus of interest for people who want to explore what happens when "things that were implicit becomes explicit"... which is also what happens with ubiquitous computing as Adam Greenfield put it in his "Everyware" book:

"Everyware surfaces and makes explicit information that has always been latent in our lives, and this will frequently be incommensurate with social or psychological comfort"

Reading "The Caryatids" by Bruce Sterling

The Caryatids Just finished reading "The Caryatids" by Bruce Sterling. This inspiring book is built around the history of the four Mihajlovic sisters, who are surviving clones of a biopiracy lab. Spread in different countries (Balkans, California and the Gobi desert in China), each of them represent a different "camp" (Acquis, Dispensation, China and crazy individual) with different values and approaches to see the world. All of this is wrapped in en eco-disaster twist that is a bit reminiscent of Sterling's other novels ("Holy Fire or "Distraction"). Both a fun and deep read.

The novel is an insightful extrapolation of our present: the description of the faction (through each character in the 3 chapters) is a good example of how todays trends could evolve in the mid-term. We have networked-participative-ecofriendly Acquis, futile-wired-greedy Dispensation and Nation-State China who all have their own approaches to see the world. After Distraction and its "Moderators versus Regulators" factions, Sterling keeps exploring social and political differences of the near future. Like a foresight research report with a 3-scenarios structure, the book offer different visions of how tackling today's world problems can be achieved through differently. Of course, these 3 responses correspond to existing forces at play nowadays.

This "3 responses" structure makes me think that futures think-tanks and foresight research group can take this novel as a great example of how they could craft engaging deliverables. The "futures/foresight" angle is important anyway and Sterling drops bits of wisdom here and there that will definitely echo with futurists' approaches:

"the sea had no 'real' blue and the camp was no 'real' camp. There as a mélange of potent forces best described as 'futurity'. They were futuring here, and the future was a process, not a destination." (p13)

"it was an old trick, but often a good one. Most trend-spotters using the net looked for raising new items that were gaining public credibility. But you could learn useful things in a hurry if you searched for precisely the opposite. News that should have public credibility, but didn't." (p118)

"Futurism is prediction. We all know that's impossible. But history is retrodiction, and that's impossible too. Se we have to paper over these black holes with sheer imagination." (p295)

Besides, one of the character (Little Mary Montalban, that looks IMO to some sort of "little miss sunshine") even described herself as a Black Swan.

Beyond these general elements, The Caryatids is an excellent platform where Sterling brings a context and some carefully-crafted poetry of technological devices and social trends. By describing the crossing of these elements, the novel shows various implications about what our society (researchers, designers, policy-makers, entrepreneurs) are doing right now on our planet.

One of the easiest aspect to get, if you're following ubiquitous computing and networked objects, consists in the discussion of everyware and what Sterling refers to as the "Sensorweb":

"the sensorweb was a single instrument, small pieces loosely joined into one huge environmental telescope. The sensorweb measured and archived changes in the island's status. Temperature, humidity, sunlight. Flights of pollen, flights of insects, the migrations of birds and fish" (p10)

"now the island was an aspect of the web" (p11)

"your everyware touches everything that we do here" (p33), "cover the world with scanner and sensors" (p78)

Reading Bruce Sterling

The vision the reader is presented here is not just descriptive since the most interesting aspect of the sensorweb discussion concern its implications. As shown on the picture above (p72), there is a relevant differentiation between "sensory analysis" versus "sensory control". The two correspond to different approaches to a problem at stake today with the advent of networked sensors and the possibility of collecting information from mobile devices and the web. The current debate (today, not in the novel) is basic: (1) We have traces that are available today (generated by the use of mobile devices, picture upload on the web) and that will be easier to collect tomorrow (brain activity, heartbeats), (2) some people think it can be an opportunity for social sciences renewal, others fear that it can lead to greater control. Which actually corresponds, in the novel, to this pertinent quote by a cloned chinese state warrior who paraphrase Gilles Deleuze's "Postscript on the Societies of Control":

"The worst threats among those state running dogs are provocative figures who foment new relationships emerging from the long-standing interplay of social and urban control experiments practices by the state elite against the colonized posturban peoples. Through continually linking sensors, databases, defensive and security architectures, and through the scanning of bodies, these running nodes export the state's architecture of control" (p257)

"Diseases were everywhere, while surveillance was everyware, Everyware crushed diseases, subtly, comprehensively, remorselessly" (p211)

Moreover, Sterling reminds us that the situation is not so simple and that "blackspots" are part of the solutions:

