The presence of patina on mountain rocks is an interesting "footsteps in the snow" sign: the activity of people modify the environment, which in turn reveal relevant cues for other persons. Especially when hiking in a rocky environment. It allows to find your way and avoid unnoticeable crevasse and cracks.
The Reflective Practitioner by Donald Schön
The Reflective Practitioner: How Professionals Think in Action by Donald Schön was a good summer read. The book was highly relevant to me for two reasons: (1) the case studies themselves were interesting (especially the architect one, which is related to my interest in design), (2) Schön's objective, which was about setting an epistemology of practice that place "technical problem solving within a broader context of reflective inquiry, shows how reflection-in-action may be rigorous in its own right, and links the art of practice in uncertainty and uniqueness to the scientists' art of research". To some extent, what I appreciated in this book was that the author recast the notions of research and practice in novel ways. This was important to me as I constantly try to rethink my own stance. Actually, this is what happen when I state that I am a researcher although I left academia or that I avoid mentioning any "academic discipline" next to the term "researcher". Besides, having a BSc in biology, an MSc in Human-Computer Interaction from a psychology department and a PhD in in Human Computer Interaction from a computer sciences department doe not really help here.
Schön basically shows that the world cannot be split in two categories such as practitioner and researchers, on p. 308-309
"Clearly, then, when we reject the traditional view of professional knowledge, recognizing that practitioners may become reflective practitioners in situations of uncertainty, instability, uniqueness, and conflict, we have recast the relationship between research and practice. For on this perspective, research is an activity of practitioners. It is triggered by features of the practice situation, undertaken on the spot, and immediately linked to action."
This activity that we calls "reflective research" can be discriminated into four types:
- Frame analysis: the study of the way in which practitioners frame problems and roles.
- Repertoire building research: accumulating and describing description and analysis of images, category schemes, cases, precedents and exemplars to be brought to unique situations
- Research on fundamental methods of inquiry and overarching theories: discover how the process of recognition and restructuring works by examining episodes of practice to enter into a way of seeing, restructuring and intervening which they may wish to make their own.
- The study of reflection-in-action: research done by practitioners triggered by features practice situation, undertaken on the spot and is immediately linked to action.
Later on in the book, he confronts the epistemology of technical rationality (research produces abstract theories that could be useful to solve problem, applied in practice) and what he calls an "epistemology of practice" which is more inductive and substitute "problem solving" by "problem setting/spotting":
"In real-world practice, problems do not present themselves to practitioners as givens. They must be constructed from the materials of problematic situations that are puzzling, troubling, and uncertain. In order to convert a problematic situation to a problem, a practitioner must do a certain kind of work. He must make sense of an uncertain situation that initially makes no sense. "
What is important in this piece is also the critique of the technical rationality. Inherited from Positivism, the model of practice for lots of professions has the one of the Engineer. The practitioner's question ("How ought I to act?") becomes a scientific question and answers could be derived through scientific theories. Schön criticizes this through the book and I won't enter into the details here. What is interesting to me is the part about how the technical rationality often leads to the "mystique of technical expertise", the sort of wizardry some folks impose on others, showing that "they know (and you don't)". Schön as a good take on this:
"The idea of reflective practice leads, in a sense both similar to and different from radical criticism, to a demystification of personal expertise. It leads us to recognise that for both the professional and counter professional, special knowledge is embedded in evaluative frames which bear the stamp of human values and interest. It also leads us to recognize that the scope of technical expertise is situations of uncertainty, instability, uniqueness, and conflict. When research-based theories and techniques are inapplicable, the professional cannot legitimately claim to be expert, but only to be especially well prepared to reflect-in-action"
Which leads him to state some tips about how to judge a claim without being an expert. I like them a lot and think they should be used more often (p301):
- "judge the man rather than his knowledge". Challenge him and see how he responds to challenge. Look how he responds to challenge. Look for the combination of confidence and humility, advocacy of a position, and openness to inquiry which is characteristic of reflective competence.
- Use your own ignorance. Do not be afraid to admit ignorance, ask for help in understanding and expect to get it.
