Frascati Definition of Research

The Frascati Manual is the internationally recognised methodology for collecting and using R&D statistics. It defines research as follows:

Research and experimental development (R&D) comprise creative work undertaken on a systematic basis in order to increase the stock of knowledge, including knowledge of man, culture and society, and the use of this stock of knowledge to devise new applications.

The term R&D covers three activities: basic research, applied research and experimental development.

  • Basic research is experimental or theoretical work undertaken primarily to acquire new knowledge of the underlying foundation of phenomena and observable facts, without any particular application or use in view.
  • Applied research is also original investigation undertaken in order to acquire new knowledge. It is, however, directed primarily towards a specific practical aim or objective.
  • Experimental development is systematic work, drawing on existing knowledge gained from research and/or practical experience, which is directed to producing new materials, products or devices, to installing new processes, systems and services, or to improving substantially those already produced or installed. R&D covers both formal R&D in R&D units and informal or occasional R&D in other units.

Why do I blog this? Collecting definitions of what is defined as "research" (i.e. what I do) is always interesting. Especially when it comes to normative material such as Frascati manual (which is used as the de facto definition of research in the European Union). Always important to keep up my sleeve when discussing potential project with partners.

Urban Screens and Jacques Tati by a456

Eiffel Tower reflected onto Tativille glazing, from Playtime (1967)

This collapsing of window onto facade becomes yet another way to erase any distinction between building and image.  And this is even more so in Tati's film, where glazed curtain walls reflect other parts of Paris.  Here, then, glass becomes architecture.  Architecture becomes a screen that reflects images onto public space.  In short, as demonstrated by the various buildings (and reflections of buildings) in Playtime, architecture has become a true urban screen.

Why do I blog this? interesting perspective about the role of images and reflections on Playtime (by Jacques Tati) that could be seen as early instantiations of "urban screens".

Overfutured by Joanne McNeil

"The future was once represented in fantastically romantic ways: white spacesuits, buildings infinite in height, interplanetary travel, alien interactions, an abundance of wealth, and robot servitude. Now the future is represented as something more compressed and accessible. The future is on the Internet, in those screens we glance at intermittently at all waking hours of the day. Our expectation is the “IRL” world will look not much unlike what we see today. It is a future of gradual changes, incorporating familiar aspects with new but not too crazy updated technology. What is in abundance is not wealth but information.

The idea of the future is now a distorted mirror. It is the future of screens. Like the daguerreotype, screens contain memory and reflection, as well as an unknown difference only discerning eyes can see. We are overfutured. We’ve reached the point where the past, present, and future look no different from one another."

Overfutured by Joanne McNeil, via newmuseum.org

Why do I blog this? a great quote that echoes with personal observations.

Tom Sachs' DIY Lunar Module

The book called "Space Program" by Tom Sachs stayed on my shelves for quite a while and I never went beyond flipping through it. A vague fever and the continuous fall of the snow gave me a good occasion to read the whole thing cover to cover... and it was a fascinating read.

"Space Program" is first and foremost an art exhibit. It's based on the re-enactment of the Appolo program, in a peculiar way by Sachs and his team. The cornerstone of this oeuvre lies in the reconstruction of various devices, of which the most intriguing one is certainly a 1:1 model of the Lunar Module made of simple stuff-foamcore, hot glue and standard materials such as plywood. Given the importance of the performance, it's important to read the book in conjunction with the video of the Moon exploration designed by Sachs and the team.

What struck me as fascinating in this work is described by Sachs in an insightful discussion with Buzz Aldrin in the book. He basically highlights why, IMHO, his work is of interest and far more important than the being accumulation of weird pictures. The quote below shows the uniqueness of the process and how it leads to relevant design implications:

"Our space program is expensive, slow, and crappy... but that's why it's magic. In my studio, by building functional elements, by making systems really work, we create new problems that require even more work to solve. This compounded work process, with things built according to our strict code of love and haste, defines the look of what we do. So for us, going to the Moon is a physical armature for continuing to practice what we do.