"a hole in a sensorweb was called a blackspot. The laws of physics declared that there were always blackspots in the world. Computer science could assume perfectly smooth connections, but the Earth had hills and valleys and earthquakes and giant volcanoes. The sky had lightning storms, and even the sun had sunspots. Wireless connections were not magic fogs. Real-worl wireless connections were waves, particles, bits: real things in real places. So, If you didn't want to be seen, or heard, or known in a world of ubiquitous sensorwebs, there were options. You could find a blackspot. Or created blackspot. Some blaskspots were made by organized crime or official corruption. Other blackspots just grew in their natural blackness." (p161)

If you read Human-Computer Interaction, you'll recognize here the discussion around the messiness of the physical environment, seams and seamful design described by Bell and Dourish or Fabien Girardin). Which is exemplified by the part about augmented reality that is criticized by one the character as "pasting fantasies onto the island" and flawed because there is "a design conflict between strict geolocative accuracy and an augment that everyday viewers might willingly pay to see". To put in shortly, the augmented layer is not well adjusted to the physical environment and the digital part "appears to be hovering" over the material layer.

As a side remark, I would highlight the fact that this argument about the inherent messiness of the physical world is one of the trickiest to convey to a certain class of people who always think that "eventually XXX will be taken care of" (replace XXX by "phone connectivity" or "GPS coverage). One of the concluding remark in the novel is not so optimistic though:

"Those ubiquitous systems, what they used to call the 'mediation', the 'sensorwebs'. (...) Those technologies advanced so far that they vanished. The language operating systems, frameworks of interaction, the eyeball-lasting laser-colored neural helmets... all that stuff is more primitive than steam engines now. I mean, you can tell how a steam engine works by just looking at it, but a complex, distributed, ubiquitous system? There's no way to maintain that! That all became ubijunk! Those cutting-edge systems are gone like sandcastles. A rising tide of major transformations threw them up on the shore, and then the whole sea rose and they are beyond retrieval" p295

There is of course more in the novel. The two last points I was intrigued about are finally:

  • Participation and reputation-based social systems are in the background, a bit less than in Distraction (with the reputation servers process). The Acquis faction is based on "glory rating" and they use "an architecture of participation" to promote people at other ranks.
  • The whole fun around "correlation engines"n which are "an amazing new business tool (...) that never fails to hit on correlations of major interest"

Why do I blog this? this is a quick and rough transcript of the notes I've taken when reading the book. I enjoyed the whole thing and it's interesting to put the novel in perspective with the author's musings, warnings and speeches. As usual, there is a lot to draw from Sterling's novel, and I tried to make some connections here in the 30' I allowed myself to write in this blogpost.

Living in the future

In Receiver #14, James Katz wrote an interesting article entitled "The future of a futuristic device" where he describes why lots of people perceive the mobile phone to be a futurist tool, and what they might want in their phones. An interesting part of the paper deals with how early adopters say that having the most advanced mobile phone technology makes them feel like they are living in the future:

"This "living in the future" sense has both intrinsic and extrinsic attractions. In terms of intrinsic attraction, having futuristic devices suggests that the users have more insight and power than those left behind in the past. They are in several senses visitors who are experiencing today what others can only experience later. In terms of extrinsic attraction, future-oriented users can avail themselves of distinctive pleasures and conveniences. If knowledge is power, then the users of futuristic devices appear to have the knowledge to command resources and deal with various contingencies. In essence, this bestows power: they know what other people's future will be like."

Why do I blog this? what the future is can definitely be seen as a social construct. Perhaps some good material here for some of a student I am working with on the role of imagination in design.

EPFL IC research day

At the Information and Communication faculty research day at EPFL which is about "Invisible Computing: Novel Interfaces to Digital Environments". Two bits from the presentations caught my eyes. In her presentation entitled "The myth of touch", Chia Shen from Harvard University dealt with 3 wrong ideas about touch-based interfaces. She started by reminding us how people want touch because they have the impression that it's better for engaging users (and that it helps to "remember" and collaborate). She then moved to the description of 3 myths in this context:

  • "Myth #1: touch is natural: The reality is not that simple. Actually, touch is natural up to 3 UI-less gestures: zoom in/out, pan/scroll, tap. For some applications, the mouse may be better and there is an entire user culture built around this vocabulary
  • Myth #2: multi-touch = multi-user. As stated by Bill Buxton: "now not only can my eye see the pixels, but the pixels can see my finger", there is for example a problem with 2 fingers... whose fingers? if you don't know whose finger are there? how to zoom, select? pan?
  • Myth #3: touch is intuitive: it's really the data that is intuitive, if it's not, you become an interpreter for the interface (...) a large proportion of our cognitive system is devoted to interpreting sensory information from body parts with the most sensory receptors such as our fingertips (...) visual sensory input overwhelms audio and tactile in the human brain."

