Urban ratings: from flowers to @

Yesterday, I went to a small village in Savoy, France. This was a good opportunity to take a picture of these two forms of signage that are pervasive in this country. On the one hand, you have the common "Ville fleurie" ('flowered cities') which corresponds to a sort of rating French cities get to evaluate the presence of flowers. The more flower you get on the signage, the better it is. This classification is pervasive and it's very rare not to find it. On the other hand, you have the sort of equivalent for the 21st Century: the "Ville Internet" ('Internet City') rating. Instead of flowers, it uses "@" symbols to evaluate the quality of Information Technology infrastructure of the city.

What's funny is that it's very difficult to encounter this label. Especially because they're only placed at city entrance, which means that you only see them while driving.

Why do I blog this? A fascinating encounter, especially in this little town, it's interesting to see the evolution of the indicators used to show different aspects of urban flavor. The internet is now as prevalent as flowers in French cities.

"we took note of every choice they made in cyberspace"

"Jack: Although everything imaginable was on the web, certain texts had disappeared. Though interactivity and equal access to information were the cornerstone of the revolution's rhetoric, no one seemed to notice, or at least feel, the loss of expression officially deemed malcontent, antisocial, and sinful. I knew. I was the architect of the agency's demographics and target marketing programs. The people were our targets, and we listened to their language, we monitored their dreams, we took note of every choice they made in cyberspace, we studied their buying motives and propensities, then created messages that perfectly reflected their existing emotional states. No one could hide. Triple M could recognize any citizen as soon as they turned on their computer. The web would dynamically reconfigure itself to suite an individual. Something you could hold in your hand, read on your own, think about in private - this was considered elitist, immoral, and bad for business." Source: The Girl from Monday (2005)

GPS drawings to interpret the urban environment

Drawing with Satellites is a "GPS project" carried out at the Edinburgh School of Architecture and Landscape Architecture by Chris Speed, Esther Polak, Ross Cruickshanks, Karlyn Sutherland and second year Architecture students. The project led to this intriguing PDF booklet.

The brief engaged participants in exploring "how they might draw the city of Edinburgh". They were asked to do follow various strategies (work with 2 lines, relocate an existing, meaningful route, draw a spiral) which should all be meaningful walking patterns.

In response to this activity, the participated created various drawings represented in the booklet. Each of the drawings correspond to different ways to interpret the urban environment:

  • Social Practices tended to use the habitual journeys of people, whose Edinburgh is defined by professional, institutional and occupational routines. Following people, or carrying out processes that adhere to centers of employment or practice, these works offer an insight into the city as a container for production.
  • Temporal Projects: the GPS receiver tends to concentrate the user on time: the time that it takes to walk routes, the time between way points, the time between partners.
  • Code Controlled: a series of drawings used Code to inform their development. Following rule bases that were developed, written down and then performed across the city, drawings that used Code tended to reveal the city’s structural properties, and less the social.
  • Ludic: the drawings that embody a Ludic quality that negotiated the landscape through amusement and fun."

Why do I blog this? Even after few years following GPS drawing and the locative media meme, I'm still fascinated about its relevance to analyze urban behaviors. What's interesting IMHO is also to put the drawings next to each other and compare them as represented in the picture above.

Design form guide

The "Formfächer" (Formguide) is an instrument I stumble across when visiting the design studio emphase.ch two weeks ago:

"The "formguide" explores the potential of language for the description of objects and forms. Using examples, a professional terminology is developed which aids communication about design in practice and education. The versatile vocabulary can be used to describe design solutions more precisely. Hundred products were selected for this purpose and are presented with photography and a brief description of their origin, making the form guide a helpful and informative tool for everyday use."

This publication for designers is the result of a collaborative research project between the Industrial Design Department of the Zurich University of the Arts, the Design collection of the Museum of Design Zurich and the Idea Institute of the Burg Giebichenstein, University of Art and Design Halle, Germany.

Why do I blog this? I quickly became intrigued by this tool because of our current project with Laurent Bolli concerning the classification of video game controllers. What's interesting with this form guide is simply the terminology proposed in there and the way it can be used to sort different artifacts.

