Future literacy at Philips

In this Philips column "new value by One Design" entitled Making sense of the future give some food for thoughts about foresight:

Philips Design's foresight research takes into account technological change but understands that this is driven by human interests and their context. This means also taking into account culture, society, individual value systems, economic and political change and the physical environment itself. Specifically, it looks at what the implications of changes in these areas could mean for sustainable and increased business growth aligned to the organization's values. (...) people are very much at the center of the foresighting process hich as Green explains, "offers us a much richer set of insights to drive innovation. Looking through the lens of people, you have a higher hit rate."

So, who used foresight scenarios at Philips? "Foresight provides an approach to engage strategic infl uencers and decision makers in the organization to deepen the collective understanding of the systemic nature and potential consequences of emerging changes. The approach can inform, empower and inspire the 10 organization to refl ect on its own potential to infl uence the path to a preferable future of sustainable growth," says Reon Brand, Senior Director Foresight, Trends & People Research.

Why do I blog this? only to help me making sense of what a company like Philips expect from foresight issue. I am curious about the process and wonder to what extent their user experience research feed foresight scenarios along with tech roadmaps. Might be interesting to see the whole process.

Shoulder-surfing

The practice of "shoulder-surfing": the use of direct observation techniques, such as looking over someone's shoulder, to get information (e.g. where someone watches numbers typed by an ATM user)

From symbolic analysts to pronoiac meme-broker

Quote from sci-fi novel Accelerando by Charles Stross:

Manfred is at the peak of his profession, which is essentially coming up with whacky but workable ideas and giving them to people who will make fortunes with them. He does this for free, gratis. In return, he has virtual immunity from the tyranny of cash; money is a symptom of poverty, after all, and Manfred never has to pay for anything. There are drawbacks however. Being a pronoiac meme-broker is a constant burn of a future shock - he has to assimilate more than a megabyte of text and several gigs of AV content every day just to stay current

Why do I blog this? This description seems to fit as the next step for "symbolic analysts" described by Robert Reich (in The Work of Nations: Preparing Ourselves for 21st Century). In this book, Reich developed a metaphor for the modern worker: the Symbolic Analyst, who identify, solve and broker problems by manipulating symbols/knowledge. Does Reich's definition will be expanded to Stross sci-fi description? using tools such as Amazon Mechanical Turk or innocentive-like places might be a first step towards this.

Haptic radar for spatial awareness

Augmenting spatial awareness with Haptic Radar by Alvaro Cassinelli, Carson Reynolds, and Masatoshi Ishikawa; a paper presented at the International Seminar of Wearable Computing in Montreux, Switzerland. This paper is about an "haptic radar": device that would allow its users to perceive and respond simultaneously to multiple spatial information sources using haptic stimulus.

Each module of this wearable “haptic radar” acts as an artificial hair capable of sensing obstacles, measuring their range and transducing this information as a vibro-tactile cue on the skin directly beneath the module. Our first prototype (a headband) provides the wearer with 360 degrees of spatial awareness thanks to invisible, insect-like antennas. (...) Among the numerous potential applications of this interface are electronic travel aids and visual prosthetics for the blind, augmentation of spatial awareness in hazardous working environments, as well as enhanced obstacle awareness for motorcycle or car drivers (in this case the sensors may cover the surface of the car)

Avoiding an "unseen" object:

Why do I blog this? I was interested by this spatially extended skin paradigm and how it can be used with regards to the topic of spatial awareness. Slightly connected to my PhD research, this is intriguing because it relies on lower-level processes of awareness (from a cognitive science standpoint)

Tangible Play: Research and Design for Tangible and Tabletop Games

(via)Tangible Play: Research and Design for Tangible and Tabletop Games is a workshop at the 2007 Intelligent User Interfaces Conference organized by Elise van den Hoven and Ali Mazalek.

Many people of all ages play games, such as board games, PC games or console games. They like game play for a variety of reasons: as a pastime, as a personal challenge, to build skills, to interact with others, or simply for fun.

Some gamers prefer board games over newer genres, because it allows them to socialize with other players face-to-face, or because the game play can be very improvisational as players rework the rules or weave stories around an unfolding game. Conversely, other gamers prefer the benefits of digital games on PCs or consoles. These include high quality 3D graphics, the adaptive nature of game engines (e.g. increasing levels of difficulty based on player experience) and an abundance of digital game content to explore and experience.

