Competition to design NFC services

Today started an countdown to an event called "Touching the future" which aimed at being the 1st European NFC competition. It is organized in conjunction with the European Near Field Communication Developers Summit which will be held on 18 April 2007 during WIMA 2007 at Grimaldi Forum in Monaco. This competition is about designing services themed on the "simplicity of a touch". What seems to be important is the innovation in terms of interaction between people using a mobile device, objects and services. People interested in this might have a look at the call for contribution:

Track A - Present - The most ambitious and successful service in Europe * Actual implementations and/or real life demonstrations with a minimum of 15 users * Evaluation criteria: process improvements, cost savings, and/or improvement of service * (existing/realized pilots, demonstrations and/or services in use with min 15 users)

Track B: Future: Future - The most innovative NFC proposal in Europe * Most innovative new service developed by student or industry teams * Evaluation criteria: creativity, innovativeness, business potential * (New ideas and innovations - no user experience required)

Competition categories in both tracks include, but are not limited to, the following areas: # City Life (public services, transport, payment, tourism, etc.) # Personal Wellness and Healthcare (bio-mechanical sensors, other medical applications) # Information/Entertainment (art, music, advertising, gaming, etc.) # Enterprise solutions (retail, inventory control, logistics, security, etc.)

Submission Deadline: 12 March 2007 at 1pm CET

Why do I blog this? Since my interest in NFC as a peculiar way to interact with new types of objects (such as blogjects), this is Well related to the workshop we had at NordiCHI with Timo Arnall, Julian Bleecker and others. Also, from an innovation standpoint, I am curious to see what can come up from this sort of competition and whether this is model to consider for designing new things.

Oy: London buses' inter-stop informal gaming system

Oy is a London buses' inter-stop informal gaming system developed by Andy Huntington:

Oy is a system of between-stop informal gaming, played for small stakes, the price of a text message, or just for fun with fellow passengers onboard. Oyster card holders (London Transport's smart travel card scheme) can sign up in their existing online account to play for top-ups to their card.

Allowing the age of players to be authenticated and payment to be tied into travel costs and systems. A multitude of simple games are played in succession from stop to stop with gaps for other content, creating excitement through the punctuated time frame of travel.

What is also interesting to me is the context-awareness capabilities of the system:

The system also utilises the bus' GPS data, pulling up games that are context specific, responding to the places passing by or live activity in the journey (e.g. the number of passengers to get on at the next stop), giving regular travelers a chance to do some educated guessing.

Technologies used by Oy include: GPS, SMS, odometer data, ticketing data and of course the screens themselves.

Why do I blog this? this seems to be a nice project about context-aware gaming to good be seen as a starting point for more complex interactions. The use of different contextual data and their inclusion in the game play is an appealing attempt to engage players in new types of interactions. In the context of Oy, the use of GPS data allows the system to engage users in site-specific activities, an interesting first life/second life bridge.

Immortal computing

According to the Seattlepi, Microsoft aims at patenting a "project that would let information be stored indefinitely and accessed by future generations, or perhaps civilizations". As MS named it, it's a sort-of long-term "immortal computing".

One scenario the researchers envision: People could store messages to descendants, information about their lives or interactive holograms of themselves for access by visitors at their tombstones or urns.

And here's where the notion of immortality really kicks in: The researchers say the artifacts could be symbolic representations of people, reflecting elements of their personalities. The systems might be set up to take action -- e-mailing birthday greetings to people identified as grandchildren, for example. (...) "Maybe we should start thinking as a civilization about creating our Rosetta stones now, along with lots of information, even going beyond personal memories into civilization memories," (...) the instructions would be "self-revealing," the researchers say. The concept is similar to the symbolic instructions with the Golden Record on board the Voyager spacecraft launched in the 1970s -- they gave details on how to build a player for the record, which contained greetings in various languages.

Why do I blog this? two things: one one hand, the duration of information is an interesting issue to address. On the other hand, it seems that when people want to tackle durability, they use concrete artifacts such the Voyager board or Edgar Morin's proposal to engrave information. The tangibility of information seems to be an important characteristic for durability.

