The non-adoption of location-tracking in the family

"A Case Study of Non-Adoption: The Values of Location Tracking in the Family" by Vasalou, Oostveen and Joinson is a paper that is going to be presented in a week or so at the CSCW 2012 conference. It deals with the use of location-tracking by parents to monitor where their children are when outdoors. Based on a large- scale survey of 920 parents from the UK, the researchers show that this technology concurrently supports and threatens parental values.

A quick summary of the results:

"Families do not use location tracking: Only 1.7% parents reported using this technology with their children (implementation stage). (...) A significant number of parents, over one third of our participants, were not aware these technologies existed (...) Values are the motivating force in the adoption of location tracking: Our findings inform the technology adoption literature by showing that contrary to previous work, demographics (e.g. age and gender) did not predict adoption. (...) A small group of parents, 16%, were favorable toward location tracking (persuasion stage). Location tracking was seen as a tool to reduce uncertainty by providing constant information about children’s movements (uncertainty reduction category). More generally, parents’ accounts show that location tracking technologies are understood to be ‘preventive innovations’ that have the ability to reduce the risks facing children. Despite their positive attitudes, however, it is noteworthy that parents had not adopted these systems. (...) Parents do not need location tracking: The control provided via location tracking was considered to be a threat to self-direction and trust (trust and self direction category). Parents wanted to preserve their children’s ability to freely explore their environment without being judged"

And, interestingly, this last bit about declarative location ("checkin-in" in the Foursquare parlance) caught my attention:

"Systems that feature spontaneous location disclosure (e.g. checking-in) might be more reflective of this web of values and behaviors. By weakening the power relationship previously established through one-directional control, spontaneous location reports can give choice to children and nurture a sense of responsibility as well as honesty without stifling their freedom and autonomy"

Why do I blog this? Following the appropriation of location-based services, I am often surprised by the discourse that surrounds the use of such platforms. Articles such as this one, backed by data, are relevant in the sense that it shows the current usage and perspective in a specific context.

Madrigal on "QR Codes Are the Roller-Skating Horses of Advertising”

(several codes encountered in Madrid last week).

Alexis Madrigal has a good piece in The Atlantic about QR codes, their proliferation in advertising and their low adoption rate by users. Some excerpts I enjoyed

" This is a picture of a roller-skating horse named Jimmy. I think he is a great analogy to explain why QR codes, those little black-and-white squares in magazines that you're supposed to use as a paper hyperlink, continue to proliferate. Let me explain. (...) For now, though, we've got QR codes. And it appears we'll continue to have them. Don't be fooled, though: this is a novelty more than anything else. I think print magazine ads work and I think digital campaigns work. But when I look at a QR code, I don't see the future, I see a roller-skating horse. Advertisers deploying QR codes are like people in 1900 wanting transportation to be faster, saying to themselves, "Well, we've got horses and we've got roller skates -- I think we're on to something! It seems gimmicky, but we're innovating." Meanwhile, inventors in garages were building the first janky, bug-ridden automobiles, the Model T just a few years away."

Why do I blog this? Given my interest in technological trajectories, it's relevant to put things in perspective and see how they fit in the global picture. Will the QR code eventually work? Is it just a "bridge technology"? I don't know but there's something worth digging here. Also, make sure to read the comments, the arguments in there are quite insightful... the way people defend QR codes ("QR is a good technology for condensing lots of information into a small physical space") is sometimes very tech-oriented and does not account for issues related to human usage.

Two workshops at Lift12: futurescaping and location-based games

Lift 12 is almost there... and I will co-organize two workshops there:

1. Game mechanics in location-based games, in collaboration with Mathieu Castelli (C4M):

"Location-based games now exist for quite ten years. They have always been a creative platform to test innovative propositions (beyond gaming) based on geopositioning.

The game mechanics in this field is stable now with treasure hunt, geocaching and people tracking. Interestingly, the evolution of these platforms is quite slow; mostly because it is difficult to tune the game component properly. Beyond contextual issues (the city you’re in, its architecture), the experience is very much dependent on details such as the number of participants at a given time, the reactivity of the game or the accuracy of geopositioning. This workshop will look at this in a very “hands-on” way as we will test different game mechanics with a prototype. It is aimed at participants, interaction designers, web and mobile app developers and game designers interested in testing ideas about the user experience of location-based applications.

The session will consist in a series of group activity based on Meatspace Invasion, a location-based game recently developed by C4M and Mekensleep. After a quick introduction about these, we will form groups who will test different combinations of game parameters. We will then go on the field in Geneva to test these scenarios and regroup after the game session to debrief the outcomes."

