ALL ART BURNS

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

Tuesday, January 6, 2009

mTID Fall 08 Wrap-up

[I’m still building the web pages for the Official Documentation part of my Fall project that will include images, schematics, code, etc. I will post a link when that site is up. ]

For awhile now, I’ve been interested in physical and electronic security and the relationship they have with personal privacy. A large part of my day job for the past 8 years has involved privacy and computer security and I’ve been involved in some sort of security or hacking efforts since the 8-bit days. There are interesting areas of overlap where tradeoffs are made between security and privacy, and as I study design in a formal setting, I’m beginning to see the tradeoffs that will be made with design. While I’ve always been a proponent of security not getting in the way of usability, I didn’t worry too much about what “usability” actually meant and as a hacker, I was basically happy with with something that worked and was efficient.

In design school I’m learning design-thinking, which I’m discovering is similar to hacker-thinking (more on that in a future post). An interesting difference I’ve discovered is that as a hacker, I’m happy if it works. As a designer, I’m not happy until I’m no longer able to improve things. There’s a big leap between “it works well enough” and “it works and I can’t make it any better”, looking back at past hacking projects I can see now how much further I could have gone.

I’m also learning how to better communicate my ideas to people before I go off and act upon them. Hacking has always been about doing something, design is very much thinking about doing something and communicating the idea to people who do things. I want to do both. I want to show someone 20 variations on an idea using sketches, get useful feedback, then go off and do/make something to implement the idea.

For the Fall semester of mTID, I wanted to explore interaction design as it relates to learning about one’s physical and electronic surroundings. I didn’t want to go the AR route and wander around holding a mobile in front of my face or staring down into a tricorder; I wanted some sort of physical or tactile output device that feeds me information as an interrupt based on external triggers. Specifically, something that would let me know that I needed to be paying attention or that I should focus my attention in a specific direction but that was not always on at some idle setting or feeding me information that I have to parse as “negative/off”.

After looking at research in the field of haptic/tactile outputs, I also decided to take on the constraint of COTS technology, preferably open source hardware and software. I want other people to be able to replicate my work using free/cheap hardware and software instead of having to buy expensive mil-spec hardware or developing their own technology. There are teams of people with budgets doing some really interesting things, but I’m one person working in a self-funded studio.

Based loosely on what others have done, I ended up making a few waist-belts and arm-bands using Lilypad Vibe Boards driven by Arduino microcontrollers. The bands and belts are adjustable and can handle between 1 and 16 Vibe Boards. After getting all that up and running, I hooked it to a HM55B compass and did some basic navigation experiments and added a command-line interface to make it easy to manipulate individual Vibe Boards from outside the Arduino.

The thing that surprised me the most was the difference between what was reported in the literature and my personal experiences when it comes to using vibrators on a belt or band. Belts are a bit of a pain and have to be significantly readjusted and calibrated based on different individuals and the clothes they are wearing. For people who aren’t skinny, there are also issues with some of the vibe boards not making contact across the small of the back and for people who wear their pants at the wrong height it can often end up being a “torso band”. However, I was able to get some good practical experience with perceptual issues and concepts like the difficulty of supporting “just noticeable difference” between different wearers.

Due to the number of problems with the belt being used between different people, I started focusing on a band worn on the upper arm. My hope was that it would be easier to adjust and reconfigure, and that turned out to be the case. The arm-band also confirmed a problem that I’d first noticed during work developing the belt: vibrators are great for active feedback during a focused task or a high-priority alert but not so good for low-level alerts or the occasional nudge.

During debugging I noticed that I often startled myself by having a buzzer in my hand or resting on my skin go off, even when I was trying to figure out why it wasn’t powering up. Invariably, I’d drop the buzzer or flinch, even though I was expecting it to do something. (See also the classic “joy buzzer” prank.) My intuition is that we respond to surprise buzzing in a negative manner because of bees and other buzzing insects that can hurt us and that this is why almost every signal I’ve generated has seemed so negative if it happened unexpectedly.

However, having something seem like a surprise or creating a feeling of being startled is almost the exact opposite of what I’m trying to accomplish. My goal is to generate feedback at a less-critical level to alert a person of some information of interest, possibly including an abstract concept. I’m interested more in how to physically relate the sentence, “Hey, maybe you want to look in this direction for something suspicious that might also be hidden” and not the short imperative, “RUN! IT’S A LION!”

So now I’m looking at psych and HCI research again and considering combining vibrations with other tactile feedback. Perhaps a small solenoid that gets the wearer’s attention by “tapping them on the shoulder” then providing more information via the vibrators, or perhaps I can figure out a way to ramp up the vibrations slowly enough that someone isn’t startled.

As frustrating as this semester has been in terms of slow progress, setbacks, and dead-end tangents, I still feel like I’m learning a huge amount in a very short time. Once summer is here, I’m looking forward to some reflection time to sort out what I’ve really learned and how I can use it in the future.

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posted by jet at 17:22  

Monday, December 22, 2008

hardware sketching

I’m really liking the metaphor of hardware sketching. A few years ago, I’d have called this sort of thing a “prototype”, but given how quickly and easily it was built, it really is a hardware sketch. (Shame they didn’t use Processing instead of Flash, but oh well..)

A “time machine” radio that allows you tune into a year instead of a radio frequency.

