Dana's work is always so delicate, inspiring and challenging. Here is her WildUrban Radio. My take on it is that you just need to turn the knob to listen to a variety of birds from your area. The radio is mapped directly to your location and you can hear the smallest species directing you closer to them whether you are going North or South ....
I have ordered one of those from her and will update on my productivity level asap.
Wednesday, March 25, 2009
Listening to birds between meetings
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Friday, September 19, 2008
Low cost wearable sensor for detecting Electromagnetic fields
My work "Electromagnetic Field Detector Bracelet" has been accepted as a video. The video will be presented at Ubicomp in Seoul South Korea during the one minute madness Monday 22nd and during the video reception 17:15 - 19:00!
Abstract of the work
We present the design of a cost-effective wearable sensor to detect and indicate the strength and other characteristics of the electric field emanating from a laptop display. Our bracelet can provide an immediate awareness of electric fields radiated from an object used frequently. Our technology thus supports awareness of ambient background emanation beyond human perception. We discuss how detection of such radiation might help to “fingerprint” devices and aid in applications that require determination of indoor location.
Come see me to talk about this work! If you cannot make it, here is the video:
A bit of motivation for this work
Today, many people fear electromagnetic fields. They believe that ambient fields can negatively influence their health. Perhaps, by visualizing the presence of common electromagnetic (EM) fields, users might feel in control of difficult-to-perceive information and transcend their fear, beginning the process of recognizing and moving beyond fear. An analogy might be found in the cheap RF power meters that are sold to enable people to gauge radiation leakage from their microwave ovens. Conversely, providing users with blind data could increase their paranoia when low-level field leakage from common appliances is visualized. Clearly, people need to be educated in how to properly interpret this data. Regardless of one’s belief on the health impact of background EM fields, visualizing the unseen in this way always leads to fascinating and playful exploration. All devices emit background signals (electrostatically, magnetically, acoustically, and optically) that are characteristic of particular devices and also sometimes indicate that device’s mode of operation. Indeed, government contracts mandate that computers and displays used in highly classified work be kept in shielded rooms (SCIFs) to thwart espionage that monitors such background leakage fields. Posted by Cati Vaucelle @ Architectradure
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Labels: bracelet, consumer, culture, DIY, electromagnetic field, EMF, fashion, Media Lab, MIT, mobile, project, technology
Friday, July 11, 2008
Film assembly using toy gestures
My full paper Picture This! Film assembly using toy gestures has been accepted as a full paper for the technical conference on ubiquitous computing: UbiComp 2008. With an acceptance rate of less than 19% for technical papers in the field, it is very encouraging!
Abstract
We present Picture This! a new input device embedded in children’s toys for video composition. It consists of a new form of interaction for children’s capturing of storytelling with physical artifacts. It functions as a video and storytelling performance system in that children craft videos with and about character toys as the system analyzes their gestures and play patterns. Children’s favorite props alternate between characters and cameramen in a film. As they play with the toys to act out a story, they conduct film assembly. We position our work as ubiquitous computing that supports children’s tangible interaction with digital materials. During user testing, we observed children ages 4 to 10 playing with Picture This!. We assess to what extent gesture interaction with objects for video editing allows children to explore visual perspectives in storytelling. A new genre of Gesture Object Interfaces as exemplified by Picture This relies on the analysis of gestures coupled with objects to represent bits.
Introduction
We connect to our world using our senses. Every one of our senses is a knowledge shopper that grounds us in our surroundings [1]: with touch, one feels the texture of life, with hearing one perceives even the subtlest murmurs of our existence, with vision one clarifies their instincts. But human senses are not only about perception. We use gesture to apprehend, comprehend and communicate. We speak to ultimately translate and exchange with others. We visualize, record, and playback events using our memory to reflect on our history and to be immersed in experience. We as children and adults are engaged in everyday pretense and symbolic play. We embed and later withdraw from the world, using imagination to project ourselves into situations [35]. Our mental constructs are necessary to reach a deeper understanding of our relationship with our environment [3]. Children are offered stories by adults and are driven into fantasy play. They use toys to externalize and elaborate their mental constructions [8]. With character toys they create interrelationships and plots, a means to expose their social knowledge: knowing about human beings and social relationships [33]. If the toy has an immediately accessible visual perspective, a new world is opened to the child. The toy brings her into exploring visual and narrative perspectives of character props, expanding the discovery of her environment.
We imagine a world in which people play, create and exchange visual narratives with ease and transparency. Motivated by the playful improvisational environment of child storytelling with toys, we have developed a new category of video editing tools progressing towards the child’s natural expression of play. In Picture This! we combine the activity of play with the video making process. Whereas play emphasizes spontaneity and improvisation, video making necessitates structure and composition. We were inspired by the theater play of Goethe’s childhood [35], investigating what technology could add to the narrative and play experience. We use technology to offer visual feedback regarding how the scene looks like from the point of view of an imaginary audience. The child storyteller enters the world of the movie maker. Cameras become part of a toy system showing how things look from a toy’s point of view. They can be integrated in Lego people, car drivers, and even coffee mugs! The video process, supported by gesture induced editing, benefits children in practicing social interrelationships and visual perspective taking.
More about the system ->here <- Posted by Cati Vaucelle @ Architectradure
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Labels: children, design, gesture object interfaces, Media Lab, MIT, mobile, personal, play, project, storytelling, technology, toy, video
Tuesday, April 29, 2008
Attachments to artifacts: Collect to connect to construct
I am thrilled! My proposal for book chapter titled Attachments to artifacts: Collect to connect to construct has been accepted! It will be part of the first Franco-English book that will tell you all you ever wanted to know about new technologies of the self, mobilities and (co-)constructions of identities.