- Ask for sources of risk. Push for the limits of the other's confidence. Ask what risks are attendant on a proposed course of action.
- Seek out more than one view. Assume that is is normal and legitimate to compare practitioners' approaches to a problem. Use multiple meetings to build up a sense of the proper questions to ask and the criticisms of a particular approach that need to be answered"
Finally, a great part of my interest has been devoted to the description of the "reflection-in-action" process per se, or how practitioner do what they do. Schön's contribution here consists highlighting the "fundamental structure of professional inquiry"
He explains how the first step is about identifying the problem ("There is a problem in finding the problem") where the practitioner has "a reflective conversation" with the situation at hand: "The practitioner conducts an experiment in reframing the problematic situation (...) judges his problem-solving effectiveness in terms of an objective function". At this point, the person does not really know what the solution to the problem will be (nor that the problem is soluble) but the frame imposed on the situation is one that lends itself to a method of inquiry in which he/she has confidence. Nevertheless, Schön lists a set of question employed to evaluate the fitness of the frame:
- Can I solve the problem I have set?
- Do I like what I get when I solve this problem?
- Have I made the situation coherent?
- Have I made it congruent with my fundamental values and theories?
- Have I kept inquiry moving?
Then, there are two possibilities when it comes to "solving the problem". On the one hand, the practitioner can bring past experience, familiar categories. This is close to analogical reasoning/case-based reasoning as described by cognitive psychologists. On the other hand, he/she "conduct" and experiment, that he refers to as "a game with the situation" which is done through hypothesis-testing. In the context of design, this corresponds to what he calls “move experiment”: iterations that are evaluated and serve as a basis for generating new solutions. He insists also on the fact that this move experiment is an "interaction of making and seeing", which is an important characteristic of design. This notion of experiment is described in thorough details by Schön because he wants to show the differences with what the model of technical rationality implies when it comes to "experiments". In the case of practitioners' work, there are three types of experiments that correspond to 3 types of reflection-in-action:
- Explorative experiments, which follows a "What if?" logic: "when action is undertaken only to see what follows, without accompanying predictions or expectations"
- Move-testing, which implies an intention on the part of the practitioner
- Hypothesis-testing, that corresponds to the traditional notion with formulated hypothesis consisting of different variables. Unlike move-testing hypothesis-testing is much more complex and analytical.
And what are the consequences of such experiments? let's get back to the book because the phrasing here is REALLY important:
"When a move fails to do what is intended and produces consequences considered on the whole to be undesirable, the inquirer surfaces the theory implicit in the move, criticizes it, restructures it, and tests the new theory by inventing a move consistent with it. The learning sequence, initiated by the negation of a move, terminates when new theory leads to a new move which is affirmed. (...) Other theories of action or models might also account for the failure of the earlier move and the success of the later one. But in the practice context, priority is placed on the interest in change and therefore on the logic of affirmation. It is the logic of affirmation which sets the boundaries of experimental rigor."
With this quote, I end here this chaotic review because it circles back to I started to discuss at the beginning: the different definition of rigor for practitioner. I am pretty sure I will now used this quote (and material) to discuss practitioners' work with my student. I found it strikingly revealing and highlight the difference of attitude between academics and professionals.
Why do I blog this? lots of excerpts and quotes here but this blog is my notepad, the place where I reference this sort of material for futures enquiries. The place where my frame are being built and where futures moves are being hypothesized.
Of course, there are tons of others theories of knowledge and problem solving, some coming from cognitive psychologies, others from management sciences. However, I find interesting to read Donald Schön's approach given its proximity to different practitioners' field and its peculiar theoretical stance.
People interested in this book may also have a glance at Dan Saffer's extensive review as it uncovers interesting connection with designers' work.
Street signage complexity
Is the future about jetpacks or curious-but-ordinary things?
(Albert Robida's vision of the future in 1890)
Last june, I participated in a panel at the i-realize conference in Torino with Bruce Sterling and Geoff Manaugh. The starting point of the discussion was a short presentation I gave which resulted from a workshop I organized the day before about how people move and interact in Torino and how this may evolve over time. As one can see on the video of the panel (apart from the fact that I am a bit stressed out because my VGA adapter is screwed), Bruce picked up on the results to describe his personal interests. He mentioned how as science-fiction writer, he was into "big futuristic things". But he also stated how as a tech journalist he fancies small details/improvements/additions/modifications in our daily life (exemplified by the booklet i did with Fabien).