Lessons learned from connected classrooms

This morning, Jeffrey Huang gave a very interesting talk at the classroom of the future workshop. It was about lessons and challenges regarding new types of environments that would benefit from technologies to connect people from different places. My raw notes are below: lessons learned from connected classrooms 2 examples - swisshouse project (2000-2010): to address brain drain, a network of 20 buildings in strategic lcoations, to transfer knowledge back in switzerland - digial agora: 4 buildings (washington, naplio, alexandria, callisto: a boat): a structure to facilitate seminars of the harvard center for hellenic studies

in both projects, architecture is an interface using walls, ceilings... to connect this idea is not new, already in the 17th century: athanasius kirchner (1650): walls and ceilings as "interfaces", you can stand next to a statue and eavesdrop conversation or spread secret by whispering secrets to the wall another example: 1964 Eames' IBM pavilion (to show the progress of IBM at the time, the building was a communication vector)

today: it's much easier to do it, these interfaces have become smaller and more powerful how to embed this tech in architecture

design principles used to create those spaces - hardware component: modular system with basic shells to accomodate different configurations + plug and play module. In the swisshouse, the floor is the infrastructure in which they plug walls - software: building OS (operates the i/o devices: light, audiovisual...) and application layers (ambient, artifact, people). Ambient layer = what is part of the wall, there are lots of dispays. Artifact layer = where you display artifact, flat for example on tables. People layer = the way to bring remote people into the space, LCD screens on rollers.

4 key challenges:

  1. Different ways of knowledge transfer: how to go beyond the traditional lectures and passive behavior: this is achieved through a different spaces: knowledge cafés, digital wall (for more traditional lectures and peesentations), arenas (step down spaces for intimate debate) + curtains to reduce noise.
  2. Different levels of presence: problem that you have when people are remote... schedule remote presentations... lack of copresence sense, translucent presence... awareness of others, design a presence that is more gradual. Always-on video that connect spaces (and not people).... virtual cocktail after the lecture in both Boston and Zurich. RFID reader to register physical visitor in order to know who is where (Swatch watch with rfid tag). Viz of who is where
  3. Adaptive usage and future: trading flexibility and coherence... accomodate different knowledge transfer scenarios, can evolve over time versus obsolescence, adapat architecture in real time through software driven cutomization. For example: the glasswall has not technology in it, you can replace it. Part of the design of the 2 projects are 50% about software: different interactive wallpapers. Microphones in certain locaiton that capture conversations and represent them on walls ("sediments of thoughts"), chat on a wall, tangible and playful wall.
  4. Beyond the desktop: choreographing connectivity: coordination of multiple displays and multiple inputs, pervasiveness of mapping (superimpose versus invent new elements), layered approach: context defines content (ambient, artifact, people layers), "tangible" interfaces. Pinwheels that generate wind depending where people are present (if people are in asia...).

no scientific studies of the results yet lessons learned form first nodes so far: (+) community creation capacity - events, rituals informality, spontaneous interactions adaptivity of walls (-) acoustic transparency versus visual transparency (in the end people just want visual transp and not acoustic transp.) connectivity (most of the actions are only local but this is due that are just 1 node with a digital agora... it's like if only one person had a fax machine)

Q&A: Stefano Baraldi: how people learn to use that space? Jef: there is a tech person that set and maintain this stuff so visitors do not have to learn, people intuitively interact there. Because things should work similarly.

Why do I blog this? I liked the approach and the discussion about key challenges to have augmented environments. Besides, the infrastructure is a very well thought with less technology in the environment (it's easy to remove elements such as walls) and rather use software components.

More about this: Huang, J. and Waldvogel, M. (2004). The swisshouse: an inhabitable interface for connecting nations, Symposium on Designing Interactive Systems archive Proceedings of the 2004 conference on Designing interactive systems: processes, practices, methods, and techniques, pp. 195 - 204.

Level design patterns

Persons interested in video game design, space and place issues and design patterms, you should have a look at what Simon Larsen wrote about level design patterns. The author aims at providing a "unified theory" about formal design tools for creating levels for multiplayer first-person shooters (FPS). To do so he relied on the now very classical work of Christopher Alexander et al. in the field of architecture in the book "A Pattern Language: Towns, Buildings, Construction (Center for Environmental Structure Series)". This approach has already been addressed by others (see for instance "Design Patterns: Elements of Reusable Object-Oriented Software (Addison-Wesley Professional Computing Series)" (Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides) or"Patterns in Game Design (Game Development Series) (Game Development Series)" (Staffan Bjork, Jussi Holopainen)). However, Larsen's contribution is to go beyond what had been done and propose ideas for level design in FPS. The icons below exemplify the following design patterns (same order):

