ALL ART BURNS

It does, you know. You just have to get it hot enough.

Thursday, September 4, 2008

RISD/Maeda/Future redux

The Wall Street Journal has a nice article on Maeda and the future of RISD.

“Everyone asks me, ‘Are you bringing technology to RISD?’ I tell them, no, I’m bringing RISD to technology.”

I wonder how many design schools could benefit from that way of thinking.

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posted by jet at 20:39  

Friday, August 29, 2008

My New Life in the Off-World Colonies!

Today finishes my first week in the newly formed Master of Tangible Interaction Design program at Carnegie Mellon. It’s a really interesting concept for a degree — take technologists and designers and teach them the other’s trade in the classroom, then have them spend lots of time in studio implementing what they’re learning in those classes. This isn’t a revolutionary new idea but a variation on something being done at a number of schools.

My background is in technology so almost all the classes I’m taking are design oriented: Document Design and Basic Interaction Design this semester; color theory and another design class next semester. On top of those classes, I’ll spend most of my waking hours in studio trying to implement what I’m learning in the design classes. (Thus the reason I took a leave from work: there’s just no way I could hold down a job and do this much school.)

To be honest, I wish it were a two-year program. I’d love to spend a year in design classes then follow that with another year just working on studio/thesis. Before coming to mTID, however, I did complete the first year of the undergraduate Design program at CMU. Similar to other design schools, the first year is an intensive studio focused on 2d and 3d design fundamentals that doesn’t worry about the line between industrial design and communication design. Many students come in convinced they want to do one but switch to the other by the end of the first year. Me, I realized that I wanted to study design in some way that included ID, CD, interaction design and computation. Along came mTID so here I am.

I couldn’t have gotten here on my own, so…

Thanks to the Carnegie Mellon faculty who taught me how to draw more than stick figures, how to think about form and typography from a new point of view, and that design is bigger than posters and toasters.

Thanks also to the Design Class of 2010. First year studio was insanely great and you all helped me learn something about what I want out of design and what design wants from me.

Most importantly, thanks to Drue and all of our friends who have supported (and tolerated :-) me through the messy process that got me here.

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posted by jet at 13:23  

Monday, August 4, 2008

Risk, opportunity, and major life changes

Carnegie Mellon is launching a new graduate program, a Masters in Tangible Interaction Design. I’ve been offered a slot in the first cohort starting this fall, and I’ve accepted.

This is a huge opportunity, and I’m taking a huge leap of faith and signing on. This is also going to be a major change in my life — I’m not just cramming 2-3 classes into my spare waking hours after I get done with work, this is a full-on commitment to focus on nothing but school for two semesters. I’m taking an unpaid leave from work and will have effectively no income for almost a year (and paying for COBRA for health insurance).. I’ve been putting money back for this most of the year and filing for student loans, but I’m still going to be living very cheaply for the next year or so.

However, this is a huge, huge opportunity and I’d be an idiot to pass it up. A year to focus on embedded computing, interaction design and bleeding-edge fabrication and rapid-prototyping is probably the wet dream of more than one geek out there.

I’ve always been a believer in the advice found in the opening of the Butthole Surfers, “Sweat Loaf”:

“A funny thing about regret is that it’s better to regret something you have done than than to regret something you haven’t done.”

But Dr. Randy Pausch’s commencement speech at CMU is when it really hit me:

“It is not the things in do in life that we regret on our deathbed, it is the things we do not.”

It’s not a matter of, “wow, how can I take such a huge risk?”. It’s a matter of “wow, how could I not take advantage of such a huge opportunity.”

Stay tuned for the blow-by-blow, classes start in a few weeks.

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posted by jet at 14:37  

Tuesday, July 29, 2008

xref: Physical Computing’s Greatest Hits (and misses)

Been busy, but time for a quick xref: Tom Igoe has a really nice write-up of common projects in physical computing classes. More importantly, he explains why all these (often) obvious projects are still worth doing in class and why students shouldn’t feel like they’re just duplicating someone else’s efforts.