It's always interesting when technology researcher bring out and explore their own myth, what is taken for granted and why they're wrong. I wish the speaker had spent longer time in this issue to dig more into details. The "natural" bit is interesting at it echoes with some elements I discuss: it connects to the fact that what is natural is socially constructed and shifts over time.

The third presenter, Richard Harper (from Microsoft Research) used the example of "smart home" design to describe his perspective on innovation and design process. Some hints about he started with echoed with what I discuss in my courses:

" it doesn't matter where you start but it matters to make assumptions... you need to start with the right assumptions

users do not know what is the future HOWEVER, the future is visible in your behaviors, the future lays here in the present, in weird behavior, the things we do that are actually special evocative and rich. We have aspirations and hope to make our life a success, we can learn from that for innovation, to bring out new ideas"

He then used his exploration of the complexity of home experience to demonstrate this process, finishing with different technological projects to support his claims. Some of the point he made about people's experience at home were quite interesting:

"People want to make distinctions, when they make a home, they make it different form work, they make their home different from everyone else. But it isn't easy, it's full of contradictions: people want to close the door on the world outside but they still want contact with that world (call their friend...). Furthermore, when they make their homes special, they cannot be so special that visitors don't feel at home.

when someone gets home, sits down and switches on the TV they are switching themselves off, but they have to work at doing nothing (housework, kids asking things, give love to partner). There is so much to do and so little time to do nothing.

And the occupants themselves make for contradictions: some tidy home up, some make a mess, some set up homes, other leave home...

do designers have to be smart to understand a smart home? yes, but it's not the technology that requires them to be smart. Don't assume that there is an integrated model of the user (one that fits all) but it doesn't mean that there can't be innovation"

Why do I blog this? some highly intriguing elements there, I find quite interesting to see how this can push a little bit the envelope at EPFL where it's uncommon to have this sort of approach (unfortunately technologies are often the starting point).

Ceiling signage

You can write under the bridge! In general, ceilings are not so common place to put signage on. Which is why I found interesting to encounter this sign "L'Europe" (the name of this plazza in Lausanne) placed on the surface that is under the bridge where people walk to the subway station.

French book about locative media and LBS

Les Médias Géolocalisés My french book about locative media and location-based services (FYP Editions) has just been released. It's an overview of the field, that starts from the technical standpoint and go through various questions: what are they for, why the common scenarios (buddy-finder, spatial annotation, location-based coupons) have troubles being adopted, what to expect in the future as well as the space/time/social implications.

Les Médias Géolocalisés

Les Médias Géolocalisés

Update: my editor tells me that the rights to publish the books can be discussed with him (through contact (at) fypeditions (dot) com)

About digital and paper maps

Taxi map Mapping is a favorite topic of mine, not only because I worked on locative media, but also because I find they are fascinating objects. Maps are really interesting these days as they exemplify one of the design trend I spotted recently: the transformation of non-digital objects by design techniques coming from the digital world. To some extent, lots of artifacts from the material world can be re-designed by applying insights learned when creating weird interfaces and new sorts of interactions.

This is what happens currently with paper-maps which design is reshuffled by people who grew up with video-games and on-line mapping tools, or by designers who consciously want to apply techniques coming from the digital. What is highly captivating in this context is that it also reshapes the user experience of the object at hands. Maps are a good example of such phenomena.

One of the most advanced project along these lines is certainly Jack Shulze's Here and There. Although I don't have the poster version, the Wired UK version will do to exemplify what it is:

Here and There

Here is the idea:

"Imagine a person standing at a street corner. The projection begins with a three-dimensional representation of the immediate environment. Close buildings are represented normally, and the viewer himself is shown in the third person, exactly where she stands. As the model bends from sideways to top-down in a smooth join, more distant parts of the city are revealed in plan view. The projection connects the viewer's local environment to remote destinations normally out of sight."

There is more on S&W's on-line web log where Schulze describes how he wanted to "exploits and expands upon the higher levels of visual literacy born of television, games, comics and print". More specifically, he wanted to tap into the satellite representation as a symbol of omniscience and the reason why a platform such as Google Earth is so compelling. The point was to have "a speculative projections of dense cities (...) intended to be seen at those same places, putting the viewer simultaneously above the city and in it where she stands, both looking down and looking forward".