A glimpse at the robolift program

A quick update about the robolift conference program, I've been building over the previous months. The event is in two weeks and I'm looking forward to see the presentations and debates! We finalized the line-up last week and here's the latest version:

  • The Shape of robots to come: What should robots look like? Is it important that robots look like humans or animals? Are there any other possibilities? What alternatives are offered by designers? With Fumiya Iida (Bio-Inspired Robotics Laboratory, ETH Zürich), James Auger, (Auger-Loizeau) and Dominique Sciamma (Strate College)
  • The social implications of robotics: What does it mean for society to have personal and socially intelligent robots? What are the consequences for people? What are the ethical challenges posed by robots that we can anticipate in the near future? With Cynthia Breazeal (MIT Medialab Personal Robots group), Wendell Wallach (Yale University: Interdisciplinary Center for Bioethics) and Patrizia Marti (Faculty of Humanities, University of Siena).
  • Expanding robotics technologies: robot hacking, augmented humans and the military uses of robots. As usual with technologies, robots can be repurposed for other kinds of objectives: programmers « hack » them to test new opportunities, the military deploys them on the battlefield, and robotic technologies are adapted to « augment » the human body. What does this mean? What could be the consequences of such repurposing? With Noel Sharkey (Professor of AI and Robotics, University of Sheffield), Daniela Cerqui (Cultural anthropologist, University of Lausanne) and Daniel Schatzmayr (Robot hacker)
  • Human-robot interactions: Robots seem to live either in the long-distant future or in the realm of research labs. This vision is wrong and these speakers will show us how nowadays people interact with them in Europe and in Japan. The session will also address how robots can be useful in developing or understanding our emotions. With Frédéric Kaplan (OZWE and Craft-EPFL), Fujiko Suda (Design ethnographer, Project KOBO) and Alexandra Deschamps-Sonsino (Evangelist, Lirec)
  • Artificial intelligence: acquired versus programmed intelligence? Artificial Intelligence used a recurring objective of engineering. This session will give an overview of the recent progress in this field and the consequences for robotic technologies: How much pre-programming can you put into robotic intelligence? Can robots learn on their own? With Pierre-Yves Oudeyer (INRIA) and Jean-Claude Heudin (Institut International du Multimédia)
  • The Future of robotics: This session will feature two talks about how robots might be in the future. From assistive care products to new forms of interactions, we will see tomorrow's technologies, their usages and applications. With Tandy Trower (Hoaloha Robotics) and Jean-Baptiste Labrune (Lab director at Bell Labs Alcatel-Lucent)
  • Debate: Errare Humanoid est? Should robots look like humanoid? How do/will people interact with them? To conclude the conference, we will get back to the topic of the first session and discuss the importance of humanoid shapes in robotic development: Is it necessary? What are the limits and what opportunities? What could be the alternatives? With Bruno Maisonnier (Founder of Aldebaran Robotics) and Francesco Mondada (Researcher in artificial intelligence and robotics, EPFL).

Thanks to all the speakers who accepted to participate!

Event recap: Lift seminar @ Imaginove about gamification

Last week saw the first of my lift@home series for this year, in partnership with Imaginove, a French cluster made of video-game companies, animated movie studios and web/mobile design firms.

As an echo to the debate at the Game Designer's conference in San Francisco, we chose to talk about gamification, which is defined in the Wikipedia as:

"Gamification is the use of game play mechanics for non-game applications (also known as "funware"), particularly consumer-oriented web and mobile sites, in order to encourage people to adopt the applications. It also strives to encourage users to engage in desired behaviors in connection with the applications. Gamification works by making technology more engaging, and by encouraging desired behaviors, taking advantage of humans' psychological predisposition to engage in gaming. The technique can encourage people to perform chores that they ordinarily consider boring, such as completing surveys, shopping, or reading web sites."

Given the heated debates lately about this topic, the point was to go beyond this buzzword and discuss the implications of using game mechanics for non-game applications.