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posted by jet at 11:05  

Saturday, July 19, 2008

Review: Vehicles, Experiments in Synthetic Psychology

A few days ago I finished Valentino Braitenberg‘s Vehicles, Experiments in Synthetic Psychology and I have been letting it gel while trying to figure out how to write about it. Vehicles is a short book written in plain English without a lot of fancy technical talk and yet I feel like someone’s taken my brain and run it through a thing that makes brains different. Braitenberg leads the reader through a series of thought experiments creating vehicles using only sensors, connectors, motors, and a few other basic items. Starting with simple vehicles that can drive around a table top, each short chapter adds a concept or idea to make the vehicles more complex and capable of more sophisticated actions. It’s not long before the imaginary vehicles have the complexity and capability of humans and I found myself going back to re-read chapters thinking I’d missed something. Even before I finished, I was already looking at my cat differently: ‘Is she experiencing a correlation match or causality match with past events? Does she have any comprehension that my head and my hands are connected and related or are they all just correlations?”

This morning I was watching video of some flocking behavior and it it hit me that this is a perfect example of what Braitenberg is talking about in Vehicles when he describes “the law of uphill analysis and downhill invention”. A key reason for using thought experiments is that as outside observers, we are often unable to comprehend why something exhibits a specific behavior and are unable to build or define a structure that would exhibit a specific behavior. On the other hand, we are able to build simple things and understand their behavior because they are things we have created. His suggestion is that rather than spend lots of time and energy trying to analyze behavior from a top-down perspective, try building things from the bottom up and see if we can replicate the sort of behavior we’re trying to understand.

As a software type interested in kinetics and robotics, “top-down vs. bottom-up” is a very familiar argument. Every time I work on a distributed computing problem in CS, I (and my cohort) default to a top-down, control-the-flock algorithm that makes each element of the group do its thing. When I got into MIMD programming on supercomputers, I would solve problems by having different nodes exchange data needed to make decisions, but it was still “Thing A decides what to do after taking orders from or talking to thing B”.

I’m pretty certain birds aren’t having little chats about where they are headed next, and they’re probably not psychic, nor do they otherwise communicate with one another across space and time. My assumption (not being a biologist or psychiatrist) has always been that the “separation, alignment and cohesion” argument explains things; as a software type, it’s something I find easy to implement. How birds can see/think/react so quickly to small objects at a distance is beyond me, but again, I’m not a biologist.

Looking at things from Braitenberg’s perspective, what if it’s a much simpler solution? Perhaps the birds aren’t going through an observe/calculate/act cycle and are instead merely responding to the cues of their neighbors using learned behavior memorized (or evolved) during their lifetime. Pattern A results in Action A, Pattern B results in Action B, etc. If there’s an error — hey, that’s not pattern A — then a quick decision is made to either continue with Action A, go back to the previous action, or react in a new way to try and solve the problem.

I don’t know if that’s the right answer, but I’m starting to think about making some Arduino-based flocking robots for a little tabletop exercise. Even as a thought exercise that I never get around to building, it’s an interesting question. Can individual bots learn to flock based on keeping distance from things next to them and learning a set of patterns to repeat based on the movement of their direct neighbors?

If the flocking of birds, the action of ants and bees in colonies can be explained or modeled using this bottom up behavior (I suspect it can), how would we humans benefit by implementing similar, bottom-up mechanisms?

For example, why does Amazon need to collect all sorts of data about me (in an identifiable, non-anonymous database) just so I can get “other people who like what you like” style suggestions? Why do we need a centralized last.fm server to track all our listening histories — why not share it with people physically near me as I wander around town or post updates to my “Universal Friends List”?

On a more abstract level, instead of Master Control Programs sucking in data and spewing it back out, why can’t our MP3 players and book viewers and phones and laptops exchange information with nearby peers, constantly updating and exchanging anonymous lists of data, analyzing it, and reporting back to us?

Using the insect world as a parallel, what if all of our electronic devices behaved more like bees in a colony, each doing simple things with nearby (physically or electronically) devices leading towards a greater benefit for all? Do we really need our technology to be set up in a virtual army, taking orders from other systems in a hierarchy run by governments and international corporations?

Vehicles is an easy book to read and a hard book to describe. It really is one of those, “trust me, read it” books that you force on your friends until they read it just to get you to shut the hell up. Which, to me, is one of the best things you can say about a book.

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posted by jet at 10:55  
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