The uniqueness capabilities of pervasive devices

In the paper I blogged about earlier, Interweaving Mobile Games with Everyday Life, there was this very interesting quote:

Players also became aware of some technical features that we were only vaguely aware of ourselves. In one case, a player became aware—and angry about—the fact that his PDA’s 802.11 antenna had a significantly lower sensitivity than his team–mates’, even though they were using the same model of PDA.

It makes me think that nowadays, current technologies are unique, and 2 PDAs do not have the same sensitivity... How this would be reflected in the design of applications? Especially when talking about sensor-based services that may detect anything (network, proximity of others, temperatures...)? Of course, users do not like this situation but they will have to deal with it. More chaos and uncertainty in the Internet of Things, things will be unique and unequals...

Turning all of Philadelphia's vacant and abandoned lots into urban farms

Via inhabitat:

Farmadeliphication (fahr'muh'deli'fi'kay'shun), n. 1. The process of turning all of Philadelphia's vacant and abandoned lots into urban farms: The 'Farmadeliphication' of once decrepit buildings into farm structures advances fresh ways of seeing old structures as well as allowing for an organic transformation of history that contributes to the present day fabric. 2. What might happen if the Front Studio team's entry to the Urban Voids competition moves beyond the conceptual stage.

Why do I blog this? I find this phenomenon interesting. It's quite a different approach than MVRDV pig city (which consisted in raising pigs in huge skyscrapers) or Tokyo's underground farm.

Pervasive gaming and everyday life

Interweaving Mobile Games with Everyday Life by Marek Bell, Matthew Chalmers, Louise Barkhuus, Malcolm Hall, Scott Sherwood, Paul Tennent, Barry Brown, Duncan Rowland, Steve Benford, Mauricio Capra, Alistair Hampshire. To appear in Proc. ACM CHI 2006, Montreal, 2006. An interesting evaluation of a location-based game, that has some good perspective related to higher-level concepts of pervasive gaming. I am less interested in the part about seamful design (less my area) than how a pervasive experience can be designed to interweave with patterns of everyday life. The authors adopted an ethnographic approach: interviews with each player, video clips of gameplay, a game diary that each player kept him/herself, and from system logs. Some excerpts:

relatively little has been reported about how location-based experiences actually vary with location or how a ubiquitous computing experience actually fits with other activities. This stands rather at odds with one ideal of ubiquitous computing, namely that it should be woven into the fabric of everyday life, to paraphrase Weiser’s Scientific American article. (...) In the main trial, four teams played in three different urban areas in the UK (...) A few players found that their initial enthusiasm for the game dropped as the week progressed, (...) To understand why, we focus on three key issues in detail: the fit of the game with patterns of everyday life, friendship and collaboration, and the impact of location. (...) we observed two general modes of play and several specific impacts on the patterns of everyday life. (...)The first mode was to change one’s patterns of everyday life by deliberately setting aside time for special, often relatively prolonged, game sessions, for example during the evening or weekends. (...) The second mode of play involved augmenting daily routines by interweaving the game with normal activities, most notably work and journeys, and consequently playing larger numbers of shorter turns (...) the game had some specific impacts on the patterns of their lives. The impact on work was a factor for many. Some gained an advantage by being able to play at work where WiFi was available, (...) Another notable feature was playing during journeys, especially to and from ‘town’ as part of the daily commute, to go shopping or to meet friends. (...) Several players also noted that playing the game in this way made them late for work, late getting home, or late for pre-arranged meetings depended on how much time the participants spent in the company of team–mates. (...) The game is most easily played walking around, but it was also played in cars, buses, trams and trains, and even when bicycling (...) Another major factor in weaving the game into everyday life concerned friendships and opportunities for collaboration. (...) However, one aspect of collaborative play that could be problematic was getting team-mates together in the first place. (...) Successfully interweaving the game with everyday life also involved managing interactions with non–players including family, partners, colleagues and strangers. (...) In a game like Feeding Yoshi, play happens differently in different locations. Location was a major factor, both in terms of the distribution of open and secure WiFi access points across each city, and also in terms of which places felt good to play in and which felt bad. (...) Players also learned to interpret urban environments in ways that would help them play the game, on the basis of their ongoing understanding of the game’s technical characteristics, players’ practices and the game’s wider context. Inherent in the design process was an interest in using the existing ubicomp infrastructure as a resource for design and use, in a seamful wayinterweaving of play with patterns of everyday life.

