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Had a chat with some of the guys behind this company at ThoughtMade. They showed a bit of patterned foil that you could print and stick on a regular screen, making it work with their digital pens. A cheap way (compared to Wacom’s Cintiq, for instance) to make big screens with pen based interactions.
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Ran into the people behind FIELD last friday, who were in Copenhagen to present this video that was commissioned by Netfilmmakers Gallery: “In their video Muse, FIELD is remixing their private digital scrapbooks from the last 3 years. A flood of inspiring images and references is transformed into an ocean of colour, fuelled from Evernote, our blog field.io/process, our favourites on Google Reader and Flickr, and other sources.”
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““The use of certain products, such as kites, mountain bikes and GPS monitors, has a bearing on the way in which landscape is understood.” The landscape is instrumentalized, we might say, distilled through dense layers of technological abstraction to become, once again, a place inhabitable by human activity, however pathetic or impressively persistent it might be.” Which more or less sums up what I find so fascinating about working in new urban development areas such as Leidsche Rijn. To see if there are ways to transform in between spaces into social places for play.
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“The New Weird has come into being, such as it is and whatever it should be, on its own and not by dint of any decision or program, so the attribution of decisions and schemes to it ought to be seen as prescriptions rather than as descriptions.” This passage, from a slightly confusing essay on the contemporary literary fantasy scene, got me thinking about discussions about interaction design and this exact kind of confusion that often happens. People expressing a hope or a wish about it, but presenting it as an objective fact. Whereas, for instance, what we are trying to do with This happened is to just show the work and in doing so, just describe what is going on.
Month: May 2010
links for 2010-05-15
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A clever little Processing project that lets you paint with light.
links for 2010-05-14
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““One free interaction” is a prospective design pattern that gives software and hardware a more humane feel. It exists outside of task flows and the concept of users as task-doers. Instead it sits in the “in between” spaces, suiting users as fidgeters, communicators, and people who play with things.” Nice to see champions of utilitarian design embrace playfulness in interfaces. I’d go further than encourage just one interaction that is slapped on and suggest it should be one of the aspects that is baked into the design. A first principle.
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Alper’s notes on This happened — Utrecht #6 in soundbite form. Really captures the spirit of the thing. (Too bad Haas got left out.)
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Another report on our last edition of This happened – Utrecht, this one focusing mostly on Keez Duyves’s talk.
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“We can imagine leading school buses of children to observe a road cut, revealing the strata of various epochs: Eocene, Oligocene, late Miocene, Pliocene, Pleistocene, Holocene, and, now within the Holocene, the military lamina.” I don’t know what to make of this (is this supposed to be from the future?) but I loved reading it.
Week 150
That’s a nice number, 150. One-hundred-and-fifty. I like the sound of that. So what’s been going on this week?
I hopped on a plane last Sunday to the Netherlands for This happened – Utrecht #6. Wouldn’t miss out on my own party, of course. And I’m so glad I didn’t, because we had awesome talks by Berend & Sanneke, Matt, Sebastiaan and Keez, plus a surprise appearance over Skype by Mr. Buxton. The room was packed, interaction designers of all stripes were chatting away beforehand, during the break and afterwards over drinks. I had a blast and judging by the reports that have been coming in, so have many others.
Before heading back to the Netherlands the next day I managed to squeeze in a few meetings. One of those was for PLAY which, now that I’ve wrapped up project Tako,1 is ready to move into its next phase. We’re planning to produce several playful ‘things’ for a number of cultural events and tie them all together with a meta-game. It’s a matter of getting all the right people on board now and getting going as fast as possible. So I’ve a list of folks to contact in the coming days.
I think I broke a personal record for the number of Skype sessions in one day on Wednesday, with back to back talks with my HKU students as well as a planning session with Karel and Julius for an urban games workshop they’ll be running tomorrow in Leidsche Rijn.2
And today, after spending Ascension day on a couch, plugging away at email and to-dos, I’ll be making the trip across the Øresund to Malmö in a bus full of makers and interaction designers to attend ThoughtMade, which I’m really excited about; an exhibition and talks including a candy machine controlled by Twitter. What more can one ask for?
- I need to write a report on that one at the Hubbub blog soon. [↩]
- A new development area of Utrecht I’d say is the closest thing to a real-world Sim City project that I ever saw. [↩]
links for 2010-05-13
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“Each school summarises the statistics in straightforward, natural English. There are well over 20,000 state schools in England that we do this for. We got a computer to do the work. A journalism robot.” Lovely work from the guys at BERG. I’m curious to see how they’ll decide to commercialize this.
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“After accidentally wiping out the whole human race, hero Ben and his sidekick Dan go back in time to stop coathangers being invented and, in turn, allow Hitler to take over the world with his army of Nazi dinosaurs.” A must-play, in other words.
links for 2010-05-12
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“The play factor as driver to achieve another purpose was shared in all presentations in a way, but to declare a theme for this edition I think we need more poetic stuff.” Spot on.
links for 2010-05-07
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“Homesense will bring the open collaboration methods of online communities to physical infrastructures in the home. Over the course of several months, selected households across Europe (UK, France and Italy initially) will have access to the latest in open source hardware and software tools, decide what they want to do with them in the context of their home and share the results with the world.” Really proud of Tinker for getting this off the ground. Can’t wait to see what comes of it.
