[iDC] Towards designerly agency in a ubicomp world
Rob van Kranenburg
kranenbu at xs4all.nl
Mon Jul 3 15:32:24 EDT 2006
>
Hi Trebor,
I take the liberty to post my text
Towards Designerly Agency in a Ubicomp World, In: Tales of the
Disappearing Computer, Kameas A., Streitz, N. (eds), CTI Press, 2003,
pp. 119-127.
Greetings from tropical Ghent (heatwave! and loving every minute of it)
Towards designerly agency in a ubicomp world
Rob van Kranenburg
Antwerp Performance Theatricality/ Education Dep, Ghent University/
Resonance Design /
Lucas Munichstraat 13 , 9000 Gent, Belgium
Abstract:
In A future world of supersenses, Martin Rantzer of Ericsson
Foresight claims: "Newcommunication senses will be needed in the
future to enable people to absorb the enormous mass of information
with which they are confronted." According to him the user interfaces
we use today to transmit information to our brains threaten to create
a real bottleneck for new broadband services. The bottleneck is thus
our embodied brain, not our capacity to boost cable or wireless
connectivity. The design challenge in implementing digital
connecitivity in an analogue environment lies in creating a working
concept of corporal literacy that will inform a design for all the
senses. In a ubiquitous computing environment the new intelligence is
extelligence, "knowledge and tools that are outside people's
heads" (Stewart and Cohen, 1997) In such an environment the user
needs textual, visual and corporal literacy, that is an awareness of
extelligence and a working knowledge of all the senses. How can we
create educational scenarios that allow for these multi-literacies to
be recognized, facilitated, documented, and shaped into working
methodologies for designers?
Keywords: Design Education Multi-literacies Performance Ubicomp
applications, Radio Frequency Tags Extelligence
Introduction
When Captain Cook sailed into an Australian shore for the first time,
on April 22 1770 the Aborigines who sat fishing in their boats, did
not look up. The Haitians and Maori had responded immediately. Only
until Cook lowered a small boat did the Aborigines react. Cook’s ship
the Endeavour was too unlike a boat, too big to be seen as a ship.
The Aborigines thought it was an island, and when you see an island
you do not have to look up. It will pass.
We find ourselves today in a similar situation. Our Endeauvour is the
merging of digital and analogue connectivity as described by Mark
Weiser and Eberhardt’s and Gershenfeld’s announcement in Febuary 1999
that the Radio Frequency Tag had dropped under the pennycost. For
most common users the ubicomp revolution will be too fundamental to
be perceived as such. Some professional users believe in smooth
transitions, as Tesco's UK IT director Colin Cobain, who says that
RFID tags will be used on 'lots of products' within five years - and
perhaps sooner for higher value goods; 'RFID will help us understand
more about our products, he claims.[i] Some professionals believe
“that what we call ubiquitous computing will gradually emerge as the
dominant mode of computer access over the next twenty years. Like
the personal computer, ubiquitous computing will enable nothing
fundamentally new, but by making everything faster and easier to do,
with less strain and mental gymnastics, it will transform what is
apparently possible.”[ii] Intriguingly it is Mark Weiser himself who
claims that “ubiquitous computing will enable nothing fundamentally
new”. In this Weiser will be proven wrong: ubiquitous computing will
enable something fundamentally new, and the main question is : to
what extent does it have designerly agency? In places where
computational processes have disappeared into the background, into
everyday objects - both the real and the subject become contested in
concrete daily situations and activities. The environment becomes the
interface. What is the role and place of design in these information
spaces that are mediated with computational processes that generate
not data (linked to other data) – the kind of communicative process
that we are familiar with - but information (linked to other
information)? The main challenge in design education lies in
confronting this move from interaction as a key term to resonance.
That refers most aptly to the way we relate to things, people, ideas
in a connected environment. Interaction presupposes an ideal setting,
agency and response. But mediation (the core business of interaction)
is no longer a relationship. It has become the default position.
Architecture again as the core of design education
The ultimate aim of all creativity is the building! And the italics
are original to Walter Gropius Manifesto of the Bahaus (April 1919):
“Let us together desire, conceive and create the new building of the
future, which will combine everything – architecture and sculpture
and painting – in a single form….” Building will become once again
the core unit of design. For something has fundamentally changed; the
very nature of information itself, no longer analogue, no longer
digital, and not hybrid neither: buildings, cars and people can now
be defined as information spaces. Anthony Townsend, from Taub Urban
Research Center, has been asked by the South Korean government to
“turn an undeveloped parcel of land on the outskirts of Seoul into a
city whose raison d'etre will be to produce and consume products and
services based on new digital technologies. “ The main challenge lies
in the realization that “half of designing a city is going to be
information spaces that accompany it because lots of people will use
this to navigate around.” Waiting rooms, he claims, become
something of an anachronism because no one really waits anymore.