In this book chapter, I explore the psychological trade-off between what we call virtual and tangible “attachments”: I focus on people’s attachments to things, and through things, their relations to people (virtual and digital). I address the digital object collection mechanism in relation to the way we gather artifacts in the physical world.
Edited by Fred Dervin, Senior Lecturer, Department of French Studies, University of Turku, Finland and partner in crime Yasmine Abbas, Doctor of Design, Harvard, USA, ReD Associates, Denmark. The book will be published in Autumn 2009.
More info ->here<-
SYNOPSIS extraits/excerpts, in both French and English
L’hypermobilité physique comme virtuelle qui touche les individus contemporains conduit à multiplier les récits et discours sur les rencontres avec les autres, mais aussi avec soi-même. Qu’ils soient issus de migrants, membres de diasporas, réfugiés, personnes en mobilité à court ou long-terme, résidents virtuels, internautes, etc., ces témoignages sont transmis à travers différents média et espaces personnels et publics: du simple coup de téléphone au site internet et à l’e-mail, ou à travers des autobiographies, des témoignages écrits et oraux, des articles de presse, des documentaires, etc. L’avènement de nouveaux espaces relationnels tels que ceux proposés par les Webs 2.0 et 3.0 (weblogs, podcasts, vidéocasts, Facebook, Second Life, Youtube…) offre la possibilité à la fois de faire partager ses expériences de mobilité au quotidien et de construire son soi face à/avec des millions d’interlocuteurs potentiels et ce, de manière multimodale. La présence de ces témoignages de mobilité, qui s’apparentent à des actes de confession, donne accès à des données intéressantes et inédites dans plusieurs langues et cela, de façon illimitée…
The new interpersonal spaces created by web 2.0 and 3.0 technologies seem to correspond to the technologies of the self that Michel Foucault (1988) has addressed in his lectures at the Collège de France at the beginning of the 1980s. These new technologies enable the individual’s self to emerge publicly and to be worked upon with its “disciples”: be they companions in Second Life, readers (for example on a blog) or listeners (Podcasts). With high speed Internet access and increasingly generous capacities of storage (mp3, USB keys, iPhone, portable computers…), the opportunities for staging the self have become unlimited…
MEDIA TREATED blogs, forum, Life Forms, MMS, moblogging, mondes virtuels, photo et vidéo, photos et vidéos mobiles, robots de compagnie, sites Internet, téléphones portables. | Craigslist, digital artifacts, Del.ici.ous, World of Warcrafts, Facebook, Gaming, Geolocalisation, MMORPG, retail surveillance devices, SilkRoad online, Social Networking, YouTube, WWOOF, Second Life.
THEMES Photographies en mobilité, espaces relationnels, hétérogénéité culturelle, industries culturelles, identités migratoires, identité hmong, diaspora, NOTICs (Nouveaux Objets issus des Technologies de l’Information et de la Communication), infoguerre, mouvement en danse, personnage virtuel, avatars, Autre imaginaire, voyage réel et virtuel | Attachment, backpacking, collection, collective identity, participatory culture, politics, rhythm, second self, tourism, tribalism, virtual nomadism. Attachment, backpacking, collection, collective identity, participatory culture, politics, rhythm, second self, tourism, tribalism, virtual nomadism.
I could not help but join this picture sent to us by Edith Ackermann, also selected by Yasmine Abbas, because it directly refers to the ideal of mobility and its beautiful sacrifice. Edith says:" i am in Switzerland moving out from my apartment: a sweet dump i had rented since i am a student, filled with paintings from my grand father, mom’s carpets, and leather coated books. i never had to let go of so many evocative objects at once. a bit overwhelming really, but i guess i will feel lighter once i am done. good i have my “final home” coat, a gift from my japanese friend noboyuki…. objects come, objects go! and so do people :) " Edith tells us all about it ->here<- Posted by Cati Vaucelle @ Architectradure
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Blog Jouons Blog Maison
Blog Passion
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Thursday, April 03, 2008
Body Mnemonics
Media Lab just had an Open House and my adviser offered me to present in the auditorium my latest research! I was so thrilled. I also demoed Picture This! during the Open House.
I had fascinating discussions with sponsors, very engaging, challenging and all of it relevant to our common explorations for new interactions design with current technologies. Researching on gesture interfaces, and new meaning for gesture interaction, i.e gestures that have a meaning to retrieve or interact with data, I regularly refer to Body Mnemonics project by Jussi Angesleva, who was researcher with me at the mythical Media Lab Europe in Ireland.
I realized I never blogged about this work; it is a really cool project, and pioneer in its vision.
Body mnemonics is a meta tool for portable devices that enhances their usability, shifts the interaction to the periphery of our concentration and makes them more responsive to our cultural background on the basis of three principles: proprioceptic sense, body image, and the "method of loci" mnemonic device.
Joelle Bitton (also MLE ex-fellow) showing her data storage locations!
Using inertial sensing a portable device's movements in 3D space can be tracked, analysed and referenced to the posture of the user. This enables a user to store and access information on his or her own body space. For example, online banking information could be accessed by moving the device to your back pocket. Similarly, your music archive could be located at your ear.
More on the web site !
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Blog Jouons
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Tuesday, April 01, 2008
April fool, the USB pregnancy Test
Jonah sent me this April fool! So happy first of April to you all!!! I'd love hanging tiny fishes in your back, but because we are on a blog here, I will just propose this very nice High Tech Pregnancy Test! What can the digital do with my no-tech data? Like a little fish in the water, this pregnancy test can be plug in to your ipod. Wait, no. Your iChat! so you can update your friends instantly about your status. Be careful to select the right end of the test, other than that it is pretty straightforward.
The power from your USB port starts the electrospray ionization process, creating a spectrograph of the various masses for your analysis (...) The mass spectrometry software on the device comes with several sequenced hormones, including hCG (human Chorionic Gonadotropin), hCG-H (hyperglycosylated hCG - for detection before your first missed period), and LH (luteinizing hormone - for detection of your most fertile days). We like the fact that it does all three (...) While most home tests can detect a level of 15-50 mIU/mL of hCG, the enhanced methodology of the USB Pregnancy Test Kit can detect 5-50 mIU/mL, and will show you the exact concentration via its friendly onscreen interface. In addition, the LCD display on the device itself will light up and show you the symbol of a baby, no baby, or multiples and your Estimated Delivery Date based on the concentration of hCG, hCG-H, and LH in your urine - ThinkGeek
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Blog Jouons
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Tuesday, February 12, 2008
New interaction design for mobile phones