2. Foresight surprise!, in collaboration with Anab Jain and Justin Pickard (Superflux): This one will be devoted to exploring near future scenarios but it's going to be a surprise. No spoilers, you have to be there to know what will be going on.

Talk in Madrid about Smart Cities

Last week in Madrid, Fabien and I participated in a workshop at BBVA innovation about Smart Cities. Organized by Urbanscale (and more specifically by Jeff Kirsh, Adam Greenfield and Leah Meisterlin), it focused on opportunities to use networked data for the client. It basically followed up on the previous work we have done with this bank last year. This workshop was followed by an open session entitled “Beyond Smart Cities” at BBVA’s Innovation Center, with Adam Greenfield, Kevin Slavin and yours truly.

My talk was a critique of the "prediction trope" in the discourse about Smart Cities. Slides are on Slideshare and I've included some notes in the document:

[slideshare id=11199761&doc=2011-bbva-120122035754-phpapp01]

There’s a write-up of the event at the following URL

Computing chic hiccups: the Prada store case

Back to failing technologies... this piece on CNN Money from 2004 gives an intriguing snapshot of the problems encountered by "users" of the Prada building designed by Rem Koolhaas. As described in this article, this cutting-edge architecture was supposed to "revolutionize the luxury experience" through "a wireless network to link every item to an Oracle inventory database in real time using radio frequency identification (RFID) tags on the clothes. The staff would roam the floor armed with PDAs to check whether items were in stock, and customers could do the same through touchscreens in the dressing rooms". Some excerpts that I found relevant to my interests in technological accidents and problems:

"But most of the flashy technology today sits idle, abandoned by employees who never quite embraced computing chic and are now too overwhelmed by large crowds to coolly assist shoppers with handhelds. On top of that, many gadgets, such as automated dressing-room doors and touchscreens, are either malfunctioning or ignored (...) In part because of the crowds, the clerks appear to have lost interest in the custom-made PDAs from Ide. During multiple visits this winter, only once was a PDA spied in public--lying unused on a shelf--and on weekends, one employee noted, "we put them away, so the tourists don't play with them."

When another clerk was asked why he was heading to the back of the store to search for a pair of pants instead of consulting the handheld, he replied, "We don't really use them anymore," explaining that a lag between the sales and inventory systems caused the PDAs to report items being in stock when they weren't. "It's just faster to go look," he concluded. "Retailers implementing these systems have to think about how they train their employees and make sure they understand them," (...) Also aging poorly are the user-unfriendly dressing rooms. Packed with experimental tech, the clear-glass chambers were designed to open and close automatically at the tap of a foot pedal, then turn opaque when a second pedal sent an electric current through the glass. Inside, an RFID-aware rack would recognize a customer's selections and display them on a touchscreen linked to the inventory system.

In practice, the process was hardly that smooth. Many shoppers never quite understood the pedals, and fashionistas whispered about customers who disrobed in full view, thinking the door had turned opaque. That's no longer a problem, since the staff usually leaves the glass opaque, but often the doors get stuck. In addition, some of the chambers are open only to VIP customers during peak traffic times. "They shut them down on the weekends or when there's a lot of traffic in the store," says Darnell Vanderpool, a manager at the SoHo store, "because otherwise kids would toy with them."

On several recent occasions, the RFID "closet" failed to recognize the Texas Instruments-made tags, and the touchscreen was either blank or broadcasting random video loops. During another visit, the system recognized the clothes--and promptly crashed. "[The dressing rooms] are too delicate for high traffic," says consultant Dixon. "Out of the four or five ideas for the dressing rooms, only one of them is tough enough." That feature is the "magic mirror," which video-captures a customer's rear view for an onscreen close-up, whether the shopper wants one or not."

Why do I blog this? It's a rather good account of technological failures, possibly useful to show the pain points of Smart Architecture/Cities. The reasons explained here are all intriguing and some of them can be turned into opportunities too ("otherwise kids would toy with them.")

That said, it'd be curious to know how the situation has changed in 7 years.

"Walk your movie": An interview with the founder of "Walking the Edit"

Once in a while, I enjoy conducting interviews with the interesting people I encounter in my work. This time, I discussed with Ulrich Fischer, founder of Walking the Edit, a very intriguing locative media application that allows users to “walk a movie” : your recorded walk will be translated into a movie through our iPhone app'.