With the increasing digitization of our everyday lives, the benefits of these separate worlds can be combined in the form of tangible games. For example, tangible games can be played on digital tabletops that provide both an embedded display and a computer to drive player interactions. Several people can thus sit around the table and play digital games together.

Some examples described on the workshop page: Weathergods (Philips Entertaible), Pente (TViews Table), Yellow Cab (Philips Entertaible), Digital Dialogues (TViews Table).

Why do I blog this? how digital world and physical artifacts knit together is an important trend in the future of computing, especially in the context of gaming; that's a dimension I am interested in, especially from the interaction viewpoint: how these new input/output systems would allow playful activities (in context)?

Vibefones

(this one's for your emily): VibeFones: Socially Aware Mobile Phones by Anmol Madan, Alex ìSandyî Pentland . A paper that is going to be presented next friday in Montreux, Switzerland for the International Seminar of Wearable Computing.

In this paper, we describe mobile social software that uses location, proximity and tone of voice to create a sophisticated understanding of people's social lives, by mining their face-to-face and phone interactions. We describe several applications of our system ñ automatic characterization of social and workplace interactions, a courtesy reminder for phone conversations, and a personal trainer for dating encounters. (...) We introduce the paradigm of mobile devices as social coaches or personal trainers, for phone conversations and dating encounters. Several related issues deserve consideration - how can we improve the accuracy of our predictions, and how appropriate and useful is this type of feedback?

Why do I blog this? what is interesting here is that the phone becomes a socially-aware arifacts by measuring non-linguistic speech (viz. tone, prosody) and interaction metadata (e.g. physical proximity). The point is hence to use the phone as "social prosthesis". However I am less interested by this idea of social coach

Wii wheel

UbiSoft and Thrustmaster recently revealed a very intriguing Wii controller: a steering wheel. No big suprise here but what is strikingly curious is the fact that the wheel has no physical anchor to the ground, as with traditional steering wheels. It basically works simply as a controller device that the Wii remote is placed within and then manipulated.

Why do I blog this? what I find interesting here is the notion of immersion with such a device, reminds me how kids play with plates as steering wheel in imaginary games. What about removing the wheel?

Navigation Assistance and Spatial Learning

Münzer, S. (2005): Navigation Assistance Can Prevent Spatial LearningPoster presented at the X. European Workshop on Imagery and Cognition (EWIC), St. Andrews, Scotland, Juni 2005. A very interesting research poster that shows the results of a study about pedestrian navigation assistance. It examines the consequences of navigation assistance for the acquisition of route and survey knowledge. 64 participants took a guided tour in a Zoo, each had a PDA, they were divided in 4 experimental conditions: with auditory cues ("turn left"), with auditory cues and context, with visual cues on the PDA (the path) or a fragmentary map of the zoo. Subjects were asked to respond the correct direction given a picture of an inter- section.

Route memory performancewas good in the experimental conditions in which navigation assistance was used (about 75 % -80 % correct). Route memory performance was nearly perfect in the map-based wayfinding condition. (...) navigation assistance can result in learning. In particular, navigation assistance users learned virtually nothing about the spatial configuration of the real environment, in contrast to map users. Neither modality of direction-giving (auditory vs. visual) nor presentation of the spatial context. (...) Everyday wayfinding activities as practiced by efficient map users may come close to this, while navigation assistance users as well as less skilled map users may mainly acquire route knowledge. For many users active guidance for the mental spatial transformations from allocentric to egocentric perspectives and vice versa would be desired in order to enhance spatial orientation knowledge. It is a challenge for intelligent human-computer interaction design to stimulate and support user‘s active spatial learning.

Why do I blog this? studying navigation assistance and its influence on some cognitive processes is interesting and slightly related to my research.

Katamari Damacy, Marx, collecting stuff and location-based applications

People interested in curious cultural mash-up might have a look at this critique Katamary Damacy using Marxist, Structural, and Jungian schools of criticism by Ryan Stancl. I was intrigued by the critique of stuff collection:

But why is there all this emphasis on collecting in Katamari Damacy?

