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Data-driven, realtime advertising: The aura of approach
from: Adam Greenfield's Speedbird - AG
20 Aug 2008 | 8:40am GMT
Posted 2 hours, 25 minutes ago
So there I was in my London hotel one morning last week, working my way through croissant and coffee, and thumbing idly and without much interest through the free Telegraph that had been deposited at my door.
The hotel coffee wasn’t really doing it for me - it’s no Flat White, that’s for sure - and I only really perked up when I came to this British Airways ad.
The subtext of the ad is, of course, the chaos BA’s inflicted on travelers since its move into the new Terminal 5, and beneath that Heathrow’s horrible longterm reputation as an abattoir of on-time departures. Clearly, the ad’s objective is to reassure a flying public already wary of the brand-new, £4.3 billion terminal - once burned, and so on. There’s nothing in and of itself so very engaging about this, but the mode BA (or their agency) chose to drive the message home is of intense interest to me: gathering actual use data, foregrounding it in the ad copy at high resolution, and publishing within hours.
This is how the ad reads: “YESTERDAY AT T5 AVERAGE TIME THROUGH SECURITY WAS 4.7 MINS. This picture was taken at 9:44am yesterday and shows Amanda Gemmill on her way to Beijing to watch her boyfriend compete in the Men’s Eight Rowing Final. 4.7 minutes was the average time the 842 customers we asked told us it took them to pass through Security yesterday, between 6am and 2pm. We had to stop at 2pm so we could make this ad.”
That last line, even apart from its annoyingly coy self-awareness, reads like a dispatch from some rapidly obsolescing culture, doesn’t it? Because every other aspect of the ad is about as contemporary as it’s possible to be, a clear transitional step toward the sensor-fed, data-driven, realtime Minority Report scenario. In fact, it’s not so very far from the fully dynamic Times Square adscape that GSAPP students Matt Worsnick and Evan Allen envisioned for their thesis project (and which I discussed in “Urban Computing and its Discontents“).
All that really remains is for embedded sensors to replace the clipboard-bearing interns importuning tourists, and for the flimsy pulp the Telegraph is printed on to give way to some kind of networked display surface, and BA’s copywriters can substitute an elegant little Mad Lib for their coyness: “It took [number] customers an average time of [time] to pass through Terminal 5 security during the last hour.”
You know, Lev Manovich, in his “The Poetics of Augmented Space: Learning from Prada,” describes Lars Spuybroek’s 1993 Water Pavilion like this: “Its continuously changing surfaces illustrate the key effect of a computer revolution: substitution of every constant by a variable.” He’s talking about architecture, but the point is just as true of anything that’s become digital, dynamic, and networked. And that’s just what I see happening here, albeit incrementally and hesitantly. I feel like I’ve caught a glimpse of the Missing Link.

Defensible space produced with lower-end means in Cuzco, Peru: shards of glass and cactus as a deterrent to jump over that wall. The next occurence is less complex but also shows the use of glass:
Ethnographic outputs for design
from: Pasta&Vinegar - Nicolas Nova
20 Aug 2008 | 7:05am GMT
Posted 4 hours, 1 minute ago
Working lately on how a course and a seminar concerning how ethnography can produce relevant and adequate material for design, I read “The ‘adequate’ design of ethnographic outputs for practice: some explorations of the characteristics of design resources” (by Tim Diggins & Peter Tolmie) with great interest. Published in Personal and Ubiquitous Computing in 2003, it used to sit on my laptop for ages and I finally got time to peruse it properly.
The paper deals with the difficulties of making good use of ethnographic output in multidisciplinary user-centred design team and discusses some pertinent observations about the kind of characteristics the result may take for a successful collaboration between designers and UX researchers. Although they acknowledge there is no overall consensus concerning this question, the authors acknowledge the importance of employing diagrams as representational devices. Which reminds me of this other paper by Hughes et al. entitled “Moving Out from the Control Room: Ethnography in System Design” which claimed that “The output of ethnographic analyses are typically discursive and lengthy, looking nothing like the blueprint diagrams which are de rigeur in systems engineering“.
