A week in Paris

This week, I'm in Paris for few things:

  • A workshop at ENSCI-Les Ateliers with Raphael Grignani (Method). It's a week-long training in field research for design. We basically engage students in a short-but-intense observation session followed by analysis and prototyping steps. This time, the brief is the following: Bike share programs like Velib are becoming more and more popular around the world which leads novice cyclists and tourists to take the road... more often than not carelessly. In this engagement, you will observe and document how various demographics use Velibs in Paris - you are free to set the parameters of your observations. From these observations and insights, you will design a product or service that improves the overall Velib experience (safety, navigation, attachments, availability, etc.). The solution should somehow be based on disruptive practices, found problems or curious behavior. You have 5 days.
  • A panel at IxDA Paris with Raphael and Moka Pantages Wednesday evening at Le Lieu du Design
  • A short speech at ENSCI this Thursday at 1pm in the cafeteria (brownbag seminar!) about "unmet needs as an innovation Holy Grail"

"Game Story" exhibit in Paris

Yesterday I went to le Grand Palais in Paris to attend "Game Story". This exhibit organized by the RMN (a French museum institution) and MO5 (an associated devoted to video-game and computer platforms) addressed the history of video games, from "big white squares" to 3D displays, from arcade box to mobile consoles.

The exhibit is not just about looking at old cubic machines scattered in the magnificent palais since people can also play with most of the devices. This is actually quite interesting as there are two things that attracted my attention there: the game platform and the way people used it. As most of the pieces are not brand new (and given that people could use them) you could see traces of dust and dirt here and there... which is always a good indicator of an artifact relevance. Those traces of human activity reminds us that these pieces make sense to people and they really enjoy using them.

Observing how people "use" with pieces in museum is generally limited to Contemporary art exhibit with interactive artifacts... and perhaps it's far less interactive than a whole aisle made of video-games. Even security members chatted with visitors to discuss the pluses and minuses of game controllers and specific titles.

Interestingly, the exhibit is not just about platforms; you also have plenty of artefacts from what shaped the video game culture : RPGs, toys, magazines among other pop-culture objects. This is quite good as it allows the attendants to draw some comparisons between contextual elements (that could be related to kawai or heroic-fantasy content) and what's exposed on the game console per se.

Such an exhibit also reminds us of the difficulty to maintain this sort of non-tangible material. Most of the pieces presented are based on cartridges and electronic devices (with some CD/DVD-based games) but it becomes harder with cassette and even more impossible if you want to consider early network-based platforms (Minitel games, the beginning of the Web).

Why do I blog this? On a more personal note, I definitely enjoyed spending time there because of the game controller book project. No big surprise for sure but it was an occasion to see the artifacts I am writing about and to observe how people interact with them.

Get inspiration from artifacts

Found in "Design as art" by Bruno Munari, Penguin, 2009

"Go into the kitchen and open the first drawer you come to and the odds are you’ll find the wooden spoon that is used to stir soups and sauces. If this spoon is of a certain age you will see it no longer has its original shape. It has changed, as if a piece had been cut obliquely off the end. Part of it is missing.

We have (though not all at once, of course) eaten the missing part mixed up in our soup. It is continual use that has given the spoon its new shape. This is the shape the saucepan has made by constantly rubbing away at the spoon until it eventually shows us what shape a spoon for stirring soup should be.

This is a case (and there are many) in which a designer can learn what shape to make the object he is designing, especially if it is a thing destined to come into frequent contact with other things, and which therefore takes it particular shape according to the use to which it is put."

Why do I blog this? I find that this excerpt is a good example about how objects (reflecting traces of human activity) can lead to inspiration in design. Will try to use this in the workshop at ENSCI tomorrow.

"degamification" as a design tactic

(Via Tom Ewing and metagaming) An intriguing question addressed on blackbeardblog:

"So presumably the removal of game mechanics from things which possess them might also have an effect on those things. And then I had to ask: would the effect of that removal – that degamification - always be undesirable? I think it wouldn’t.