Ignoring the surface fact that it extends gameplay, collecting stuff is something that is integral to people, especially children, especially this day and age. (...) Collecting is something that is innate in people, something that lasts an entire lifetime. It’s about the above, but also about having to gather together everything in one’s life, catalogue it, and organize it neatly, for in a world that is so chaotic, some order is welcome. Also, lately it’s about just hitting the right buttons in marketing to the consumer, hitting on that need to have everything, to ‘collect it all.’ (...) Whatever it is, this collecting facet in Katamari Damacy says a lot about our culture, which is what Marxists look for when interpreting a work of art.

Why do I blog this? collecting and finding stuff seems to be a recurent pattern in game-design; both in video games but also in pervasive games in which collection has been used to make people wander around in the physical environment (promising potential virtues like... meeting new people or discovering new places; unfortunately this failed but that's another story). The reason why I am blogging this is that I am always wondering about how to go beyond collecting (I'm tired of collective treasure hunts in location-based games), there must be a more original paradigm.

Steven Johnson on Spore

The NYT has a very long and insightful piece called The Long Zoom by Steven Johnson. It's mostly about exemplifying how we have new "ways of seeing” (satellites tracking in on license-plate numbers; Google maps that take you from a view of an entire region to the roof of your house...) with the future EA game Spore (by Will Wright). Some excerpts (I picked up only 2-3 things but there is A LOT more to say/point at):

it is more likely that the work that will fix the long zoom in the popular imagination will be neither a movie nor a book nor anything associated with the cultural products that dominated the 20th century. It will be a computer game. (...) Spore may be more ambitious in scope than these games, but its two most important innovations lie elsewhere: in its system for generating user-created creatures and in the way it allows players to share their creations with others. (...) Spore flips that model [MMORPG] on its head. Instead of a single shared world with millions of active participants, Spore promises a million alternate worlds, each occupied by a single player. You will meet creatures invented by others, but ultimately you are alone in your own private universe. Wright calls Spore “massively single player.”

And of course, fabbing is not that far...

When you visit the Spore studio in Emeryville... Everyone’s desk is populated by plastic action figures of Spore creatures, manufactured in-house by Wright’s employees using a 3-D printer that can generate a physical toy in a matter of minutes from a computer model. (Electronic Arts is investigating the possibility of selling customized Spore critters in toy stores as a side business.)

Why do I blog this? the article is a compelling piece that describes in details how Spore is important, especially regarding new perception and testing of concepts (by creating parallel realities and see them living). In the excerpt above, I picked up only extracts related to the game model aspect because I find interesting how the game designers chose their own direction which is different from the current MMOG one.

CNIUM2006: surface subways, prabsence and the "why" question

The CINUM seminar just ended, so here are some raw thoughts about the whole event (drawn from my impression + discussion with various people there). The idea of these 2 days was to mix expert discussions and group workshops to - in the end - develop foresight scenarios (2026). The audience was very broad and largely made up of local people (south-east of france), some researchers mixed with execs from big french companies (banks or consultancies) and a media crowd. To me, it was interesting to see the different representations that people have from the future (which easily crystalized or clashed during scenario development); and very often, there are people convinced by bright futures ("there will be no poor") and others that expects war and destructions, little in between. In addition the technologies that are mentioned seem to be largely inspired by what the media presents (the coolness of grid computing but less mentions of lower-hyped sensors application). In my field (HCI and games), there are now great expectations towards gaming, very well directed to education and digital entertainment (I'm actually not sure whether those promises can be held).

Something that also struck me in conversation in the recurrent confusion between access to infrastructures (internet access, access to digital libraries or e-shops) and access to knowledge: it's as if information was equal to knowledge (something Daniela Cerqui also noticed in her talk).

