Tag Archives: Theory Object

© 2011 Julian. All rights reserved.

Design Fiction + Advanced Designing + Trust in Volume Quarterly

The most recent — now a month or two old — issue of Volume Quarterly was on the topic of The Internet of Things. And within that was a small sub-volume of essays and articles on Trust compiled by Scott Burnham … Continue reading

© 2011 Julian. All rights reserved.

Why Good Design Isn't Eye Candy

An acquaintance of The Laboratory I met while in London that last time is a design consultant guy who told me this story about Eye Candy. Him and his studio/team were offered a commission of work. It was design work, … Continue reading

© 2010 Julian. All rights reserved.

The Week Ending 291210

Rules, instructions, parameters? Embedded inscriptions of some nature, found on a wall in Sayulita Mexico. Well, maybe weeknotes are from the *week ending* but posted at the *week commencing*. One advantage of being one’s own blog boss, I suppose. It … Continue reading

© 2009 Julian. All rights reserved.

Props, Prototypes and Design With No Spec: Notes on Heliotropic Smartsurfaces

It was working, and it will again. And even in a mode of very temporary failure, the design happens. Here, some students assembly their assemblage for demonstration of their material-semiotic reflection on heliotropic smartsurfaces. What did I learn from visit … Continue reading

© 2009 Julian. All rights reserved.

Gradually Undisciplined. Stories Not Titles.

Life: A Game. Played that evening in downtown Los Angeles. Not directly in conversation, but in the topics that happen between people, especially when they share the same studio space (as well as the same city), Mr. Chipchase’s posting about … Continue reading

© 2008 Julian. All rights reserved.

Mixing Realities

Human Frogger Can I imagine an interface consisting of computational elements, digital semantics, networks that bridge and connect social elements that do not consist of screens and keys? Can the imagination of digital kids imagine a different set of interaction … Continue reading

© 2007 Julian. All rights reserved.

Flavonoid Notes #2

Nicolas sent me information about this DS-compatible pedometer toy called Tekuteku Angel Pocket Pedometer, which looks very cool.

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Hudson Soft has created a new pedometer game where the weight of onscreen characters fluctuates depending on the number of steps taken. As additional encouragement, Tekuteku Angel Pocket, displays messages of its screen such as “Nice walking!” if you’re doing well. Furthermore, the pedometer can be hooked up to your Nintendo DS using the DS Tekuteku Diary in order to keep track of walked steps along with calorie info and other health data. The pedometer and diary will go on sale on 21st December for 5,229 yen (£23/$44), and later in January, supposedly, in the U.S.

You can pick up a ice blue one or a pink one at Yesasia.com.

via www.plasticbamboo.com/2006/11/13/tekuteku-angel-pocket-pe… Continue reading

© 2006 Julian. All rights reserved.

Video Bulb

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[wikilike_img src=http://static.flickr.com/79/245948787_22b0f6c086.jpg|align=thumb tleft|width=260|caption=Video Bulb (Bitman)|url=http://www.flickr.com/photos/julianbleecker/245948787/]

So, anyway. I heard about this gadget a few years ago, but it kind of rolled off my brain. I saw some documentation about it again for this summer’s SIGGRAPH, and then I saw the Device Art article in Intelligent Agent a week or so ago and I decided I should get one — it was resonating with a bunch of stuff. I figured plugging it into my television would help me figure out why.

Well, I think this is just about the neatest thing I’ve seen in, I dunno..a few weeks or something. Something about the single-mindedness of the device which simply plugs into an available video in on your television and that’s it. You watch Bitman scramble around a side-scroller style pixel video world. Low-res, two-color, panicked rout all about your television. It’s brilliant in a really simple way.

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© 2006 Julian. All rights reserved.

Summer Backyard Laboratory Experiment: Immersive Viewer Apparatus, Configuration B

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© 2006 Julian. All rights reserved.

Battleship:GoogleEarth (a 1st Life/2nd Life mashup)

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I’ve started working on a bit of summer laboratory experiment to see how Google Earth could become a platform for realtime mobile gaming. (Follow the link on the Flickr photo page to the URL you can load in your Google Earth client to see the game board in its current state.)

With Google Earth open enough to place objects dynamically using the tag, a bit of SketchUp modeling and borrowing an enormous battleship model that construction dude uploaded to the SketchUp/Google 3D Warehouse, I started plugging away at a simple game mechanic based on the old Milton Bradley Battleship game.

Why do I blog this?To keep track of and share the near future laboratory experiments I’m doing this summer.

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© 2006 Julian. All rights reserved.

Nordichi Workshop Call: Near Field Interactions

Workshop: Near field interactions
This is a call for proposals for a workshop on user-centred interactions with the internet of things at Nordichi 2006, October 14 and 15, 2006 in Oslo, Norway.
http://nordichi.net.dynamicweb.dk/

The user-centred Internet of Things
The so-called ‘Internet of Things’ is a vision of the future of networked things that share a record of their interactions with context, people and other objects. The evolution of networking to include objects occupying space and moving within the physical world presents an urgent design challenge for new kinds of networked social practice. The challenge for design is to overcome the current overarching emphasis on business and technology that has largely ignored practices that fall outside of operational efficiency scenarios.

What is imminently needed is a user-centred approach to understand the physical, contextual and social relationships between people and the networked things they interact with.

The mobile device as early enabler
The mobile phone is likely to play a key role in the early adoption of the internet of things. Mobile devices offer ubiquitous networks and interfaces, enabling otherwise offline objects at the edges of the network. Near Field Communication (NFC: http://www.nfc-forum.org/aboutnfc/) is a mobile technology that has been designed to integrate networked services into physical space and objects. NFC introduces a sense of ‘touch’, where interactions between devices are initiated by physical proximity.

