Urban theories embedded in cyberpunk stories

For people interested in the relationship between Science-Fiction and the urban environment, Cyberpunk Cities Science Fiction Meets Urban Theory by Carl Abott is certainly a good resource. (A picture of a Shadowrun sourcebook that I ran across in Denmark this week)

The paper argues that cyberpunk culture embedded certain notions ("global cities", cities as communication system, the importance of Los Angeles school of urban studies). It also highlights how urban planners can "understand the influence of a range of social theories on public understanding of planning issues".

The whole paper is of interest but I was struck by this excerpt:

"Reading and discussing science fiction, whether cyberpunk novels or work from other thematic streams, will not help a planning student learn how to model transportation demand or a practitioner to write up findings on a conditional use application. Science fiction does, however, have the capacity to engage our imagination in thinking about present problems and future challenges, a heuristic function that derives from its willingness to take economic, social, and cultural patterns a step beyond their common sense extensions.

Because the cyberpunk subgenre draws on ideas that ascribe power to technological change and global capitalism as all-encompassing forces, it offers relatively little direct guidance for planners. However, it does suggest the need for flexibility, for seeing plans as reflexive processes intended as frameworks for responding to inherent instability. It also suggests the value of creating opportunities for spontaneous and informal social institutions by loosening building codes, preserving low-rent commercial spaces, and making information infrastructures as ubiquitous and cheap as possible."

Why do I blog this? Because of recent work about design fiction and urban futures. Moreover, it's important to think about the excerpt above beyond urban contexts (by replacing "planning" by other forms of social interventions).

The graphing calculator plateau

This piece in The Atlantic by Alexis Madrigal deals with an interesting case in technological evolution: the stabilization of a technical objects, which in this case in the so-called graphing calculator.

The column wonders about the reasons why graphing calculators such as TI-83 did not change that much, unlike teenager gadgets. Some explanations the article surface:

"First, for high school level math classes, the TI-83 Plus and TI-84 Plus are essentially perfect. After all, the *material* hasn't changed (much), so if the calculators were good enough for us 10 or 15 years ago, they are still good enough to solve the math problems.

Second, standardized test companies only allow a certain range of calculators to be used. If they got too powerful or complex looking (seriously, the aesthetic is part of it), they could be banned, hurting their sales. Horizontally oriented calculators have been banned by the SAT, even if they have near identical functionality to vertically oriented models. 

Third, and this is probably most important, teachers tend to recommend a particular calculator or set of calculators, and the more of their students using the same tool, the easier it is to teach them. That puts a drag on the change in tools because the technological system in which they are deployed militates against rapid change"

Which leads the author to the following conclusion:

" Some technologies don't change all that quickly because we don't need them to. Much as we like to tell the story of The World Changing So Fast, most of it doesn't. Look at cars or power plants or watches or power strips or paper clips. The changes are in the details, and they come slowly. But that's ok. More change isn't necessarily better."

Why do I blog this? An interesting example of a technical object that seemed to reach a certain plateau. An example to keep up my sleeve for my course about interaction design and technological evolution.

User study about check-in usage in Foursquare

Performing a Check-in: Emerging Practices, Norms and ‘Conflicts’ in Location-Sharing Using Foursquare by Cramer, Rost and Holmquist is an interesting paper presented at Mobile HCI2011. It's basically a user studies of Foursquare usage, based on in-depth interviews and 47 survey responses, about emerging social practices surrounding location-sharing. Some excerpts I found relevant to my own research in location-based services:

"Users appear to share with both smaller and much larger audiences than imagined. Sharing is sometimes only a byproduct, with ‘check-ins for me’, checking in for rewards, gaming and becoming the mayor, points and badges, life-logging, diversion and voyeuristic uses unimagined in most of the previous location-sharing systems research. A check-in is not always motivated through the desire to ‘perform’ or enhance ones self- presentation. However, performative aspects as in do appear to play a large role in shaping interactions. The roles of spectators and performers are reflected in our participants’ attitudes toward check-ins; and awareness of these roles affects their behavior.