Some random thoughts about talks:

  • A pertinent concept coined by Daniel Kaplan (was that you?): "prabsence" = the active management of one's on-line presence/absence.
  • Abdullah Cissé (from Senegal) had a good point in his talk about Africa and technologies. He described how Africa (and its important amount of youth people, especially in the future) will participate in the shaping of technologies. This because of the ever-increasing hyper-connection between people from the South and the african diaspora (circulation of tech, creation of new usage as reported here) and also partly because african tech-culture might be mixed with Magic. The fact that he pointed the importance of magic in technology from an african perspective is interesting with regards to the recurrent discussion about this topic lately (see at ubicomp2006 for instance).
  • Gerorge Amar, the head of the RATP foresight department (public transport in Paris) was nice. He explained how the most important innovation in city transport were... bikes and tramways (not that new but reshaped in European cities of the 21st century with new services like Velo'v). Then he exemplified other innovation using two nice examples: the pedibus and Curitiba's Bus System. The pedibus is basically a walking school bus (very common here in Switzerland). The routes are determined by neighborhood associations and signage is installed along the way to mark out this course. The Curitiba's Bus System is a different example: the city has real bus stops that looks like metro station, creating a sort of "surface subway" (a physical oxymoron. For Georges, these examples shows how innovation can appear in public transport in unexpectected ways. As a foresight manager, he's interesting in looking at this idea and see how it can be translated in real project.

  • Even though I knew their presentations, Regine and Adam gave two important talks that (IMO) were important in framing the boundaries of what we can expect. Regine addressed how artists have relevant contributions to questioning foresight and its technologies. Adam brought back material from his book to discuss how design of new technologies must take the users and their context into account. This had some resonance with my talk about trends in how the Internet reshape our experience of places, things/objects and people.
  • Daniela Cerqui's presentation was also insightful. As an anthropologist, she stated that we all have an opinion towards technologies and that the discussion of the impacts of technologies is a never-ending story. To her, even the word "impact" is strong and relates to how meteorites can crash on Earth. Her stance was that the real question is rather "why we live with technologies?" or "why would we want X or Y tech?". What are the starting points? the ending points? What are the criteria? She mentioned how this is always too "implicit", not discussed and that we all have a responsibility. The talk underline that before thinking about the impacts, we'd better having a responsibility in the construction of tech. And the underlying idea of her research is the definition of the human beings we all have, which also remains implicit and not discussed. Based on her study of Kevin Warwick's implants, she presented different points she wanted to discuss. The first one was that the idea that "we're already cyborgs, we have cochlear implants, glasses..." is flawed because adding those tech at some point we might reach a point of no-return. The second point was that the human body seems to be the last frontier (after the pervasive computing = the environment): the fusion that targets immediate mediation in a society of "maximal efficiency". Finally, Daniela showed how the discourse about therapy and enhancement is very ambiguous: phenomenon that were not considered as handicaps are redefined over time and one thinks that if we can do it, so let's do it... The problem lies indeed in a simple fact: the same technologies allow to repair and to enhance.

Anyway, it was great to be invited here (thanks Daniel Kaplan, Daniel Erasmus and AEC), meet up with relevant people, discover new faces and produce content. Why do I blog this? to keep track of this event and sketch out the main ideas that I bring back in my doggy bag(s).

Water suit for AIBO

Picture of the AIBO water suit (taken a while ago but showed yesterday at the Sony CSL Paris 10 years event in Paris), it has actually been designed by students from ECAL: AIBO water suit

This was part of the exhibit "A Robot's Playroom" (Frederic Kaplan, Pierre-Yves Oudeyer, Martino d'Esposito and ECAL Design Students):

In the exhibition, an intriguing set of objects is displayed that together make up a "playroom" for the Sony AIBO. This is the result of the work of design students from ECAL, supervised by industrial designer Martino d'Esposito and CSL researcher Frédéric Kaplan. These objects offer new learning opportunities for AIBO. At Sony CSL, Frédéric Kaplan and Pierre-Yves Oudeyer have been experimenting for several years with curiosity-driven robots. They were looking for novel environments that the robots could explore. Creating such a playroom was an exciting excercise for designers who are usually accustomed to deal with human needs only. Thanks to the creativity of the ECAL student, AIBO can now draw, ride a bike, control switches, pick up everyday objects, watch itself in a mirror, and even more.

Why do I blog this? that stuff is intriguing at first glance but the whole point is really to see the robot acting in its own playroom, which makes sense. Customizing it with new tangible artifacts is then a way to put the robot in a new environment and see how curiosity/robot enaction works out in that context.