In my introduction, I drew a parallel between the Serious Games meme and the Gamification meme... to show that there's a long time interest in translating "something" from games to other domains. My point was that this "something" varies over time: game mechanics, game play, game-like visuals. Interestingly, this transfer can be caricatural. At worse, gamification means "add external rewards such as points or badges to your service" and Serious Games sometimes corresponds to "add 3D graphics to your training program and you'll learning how to use this CRM". This is a bit sarcastic but it's unfortunately the case. Concerning gamification, my introduction focused on some of the limits of this approach:

  • Being engaged in a video-game is not just a matter of earning points and rewards, there are different motivational aspects that ranges from learning the interface, discovering the challenges to be completed, the completion of these tasks, the fun of being with others.
  • One should distinguish what's called internal motivation (playing the game itself) and external motivations (being rewarded for the task completed). It's as if proponents of gamification only focused on the second one.
  • Above all, playing a game is fun because of its design, not just because you can get points (what Steffen Walz called "pointification" in his talk at Lift11) and go from one level to another.
  • A gameplay (or a game design pattern) is much more than "earning points" or "collecting artifacts". A game is fun to play because there's a good team of game designers who created it, not just because of basic cooking recipes.

The two other speakers built upon this to demonstrate the limits and opportunities of employing game mechanics. The first one dealt with the importance of this approach for Social Web platforms and the second one showed the potential of game design for urban informatics.

Josselin Perrus

A consultant in User Experience design Josselin started off by showing the drawbacks of external rewards (points, badges). The underlying idea with "gamification" is that designers identify a certain behavior, find a metric that would represent this behavior... and reward the performance of this behavior. In return, this results in participant trying to maximize this metric. Which is very close to performance or sales management with KPI.

Josselin's argument is that this situation is fine in the short term but it doesn't work in the long run because it's not user-centric. For example, the accumulation of badges on Foursquare becomes difficult to understand over time. If you're browsing friends' profile, you see their badges but it's sometimes difficult to get what they mean... because they're only designed as a reward system. A more interesting approach in Social Web design would be to generate rewards as "social indicators": hierarchical cues or categories that are actually relevant for users and which help them to get a perspective on a certain person. Meaningful badges would make users' profile more legible to others.

If indicators became pertinent for others, they would count as intrinsic motivators:

  • As a way to access to a representation about oneself: mirroring your activities, giving you the opportunity to learn about your behavior.
  • Conveying information to others, showing them implicit cues about your behavior.

Philippe Gargov

Philippe followed up on this by questioning how the video-game culture (and video game mechanics per se) can be a facilitator for urban design. He began his speech by showing what he called a triforce of current urban challenges:

  1. City 2.0: the need to integrate citizens in public debates,
  2. Livable city: the importance of favoring more sustainable practices,
  3. Social innovation: the need to facilitate the participation of citizens in the co-conception of public services.

For each of these challenges, Philippe exemplified how certain services anchored their design in game-related elements: 3D platforms employed to engage citizens in discovering how their neighborhood may evolve, the role (and the limits) of visual codes coming from video-games to be more appealing to users, etc. He then focused on two striking examples:

  • Chromorama by Mudlark: a game that shows participants their movements and location as they swipe use their transportation card in the London Tube. The point of such platform is to "connect communities of people who cross paths and routes on a regular basis, and encourages people to make new journeys and use public transport in a different way by exploring new areas and potentially using different modes of public transport".
  • Waze: a social mobile application providing free navigational information based on the live conditions of the road (reported by participants who receive rewards for their input).

Philippe concluded by encouraging game designers in the room to participate to this shift. Their expertise and the solution they put together in their games can resonate with urban services... in a way that is not necessarily as limited as what gamification advocates.

Forgers versus Honers

An excerpt from Diamond Age Neal Stephenson (1995)

"Hackworth was a forger, Dr. X was a honer. The distinction was at least as old as the digital computer. Forgers created a new technology and then forged on to the next project, having explored only the outlines of its potential. Honers got less respect because they appeared to sit still technologically, playing around with systems that were no longer start, hacking them for all they were worth, getting them to do things the forgers had never envisioned."

Why do I blog this? an interesting metaphor to be re-used in an upcoming talk.