Part of the reason I think this, I admit, is my own experiences playing Dungeons and Dragons and other tabletop games in the 80s and 90s, when the more I immersed myself in the hobby the more I was drawn to rule-light or even rule-free systems. D&D has – as you’ll know if you ever played it – a vast and hydra-headed system of rules. At first we would modify them, as almost all players did – dropping the ones that weren’t fun. But eventually we abandoned the rules entirely, shifting to what used to be known as “freeform” gaming – something more like interactive storytelling.

The reason we did this is that we’d reframed the aim of the activity to be creative rather than simply competitive or even co-operative. Once we’d done that, the game mechanics became a hindrance to play, rather than a spur."

Why do I blog this? The idea of "degamification" as a design tactic is interesting and the author presents it in a compelling way. What I find important here is that the removal of certain external rewards can be relevant for participants over time, "handing over more responsibility and autonomy" as said in this blogpost.

For those wondering about how this "subtraction"-oriented design approach can be applied, the author also gives an example:

"Tumblarity – the short-lived popularity measure on Tumblr introduced back in 2009, which had the effect of radically jacking up engagement and activity but in directions Tumblr management allegedly didn’t expect or like. So they degamified the site, removing Tumblarity, and found that the popularity of their service continued to grow but that the artificial metric no longer distorted the content on it quite so much. The behaviour Tumblarity artificially encouraged - chasing popularity, content inflation, and so on - didn’t go away, but its levels stayed manageable. Degamification rewarded its creative users at the expense of its game-playing ones."

William Gibson on "unanticipated impacts" of technology

Interesting insight from William Gibson in this interview:

"The strongest impacts of an emergent technology are always unanticipated. You can’t know what people are going to do until they get their hands on it and start using it on a daily basis, using it to make a buck and u­sing it for criminal purposes and all the different things that people do. The people who invented pagers, for instance, never imagined that they would change the shape of urban drug dealing all over the world. But pagers so completely changed drug dealing that they ultimately resulted in pay phones being removed from cities as part of a strategy to prevent them from becoming illicit drug markets. We’re increasingly aware that our society is driven by these unpredictable uses we find for the products of our imagination."

Why do I blog this? This is a common lesson in sociology or in history of science and technology but it's always intriguing to see it formulated by a fiction writer. What I find interesting here is the final sentence, in which Gibson argues about how our society is increasingly driven by these unanticipated uses.

Video series about Social computing by Tom Erickson

Preparing my Interaction Design course at HEAD Geneva about social computing, I received a timely email from Mads Soegaard about an highly relevant series of video about this very topic. It's actually written by Tom Erickson an interaction designer and researcher in the Social Computing Group at IBM's Watson Labs in NY.

The video is going to be public pretty soon and it's good to see a preview of this material. It basically consists in a good overview of the design and social issues at stake in social computing; a domaine that can be defined as following:

"when we speak of social computing we are concerned with how digital systems go about supporting the social interaction that is fundamental to how we live, work and play. They do this by providing communication mechanisms through which we can interact by talking and sharing information with one another, and by capturing, processing and displaying traces of our online actions and interactions that then serve as grist for further interaction."

Interestingly, videos are commented by various researchers from this field such as Elizabeth Churchill, David W. McDonald and Andrea Forte. A comment from Churchill's caught my attention as it exemplifies what I show to students and clients: the role insights coming from field research and their use in design:

"The idea of conducting field investigations that open our eyes to differences in ways of thinking and different norms for social action is not new, but it is easy to forget to look out for how our technologies are being adopted, adapted and indeed appropriated. Tom reminds us to move beyond simple characterizations of other perspectives and to field our technologies with a view to being surprised. Indeed, he suggests if we are notsurprised, perhaps we are not designing well enough. The humility of this approach is very appealing to me."

Why do I blog this? I have only watched half of the videos but they present a rich overview of Social Computing. From Slashdot to Chatroulette, from CSCW to social media, it's good to see this sort of panorama that show the evolution of this field. Especially given that it considers early projects and posit that platforms such as FB or Twitter embed traces (and design issues) already at stake 10 or 20 years go in other computing domains.