  1. Multiple paths: Each path must be supplemented by one or more paths in order to overcome bottlenecks.
  2. Local fights: Break up the level in smaller areas that are more or less closed of the rest of the level.
  3. Collision points: The paths of opposing players must cross at some point to create tension in the level.
  4. Reference points: Always provide reference points in your level to help navigation.
  5. Defense areas: Aide the players or team defending objects by making the architectural layout of the level work to their advantage.
  6. Risk Incentive: Access to wanted objects in a level must be connected with some element of risk

Why do I blog this? Because I am interested in space/place issues related to games (computer games and pervasive gaming). Although I am absolutely not a level designer, I found interesting to see how this set of guidelines could trigger some thoughts about players' behavior in the spatial environment. I rather see them as probes or open questions to create challenges in FPS. Besides, it's full of good examples nicely described. Besides, it's not that commesensical as one could though, many games have problems dues to bad level design. Moreover, his next work will address more complex patterns. However, I may have a different point of view concerning this assertion: he wants to ensure designers "that the players can seamlessly navigate through your game world". As a matter of fact , game design is sometimes a matter of creating problems/seams/obstacles in the level design to create challenges. Don Norman has a point about this issue in "The Design of Everyday Things"

Finally, would this hold in urban gaming? Would this hold in environments that could not be re-designed (urban gaming)? And of course this leads to the question addressed by Simon Schleicher (I'll post more about his work soon) who tries to investigate whether architecture be created by a game and its rules.

Virtual world on mobile phones

Finnish company Sulake (well known for their Habbo Hotel platform) recently released Mini Friday, a Habbo-like virtual world that runs on mobile phones. What is interesting is that it's rather a research platform, an attempt that gears towards the following direction:

Mini Friday is a small research project on virtual worlds on mobile phones. We are trying to find out if real-time virtual worlds make sense on mobile devices.

Mini Friday is a very simple virtual world - one small bar for now.

Why do I blog this? a nice app to test, I am more and more thinking about preparing a research project about Habbo. This platform raises very interesting questions regarding to space and place issues that I am interested in. One of the critical aspects here is the way the real space (in which you move, with your mobile phone in your pocket) is intertwined with a virtual environment.

A whole semiotics of heard events

As a follow-up on my earlier post about how human beings experience space by listening, Paul Dourish sent me a very interesting paper that goes even further. It suggests that the aural component goes beyond just the localized issues of timbre and echos from surface materials, but into a whole semiotics of heard events. What is intriguing is how the paper described the change over time that lead to reduce the significance of the urban soundscape as a semiotic system. D. Garrioch, “Sounds of the City: The Soundscape of Early. Modern European Towns,” Urban History, vol. 30, 2003, pp. 5-25. 12.

Some excerpts I considered pertinent (though the whole paper is a must-read): In European towns of the seventeenth, eighteenth and nineteenth centuries, the sounds people heard were very different from those of today. Yet the difference goes much deeper: whereas today we try to escape city noise, for the inhabitants of early modern towns sound served as a crucial source of information. It formed a semiotic system, conveying news, helping people to locate themselves in time and in space, and making them part of an ‘auditory community’. Sound helped to construct identity and to structure relationships. The evolution of this information system reflects changes in social and political organization and in attitudes towards time and urban space. (...) The carrying quality of the human voice in towns was exploited by the street sellers, who like preachers developed appropriate vocal techniques, using pitch, projection and repetition to achieve a high level of audibility. (...) Town criers were also an integral part of the city scene, calling laws, criminal convictions, or in some places funerals and objects lost or for sale. (...) Along with the diffuse sense of belonging created by familiarity with local noises, sound created bonds between those for whom they had meaning. Participation in religious services and processions marked by bells and singing helped shape a spiritual community that was also a local one. (...) Personal sounds also helped to determine how people saw themselves and how others treated them. Clogs marked the peasant; pattens (in early eighteenth-century London) a working woman; rustling silk the noblewoman

Why do I blog this? because it's interesting to see how things evolved and how spatiality is perceived with various senses.