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posted by jet at 10:24  

Monday, October 27, 2008

Papanek on industrial design

School is consuming my life, so I’m making notes for future posts to my design journal.   Expect winter break to be a cavalcade of posts on WHY I AM SO AMAZINGLY BRILLIANT…

Today I was talking to a undergrad who is disillusioned with what he’s studying in industrial design studio.  While we were talking, I was reminded of something Papanek wrote that helped me figure out What I Want to do With My Life.

_Design for the Real World_, a book that got Papanek kicked out of the IDSA, really made me wake up and think about what it is I am doing and why.  The revised edition of _Design for the Real World_ is much better than the original, but the first paragraph stays the same:

There are professions more harmful than industrial design, but only a very few of them. And possibly only one profession is phonier. Advertising design, in persuading people to buy things they don’t need, with money they don’t have, in order to impress others who don’t care, is probably the phoniest field in existence today. Industrial design, by concocting the tawdry idiocies hawked by advertisers, comes a close second. Never before in history have grown men sat down and seriously designed electric hairbrushes, rhinestone-covered shoe horns, and mink carpeting for bathrooms, and then drawn up elaborate plans to make and sell these gadgets to millions of people. Before (in the “good old days”), if a person liked killing people, he had to become a general, purchase a coal mine, or else study nuclear physics. Today, industrial design has put murder on a mass-production basis. By designing criminally unsafe automobiles that kill or maim nearly one million people around the world each year, by creating whole new species of permanent garbage to clutter up the landscape, and by choosing materials and processes that pollute the air we breath, designers have become a dangerous breed. And the skills needed in these activities are carefully taught to young people.

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posted by jet at 21:58  

Monday, October 20, 2008

RISD plays leapfrog

When I started off on this whole design reedumacation process a few years ago, RISD was one of the schools I immediately crossed off my list. My perception of RISD was that is was that it was a pure design and art school, almost happy to be a technophobic institution wrapped up in pre-21st century ways and a steadfast supporter of the (arguably correct) tenet that technology is not a part of the design process. I’m honestly in awe of people who can study form for extended periods of time, but that’s not who I am. (I do plan on hiring those people for balance, should I ever start a firm.) I’m interested in the symbiotic relation we have with technology and how that interacts with the design process, and that’s not the sort of thing that RISD is known for, much less being technically advanced in general. They were, the best I could tell, very much in the previous century in all sorts of ways.

Except that now, RISD is leapfrogging.

For those of you too lazy to go read wikipedia, “leapfrogging” is when you go from being way behind everyone else to being way ahead by skipping everything between “behind” and “ahead”. As an example, instead of ~30 years of desktop PCs and crappy software in schools, kids around the world are going directly from chalk and slate to OLPCs and mobile phones .

RISD is going to do the same thing.

Why?

RISD has Maeda.

There’s a 19th century-like hall of wonders called the “Nature Lab” at RISD, where students can look at something like 80,000 specimens from around the world. Which is a really useful thing to have when you need to study the physical structure of some random animal — why look at a book when you can look at an actual skeleton or taxidermy? Problem being, you need good light to study an object, and the Nature Lab is in a building, not outdoors in, well, nature.

Thanks to Maeda, the Nature Lab has artificial daylight and color adjusting lamps from Zumtobel.

That’s rethinking the education process in action. RISD doesn’t need a fancy computerized database with 3D holographs of everything, they just needed some state-of-the-art lighting in their historic building.

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posted by jet at 09:11  

Monday, September 22, 2008

Finding Inspiration in other Media

My current distraction is mashups and remixes. I have no desire to make these, but seeing other people be creative often gets me out of whatever stuck state I happen to be in.

The problem is that most (ok, almost all) mashups suck or are at best novelties. You might listen to them once and think, ‘how clever, they made something using “16 Tons” and “Material Girl”’, but you’ll never voluntarily listen to it again or wander around singing it in your head. Simply finding two songs in a similar key/tempo and blending them does not guarantee it’s actually good music.

However, there are a few artists that take songs that sound good, mash them all together, and make a better song than any of the originals. “Gosh, if only this song had a better bridge and this one had a better drumline, hey, I know…” Better still are the artists that don’t stop at two songs, the ones that take three songs, mash them up, and filter/mix them so it sounds like it’s one big band. And then there are the really good ones that make videos to go along with their remix/mashups.

I recently discovered this collective in Japan that works under the name “Orcrec” that does almost everything perfectly. They have a blog filled with work , but it’s on the other side of the pond and the connection is iffy. Lucky for us there’s the Youtube.

First, there’s their Starry Sky YEAH! Remix, which is based on three other songs:

But you put them together properly and “holy fuck this is a great song!” Note that they also mixed three videos together as well and also filtered the audio tracks for better transitions.

The second amazing Orcrec track, Gamegirl Master, is based on Underworld’s “Rez/Cowgirl”, Fatboy Slim’s “Renegade Master (Wildchild)”, and Perfume’s “Game”.

I happen to like two of these songs to begin with, and while Orcrec didn’t put as much effort into the mixing as they did with “Starry Sky YEAH!”, they made an all new video for the mix using footage from TRON. Even without the snazzy new video, the mashup they made is still better than the sum of the parts and arguably better than two of the three songs. (Rez/Cowgirl is arguably one of the best 10 electro songs of all time.)

The thing is, you can waste all day on youtube looking at stuff like this. At least %90 of it is crap made by kids who didn’t change the music, they just made a new video (aka AMV) for one of their favorite songs using stuff from anime and movies or video of themselves dancing and lipsyncing. But if you’re lucky, you’ll stumble along someone with the skills of Orcrec and rethink what the limits of your medium are.

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posted by jet at 08:36  
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