Smartphone Battle by Bill Bagnall
Posted by Cati Vaucelle
♥ Architectradure
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Wednesday, January 30, 2008
Talking with owls using mobile phones

This project explores technologies to augment our understanding of bird populations in order to allow these populations to speak to us about their habitat. In particular, in a collaboration between the MIT Media Laboratory and Maine Audubon, the researchers use cellular technology to augment the process by which volunteers collect information for an annual owl survey in Maine.
The core methodology was developed in a regional pilot census of Connecticut's owl population demonstrating that the audio quality of cell phones is sufficient for the discovery and interaction with owls.
In Maine, they plan to deploy cell nodes for calling and recording owls, and provide an interface for the public to vicariously participate in the census from the internet. They hope to gain insight into the social networking processes of collaborative interpretation and annotation of a shared database; and knowledge representation for the bird-census domain.
The cellular-based survey may also provide insights into the hearing range of owls, duplication of vocalizing individual responses in adjacent experiment sites, the response rate of owls due to current weather or human presence, and comparison between trigger-based and naturally occurring responses in surveys.
The Owl project's web site.
This work is created by Dale Joachim, Susan Gallo , Glorianna Davenport.
Posted by Cati Vaucelle
♥ Architectradure
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Sunday, January 13, 2008
Mediated Social Serendipity: a new SMS system for taking care of your Facebook friends