Thanks Mads for letting Pasta and Vinegar readers to access this material before the public release.

Pre-Internet of Things Objects ID

One of the current obsession consists in observing the meta-data given to things in the physical world. They're generally used to give an ID to a certain artifact (in order to performance maintenance acts) or its status. Some examples recently encountered: Power plugs at London Heathrow:

Extension chord at the local design school:

Switch at Lift Conference offices:

Why do I blog this? I use this as an example in talks/courses about innovation to show that so-called "breakthrough" (such as the Internet of Things) should be pondered... and the evolution of technology is a: - A slow movement: the idea of giving an ID to objects is not coming out from the blue, it existed before the IoT, - Technology is not the only underlying factor here: the "social" (here: a decision between a group of people to name artifacts to keep track of their status) and the "technological" (here: the thing itself as well as meta-data systems/reading devices) are closely intertwined.

Randomly juxtaposing diagrams of two everyday objects

The Creatomatic by Nova Jiang:

"The Creatomatic is a piece of software designed to accelerate the imagination and prompt new inventions. It works by randomly juxtaposing diagrams of two everyday objects from a selection of hundreds. Through free association, the two objects can prompt the invention of an entirely new object, which can be practical or nonsensical. Inspired by the accidental nature of creativity, the Creatomatic uses the technique of surprise to overcome habitual ways of thinking and short circuit rational control."

Why do I blog this? I find interesting the way a piece of software can integrate such a design tactic (creating chimera).

Lift12 ahead

The release of the Lift poster is always an important step in the preparation of the upcoming conference (Feb 22-24).

Unveiled last week, it highlights the evolution of the event as a moment of cross-pollination as shown by how Bread and Butter describes their graphic work for this year:

"Lift aims to act as an accelerator - a kind of Large Collider of ideas - where sketches become successful start-ups and melted cheese becomes life friendship.
In the design of this year theme, we wanted to visualize this. To focused on what happens during lift, this special sparkle so hard to keep alive.

The hand-made sketched and roughly cutted paper shapes are fragile and inaccurate as may be the participants thoughts, ideas and expectations. A polymorphic collection of simple elements, with no apparent link, but their own vague future. The blue flash is the lift effect. It's the verb in a sentence: the action. It transforms, moves, accelerates, gives sense, enlightens, opens, shapes and lifts up. It's the kind of energy we want to give to the participants: the capacity to move forward, toward their future."

The program is also moving forward with a set of confirmed speakers (Gordan Savicic, Kars Alfrink, Fabian Hemmert, Patrizia Marti, Mark Suppes, Steve Song, James Bridle, Gesche Joost and Ashley Benigno. They will address various topics ranging from the interplay of technology and crisis to the new face of gaming, the evolution of finance to the practices of extreme amateurs or trends from the mobile industry.

Early bird prices end pretty soon (October 31).

Notes from Playful 2011

My super quick notes from the Playful 2011 conference I attended in London last Friday. The main reason I enjoy going to Playful is that it always deal with peculiar aspects of playfulness and game-related technologies. It's more about the culture of play than the problem of the game industry. For instance, no one talked about the notion shown on the picture below, except to say that we need to move forward and talk about something else:

The topic this year was close to the one I handcrafted for the Lift09 conference (labelled "Where did the future go?"). The starting point of the conference was to consider the gap between the "future we were promised" (jetpacks, the Death star, AI, robots, big technological devices) and what currently have (the Hummer as opposed to a flying car, Siri instead of sentient robots). Some in the audience (or the twitterverse) noticed how this impression is a cultural construct:

"There was apparently a generation of British men seriously duped by science fiction a few decades ago and v disappointed now."