After an analysis of few ethnographically-inspired diagrams, the authors nail out the characteristics and problems that can be encountered. They propose their own representational vehicle along with an organizational solution:
“so that a particular formulation of ethnographic material is locally (indexically) relevant, it must have provide for mutual appopriateness among the interested parties (i.e. the design team). And mutual appropriateness is something that is worked up in situ between the ethnographer and designer, rather than something open to generic pre-
formulation. The grounded innovation map was, for us, a mutually appropriate means of representing the ethnographic work for design, and it was designed and redesigned by us according to current need. (…) It’s worth noting that the actual work of arriving at a mutually appropriate (and mutually acceptable) form, is arguably the most important output of the formulation itself – it is in this collaborative design and negotiation that some of the most important transfer of understandings can take place.
(…)
The interest is not in exporting detail, but rather in supporting the provision of information that is relevant and meaningful for the purposes in hand. At the same time it is important not to consider these devices to be offering generalisations to cover all ends (…) it is a mistake to presume that generic claims will be relevant and meaningful to just any particular design enterprise
(…)
This also forcefully underscores the importance of colocating designers and ethnographers on the same design teams.“

They then describe the different characteristics of such representation (that they the “grounded innovation map” as represented above):
- Form: economy (appropriate for its presentational use, whether screen-based or on paper), appropriate format (to a given subset designers)
- Use: ordering & logic of practice (how the representation is delivered), indexicality (should have
internal features that can be pointed out and explicated in a variety of ways, both in terms of occasioning particular ethnographic accounts and/or recollections for debriefing), mnemonicity (a resource for a member of the design team, for calling to mind instances from the fieldwork)- Embededness: iconicity (physical resource and support for talking about
the ethnography in multiple settings), sequentiality and organisational accountability (serve to show that certain kinds of work and collaboration have been done), integration (provide common resources for those right across a multidisciplinary/multi-organisational project)- Warnings: reductivity (it may be seen to replace the diversity and irreducibility of the fieldwork observations.), constraint (the local groupings and categorisations within
the representation may come to have too great a significance and become constraints on further interrogation of the fieldwork and thinking about the design space.)- Strategies for coping with warnings: change (engendering a lack of attachment to a
particular phase of the representation by continual editing and change), instantiation (the deliberate bringing-up of ‘difficult’ instances that cut across the local categorisation), open-endedness/incompleteness (the deliberate avoidance of once-and-for-all formulations that are presumed to ‘explain’ the domain for all purposes), self-insufficiency (Making sure that the representation is not self-sufficient, but instead requires either a locally gathered competence with it or an accompanying explanation).
Why do I blog this? always struck by how this topic is rarely discussed on depth in various UX/IxD/HCI documentation, I am starting to collect material about it to go beyond the current practices. I do admit that some of the ethnographically-inspired research I’ve dealt with lately were not that imaginative in terms of output and I want to change this. Perhaps it can be caused by the client (who want above all a report with text, text and text) but I am sure one can iron out more adequate material. I generally use lots of pictures in my report too and some higher-level diagrams but it’s always good to have some pointers and guidelines about how to craft them more nicely.
On a side note, I am wondering about the importance of providing both primary (pictures, narratives, video excerpts) and secondary data (higher-level representations such as diagrams). Combining both in a topic-map way could be a solution, as described in the paper.
Finally, I found interesting here the notion of organizational solution, with the UX researcher(s) and designer(s) working together to produce this output. Too often both are working in different units and not producing something together.
Diggins, Tim, and Peter Tolmie (2003) “The ‘adequate’ design of ethnographic outputs for practice: some explorations of the characteristics of design resources” in Personal and Ubiquitous Computing, Volume 7 (3-4) July.