"Field research for design" course 2011

Students are back from vacation and my course about design ethnography at HEAD-Geneva just started. This year the number of students has doubled compared to last year, the diversity is quite good in terms of nationality (Swiss, French, Polish, Russian, Chinese, Brazilian, Dutch) and specialities: I have students with backgrounds in Media/interaction design, others in industrial design, graphic design and architecture. The course aims at giving students a crash course in design ethnography methodologies. It will mostly focus on observation and interviewing techniques, with an emphasis on how to turn field results into design deliverables (topics, personas, activity sequences), insights (user requirements, opportunity maps) and potential solutions (scenarios). The course is divided into lectures and a project conducted by groups of students.

This year the design brief for students project is quite simple:

"Explore how people *********** and design concepts of relevant product/services based on your findings. The solution should somehow be based on disruptive practices, found problems or curious behavior.

*********** =

  • People’s relationship to electricity (in order to design a solution to make people more aware of their energy consumption and drive a change of behavior)
  • How people cook/relationship with recipes (in order to design a solution to help/improve/modify how people prepare meals)
  • How people do physical exercise in an urban context (in order to design a solution to do physical exercise, indoor/outdoor)"

Personal object tagging practices

Two remarkable forms of "object tagging" encountered recently at ENSCI two weeks ago: 1. Tagging for temporary storage

ENSCI is a design school in Paris. The kind of place where students need stuff for their practices, which means that they have storage facilities (small boxes made of steel). Besides, students are encouraged to take one semester abroad, off the school OR to make an internship in a design studio. This situation often leads to what you can see on the picture below: there's plenty of packages and student's boxes distributed in the different rooms of the school building. Some leave bike frames, others leave their old tent. And some students have the delicate practice of tagging their belongings with their names/email/telephone/reason for being elsewhere/time of return.

2. Tagging to give names for one's artifacts

Another curious example consists in this series of artifacts owned by one of the students I taught to last week. Each object (apart from the glasses) have a dedicated name indicated by the colored adhesive tags. The heart-shaped mirror is called "Pocahontas", the Black-Berry cell phone is called "Johnnie" (it's a "she") and the deck of cards is called "Suce-Vieille" (which is hard to translate literally in English, it means something like "Blowing Old"). The owner of these objects told me that it was important to give a name to objects which are close to her. Definitely uncommon with tiny objects like this but much likely in the case of cars, vaccum cleaners or roomba bots recently.

Why do I blog this? Preparing a speech about the people's practices in the house of the future, I am convinced that these two observations have something to say about our interactions with objects. Whenever you chat with people with similar practices, you end up discussing very important matter concerning how they project meaning in their personal artifacts. Working on a conference project about robots definitely makes me think about such elements.

Facebook and spatial implications in Menlo Park

I'm generally not that interested in social networking sites per se... but this article in the WSJ sent on the Dr. Fish list caught my attention. It basically addresses the implication of Facebook upcoming move from Palo Alto (University avenue) to Menlo park on a new campus, which it is taking over from Sun Microsystems.

What's interesting in this article is simply the whole set of questions that is raised by this move. Some excerpts I found intriguing:

"The proposals will tackle how to refine the perimeter of the fortress-like campus, how to handle traffic as Facebook boosts staffing as well as how to build up housing and services such as stores in an area that currently doesn't even have a major grocery market. (...) At a city hall news conference Feb. 8 to announce Facebook's arrival, Mayor Richard Cline acknowledged there were debates to come. "We're going to talk about what we can do, what we can't do, we're going to talk about traffic, we're going to talk about transit, we're going to talk about tax money and we're going to talk about public benefit," he said. "We're going to have a fight and it's going to be loud." (...) Facebook doesn't require city approval to move in this summer, since it is taking over an existing (albeit largely empty) campus (...) Part of Facebook's interest in the community stems from its desire to replicate the college neighborhood feel it had in Palo Alto as a start-up. That won't be easy on the former Sun campus, which was once dubbed Sun Quentin by employees—a reference to the San Quentin prison—because it is separated by a major highway from the rest of the city. (...) "The real issue is density. If the intent is to increase density substantially, the problem is that the infrastructure for it just doesn't exist.""

Why do I blog this? This is just fascinating, especially when thinking of Facebook as a dual entity: a huge on-line community on one side and a company on the other side. I am wondering on how the culture developed by such a company influence the spatial/environmental/social decisions it will take in a place like this.