I could argue that our is just as real, although it's maybe more theatrical and more representational (...) my sculptures are not just studies of "real things"; they are real things. Building a spaceship out of plywood creates some special problems that force unique solutions. It's in those solutions that the work has value to me."

Why do I blog this? As shown by Arthur Dento, in his introduction to Sach's book "the work is full of surprises, visual jokes and winks of complexity that are there to assure Sachs' viewers that he and they are on the same page, and that for all that he is a cultural critic". So, to me, this work exemplifies three important things:

  • The strong capability of designed artifacts to support a critical viewpoint about human culture: the commodification of space, NASA policies, the role of technologies, etc.,
  • The magic of DIY/bricolage and how actually doing something lead to constraints which force to invent original solutions,
  • The very notion of design fiction. Personally, I read less and less Space Opera but this kind of book makes more curious and passionate about issues which used to be address in SciFi literature... which are now addressed by designers and artists with their own means of expressions.

Traverse Me: map for pedestrians


"Traverse Me is a map drawn by walking across campus with a GPS device to invite the viewer to see a different landscape to that which surrounds them. It questions the possibilities of where they are and inspires a personal reading of their movements and explorations of the campus. (...) I responded to the structure of each location and avoided walking along roads and paths when possible. The route was recorded with GPS technology and was walked in stages over the 300 hectare site."

Why do I blog this? interesting attempt to produce a different form of map. Interestingly, it exemplifies the performative nature of the GPS technology. The map is influenced by the structure of the locations, and, in return, it can influence movement.

Keith Richards about portable cassette recorders

" What is important, Richards declares, is “being able to replay something immediately without all that terrible stricture of written music, the prison of those bars, those five lines. Before 1900, you’ve got Mozart, Beethoven, Bach, Chopin, the cancan. With recording, it was emancipation for the people. “It surely can’t be any coincidence that jazz and the blues started to take over the world the minute recording started, within a few years, just like that.” (...) “I’d discovered a new sound I could get out of acoustic guitar,” he writes. “That grinding dirty sound came out of these crummy little motels where the only thing you had to record with was this new invention called the cassette recorder....Suddenly you had a very mini studio. Playing acoustic, you'd overload the Philips cassette player to the point of distortion so that when it played back it was effectively an electric guitar. You were using the cassette player as pick up and amplifier at the same time. We were forcing acoustic guitars through a cassette player, and what came out the other end was electric as hell.” "

Why do I blog this? An inspiring quote from a practitioner (!), to be re-used in my course about the evolution of technical objects. It leads to an interesting discussion about how to go beyond technological determinism.

Demon's Souls: location-based communication in a role-playing video-game

When connected to the PlayStation Network, online play is integrated into the single-player experience. Throughout levels, players can briefly see the actions of other players as ghosts in the same area that may show hidden passages or switches. When a player dies, a bloodstain can be left in other players' game world that when activated can show a ghost playing out their final moments, indicating how that person died and potentially helping the player avoid the same fate in advance. Players can also leave messages on the floor that can also help others such as forewarning safe or hostile positions, trap locations and tactics against enemies or bosses, among general comments. When playing with other players, co-operative play allows up to three characters to team up in the host's game world where visiting players appear in soul form that can only be returned to their bodies when a boss is defeated. In competitive play, players can invade a player's adventure as a Black Phantom to engage in combat with the host player. If the Black Phantom kills the host, they can be returned to their body in their own game whereas if killed themselves, the host gains a portion of the Black Phantom's souls.

Why do I blog this? An interesting example of geolocalized communication pointed to me by my friend Mirweis Sangin. The idea here is that location-based written traces (left by other players) can inform and help.

