I&IC Workshop #3 with Algopop at ECAL: output > “Botcaves” / Networked Data Objects

Note: the post I&IC Workshop #3 with Algopop at ECAL, brief: “Botcaves” presents the objectives and brief for this workshop.

 

The third workshop we ran in the frame of I&IC with our guest researcher Matthew Plummer-Fernandez (Goldsmiths University) and the 2nd & 3rd year students (Ba) in Media & Interaction Design (ECAL) ended last Friday with interesting results. The workshop focused on small situated computing technologies that could collect, aggregate and/or “manipulate” data in automated ways (bots) and which would certainly need to heavily rely on cloud technologies due to their low storage and computing capacities. So to say “networked data objects” that will soon become very common, thanks to cheap new small computing devices (i.e. Raspberry Pis for diy applications) or sensors (i.e. Arduino, etc.) The title of the workshop was “Botcave”, which objective was explained by Matthew in a previous post.

 

Botcaves – a workshop with Matthew Plummer-Fernandez at ECAL on Vimeo.

 

The choice of this context of work was defined accordingly to our overall research objective, even though we knew that it wouldn’t address directly the “cloud computing” apparatus — something we learned to be a difficult approach during the second workshop –, but that it would nonetheless question its interfaces and the way we experience the whole service. Especially the evolution of this apparatus through new types of everyday interactions and data generation.

 

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Matthew Plummer-Fernandez (#Algopop) during the final presentation at the end of the research workshop.

 

Through this workshop, Matthew and the students definitely raised the following points and questions (details about the projects are below):

Small situated technologies that will soon spread everywhere will become heavy users of cloud based computing and data storage, as they have low storage and computing capacities. While they might just use and manipulate existing data (like some of the workshop projects — i.e. #Good vs. #Evil or Moody Printer) they will altogether and mainly also contribute to produce extra large additional quantities of them (i.e. Robinson Miner). Yet, the amount of meaningful data to be “pushed” and “treated” in the cloud remains a big question mark, as there will be (too) huge amounts of such data –Lucien will probably post something later about this subject: “fog computing“–, this might end up with the need for interdisciplinary teams to rethink cloud architectures.

Stored data are becoming “alive” or significant only when “manipulated”. It can be done by “analog users” of course, but in general it is now rather operated by rules and algorithms of different sorts (in the frame of this workshop: automated bots). Are these rules “situated” as well and possibly context aware (context intelligent) –i.e. Robinson Miner? Or are they somehow more abstract and located anywhere in the cloud? Both?

These “Networked Data Objects” (and soon “Network Data Everything”) will contribute to “babelize” users interactions and interfaces in all directions, paving the way for new types of combinations and experiences (creolization processes) — i.e. The Beast, The Like Hotline, Simon Coins, The Wifi Cracker could be considered as starting phases of such processes–.  Cloud interfaces and computing will then become everyday “things” and when at “house”, new domestic objects with which we’ll have totally different interactions (this last point must still be discussed though as domesticity might not exist anymore according to Space Caviar).

 

Moody Printer – (Alexia Léchot, Benjamin Botros)

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Moody Printer remains a basic conceptual proposal at this stage, where a hacked printer, connected to a Raspberry Pi that stays hidden (it would be located inside the printer), has access to weather information. Similarly to human beings, its “mood” can be affected by such inputs following some basic rules (good – bad, hot – cold, sunny – cloudy -rainy, etc.) The automated process then search for Google images according to its defined “mood” (direct link between “mood”, weather conditions and exhaustive list of words) and then autonomously start to print them.

A different kind of printer combined with weather monitoring.

 

The Beast – (Nicolas Nahornyj)

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Top: Nicolas Nahornyj is presenting his project to the assembly. Bottom: the laptop and “the beast”.

The Beast is a device that asks to be fed with money at random times… It is your new laptop companion. To calm it down for a while, you must insert a coin in the slot provided for that purpose. If you don’t comply, not only will it continue to ask for money in a more frequent basis, but it will also randomly pick up an image that lie around on your hard drive, post it on a popular social network (i.e. Facebook, Pinterest, etc.) and then erase this image on your local disk. Slowly, The Beast will remove all images from your hard drive and post them online…

A different kind of slot machine combined with private files stealing.

 

Robinson – (Anne-Sophie Bazard, Jonas Lacôte, Pierre-Xavier Puissant)

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Top: Pierre-Xavier Puissant is looking at the autonomous “minecrafting” of his bot. Bottom: the proposed bot container that take on the idea of cubic construction. It could be placed in your garden, in one of your room, then in your fridge, etc.

Robinson automates the procedural construction of MineCraft environments. To do so, the bot uses local weather information that is monitored by a weather sensor located inside the cubic box, attached to a Raspberry Pi located within the box as well. This sensor is looking for changes in temperature, humidity, etc. that then serve to change the building blocks and rules of constructions inside MineCraft (put your cube inside your fridge and it will start to build icy blocks, put it in a wet environment and it will construct with grass, etc.)

A different kind of thermometer combined with a construction game.

