Mythologies update?

Posted: April 17th, 2012 | No Comments »


Bot activity on Wikipedia entries about Global Warming

Posted: April 16th, 2012 | 2 Comments »

Looking for material for an upcoming speech, I ran across this research project (by digital methods initiative) that inquires into the composition of issues on Wikipedia by contributors, and consequences for the (possibility) of carrying out public debate and controversy on articles surrounding Global Warming.

The bit that intrigued me is exemplified by the following diagrams… that look into the role of bot in article interventions and the link with controversies:

No crazy take-over from bots but I would find it intriguing to observe the evolution of this.

Why do I blog this? This is a fascinating topic to observe. I see it as an indicator of something that can have more and more implications, especially on the production of cultural content. One can read more about this in Stuart Geiger’s article “The lives of bots:

Simple statistics indicate the growing influence of bots on the editorial process: in terms of the raw number of edits to Wikipedia, bots are 22 of the top 30 most prolific editors and collectively make about 16% of all edits to the English-language version each month.

While bots were originally built to perform repetitive tasks that editors were already doing,
they are growing increasingly sophisticated and have moved into administrative spaces.
Bots now police not only the encyclopedic nature of content contributed to articles, but also
the sociality of users who participate in the community


Is the New Aesthetic only about visual stuff?

Posted: April 14th, 2012 | 7 Comments »

The panel about New Aesthetic at SXSW last month left me with the impression that NA is all about visual representations:

One of the core themes of the New Aesthetic has been our collaboration with technology, whether that’s bots, digital cameras or satellites (and whether that collaboration is conscious or unconscious), and a useful visual shorthand for that collaboration has been glitchy and pixelated imagery, a way of seeing that seems to reveal a blurring between “the real” and “the digital”, the physical and the virtual, the human and the machine.

Reading Simon “Retromania” Reynold’s twitter feed the other day, I found this:

At first, I found it interesting, especially considering the follow-up blogpost by Reynolds which was basically a reaction to Bruce Sterling’s essay about NA. In this short post, the author describes what can be the equivalent of NA in the audio department of material culture:

what seems overtly, blatantly digital in today’s pop — to draw attention to its digital hyper-reality — are all those AutoTune treatments and various other vocal-science effects (stutters, glitches, drastic pitchshifts from high to low) etc that you get routinely in chartpop in recent years– that, and the general sheen of too-perfectness on both vocals (through AutoTune) and on the entire sonic-surface of songs — a digi-gloss – there seems to be an attempt there, semi-unconscious most likely, to make music keep up with the high-definition crispness of flat-screen TV, CGI in film, skin-tone even-ness and other digital touching-up effects as used in glossy magazine photography and (i believe) also in TV and films.

This all good and well but I think this is the surface of things. As a result (and I do not want to imply that Reynold’s wrong in there, I simply had the same thoughts), my impression is that this way of framing what is NA (regardless of the fact that NA is something *to be framed*) misses the point. As a matter of fact, what I find interesting with the New Aesthetic trope is not a focus on the way things look or sound, it’s way beyond that. As James has put it on his humble tumblr about NA (i wanted to make this assonance for a while): “Since May 2011 I have been collecting material which points towards new ways of seeing the world, an echo of the society, technology, politics and people that co-produce them”.

A good example, in the audio domain for once, of New Aesthetics as I find it interesting is the way the music experience is created, mediated and co-produced on a platform such as Soundcloud. Using it for some time, I am fascinated by the interface the user is provided with:

What strikes me as mesmerizing here, is the use of the spectrogram as the direct interface with musical content: not just an indicator on your screen to see the level of the sound… A machine-produced and machine-readable indicator is used to navigate in the track AND – and this is what I find intriguing – a mean to comment on specific part. Of course, that’s curious IMHO for one reason: the practices that were common on the web (commenting/tagging/starring/linking) have basically circulated to something as common as a playing a musical track and turning it into a social object that people can comment on! What’s next? Permalink for musical excerpt in a track? This example shows another category of NA that I find interesting. Perhaps the upcoming step is to find this kind of spectrogram with comments on concert poster or street graffiti but this is not the point. The main take-away is that the way we use things are changing and the things we are using too because of this co-production that Bridle described in the aforementioned quote.