Mediated Social Serendipity is a report describing mobile-phone services and applications that enable users to “stumble into” friends despite being apart physically. It develops in four concept-categories for social serendipitous mobile-phone experiences.
One of the most astonishing idea presented in the report is “Nudge”, a system that recognizes patterns of everyday life and detects if a user has not send news to a friend for a long time and acts on his/her behalf accordingly. For instance, Asa’s phone registers that she is far away from home. It gathers surrounding information and will generate a text message to a good friend of hers who she has not called in several months.
The automated message would be:
Hi! Right now I’m about 3142 kilometers south-west from where you are. Felicia, Per and I are walking along the beach in Tarifa, Spain. It’s 25°C and the sun shines. We hear seagulls and waves breaking. Speak to you soon! /Asa
As she walks down to the water to dip her toes in the ocean, her phone automatically sends a message to her friend. One can immediately sees the pros and cons of such system, but what strikes me the most is the desire to have an automatic scriptwriter who kind of takes care of forgotten friends. Imagine the friend receiving an automated SMS that is kind of saying:"I am having fun at the beach, I have not contacted you for 5 years, I really don't have time to send you any news, I don't even think about you because my phone does the job for me, have fun in your gray Paris!"
Wouldn't that be an awesome insulting SMS?! I seriously think this system has to be implemented and connected to Orkut, Facebook, MySpace or any social networks. This could be a new generation of text messaging system who takes care of all your social network pseudo friends. At the end of the day for a lot of people (but not me!) most of these contacts are not really your friends, you are not really honest with them, so you can take care of them in a semi-automated way. You don't really receive news, they are not really interesting and personal, they are just Spam version 2, the kind of spam you don't know what to do about. I am not sure what to think about it, but it is a very daring idea! This report was really exciting to read with a lot of funny, clever, and realistic visions on what mobile technology could mean within various social contexts.
Don't forget to check another way mobile technology tries the impossible in a funny way!
More information on the report that also surveys existing systems:
Formo, J. (2007). Mediated Social Serendipity. Master thesis. The Institute of Industrial Design at Oslo School of Architecture and Design.
[PDF]
Posted by Cati Vaucelle
♥ Architectradure
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Labels: culture, innovation, mobile, social networks
Monday, December 10, 2007
Video scenarios of tech-enabled behaviors
Mobility platform videos for Intel by Ideo.
Visualizing high-tech's human-centered future by Ideo.
Tapping into the growing broadband access around the world, Intel has innovated a series of chipsets and mobile platforms that enable smarter, more efficient laptops, mobile phones, and PDAs. While these offerings represent new possibilities for original equipment manufacturers (OEMs), it's not uncommon for OEMs to need an added push to invest in unproven technology. To bring to life the potential of this technology, IDEO worked with Intel to visualize what user behaviors might be enabled by the offerings. The work, which culminated in the form of three videos, points to Intel's larger shift toward human-centered technology innovation.
In looking at Intel's next-generation products, IDEO had a clear sense of the emphasis on mobility. From a design perspective, the offerings were each exciting, offering new ways for people to live and work, but lacked the cohesion of a system. To integrate the platforms, IDEO developed user scenarios that merged product, interaction, and experience as they related to such behaviors as hands-free communication, social networking, and purchasing. These user scenarios were then fully storyboarded and scripted for video production.
In depicting user behaviors through video scenarios, IDEO created a unified vision for Intel's offerings that has served to foster alignment within Intel as well as to communicate product value to OEMs and service providers.
By Architectradure
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Labels: mobile, technology, video, vision, visualization
Friday, May 18, 2007
The ultimate mobile shopping experience

I discovered Caravan the ultimate mobile shopping experience: A store on wheels in the streets of new York.
Web site
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Monday, May 07, 2007
The Viscous Display