Nicolas: Can you describe what "Walking the Edit" is and how you came up with this idea?

Ulrich: Walking the Edit is a mobile application that empowers the user to compose a unique and surprising movie based on existing audiovisual fragments, through the act of walking. It works the following way: The user generates his movie with the help of an iPhone app that translates in real time the form of his or her path into a narrative playlist of previously geolocalized media files. First comes the active experience where the user (walker) hears the sound of the movie (walk and listen), then comes the reception where it is possible to watch the resulting personal movie (watch and listen). Stories of-from-about-with the territory: the practice of "walking of a movie" is an open and playful way of interacting with the audiovisual memory of our surrounding environment and everyday life. By mixing our immediate reality with feeds and data coming from the digital space (the mobile internet), we create a so-called "augmented reality". The project "Walking the Edit" opens an alternative path to this hybrid territory, by reducing the data-worlds into an artificial construction that is a story-line. One story out of many potential others: the past of the place you are interacting with is (re)combining itself to deliver a new, contextual and unique story that belongs to your present.

This concept is based on following thoughts, desires and intuitions:

  • The importance of the database (and by extension, of the metadata). On the road of creating an artistic/knowledge object (a movie, a text, photographies etc), there always exists a place filled with material that becomes both the fuel and the horizon of the messages and stories we create. In order to deliver a message, we reduce the complexity of this place by filtering / cleaning it down to a singular and specific object that we can present and share with the public. Nowadays, this place is called a "database"; a few years ago, we where speaking about the editing bin or the atelier. We still have the working place (that can be called atelier) but we also interact with this virtual place filled with digital content. Basically (I'm not considering creativity yet), the concern is storage, accessibility and usability – but what differentiates the virtual place (our database) from the real place (our atelier) is that the limitations and possibilities of the database are very different from the atelier. Let me give two examples: the database has a priori no time and space limit, the outputs of the database can be multiple and infinite. Even if this seems obvious technically speaking, we still use the database as if we where working in our atelier. What comes out of our atelier is a single object (say, a movie of 90 minutes), and after that, the atelier is not used anymore (the rushes are left in the dust). In order to make another movie, we build up another atelier, and so on. In other words, we use the digital space as if it was only the extension (or a copy/paste) of our physical space – and we miss the main point. For me, the main point is to consider every asset as a unique form that can live it's own life, outside of the projects and objects we, as authors, want to place them in. Why does this picture, this sequence have to be used only in this particular way in that specific movie ? Why do we present only a little percentage of our content, even if a lot more can be of interest to some people? There are many open questions (that will certainly lead to many different answers that will change over time), but one thing is certain: data without metadata will hardly survive. The value does not lie in the created object itself, but in the use (evolution, experience, transmission) of it. And without metadata, there is no use (at least in the digital world). The project "Walking the Edit" tries to use those metadata with an artistic approach: by linking data together, based on words, concepts and values. In a way, the project can be seen as metadata driven storytelling.
  • The author – spectator relation. This is not something new to the digital age, but every person is sometimes active (creating something) and sometimes passive (being a spectator). For many reasons (derived from the available tools and techniques, from the economic system etc), the world we come from is focused on a strong separation of both attitudes. Copyright, Intellectual Property on one hand and costs on the other helped to make the revenue streams easy and protected for some happy few. Now that the hardware industry (but software is not so far away either…) made it possible to use a very common gadget like a smartphone to create, edit and share content (and this is only one example), the vertical relationship between the author (on the top) and the spectators (on the bottom) is loosing it's balance to become more horizontal. But even if the walls disappeared, this will not mean that there will be a tsunami of new creators who will take the resources, ideas and place of the existing ones. Creation is still a painful and long road that not many are willing to go through. The chance we have today is that it is possible to decide in a very adaptive and evolving way, for each project individually, the relationship between those who give and those who take. Given that those who take might want to give the object / experience further to another person, a chain reaction is created, that is not only virtual, but real (based on exchanged data). In a way, it is like creating a discussion, where somebody is the host, takes care of the ambiance, the scenography, the storyworld, and invites people to discuss, interact, create within this space that does not have to fit the rules of our "first world". What is basically different here, is that we are not in mass media anymore (like TV or cinema), because the value created is not based on the main story of the "one to many" but on the specific story (stories) of the "one to one", or even of the "many to one". Finally, what counts is not who has the "final cut" (who is the author in the classical sense), but how it is possible to let each individual create his or her own personal relationship to your content (from a very active attitude to a passive position) - and to open up the appetite to come back, to bring others in...
  • Images are not limited by screens and closed forms (like movies, exhibition rooms etc). For me, the main issue of bringing images to life (by sharing them with another person) is not the resolution and the technical capacities of the viewing system but how we use the underlying technology (the medium). In fact, it is simple: there are linear and non linear devices. If the content is on a tape or film (linear medium), the use is dictated by time: there, definition and protection from the outside context does matter (cinema has a huge screen and big walls). Of course, there are some variations (DVD's in installation mode as an example), but basically, the issue is the same. Everything is decided and mastered in advance, the object is given and closed. Now, if we take the non linear devices (as computers are from the ground up), we could play a linear movie as we could navigate in a open and random way on the web. The fact that we use computers (and more and more mobile computers like smartphones and tablets) to play linear content is a heritage that will not vanish – but questions the quality of immersion in a given story or universe. Watching "Avatar" on an iPhone (or even an iPad) is not the same as seeing it in a movie theater; still, many people do it that way, but they do it often in a multitasking mode. The movie is "embedded" in and interacts with a given context (a train travel, a conversion on a chat), so there are potential new links created between the linear content and the open and non predictable outside world. One could ask the question if the final result is not an addition of two things, but more a subtraction, where the two scales (the outside complex reality and the linear artificial experience) are not compatible and competing one against the other. Personally, I'm very skeptical about today's trend to deliver the same content on every device, regardless of the context and the human need to embrace and re-appropriate his living ground (that the digital datasets are part of). For me, it is important to let each user decide of his own use of the digital world within space (scale, distance and speed) and time (duration, rhythm and dynamic), with the ability to manage the storage (his memory) by turning on or off the record function (read, or read/write).