Duct tape, embodiment and pervasive gaming

Artificial has a fantastic interview of Susigames about their Edgebomber project. If you're not familar with their work, this interative art/game platform is a system that allows player to use tape, stickers and scissors to create a playground on a wall. It's one of the very relevant project I have spotted lately (given that I appreciate innovative pervasive gaming AND duct tape).

The interview is very revealing, here are some excerpts I found important:

The most important aspect is the inclusion of the haptic effects of the real world. The creation of the virtual environment by the use of duct tape produces the content of the game - the real and the virtual environment become connected. (...) In some of our exhibitions there are people who only want to use the duct tape to create funny and complex game fields. In order to do so, they use a broad variety of objects and even their own bodies. (...) Twenty years of joypad domination is enough! We have to challenge the nature of interfaces. It is obvious to us that we have to start using the human body as an interface

Why do I blog this? the use of the duct tape proves to be a powerful to connect first life and second life experience, that is an implication! Besides, as explained in the interview, the body is important in the experience, which is a characteristic that is pretty rare.

Mash-up machine

I ran across the Mash Up Machine by Jankenpopp. This apparel seems to be a perfect looking artifact (I like duct tape and buttons). It's actually made of a box with 4 buttons and musical samples. Pressing a button make the box glowing and play one of the musical sample.

Check the video here.

Why do I blog this? I really like how this device looks life and the sponeneity of the interactions that are possible to be engaged with it.

An interview with Adam Greenfield

Regine and I interviewed Adam Greenfield on WMMNA. The interview was about Mr. Greenfield's book "Everyware: The Dawning Age of Ubiquitous Computing", how it has been received, why such a name, what were the implications and how designers should have a voice in the discourse about everyware/ubiquitous computing...Some questions were more specifically addressing issues that I tackle in this blog, about space/place and their relationships with technology design. If you want to read the whole interview, I encourage you to go to WMMNA.

It's been one year that I regularly exchange with Adam through IM and meetings at like Nepublics or CINUM. So these bits might reflects some of the discussion we have (we did not address his love for the Citroen DS). Besides, if you're interested in knowing more about the personnage and listening to his thoughts, he'd be at LIFT07 in a panel about ubiquitous computing.

RD: You have travelled extensively and therefore can compare the way ubiquitous computing is being deployed in several parts of the world (US, Korea, Japan and Europe). Are we all welcoming the arrival of everyware or did you notice some resistance here and there?

AG: My perception has been that East Asian decision elites, particularly, are far more receptive to the value propositions implied by everyware than their counterparts in the West; Korea, Singapore and Japan, for example, all have ubiquitous initiatives at the national level.

Sometimes - and again, I need to emphasize that this is purely my own take - this extends to a general propensity in the society to accept the claims of technology advocates at face value, where North Americans and Western Europeans in the broad aggregate tend to be more cynical. But sometimes it does turn out that the average Korean, say, is far wiser, more nuanced in her understanding, and more critical of the ostensible benisons of ubiquitous informatics than Samsung and LG would like her to be.

In the long run, of course, the factors that govern whether or not a particular society embraces everyware are much more complicated than a simple binary pro- or anti- stance. We can see how everyware invokes and engages attitudes toward some really rich and only rarely made-explicit values - privacy, personal space and bodily distance, time, social status - and these are going to differ from region to region and from subculture to subculture even within a given society. So to my mind, it's not so much a question of resistance, as to whether or not the designers of a particular ubiquitous system have invested the time and effort in understanding their target audience at a level of resolution sufficient to secure acceptance.

NN: It's been a while that the book has been released. After those few months, when you look back and think about the reactions and the debate it had fostered, what are the main issues that emerged? Where there unexpected discussions? If you had to add new parts in that book, what would it be about?

AG: Oh, god. I'd probably write a completely different book now. It's not so much a question of new material, although there's inevitably a wealth of more up-to-date information that we could profitably discuss, as what I'd want to leave out. The thesis on mash-ups, for example, which is the surviving third of a much longer argument about the decentralization of technological development, and doesn't make all that much sense in its shorter version.

At that, I guess the thing that's surprised me most in terms of the response is how consistently readers have said, essentially, "OK, you've convinced me that this stuff is going to happen, is happening. You don't need all this material in here laying out this argument in detail. I buy the premise." So what I'm hearing is that I probably could have trimmed out long stretches of Section 6, parts of which are the most technical in the book, the most rapidly obsolescing and the weakest in terms of their contribution to the overall argument.