He used the street example (see picture below) to describe how innovation can be very basic... like this curved sidewalk that allows people to roll up instead of having a big step.
Interestingly, reading Warren Ellis august column at Wired UK, I also find an echo to this discussion:
"The future bubbles up under the floorboards.
We spend a lot of time looking for our spaceships and jet-packs, but – and consider this bit, it gets bigger and weirder the more you think about it – in a matter of days we can genetically sequence a mutant virus that’s jumped the species gap. People try to make an ordinary thing of that. There’s a strong tendency to cast the present day, whenever that may be, as essentially banal and not what was promised. Stop looking for the loud giant stuff. The small marvels surround us."
Why do I blog this? referencing material about the balance between big futuristic things and ordinary change, interesting quotes to be re-used in my upcoming course about how to observe the world for design purposes. This discussion about small marvels directly connects with George Perec's notion of "Infra-ordinary".
SXSW 2010 Proposal about Design Fiction
Julian proposed a panel for SXSW about Design Fiction at the following url: http://panelpicker.sxsw.com/ideas/view/5066. Feel free to vote on the platform if you're interested in the topic.
It's called "Design Fiction: Using Props, Prototypes and Speculation In Design" and here's the summary:
"This panel will present and discuss the idea of “design fiction”, a kind of design genre that expresses itself as a kind of science-fiction authoring practice. Design fiction crafts material visions of different kinds of possible worlds.
Design’s various ways of articulating ideas in material can be seen as a kind of practice close to writing fiction, creating social objects (like story props) and experiences (like predicaments or scenarios). In this way, design fiction may be a practice for thinking about and constructing and shaping possible near future contexts in which design-led experiences are created that are different from the canonical better-faster-cheaper visions owned by corporate futures.
This panel will share design fiction projects and discuss the implications for design, strategy and technology innovation. In particular, how can design fiction bolster bolster the communication of new design concepts by emphasizing rich, people-focused storytelling rather than functionality? How can design fiction become part of a process for exploring speculative near futures in the interests of design innovation? What part can be played in imagining alternative histories to explore what “today” may have become as a way to underscore that there are no inevitabilities — and that the future is made from will and imagination, not determined by an “up-and-to-the-right” graph of better-faster-cheaper technologies."
If this all happens Julian will be joined by people such as Sascha Pohflepp (http://www.pohflepp.com/), Jake Dunagan (http://www.iftf.org/user/958). Bruce Sterling (http://www.wired.com/beyond_the_beyond/), Stuart Candy (http://futuryst.blogspot.com/) or myself.
Dieter Rams' interview
Interesting interview by german designer Dieter Rams read the other day at the train station in Zürich.
What struck as fascinating was that Rams was, at first, hired to design stuff but with a different mission that led him to nail down design process:
"One of my first jobs in the design department was to harmonise the relationship between the designers and the technicians and so build up trust. There was certainly no form to the design process; for example, as yet there were no briefings. Later on we created teams consisting of designers, marketing people and technicians who, from the start, all worked together on a product. Such a framework does have a huge effect on the design process. The design projects then followed the tasks set by each of the individual areas – whether it be hi-fi, body care, health care etc. There was a business director who was at the same level as the technical director and the design director."
He also tackles relevant aspects in terms of marketing issues:
"[reacting to the marketing take-over at Braun]This always had to do with the ever-increasing quantities that had to be produced. And with the fact that more complex production technology also necessitated huge investments in toolmaking and production facilities. Marketing gained in importance at the end of the seventies as it was responsible for ensuring competitiveness and a return on investment. (...) the reason for the actual problem may be that no one wants to admit that at some point they have reached the end of the line. Yet you can't always be making a new shaver or a new coffee machine unless you come up with a real innovation – and here I'm not talking about tinkering with the shape or the colour. And then people think that this will increase sales a bit more. They're dreaming! Yet for all this it seems as if most managers still believe that just having a sheer mass of products on the market achieves something. Right now, that is the problem with the car industry. They have been shoving more and more cars onto the market yet it is obvious that the markets have long been saturated. And yet these are precisely the development programme targets being set by the design divisions of larger companies. But I still maintain that the way is to produce less, but better. "
Why do I blog this? curiosity towards Ram's approach and thinking.