Reading this in the train yesterday made sense when few minutes after, arrived at my final destination in the city of Lyon (France), I encountered this curious map:

Horizontal Map

The map depicts the city of Lyon from the train station at the bottom (in this white area) and the city itself in the upper part of the picture. There is a lot to discuss here and I won't comment about what is not represented (can the white part be absent because it may have been perceived as not interesting for tourists?). What I find relevant there is:

  • The sort of bird eye's view, as if we were in a video game, where the landscape is represented in plan over distance
  • The color overlay that shows the subway, tram and bus lines is also curious. It basically maps the public transport infrastructure on the perspective
  • The map is fixed and located in the train station, it's only drawn for this specific viewpoint (the station) and definitely match the context of use.

Why do I blog this? trying to make some connection between online musing and urban scouting... and the map topic is highly intriguing for that matter. I am convinced there is a lot to work on to modify non-digital objects with this sort of design techniques.

See-through toilet

See-through toilet (3) Another item I found curious while spending time in Lausanne the the other day: a see-through toilet. Based on a steel-and-glass architecture, the toilet is based on a transparent system: when pressing the "voir" button (which means "see"), the glass gets transparent and it turns opaque when someone is inside and presses the button again. A motion sensor also turn the glass transparent if there's no motion during a certain amount of time (to prevent people from staying there for too long or in case of a problem) OR if there is TOO MUCH ACTIVITY (no party is allowed in there).

See-through toilet (1)

See-through toilet (2)

It's questioning as well to see that the button has been called "VOIR" ("see"), as most of the people who enter the toilet do not want to "see" but instead to "not be seen". My guess is that it's on purpose, to disrupt people's behavior (who would want to press a button anyway to see how to make the glass opaque).

From what I've read, the point is to find an answer the recurring problems of toilet trashing. By looking at the inside, people can have a direct overview of the toilet state. Designed by Oloom in 2008, the whole point of this is explained on their website:

"Eleven glass sides for this toilet whose walls are partly made of liquid cristal glass. Under electric tension, the glass is transparent and the toilet shows its clean and functional inside/interior: the user feels safe and sound. Out of tension, they become opaque: the place is now occupied and the users intimacy guaranteed. An innovative concept to deal with insecurity problems whilst playing with transparency."

An important feature in this design is the presence of a pine tree next to the transparent toilet. This tree has been especially chosen to be planted there because it's aimed at bringing more pleasant smell. A sort of high-tech/low tech combination.

Why do I blog this? An intriguing piece of furniture with curious combinations (the pine tree, the syringe trash can). Is this the Everyware-like city toilet of the future? I don't know but it's certainly interesting to understand more the way the glass gets transparent or opaque. The rules embedded in the system, that I described at the beginning of this post, tells us captivating insights about what is considered as normal or not in society.

Kinder eggs

Kinder eggs Kinder eggs

Interesting piece of packaging here with these Kinder eggs, in a sort of matryoshka twist: like a set of dolls of decreasing sizes placed one inside the other. The yolk-like yellow container, in which a little toy is compacted, is inserted in a chocolate egg.

Kinder egg gear

This piece of artifact is one of these highly intriguing carefully-designed object for several reasons:

  • The way the designers manage to create small toys than can fit into this yellow box is imaginative and fascinating. There is even a rolled piece of paper to explain how to build the toys out of the separated pieces: the smaller manual on Earth perhaps. It's also curious to see that this tiny space also have enough room for a small paper-based disclaimer in almost 10 languages.
  • The yellow container is a curious objects that can be repurposed for lots of ways (for instance as a container for small items, like coins, or for kids to tinker out weird stuff)
  • The toy series, constantly transformed and new, is also an on-going surprise (see for example people who collect them).

Does it tell us something about the future? I don't know but it certainly reveals an interesting example of design with a size constraint here, surely a curious exercise to do "more with less" (and pack it into a yolk-shaped box).

Wifi zone

Wifi area +place to sit Interesting configuration in Lausanne: a WiFi area (that is indicated through the signage on the wall depicting both the waves and the usage with a laptop) and places to sit with a laptop (the wifi wave are also present there too). A small cluster of high chairs for people who pass by. And yes, it's covered in case of rain. Looking at the chairs show clear sign of dirt and old remnants of cigarettes though.

Wifi area +place to sit

Why do I blog this? urban scouting in Lausanne today led me to investigate this area. The design intent here is to support new forms of activities in our contemporary cities. I love the signage on the wall. The direction of the wave is clearly going from the user to the cloud. I see this as an echo of the "creative city" meme: it's prosumer/active contributors to the network who are expected to use their laptops here.

Digital close to physical

Digital+physical Seen at the office today.

When the digital (in the form of a DVD that contains drivers and software) needs to be put close to the physical (this scanner) through the magical use of duct tape. DVD like this often gets lost although they're generally needed, a quick trick to avoid losing it is to keep it close to the physical items it is related to.