On the Street....Joakim, Stockholm
from: The Sartorialist -
20 Aug 2008 | 6:46am GMT
Posted 4 hours, 20 minutes ago
On the Street.....Sodermalm, Stockholm
from: The Sartorialist -
20 Aug 2008 | 6:42am GMT
Posted 4 hours, 24 minutes ago
Links for 2008-08-19 [del.icio.us]
from: Timo Arnall -
20 Aug 2008 | 5:00am GMT
Posted 6 hours, 6 minutes ago
Links for 2008-08-19 [del.icio.us]
from: Blackbeltjones/Work -
20 Aug 2008 | 5:00am GMT
Posted 6 hours, 6 minutes ago
At last year's Picnic conference we created a networked Photo Booth as part of the Mediamatic RFID hackers camp. Picnic is a conference with about two thousand attendees and multiple venues in the Westergasfabriek in Amsterdam.
One of the aims of the Mediamatic workshop was to experiment with ubiquitous technology for social and playful purposes. Every participant in Picnic was issued with an RFID tag that could be used by various installations around the conference venue. As a controlled setting this was a very interesting environment to experiment with RFID technology in use, and in particular to experiment with physical interactions in online social networks.
One of the participants on the first day. Photo by Anne Helmond.
The photo booth team consisted of Timo Arnall, Anne Helmond, Jorn Knutsen and Einar Sneve Martinussen. We wanted to create something that brought people together both in a physical activity and in an online social network. Initially we described it like this:
A photo booth that encourages people to take photos of themselves with others. By waving multiple tags over a touchpoint inside the booth, a photo is taken, a connection is made and pictures are added to the Picnic website.
We built the booth in three days, with many design iterations, and ended up with a large white box with a picnic-themed grassy interior that allowed up to about 10 people to have their photo taken at once.
Inside there was an RFID reader, a camera and a screen that would show what was being recorded, as well as showing a countdown for picture taking. Outside a large LCD screen showed recent and random pictures from the booth, encouraging participation. By touching your tag to a reader outside, you could see pictures of yourself.
Over the course of the three-day event the photo-booth was extremely popular and resulted in literally thousands of pictures and social connections.
Every attendee's RFID tag contained a link to their profile within the Picnic network site (their tags were registered and connected at the registration desk). This profile contained their name and any descriptions or tags that they had decided to include, we also had access to their contact details and payment information if we had chosen to do so. When the photo booth detected their tag, it could look them up in the Picnic social network, get their details and manipulate their profiles.

Left: Inside the booth. Right: Tags on the RFID touchpoint.
The booth attracted curious attendees, who looked at the photos playing on the outside. When they walked into the booth, and touched their tag to a 'touchpoint' their name would appear on a screen and a countdown would start. If others then touched their tags within this countdown they would also have their names appear in the photo. People who had their photo taken together would have a connection created between them on the Picnic network site.
On the web the Picnic network showed the pictures from the booth with the names of all the people that had been photographed together. People's profiles included the photos of them and their connections. This was a different and new way of exploring the network and seeing the connections that had been made.

Photos from the booth were also uploaded to Flickr and tagged with the people's first name (see for example all the photos taken of me and the tag cloud of the names and IDs of people who used the booth most).
This realtime Flickr stream appeared on the outside of the booth, where people stood around watching their recent creations, as well as seeing random photos where they or their friends appeared.
With around two thousand tagged attendees this was a great opportunity to design for and study the application of social networks in physical space, and to better understand the relationship between physical interactions and the resulting effects in online spaces. The way in which the photo booth took elements of a digital network and made it manipulable in a physical context was very interesting to us.
We were interested in the details of the interactions between people, their tags and readers. In practice RFID is a relatively mundane technology, it doesn't flash or beep or cry out for attention when it's encased in plastic packaging. It is also very limited technically: the read-ranges are typically so low that we require people to 'touch' their tags to the readers.
Without explicit instruction or 'attractor loops' the booth worked through certain 'gestures' that were socially learned; people observed and then participated. The activity of 'touching' actually brought people -- who perhaps had only recently met -- into very close physical proximity. This strangely intimate setting, combined with the activity of negotiating, framing and posing for a group photo provided a space for new connections to be formed, and existing relationships to be reinforced.