New chapter about design issues in location-based games
" Digital Cityscapes: Merging Digital and Urban Playspaces " a book edited by Adriana de Souza e Silva and Daniel Sutko that deal with location-based games and urban informatics:
"The convergence of smartphones, GPS, the Internet, and social networks has given rise to a playful, educational, and social media known as location-based and hybrid reality games. The essays in this book investigate this new phenomenon and provide a broad overview of the emerging field of location-aware mobile games, highlighting critical, social scientific, and design approaches to these types of games, and drawing attention to the social and cultural implications of mobile technologies in contemporary society. With a comprehensive approach that includes theory, design, and education, this edited volume is one of the first scholarly works to engage the emerging area of multi-user location-based mobile games and hybrid reality games."
The book features a chapter called "Framing the Issues for the Design of Location-Based Games " written by Fabien and myself (at the time I was still at the Media and Design Lab at EPFL). It basically describes an overview of the three main design issues we tackled in CatchBob!: the role played by physical features (physical world structure, staircases, etc), the importance of the technological infrastructure (namely, WiFi) and finally the user experience of mutual location-awareness.
Why do I blog this? this is the final paper about the CatchBob! project which occupied Fabien and I from 2004. A big part of the project was about the socio-cognitive influence of mutual location-awareness (which has been done when we were at CRAFT but the one described in this chapter has benefited from my stay at the Media and Design Lab. The discussion we had at the time (2007-2008) were more geared towards architecture and design and certainly shaped some ideas that we discuss.
On a different note, although the chapter and the book are about games, there is a lot to draw out of this specific domain. Urban informatics as a whole could benefit from the elements discussed there.
Adaptive street infrastructures
Several occurrences of adaptive street interface encountered in Geneva this summer. The street fountains has been accommodated with either a little table (above) or both a little table and a bench (below) with a bright orange color. I assume it's meant to encourage the street life/gathering around fountains.
Another example below: a street garden device made out of wood
Why do I blog this? interest towards how the existing (hard) infrastructure can be complemented by other add-on devices that can enable new behavior (gardening) or facilitate existing ones (gathering). It's interesting to think about how to start from existing elements and not go directly for a new artifact.
Besides, I also like the temporarily aspect of it: the orange steel devices seem to be limited for summer use. Different seasons, different objects.
Robot exhibit at the Design Museum in Zurich
Went to Zurich last wednesday, for the robot exhibit at the Design Museum. Called "Robots - From Motion to Emotion?", it is meant to give an overview of robotic research, with a presentation of robot highlights (ASIMO, nanorobots or the robotic jockey) as well as addressing issues such as: why robots are accepted or rejected and what characteristics determine the relationship of people to machines.
However, the part that I attracted my interest was the weird desk of a robotic designer:
It's actually a "staged mess" that may be supposed to show how robot design is grounded into specific references (books, picture, newspaper clipping), artifacts (computers, electronic and electric tools) and prototypes. Unfortunately, this part was documented. I was thus left out with my own musing when examining it. If you look at the books in the picture below, you can see that the references that has been chosen ranges from "The Buddha in the robot" to "Y2K or "Action perception" and Charles Stross's "Singularity". Don't know what lead to this choice but there were also different pieces by Asimov that I haven't captured. Obviously the bible for robot designers/fans (that said, I am often mesmerized by the preponderance of Asimov in this field, there might be a lot to do in terms of Non-Asimovian robot design, as Frederic highlighted already)
The office floor interestingly features cat food and a cat food dispenser, which may account for the importance of animal proximity in the robot design process. Perhaps some sort of hint to tell us to what extent creating a bot needs a metaphor from living beings:
Why do I blog this? the whole exhibit gives and interesting overview of the robot scene but I was a bit disappointed by the design/art part since there's a lot going on this field. For that matter, it was a bit conservative. And as usual with robots, there is always a strong emphasis on locomotion as opposed to other characteristics of robots that I would find more intriguing to explore (agency, learning from the history of interactions, networked capabilities, etc.).