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“PLAY is a short film […] created with filmmaker David Kaplan. The 18-minute film takes place in a future where the lines between games and reality have become blurred[. It] unfolds as a series of videogames, nested inside each other like a set of Russian Dolls.” Can’t wait for this to appear online.
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“BackChatter is a game about predicting Twitter trends. […] Each round, you pick three words that you think will be popular in tweets about the conference during the next game round. You send in your votes with a direct message to the game consisting of the three words you want to pick.” A clever social game running on top of Twitter. I like how it plays with the sometimes annoying behavior on Twitter during conferences, of people just namedropping stuff or tweeting things verbatim.
Week 149
I’m writing these notes on a train to Malmö for a change. I was there this wednesday and am back again to have a chat at Illusion Labs. I was put in touch with them by Hampus of The Astonishing Tribe, whom I visited on wednesday. TAT’s an interesting group, specialized in the design of innovative mobile UIs. Their Recognizr concept video made quite a splash in AR circles earlier this year. I once gave a lecture on playful UIs at their office and even though nothing concrete is in the works it would be interesting to collaborate some more on that topic some time.
On wednesday I also met up with my friends at InUse, whom I did some work with when I was last in Copenhagen. That project dealt with applications of multitouch in a real-estate project. Over a Lebanese buffet lunch Mijo and I mostly mused on what’s changed in UX consulting land the past few years and how that might develop into the future. We talked about ‘peak complexity’, the internet of things and strategies for designing deeply networked things. Good stuff.
To wrap up that day, I had a surprise meet-up with Karin of Ozma, (again thanks to the awesome connecting powers of Hampus). Ozma is a game design studio working very much in the same spirit as Hubbub, with a focus on “gaming beyond the screen”. It was very encouraging to discover a company that’s been successfully working in this space for the past four years. (And they’re not the only one, in Sweden alone there’s also Fabel, The Story Lab and Grul…) One of the things we talked about is a cool platform they’re developing for urban games that is not GPS-based, but runs entirely on SMS and is therefore very useful for working with target audiences who do not have access to high-end phones (i.e. teens and tweens).
That wednesday I headed back to Copenhagen, my mind suitably blown, as you can probably imagine.
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Other than that I have been enjoying Socialsquare’s hospitality on the Vesterbrogade. Martin, Magnus and I spent some time hashing out the details of the workshop we’ll be doing and we managed to narrow down the questions we’d like to answer to a manageable set. I’m keen on having part of this project’s output be shareable with the world; in what shape or form we have yet to determine.
My active involvement with Layar has gone on hold for the time being, but at the same time the first bits of my work for Layar are finding its way into the world. They’ve launched a new version of their app, which now supports paid content. (Android is out, iPhone should follow soon.) This was one of the first things I worked on for them, before moving on to stuff that’ll hopefully see the light of day somewhere over summer. Designing the paid content stuff involved dealing with a ton of dependencies on processes behind the scenes. It was an interesting challenge to make it as frictionless as possible. Plus, the mobile payment ecosystem is itself an interesting beast to deal with for a while. I also found myself designing for several mobile platforms at the same time, which can really mess with your head; both Android and iPhone have their own ‘grammar’ of interaction (or more precisely, one of them has something resembling a proper grammar, the other’s is more accurately described as a pidgin). So designing in parallel for both is a bit like speaking two languages at the same time. Confusing, even to a Dutchman.
All this, plus some more Skype calls with my HKU students (remind me to share some details on their work next time), another Skype session with the U‑Turm group and the very final preparations for This happened – Utrecht #6 took up week 149.
links for 2010-05-06
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“The Facadeprinter is a simple, software controlled robot. It consists of a two axis turn table and an airpressure printhead. The printer shoots the artwork from a distanced position dot by dot onto the chosen area.” Crazy stuff, the things it ‘prints’ have a very distinct esthetic.
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“GameCamp is a gathering for the people who are building that world [a world with ubiquitous video gaming]. It’s for the designers, coders, artists, writers, thinkers and players who are making the 21st century the century of the game. GameCamp is about more than making games: it’s about playing them, thinking about them and how they affect our lives for good or for ill.” Sounds like an event I’d like to see happen in NL some time.
links for 2010-05-04
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“I’m not saying games necessarily need narratives, but they need something to structure them as more than an almost featureless expanse of repeating interactions. Games should be exceptional experiences, not an addictive layer of weaponised mundanity.”
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“Whatever we wind up creating, though, will be inherently networked, in a deep sense of that word. Organizationally and practically, we’ve tried to imagine Do as a weave tight enough to enable effective execution, yet open enough to capture unexpected influences and energies beyond those we generate ourselves.” A lovely way of putting what I have been aspiring to with Hubbub. Can’t say I’ve completely figured out the organizational intricacies though.
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“Instead of being armored in technique, or sheltered within subculture, design and science fiction have become like two silk balloons, two frail, polymorphic pockets of hot air, floating in a generally tainted cultural atmosphere.”
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An interesting discussion of parkour and video games, with more than a few insights into how an illusion of fluid movement isn’t nceserily dependent on a realistic simulation or first person perspective.