As to that argument, it's gotten a warm response from people in the field; in particular, the reception I got when I presented on the Everyware material at PARC itself was extremely gratifying. There have been exceptions, of course. Anne Galloway has expressed very clearly her distrust of all a priori design guidelines, or of anything that tends to universalize or genericize, and to some degree I think that's fair comment; Victoria Bellotti at PARC, if I understood her correctly, seemed to feel that the sorts of graphic identifiers for information gathering activities called for in the book would likely be dangerously reductive or misleadingly incomplete, worse than no notification at all.

And as to the reactions of those not in the field? I still can't tell. Even after ten months in the wild, I don't think it's found its audience.

NN: One of the most striking issue I am interested with regards with your book, Adam, is how "everyware" relates to the way people experience "space and place". The pervasiveness of the technologies, you describe can lead to possible changes. Do you think they can reshuffle our relation to the spatial, environment and our spatial behavior? and how? Do you think, everyware, as a technological disrutpion, can create new affordances, in the environment (as with lifts, phones and cars)?

AG: Can it? Sure it can. And if it can, will it? You bet. Whether it should is something that we're going to have to figure out on a case-by-case basis.

Take wayfinding systems, for instance. At first pass, enhancing cities with ambient locational cues, installing a layer of technology to ensure that people always know where they are and how to get where they're going, seems like what we'd call a "no-brainer" here in the States - just a situation where the proposed intervention is transcendently, self-evidently a Good Thing.

But we know that nothing ever comes for free, that there will be costs and even revenge effects associated with this technology. Should such a thing ever come to pass in any big city, I'll tell you right now that some people will rely on the ambient wayfinding interface at a moment when they should have been paying attention to the evidence of their own senses, and they'll let the system lead them into a bad outcome of one sort or another. You don't have to be any kind of a futurist to know this: it happens with GPS right now!

Will this occasional default add up to more hassle, inconvenience and pain than the system is otherwise saving its users? Hopefully not - I mean, that's to a great extent the job of the interaction designer, to keep all that to a manageable minimum. But that's just at the individual level. Beyond that, we must never lose sight of the fact that informatic systems of the type we're discussing are always already social, and will have macro-scale social consequences as well. And whether or not we're ready for that and we're willing to accept all of the implications with open eyes is a discussion for the whole community to have, not merely designers.

NN: Now that we have talked about those spatial issues, how do you articulate these questions with architecture and urban planning? Bridges between the field of User Experience, Interaction Design, Architecture and Urban Planning will surely be relevant. This means that those disciplines will have to create, dialogues; what topics/nodes/issues do you see as potentially important for that matter?

AG: At the rawly technical level, the fusion of mainstream architectural discourse with that of networked, ambient informatics is already beginning to happen, with the first Web-native generations beginning to pick up their architecture degrees. These are theorists and practitioners for whom the virtual and actual are closer still than two sides of the same coin.

But your point is very well-taken. Just because architecture is digitally enhanced won't necessarily make it usefully or usably so; compassionate interaction design, sound information architecture, and careful attention to the quality of user experience are hardly universal even in the informatic sphere. A Zune is not an iPod, Suica is not Octopus, a Delta Airlines e-ticketing kiosk does not look or sound or feel like a jetBlue kiosk. So how much more difficult is it likely to be when interactive functionality is seeded everywhere in the built environment?

One issue that leaps out at me, anyway, is that architecture and informatics have different speeds. If you were to superimpose digital technologies over Stewart Brand's famous shearing layer diagram in How Buildings Learn, you'd conclude that all but the deepest network standards and protocols evolve as rapidly as his "stuff." Your platform of choice, its operating system, the browser or mail client version you use, your relationship with your ISP and your mobile-telephony service provider - all of these will change a dozen or more times in the course of a decade, certainly more often than people tend to change their furniture. In some easily foreseeable cases, new firmware builds for embedded domestic systems might be pushed nightly. And yet, barring the advent of some particularly advanced adaptive building technology, walls and floors and windows pretty much stay where they are.

So by and large, you have two different development communities, the architectural and the informatic, that have very different internal gearings, as it were - different orientations toward the flow of time. And again, you don't have to be Nostradamus to predict that this will occasion a stumble or two as architecture is increasingly invested with information technology.