We saw users adapt their check-ins to norms of what they perceive as worthwhile check-ins - and that they to a certain extent expect others to do the same. Many participants checked in at what they perceived as more interesting places and in some cases tried to minimize annoyance to others that may result from check-ins that they thought would appear uninteresting. Both the co-present audience observing the physical act of checking-in and the distant audience that (may) see the resulting check-in is considered. We also see the service, and its ’super users’, sometimes serve as an (disapproving) audience and not only a system to be operated. "

Why do I blog this? These results echo with a similar study we conducted internally last year. What I find relevant in understanding the usage of check-in is simply that I became an important alternative to automatic detection of users' location. On this very topic, the paper conclusion is worthwhile as it describe the the intrinsically rich value of check-ins and their implications for contextual data collected by sensors:

"our results represent a major shift in the use and perception of location-sharing services. While it may seem that the check-in’s introduction mainly addresses technical issues (including limited battery life and localization limitations), it actually gives the user new ways to express themselves, while at the same time mitigating problematic issues such as privacy. More speculatively looking to the future, our results perhaps may turn out to hold not just for location sharing, but for all kinds of mobile systems that sense and report a user’s context. While many previous user-adaptive mobile systems have relied on automatic and continuous detection and presentation of the user’s state, future users will be used to the social and performative model that foursquare and other check-in based systems represent. Rather than be constantly tracked, users will selectively share their sensor data, be it physiological readings, locations, activity sensors, orsomething else. "

The promise of locative media seems to remain just that: a promise

Read in the "Rise and Fall of New Media" by Lauren Cornell and Kazys Varnelis:
Locative media remained the stuff of demos and art-technology festivals until 2008 when Apple released the GPS-enabled iPhone 3G. Paradoxically, the mass realization of locative media seems to have taken the wind out of its sails as an art form. Although courses on writing apps proliferate in art and architecture programmes, the promise of locative media seems to remain just that: a promise, its transformational ambitions forever enshrined in William Gibson’s Spook Country (2007), a novel which, tellingly, was set not in the future but in the recent past.

Why do I blog this? The quote echoes with my feeling and it's the second time this week that I encounter such comment about locative media. I actually don't know what it means about the use of this technology but I guess we'll see pretty soon how users repurpose such devices and services to their own context and interests.

Filming, from the object point of view

This fellow, encountered at Monument Valley, AZ two week ago, took plenty of time to install this little camera on his huge SUV, a somewhat robotic eye... (or, more likely, a proxy to capture souvenirs).

A brief chat with him allowed me to understand that he wanted to get an exhaustive view in the park. This led me to think about objects' viewpoint: the increasing use of this kind of camera (on bike and snowboard more generally) indeed enable to capture visual elements from a very specific angle. The results can be both dramatic or crappy but it's clearly curious to see the sort of traces produced.

Why do I blog this? This feature actually makes me think about robot perception, or how digitally-enabled artifact can perceive their environment. Of course, in this case, this is only a car with a camera... but I can't help thinking that this big robotic eye has a curious effect on observers. Perhaps it leads to this "human-robot intersubjectivities", the ‘signs of life’ that are exhibited by robots and that people perceive and respond to.

Design as cultural invention

An interesting quote found in a NYT piece about Berg London:

“Historically, design has associated itself with utility and problem-solving, but we prefer the landscape of cultural invention, play and excitement,” Mr. Schulze said. “When technology is infinitely complex, and our attention increasingly finite, producing something you can act on and observe at a human and cultural level is hard.”

"Beyond Locative: media arts after the spatial turn"

BEYOND LOCATIVE: MEDIA ARTS AFTER THE SPATIAL TURN is a panel at the upcoming ISEA 2011 conference in Istanbul. Chaired by Marc Tuters, it will feature talks by Tristan Thielmann, Mark Shepard and Michiel de Lange:

"In 2006 Varnelis and Tuters published "Beyond Locative Media", which discussed the emergence of locative media as "the next big thing". Five years on, with the ubiquity of iphones, locative media has become banal. Locative media had been much anticipated within the media art world, notably at the ISEA conferences in 2004 & 2006 after which it entered popular culture as a trope in William Gibson's last two novels. Yet while it may have faded from the avant-garde, there is a thriving locative discourse in academic journals, associated with the "spatial turn" in media studies. This panel considers the role of locative media in the arts and humanities discourse. The aforementioned text framed locative media in terms of neo-Situationist tactics which sought to actively imagine an alternate city. While locative practitioners did not share the oppositional politics of their net art precursors, one can not help but wonder if some greater potential for the medium has not perhaps been foreclosed by a participatory culture that suggests little more than reconfiguring ideas from past."