Nicolas: With such a technology, the role of movie/documentary directors and producers shift a little. This may of course worry them but there's a lot to gain. How would you describe the possibilities?

Ulrich: What changes, is the power balance between content producers (may they be small authors or big companies) and the spectator, as described above. Cinema production was always a teamwork, but now in the team there can be active spectators (who get involved in the project over crowdfunding strategies for example). The question is what place will those newcomers inherit ? How is it possible to manage a growing community through the whole process of the project, without loosing the overall vision?

As for the fears that come up with those changes (they are basically not the same in the EU as in the US, based on the differences in the financing system), they are mainly economic (for the little players remains the question of how to finance the creative work and for the big players the question of who will get the main part of the new revenue streams.) but also artistic (loosing the symbolic of the "final cut", how to face and appropriate the new technological and conceptual possibilities?). Cinema took about 20 years to "deliver" itself from the theater (see the koulechov experiment). How long will it take for the cinema to deliver itself from old habits and recipes that come from a period that is over? Today's cameras are not video or cinema cameras anymore, but little computers with one eye and two ears (and many other sensors); the whole workflow is file based, we are working in a system that is completely non linear. Nevertheless the whole industry is acting as if the produced material was still on celluloid and artificially backing frontiers and limitations within the distribution process. The "tragic" story of the music industry is still in the minds, there could be a lot to loose if nothing is done. Transmedia projects, connected and smart TV's, social TV and so on: there are a lot of things in the air, and the air is hot and buzzy. The crucial issue, dramatically speaking, is the following: either internet can be managed (in the way TV stations manage their content and their audiences in the broadcasting world), or it's the end of TV stations as we know them. Le roi est mort, vive le roi!

And concerning what there is to be gained from the spectator's point of view, more or less everybody sings the same tune (but the roads that lead there can be very different):

  • user engagement (based on interaction possibilities, the spectator gets to an emotional connection to a brand, a story universe)
  • content dissemination and distribution by the users through their own network (they make free publicity of a product)
  • content creation from the user (on the model of Facebook, where the value is created by the users)

Seen from the perspective of the big players, those goals can appear cynical (the users taken for salad); but from the perspective of the creators, the same mechanism can lead to open imagination, stimulate intellectual curiosity, invite emotions to come up, etc. Putting them in opposition is an extreme simplification – in fact, what happens in reality is far more complex, because strategical choices (visible through marketing) are now embedded within the narration strategies. Form and content are jointly telling choral stories, the virus of marketing has eaten itself through to the ADN of the content.