A big car from a sci-fi comic book, we don't have this kind of stuff today but we have Hummers

This gap is quite common in people interested in technology foresight or human-computer interaction. Researchers working on Ubiquitous Computing may be interesting in reading about this in a paper from Paul Dourish and Genevieve Bell entitled "Yesterday’s tomorrows: notes on ubiquitous computing’s dominant vision". In this article, the author describes how:

"the centrality of ubiquitous computing’s ‘‘proximate future’’ continually places its achievements out of reach, while simultaneously blinding us to current practice. By focusing on the future just around the corner, ubiquitous computing renders contemporary practice (at outside of research sites and ‘‘living labs’’), by definition, irrelevant or at the very least already outmoded. Arguably, though, ubiquitous computing is already here; it simply has not taken the form that we originally envisaged and continue to conjure in our visions of tomorrow."

... a lesson some speakers certainly followed during their speech, as they gave us some good insights about glimpses from unevenly distributed futures.

A quote from William "unevenly distributed futures" Gibson showed by Brendan Dawes that exemplifies this delusion

A side-effect of the aforementioned disappointment towards the "promises of the future" is the fact that human beings seem to be less prone to dealing with "big and futuristic projects". As Toby Barnes claimed, "there's not enough people trying to make a dent on the world", as exemplified by Neal Stephenson's recent comment about innovation starvation:

"Still, I worry that our inability to match the achievements of the 1960s space program might be symptomatic of a general failure of our society to get big things done. My parents and grandparents witnessed the creation of the airplane, the automobile, nuclear energy, and the computer to name only a few. Scientists and engineers who came of age during the first half of the 20th century could look forward to building things that would solve age-old problems, transform the landscape, build the economy, and provide jobs for the burgeoning middle class that was the basis for our stable democracy."

Although this delusion towards the future looks a bit sad, the talks were funny and engaging and I took plenty of notes... some might be loosely related to this topic but it's generally what happens in this kind of context.

In his talk called "Time Lords, frothing and Dungeon Maste", Matt Sheret relied on how his friends "play with cities" to highlight curious perspectives about the near future: role playing games, the Tower Bridge twitterbot and BERG London design projects. Above all, and because I knew the other projects, it's the perspective about RPG and the role of game masters that I quite enjoyed. He basically discussed how fictional cities in such games are somehow co-created by the players and the GM. The way dialogues between players and artifacts such as maps or urban descriptions can be seen as an interesting way to show how a "city talk to you".

A quote from Richard Lemarchand that I enjoyed: "people are not necessarily mean, they just want to see what happen if they try things out"... he showed how him and his fellow game designers noticed how playtesters were punching other people in their game... which led them to create characters that shake hands with players. Although this anecdote seems a bit futile, it's a good example of (1) the importance of playful interactions in games, (2) how you can rely on testing prototypes to tune a design proposition. It's always interesting to hear designers discussing how their understanding of player's psychology help them reconsider their work. This topic was also dealt with by Louise Downe in her talk about self-flushing toilets and automatic air-refreshener:

"I don't walk out toilets thinking it's OK, I need control over them. Intimacy with machines really requires trust. Trust that they think in the same way we do"

Chris O'Shea gave a quick overview of interesting toys and interactive projects for kids... based on some relevant data: how kids expect anything to be touchscreen (trying to zoom in), how "84% of parents are interested in asynchronous gaming to play collaboratively with their kids".

Also an important topic at Playful was the role of prototyping in the crafting of Playful experience. O'Shea showed how he used basic material (cardboard, plastic, lego bricks) to create iPhone casing and apps that can engage kids with basic activities:

This "low-fi prototyping" attitude was also exemplified by Brendan Dawes and Matt Ward, who gave a great presentation on designing peril, the fine line between entertainment, humor and fear. He showed how low-fi interaction is key to learn in a design research approach and that suspending people's disbelief is easier than they thought at first. (as shown in this video of their bomb project)

And finally, two highlights in terms of format. First Scribble Tennis was an entertaining idea: two players competing with drawings on an overhead projectors: Second, a so-called artificial intelligence called Siri gave a talk on the stage table: Well, actually, this didn't happen but this giant screenshot of the iOS-based personal assistant application next to a table (altar?) on stage gave me the impression that the future is not boring and brilliant.