In use, the mobile phone brings with it a history of personal and social activities and contexts. It is in this evolution that we see user-agency and social motivation emerging as an interesting area within the internet of things.

Workshop goals
In this workshop we intend to build knowledge around the hands-on problems and opportunities of designing user-centred interactions with networked objects. Through a process of ‘making things’ we will look closely at the kinds of interactions we may want to design with networked objects, and what roles the mobile phone may play in this.

We will focus on the design of simple, effective and innovative interactions between mobile phones and physical objects, rather than focusing on technical or network issues.

The primary questions for the workshop are:

What kinds of common interactions will emerge as networked objects become everyday?
What role will the mobile phone have to play in these interactions?
How do we encourage playful, experimental and exploratory use of networked things?

Some secondary questions are:

What interaction models can we bring to the internet of things? Do the fields of embodied interaction, tangible, social, ubiquitous or pervasive computing cover the required ground for designers?

What new kinds of social practices could emerge out of the possibilities presented by networked things?

How will the physical form of everyday objects and spaces be transformed by networks and near field interactions? How this would be reflected in users’ behavior?

How can the design of physical objects help in overcoming potential information or interaction overload, and how does search or findability change when in a physical context?

How can we move beyond commonsensical features such as object activation or findability?

What kind of user-communities will co-opt the technology and how will they hack, adjust and re-form it for their needs?

Workshop structure
Each workshop day will begin with a keynote presentation from invited experts. On the first day, participants will each give a short presentation of their position paper, no longer than 5 minutes.

Then groups of 3-4 people, each with different skills and backgrounds will then work on concepts, scenarios and prototypes. Prototypes may take the form of physical models, scenarios or enactments. We encourage the use of our wood, plastic and rapid prototyping workshops to create physical prototypes of selected concepts. We will provide workshop assistants for the creation of physical models.

Outcomes
The outcomes should be in a range of implementation styles allowing for a variety of outputs that speaks to a wide audience. A report will be written on the workshop, and published on the Touch project website and in other relevant channels.

Call for participation
The workshop is open to participants from human factors, mobile technology, social science, interaction and industrial design. Practitioners and those with industrial experience are strongly encouraged. Prior research work on embodied interaction, social and tangible computing would be particularly relevant. Participants will be selected based on their relevance to the workshop, and the overall balance of the group. Space is limited to 25 participants.

Call for short position papers
Application is by position paper no longer than two pages. The position paper can be visual or experimental in design and content. The themes should cover an issue that is relevant to the design of interactions with everyday objects.

Deadline for papers is 1 August, selected participants will be notified on the 9 August. The workshop itself is October 14 and 15, 2006.

Papers and any questions should be submitted to timo (at) elasticspace (dot) com before 1 August.

Organisers
Timo Arnall is a designer and researcher at the Oslo School of Architecture & Design (AHO). Timo’s research looks at practices around ubiquitous computing in urban space. At the moment his work focuses on the personal and social use of Radio Frequency Identification (RFID) technologies, looking for potential interactions with objects and city spaces through mobile devices. Previously his research looked at flyposting and stickering in public space, suggesting possible design strategies for combining physical marking and digital spatial annotation. Timo leads the research project Touch at AHO, looking at the use of mobile technology and Near Field Communication.

Julian Bleecker is a Research Fellow at the University of Southern California’s Annenberg Center for Communication and an Assistant Professor in the Interactive Media Division, part of the USC School of Cinema-Television. Bleecker’s work focuses on emerging technology design, research and development, implementation, concept innovation, particularly in the areas of pervasive media, mobile media, social networks and entertainment. He has a BS in Electrical Engineering and an MS in computer-human interaction. His doctoral dissertation from the University of California, Santa Cruz is on technology, entertainment and culture.

Nicolas Nova is a Ph.D. student at the CRAFT (Swiss Federal Institute of Technology Lausanne) working on the CatchBob! project. His current research is directed towards the understanding of how people use location-awareness information when collaborating in mobile settings, with a peculiar focus on pervasive games. After an undergraduate degree in cognitive sciences, he completed a master in human-computer interaction and educational technologies at TECFA (University of Geneva, Switzerland). His work is at the crossroads of cognitive psychology/ergonomics and human-computer interaction; relying on those disciplines to gain better understanding of how people use technology such as mobile and ubiquitous computing.

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© 2006 Julian. All rights reserved.

Theory Objects, Pedagodgy and Practice-based Design

[wikilike_img src=http://static.flickr.com/50/118397232_515cb783f5.jpg|url=http://www.flickr.com/photos/julianbleecker/118397232/|align=thumb tcenter|caption=a latourian inscription..theory object..embedded design imbricated in a longer practice-based conversation around shared goals about understanding relationships between physically motile social beings|width=500]

I’m liking this Theory Object business more and more.

Why? Because it’s helping me think through design practices — it’s becoming a way to frame what I think many design and change agents do already, or how many design/change agents think already. It helps me realize that what I do is always imbricated in a knitted pattern or flow of practice-based “conversations” around a set of shared goals, hopes and desires about making things for near-future worlds.

Hopefully, it will also become a pedagogical trope that unlocks the general reticence some have of participating in these conversations, firstly, and then recognizing that making things can achieve the shared goals/hopes/desires by making things public.

Making things public is the counterpoint to the problem the poor, poor camel suffers under by being the brunt of the old design/architect joke about a camel being the result of designing a horse by committee. Oooh. There are so many problems with that joke nowadays.

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