Townsend claims that telecommunications in a city in 2012 is going to
be a lot more complex: “The most interesting thing about it will be
that you won't be able to see it all at once because all these data
structures, computational devices, digital networks and cyberspaces
that are built upon those components will be invisible unless you
have the password or unless you are a member of the group that is
permitted to see them”.[iii] In such an environment, - a truly magic
one - people themselves become information spaces.
Building, cars and people become information spaces
In an attempt to achieve a harmony between a town center and a
distribution network, officials of the Wal-Mart Corporation announced
in March 2003 the opening of Walton Township, guaranteeing its
residents a literally bottomless supply of consumer goods, for a flat
all-in monthly fee. According to Valerie Femble-Grieg, who designed
it, the key to Walton is “a literal superimposition of municipal and
retail channels." In an effort to control 'leakage,' the export of
flat-fee goods outside the Township by community subscribers, Wal-
Mart plans to institute a pervasive inventory control system
consisting of miniature radio-frequency tags broadcasting unique
product and batch ID numbers.”[iv] The tree major U.S. car
manufacturers plan to install rfd tags in “ every tire sold in the
nation”. The tags can be read on vehicles going as fast as 160
kilometers per hour from a distance of 4.5 meters.[v] In January
2003, Gillette began attaching rfd tags to 500 million of its Mach 3
Turbo razors. Smart shelves at Wal-Mart stores “will record the
removal of razors by shoppers, thereby alerting stock clerks whenever
shelves need to be refilled—and effectively transforming Gillette
customers into walking radio beacons.”[vi] London Underground will in
all probality have about 10.000 CCTV’s by 2004 (it now has 5000).
The systems architecture - MIPSA , Modular Intelligent Pedestrian
Surveillance Architecture - is programmed with scenarios – “such as
unattended objects, too much congestion, or people loitering - and
when it detects one of those, it alerts the operator through a series
of flashing lights and messages.”
“To determine what is suspect, the system memorizes the features of
an image that are constant, and then subtracts those to figure out
what is happening. It looks at patterns of motion and their
intensity. Things that are stationary for too long in a busy
environment raise alarms..”[vii]
When computational processes disappear, the environment becomes the
interface. In such an environment - where the computer has
disappeared as visible technology - and human beings have become
designable and designerly information spaces - design decisions
inevitably become process decisions. Are our current designers
equipped to deal with these fundamental issues and dilemma’s, where
what used to be media ethics has now become building ethics itself?
In the November 2002 Proposal for a School of Design at the
University of California, Irvine it is recognized that design
education has to confront a fundamentally changed situation of
design: “To be effective, designers can no longer focus simply on the
narrow domains of specific applications. They must increasingly reach
deeper and more broadly into the foundations of design, and they must
understand more about the cultural contexts in which their designs
are created and used. They are now called upon not only to produce
new products but also to manage the processes by which the products
are produced. They must also understand more about the ways products
are used and the people who use them, about how to involve users in a
design process, and about how to evaluate designs based upon
usage.”[viii] Design decisions have become process decisions.
Design education means confronting multiple literacies: textual,
visual, and corporal
“As thousands of ordinary people buy monitoring devices and services,
the unplanned result will be an immense, overlapping grid of
surveillance systems, created unintentionally by the same ad-hocracy
that caused the Internet to explode. Meanwhile, the computer networks
on which monitoring data are stored and manipulated continue to grow
faster, cheaper, smarter, and able to store information in greater
volume for longer times. Ubiquitous digital surveillance will marry
widespread computational power—with startling results.”[ix]
Every new set of techniques brings forth its own literacy: The
Aristotelian protests against introducing pencil writing, may seem
rather incredible now, at the time it meant nothing less than a
radical change in the structures of power distribution. Overnight, a
system of thought and set of grammar; an oral literacy dependant on a
functionality of internal information visualization techniques and
recall, was made redundant because the techniques could be
externalised. Throughout Western civilization the history of memory
externalisation runs parallel with the experienced disappearance of
its artificial, man made, character. An accidental disappearance,
however much intrinsic to our experience, that up till now has not
been deliberate. This then is the fundamental change and challenge
that we are facing in ubicomp; the deliberate attempt of a technology
to disappear as technology.
Rethinking skills, literacies and research
The main question from a design educational point of view concerns
the kind of skills and kind of literacies that a designer needs to
function. And these turn out to be those that are most foreign to an
educational practice today, as this new situation needs designers
that can assess emergent literacies, unforeseen uses, unintended use,
and resonance – not interaction – as the key producer of causalities.
For such a designer the default position is one of uncertainty, of
being able to cope with a continuous delaying of the act of closure,
of an ‘end’.
