Brewbot Espresso Machine: IoT + coffee

Posted: November 30th, 2010 | No Comments »

TASSIMO is not just a coffee maker, it’s a Brewbot, an advanced brewing system made by the engineers at Bosch. The Brewbot is programmed to make seven different beverages at the touch of a button. That’s because Brewbot uses T DISCs, which are
single-serve discs packed with a variety of coffees, teas and hot chocolates. The Brewbot reads the barcode found on each T DISC to know exactly what to make and how to brew it.

It’s this technology that distinguishes the TASSIMO Brewbot from regular brewers and guarantees a perfect cup of whatever you’re in the mood for every time.

Why do I blog this? I started collecting how internet of things technologies now pervade kitchen appliances.


Frascati Definition of Research

Posted: November 28th, 2010 | No Comments »

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

Posted: November 28th, 2010 | No Comments »
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

Posted: November 27th, 2010 | No Comments »

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

Posted: November 27th, 2010 | 2 Comments »

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

Posted: November 26th, 2010 | No Comments »


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.


A simple value prop: food wifi musik liquors

Posted: November 26th, 2010 | 2 Comments »

A value proposition that is clearly stated by these tag/keywords: food wifi musik liquors. What matters at the beginning of the 21st Century in a cafe. Seen in Lyon yesterday afternoon.


Keith Richards about portable cassette recorders

Posted: November 25th, 2010 | No Comments »
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

Posted: November 22nd, 2010 | No Comments »

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

Posted: November 22nd, 2010 | No Comments »

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.