Pacman maps
Been stuck into Pacman maps and cartographic representations lately, as the one above (that represents the "strawberry and first Orange" levels. I found the one above at this Unified Resource Locator when practicing random combinations of keywords on the Google (an activity I often carry out with a keen interest).
I do not really know why but they seems highly peculiar and remarkable, perhaps as a seminal depiction of video game levels; in other words, one of the most important (and early) representation of a digital environment based on a metaphorical grid (Not to mention the 256th "split screen" special).
Beyond this map metaphor, what is also intriguing is the solution possibilities, which are based on the fact that Pacman works on a deterministic but not random. What I mean here is that the opponents you have to escape from have very specific kinds of behavior. Each ghost has a specific role (chaser, ambusher, fickle and stupid). As explained on the Wikipedia:
"enabling experienced players to devise precise sequences of movements for each level (termed "patterns") that allow them to complete the levels without ever being caught. A later revision of the game code altered the ghosts' behavior, but new patterns were soon developed for that behavior as well. Players have also learned how to exploit other flaws in the ghosts' behavior, including finding places where they can hide indefinitely without moving, and a code bug occasionally allows Pac-Man to pass through a non-blue ghost unharmed. Several patterns have been developed to exploit this bug. The bug arises from the fact that the game logic performs collision detection based on ghost / Pac-Man occupancy of grid squares, where the grid squares are large relative to the size of the characters. A character occupies (for collision detection purposes) only one grid square ("tile") at at time, despite its graphic depiction overflowing to another tile. If a ghost and Pac-Man switch tiles with each other simultaneously (which is not a rare phenomenon, because the tiles granularity is large), a collision isn't detected"
The solution is about finding patterns about the grid and artifacts' behavior, which is something some players understand and some others never get. At least, some who did, took some time to get it or were told to spot a pattern.
Why do I blog this? Pure curiosity towards this historical piece of culture. There must be something to nail down here about Pacman's grid (and players' behavior) as a metaphor/vehicle for discussions nowadays about the advent of augmented maps. We all know the cartographic representations updated in real-time (or in a more asynchronous way) and based on the aggregation of digital traces. Mapping the use of cell-phones for instance to highlight urban activities with a platform such as Citysense.
To what extent the "instant maps" based on the collecting of digital traces will require users to perform the same pattern analysis than Pacman maps? Should it be like them? different? How can we formulate the difference and help users to spot patterns?
But wait. What is pattern anyway and why do we need to reveal them to people in the first place?
Urban "error"
Hamel and Prahalad's take on failures
Generally, I do not read so much of business books but I wanted to have a glance at "Competing for the Future" (Gary Hamel, C. K. Prahalad) because it deals with issues I am interested in: futures and the importance of foresight research. Although the vocabulary is idiosyncratic and turned to a certain category of people ("managers", "leader"), there are some interesting parts. More specifically, I was of course curious about how the authors dealt with "failures", a research topic I came to cherish for a while. Some dog-eared pages excepts below.
First about what constitutes a failure, p.267:
"Verdicts of new product failure rarely distinguish between arrows aimed at the wrong target and arrows that simply fell short of the right target. And because failure is personalized - if the new product or service doesn't live up to internal expectations it must be somebody's fault - there is more often a search for culprits than for lessons when initial goals are not reached. Even worse, when some salient new facts comes to light as a result of market experience, the manager in charge is deemed guilty of not knowing it in advance. With risk so often personalized, it is not surprising that when failure does occur, there is often a race to get the body to the morgue before anyone can do an autopsy. The result is a missed opportunity to learn.