The actual technological innovations that influence the creative possibilities are following:

  • collaborative teamwork taken a step further (with a lot of questions to resolve), no limits in space and time
  • open forms and hybrid mutants, that change over time (what you see is not what you got before)
  • exploring new territories and imagining new rules, playgrounds and communities (sometimes the whole web 2.0 looks like the far-west with the promise of a new society)

And last but not least, for the documents themselves (if we "think" one second from their perspective): the promise of multiple comebacks, surprising coming-outs, "organic" combinatoric, chain reactions etc… Images have still a lot to say (outside of the movies where they are backed in).

Nicolas: What does it means in terms of narrative and scenario writing? How can you plan for a certain level of coherence and control (that directors may be unwilling to give up)?

Ulrich: The question of control often comes back, especially for specialists. May they be artists, intellectuals, scientists: their professional credit would be at risk if they loose control of the process and the result. What comes up now in addition to the control of the creation process and result, is the question of controlling the way a user comes into interaction with your content – in other words: how would it be possible to master or control the user ? What may seem like a coup d'état, is in fact the same will pushed a step further: you (should) know what is good for your audience (or somebody has to decide on the kind of content that will reach a particular group of people). The range is obviously very broad from large liberties within a framed coherence to a guided behavior within a reduced liberty. For the end user, the control question is less important.

What counts more is the facility of use, the immediate value that comes out of the use, and of course the fun and entertainment linked to the experience. But when a user feels that he is being manipulated and that the promised freedom is fake, it can break the relationship based on trust. The balance between the necessary control from the authors and the desired liberty for the users is very difficult to get right. The good news, is that today we can fine tune over time and tailor this balance for each specific user – but only if we shift the control and mastering focus a little bit.

Ideally, the main focus should be on the starting points, the paths and not only on the end results; the attention should be on each little "content brick" (taking it as an independent piece) and the whole system (establishing a cartography of the content and the mechanics of the logic that will filter the content). We are coming from a practice where those content bricks only matter when they are visible within a controlled object (a movie, a song, a text etc), which in turn is more important than the control over the whole project. In short, we use to focus a lot on manufactured objects (the goal) and not on the project (the road); if we change to focus on the project, then we should be able to produce objects that are not only presenting the destination, but share moments and situations of the path. So it is not replacing one thing with another (cinema is out, mashup movies is in), but "simply" adding new values, new objects to the existing ones.

As the creator is not alone anymore (but in an open conversation with other creators, with his audience and users), he has to share his choices and inform others within the creation process. It can be done in multiple ways, but when dealing with digital data, it comes down to describe the data and answering the main questions (who, how, why, when, where etc). This moment, which is technically not very difficult, is emotionally challenging: the author has to show his cards, share information, and, in a way, share power. It is the price to pay to build up new relationships between the content producer and the content user, where the common goal is to find a viable balance and cycles between giving and taking, manipulation and liberty, reading and writing.

Nicolas: A big chunk of the movie industry is somewhat focused on photorealism and 3D, I find that your project offer an orthogonal way to innovate. Can you tell us more about how the role of meta-data (such as location coordinates) in content production?

Ulrich: In a way, the basic question that drives industrial innovation is: how can we sell (again, more) ? 3D is perfect to invite, persuade and force the end user to buy a new TV set, and as there is not enough 3D content around, there is a big pressure on content producers to deliver their new production in 3D (on the way they have to invest a lot of money to make quality 3D). The move of the industry towards 3D and high-definition comes not from the content producers, but from the hardware manufacturers like Sony, Panasonic etc. I see it a bit like the last dance of the dinosaurs before the comet of software ends up hitting our planet: the impact may seem slow from our point of view, but looking from a bigger perspective (from the dinosaurs perspective), it's happening very fast. The survival formula is perhaps not "grow and grow, get bigger and eat the other big ones to be the master" anymore; but instead "connect, link, eat and digest the data of others to become essential". We still have to use hardware, but now with a smartphone / tablet we have enough hardware power in our pocket to manage the biggest part of our digital life. The connectors that "drive" the Human-Computer interactions are not those cables that we have to sort out anymore (where is my HDMI-DVI adapter ?) but the software bridges (can I talk with your API ?). In a way, it's good news: we can finally come (back) to the manipulation and interaction with the content, all together. The digital space is not (only) a technological firework, full of spectacular forces (like 3D) and serving our need of mastering our own life (how to go as fast as possible from point A to point B, getting the cheapest restaurant on the way), but it is like life itself: complex, living it's own unpredictable life, becoming what driving forces in humanity plant within it.