And a good snippet for Fabien's research:

Players also became aware of some technical features that we were only vaguely aware of ourselves. In one case, a player became aware—and angry about—the fact that his PDA’s 802.11 antenna had a significantly lower sensitivity than his team–mates’, even though they were using the same model of PDA.

Why do I blog this? even though it's not related to location-awareness (my research topic), the idea raised in this article are very interesting, with regards to the relation between game usage and real life considerations.

Old meme from 2001: All Your Base Are Belong To Us

According to Wikipedia, All Your Base Are Belong To Us:

"All your base are belong to us" (sometimes referred to as "All Your Base" and often abbreviated AYBABTU, AYBAB2U, or simply AYB) is a phrase that sparked an Internet phenomenon in 2001 and 2002. The text is taken from the opening found in the English version of the Japanese video game Zero Wing, the translation of which was terrible to the point of hilarity. The game was originally produced by Toaplan in 1989. Groups of game enthusiasts began digitally altering various images to include the phrase. Eventually, these images were collected together onto one site, Tribalwar, and a Flash animation produced from them, which was widely downloaded.

Another good meme is also the "Thank you Mario, but our princess is in another castle!"

Why do I blog this? even though it's 5 years old, the meme is still there, showing how the Internet's can spread specific messages (uncovered by the traditional mass media as said in the Wikipedia definition) and then "install" it in the network's memory.

3D printing + RFID

Sherpa Design (a mechanical engineering services company specializing in design and product development, through 3D printing) and RFTrax have worked out this odd concept:

Project/Experience: RFID security system for shipping containers enclosure design and development

Working closely with the client's RFID and IR Supply Chain security technology group Sherpa Design has developed a number of enclosure and bracket assemblies that can be adapted to a variety of different applications. The housings can mount to the inside of most shipping containers used throughout the world as well as crates, mail bins, and other types of containers. These RFID Tags had to be environmentally rugged for the extreme conditions they experience during international transit.

Drawing on our experience with plastics, security systems, and sheet metal we delivered functioning prototypes for the client to be first to market with this new RFID technology. From conceptual models and prototypes (plaster and FDM), to detailed mechanical design, mold construction, and assembled working units for field trials, we helped them get there.

Sherpa Design continues to provide complete molded part and bracket assemblies and assist with their ongoing design and development programs.

I actually don't get the whole meaning of this... almost an instantiation of a spime? This company do 3D modeling/prototyping but I don't really get what they designed here with RFID tags, might be a tracking system for containers but is the RFID included in the object?

Some thoughts about Mogi Mogi

At Ubicomp2005, there was a workshop about pervasive games (the website seems to be down). An interesting analysis of the pervasive game Mogi Mogi has been presented by Benjamin Joffe (from the french company Newt Games). The results of the field study are quite pertinent. From his presentation, I like two things. The first one is that as he says "Ubiquity does not necessarily mean “the same service on all devices”, which is so true, the richness of ubiquitous application might emerge from the complementarity between services (be it games or other applications).

The second one is that though the game was mobile and location-based, most of the game was played at home. Of course it refers to different part of the gameplay (trading and sending messages) but that's an important component.

Eccky: a virtual baby raised using IM

via: eccky, "a multi-player concept that allows two people to create a virtual baby, add it to their MSN buddy list, and guide it through its childhood and teens".

Eccky is the name of a game where two parents can make, name and raise a virtual child. An Eccky. Their Eccky will be added to their MSN Messenger contact list, just like a regular buddy. Parents can chat (also via SMS) with their Eccky, play games, feed, wash, shop, and everything else that comes with raising a child in real life. The game will end in 6 days when Eccky will celebrate its 18th birthday. After having gone through three life stages, baby, toddler and teen, Eccky will leave its parents home... All interaction is done either through the MSN Messenger chat interface, the MSN Messenger game window or by using a mobile phone.

The looks and character of an Eccky are based on the DNA profiles of the parents, derived from a DNA quiz at the beginning of the game. There are no two Eccky's the same and our 'artificial life' technology will make sure that Eccky's behavior will be dynamic and in some ways even unpredictable. Parents will face the challenge of raising their Eccky in the best way possible.