Why do I blog this? 2011 is surely an interesting moment to pause and wonder about these questions. As mentioned in Mark Shepard's abstract of his talk:

"While some would attempt to recuperate the term for discourse in the arts and humanities, looking for the "beyond", "after" or "post-" Locative in an attempt to theorize an historical period of media art practice in order to lay claim to "the next big thing", others might argue that it's time to simply FORGET Locative Media - that the creative, theoretical and aesthetic possibilities of location as contextual filter have been exhausted - and that in order to engage the broader and more subtle nuances of contemporary urban, exurban and rural environments, new approaches to context are necessary."

Those are good issues to consider.

Cities as printed circuits

Read in the marvelous novel by Thomas Pynchon called "The Crying of Lot 49":

"She drove into San Narciso on a Sunday, in a rented Impala. Nothing was happening. She looked down a slope, needing to squint for the sunlight, onto avast sprawl of houses which had grown up all together, like a well-tended crop, from the dull brown earth; and she thought of the time she'd opened a transistor radio to replace a battery and seen her first printed circuit. The ordered swirl of houses and streets, from this high angle, sprang at her now with the same unexpected, astonishing clarity as the circuit card had. Though she knew even less about radios than about Southern Californians, there were to both out-ward patterns a hieroglyphic sense of concealed meaning, of an intent to communicate. There'd seemed no limit to what the printed circuit could have told her (if she had tried to find out); so in her first minute of San Narciso, a revelational so trembled just past the threshold of her understanding."

Why do I blog this? No wonder I liked this quote after two weeks driving here and there in the US with such a book in my hands. See also Computer motherboards, citadels and Michel Houellebecq.

What are 5 things all designers should know (by Leila Takayama)

Interesting perspective by Leila Takayama on Kicker studio's weblog:

"What are 5 things all designers should know?

1. People respond to many interactive technologies in ways that they respond to people, even when they won’t admit it or can’t recognize it. (See: The Media Equation) 2. There is often a gap between how people reflectively talk about an interactive product and what they actually do in the moment of interacting with that product. Know which of those matters to you. 3. What is perceived can be more important what is objectively true when it comes to how people embrace and engage with interactive objects. 4. It really does not take much for an interactive product to seem like it has its own agency and apparent intentions. (See: Heider & Simmel demonstrations) 5. Under promise and over deliver on user expectations."

Why do I blog this? Simply because it's an informal summary of various points that echo with my perspective.

Björk's crystalline and new personal experience with [mobile] music

Biophilia - Björk's app-based music album - is a curious experience. Among the different app, the one that caught my eyes is certainly "Crystalline" (which corresponds to the first single off the new album) made by Scott Snibbe. From a musical standpoint, the song is played with Gameleste, an iPad-controllable mix of Gamelan Celeste hybrid that makes sweet xylophone organ box sounds. On top of which she sings the following lyrics:

"underneath our feet, crystals growing like plants/ listen how they grow/ I’m blinded by the light/ listen how they grow/ in the core of the earth/ listen how they grow/ crystalline internal nebula/ crystalline/ rocks growing slow more/ crystalline/ I conquer claustrophobia/ crystalline/ and demand the light."

Now, about the app, it's a bit like a REZ/Katamari Damacy cross-over. It's basically like a rail shooter except that you don't kill targeted enemies. Instead, your avatar, a tiny crystal, travel along a predetermined path through mines in which you can collect other kinds of crystal. You just have to tilt the iOS device to catch them:

By aggregating new material, basically unlock new colorful tunnels in which you can progress. Each of them correspond to different music modules. The result is a quite immersive experience that allow listeners to discover their own music arrangements.

As discussed on evolver.fm:

" The “Crystalline” app is the way Björk sees music in her head. I think she has a certain type ofsynesthesia, so that when she’s listening — especially to pop music, she said — she actually sees a tunnel like that. The number of sides of the tunnel changes depending on the rhythms and the music. So that app is about music structure, crystals, obviously, and this game-like interaction to move through the structures."