Bloom.io: "Pop-cultural instruments for data expression and exploration"

Bloom.io seems to be an interesting platform and their tag-line is just fantastic.

"Our mission to bring you a new type of visual discovery experience is already underway. We’re building a series of bite-sized applications that bring the richness of game interactions and the design values of motion graphics to the depth and breadth of social network activity, locative tools, and streaming media services.  These new ‘visual instruments’ will help you explore your digital life more fluidly and see patterns and rhythms in the online services you care about. And they’re coming to a tablet, media console, or modern web browser near you!"

Why do I blog this? it seems to be an interesting platform for what Fabien calls "sketching with data. The motivation from Bloom's team is quite relevant too:

""The ways in which people interact with computation are changing swiftly as we move into more casual relationships with our digital services on tablets, big screens, and across social networks. We believe we have some compelling answers about how digital experiences will evolve into these new contexts. Please, follow along with us and explore these playful, dynamic instruments of discovery together."

Urban tragedy: a street sign that lost its performativity

This street sign, which indicates that it's not allowed to park your car along this sidewalk recently went through a very intriguing process: it used to be several inches on the right, next to the curb (a careful observer would see a tiny black dot on the sidewalk). Being there, it was conveniently placed to prevent cars to be parked on the sidewalk. Few weeks ago, the signage has been moved next to the wall... It plays a limited role in preventing cars to park there.

The signage used to have both a meaning AND an affordance (preventing cars to park there)... it now has only a meaning... that people generally do not follow because they park their cars there in the evening.

To put it differently, these street signage lost its performativity; the capacity of an artifact (or language) to intervene in the course of human events.

Back Track : mark it, go anywhere, get back

People talk a lot about location-based services these days. GPS car navigation system is quite mainstream for a while, geosocial services such as Foursquare or Facebook places are more and more adopted, and media attention is still focusing on the promises of location-based marketing (even though users in Europe seem to be wary about them).

However, there is less focus on more niche products based on similar technologies. My neighbor recently lent me one of these curious location-based service. It's called "BackTrack" and can be defined as a "personal location finder". It's advertised with the following elements:

"BackTrack utilizes GPS technology in its most basic format, BackTrack has only two buttons and stores up to three locations – just mark it and forget it until it’s time to return. At the end of the day, select your location and the BackTrack displays direction and distance to travel. Use it to find your car in a crowded parking lot, your treestand or the trailhead, even to rendezvous with your group."

Or, as described in a very succinct way: "AS EASY AS 1-2-3 Mark it - Go Anywhere - Get Back". The idea is quite good and the interface is very basic (2 buttons, very limited information on the display), which makes it quite easy to use. However, getting GPS signals is sometimes very difficult in the narrow streets of Paris and Geneva (where I tested it). Using it "on the way back" to your reference point, the experience is curious, as you do not necessary take the same route: you then walk, look at the display and check how to move around with the compass. It was not that efficient to find my way back to my hotel in Paris but I enjoyed having these sort of "location-awareness" information. It told me how far how I was from my apartment in Geneva when spending one week in Paris. Not very useful indeed but surely evocative and close to what I expect to encounter in the 21st Century. Accessing this kind of information without specific ideas in mind about how it can be useful, that was intriguing.

Besides, what's interesting here is that the idea is very close to a project I blogged about last year, called "Address necklace by Mouna Andraos and Sonali Sridhar:

"“Address is a handmade electronic jewelry piece. When you first acquire the pendant, you select a place that you consider to be your anchor – where you were born, your home, or perhaps the place you long to be. Once the jewelry is initialized, every time you wear the piece it displays how many kilometers you are from that location, using a GPS component built into the pendant. As you take Address around the world with you, it serves as a personal connection to that place, making the world a little smaller or maybe a little bigger.“"

The Address necklace is of course different, more poetic and evocative than the use cases mentioned for BackTrack ("at the mall and stadium parking lots, at the outdoor festival, the park, for travel or you next outdoor adventure")... and you can set the location only one time (which makes it very precious and important).

Why do I blog this? Testing the Long Tail of location-based services is always interesting to sense what sort of insights these devices can bring us. It also helps to show that there are different ways to use such technologies.