Metadata are not as sexy to talk about as 3D, there is nothing to sell directly (data and metadata have no value per se, only their use makes them valuable). People know that metadata are very important, but the road to produce quality metadata is very boring: you have to tell the machine what you know about the data ("All about Data"); also, you can simulate some results, but it's only a preview of one state among many others. For the moment, the main usage of metadata is the control of the data (ah, the control again): find, filter and monetize are the core functions and uses of metadata. But we forget an important part of metadata by reducing them to this objective and functional role: metadata can tell stories (about the data they belong to, but also between datasets). Stories are subjective, that's not very 01, that's human, but hey, who build up those incredible calculators ? Humans need images and stories to frame the complexity of our world, giving a small illusion that we understand it.

Nicolas: Thanks a lot Ulrich for the very detailed answers!

Hidden webcam: the reluctance to be observed

Observed on one of my student's laptop. He told me that he "did not want to be observed" (nor he wanted his laptop to be controlled from elsewhere). Which is why he he put a (French) stamp ("easy to remove", he told me) on the camera.

Why do I blog this? This is an interesting example of these little signs of how users try to reclaim a form of control on digital technology. Even if the laptop has a LED that indicates whether the webcam is working on not, this user prefers to have a better control on this device.

IEEE Pervasive computing issue on "Ubicomp computing at 20"

The engineering journal IEEE Pervasive Computing has a special edition on the twenty years of the Ubiquitous/pervasive computing trope. It's actually a commemoration of the 20th anniversary of Mark Weiser’s seminal article, “The Computer for the 21st Century” first published in Scientific American in September 1991.

Some relevant articles:

"“Ubicomp Systems at 20: Progress, Opportunities, and Challenges,” by Ramón Cáceres and Adrian Friday, is a fascinating retrospective on 20 years of systems-oriented ubiquitous computing research. They also discuss remaining challenges to taking ubicomp systems to the point where they indeed become ubiquitous. (...) The second article, “Interacting with 21st-Century Computers,” by Albrecht Schmidt, Bastian Pfleging, Florian Alt, Alireza Sahami Shirazi, and Geraldine Fitzpatrick, focuses on the research challenges of designing the interface between humans and ubicomp systems. (...) In “From Context Awareness to Socially Aware Computing,” Paul Lukowicz, Alex “Sandy” Pentland, and Alois Ferscha consider the evolution of this area and present a thought-provoking vision of the future in which reliable recognition of complex contexts and activities is possible (...) “Pervasive Tabs, Pads, and Boards: Are We There Yet?” Maria Ebling and Mary Baker consider how far toward Weiser’s vision we have come with respect to commercial deployments of the devices he described. This review evaluates the commercial success of tabs, pads, and boards and discusses their real-world use. (...) In the article, “20 Years Past Weiser—What Next?” Alois Ferscha discusses the results of a large-scale European initiative to collect a list of challenges in the area of pervasive computing. (...) The European theme continues with an interview with Norbert Streitz who reflects on the early days of ubiquitous computing and the role of the Disappearing Computer initiative in helping to shape the European research landscape in the field."

Why do I blog this? Because this kind of special issue is a good occasion to understand what mattered as important for a community of researchers. Curiously (or maybe not), the perspective is largely focused on devices and technicalities, and less about people, culture and usage

Theoretical bases for Smart Cities

"A theory of smart cities" by Colin Harrison and Ian Abbott Donnelly offers an overview of the different theoretical bases for the "Smart Cities" trope. As the author mentions, "the current ad hoc approaches of Smart Cities to the improvement of cities are reminiscent of pre-scientific medicine. They may do good, but we have little detailed understanding of why".

After a quick introduction in which they describe what is hidden behind this term (use of digital sensors, penetration of networks that allow such sensors and systems to be connected, computing power and new algorithms that allow these flows of information to be analyzed in near “real-time”), they highlight two theoretical approaches:

"One of these is work in scaling laws going back to Zipf, but enormously enriched in recent years by theoreticians such as West and Batty to name but two. (...) This body of work provides evidence that although many behaviours of complex systems are emergent or adaptive, nonetheless there are patterns or consistent behaviour at the level of macro observation. (...) The second body of work considers cities as complex systems. (...) This approach introduces concepts such as interconnection, feedback, adaptation, and self-organization in order to provide understanding of the almost organic growth, operation, decline, and evolution of cities."

Why do I blog this? I'm preparing a speech that I'll deliver at the "Beyond Smart Cities" event in Madrid next week at the BBVA innovation center. My aim is to give a critique of the prediction trope in Smart Cities projects. The aforementioned article offer a relevant starting point for this top happen, even though their perspective is quite partial in terms of academic references. The paper is also interesting to understand the kind of assumptions IBM make when addressing these issues (as attested by the partial list of references).