Note: Matthew Plummer-Fernandez also produced two (auto)MineCraft bots during the week of workshop. The first one is building environment according to fluctuations in the course of different market indexes while the second one is trying to build “shapes” to escape this first envirnment. These two bots are downloadable from the Github repository that was realized during the workshop.

 

#Good vs. #Evil – (Maxime Castelli)

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Top: a transformed car racing game. Bottom: a race is going on between two Twitter hashtags, materialized by two cars.

#Good vs. #Evil is a quite straightforward project. It is also a hack of an existing two racing cars game. Yet in this case, the bot is counting iterations of two hashtags on Twitter: #Good and #Evil. At each new iteration of one or the other word, the device gives an electric input to its associated car. The result is a slow and perpetual race car between “good” and “evil” through their online hashtags iterations.

A different kind of data visualization combined with racing cars.

 

The “Like” Hotline – (Mylène Dreyer, Caroline Buttet, Guillaume Cerdeira)

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Top: Caroline Buttet and Mylène Dreyer are explaining their project. The screen of the laptop, which is a Facebook account is beamed on the left outer part of the image. Bottom: Caroline Buttet is using a hacked phone to “like” pages.

The “Like” Hotline is proposing to hack a regular phone and install a hotline bot on it. Connected to its online Facebook account that follows a few personalities and the posts they are making, the bot ask questions to the interlocutor which can then be answered by using the keypad on the phone. After navigating through a few choices, the bot hotline help you like a post on the social network.

A different kind of hotline combined with a social network.

 

Simoncoin – (Romain Cazier)

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Top: Romain Cazier introducing its “coin” project. Bottom: the device combines an old “Simon” memory game with the production of digital coins.

Simoncoin was unfortunately not functional at the end of the week of workshop but was thought out in force details that would be too long to explain in this short presentation. Yet the main idea was to use the game logic of the famous Simon says to generate coins. In a parallel approach to the one of the Bitcoins that are harder and harder to mill, Simoncoins are also more and more difficult to generate due to the inner game logic: each time a level is achieved by a user on the physical installation, a coin is generated and made available to him in the cloud (so as a tweet that says a coin has been generated). The main difference being that it is not the power of the machine that matters, but its user’s ability.

Another different kind of money combined with a game.

 

The Wifi Oracle - (Bastien Girshig, Martin Hertig)

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Top: Bastien Girshig and Martin Hertig (left of Matthew Plummer-Fernandez) presenting. Middle and Bottom: the wifi password cracker slowly diplays the letters of the wifi password.

The Wifi Oracle is an object that you can independently leave in a space. It furtively looks a little bit like a clock, but it won’t display time. Instead, it will look for available wifi networks in the area and start try to crack their protected password (Bastien and Martin found online a ready made process for that). Installed on the Raspberry Pi inside the Oracle,  the bot will test all possible combinations and it will take the necessary time do do so. Once the device will have found the working password, it will use its round display to display it within the space it has been left in. Letter by letter and in a slow manner as well.

A different kind of cookoo clock combined with a password cracker.

 

Acknowledgments:

Lots of thanks to Matthew Plummer-Fernandez for its involvement and great workshop direction; Lucien Langton for its involvment, technical digging into Raspberry Pis, pictures and documentation; Nicolas Nova and Charles Chalas (from HEAD) so as Christophe Guignard, Christian Babski and Alain Bellet for taking part or helping during the final presentation. A special thanks to the students from ECAL involved in the project and the energy they’ve put into it: Anne-Sophie Bazard, Benjamin Botros, Maxime Castelli, Romain Cazier, Guillaume Cerdeira, Mylène Dreyer, Bastien Girshig, Martin Hertig, Jonas Lacôte, Alexia Léchot, Nicolas Nahornyj, Pierre-Xavier Puissant.

 

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From left to right: Bastien Girshig, Martin Hertig (The Wifi Cracker project), Nicolas Nova, Matthew Plummer-Fernandez (#Algopop), a “mystery girl”, Christian Babski (in the background), Patrick Keller, Sebastian Vargas, Pierre Xavier-Puissant (Robinson Miner), Alain Bellet and Lucien Langton (taking the pictures…) during the final presentation on Friday.

I&IC Workshop #2 with James Auger at HEAD: output > “Cloudified” Scenarios

Note: the post I&IC Workshop #2 with James Auger at HEAD, brief: “Cloudy” presents the objectives and brief for this workshop.

 

After last week’s workshop at HEAD – Genève, we learnt that addressing Cloud Computing from a design perspective requires to take a detour. Instead of looking at data centers and cloud computing directly, we asked students to choose a domain of everyday life (religion, cooking, communication, etc.) and work on how this technology may influence it, the kinds of practices that may emerge and what kind of implications would surface. The projects reflect this diversity and we also push the student to adopt both a critical and speculative angle. Such requirements mean that the output of the workshop largely consists in a set of short scenarios/usage strategies exemplified by sketches and pictures. Each of them provides a subtle perspective on cloud computing by showing that the limits and the opportunities of these technologies are entangled.

 

Cloudified Scenarios – a workshop with James Auger at HEAD – Genève on Vimeo.