Smule's Ocarina design

I guess all of you know Ocarina, a very simple music application on the iPhone. It was kind of hip 1-2 years ago. Interestingly, I ran across this academic paper which describes how Smule designed this app.

Some excerpts I found interesting:

"Given that there are now over a million Smule Ocarina players around the world, this is significant. Over 20 millions snippets have been created and shared, each with precise timing, key, melody information. We have only begun to mine this significant body of musical data. The anonymity of the social interaction is also worthy of note – everyone is only identified via a self-chosen handle (e.g., Link42), their GPS location, and through his/her music. And yet, according to overwhelming user feedback, this seems to be compelling in and of itself. (...) there is a sense of “magic” in wide-area, massive scale location, and furthermore, identity is perhaps not crucial (and anonymity can be just as powerful as it encourages different types of social interactions). Finally, the sheer number of Ocarina users at large shows that perhaps with the right approach and settings (e.g., mobile, personal, easy), we can encourage a large population to engage in expressive music making, and even create global communities virtually overnight. "

The tablatures for user-generated scores are also interesting. Look at the shape:

Why do I blog this? it's always interesting to understand the designers' intentions and reflect upon what has been produced. Ocarina, is basic but its social and locative media component is quite interesting. It's perhaps one of the best example of having an interface that gives a community a mirror about its ongoing activity.

The Economist on the Uncanny Valley (#robot, animation)

"Dr Ho and Dr MacDorman accept the general idea, but they began by throwing out the idea of shinwakan. In their study, just published in Computers in Human Behavior, they say that Dr Mori’s ideas of familiarity and comfort level do not properly get at the quality of uncanniness (...) The volunteers were asked to apply ratings from dozens of scales to each video: machinelike to humanlike, synthetic to real and so on. Scales that turned out to measure the same qualities with different words were eliminated and the researchers eventually lighted on 19 that described aspects of four underlying qualities that they dub attractiveness, eeriness, humanness and warmth. (...) The robots were the Roomba, a disc-shaped autonomous vacuum cleaner, and four anthropoid machines of varying degrees of humanness."

Why do I blog this? Some interesting material to prepare the robolift conference, we'll have a panel about the shape of robots to come. Let's grab the scientific paper mentioned in this article: Too real for comfort? Uncanny responses to computer generated faces

"Robot renaissance map"

The Institute For The Future (IFTF) has just released an interesting map [PDF] of signals and forecasts about robotics:

"After decades of hype, false starts, and few successes, smart machines are finally ready for prime time. (...) This map, and the associated series of written perspectives, are tools to help navigate the coming changes. As we scanned across ten application domains, seven big forecasts emerged. In the process, we also identified three key areas of impact where the robot renaissance will change our lives over the next decade.

In each domain we focus on three levels of impacts: (1) Robots helping humans understand ourselves (2) Robots augment human abilities (3) Robots automate human tasks"

Why do I blog this? Both because I am working on a project about robotics and due to my interest in how technologies fail and re-appear on a regular basis. I am not sure about the term "renaissance" and do not necessarily agree with some of the trends but there are some interesting aspects in this anyway. Above all, what I am interested in here is:

  • The variation in terms of shape/forms and what is considered here as a "robot",
  • The assumpttions made about humans needs and desires,
  • The mix between engineering projects, quotes from sci-fi movies and pictures,
  • The rhetorical tricks (present tense, "from XXX to XXX", "Rise", "Every machine", "self-manage".

Grafikdemo: Transition between reality and 3D representation

Grafikdemo by Niklas Roy is another interesting project I stumbled across in Basel two weeks ago. The set-up is pretty basic: it consists in a physical wireframe model of a teapot included inside a Commodore CBM 3032 cabinet. The user/viewer can rotate the model by pressing some keys on the keyboard. As formulated by the artist, "Sophisticated lighting of the model makes it hard for the viewer to distinguish whether he sees a real digital model or a fake computer screen".