Baudrillard on the difficulty to grasp people's needs

A good quote by Jean Baudrillard, Selected writings (1988):

"...he is forced to represent the individual as a completely passive victim of the system... we are all aware of how consumers resist such a precise injunction, and of how they play with needs, on a keyboard of objects. We know that advertising is not omnipotent and at times produces opposite reactions; and we know that in relation to a single need, objects can be substituted for one another... if we acknowledge that a need is not a need for a particular object as much as it is a need for difference (the desire for social meanings), only them will we understand that satisfaction can never be fulfilled, and consequently that there can never be a definition of needs."

Why do I blog this? Because it encapsulates a lot of the problems I see in the debate around user needs: the difficult to define what it is, the relationship betweens needs and product communication, etc. Surely useful for discussion with students next weeks in my user-oriented design class.

Subjective subway map

"Mon plan du métro de Paris" by Pierre Joseph is an interesting representation of the author's memory of Paris:

Why do I blog this? Maps based on people's recollection of souvenirs and past experiences are always insightful. They tell stories about the person's subjectivity, what count for certain individuals and what is left out of the picture (metro lines/stations...). The use of the same graphical code as the real subway makes it even more intriguing than hand-drawn map as it give an awkward perspective on the city itself (see the real map below). In addition, the different between the two maps highlight the person's perspective in a very coherent way.

When on the field, I enjoy asking informants to draw maps of their mobility patterns. It'd be curious to expand this method to such kind of representation too.

A study about mobile phone location data and recommendation systems:

People who played with location-based recommendation systems may have been confronted to a common issue: when you start using the application, you do not necessarily have a "location history" (no list of past "check-in" if we translate this in the Foursquare idiom), hence it's difficult to get relevant recommendations. This phenomenon has been called "the mobile cold-start problem" in this paper. This academic article written by Quercia et al. for the IEEE ICDM 2010 conference addresses this problem in the context of mobile recommendation systems, apps that can identify patterns in people’s movements in order to recommend events and services. The researchers investigated how social events can be recommended to a cold-start user based only on his home location. They conducted a quantitative study to investigate the relationship between preferences for social events and geography. They tested a different set of algorithms for recommending social events and evaluated their effectiveness.

Some excerpts of the results that caught my attention:

"In a situation of cold start (user preferences are unknown), recommending geographically close events produces the least effective recommendations, while the most effective recommendations are produced by recommending social events popular among residents of a specific area. (...) Interestingly, there are geographic areas that are more predictable than others, and this does not depend on the number of residents we consider in each area. We are trying to obtain sociodemographic data for Greater Boston to test whether sociodemographic factors such as income and inequality would explain those differences. If that would be the case, to produce effective recommendations, one would then need to complement real-time mobile data with historical sociodemographic data.""

And this bit about the data themselves is relevant too:

"To infer attendance at social events, one needs large sets of data of location estimations. Often such sets of data are not made available to the research community, mainly for privacy concerns. Such fears are not misplaced, but they gloss over the benefits of sharing data. That is why our research agenda has been focusing on situations in which people benefit from making part of their private, aggregate data available. This paper put forward the idea that, by sharing attendance at social events, people are able to receive quality recommendations of future events."

Why do I blog this? Working on the user experience of location-based services, I've always been curious about recommender systems and the problem designers face developing them. What's so fascinating is that they are based on basic and somewhat intuitive ideas about the way city-dwellers behave. Studies about their usage often reveal the complexity such systems.

PHOTO/NYKTO: a game played by switching on and off the lights

PHOTO/NYKTO is a project designed by my colleague Annelore Schneider & Douglas Edric Stanley at HEAD in Geneva:

"« Photo/Nykto » is an experimental game conceived by Annelore Schneider and Douglas Edric Stanley as part of the « Unterplay » project at the Master Media Design —HEAD, Genève. It is a game for nyktophobes and photophobes. It is played by switching on and off the lights in order to avoid reaching the edge of the screen. The score increases exponentially near the edges, and speeds up with each change from light to dark and back."

Why do I blog this? Fascinating gameplay!