Keeping up with the zeitgeist

On the State of the World 2007 discussion on the WELL, there is a very interesting discussion that started with a question from Jamais Cascio to Bruce Sterling about "what you regularly read to keep up with the zeitgeist".

I used to have "sources." I can't say I do that much any more. These days it seems to be mostly about Sphere, Technorati, Feedster, Digg, Reddit and Google. I've joined the people and machines who are boiling it all down to an insidious algorithmic flow of liquid chunksof deep-linked micromedia. And even below that, it's tags. I use search engines to look methodically for words. Neologisms, commonly. I learn a lot from using machines to track jargon. (...) I spend a lot of my time doing the work that editors and publishers used to do: trying to invest the slushpile with some credibility. "I found this stuff pronto: but is it all a pack of lies?"

That's where it helps to have friends: but even if you've got 'em, on the Net they tend to agglomerate into echo-chambers and whispering campaigns. The Internet is really coming into its own now, and it's scary how intrinsically different it is from previous forms of media. The deeper you dig into what it's really good at, the more alien it becomes.

Why do I blog this? it's always interesting to know how people keep track of stuff and make sense of the word, whatever lifehacks and strategies are in place.

Up in the swiss mountains

I am currently at the CSCL Alpine Rendezvous in the swiss mountains where our labs organized a serie of workshops about computer supported collaboration. Mirweis and I put together a workshop about Mutual Modeling in Collabortiave Tasks, in which we gathered a good crowd of social psychologists, organizational scientists, cognitive psychologists and educational technology designers. The topic we're discussing revolves around the inference individuals make about their partners when working on joint project (and how this can be of interest to collaborative learning). The end of the week will be devoted to a second workshop organized by colleague about "The Classroom of the Future: Orchestrating Collaborative Learning Spaces".

Oh btw, I've finished writing the dissertation but with this workshop + LIFT07 (and the workshop I co-lead there) + hunting for a new job position I am still slow on my blogging.

Gaming on digital cameras

Looking for some ideas about gaming on unusual platforms (like projects about ATM), I ran across a post by Ian Bogost about casual game son digital cameras:

The Fujifilm Finepix V10 Digital Camera, which is apparently the only digital camera to come with games you can play on its rather large LCD screen. (...) The Finepix is only one in the noisy digital camera marketplace, but the idea of a game playing point-and-shoot is rather compelling.

The blogpost goes through advantages (big market, connection to personal computer to transfer fiels, memory cards, big value of having a digicam, more reasons to include greater processins) and the drawbacks (different controls, different screen sizes, low opennes...) Why do I blog this? looking at other platforms for gaming is interesting for various reasons: (1) to change the control paradigm and think about innovative usage, (2) after casual game, a second step could be to use the pictures that has been taken as a material for playful activities. Besides, it's interesting to think about convergence starting from a digicam and less from a cell phone.

What a news: Neural 'extension cord' developed for brain implants:

A "data cable" made from stretched nerve cells could someday help connect computers to the human nervous system. The modified cells should form better connections with human tissue than the metal electrodes currently used for purposes such as remotely controlling prosthetics. (...) Tests have already shown that electrical signals can be transmitted in both directions along the cord. (...) Christopher James, who works on brain-computer interfaces at Southampton University, UK, gives the work a cautious welcome. "This approach does sound like a good idea," he says. "Although directly attaching electrodes to the brain has been shown to work, the long term effects are not known".

Why do I blog this? I find intriguing the emphasis on invasive brain-computer interfaces. Though it's often not necessary (EEG could be another solution as mentionned in the article), there seems to be a conspicuous fascination towards plugging stuff into one's body.

"come as you are" VR

Today in a meeting in Grenoble, I was reminded this concept of "come-as-you-are Virtual Reality" described here:

In the late 1960s, Myron Krueger, often called "the father of virtual reality," began creating interactive environments in which the user moves without encumbering gear. Krueger's is come-as-you-are VR. Krueger's work uses cameras and monitors to project a user's body so it can interact with graphic images, allowing hands to manipulate graphic objects on a screen, whether text or pictures. The interaction of computer and human takes place without covering the body. The burden of input rests with the computer, and the body's free movements become text for the computer to read. Cameras follow the user's body, and computers synthesize the user's movements with the artificial environment.