Facts from today for the seminar

Deeply engaged into the CINUM seminar, I just have time for few facts I ran across this morning on the ACM Tech News:

Designers will be able to convert a sketch of a Web page into a functional Web page using a new software tool that is being developed by researchers at the University of Auckland in New Zealand. The software tool, InkKit, which works with a tablet computer that has a stylus, also makes use of some sophisticated rules that will allow it to transform code drawn by hand into a real program. (...) Intel researchers looking to develop a shape-shifting fabric are confident that such an intelligent fabric can be created, but add that the software needed to control millions of tiny robots would be more of a challenge (...) A Greenpeace analysis of just a handful of laptop computers revealed harmful chemicals, indicating the enormous scope of the problem facing regulators in enforcing new rules, such as the European Union's Restriction of Hazardous Substances (RoHS) directive, to rein in the use of toxic materials in electronic products. (...) The US Department of Homeland Security is funding the development of "sentiment analysis" software by a consortium of major universities that uses natural language processing technology to scan foreign publications for negative views on America and its government.

Why do I blog this? since we're working today on foresight scenario, I brought up some facts (randomly, just a vague selection here) to be discussed.

Cosmic Modelz: 3D design and print for kids

Now it seems that Cosmis Modelz has a website. I already blogged about it here); it's actually a subset of Dassault Systemes (the french company which does Catia, which is also related with their big mothership Dassault the private/military airplane company).

In partnership with ZCorp, their motto is "Create a one-of-a-kind collectible from your Cosmic Blobs 3D artwork". The point is to allow kids to design toon-like characters and 3D-print them with a device that they designed.

Why do I blog this? this is a god stop towards new interactive toys but I am wondering about how they handle the interface of 3D graphic software for kids; there must be some tangible user interface around to smooth the process.

CARPE: Capture, Archival, and Retrieval of Personal Experience

The last issue of IEEE Multimedia is about "Capture, Archival, and Retrieval of Personal Experience", which the authors refer to as "CARPE" (sounds fishy in french). What stroke me as the most interesting part is the introduction:

The human preoccupation with capturing and archiving memorable experiences witnessed astonishing technological advancement in the 20th century, progressing from diaries and paintings to the dawn of the digital camera and camcorder era—and ushering in our multimedia community. Today, we must expand our notion of media, because audio and video recording can also be supplemented in many ways, including with temperature, heart rate, location, acceleration, humidity, Web pages visited, and logging how we use many devices.

Why do I blog this? The special issue describes some solution regarding this problem (through automatic labelling or passive capture). Here they describe only the information capture by human (or by devices that belong to human), what about objects that would act on their own. If we think at what I blog the other day, there might be surrogates to be put in the loop.

Heading to Cinum

Today, I am heading to Margaux (small french town close to Bordeaux) to attend the CiNum seminar (i.e "Civilisations Numériques" = "Digital Civilizations") to meet up with nice brainiacs:

Ci'Num is a 3-year collective and open strategic foresight process which focuses on "Digital civilizations". Its goal is to create a worldwide community of thinkers and stakeholders, working together in order to identify opportunities and challenges for the future of civilizations confronted with (at least) to main transformations: globalization and digitization.

The underlying issue at stake here is that:

"Digital civilizations" describe the sets of values, social bonds, cultural creations, institutions, economic forces, spaces, artefacts… that emerge from the gradual blending of the physical and digital worlds. The implications of this concept are broader and deeper than those of the "Knowledge society", as it incorporate intent, collective action, as well as cultural and social diversity.

Digital civilizations are not just shaped by technological and economic trends – rather, they shape technology and the economy as much as they are shaped by it.

Digital civilizations are shaped by people – individuals and communities – as much as by institutions and corporations.

Digital civilizations are shaped by well-known megatrends (such as ageing populations, urbanisation, energy shortage, global warming…) as well as a constant flow of disruptive innovations and social changes.

I have luckily been invited there to give a talk there about the Internets and how it creates new experience for Things, People and Places.