See also his point about the kind of experience they created:

"or sure, people are still going to be listening to recorded music tracks while they’re doing something else (...) But with the digitization of music, we’ve lost that special moment. You can think of the app as, finally, that chance to unwrap the box and have a personal, intimate experience again with music. It might be the case that people spend a lot of time with the app when it first comes out [as they did with album covers] and then perhaps they’ll move on to purely enjoying the music after that. But we’ll really have to wait and see."

Why do I blog this? Playing with iOS apps on Saturday morning and reflecting about them. Beyond the role of apps in music album, I find interesting to observe the sort of original experience one can create when crossing various components such as a tilting sensors, a tiny display, video game archetypes, headphones and good music.

Tweetbook: express auto-biography print-on-demand

Laurent Bolli gave me my "tweetbook" copy. It's basically a book with the content I've put on Twitter for few months. Tweetbook is a print-on-demand platform made by bookap that allows to archive your Twitter feed into a beautifully printed and bound book. The project was presented at a nice exhibit called "Objet(s) numériques" at Le Lieu du Design in Paris.

As described on bookapp's webite:

"The booklet gather biographic material and give a documentary dimension to the flow of micro-messages. In order to create one's tweetbook, the author enter his or her Twitter ID on an vending machine and the book is automatically produce. The corresponding opus can also be sent by email (PDF) or printed on demand, as a sort of "express autobiography""

Why do I blog this? An interesting experiment to turn digital material into a physical instantiation. Interestingly, there's more than the tweets: tag and people indexes, basic stats and visualizations also reveal some information about your content production:

"Animal-Computer: a manifesto"

Anne Galloway's recent blogposts about epizoic media and the Internet of cows made me think about this PDF that I recently dropped on my computer desktop. It's called "Animal-Computer: a manifesto (see also this technical report) and it's written by Clara Mancini from The Open University in the UK.

The article is about sophisticated computerized environments affording complex interactivity to pets and animals. Agricultural engineering, primate cognition studies, pet-tracking systems and telemetric sensor devices worn by leopards, birds or elephants are standard examples of such animal-computer interactions. The author highlight that although these examples are fairly common, this line of research has never really entered mainstream HCI/Computer science, leaving the "animal perspective" left aside in such body of work: "For some reason, animal-computer interaction (ACI) is, quite literally, the elephant in the room of user- computer interaction research".

Which is why the author delineates the contour of animal-computer interaction research:

"ACI aims to understand the inter- action between animals and com- puting technology within the con- texts in which animals habitually live, are active, and socialize with members of the same or other spe- cies, including humans. Contexts, activities, and relationships will differ considerably between spe- cies, and between wild, domestic, working, farm, or laboratory ani- mals. In each particular case, the interplay between animal, technol- ogy, and contextual elements is of interest to the ACI researcher."

Of course, this draws fascinating questions both abstract and operational:

"How do we involve them in the design process? How do we evalu- ate the technology we develop for them? How do we investigate the interplay between nonhuman par- ticipants, technology, and contex- tual factors? In other words, how are we going to develop a user-cen- tered design process for animals?"

Why do I blog this? Certainly because Julian and myself dealt with animal-computer interaction few years ago, working on a project we called "new interaction partners (it aimed at exploring the animal-computer interaction in entertainment). I've recently been drawn to this ACI field again as one of my student at the design school in Geneva worked on project that also involved pets and cell-phones. Perhaps, this could be a new line of research to explore next year.

The smart city backdrop

"It should come as no surprise that the design and development of urban informatic systems is currently dominated by people coming from a background in web design. Despite the fact that these are very smart, extremely talented people, they struggle - as we all do - with the received assumptions, latent biases, and hidden agendas that one's background inevitably brings to the new and relatively uncharted territory. So you find urban system designers that can't help but view the city as a website"

Mark Shepard, "Toward the Sentient City", Sentient City: Ubiquitous Computing, Architecture, and the Future of Urban Space, 2011

Why do I blog this? The perusal of this excerpt from Shepard's book about urban informatics, on my way to Marseille for Lift France 2011, immediately echoed with my own feelings. What he expresses here, was actually a footnote but I found it quite important to highlight an interesting phenomenon. This footnote was related to a part of the book intro in which Mark Shepard describes that the underlying logic of "smart cities" can sometimes be limited to functionalist views such as "a searchable city with an easily accessible shopping cart". More specifically, this quote echoes with my feeling when using various mobile services/apps (public transport, restaurant review, location-based signage, augmented reality...).