"Practicing Theory or: Did Practice Kill Theory?" symposium

An interesting follow-up to the Swiss Design Network Julian an I attended last year is organized in Geneva on November 25 at the Geneva University of Art and Design (HEAD). It's called "Practicing Theory or: Did Practice Kill Theory?":

"The Swiss Design Network 2011 Symposium Practicing Theory aims at understanding what are the real theoretical contexts of designers practicing design research, how these theoretical backgrounds are formed, explored and broaden, and what use is made of them in the everyday practice of a research project in design. Not only will we seek to understand where from designers think, but also in what directions their research could possibly push the activity of thinking. At the end of each Paper presentation session, a round table will mix design researchers and theoreticians from various related disciplines, in order to discuss more deeply the interconnections of design research and theory."

Why do I blog this? The presentations will address the relationship between theory and practice in design research. Writing research projects related to this topic, I'm curious to see what can come up out of this.

Meerkat and Tuba: serendipitous presentation of digital content

Having a large quantity of pictures on my Flickr account, I enjoy using Photojojo time capsule, a system that send me twice a month photos from a year ago. I like this kind of almost random selection of my past appearing in my (boring) Mail app. Which is why I was intrigued by this design prototypes described in "Meerkat and Tuba: Design Alternatives for Randomness, Surprise and Serendipity in Reminiscing by John Helmes, Kenton O’Hara, Nicolas Vilar and Alex Taylor:

"People are accumulating large amounts of personal digital content that play a role in reminiscing practices. But as these collections become larger, and older content is less frequently accessed, much of this content is simply forgotten. In response to this we explore the notions of randomness and serendipity in the presentation of content from people’s digital collections. To do this we designed and deployed two devices - Meerkat and Tuba - that enable the serendipitous presentation of digital content from people’s personal media collections. Each device emphasises different characteristics of serendipity that with a view to understanding whether people interpret and value these in different ways while reminiscing."

Meerkat is aimed at exploring the notion of getting the user's attention to push content to him/her:

Unlike the previous one, Tuba requires the user to deliberately pull content of the device:

Why do I blog this? I find it interesting to see how time and asynchronous interactions can be embedded into tangible artifacts such as these two examples.

Video games with less video

Discussion with colleagues here at the design school about "screenless interaction design" led me to present some projects that I find interesting in the field. It seems that there's starting to be a cluster of projects that aim at creating playful and digital interactions with less emphasis on the visual senses. Some examples I find interesting:

SAP (for Situated Audio Platform) a "Barely Game prototype" by Russell Davies:

"The Situated Audio Platform, a browser for geotagged audio files. The idea is that it only has one button, the whole screen, which you use to switch it on, and then you never have to look at it. You can leave it in your pocket, monitoring the world for tagged files, quitely pinging, while you listen to your music. Then if it detects something, you hold it at your side and sweep the area until you home in on whatever it's found. You could browse AudioBoo with it, or get it to read geotagged wikipedia files to you. That's the useful bit.

But if you wanted to do some pretending, and some stupidness, it could turn into a social fighting game. Where the files you explore are mines and traps laid by other people and you sweep and destroy them to stay alive. All while never looking at your device."

Oterp by Antonin Fourneau (development by Kevin Lesur):

"Oterp is a mobile phone game project using a GPS sensor to manipulate music in real time, depending on the player's position on Earth. It generates new melodies when travelling. The objective of Oterp is to mix the reality of our everyday environment with a video game. This is a new way to imagine our movements in a society increasingly on the move and dependent on mobile interfaces."

Papa Sangre:

"Papa Sangre is a video game with no video. It’s a first-person thriller, done entirely in audio by an award-winning team of game designers, musicians, sound designers and developers. We’ve created an entire world using the first ever real-time 3D audio engine implemented on a handheld device. Which was BLOODY HARD."

It seems that there's a continuum based on the degree to which the user need to look at his or her own device: from no need to do this to a quick glance once in a while. Interestingly, this connects to another interest of mine: asynchronous interactions between the user and digital realms... which led me to this kind of design space (teku teku angel is a Nintendo DS game in which you have to walk with a pedometer to raise so tamagotchi-like creature):

Why do I blog this? This is just a quick note for myself about the possibilities of non-video pervasive games (what an ugly term). Food for thoughts for the laboratory!