In the new 754i BMW sedan the iDrive, also known as the miracle knob
“is designed, through a computerized console, to replace more than
200 that control everything from the position of seats to aspects of
the navigation of the car itself to climate, communications and
entertainment systems.” In May 2002 15,000 7-series were recalled.
"BMW tried to do too many things at once with this car, and they
underestimated the software problem," says Conley, ex-CEO of EPRO
Corp." Only two-thirds of hardware has been unleashed by software.
There are so many predecessors and dependencies within software that
it's like spaghetti-ware. It's not that easy to get all these little
components to plug and play." [x]
Bemoaning the loss of old skills is probably not the most productive
way to critique the new technologies. The greater need is to
recognize that, precisely *because* of the labor-saving capabilities
of our high-tech tools, the art of mastery demands greater skills and
more arduous discipline than ever before.[xi]
Rethinking research
The editors of the first volume of Visual Communication, claim that:
“at the same time as the study of language and communication has
become more openly oriented towards practical problems, the practice
of designing visual communications has become more openly allied to
research.”[xii] The working notion of research, however in current
academies is deeply infested with a sterile theory-practice dichotomy
that functioned in a mechanistic worldview, but is hardly productive
in a ubicomp world. We face the challenge of rethinking research as a
performative practice based on creating applications for societal
benefit. There are very few ubicomp applications at the moment that
do not focus on control or surveillance issues. That there is a great
need for applications that empower users in dealing with uncertain
situations is witnessed by the fact that Pervasive Computing
published my work-in-progress in the Jan-March 2003 issue.
UBICOMP TO PROVIDE FEEDBACK FOR PEOPLE WITH OBSESSIVE-COMPULSIVE
DISORDER
Rob van Kranenburg • Resonance Design
Roger was a successful vice president of a bank, unremarkable in
every respect, except one. Before starting a task, he had to pull his
socks up and down five times. Exactly five. Roger (not his real name)
had obsessive-compulsive disorder. Like a skipping record, OCD
patients repeat an act or repeatedly think about a phrase, number, or
concept. "Most of us are able to switch things off," says Hopkins
professor of psychiatry Rudolf Hoehn-Saric. "In obsessive-compulsive
disorder, the person can't." (M. Hendricks, "The Man Who Couldn't
Stop Adjusting His Socks," Johns Hopkins Magazine, June 1995;
www.jhu.edu/~jhumag/695web/socks.html)
In the US and Netherlands, one in 50 adults currently has OCD, and
twice as many have had it at some point in their lives. OCD is a
medical brain disorder that causes problems in information
processing, creating a loop in the feedback procedure so that people
miss the "ka-chung" that closes a car door or the click that shuts
down the television. According to the Obsessive-Compulsive Foundation,
Worries, doubts, and superstitious beliefs all are common in everyday
life. However, when they become so excessive, such as hours of hand
washing, or make no sense at all, such as driving around and around
the block to check that an accident didn't occur, then a diagnosis of
OCD is made. In OCD, it is as though the brain gets stuck on a
particular thought or urge and just can't let go. People with OCD
often say the symptoms feel like a case of mental hiccups that won't
go away. OCD is a medical brain disorder that causes problems in
information processing. It is not your fault or the result of a
"weak" or unstable personality. (The Obsessive-Compulsive Foundation,
www.ocfoundation.org/ocf1010a.htm)
How could ubicomp be instrumental here? Phase 1 is researching if
ubicomp applications can assess if a person has a tendency for audio,
visual, tactile, or other kinds of feedback that would signal the
task scenario's closure. In Phase 2, we would have to access, for
example, if visual feedback on clothing or another appliance could
break the chain of repetition for a person who functions on visual
feedback but is dealing with an apparatus that does not provide such
feedback. Working closely with psychiatrists and OCD patients, in
Phase 3 we could test whether such ubiquitous computing applications
could break the loop of repetition, assuming that it is the kind of
feedback that is responsible for the taskloop's nonclosure.
A group of researchers performed experiments and concluded that "the
OCD group performed significantly worse than controls in the temporal
ordering task despite showing normal recognition memory. Patients
were also impaired in ‘feeling-of-doing' judgments, suggesting they
have a lack of self-awareness of their performance" (M.A. Jurado et
al., "Obsessive-Compulsive Disorder (OCD): Patients are Impaired in
Remembering Temporal Order and in Judging Their Own Performance," J.
Clinical and Experimental Neuropsychology, vol. 24, no. 3, 2002, pp.
261–269).
Based on these findings, research into ubicomp applications could
focus on temporal markers and serendipitous feedback scripting into
various scenarios to raise self-awareness.