The design of fearsome interactions

Theme parks and horror houses are not necessarily the kind of stuff you think about when someone tells you about interaction design... but these artifacts must be carefully thought. And this paper called The Gas Mask: A Probe for Exploring Fearsome Interactions is intriguing for that matter because it describes an interesting design research approach that explore what the authors calls "fearsome interactions".

The papers presents a mask-based interface that is made of breath sensors, WiFi (to wirelessly transmit "breathing data") and a wireless microphone. Two combinations of these are tested as probes in an interactive ride. The field study is quite revealing and the authors highlight "six key dimensions of designing fearsome interactions": cultural, visceral, social, control, performance and engineering. More specifically, I was intrigued by the one they refer to as "control":

"An important aspect of fearsome experiences such as thrill rides or perhaps even watching a horror film is that of giving up control; committing to a scary and unknown experience and not being able to back out, either physically or socially. Our gas mask interface amplifies this because the user cannot disengage from it; the sensor is strapped to their face, emphasising the message that the machine will sense and respond to their every breathing action. (...) Contrary to conventional HCI wisdom which argues that users should be able to gracefully manage their engagement and disengagement with sensing systems, the wider challenge here is to create interfaces that require them to surrender or at least fight for control."

Why do I blog this? First because of my interest towards weird research foci. Second because of the general implications. Although this kind of research looks curious at first, the results discussion is quite important for interaction design/human-computer interaction research. The discussion about control is of particular interest.

NYT piece on the Talk to Me Exhibit at MoMA

An interesting overview of the "Talk to Me" exhibit at MoMA in the NYT written by Alice Rawthorn. Some excepts I found interesting:

"“We went through so many changes in the definition of design in the 20th century with all the clichés about form following function, and the addition of meaning in the 1960s with post-structuralism, but what is really important right now is communication,” Paola Antonelli, senior curator of architecture and design at MoMA, said by telephone. (...) “Because of that designers can’t just think in terms of form, function and meaning when they develop new objects, they have to learn a bit of script writing too.” (...) Though the same same microchips that enable things as small as smart phones to fulfill hundreds of different functions also make them more opaque. In the industrial era when form generally followed function, you could guess how to use an electronic product from its appearance. You can’t do that with a tiny digital device, which is why designers face the new challenge that Ms. Antonelli calls “script writing,” in other words, ensuring that the object can tell us how to use it. (...) “There is still an imbalance between the aesthetic value of some projects and their functional value, and designers need to make much more effort to explain what they are doing,” Ms. Antonelli said. “This field is moving so fast, but we are still dealing with the old clichés and still adding new ones.”"

Why do I blog this? It's interesting to see how the curator puts things into perspective (wrt to interaction design). From an STS standpoint, the notion of "script writing" can be understood in two sense: (1) the code writing aspect that underpins interaction design of course, (2) the very idea that designers/engineers embed a vision of users in the technical objects they create... what Actor-Network Theory describes as script-building (among which certain clichés about users' attitudes, expectations and needs). It's therefore intriguing that Antonelli uses this "script" term.

iPhone headset proxemics

Although it's hard to see on this picture taken in Marseille last week, it represents the maximum distance between two persons using the same iPhone headset.

Collaborative usage of music if you want and headset proxemics.

Why do I blog this? Collecting behavior like this leads me to wonder about a new book project about categorizing such habits/practices... Besides, I am fascinated by the use of audio/sound interactions (as "non-optical augmented reality", collaborative practices, etc.).

Design research project about extreme conditions (Moon)

Stumbled across this curious project this morning: the Moon Life Foundation, an interdisciplinary platform organisation for research and innovation in art and culture to a future life by people on the moon. Their aim is to create a community of practitioners and public about this sound topic.