Reading notes from "Player One" by Douglas Coupland

A few quotes from "Player One" by Douglas Coupland that I enjoyed (combined with an exploration of how I can export note from a Kindle app on an iPad): About artifacts and objects

Encountered at "Location 92" (Oh btw, given that I read the Kindle version of the book, I exported the note from kindle.amazon.com and got this weird new term that people in the future may refer to as the new version of pages):

"some kind of sin-detecting hand-held gadget lurking in his shirt pocket, lying in wait for Karen to undo more buttons or pick her nose or perform any other silly act that was formerly considered private, a silly act that will ultimately appear on a gag-photo website alongside JPEGs of baseball team portraits in which one member is actively vomiting, or on a movie site where teenagers, utterly unaware of the notion of cause and effect, jump from suburban rooftops onto trampolines, whereupon they die."

Location 869:

"he can’t believe the crap people used to put in their bodies in the twentieth century."

Location 3336 (it's awkward to think about the equivalent in a paper book: page 3336 feels like a vacation to a country with a devalued, say when you trade 10 millions against 5$):

"Dark-Age High Tech Technical sophistication is relative. In the eleventh century, people who made steps leading up to their hovel doors were probably mocked as being high tech early adopters."

Location ? (for some reasons I cannot get an excerpt's location when other people also highlighted it as relevant for their own purposes):

"Cash is a time crystal. Cash allows you to multiply your will, and it allows you to speed up time. Cash is what defines us as a species. Nothing else in the universe has money."

About space and place

Location 1065:

"An airport isn’t even a real place. It’s a pit stop, an in-between area, a “nowhere,” a technicality — a grudging intrusion into the seamless dream of transcontinental jet flight. Airports are where you go right after you’ve died and before you get shipped off to wherever you’re going next. They’re the present tense crystallized into aluminum, concrete, and bad lighting."

About "the future"

Location 1076:

"The future is not the same thing as Eternity. Eternity is everything and nothing. In the future, things that were already happening keep going on, but without you."

Location 1901:

"the thing about the future is that it’s full of things happening, whereas the present so often feels stale and dead. We dread the future but it’s what we have."

Location 1262:

"a clump of business cards so old they lacked area codes in front of the phone numbers. Even amidst the confusion, this absence of area codes struck Rachel as remarkable. Sometimes the events that mark the change from one era to another are so slow that they are invisible while they happen."

What we are as human

Location 1827:

"I think we’re everything: our brain’s wiring, the things our mothers ate when they were pregnant, the TV show we watched last night, the friend who betrayed us in grade ten, the way our parents punished us. These days we have PET scans, MRIs, gene mapping, and massive research into psychopharmacology — so many ways of explaining the human condition. Personality is more like a . . . a potato salad composed of your history plus all of your body’s quirks, good and bad."

Location 2001:

"Look at you all. You’re a depressing grab bag of pop culture influences and cancelled emotions, driven by the sputtering engine of the most banal form of capitalism. No seasons in your lives — merely industrial production cycles that rule you far better than any tyrant. You keep waiting for the moral of your life to become obvious, but it never does. Work, work, work: No moral. No plot. No eureka! Just production schedules and days. You might as well all be living inside a photocopier. Your lives are all they’re ever going to be."

Why do I blog this? As usual with Coupland's book, the vocabulary and the insights brought by his writing are compelling and strikingly pertinent to discuss current socio-technical trends. I find it useful to keep them up my sleeve just in case I need to exemplify certain topics in my presentation/teaching.

The diversity of platforms to read digital texts

Why do I blog this? Working on a chapter in my book about recurring failures of technologies, I quickly created this diagram that shows the different iterations of platforms to read digital texts/content. The point was to show the large diversity of systems, as opposed to the unique "e-book reader" (reading books on photoframe!?). Of course, it's quickly made so I just mapped the different technical objects that enable people to access digital texts/content (based on various form factors, devices). I also avoided overloading the diagram by only adding seminal devices (lots of Apple devices in there) and some recent versions. I certainly missed other platforms.

Screen multiplicity in a Swiss train

Sitting on a Swiss train the other day, I became fascinated by this air pilot playing with his laptop PC and his tablet.