The Viscous Display created by Lily Shirvanee and Glorianna Davenport is a transient adaptive interface for collective play in public space.
Grounded on Henri Lefevre analysis of production of space as a social phenomenon, the viscous display proposes a space with transient meanings by exhanging social information through adaptive public interfaces.
Abstract: The Viscous Display explores the exchange of social information through transient public interfaces. Shaped by principles of ‘underground public art’, the Viscous Display is conceived as a novel mobile communication medium, where messages can be shared in public spaces. Inspired by biological learning systems; the Viscous Display learns sensorial information that form along traces of a participant’s touch and maps this information onto a flexible display.
Because it is made up of inexpensive materials, the Viscous Display is also a disposable artifact that may be collected in public spaces. It combines multi-modal sensing, learning algorithms, and a pliable silicone display.
Paper
Viscous display's web site
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Labels: ambient device, emotion, interactive, material, mobile, public
Sunday, April 29, 2007
Tilt and feel
Shoogle, created by John Williamson, Roderick Murray-Smith, Stephen Hughes at the University of Glasgow, UK, is an interface for sensing data within a mobile device.
It is based around active exploration: devices are shaken, revealing the contents rattling around “inside”. Vibrotactile display and realistic impact sonification create a compelling system. Inertial sensing is used for completely eyes-free, single-handed interaction that is entirely natural.
Download the Shoogle's paper for Chi 2007
Video of Shoogle
Stephen Hughes was previously a researcher in the Palpable Machines research group with Sile O'Modhrain at Media Lab Europe. The group published key papers on vibrotactile display and mobile multi-modal interfaces.

MESH an iPaq running a simple tilt-driven maze game by the Palpable Machines group
SuiPo: the interactive poster


The interactive Poster “SuiPo” by Fuminori Tsunoda, Takayuki Matsumoto, Takeshi Nakagawa, Mariko Utsunomiya, East Japan Railway uses a combination of IC card ticket Suica and Internet accessible mobile phone where customers can get e-mail information by touching their IC card ticket on the reader located near the poster.
More on SuiPo
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Sunday, April 22, 2007
When technoloy tries the impossible

Turn off your cell phone, GSM system tracks mobile phone via the GPS-TRACK satellite network! Thanks Josh for the link!
Online software (beta)
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Labels: environment, joke, MediaLab, mobile
Wednesday, April 18, 2007
Flying video-taking pet?



Would you like a flying video-taking pet that follows you around? Here is a fun visionary video on the future of mobile technology for teenagers by Microsoft found on RoomWare
Video: Career in Computer Science - MS Research
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Labels: design, education, mobile, movie, Moving Pictures, technology, teenagers, video, vision
Friday, March 30, 2007
video-cards

Children playing with Moving Pictures
Tangible artifacts have been linked to video as a way to support collaborative exploration of a video collection. More recently, Labrune and Mackay designed the TangiCam, a tangible camera made of two cameras on a circular frame to capture both the child and the video of the child. Researchers have worked on token-based access to digital information. See also pioneer research done by Hiroshi Ishii and Brygg Ullmer.
A broad range of interactive table-tops have been designed for collaboration. From Yumiko Tanaka’s Plable, a traditional looking table under which children can build an imaginary world, to the DiamondTouch table that allows the collaboration and coordination of multiple users at the same time, designers developed a new concept for movie editing to help children understand the process of editing. In Moving Pictures, children arrange tokens on a table, guided by a GUI, in order to create and visualize the storyboard of a movie. 
Plable
The Plable web site has awesome videos both of the process and the final project.
This interesting concept started to take a more "card shape" with Mika Miyabara and Tatsuo Sugimoto, the Movie cards, a set of printed cards that can be re-arranged in any order. Their bar code is used to identify them on a digital screen. Regine Debatty gives more details about this very interesting project.
Also, TVS explores the manipulation of digital video clips using multiple handheld computers.
Movie Cards
Recently, Dave Merrill and Jeevan Kalanithi created the Siftables, a set of small displays that can be physically manipulated as a group to interact with digital information and media. I bet that these miniature video cards will lead to very interesting projects ...
Paper on the siftables.
The siftables
Philips Design developed Pogo, a system that allows replaying visual sequences using tangible objects with a stationary computer for capturing and associating media to objects. Even though these systems invite capture and editing of the movie segments, they donnot propose the publication of the final movie created and the possibility to share it with peers remotely. For this reason, Moving Pictures integrates a videojockey mode to allow children to perform a final movie as much as inviting them to revisit the movie impact.
Pogo
Allowing authorship as a design principle in most Tangible Interfaces is rare. It is probably due to the fact that it requires a very flexible interface and a software architecture that takes care of data management. This design principle can allow children to become active participants instead of simply observers. In Moving Pictures, tangible media containers can easily be integrated in mobile technology and also be combined for performance using a video jockey platform. Maybe a new version could use the potential of the siftables ;)
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Labels: children, creativity, design, design research, digital, education, HCI, inspiration, interaction-design, MediaLab, mobile, Moving Pictures, papers, project, TMG, video
Sunday, March 25, 2007
Interview in Neo-Nomad!