What I found intriguing about their work is this:

"The extraterrestrial context with its extreme conditions, restrictions and opportunities forces us to abandon familiar points of departure in the design process. The fact that this can lead to innovative and functional tools for our earthly existence has already been proved by the aerospace industry (Velcro, microwave, Internet, laptop, MP3 player and airbag). With the interdisciplinary character of the project (science, technology, art and design) in a futuristic context, Moon Life aims to initiate a new development in design culture. Is it possible to create a future-oriented, innovative impulse for instance in the same way that Constant’s New Babylon did in his time?"

Why do I blog this? Documenting curious design research project as a way to show what kind of material can emerge out of it.

An interview with Saskia Sassen about "Smart cities"

Preparing the Lift France 11 conference, and given our interest in a session about the future of cities, urban computing and its implications, we ran across this interesting column by Saskia Sassen about "Smart Cities" on a McKinsey digital. We liked it a lot and we invited her to the conference. Few days ago, she kindly proposed to answer few questions I had about her perspective on this topic.

Nicolas: You recently wrote an essay about so-called "Smart Cities" at Mckinseydigital.com, I really liked your point about the need to "urbanize" the technologies deployed in Smart Cities projects. What do you mean by that and what do you think is missing in projects such as New Songdo or Masdar?

Saskia Sassen: This notion of urbanizing technology is one of several along those lines that I have been working out for a while. The starting point was not necessarily cities. It was the notion that in interactive domains the technology delivers its capabilities through ecologies that include non-technological variables --the social and the subjective, the logics/aims of users, for example finance uses the technology with different aims from Amnesty international, etc etc. Again, I make this argument for interactive domains, not, say, data pipelines.

There is another condition present in the interactive domain, separate from the technology itself. At the beginning I studied how the logic of finance (a sector that is deeply embedded in digital networks and digitized spaces) is not the logic of the engineer and computer scientist and software developer who made the digital domain. The effect is that the user (finance) does not necessarily use all the properties that the engineer etc. put into it. I also looked at civil society organizations along the same lines. This helps explain why the outcomes never correspond to what we may have predicted based on the capacities of the technology.

Now I am looking at cities through the same lens. Users bring their own logics to these technologies. In the case of a city with its vast diversities of people and what makes them tick, the outcome can be quite different from what the designers expected. And this matters. This keeps the city alive, and open. When you embed interactive technologies in urban settings, it is important to allow for this mutating as diverse types of users bring their own logics to those technologies. If the technology controls all outcomes in a routinized fashion ((as if it were a data pipeline) there is a high risk that it will become obsolete, or less and less used, or so routinized that it barely is interactive. More like buying a ticket from an automaton: yes you have choices, but you can hardly call this interactive.

The key, difficult, and ever changing question is how do we keep technologies open, responsive to environmental signals and to users choices, including what may seem quirky from the perspective of the engineer. The city is full of signals and quirky uses: given a chance , it would urbanize a whole range of technologies. But this possibility needs to be made – it is not simply a function of interactive technologies as we know them now, and it needs to go beyond the embedded feedback capability. Open Source is more like it.

Nicolas: Do you feel that networked technologies can lead to new forms of urbanity? Said differently, to what extent are the cities of the future shaped by our past urban experiences and infrastructures?

Saskia Sassen: Urbanity is a mutant. And this means it is made and remade along many different concepts/ideas/imaginations across the world. It can happen in sites where we, we of our westernized culture, might not see it. At night in working class neighborhoods of Shanghai bus stops become public spaces –that is urbanity. In some megacities the only spaces that the poor, often homeless have, are what during daytime hours we see as infrastructure: spaces where multiple bus lines intersect or end in. There are many many such examples of practices that destabilize the formal meaning of a space: this, again, takes making, and in that making lies an urbanity. I do think that urbanity is made; it is not only beautifully designed urban settings.

So yes! I think that networked technologies will also, and in fact, already are, leading to new forms of urbanity. The most familiar of these are of course using the tech to communicate about swarming an actual space –a square, a furniture shop—and diverse locational devices. Again, what intrigues me is to think beyond these somewhat “pre-scribed” possibilities: in two ways. One is through the unsettling, making unstable, the prescribed options embedded in the technology’s design. For instance, inserting a given technological capability into a different ecology of elements (in the sense I used this earlier –technical and non-technical elements). This is what hackers do, in a way. In the case of the city, it would mean bringing an urban logic into that ecology –the city as the hacker. .. a benign, positive hacker of a range of technological domains in cities. The other is what I like to refer to as “barefoot engineering” -- this resonates with the so-called “barefoot doctors” in China’s villages during Communism –knowledgeable locals who knew the properties of plants and understood the village. We need urban “barefoot engineers”!