Not surprisingly, if the personal price of experimentation is high, managers will retreat to the safety of test-it-to-death, follow-the-leader, do-only-what-the customer-asks-for conservatism. Such conservatism often leads to much grander, though less visible failures. (...) Failures is typically, and we believe wrongly measured exclusively in terms of dollars lost rather than dollars foregone. In which traditional US computer company, for example, has a senior officer lost his or her job, corner office, or promotion for surrendering leadership in the laptop computer business to others? Managers seldom get punished for not trying, but they often get punished for trying and coming up short. This is what promotes the obsession with hit rate, rather than the number of hits actually generated."
And further out, p.268:
"Failure is often the child of unrealistic expectations as it is of managerial incompetence. (...) IBM0s ill-fated first attempt, in the late 1983, to enter the home computer market with PC jr. Widely criticized for having a toylike keyboard and for being priced too high, the PC jr. was regarded by both insiders and outsiders as a failure. Yet at the time, it would have been difficult for anyone to predict exactly what product would appeal to home users whose computer experience to date withe home computing was likely to be playing video-game on an Atari or Commodore. The real failure was not that IBM's first product missed the mark, but that IBM overhyped its entry and was thus unable to find a quiet refuge from whence it could relaunch a calibrated product. (...) The point is not that the ambitions of IBM were too grand, but rather that what constitutes failure depends on management's initial assumptions about how quickly and easily success should come."
Interestingly, given that the book has been written in the 90s, there are some striking examples that are brought under scrutiny... and which eventually makes a lot of sense today. See for instance the iphone/newton resurgence:
"If the opportunity is oversold and risks under-managed, failure and premature abandonment of the opportunity are preordained. Overhyping damaged Apple's early experiment with handwriting recognition in the form of the Newton Message Page. While the Newton was a failure in terms of Apple's optimistic predictions, it may not be a failure in the longer-run battle to create a market for personal digital assistants (...) this is partly the price of being a pioneer. (...) Thus one can't judge success or failure on the basis of a single product launch"
And, of course, there's a short part about how to spot one's failure on p.270:
"it is, though, a mandate to learn when inevitable setbacks occur. When a product aimed at a new market goes astray, management must ask several important questions. First, did we manage the risks appropriately or barge in like a bull in a china shop? Second, did we possess reasonable expectations about the rate at which the market will develop? Third, did we learn anything that will improve our chances on the next attempt? Fourth, how quickly can we recalibrate and try again? Fifth, do we believe that the opportunity is still for real and does its size warrant another attempt? And sixth, if we don't try again, have we just taught our competitors a valuable lesson that they will use to get to the future ahead of us? Failures should be declared only if the answer to all these questions is no."
Why do I blog this? working on the outline of the next book leads me to collect material about failures and their importance in foresight/design. These excerpts come from a very business/management sciences angle but they bring interesting aspects to the table that I will quote and re-use.
Outdoor television
7 qualities of "responsive environments"
Awesome encounter the other day at the flea market in Geneva: Responsive environments: a manual for designers by Sue McGlynn, Ian Bentley, Graham Smith (1985). I bought it right away and started perusing this interesting compendium of urban design principles. Very practical and straight to the point, exemplified with illustrations and drawings, it shows how to crate environments that do not alienate but offer comprehensible, friendly and controllable places.
The whole book is about this:
"The design of a place affects the choices people can make, at many levels:
"
- Permeability: where people can go and where they cannot.
- Variety: the range of uses available to people
- Legibility: how easily people can understand what opportunities it offers
- Robustness: the degree to which people can use a given place for different purposes.
- Visual appropriateness: the detailed appearance of the place make people aware of the choices available.
- Richness: people's choice of sensory experiences
- Personalization: the extent to which people can put their own stamp on a place.
For each of these, there are interesting assignments such as doorstep interviews or probing people at street corner with peculiar photographs:
Why do I blog this? surely some insightful material to chew on, will try to spend more time on it and connect these thoughts with Dan Hill's discussion of hackability and design. So far, I like how the book offer interesting models that can go beyond architecture or urban planning.
Personal informatics instances
Playing with personal informatics' devices lately. Such as Walk with me or On Life.
Walk with me enables you to track and monitor your daily walking routine, set certain goals, rate your day, etc. Onlife is meant to observe interactions with digital services (such as your web browser mailer, IM client, etc.). The two of these services belong to a category of applications called "personal informatics" that track people's daily activities to eventually allow them to modify their behavior based on trends. Of course, there are plenty of others. Some are more well-known than others.