Yasmine Abbas challenged me on mobile-related questions for her NID serie.
The interview.
Yasmine initiated an interview serie the NID. The NID stands for Neo-nomad ID. The concept wants to push the envelop of a classical interview by providing readers clues to reflect on mobilities, and the paradoxes engendered. These NIDs are "tranches de vies", meaning "slices of lives", rather than a questionnaire listing projects. They dwell into the intimate and the everyday life of beings to understand better our relationship to mobilities and technologies. Necessarily, because the method of investigation relates more to ethnography than journalism, I felt that visuals were essential to the NID. Also, NID in French means "nest".
Wednesday, March 21, 2007
The neo-nomads made it to the BBC!

A great article on BBC news In search of the neo-nomad. So if you think you are becoming a laptop warrior or wirelress dependant, maybe you belong to this new class of persons, the Neo-Nomads. This term was invented by Dr Yasmine Abbas and illustrated by her PhD thesis.
Abbas is especially interested in how people who work on the move retain a sense of belonging to places and organisations, and at the way new technologies open up new ways of belonging to groups and even companies.
A lot can be designed for people on the move. Technology can really serve everyday needs of us, post-cyborgs ;) Yasmine and I started with the Touch Sensitive apparel conceived in the Tangible Media Group, MIT Media Laboratory and we are developping a new trend of haptic apparel to serve "digitally geared people on the move". Keep tuned!
Also I just found that the PhD thesis of Jeff Axup on Methods of Understanding and Designing For Mobile Communities was completed.
Abstract Society is increasingly on the move, mobile devices are commonly being used to coordinate group actions, and group communication features are rapidly being added to existing technologies. Despite this, little is known about how mobile groups act, or how communications technologies should be designed to augment existing behaviour. This is partially due to minimal research being done on the topic, but also to the lack of research methods available to study the topic with. Mobile groups are challenging to study because of frequent and long-duration movement, frequent distribution, and the rapidly changing environments they operate within. To address these issues, this research focuses on methodological issues surrounding the development of mobile devices for mobile groups and communities. More specifically it addresses backpackers, who are a relevant example of this type of community. The research primarily explores the convergence of computer supported cooperative work (CSCW) and the field of mobile device development. This enables the combination of emphasis on designing technologies for groups, social implications, mobile device design, and mobile settings.
Major research outcomes presented in this thesis lie in three areas: 1) methods, 2) technology designs, and 3) backpacker culture. Five studies of backpacker behaviour and requirements form the core of the research. The methods used are in-situ and exploratory, and apply both novel and existing techniques to the domain of backpackers and mobile groups.
Methods demonstrated in this research include: field trips for exploring mobile group behaviour and device usage, a social pairing exercise to explore social networks, contextual postcards to gain distributed feedback, and blog analysis which provides post-hoc diary data. Theoretical contributions include: observations on method triangulation, a taxonomy of mobility research, method templates to assist method usage, and identification of key categories leading to mobile group requirements. Design related outcomes include: 57 mobile tourism product ideas, a format for conveying product concepts, and a design for a wearable device to assist mobile researchers.
Our understanding of backpacker culture has also improved as a consequence of the research. It has also generated user requirements to aid mobile development, methods of visualising mobile groups and communities, and a listing of relevant design tensions. Additionally, the research has added to our understanding of how new technologies such as blogs, SMS and iPods are being used by backpackers and how mobile groups naturally communicate.
You can download the .pdf of the thesis.
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Labels: culture, design, design research, GSD, mobile, nomadic
Sunday, March 04, 2007
my body is a hypertext
I love this concept of Yasmine Abbas
project number . 20050816
project title . shotcode tattoo
medium . ink or washable tattoo
my identity has shrunk to my skin...
<< I link therefore I am >> says WJM
my tattoo is no more a barcode that one scans
for revealing the identity of a product
the extension of my body is a url
we exist because of the envelope, the image
which is drawn, written, or projected onto it
our skin is a state of mind, a habitat, and our identity
the last private space?
my body is a hypertext
Also available for 5$, washable bar code tatoos - Via needled
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