 

Two posts have been added later as follow-ups to this one that propose an update to the direct results of the workshop:

- http://www.iiclouds.org/20141112/iic-workshop-2-at-head-design-implications/

- http://www.iiclouds.org/20141112/iic-workshop-2-at-head-ui-proposals/

 

I&IC Workshop #2 with James Auger at HEAD, brief: “Cloudy”

At HEAD – Genève today, we started the first workshop of the research project with James Auger (from Auger-Loizeau design studio and the Royal College of Arts in London). We’re going to spend this week with the first year students of the Media Design MA exploring cloud computing, personal cloud systems, objects and user interfaces.

In order to address this, the workshop started with a background description of the project’s purposes, the evolution of computers and network infrastructures, as well as an introduction to the current state of design objects and architectures related to cloud Computing: NAS systems, servers combined with heater, speculative projects related to such technologies. From this broad list of material we wondered about the lack of artefacts that go beyond purely functionalists goals. Cloud computing systems, especially in the context of people’s context is generally a commodity… hence a need for design interventions to re-open this black box.

Following Eames’ quote “A plan for arranging elements to accomplish a particular purpose” (as a definition of design), we asked students to start with a basic activity: to create a map of “elements” related to cloud computing. They had to choose a domain of everyday life (cooking, communication, etc.), begin by compiling “their” elements (material scale, cultural, historical, list people’s motivations, objects used to achieve it, situations, behaviors, etc.), sub-themes.

From this we discussed this ecology of elements and what aspects or user contexts they could focus on. Interestingly, students chose very broad topics: religion, communication, cooking, art performances, animal-computer relationships or music-making.   Based on this map, we then asked students to explore the role of cloud computing into these elements by looking at these questions:

  • How elements of the diagram might work with the cloud? How the cloud may influence each of these elements/the relationships between two of these elements?
  • How relationships between the elements on these maps may evolve with cloud computing?
  • What are the new situations/problems that may arise with the cloud? Implications?
  • What kind of objects will be linked to the cloud? Why? (From products to the role of the product and situations that arise)

The (many) answers to these questions led the groups to highlighting design opportunities to be discussed tomorrow.

I&IC workshop #1 at HEAD: interview guide

By Tuesday, October 7, 2014 Tags: 0044, Behavior, Ethnography, HEAD, Sociology, Users Permalink 0

In order to conduct our field study, we defined the following interview guide. It will basically address the 3 main themes below and we expect the discussion to last approximately an hour.

1. Usage of Cloud Computing

  • Who are you? How do you use Cloud Computing applications (in your personal and professional activities)?
  • What kinds of platforms? What reasons lead you to this choice? Did you test them before? Frequency of use? What benefits and drawbacks?
  • Is this usage of the Cloud is standard among your peers/community of practice? How?
  • Can you think of other practices? Peculiar approaches/ways to use Cloud Computing services?
  • What are your biggest frustrations (or surprises)? In what context? Can you tell us the last time you had a major problem (or surprise)?
  • Do you use Cloud Computing services with your friends/colleagues? Does it change the way you use it?

I&IC workshop #1 at HEAD: output > Diagrams of uses

Note: the post “Soilless”, an ethnographic research presents the objectives for this workshop.

 

A first step in our field research approach consisted in investigating various on-line forums in which people comment/complain/discuss cloud computing services (Dropbox, Google Drive, etc.). These boards are fascinating places to observe users’ practices, and the range of topics discussed is quite broad. We quickly discovered that it could enable us to build two typologies about the main usage of cloud computing services, and the motivation of users.

We basically built a corpus of messages that we categorized and represented visually with the following diagrams. They shed some light on cloud computing main use cases, namely the practices the cloud help people undertake. We intend to use them in the upcoming workshops as a stimulus/framing/inspiration for designers.

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Stockholm 1982: The Hot Line

In September 1982, the youths of Stockholm had discovered a specific way to meet each other: they used a bug in the routing of the city’s phone cabins to communicate through group calls, for free. This story is relevant as an ethnographical example of the influence of communication technologies on the behaviour of social groups, specifically through their misuse.

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Via Magnus Eriksson

HEAD / MD

 

HEAD / Media Design

Prof. Nicolas Nova

Co-Head of the I&IC design research.

Nicolas Nova is Professor at the Geneva University of Arts and Design (HEAD – Geneva) and founder of the Near Future Laboratory, a design studio based in Europe and California. His work is about identifying weak signals as well as exploring people’s needs, motivations and contexts to map new design opportunities and chart potential futures.

Nicolas has given talks and exhibited his work on the intersections of design, technology and the near-future possibilities for new social-technical interaction rituals in venues such SXSW, AAS, O’Reilly Emerging Technology Conference and the design week in Milano, the Institute for the Future, the MIT Medialab.

He holds a Phd in Human-Computer Interaction from the Swiss Institute of Technology (EPFL, Switzerland) and was previously a visiting researcher at the Art Center College of Design (Pasadena, CA). He is also curatot for Lift Conference, a series of international events about digital culture and innovation.

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Contact: nicolas[dot]nova[at]hesge[dot]ch