This project hence "explores the transition between reality and representation in a playful way" and the choice of a teapot is definitely not fortuitous: ""The decision of using a teapot as wireframe model is a result of this object’s outstanding importance in computer animation history".

In an interview, Roy explained:

"My intent was simply to create a physical copy of a digital object and look what happens. It was an experiment. And I did what I've done all the years before as a 3D animator: I've built a 3D wireframe model. When I started to build it, it was funny to recognize that I did everything in the same way and order, like if I would have done it with a 3D modeling software. The lighting was also an experiment: I wanted to let the wireframe model glow, but I don't really like the look of UV light, because It always has this cheap disco touch. So, I've put a green gel (maybe the better word is filter?) behind the monitor glass, which blocks the UV light. The result was that you only see the green wires but no blacklight. At the end, the piece worked much better than I had expected. Many people who play with it don't understand at the beginning what they see and how it is done. They first think is that it is a very sophisticated 3D display in an old computer. But when they start to wonder about the strange motor noises, which happen when they push the buttons, they start to recognize that this is a simple mechanical device."

Why do I blog this? I simply loved the beautiful design of the artifact, as well as the teapot rendering with this green color. IMHO it acts as a sort of tribute to the internet/cyber-culture. The idea of manipulating a real wireframe model is brilliant.

"Creative computing" magazine

Recently ran across this curious magazine called "Creative Computing", one of the earliest covering the microcomputer revolution (published from 1974 until December 1985). Readers interested in this can have a look at the some articles.

With titles such as "Is breaking into a time-sharing system a crime?", "Why Supermarkets Are Going Bananas Over Computers", "Videodiscs - The Ultimate Computer Input Device?" or "How Much Privacy Should You Have?", the magazine is definitely an intriguing read today. The topic addressed there ranged from artificial (and "extra-terrestrial") intelligence, computers in education, languages and programming theories, BASIC scripts, upcoming technologies, games and fictions (with "art and poetry").

For people interested in current "trends" such as DIY or privacy, there is plenty to explore in order to understand some underlying roots. See for instance "amateur computing" or How One Computer Manufacturer Looks at the Data Privacy/Security Issue

Why do I blog this? sunday afternoon hops on the internets always lead to curious material. Possibly useful to show students some examples of computer culture history.

Cybersyn: a real-time computer-controlled economy

Two weeks ago in Basel, at the Shift Festival, I saw some material about the Cybersyn project that struck me as fascinating:

"Project Cybersyn was a Chilean attempt at real-time computer-controlled planned economy in the years 1970–1973 (during the government of president Salvador Allende). It was essentially a network of telex machines that linked factories with a single computer centre in Santiago, which controlled them using principles of cybernetics. (...) The principal architect of the system was British operations research scientist Stafford Beer."

Country computing: a real-time feedback loop

Interestingly, Cybersyn design has been heavily influenced by the architect of this system, Stafford Beer, a cyberneticist specialized in feedback loops of management in corporations. The idea was basically to design a system for capturing, processing and presenting economic information to be managed in real time. A sort of feedback loop with the population, based on various organizations models better described here or in this lecture called "Fanfare for Effective Freedom: Cybernetic Praxis in Government" [PDF]. Some examples below of the underlying model of Cybersyn:

The idea was to have so-called "algedonic meters" in people's home, i.e. warning public opinion meters that would be able to transmit Chilean citizens's pleasures/displeasures to the government or television studio in real time. The government would then be able to respond rapidly to public demands based on these information, ("rather than repress opposing views" as proposed by Stafford Beer).

User Interface design

Also, the interface design has been carried out by the Gui Bonsiepe a German designer working in Chile at the time of the project. Eden Medina, a researcher at Indiana University in the US is currently writing a book about this project (see here). Some quotes from here found there that I've found intriguing:

"I think the image of the operations room looks like something out of 'Star Trek'or 2001. Whenever I show that image, people are stunned. Most people wouldn't associate that futuristic image with the Allende period in Chile. (...) the flat panel projection screens used a series of slide projectors located behind the wall that were attached to the armrests of the chairs. When you pushed a button on the armrest, it would change the slide on the screen. Each of these slide images was hand-drawn by some of Chile's top graphic designers. It looked like something that was real-time and highly automated -- but you have to remember, this was the 1970s."