But it became even more fascinating when the guy fired up his iPhone:

Why do I blog this? Fascination towards compulsive usage of technologies. This is definitely an extreme user with peculiar practices, but it was fascinating to see how he combinbed certain sorts of interactions/app usage to certain parameters (screen size, presence of a keyboard, etc.). It was also curious to see how the mobile context (a train with a limited personal space) was not so problematic to accomodate the use of three displays at the same time.

From "Learning from Las Vegas" to design research

During my Christmas vacations, I finally had some time to read "Learning from Las Vegas" by Robert Venturi, Denise Scott Brown and Steven Izenour. Working on a course about field research, I was particularly interested by the way the authors framed the importance of observation in design. Two quotes struck me as important: The first one is:

"Learning from the existing landscape is a way of being revolutionary for an architect. Not the obvious way, which is to tear down Paris and to begin again, as Le Corbusier suggested in the 1920s, but another, more tolerant way; that is to question how we look at things.

There is a perversity in the learning process: We look backward at history and tradition to go forward; we can look downward to go upward. And withholding judgment may be used as a tool to make later judgments more sensitive. There is a way of learning from everything." p.3

I quite enjoyed this one, especially when considering the whole debate about the so-called inability of user research to lead to "disruptive innovations".

The second one is:

"Analysis of one of the architectural variables in isolation from the others is a respectable scientific and humanistic activity, so long as all are resynthesized in design. Analysis of existing American urbanism is a socially desirable activity to the extent that it teaches us architects to be more understanding and less authoritarian in the plans we make for both inner-city renewal and new development." p.6

The implications are important here as well, the idea that design is about synthesis is interesting.

Why do I blog this? Being involved in a week-long workshop about field research for design, I try to find some relevant angles for the students. These two quotes (which of course badly summarizes the whole book by Venturi and Brown) are intriguing and useful for my work. It's also interesting to see what can be translated from architecture to other design domains.

About the history of the computer mouse

An interesting excerpt from "The best laid plans of mice and men: the computer mouse in the history of computing by Paul Atkinson:

"In the case of the adoption of the computer mouse as the preferred selection device, it seems that there are three discrete relevant groups of user that saw the problem being solved, but from different perspectives. The engineers at Xerox and Apple among others were convinced by Card’s use of Fitts’s Law that the mouse was ergonomically an almost optimal device, despite it’s complications from an engineering point of view. Young users, visually oriented users or users unaccustomed to computers found using a mouse in conjunction with a GUI to be a more intuitive way of accessing computer technology, despite the initial wariness of using one. Finally, and perhaps most importantly, the largest relevant social group of user, business users, achieved closure with the computer mouse because of its ability to overcome the need to perform a stereotypically gendered activity. (...) The mouse, then, in a way that none of its designers originally intended, acted to remove the office computer’s association to the typewriter, changing it from what was perceived as a low-status piece of office equipment into a completely new piece of technology, operated in a unique way. The mouse also enabled the different computers targeted at female office workers and male managers to become a single product. I would argue that the mouse played a significant role in the wide-scale adoption of the computer – a computer without preconceived status and gender associations – and in doing so, that it made a substantial contribution to the development of today’s workplace ."

Why do I blog this? it's always intriguing to get back to the history of massively used technologies. More specifically, the paper addresses important lessons about the design choices made by computer mouse designers, the trajectory of its development as well as underlying factors such as gender issues.

"Eye am You"

"Eye am You" (IAMAS Gangu Project, 2009) by Jarashi Suki:

"You am Eye is a toy that reflects the glasses which are in front of their eyes. Captured from the video camera mounted on the front, and locate the face by face recognition system that has the eyes of his face reflecting the display. This bespectacled users can get near the opponent's territory, surprising the people around you can laugh again. The people around you understand how, in the glasses before bringing your own illustrations and cartoon characters, you can enjoy as you like to change the user's eye glasses Masu. People who meet a variety of self-aware that projected itself among the person, is said to grow. Actions are usually performed unconsciously people do, indeed, "visible" are embodied in symbolic form."

Why do I blog this? an interesting project that can be relevant for one my student. A curious communication-disruption.