Why do I blog this? This is somehow related to the "blogemon scenario" we envisioned at the lift06 workshop about blogjects. But in this case, the interaction is less tangible, using IM instead of trading cards. I am not a crazy fan of raising virtual kids but the idea of using the IM as a way to create innovative game design is interesting.

MASSIVE: The future of networked multiplayer games

MASSIVE: The future of networked multiplayer games is a conference to attend if you're around LA/Irvine on April 20th:

MASSIVE will engage 25 speakers and approximately 80 registrants from industry and academia in a dialog about the future design, technical and cultural challenges presented by massively multiplayer games, current and future research agendas from both industry and academia, and case studies and future models for industry academia collaboration.

And of course, Julian will talk about the most important question related to mobile gaming: "How can mobile games become more than just Tetris on a phone?".

Interesting political debate in France over ipod

Read in the IHT:

A bill under debate in the French National Assembly may require iPods to be able to play music purchased from competing Internet services, not just Apple Computer's own iTunes Music Store, and force changes in the business model that sparked the revolution in legal digital music downloads. (...) "Just ask my 14-year-old, who bought music from another system and cannot play it on his iPod," said Bartholomew, who added that operators would benefit if more people exchanged music over their networks. (...) "From a technical perspective, it is extremely complex to get these devices and services to speak with one another," MacGann said [director general of the European Information and Communications Technology Industry Association, a trade group in Brussels]. (...) "The only format that currently works on all these players is the MP3 format and that is 100 percent unprotected."

It so reflects the tensions between openness (reading every format on my ipod) and copyright...

Skyscout: point and click to identify stars and planets

(via) Skyscout is a GPS-enabled handheld device meant to "point and click convenience to instantly identify thousands of stars, planets, constellations and more".

Identify: Simply point the SkyScout at any star in the sky and click the "target" button. The SkyScout will instantly tell you what object you are looking at.

Locate: To locate a star or planet, select the object's name from the menu and follow the directional arrows through the viewfinder. SkyScout tells you when you are on target. It's that easy!

Learn: Once you have targeted an object the real fun begins.

The SkyScout includes entertaining and educational audio and text information, including facts, trivia, history and mythology about our most popular celestial objects.

Why do I blog this? I like this idea of using locative technology: deriving your location to spatial artifacts via GPS technology.

It's a bit cheesy anyway: you can get "text description of some of the coolest objects man has sent into space including the International Space Station, the Hubble Space Telescope and the Space Shuttle"...

HCI rant by Bill Buxton

Microsoft Researcher Bill Buxton has a good rant towards HCI in the last issue of Interfaces (the journal from the british HCI group): Buxton, William (2006). Who cares if you are dressed if you are alone? Interfaces, 66, Spring 2006, 5-6.

the CHI literature played no role in the development of what was perhaps the greatest contribution to improving people’s experience using computers. There was no CHI literature! (...) we were not wasting our time. No. We were doing hard and useful things. But they had far more to do with analysis, evaluation and engineering than with the design of new things. (...) One way that I would characterize this is to say that as a community we have been obsessed with learning how toget the design right rather than how toget the right design. (...) “Getting the design right” is largely what usability is about. And while ethnography helps inform “getting the right design”, it does not do it. Both ethnography and usability are important and worthy of respect, but they are not sufficient to do what needs to be done. Without either divine intervention or a competent designer, they will fail in doing so. (...) While the CHI community is fiddling around with our ethnography-usability dilemmas, Rome is burning, and has been doing so for years. If we believe the rhetoric about total user experience and value-based design, then perhaps we should spend a bit more time thinking about what makes products succeed, and how we can contribute to that, rather than how to get 10% better performance out of some menu. (...) may I point out that having not learned our lesson with the GUI, mobile computing (as manifest in the smart phone, for example), is following exactly the same track as the GUI towards self-destruction due to feature bloat.

Why do I blog this? some interesting and provocative thoughts about HCI are always useful to move forward, especially when you are in the process of writing a phd thesis that addresses some "implications for design" of field experiments.

PhD Annual Report

I just completed my PhD annual report. It basically compile what I did in the last 2 years and what's next.

Probable title of the thesis: Analyzing and Modeling the Use of Location Awareness in Mobile Collaboration

Thesis Director: Prof. Pierre Dillenbourg

Keywords: human-computer interaction (HCI), computer supported cooperative work (CSCW), pervasive computing, location awareness, location-based sevices, collaboration, coordination, awareness.