Why do I blog this? Another good example in the history of technologies that can be re-used in our work at Lift lab. The implementation of cybernetics in a context like this is quite curious and relevant if you think about more recent instantiations of feedback loops in the context of urban computing ("people as sensors"). Also, I find interesting to observe the system design and its link with SciFi in people's mind. It's fascinating to see how the balance between such a complex project (sensors in people's home, etc.) and the design of a chair to convey a synthetic appraisal of what has been sensed.

There's a lot to dig here.

Geosocial/Location-based services usage according to PEW (#techusage)

The PEW Internet&American life project has a new report about usage of location-based services. As usual, it's mostly quantitative data (phone survey) and it's focused on Americans but it's full of interesting material for people who follow this domain. Before heading to the results, let's stop first at how they define the focus of their research. In this research, they only zero in a specific category of LBS: the so-called "geo-social" applications:

"Location-based services such as Foursquare and Gowalla use internet-connected mobile devices’ geolocation capabilities to let users notify others of their locations by “checking in” to that location. Location-based services often run on stand-alone software applications, or “apps,” on most major GPS- enabled smartphones or other devices."

This is important because it means that the focus is not on car navigation assistant or smartphone GPS platforms.

Now, about the main results:

  • "7% of adults who go online with their mobile phone use a location-based service.
  • 8% of online adults ages 18-29 use location-based services, significantly more than online adults in any other age group.
  • 10% of online Hispanics use these services – significantly more than online whites (3%) or online blacks (5%).

  • 6% of online men use a location-based service such as Foursquare or Gowalla, compared with 3% of online women.
  • The current number shows little change from the first time this question was asked, in a May 2010 survey, when 5% of adult internet users said they had used such a site."

Some more tables:

Why do I blog this? It's interesting to see the stats for geosocial applications (I'd be curious to compare to broader use of location-based services, such as navigation systems) and the results are fairly in line with my understanding of the situation right now. Important figures to keep in mind when talking about the adoption of such apps.

French-Cyrillic keyboard hack

A French Keyboard with stickers showing letters from the cyrillic alphabet, used by one of my students. Interestingly, some of them are absent on letters such as A, E, R, T... which corresponds to the ones most often used in French (I don't know why Z is in there...)

Beyond treasure hunt: locative games 2010 and the near future

Being interviewed by a French media about the state of location-based gaming, I took this opportunity as a way to frame my recent thoughts about this:

Adoption :(

An important adoption factor for social-locative games is simply... the players: lots of problems described by Dan Hon in his talk "Everything you know about ARG is wrong" can also apply to location-based games: games never have enough players, people who play are not “mainstream”, etc. Above all, the main issue with player is simply the the lack of critical mass... it's never very funny and engaging to play alone. LBGs really suffer from not reaching networks effect, a situation that Kati London in her talk at Where2.0 referred to as "The empty room effect".

Gamification, again

At the same time, it's intriguing to see that game mechanics (in general, but also the one present in early instances of location-based games) have been instrumental in the adoption of a broader category of applications: mobile social software such as Foursquare or Gowalla... which are not games per se. Having lots of discussion with people in the mobile guide/signage/urban discovery/tourism business, it's funny to see how these persons dismiss a service such as Foursquare as being only "a game". Different cultures, different perspectives :) It's also a good occasion for them to dismiss such application as not relevant for their field (to which of course I object that they're entirely wrong).