The attendees also became familiar with RFID interactions over time, and once they had experienced one kind of interaction, wanted to try more. Other RFID-based installations, in particular the free-beer-machine was a very low-threshold introduction to RFID interaction with a very high-degree of motivation... This benefited us all by lowering the threshold to participation.
With a single touch of a tag to a reader, we could have initiated many different actions within the Picnic network site; we had access to names, profiles, contact information including addresses and phone numbers and even perhaps payment information. But we chose fairly simple events: displaying people's first name, updating the relationships between people, and relating photos to profiles.
However given that we had access to this data, we were very surprised that nobody questioned the fact that the booth knew their name. We expected there to be questions of privacy and security and perhaps some resentment towards the ease with which the booth accessed data. It seemed that the gesture and the resulting feedback was so natural that there didn't seem to be anything scary about a name appearing on screen, in fact people assumed that somehow the RFID tag contained the information, the network wasn't seen as part of the interaction. This shows how readily emerging technologies can be accepted without question, and how their implications remain obscure under the surface of an engaging experience.
Conferences are a relatively constrained setting where there is an impetus to connect with people and social networks that expand, shift and change over the course of a few days. Social networks in this controlled space have many different qualities to the ones experienced in everyday life. So installations such as the photo booth must be designed to play with the existing social fabric and activities of the conference environment.
There are many different ways in which technology can intervene in these settings, something Clay Shirky has called situated software. Whereas most online social networks require users to explicitly state relationships to each other such as 'friend', 'contact' or 'follower' with these physically-based interactions the connection is much more implicit and less formal.
A simple physical gesture -- touching some tags together at the same time -- is all it takes to create a connection. Browsing through the Picnic network after having used the booth for a few days was an entirely new experience; the network was more random and chaotic, but because it had emerged from physical, social proximity there is a richer texture to the network than one built through explicit selection. Growing an online social network through these kinds of low-threshold physical interactions seems like a interesting pattern that we might see more of in the future.
More photos from the booth and of the booth.
Ex-Daily Show staffer reveals details about their TiVo setup
from: tecznotes links - Michal Migurski
19 Aug 2008 | 6:22pm GMT
Posted 16 hours, 44 minutes ago
Hand Drawn Map Association : This is map #65
from: Delicious/straup - straup
19 Aug 2008 | 4:57pm GMT
Posted 18 hours, 9 minutes ago
Using Google Insights to Track Linguistic Communities
from: tecznotes links - Michal Migurski
19 Aug 2008 | 4:30pm GMT
Posted 18 hours, 36 minutes ago
Hill Colouring on the Cycle Map
from: tecznotes links - Michal Migurski
19 Aug 2008 | 4:17pm GMT
Posted 18 hours, 49 minutes ago
Nina Katchadourian : Coastal Maps
from: Delicious/straup - straup
19 Aug 2008 | 4:14pm GMT
Posted 18 hours, 51 minutes ago
Worth a thousand words, etc. « Adam Greenfield’s Speedbird
from: Delicious/straup - straup
19 Aug 2008 | 2:43pm GMT
Posted 20 hours, 23 minutes ago
Future of Internet Search: Mobile version « petitinvention
from: Delicious/straup - straup
19 Aug 2008 | 2:38pm GMT
Posted 20 hours, 27 minutes ago
We will always be beaten on price
from: Blackbeltjones/Work - Matt
19 Aug 2008 | 2:03pm GMT
Posted 21 hours, 3 minutes ago
Lightning turns the sky into graph paper. L-- shouts 'this way,' and his bright eyes target me with reflected horizontals and verticals. The thunder plays four/four in my gut. We trip on curbs and scrape along walls, running - ricocheting - down narrow city lanes. There's a deeper sound, God making a plosive, the opening of whale song, and then light, and I realise it's another negentropy bomb, on the next street. Nothing for a second. In the gloom the city looks identical but raised to a higher octave. Potential. 4. 3. 2. 1. Then the world exhales and drops into regularity. A creak as the building next to us attempts to adjust to the sudden order imposed on its far side. The crystal structure spreads, architecture aligning, physics gentrifying, roads straightening, square paving slabs unfolding from one another. Another creak and a slump this time, L-- is caught in dust and rubble. I crouch over him; there's blood on my hands as I hold his head and the lightning is the same shape as his body. 'They're homogenising us out of existence,' he says. His teeth are red. 'Find the Deterritorial Army. Tell them the layers of emergence are becoming too tightly coupled. Tell them objects are no longer sufficiently mobile on the substrate. Don't wait.' It smells of wet brick; mysteriously I think of ferns. L--'s blood is thickening into hexagons. I turn and run.