About location-based advertising

Few articles raising doubts about location-based advertising: Unni, R., Harmon, R. (2007) Perceived Effectiveness of Push vs. Pull Mobile Location-Based Advertising. In: Journal of Interactive Advertising, Vol. 7, Nr. 2:

"Pull LBA fared better than push LBA. However, value perceptions of LBA and intentions to try this service appear to be quite low. Also, privacy concerns relating to location data were high, and perceived benefits were low. (...) Interestingly, initial surveys by market research agencies such as Driscoll and In-Stat showed a high level of interest and willingness to pay for location-based services such as navigation (driving directions), maps and guides, and traffic updates. Unlike LBA, these services are perceived to be more utilitarian and hence benefits and perceived value are easier to communicate. Results of our study show that the perceived benefits from LBA are low."

Banerjee, S. & Dholakia R.R. (2008) Mobile advertising: does location-based advertising work?, MMA International Journal of Mobile Marketing,

""location inertia" seems to characterize consumer responses from a private location. We use the term location inertia because this relative unwillingness to shop when advertised in private places has nothing to do with geographical distance from the store. In the LBS scenarios, private or public locations, the distances of the advertised store were specified as exactly the same (less than 0.1 mile away) but it appears that the actual distance does not matter; despite knowing that the store is the same distance away, a consumer is less likely to avail the offer when the ad is received at a private location than a public location. (...) The example of mobile advertising discussed in this paper can be simply viewed as an Internet pop-up ad that has traced the consumer's location and accordingly appeared on his mobile phone."

Why do I blog this? I'm not necessarily into this kind of application but I'm often asked by clients and journalists about the co-called "effectiveness" of using location-based ads in a "push" mode. My general understanding of these technology is that users find it intrusive and not very useful but it's good to have more data up my sleeve to discuss the complexity of people's perspective on this.

The main problem I see in the research papers about this is that they generally focus on projective methods (as opposed to following people using location-based advertising platforms).

From idiosyncratic detail to design

Preparing my course about interaction design next week, I got back to the work by Bill Gaver about cultural probes:

"Tactics for using returns to inspire designs

1 Find an idiosyncratic detail: Look for seemingly insignificant statements or images.

2 Exaggerate it: Turn interest into obsession, preference to love, and dislike to terror.

3. Design for it: Imagine devices and systems to serve as props for the stories you tell. 4. Find an artefact or location. - Deny its original meaning. What else might it be? - Add an aerial, what is it? - Juxtapose it with another, what if they communicate?"

Why do I blog this? Although the quote above is about probes, this is exactly the sort of direction I try to show as an alternative to "standard" (or utilitarian) user-centered design. As a design exercise, it would be good to use this in a cadavre-exquis way (observation/design/observation/design...).

Weeknotes

Always good to do some weeknotes once in a while, as a way to reflect what has been done in the past few days. Monday was devoted to Lift12, working on the program of the upcoming conference in Geneva... getting the ducks lined up, discussing with the last speakers, calling people interested in workshops.

Tuesday was a conference day, at the Serious Game Expo in Lyon, France, where I participated in a session about location-based games with Mathieu Castelli, as mentioned in my earlier post. It was also a good occasion to catch up with him and test his new project called Meatspace invasion. The rest of the day (4 hours of train and the whole afternoon) has been spent on data analysis: videos and picture from a field research projects that involves mobiles phones and 3D.

Wednesday was a mix of discussion with masters students at HEAD-Geneva about their masters thesis, the monthly meeting with colleagues and... a session of data analysis (for the aforementioned projects)... and a 3-hours workshop at EPFL in which we engaged engineers in a series of creative activities to design an accessory for book reading (based on assignments such as post-its brainstorming and drawing exercises with storyboards).

Thursday was a combination of client meetings, data analysis, fondue with the friend at Bookap in Lausanne and a workshop with a client (an electricity utility) that finished with a cooking workshop in Vevey.

Today was a conference day, the annual Swiss Design Network conference in which I participated in a panel about design research, games and cognitive sciences. It was a good opportunity to meet up with like-minded people such as Gesche Joost, Martin Wiedmer, Alain Findeli, Massimo Botta and the guys from emphase.ch.

Talk about location-based applications and serious games

Today, I made a quick trip to Lyon, to give a talk about location-based applications in the context of serious games. The talk was made with Mathieu Castelli, that P&V readers may know because he was one of the founder of Newt Games which created the first commercial location-based game: Mogi. Slides from the presentation are available on Slideshare:

[slideshare id=10277326&doc=2011-sge-lyon-111122140737-phpapp01]

The discussion at the end of the panel revolved around the fact that there's definitely a return of location-based games nowadays.