On the shoulder of "giants"

Interestingly, platforms such as Foursquare (today/tomorrow) or Facebook Places (tomorrow) could be an opportunity to develop third-party games. See for example how City Warfare has been built on top of Foursquare:

"You check into your local pub/coffee-shop/train station using FourSquare (as normal). 2) You open City Warfare in your phone’s browser. 3) You place waterballoons, shoot passers-by with your waterpistol etc. 4) While you are away, those balloons remain where you placed them and will burst when the timer runs out or you detonate them remotely. 5) The aim is to try to get as many people wet as possible. You earn credits which can be used to buy better waterbombs etc."

Location-based game genres

Concerning the challenges and purposes of these games, the types ranges from very focused goals (treasure hunts, people hunting, object collection) to less-defined goals (SCVNGR is interesting in the sense that it lets people defining the challenges). Compared to the past, location-based games have also been influenced by rampant gamification: the emphasis has been made on social comparisons (points, badges, leading boards, etc.)... and of course such games have been included in the toolbox of Media planners and digital communication agencies.

The location-based narrative/storytelling trope has never been huge BUT it less suffered from waves of interest/disillusion. Observers have noted that even standard mobile social software such as Whrrl have implemented collective location-based storytelling. And of course, platforms such as 7 Scenes also offer good possibilities for "mobile storytelling".

Besides games, there has been a surge in the development of "game engines" to enable people to create their own games. See for example what Playground (that we saw at this Lift seminar in Lyon) or Gbanga are doing.

Phones, rather than game consoles

Speaking about platforms, the de facto device for location-based games is definitely the mobile phone. Although the video game consoles such as the Nintendo DS (with games such as Treasure World) or the Sony PSP (with this Golf game), playful location-based activities are fairly limited.

In terms of technologies, the increasing number of smartphones and App stores (such as the Apple Store) have definitely eased the possibility to try and play. It's far less complicated than the past, in which we had to download weird software on Tablet PCs, PDAs and cell-phones with tiny displays + low computing power

In addition, on the sensor side, we will see an increasing use of various data beyond players' location: the usual suspects are of course the number of footsteps (and other accelerometer-based data),... plus self-declared information. Foursquare/Gowalla/Facebook Places check-in are pretty standard here but the use of pictures (taken with a camera) is also common. See for example Foodspotting (which uses "location to augment their own reality-based game").

So, what did we learn?

  • Geolocation is only one kind of data that can be employed and LBG should be framed in a broader context: ARG or pervasive games. Coupled to pertinent and original forms of storytelling and game mechanics, the articulation of data such as location, pictures, SMS, tweets, or the ones generated by touch sensors (NFC on iPhone?), accelerometers, have the potential to lead to curious interactions.
  • In terms of innovation, the video game industry is definitely not the right actor here. Rather digital communication agency, small interaction design boutiques and digital studio who work on interactive fictions seems more willing to push the envelope. Curiously, the new media art community has slowed down on the "locative media" meme. I have to admit that I haven't seen a lot of projects in the field in the 1-2 years (which correlated with the release of "Spook Country by William Gibson).
  • I haven't mentioned Augmented Reality, I don't know what to think about AR and location-based games.

And what are the possibilities ahead?

  • To avoid the empty room problem there is a need to design for single-usage, then for collective usage. We can expect platforms like these in the near future.
  • Focus not only on geolocation but also other types of data. There will be games that combine the different sorts of data that can be captured or collected. Of course the most simple forms of data (self-declared such as check-ins, pictures taken with the camera) are the most likely candidate.
  • Location-based games with scenarios that are too disruptive and complex for daily usage will continue to remain niches. Will people change their route to go to work in the morning? it's a bit unlikely.
  • There is still some room in different urban activities: think about urban sport (skateboard, rollerblade, fixie/bike ride, parkour, etc.). The articulation of location-based games with these types of sport is an original idea that can produce good possibilities.

Workshop about Failures and Design Fictions at the Swiss Design Network symposium

Last Saturday, Julian and I gave a quick and punchy workshop called Using Failures in Design Fictions at the SDN 2010 in Basel, Switzerland.