Why do I blog this? This is maybe half-baked and confusing but I started accumulating material about creolization/recombination/hybridization, and I am curious to see if there a way to tie-in this with the NA meme. My impression is that there’s a hidden variable in there: something that my friend Basile Zimmermann calls the circulation of cultural elements. More to follow later on. And of course, this seems to be related to the object-oriented ontology that Julian blogged about the other day. Let’s read more about that.


Rotary dials as game controllers

Posted: April 13th, 2012 | No Comments »

Working on the book about game controllers, I did some research about the first game peripherals. This is actually chapter 1… and one of the most intriguing example is certainly the existence of rotary dials. Potentiometers and knobs were of course the first lineages in terms of game controllers; think about Tennis for Two or Pong. Rotary dials are one step beyond as it introduces a sort of discrete interactions in the use of knobs… and of course they were employed to use video games.

One of the earliest game (Noughts And Crosses) used a phone rotary dial but it was certainly more advanced later on in Japan with the rotary joysticks described on this website:

as fun as rotary joysticks might have been at the time, in the end they failed to become more than a novelty control gimmick. So when the ’90s kicked in with SNK dropping their trademark control scheme to go with their new multi-game NEO-GEO MVS system, and as better and more advanced shooting games were being released, rotary joysticks pretty much vanished into thin air from the arcade scene without anyone really noticing or caring.
(…)
The only real advantage of the rotary joysticks is that although they can only be pushed in the same 8 directions than the standard 8-WAY joysticks, they come with a special 12-WAY switch box that allows them to be rotated in 12 different positions, thus giving the player the ability to face and shoot in 4 additional directions not possible with the standard joysticks. Unfortunately, as great as this might sound on paper, in reality only very few games had actual 12-WAY support, and those that did, like it’s the case of「BATTLE FIELD」and「CAL. 50」, only showcased how unnecessary the additional directions were gameplay-wise.

Why do I blog this? Working on the book leads to curious discoveries. I’d be happy to play Super Mario with a phone dial, if possible, perhaps that can be an intriguing research avenue for the laboratory. Of course it’s more interesting to think about old school physical phone dials as opposed to the visual versions one can find on smartphones lately. On a different note, I am also fascinated by rotary dials and the way they subtly conveyed feedback to the users.


Vending machines and their cultural implications

Posted: April 2nd, 2012 | No Comments »

Yesterday, in a very small village in the French Alps, I ran across this fascinating bread vending machine. It made me think about other encounters with not-so-common machines such as a book delivery system in Seoul:

Or this pr0n vending machine in Torino:

And the camera/umberall combo in Bergen, Norway:

Why do I blog this? Looking at what is sold in vending machine is an interesting cultural indicator that it’s always refreshening to observe. It says something about convenience and what is “acceptable” to be served by a non-humans.

In the French “bread” case, an naive observer would say that it’s the end of the world and no French people wants its bread to be delivered in such a mechanized way. To these, I would say that: (1) The French are definitely used to this sort of weird machinery: pizza making devices on parking lots started to appear here and there, (2) It’s not because it’s a machine that the bread is bad. You can’t see it in the picture above but the bread pieces are wrapped in typical french paper, and the presence of flour in the machine makes it certainly more baker-like.

In addition, the understanding of such devices is tightly related to contextual issues. You don’t find these machines anywhere. The camera/umbrella one in Norway is present in a touristic area (where rain is sadly common), the porn machine is located in a gloomy suburb in Torino (where other forms of newspaper shops are absent or much too difficult to visit with this kind of literature), the bread machine is located in a place where shops are totally absent and it can be used by people form the neighborhood (as a dropping point).

Now, why is this important in a blog about interaction design? Simply because these machines are designed by people… who certainly need to understand human needs, contextual issues, technological constraints and business model problems. They seem blank and not interesting but I actually find them intriguing.


Joypad/lego hybridization

Posted: March 26th, 2012 | No Comments »

Why do I blog this? This “Genesis Lego by Jomind” is a weird and curious hybridization of a standard controller (a Sega Genesis pad) and a combination of Lego bricks. I take it as an interesting example in the process of creolization, corresponding to the first steps.


Awkward strokes minimized with Dvorak keyboard

Posted: March 24th, 2012 | No Comments »

Why do I blog this? Simply because I love this visualization as a way to show path-dependence.