Why do I blog this? The two aforementioned examples are interesting as they reveal some patterns that people may not have noticed but two things struck me as important:
- Both examples depict a sort of limited visualization of the traces that has been collected. In these two examples the information architecture is very similar (though it represents various things on the y axis) and the Gantt-like aspect could be replaced by other metaphors.
- The overemphasis on quantification: in Walk with Me, most of the stuff here is about counting the number of steps, it allows to see accumulations (per day, etc.), cycles and holes during your days. However, life's more than quantification, there are single and non-repeated events that can make sense to (weak signals coming from nowhere) and I wonder how they could be taken into account with a certain weight. To some extent... how the quality of traces could be more elaborate and not just represented with a scale. Let's explore this more thoroughly
Retro-computing
People interested in retro-computing (i.e. the use of early computer hardware and software today), may want to have a look at 101 Project: an independent creative platform to collect memories and archives in order to develop a documentary film. Selected at SIGGRAPH, it is a kind of collective memory incubator that will be first of all part of the film and it will live also apart and after the film as a web platform.
It's possible to start dropping your memories here.
Lift Asia is coming
Right after the Lift Marseille edition, we had to get back to our pen and pencils to build up the upcoming edition in Che-Ju (Korea). The event is taking shape with "Serious Fun" as a theme. Make not mistake, the point of the conference is definitely not to address serious games but rather to adopt the following perspective:
"The Internet started as platform for academics, then it became a huge business platform. Now it is an entertainment playground for users. People spend time having fun on the Social Web, access virtual worlds on their cell phones or interact with robots and networked objects.
Now we believe these services and platforms go far beyond mere leisure: their usage may reveal new social practices that will spread in other contexts (business, education), and the services first targeted at entertainment can lead to original innovations. This year's Lift Asia will focus on the lessons we can draw for fields such as innovation, sociology, management, business, design and education"
We already have a speaker roster with people such as Adrian David Cheok (Mixed Reality Lab, Singapore), Benjamin Joffe (Plus Eight Star, China), Julian Bleecker (Nokia Design, LA), Kohei Nishiyama (CUUSOO, Japan), Minsuk Cho (Mass Studies, Korea) or Rafi Haladjian (Violet, France) and others.
A side note for swiss entrepreneurs who may be willing to join, we organize again the "asia venture trip" that help start-ups develop and promote themselves on the Korean Market, meet potential clients, suppliers, partners, or investors. Last year we had the likes of Poken, Arimaz, KeyLemon, Secu4, Lighthouse, Pixelux. It resulted in more than half the start-ups developing strong ties with the country of the morning calm, some finding new clients, others new suppliers (especially if you work in electronics or robotics). Look at the call for project and send us your application!
Futures, delayed
Upcoming piece about the asynchronous city
Julian Bleecker and myself are putting a final touch to a pamphlet entitled "A synchronicity: design fictions for asynchronous urban computing" in the Situated Technologies series. Here's the blurb:
"Over the last five years the urban computing field has increasingly emphasized a so-called “real-time, database-enabled city.” Geospatial tracking, location-based services, and visualizations of urban activity tend to focus on the present and the ephemeral. There seems to be a conspicuous “arms” race towards more instantaneity and more temporal proximity between events, people, and places. In Situated Technologies Pamphlets 5, Julian Bleecker and Nicolas Nova invert this common perspective on data-enabled experiences and speculate on the existence of an “asynchronous” city, a place where the database, the wireless signal, the rfid tag, and the geospatial datum are not necessarily the guiding principles of the urban computing dream."
Due for September 2009. A sort of updated version of near future laboratory thinking that builds upon various projects, discussions (and partly going beyond material from my french book). Stay tuned.
Correlation != cause and effect
Definitely an awkward combination of services encountered in Chamonix last week: the weather board has been combined with a condom vending machine and a letter-box. As written on the green thing, the "Meteo" box (which means "weather" in french) is a curious cluster.
I take it as an example to express that correlation (i.e. a connection between two or more things) DOES NOT mean causation.