Neal Stephenson on failure and innovation

A good excerpt from a text by Neal Stephenson:

"Most people who work in corporations or academia have witnessed something like the following: A number of engineers are sitting together in a room, bouncing ideas off each other. Out of the discussion emerges a new concept that seems promising. Then some laptop-wielding person in the corner, having performed a quick Google search, announces that this “new” idea is, in fact, an old one—or at least vaguely similar—and has already been tried. Either it failed, or it succeeded. If it failed, then no manager who wants to keep his or her job will approve spending money trying to revive it. If it succeeded, then it’s patented and entry to the market is presumed to be unattainable, since the first people who thought of it will have “first-mover advantage” and will have created “barriers to entry.” The number of seemingly promising ideas that have been crushed in this way must number in the millions.

What if that person in the corner hadn’t been able to do a Google search? It might have required weeks of library research to uncover evidence that the idea wasn’t entirely new—and after a long and toilsome slog through many books, tracking down many references, some relevant, some not. When the precedent was finally unearthed, it might not have seemed like such a direct precedent after all. There might be reasons why it would be worth taking a second crack at the idea, perhaps hybridizing it with innovations from other fields."

Why do I blog this? This kind of situation echoes with my feeling in certain meetings and projects. Besides, I find interesting to rely on failures in order to move forward, as described in this excerpt.

Designing a marker system for the next 10,000 years

"Permanent Markers Implementation Plan" is a project initiated in 2004 by the U.S. Department of Energy in order to provide a permanent record which identifies the location of nuclear waste repository and its dangers. The report is quite big and it's perhaps easier to peruse this shorter version, more focused on the design component.

This report described the task handled by one of the expert group made of an anthropologist, an astronomer, an archaeologist, an environmental designer, a linguist, and a materials scientist. The brief for them was basic:

"The site must be marked. Aside from the legal requirement, the site will be indelibly imprinted by the human activity associated with waste disposal. We must complete the process by explaining what has been done and why. The site must be marked in such a manner that its purpose cannot be mistaken. Other nuclear waste disposal sites must be marked in a similar manner within the U.S. and preferably world-wide. A marking system must be utilized. By this we mean that components of the marking system relate to one another is such a way that the whole is more than the sum of its parts."

This team work led to the definition of design guidelines, which, in turn, served as the starting point for several alternative designs for the entire site: "Shunned land...poisoned, destroyed, unusable", "Shapes that hurt the body and shapes that communicate danger":

Their conclusion is also fascinating:

"To design a marker system that, left alone, will survive for 10,000 years is not a difficult engineering task. It is quite another matter to design a marker system that will for the next 400 generations resist attempts by individuals, organized groups, and societies to destroy or remove the markers. While this report discusses some strategies to discourage vandalism and recycling of materials, we cannot anticipate what people, groups, societies may do with the markers many millennia from now. A marker system should be chosen that instills awe, pride, and admiration, as it is these feelings that motivate people to maintain ancient markers, monuments, and buildings."

Why do I blog this? I find the brief utterly curious: designing a system that would work for 10'000 years is an inspiring starting point in the age of planned obsolescence.

Crosswords - QR - Game of Life

Lighweight QR code (as suggested by Paul Baron)? Game of Life (as suggested by Matt Jones)? or simply a red hand-drawn crosswords structure... as this kind of artifact fascinates me recently. I wonder if some people already thought about crosswords generated by game of life algorithms (beyond this.

Why do I blog this? I'm just mesmerized by the visual proximity between crosswords, QR codes and Game of Life rendering.

"the job of the studio is to bring our own ideas to life..."

The interview about SVK by Berg London is insightful but I was fascinated by this quote:

"I think the job of the studio is to bring our own ideas to life – that it’s something inventive, hopefully something that has some cultural importance – but mainly to have fun, make stuff y’know? When you can make that kind of thing achievable, when it gets some kind of independence from the client work so you can do it yourself, that’s really interesting."

Why do I blog this? this is exactly the sort of direction we are trying to aim at.