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Test Outfit in WoW

An interesting service for Worlds of Warcraft: TheoryCraft:

Theorycraft places everything you need to know about your spells right on their tooltips. Or, if you're using the default action bars, on their buttons. Want to have a row of low rank heals with their heal values on the button? Too easy. Not only that, TC can let you compare any gear set you wish. Curious as to how much that crimson felt hat actually increases your dps by? It'll tell you that. Or how much 1 extra crit is worth in spell damage. Or for melee users, how much attack power you'd need to equal another 10 agility, or 1% to crit. Or perhaps just how much damage you would do were you lucky enough to land a Hammer of Bestial Fury or Ashkandi.

It has an ui interface for comparing the dungeon 1, 2 and tier 1 and 2 gear sets to your current gear, or any combination of gear you wish. Just click the button, have a look at your new stats and hold your cursor over a spell to see how much more/less damage you would do in that set. Talents can be tested in a similar way.

Why do I blog this? don't be afraid by the rpg-esque vocabulary, what is important here is that WoW players have a tool that allows them to simulate and compare the use of their gear. How about a similar service for my physical artefacts?

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Environment XML

Environment XML, a project by Usman Haque:

Many projects have been constructed in which objects (or webpages) respond to environmental conditions. Here we provide, instead, the environment that gets responded to: realtime environmental data from our office is released in XML format, with the hope that anyone elsewhere in the world can create objects (or webpages) that respond to the environment of the office.

Built with Processing and using the Arduino physical computing platform, Environment XML will be released as an open source project so that others may easily release the environmental conditions of their own spaces as realtime XML data. This is part of a continuing exploration into ways that open source strategies might be applied to the design and construction of space and architecture.

Why do I blog this? Close to Wil's Psychogeographical markup language, this is interesting as a variation on the blogject theme. It's interesting that artist are more and more focusing on how to structure environmental data that would eventually reflect the state of places.

Cheating in multiplayer games

Cheating in multiplayer games is an intriguing issue, and it seems that it begins to receive some attention. See for instance "A Legal Analysis of Cheating in Online Multiplayer Games" by Joel Zetterström. Of course I am less interested by the legal aspects than by the cheating techniques employed in First Person Shooters, Real Time Strategy and Massive Multiplayer Online Role-playing games. The authors cites a study by Yan and Choi which describes 11 kinds of cheats:

1. Cheating by collusion. This can occur in games where one player is not suppose to know what other players know but exchanges information anyway, such cheat can for example occur in an online version of the card game Bridge. In FPS and RTS, players are allowed and encouraged to cooperate if they play on the same team, and it is very common to do that by using voice chat programs. 2. Cheating by abusing procedure or policy. Some games record wins and losses for each player profile in a statistic database21 and by abusing certain procedures the player can escape having his loss recorded. The winner will therefore not have his win recorded. 3. Cheating related to virtual assets. The trading of virtual assets is a big business worth lots of real money, and thus cheating related to virtual assets is attractive. Trading in MMORPG’s can therefore be abused by certain players who accept the money for an item, but then keep it. 4. Cheating by compromising passwords. Passwords (I would say that this category also includes CD-keys) for online games can be vulnerable targets for malicious users. Once acquired, they can be used access crucial game data and authorization thus enabling cheats in various ways, for example to steal items from another player or to block his access to the game (see number 5 below). 5. Cheating by denying service to peer players. Various techniques, like flooding the other players connection so he times out, or forcing him to disconnect (disconnect hack) at the right time can lead to benefits in computer games. 6. Cheating due to lack of secrecy. Servers and computer communicate with each other with packets of information. These packets can be intercepted and read, or inserted with different data, enabling cheats. 7. Cheating due to lack of authentication. This is cheats related to authentication between server and client. 8. Cheating related to internal misuse. Game operators and system administrators have special power over a gaming environment that could be misused in order to cheat, an example can be to create valuable items in MMORPG’s and sell them. 9. Cheating by social engineering. There are various ways of scamming people to get access to their passwords and CD-keys, e.g. by posing as a system administrator. 10. Cheating by modifying game software or data. This is the traditional way of cheating in online multiplayer games. Cheat-creators can reverse engineer the gaming software and create special programs that can be used to gain unfair advantages. This is also called “hacks”. 11. Cheating by exploiting bug or design flaw.

Why do I blog this? cheats are interesting because it reveals how users detect misuses, flaws and hackable issue, surely a good form of creativity (which is however a problem for game companies).