Emerging Media & Technologies lecture

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Emerging Media & Technology 2013 Dynamiek in de Stad Peter van Waart CMI | Creating 010 februari 2013

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Emerging Media & Technologies lecture, February 2013. Designing technology for understanding and changing the city.

Transcript of Emerging Media & Technologies lecture

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Emerging Media & Technology 2013

Dynamiek in de Stad

Peter van WaartCMI | Creating 010februari 2013

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Hoofddocent Communication & Multimedia DesignInstituut voor Communicatie, Media en Informatietechnologie

Onderzoeker Human Centered ICTKenniscentrum Creating 010

PhD-student, Industrieel Ontwerpen, TU Delft

Peter van Waart

[email protected] [email protected] @petervanwaart http://nl.linkedin.com/in/petervanwaart

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Hoeveel technologie (software, sensoren,netwerken, beeldschermen, data) zou er wel nietaanwezig zijn in 1 km3 van Rotterdam?

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image: http://www.photoeverywhere.co.uk

PervasiveTechnology

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Pervasive Technology-‘allesdoordringend’- niet alleen doordrongen in fysieke omgeving, maar ook doordrongen in onze leefwijze en gebruiken

Ubiquitous Computing- ‘alomtegenwoordig’- overal en altijd aanwezig- veel gebruikt voor verbindingen, netwerken

Ambient Intelligence- meestal gebruikt voor bv. huishoudelijk apparatuur

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Harrison, Sengers & Tatar (2007)

Harrison, Sengers & Tatar (2007)

F16 fighter jet cockpit(source: http://fighterjet1.blogspot.nl)

Macintosh computer interface (source: www.computerhistory.org)

The 1st paradigm, an amalgamof engineering and human factors, saw interactionas a form of man-machine coupling in ways inspired byindustrial engineering and ergonomics. The goal ofwork in this paradigm, then, is to optimize the fit betweenhumans and machines

The 2nd paradigm, in contrast, is organized around acentral metaphor of mind and computer as symmetric,coupled information processors. At the center is a set ofinformation processing phenomena or issues in computersand users such as ‘how does information get in’,‘what transformations does it undergo’, ‘how does it goout again,’ ‘how can it be communicated efficiently’ etc.

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source: janetnewenham.wordpress.com

We begin with the recognition that one of the themesthat underlies the 3rd paradigm is a focus on embodiedinteraction. Embodiment, of course, also plays a rolein the 1st and 2nd paradigms. In human factors, attentionis paid to such factors as the fit of a mouse to thehuman hand or the amenability of particular font sizesto be easily read. Cognitively based work in HCI haslaid out physical constraints that usefully inform interfacedesign such as the speed at which humans areable to react in various situations. Embodiment in the3rd paradigm is based on a different, central stancedrawing on phenomenology: that the way in which wecome to understand the world, ourselves, andinteraction derives crucially from our location in aphysical and social world as embodied actors.

… thinking is also achieved through doing things inthe world, for example expression through gestures,learning through manipulation, or thinking throughbuilding prototypes.

THE CONSTRUCTION OF MEANINGThe 1st paradigm tends to take a pragmatic approach tomeaning, ignoring it unless it causes a problem, whilethe 2nd interprets meaning in terms of informationflows. The 3rd paradigm, in contrast, sees meaning andmeaning construction as a central focus. It adopts thestance that meaning is constructed on the fly, oftencollaboratively, by people in specific contexts andsituations, and therefore that interaction itself is anessential element in meaning construction. Meaningderives from information, of course, but in this perspectivecannot be summed up by mapping informationflow; it is, instead, irreducibly connected to the viewpoints,interactions, histories, and local resources availableto those making sense of the interface and thereforeto some extent beyond the reach of formalization.

Harrison, Sengers & Tatar (2007)

Harrison, Sengers & Tatar (2007)

The 3rd paradigmOne set of issues arises out of work in ubiquitous computingwhich suggests a renewed centrality for the usecontextof computing. While context could be sidelinedto some extent in looking at the desktop interface, theappearance of computing embedded everywhere inboth work and personal life has raised the context ofcomputing to a central problem for ubicomp design.[…]A fourth set of issues arises out of the domain of nontask-oriented computing. These approaches tend tobe bad fits to the 1st and 2nd paradigms, whose methodstend to require problems to be formalized and expressedin terms of tasks, goals and efficiency - preciselywhat non-task-oriented approaches are intendedto question. It is difficult, for example, to apply usabilitystudies to ambient interfaces, since standardevaluation techniques are ‘task-focused’ in the sense ofasking users to pay attention to and evaluate the interface,precisely what the system is devised to avoid.