Nicolas: In the aforementioned paper, you use the term "open-source urbanism". It's interesting to see that metaphor coming from digital culture are currently transposed beyond their original realms. How do you think the "open source" concept can be applied to urbanism? What would be the limits and opportunities?

Saskia Sassen: As a technological practice of innovation, Open Source has not been about cities, but about the technology itself. Yet it resonates with what cities have and are at ground-level, where its users are. The park is made not only with the hardware of trees and ponds, but also with the software of people's practices. There are manay examples, and each city has its own. In my city, NY, an example of such people’s software is New York's Riverside Park in the 1980s which went from being a no-go zone, charged with dangers, to being a park for all those who wanted to use it. How did this switch happen? In part because dog-owners started to walk their dogs in large numbers. Having a dog was itself a function of feeling insecure in a city of high murder rates and much mugging. But the city as lived mutating environment allowed people to talk back: get a dog, walk your dog, go in groups, and you recover the territory of the park. Another example is the recent proliferation of urban agriculture; it was not a top-down decision. It resulted from a mix of conditions, primarily the desire of city residents to make, to green, to transform, and the romance with fresh produce. And now the push is for every roof, every empty plot of land to become a site for urban agriculture. Here we see that a thousand individual decisions created an urban possibility and transformation. There are many diverse initiatives that produce these kinds of "third space."

These are ways in which the city can talk back. We can think of the multiple ways in which the city talks back as a type of open-source urbanism: the city as partly made through a myriad of interventions and little changes from the ground up. Each of these multiple small interventions may not look like much, but together they give added meaning to the notion of the incompleteness of cities and that this incompleteness gives cities their long lives, their flexibility, their capacity to mutate. 

And this potential for distributed outcomes is a natural for open source technology. But beyond the technology proper, bringing open source concepts into multiple urban settings/domains strengthens these core features of cities, make them cities of people, strengthen the rights to the city.

In sharp contrast, I think that the model of "intelligent cities" as propounded by technologists, with the telepresence efforts of Cisco Systems a key ingredient, misses this opportunity to urbanize the technologies they mobilize. Secondly, the intelligent city concept if too rigid, becomes a futile effort to eliminate the incompleteness of the city, to get full closure/control. This is a recipe for built-in obsoleteness. Imagine if Rome could not have mutated across the millennia: it would be a dead city now. Third, the planners of intelligent cities, notably Songdo in South Korea actually make these technologies invisible, and hence put them in command rather than in dialogue with users. 
Beyond the imagery of open-source urbanisms, can we strengthen this positive scenario of the city's incompleteness by actually deploying open-source technologies in a variety of urban contexts

Good reference about timelines

Working on the game controller book lately, I became fascinated by visual representations of time: evolutionary trees, time-series, timelines, etc. A great resource about this is certainly "Cartographies of Time: a history of the timeline" by Daniel Rosenberg and Anthony Grafton.

The book is a comprehensive history of graphic representations of time in Europe and the United States from 1450 to the present:

" From medieval manuscripts to websites, Cartographies of Time features a wide variety of timelines that in their own unique ways--curving, crossing, branching--defy conventional thinking about the form. A fifty-four-foot-long timeline from 1753 is mounted on a scroll and encased in a protective box. Another timeline uses the different parts of the human body to show the genealogies of Jesus Christ and the rulers of Saxony. Ladders created by missionaries in eighteenth-century Oregon illustrate Bible stories in a vertical format to convert Native Americans. Also included is the April 1912 Marconi North Atlantic Communication chart, which tracked ships, including the Titanic, at points in time rather than by their geographic location, alongside little-known works by famous figures, including a historical chronology by the mapmaker Gerardus Mercator and a chronological board game patented by Mark Twain."

There's also this gem at the end of the book, a sort of "Fog of war" representation:

Why do I blog this? Beyond the use of these as models to try different representations of game controller evolutionary trees, I am fascinated by the ways these timelines also add interesting spatial components on top of time-related visualizations.