The three phases just discussed are being developed within the
framework of contemporary performance and theatrical practice. There
we find an actualization of (and ways of dealing with) the bottleneck
scenarios that information experts envision.
In the framework of theatrical practice we can create authentic
educational scenarios that allow the research of multi-literacies to
be shaped into working methodologies on information overload (here on
‘feedback’) for designers. The educational design challenge in
implementing digital connectivity in an analogue environment lies in
creating a working concept of corporal literacy that will inform a
design for all the senses. There is more information available at our
fingertips during a walk in the woods, says Mark Weiser, than in any
computer system, “yet people find a walk among trees relaxing and
computers frustrating. Machines that fit the human environment,
instead of forcing humans to enter theirs, will make using a computer
as refreshing as taking a walk in the woods.”[xiii]
Vision
One of the most intriguing aspects of Bauhaus is that the most
successful unit, – the unit coming ‘closest to Bauhaus intentions’,
as Gropius stated, the pottery workshop – was located 25 kilometers
from Weimar, in Dornburg. It was hard to reach by train, and hard to
reach by car. The workshop master Max Krehan owned the workshop, so
there was a business interest from the start. The relationship with
Marcks , the Master of Form, was not contaminated with formalized
roundtable discussions, but was a productive twoway (abstract-
concrete) interrelationship.
“More important still, in terms of what Gropius hoped for the entire
Bauhaus, was the way in which the pottery workshop operated in close
co-operation with the local community in which it found itself. It
made pots for the community and the town of Dornburg leased the
workshop a plot of land which the students used for vegetables and on
which, it was hoped, they would build.”[xiv]
So what can we learn from this? That we must not aim to define, alter
or transform practices, processes, places or people. The aim should
be to define a vision. A vision that should be able to inspire and
empower designers in their concrete experience of agency in this
seemingly undesignerly new world, towards a humanistic and optimistic
positive attitude in the role, function and leadership of the
designer in his and her capability to make sense, to work within an
uncertain framework of unforeseen consequences, unintended uses, and
procedural breakdown.
Three basic ideas underlie this vision: a concept of life and living
as slow becoming, as in Eugène Minkowsky’s idea that the essence of
life is not “ a feeling of being, of existence, but a feeling of
participation in a flowing onward, necessarily expressed in terms of
time, and secondarily expressed in terms of space.”[xv], a concept of
slow money, to focus on the design process and sustainability of
design products, and a working concept of our notion of control, as
slow resonance.
References
[i] Ranger, Steve. Shops reveal plans to replace barcodes. Vnut,
04-09-2002. http://www.vnunet.com/News/1134796
[ii] Weiser, Mark "The Computer for the Twenty-First Century,"
Scientific American, pp. 94-10, September 1991
[iii] Junnarkar, Sandeep. Designing the century's first digital city.
CNET News.com, September 18, 2002, 12:00 PM PT http://news.com.com/
2008-1082-958461.html
[iv] Futurefeedforward" fff at futurefeedforward.com Date: Sun Mar 23,
2003, By Bruce Sterling
[v] Farmer, Dan and Mann, Charles C. Surveillance Nation, Technology
Review, April 2003
[vi] Farmer, Dan and Mann, Charles C. Surveillance Nation, Technology
Review, April 2003
[vii] Campbell, Kim. Stand still too long and you'll be watched New
imaging software alerts surveillance-camera operators to suspect
situations by monitoring patterns of motion .Christian Science
Monitor http://www.csmonitor.com/2002/1107/p17s01-stct.htm
[viii] University of California, Irvine. Proposal for a School of
Design at the University of California, Irvine November 2002, http://
www.evc.uci.edu/growth/design/SoD-proposal.pdf
[ix] Farmer, Dan and Mann, Charles C. Surveillance Nation,
Technology Review, April 2003
[x] Gage, Debbie. Consumer Products: When Software Bugs Bite, January
16, 2003 http://www.baselinemag.com/print_article/0,3668,a=35839,00.asp>
[xi] Talbott, Steve. Subject: NetFuture #141 Issue #141. A
Publication of The Nature Institute, January 28, 2003.
[xii] Editorial, Visual Communication, volume 1, number 1, February
2OO2 ISSN 1470-3572
[xiii] Weiser, Mark "The Computer for the Twenty-First Century,"
Scientific American, pp. 94-10, September 1991
[xiv] Whitford, Frank, Bauhaus, Thames & Hudson, 1984, p. 73-4
[xv] Bachelard, Gaston. The Poetics of Space. Foreword by Etienne
Gilson, Beacon, 1969, p. xii in the Introduction.
> What opportunities and dilemmas does a world of networked objects
> and spaces
> pose for architecture, art, and computing? How might this evolving
> relation
> between people and "things" alter the way we occupy, navigate, and
> inhabit the
> built environment?
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