Abstract: This project addresses the use of a new class of applications in pervasive computing called location-based services; systems that take advantage of people’s physical location to provide users with various services such as location awareness of others during mobile collaboration. We focus on understanding how this feature modifies collaboration processes. For that matter, we designed a collaborative mobile environment in which we are testing how a location awareness tool impacts the group performance and interactions. Series of experiments are currently run on this platform. The expected outcome of this project is to have both concrete design guidelines and a formal model of how location awareness impacts mobile collaboration.

Airfoild ring for CD/DVD to safely toss them into the air

A curious patent: FLEXIBLE AIRFOIL RING FOR SAFETY FLYING CDS AND DVDS

An annular protective ring attachment designed to grip the outer peripheral edge of all compact discs (CDs) and digital video discs (DVDs) which, when used in combination with said CD or DVD, creates an airfoil. The airfoil ring consists of an inner periphery, which is molded to form a top lip (3) and bottom lip (4), and between these lips, a gripping mouth (6), which securely holds the CD or DVD (7, 76) inside the aperture of the airfoil ring. The body of the airfoil ring is curved in such a way as to create an airfoil adequate to enable the airfoil ring with inserted CD or DVD to be safely tossed into the air and to exhibit controllability in flight

Paper in eMind about CatchBob!

Our paper "Getting Real with Ubiquitous Computing: the Impact of Discrepancies on Collaboration" (Giradin, F. and Nova, N.) has been published in the spanish HCI journal eMinds:

Ubiquitous computing is still a maturing field of investigation. The vision of the seamless integration of computers to people’s life has yet to happen, if it ever has to become a reality. Nowadays, most mobile, distributed systems and sensor technologies have their faults and limitations. Users of ubiquitous technologies often learn to avoid or rectify the systems failures. However, there is still a lack of quantitative information concerning how they impact the collaboration. Therefore, we propose to use a ‘field of experiment’ approach based on a pervasive game platform. Our aim is to rely on a mix of qualitative and quantitative evaluations to find out how uncertainties modified the collaborative processes.

It's actually Fabien's follow-up project of CatchBob, which is going to be his phd thesis topic!

Julian Bleecker's talk at eTech

Julian's talk at eTech 2006 is a highly-relevant-for-my-research-and-personal-interests gig. It was called Pervasive Electronic Games: Theory Objects For Social Play. (be careful: huge pdf). Check regine's note or liz goodman's write-up for more about it. Some of Julian's considerations as he summarized them:

  • Games are theory objects that can reveal and shape human interaction rituals

  • Games can be an approach to research as a way to understand and create new kinds of social practices
  • Games can become ways to knit together, create and play with social formations
  • Games are (also) about reworking our expectations about social behavior and conformity
  • Games can be casual play
  • Games do not have to emphasize complicated "cool", but ultimately illegible technologies
  • Consider it a game design challenge to work below normative, existing technology "high-bars"
  • Seamfulness — Matthew Chalmers, et. al.'s approach to confronting the pot-hole strewn mobile networks — is the design approach to consider creating pervasive networked experiences. The frustration induced by but one network failure is enough to sully even the most beautiful game.
  • Get us to look at the “real” inhabited world in new ways
  • New perspectives lead to new considerations as to what goes on in the world and how we can make the world more habitable and sustainable.

Why do I blog this? Julian's aim was to show that pervasive games can be seen as a way of creating, understanding and researching social interactions and the relationship between we and the worlds we inhabit. Which is obviously also an idea that I fully agree with, using a game like CatchBob is for me a way to take games as an alibi for studying social and even cognitive issues in terms of user experience, collaborative behavior, interaction design or information management.

I really like the issue he raised, they're all starting point in the future of pervasive games that would go beyond collaborative hunt, collective gathering or objects or buddyfinder tools.

TIME about "what's next"

The last issue of TIME is about the recurrent question "what's next". It's about the fact that innovation, which used to come from small groups of experts, now seem to be more bottom-up.

These people might have been engineers, or sitcom writers, or chefs. They were probably very nice and might have even been very, very smart. But however smart they were, they're almost certainly no match for a less élite but much, much larger group: All the People Outside the Room.