Last, yet another set of issues arise out of the marginalizationof emotion in classic cognitive work. A widerange of approaches to emotion, notably those ofPicard [25] and Norman [24], has been inspired bymore recent cognitive psychology, which argues thatemotion plays a central role in cognition and modelsemotion as a type of information flow.

Harrison, Sengers & Tatar (2007)

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Essentie

Naarmate pervasive technology toeneemt,wordt de impact ervan op de manierwaarop wij betekenis geven aan ons levenen onze leefomgeving groter.

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Onwikkeling van pervasive technology lijkt zich welautonoom te voltrekken. Iedereen levert een kleinebijdrage maar het totaal lijkt zich zelf te ontwikkelen.

Hoe draag jij bij aan de koers en de effecten ervan?

En vooral, hoe maak jij het betekenisvol voor mensen?

Kevin Kelly ziet deze technologische ontwikkeling zelfs als een levend organisme. Kevin Kelly, TEDxhttp://www.ted.com/talks/kevin_kelly_tells_technology_s_epic_story.html

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Kritiek op technologie in onze omgeving.

Modern Times (Charlie Chaplin, 1924)Technologie vervreemd je van de werkelijkheid. Je doet wel wat maar je weet niet watdaarvan het doel of effect is.http://www.youtube.com/v/IjarLbD9r30?fs=1&hl=en_US

Metropolis (Fritz Lang, 1929)Technologie als mythisch wezen dat ons overheerst en waarvoor je soms offersbrengt.http://www.youtube.com/watch?v=CPNaaogT8fs

Minority Report (Steven Spielberg, 2002)Technologie als commercieel tool om gepersonificeerde reclame te verspreiden.https://www.youtube.com/watch?v=7bXJ_obaiYQ

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BETEKENISVOLONTWERPEN

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Waarmee moet je rekening houdenvoor betekenisvol ontwerpen?

1. Van dingen maken naar beleving veroorzaken2. Beleving hangt af van waarden

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Pine & Gilmore (1999)

CommoditiesCoffee beans

GoodsPackaged coffee

ServicesBrewed coffee

Experiences

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Product design Product experience

ProductDienstBeleidCommunicatieHardwareInfrastructuurProtocollen…..…..

Van dingen maken …

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Product design Product experience

Experience design

ProductDienstBeleidCommunicatieHardwareInfrastructuurProtocollen…..…..

… naar beleving creëren

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Microsoft Research: Harper, Rodden, Rogers, Sellen (2008)

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why, w

hy, why...

Sleeswijk Visser et al. (2005)

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humanvalues

Inspired by P. Desmet: Model of product emotions. 2002. TU Delft.

experience

things

Waarden bepalen beleving

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How did it start?Voorbeelden: Concepten van studentenEmerging Media ‘Open Data’

Greenway: groene fietsroutes

Studeerplekken app voorBibliotheek Rotterdam

Rotterdam Onbeperkt:

toegankelijkheid voor rolstoelgebruikers

Hergebruik Gemeente-archief voor persoonlijkfamilie-album

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Education IntegrationAmbient LED Sphere

https://vimeo.com/51220031

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RUIMTEEN TIJD

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Waarmee moet je rekening houdenbij het ontwerpen voor

interactie in ruimte en over tijd

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User experience over time

Figure 1. Temporality of experience, consisting of three main forces, an increasingfamiliarity, functional dependency and emotional attachment, all responsible forshifting users’ experience across three phases: orientation, incorporation andidentification. In each phase, different product qualities are appreciated.

Karapanos. E., Zimmerman J., Forlizzi J., & Martens, J.B. Experience Over Time: An Initial Framework .CHI 2009, April 4–9, 2009, Boston, Massachusetts, USA.Copyright 2009 ACM 978-1-60558-246-7/09/04

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http://www.youtube.com/watch?v=CuSAqmtUnLs

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Dynamiekin de Stad

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Nederland van Boven (VPRO)http://nederlandvanboven.vpro.nl/afleveringen/overzicht.html

Little Big Berlin (video gemaakt met tilt-shift-techniek)https://vimeo.com/14014317

MIT Senseable City Lab (real-time patronen en ritmes in destad)http://senseable.mit.edu/

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A. Pervasive systemen en applicaties zijnuiteindelijk het meest van betekenis(meaningful) als zij versterking geven aan:

- sociaal kapitaal en collectief eigendom- gemeenschappelijke doelen en waarden- een norm van wederkerigheid

B. Ontwerp niet voor de interactie van hetogenblik, maar voor interactie over tijd: eendag, een week, een jaar, …

C. Ontwerp niet alleen voor de bekendebeeldschermen, maar maak gebruik vantechnologie in de ruimte (nabij je lichaamzoals wearables of verder weg zoalssensoren)

Carroll, J.M. & Mentis, in: Schifferstein et al., 2008

Ontwerprichtlijnen