I’ve long been of the opinion that there are terms of art floating through the various interaction design and user-experience conversations I’m a party to that should never, ever be exposed to the end user. That is, however useful they are to us as designers, they’re so technical, jargony or obscure that they should neither show up in a product or service interface, nor its documentation, nor all but the most granular and geek-centric of its marketing materials. By no means am I alone in thinking this; I’d imagine this is as close to conventional wisdom as one can get in this disjoint field.
What I might have missed, though, is that there are other people even within a design organization who might not sling the lingo with such ease. Not that these folks are in any way limited or less than fully competent at their jobs, it’s just that they’re not as au courant regarding the minutiae of my own particular field as I might like. (And why should they be? It’s not like I live and breathe market-segmentation strategy.)
Case in point: I must say that it’s been surprisingly difficult, in various conversations with folks not immersed in the IxD space, to get across the essential distinction between context-aware applications and location-based services (LBS).
Everyone gets LBS, more or less: it’s the ground on which Interaction Design Cliché No. 2 is built. You’re in a particular place, and there are things your device can do in this place that it’s not capable of elsewhere. Straightforward enough, right?
But what is “context” if not location? What could that possibly mean? It turns out that this is not at all an obvious distinction, and that understanding what an interface designer might mean by “context-aware” is actually built on, uh, shared context. (It’s like rain on your wedding day, or summink.) And since that shared context is, in this case, absent, it behooves the designer who wants to work effectively in a heterogeneous organization to do a better job of explaining these important ideas to everyone else around them.
That’s why I’m so grateful that this set of images has popped up. Minor quibbles about the form factor aside, I think the scenario depicted is just about right.
In fact, designer Mac Funamizu has actually nailed two separate things here. The first demonstrates precisely what I, at least, mean when I use the words “context aware”: but for some residual core of basic functionality, the device’s capabilities and available interface modalities at any given moment are largely if not entirely determined by the other networked objects around it*. If you pair the device with a text, it’s a reader; at the checkstand, it provides a friendly POS interface; aimed at the skyline, it augments reality.
Why this argument is so self-evident to longterm IxD folks and so relatively hard for anyone else to grok is, I believe, a function of the fact that we already take for granted the (rather significant) assumption from which it proceeds: that the greater part of the places and things we find in the world will be provided with the ability to speak and account for themselves. That they’ll constitute a coherent environment, an ontome of self-describing networked objects, and that we’ll find having some means of handling the information flowing off of them very useful indeed.
That the world, of course, looks nothing like this at present is a given. I do think it’s coming, though, as the marginal cost of instrumenting reality-at-large dives below the value derived from harnessing such dataflows in aggregate. Accept that, and the utility of an easy-to-use context-aware mediator like the one here depicted should become very clear indeed. (Inside baseball: let me make it absolutely clear, however, that I don’t believe anything like the semantic Web as its apologists currently understand it will ever exist.)
The second thing Mac got right is more subtle, and it’s a line about the evolution of mobile devices that I think is deeply correct. It’s that the device is of almost no importance in and of itself, that its importance to the person using it lies in the fact that it’s a convenient aperture to the open services available in the environment, locally as well as globally.
Mac happens to have interpreted this metaphor particularly literally, but there’s nothing wrong with that; it’s certainly a defensible choice. The business lesson that drops out of it, though - and of course I would think this - is that the crafting of an impeccable user experience is virtually the only differentiator left to a would-be player in this market, with clear implications for allocation of organizational effort and resources.
At any rate, I find Mac’s vision infinitely more convincing than another, far weaker near-f