What's better than a broken iPhone screen in a workshop about accidents and failures?

Here's the workshop abstract we proposed to the conference committee:

"The notion of ‘Design Fiction’ is an original approach to design research that speculates about the near future not only with storytelling but also through active making and prototyping. As such, design fictions are meant to shift the interest from technology-centered products to rich and people-focused design. There are of course various ways to create design fictions. One of them we would like to explore in this workshop consists in relying on failures.

We hypothesize that failures and accidents can be a starting point for creating rich and meaningful speculative projects. Think for instance about creating props or prototypes and exhibiting failures within it to make them more compelling. Or showing something as it will work with the failures — so anticipating them somehow rather than ignoring the possibility. What will not work right? What problems will be caused? What does it mean?

Based on short and participative activities, the workshop will address the following issues:

  • Can we include the exploration of failures in the design process? How to turn failures and people’s reaction to failures into prototyping tools?
  • How can design fiction become part of a process for exploring speculative near futures in the interests of design innovation? What is the role of failures in creating these design fictions?"

The 2-hours workshop started with an introduction about the wide range of failures, accidents, malfunctions and problems that are related to designed objects. We basically relied on the presentation made in Torino for that matter. The point of this intro was also to set the objectives: build a failure literacy (taxonomies, categories...), discuss their role in design using design fictions, fictional storytelling to discover new possibilities/unknown unknowns. We then splitted the participants into 6 groups for 3 short activities.

Activity 1: Listing of observed/existing failures

Given that the participants had a very diverse background (industrial design, fashion design, service design, media/interaction design), the point of this was to cast a wide net and observe what people define as failure. No need to write down the whole list here but here are some examples that reveal the range of possibilities:

  • Wrong hair color, not the one that was expected
  • Help-desk calls in which you end up being re-reroute from one person to another (and getting back to the first person you called)
  • Nice but noisy conference bags
  • Toilet configuration (doors, sensors, buttons, soap dispensers, hand-dryers...) in which you have to constantly re-learn everything.
  • Super loud and difficult to configure fire alarms that people disable
  • Electronic keys
  • Garlic press which are impossible to clean
  • On-line platforms to book flights for which you bought two tickets under the same name while it's "not possible" from the company's perspective (but it was technically feasible).
  • Cheap lighter that burn your nose
  • GPS systems in the woods
  • Error messages that say "Please refer to the manual" but there is not manual
  • Hotel WLAN not distributed anymore because hotel had to pay too many fines for illegal downloads

Activity 2: Description of anticipated failures (design fictions)

In the second activity, we asked people to craft two stories about potential failures/problems caused by designed objects in the future. By projecting people into the near future, we wanted to grasp some insights about how failures can be envisioned under different conditions. Here again, some examples that came out:

  • Identity and facial surgery change, potentially leading to discrepancies in face/fingerprint-recognition,
  • Wireless data leaking everywhere except "cold spots" for certain kind of people (very rich, very poor),
  • Problems with space travelling
  • Need to "subscribe" to a service as a new person because of some database problem
  • People who live prior to the Cloud Computing era who have no electronic footprint (VISA, digital identity) and have troubles moving from one country to another,
  • 3D printers accidents: way too many objects in people's home, the size of the printed objects has be badly tuned and it's way too big, monster printed after a kid connected a 3D printer to his dreams, ...
  • Textiles which suppress bad smells also lead to removal of pheromones and it affects sexual desire (no more laundry but no baby either)...
  • Shared electrical infrastructure in which people can download/upload energy but no one ever agreed on the terms and conditions... which lead to a collapse of this infrastructure
  • Clothes and wearable computing can be hacked so you must now fly naked (and your luggage take a different flight)

It was interesting to notice that the "observed failures" (activity 1) were about a large range of designed objects (without necessarily Information Technologies). In this second case, ICT were always involved in the anticipated failures. It is as if we had trouble projecting other possibilities.

