Developing Visualised and Objectified Ubiquitous Computing Artefacts

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Jim Wood

Developing visualised and objectified


ubiquitous computing artefacts
through creative practice

EVA London PHD Workshop 5th July 2010

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“Developing visualised and objectified ubiquitous
computing artefacts through creative practice”
The abstract

•research in the crossover between ubiquitous computing and


design practice.

•the use of design methods in participatory and creative scenarios


to encourage conceptualization for "the internet of things"....

•part of a larger research that also includes projects about digitally


embodied objects as tools, and commons-based networks as peer
learning environments.

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5 outline points

- Background and scenario.

- Design Methods and their influences.

- Design Specification

- Prototypes

- Example creative works

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Background

- Ubiquitous computing

- Interaction Design and Tangible Media

- Engagement for everyday?

- Design of methods toolkit ‘t2t’

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The scenario

- RFID (Radio Frequency Identification) cards

- The Internet of Things

- Touchatag - a web based service

- (N.B. NFC - Nearfield communication p2p mode)

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Design Methods

Influences: Participatory Design methods

- How to think of these invisible networks?


#$%&'((!&)&#*+,--./012&+3&45-&0/045&#

‘important things in the middle’, an outlines square frame


with the label ‘everyone will sit by the window’, and

-
several radial circles were described as ‘many centres’. This
Provide a useful framework for engaging evoked discussions about how the various players
interpreted the game boards and the labels given. After
users in designing or co-designing choosing the game-board the game was played by deciding
which game pieces to include, taking turns placing the
images of users, Moment-cards, and Trace-cards on the

-
game-board and discussing the various configurations that
Johansson & Linde emerged. The game finish when the players agree on the
IDEO - Method Cards
configurations created. To learn more about the experiences

“playful collaborative exploration” with playing the Landscape Game see [7, 19, 20, 29].

- Brandt “..exploratory design games

Figure 2. The Landscape Game.


Brandt - “The Landscape Game”
Discussion
The three exploratory design games presented are all aimed
at creating future visions and they function as a framework
for how to organise events that include the people designed
for through processes, which are purposefully structured. 6
Influences: Notation

- As in computing

- UML Case diagrams /Activity diagrams

- As in Graphic communication
- A Graphic Language for RFID (Arnall et.al.)

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Design Specification

• Case study based on touchatag

• create a tool for conceptualising


thing networks

• based on touch / contactless


interactions [NFC]

• enable design methods for


‘things’ in the internet

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Prototypes

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Card
(Carrier) Process
Writer

Replace
make things
Data

Reader

Tag

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t2t Cards kit

* 1st version

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t2t
t2tCards
Cardskit
kit
**1st
2bdversion
version

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t2t Cards board

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Example projects

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Sociables - practice
“Badger” Sept-2007

“A physical artefact related to social networks” Collaboration:


Platforms: Jim Wood, Mark Wubben, Audrey, 
‣Mifare RFID reader/tags Mediamatic,
‣Perl
‣Open CI cms @ PICNIC, Amsterdam, NL. 2007
‣Adobe Illustrator
‣Printer
‣Hand Badge press

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Invisibles - practice
Tag Pet - Punch + Hole Feb/Mar 2009

“RFID Smartcard Pet Creator”


by Punch and Hole
platforms: Myah Chun, Nuno Lourinho, Jim Wood

‣USB Mifare RFID reader exhibited as part of


‣Processing software (JAVA) Takeaway Festival @ Kinetica Art Festival, London
‣Laser printer and at Maker Faire, Newcastle

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questions?

Jim Wood, Goldsmiths University of London


jim.wood@gold.ac.uk

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