Rigor and relevance in interaction design research

Posted: March 20th, 2012 | No Comments »

Establishing Criteria of Rigor and Relevance in Interaction Design Research by Daniel Fallman and Erik Stolterman is a paper about the epistemological underpinnings of interaction design. It addresses the problem of ‘disciplinary anxiety’ that is often felt by people in this field and the inherent discussion about what constitutes ‘good research’ in terms of rigor and relevance.

The author uses the following model, called the Interaction Design Research Triangle, to map out a two-dimensional space for plotting the position of a design research activity drawn up in between three extremes: design practice, design studies, and design exploration:

Some comments from the authors:

The three forms of research do not randomly advocate certain research methods, techniques, or tools, instead they are a consequence of years of trial and error, practice, and experience, through and by which appropriate methods have emerged. The methods that have survived have been and are continuously tested against the purpose of the approach and they have thus proven over time to deliver the kind of results looked for in a way that makes sense. We therefore make the argument that the only way to discuss and examine rigor and relevance for interaction design research is to do it in relation to the three forms of research and to their particular purposes.
(…)
this is not done consistently in our field today. This sometimes leads to misunderstandings, confusion, and mistakes when design research papers and articles are reviewed, assessed, and evaluated. We argue that reviewers often come to apply the wrong notions of rigor and relevance to a particular research effort by not taking into consideration what form of research it is.

Why do I blog this? Currently writing a research project about the role of user research in interaction design, this kind of article is relevant to set the theoretical framework in the document I’m working on.


Multitasking TVs at the airport

Posted: March 20th, 2012 | No Comments »

Stuck at the airport in Austin the other day, I couldn’t help being fascinated by the three TVs in a café. Each of them was on a different program (news + sport 1 + sport 2) and the sounds of each channel was mixed with the background noise of the place (+ music). The different device sit there all day and broadcast their message continuously.

This situation did not prevent the avid users to follow what was going on at the time, especially because of the weird subtitles appearing right in the middle of the screen (with a certain delay):


“… at what’s trending on the interwebs and social me…” says the CNN person.

Why do I blog this? Fascination towards the deluge of information appearing at 5am in a café, and by the “interface” tricks to let people grasp small bits from this.


How socialbots could influence changes in the social graph

Posted: March 19th, 2012 | 1 Comment »

Socialbots: voices from the fronts, in the last issue of ACM interactions, is an interesting multi-author piece about how socialbots, programs that operate autonomously on social networking sites recombine relationships within those sites and how their use may influence relationships among people. The different stories highlighted here shows how “digitization drives botification” and that when socialbots become sufficiently sophisticated, numerous, and embedded within the human systems within which they operate, these automated scripts can significantly shape those human systems.

The most intriguing piece is about a competition to explore how socialbots could influence changes in the social graph of a subnetwork on Twitter. Each team of participants were tasked to build software robots that would ingratiate themselves into a target network of 500 Twitter users by following and trying to prompt responses from those users. Some excerpts about the strategies employed:

On tweak day we branched out in some new directions:

- Every so often James would send a random question to one of the 500 target users, explicitly ask for a follow from those that didn’t already follow back, or ask a nonfollowing user if James had done something to upset the target.

- Every time a target @replied to James, the bot would reply to them with a random, generic response, such as “right on baby!”, “lolariffic,” “sweet as,” or “hahahahah are you kidding me?” Any subsequent reply from a target would generate further random replies from the bot. James never immediately replied to any message, figuring that a delay of a couple of hours would help further explain the inevitable slight oddness of James’s replies. Some of the conversations reached a half-dozen exchanges.
- James sent “Follow Friday” (#FF) messages to all of his followers but also sent messages to all of his followers with our invented #WTF “Wednesday to Follow” hash tag on Wednesday. James tweeted these

shoutouts on Wednesday/Friday New Zealand time so that it was still Tuesday/Thursday in America. The date differences generated a few questions about the date (and more points for our team).

Why do I blog this? Because this kind of experiments can lead to informative insights about socialbots behavior and their cultural implications. The paper is a bit short about it but it would be good to know more about the results, people’s reactions, etc. This discussion about software behavior is definitely an important topic to address when it comes to robots, much more than the ones about zoomorphic or humanoid shapes.