Activity 3: Towards failure taxonomies/categories

The last activity consisted in building a taxonomy of failures based on existing and anticipated ones (what the group came up with in Assignment 1 and 2): kinds of, categories. Some categories and parameters that emerged were the following:

  1. Short sightedness/not seeing the big pictures
  2. Failures and problems that we only realize ex-post/unexpected side-effects
  3. Excluding design
  4. Bad optimization
  5. Unnoticed failures
  6. Miniaturization that doesn't serve its purpose
  7. Cultural failures: what can be a success in one country/culture can be a failure in another
  8. Delayed failures (feedback is to slow)
  9. When machines do not understand user's intentions/technology versus human perception/bad assumptions about people ("Life has more loops than the system is able to understand")
  10. Individual/Group failure (system that does not respond to individuals, only to the group)
  11. System-based failures versus failures caused by humans/context
  12. Natural failures: leaves falling from trees considered as a problem... although it's definitely the standard course of action for trees)
  13. Good failures: Failure need interpretation, perhaps there's no failure... alternative uses, misuses
  14. Inspiring failures
  15. Harmless failures

Why do I blog this? This is of course a super quick write-up but we wanted to have these ideas written so that could build-up on them in other workshops. Also, what the groups worked on is close to the literature about accidents and problems in Human-Computer Interaction (I'm thinking about Norman's work) but it went beyond the existing lists. In addition, what was interesting, especially in the last assignment was that the list of categories reveal some important norms and criteria of success that designer have in mind.

Thanks to all the participants!

Gestures from the 21st Century: train ticket control

Seen yesterday in a Swiss train. Digital device to iPhone interaction for visual marker recognition. Yet another curious situation to observe in the train (after train sensors) because there are sometimes some problems for the system to read the 2D code. As usual with new forms of interactions, it leads to lively discussion with the other passengers (who have their own stories about the problems caused by this).

Game maps evolution and level design

A map of Zelda found at Atari2600.com

Last week in the Guardian gamesblog, I ran across this insightful piece called "The lost art of video game cartography". It's basically about " the homemade map remained an important navigational device" and the importance of map (hand) drawing on a notepad while playing back in the early days of the video game era.

A map of Loco Roco found at Quickjump

The article describes the different approaches ("naturalistic approximations of the game environments, creating miniaturised ordinance survey maps" versus "more diagrammatic approach, inspired by the topographic purity of Harry Beck's tube map"). It also reflects upon the evolution of game design.

Any game/interaction designer might find interesting the discussion about the influence of level design on drawing maps manually:

"while early Japanese RPG titles like Final Fantasy and Legend of Zelda initially required some mapping skills thanks to their burgeoning use of open world 'overmap' environments, later iterations brought in a variety of navigational aids (...) world maps that opened up new sections as the player gained fresh abilities, (...) teleportation zones, and the ability to set waypoints across a map screen – somewhere along the line, travel became an inconvenience rather than the point of the game. (...) CD-Rom technology allowed the birth of the cinematic adventure (...) The whole concept of exploration has changed; we no longer need to explore to progress, we explore to find power-ups and hidden extras, and in this overtly stage-managed form of freedom, cartography isn't really necessary. The pictorial map has been replaced by the didactic walkthrough. (...) Even so-called 'open world' titles are map-free experiences. There will usually be a mini-map or radar display in the corner as well as an HUD that paints your required destination with big arrows and a distance read-out."

Why do I blog this? This is related to my interest in video game spaces (see some earliers posts about it here or on the Terra Nova platform). I have always been fascinated by vernacular maps like these and find interesting to see how the game design features influence the production of such artifacts. From a design standpoint, I think it'd be curious to envision games that would force people to create maps (or games that would force people to use external material such as notepad, pens, figurines or whatever seems interesting).