Why do I blog this? I totally forgot this album of Nirvana/expression for this specific HCI type.

User-centered design and LIFT

Laurent and I have been interviewed by Fabio Sergio for the Convivio website (a European network for human-centred design of interactive technologies). What is interesting is that Fabio highlighted an aspect that we haven't really though about when organizing LIFT last year:

Fabio: I am not sure the term really makes sense in this context, but after experiencing LIFT 06 I’d be tempted to say that you applied a Human-Centered approach to the design of the conference last year, and all seems to hint you’re doing it again this year. Is this impression in any way correct?

Nicolas: Even though the human-centered approach nicely reflect what happened, it was actually not that intentional and this mindset emerged from how we thought a conference should be organized and from the type of event we would have liked to attend in the first place. Besides, when you start building a conference from scratch, you don’t have all the needed expertise so you do it with others.

Laurent: Actually, I feel LIFT06 was deeply human centered, but that was not really intentional, nor did I follow a method or something. It was more me trying to see how I could best accommodate the constraint I had: small budget (LIFT is auto-financed), short notice, small team, no previous experience in organizing events. So we tried to get help from the community as much as we could, as LIFT is a gathering more than anything else. We asked people to help us with some decisions and suggestions, outsourced a few things to the attendees, and after the event gathered precious feedback via a survey.

Why do I blog this? LIFT06 was really an occasion for us (Laurent, John, Steve and I) to learn how to organize an event based on a low-profile cross-pollinating approach. It's good when external persons highlight an aspect we haven't thought of (or maybe because we're so deeply into user-centered XXXX that we're shaped by this way of thinking?).

Chance meetings at the RAND

(Via Dr.Fish) Archrecord has an interesting article about the design of RAND Corporation Headquarters (the nonprofit policy research institution in Santa Monica, California). It describes these curious figure-8-shaped headquarters:

DMJM Design took a page from RAND’s own playbook. It organized the building within a figure-8-shaped floor plan: the figure 8, according to RAND’s mathematicians, increases the probability that researchers from different departments will have chance encounters with each other in the hallway. This shape, moreover, corresponds to RAND’s nonhierarchical, egalitarian organization—and, to boot, its internal circulation pattern lacks dead ends.

RAND's website also describes more thoroughly these issues:

While the headquarters is modern in design, its central design theme is based on ideas first expressed in 1950 by a RAND mathematician, John Williams. He proposed a design that would facilitate more interaction between staff by increasing the odds of "chance meetings." Today, that theme is carried through with elements such as a system of interconnected bridges and stairwells that are unusually wide to encourage impromptu discussions among employees.

Why do I blog this? this is an interesting (and classic) example of how architecture can structure certain behavior.

What's this "user" term anyway?

Yesterday I had a meeting with Dominique Foray, a professor at EPFL who will participate in one of the LIFT07 panel about the "user-centered economy". His perspective is about innovation management and the economics of creation. At a certain point, I realized that the term "user" he was employing was slightly different than its usage in my research field (HCI/CSCW/cognitive sciences with a strong spin on user studies of technology). Then today I ran across this research project by Alex Wilkia about this very issue:

My research project is an ethnography of interaction designers and related innovation actors embedded in a multinational microprocessor manufacturer who models users, assembles interactivity and thereby guides product design and development processes as well as informing the long-term strategic thinking of the organisation. The aim is to examine in detail the discourse and practices in which multiple user representations facilitate user-centred design (UCD) and innovation practices in relation to technological development. (...) To map empirically the diverse uses of the ‘user’ within a research environment and development programmes that employ or are engaged with UCD practices and outcomes.

Why do I blog this? boundary objects like the term "user" are very important, especially when dealing with innovation and design, which encompasses a very large area of fields and interests.

Deltron 3030's virus


"Deltron 3030" (Deltron 3030)

Was just listening to Deltron 3030 Virus... and I ran across those lyrics:

a virus To bring dire straits to your environment Crush your corporations with a mild touch Trash your whole computer system and revert you to papyrus (...) Society thinks thier safe when Bingo! harddrive crashes from the rendering Alot of hackers tryed virus's before Vaporize your text like so much white out I want it where a file replication is a chore Lights out shut down the entire whitehouse I dont want just a bug that could be corrected Im erecting immaculate design Break the nation down section by section Even to the greatest minds its impossible to find