Historically, that latter group hasn't had much to do with innovation. These people buy and consume whatever gets invented inside the room, but that's it. The arrow points just the one way. Until now it's been kind of awkward getting them involved in the innovation process at all, because they're not getting paid; plus it's a pain to set up the conference call. But that's changing. The authorship of innovation is shifting from the Few to the Many. (...) Two things make this kind of innovation possible, one obvious and one not. The obvious one is--say it with me--the Internet. The other one, the surprising one, is a curious phenomenon you could call intellectual altruism. It turns out that given the opportunity, people will donate their time and brainpower to make the world better

Then the author gives canonical examples: open-source movement, podcasting which emerged from various tech (ipod, rss, mp3), ikea, youtube/google video

And then there is the conclusion:

You would think corporations would be falling all over themselves to make money off this new resource: a cheap R&D lab the approximate size of the earth's online population. (...) You could even imagine a future in which companies scrapped their R&D departments entirely and simply proposed questions for the global collective intelligence to mull. All that creative types like myself would have to do is sit back and harvest free, brilliant ideas from the brains of billions.

In the same issue, there is a very interesting podcast with some clever folks (Steven Johnson, Mark Cuban...). Someone points out says that R&D people would still exist (and be important) to harvest/gather ideas, sort them and transfer them.

Why do I blog this? Even though I like this pro/am revolution (bottom up has always proven to be the space where the best ideas come from), I tend to think that it's not so easy (end of corporate R&D leading to "let's observe people use of tech"). There is indeed an interesting soup generated by current people (call them consommacteurs, consumactors, amateurs or whatever) but there's a kind of false belief about the nature of R&D in this paper. I was just wondering whether the author of this column was not putting too much emphasis on the bottom up approach like there is no need to have people to "transfer" what's produce (by researchers or lead users/external networks). Like, hm yes an "ecology" of what could support the costs, size, manpower... that the particular idea emerged from the bottom-up approach needed.

Actually my critique lays more in the fact that there is not mention of the magical powers that may or may not turn end-users/future users/consumers ideas into a marvellous million $$ product. Of course I believe in bottom-up innovations, innovations are coming from the consumer, but there is a need of having some good folks working them out to come up with an end-product (R&D + transfer).

Anti-social behaviors to criticize anti-social behavior

Jan Chipchase's last post is about anti-social behaviours (of dog owners) "through actions that many other people would consider anti-social, even if it involves graffiting one's own wall reminds me a trend in Geneva: everywhere on walls, journal distribution cases, trash-cans... there is this message "PLEASE KEEP GENEVA CLEAN" or "LAISSER GENEVE PROPRE" (it's actually both in english and french). An example:

please leave geneva clean

Kid drawing tablet on TV

V-Tech has an interesting tablet: V.Smile Art Studio

this art studio will help your child become the next budding Picasso! This interactive, creative studio provides opportunities to unleash your child’s imagination! The touch-sensitive drawing pad, which looks like an artist’s palette, and interactive stylus allow children to scribble, draw and learn while seeing their masterpieces appear on the television screen. With over 12 activities included, children can learn to draw lines and shapes, create pictures, color objects, experiment with mixing colors, and tap into their own creativity by drawing their own, unique masterpieces. With a save function included, young artists can save up to five pictures, add animations into their drawings, and then prepare a slideshow for viewing on the television screen. Plus, the Art Studio features fun games such as making toys, rainbow chase, and animation maker to keep children engaged.

There is an article in the NYT about it:

The role of the television screen continues to expand with the V.Smile Art Studio, a large battery-operated children's drawing tablet. The $30 device, made to work with the V.Smile TV Learning System, sold separately for $50, also includes one software "smartridge." Plug everything in, and your TV screen turns into a large blank easel surrounded by 15 color selections, plus icons for basic drawing functions like erase, fill, cut and paste.

The tethered stylus combines a pressure point with a magnetic tip that makes it possible to select or unselect screen items, essential for playing the included sorting games. There are also direction keys and a large "Enter" button, offering several ways to do the same thing. Children are also helped by the oral labels, activated by merely moving the cursor over any screen item. As many as five pictures can be saved in memory and turned into a simple screen saver.

While the resolution is crude, the device encourages children to create screen content rather than just watch it.

Why do I blog this? I like this idea of enhancing tv reaction with a tablet (would it be possible to use it on movies/ad, like drawing mustache on tv news presenters?).