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Tuesday, July 27
Just searching through my del.icio.us bookmarks, I was thrilled to rediscover Banubula, a blog that favours quality over quantity.
The front-page contains such beauties as The Battle About Money, the Latin Jungle, excerpts from The Sheltering Sky and gentle personal musings.
And I could get lost for days in the archives.
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[ no comments ]write two papers
review two papers
super-fast-like 'cuz they're already overdue
then answer email
sigh
and take solace in knowing you resisted the urge to procrastinate by writing this list in haiku
14:35 | p-link
[ 3 comments ]
InfoDesign has a profile on Fabio Sergio - lover of Italo Calvino, Achille Castiglioni, Bruno Munari and slow conversations with friends, under the Italian sun, and over espresso.
Ciao amico mio! You are missed.
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[ no comments ]Early Saturday morning, I head off to Boston for DIS (panel paper here) and then immediately afterwards to Banff for Inside/Outside: Responsive Environments and Ubiquitous Presence.
I will be spending a week or so visiting family and friends, and then returning home to take the rest of the month off. I plan to celebrate my 32nd birthday in style and get in some very-much-needed relaxation before the fall term -- and the final push to finish my dissertation -- begins.
After the conferences it will probably get a bit quiet around here, although I am really enjoying blogging at Space and Culture these days, and will likely keep that up.
10:14 | p-link
[ no comments ]Monday, July 26
The 2004 Industrial Design Excellence Award winners have been announced.
My favourite?
DEVO Underwear & Packaging
Update - Yes, this is the DEVO we're talking about. And if you haven't seen Mark Mothersbaugh's Beautiful Mutants, they are a sight to behold.
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[ 6 comments ]A lame crab walks straight.
If you deal in camels, make the doors high.
Only stretch your foot to the length of your blanket.
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[ 2 comments ]Friday, July 23
If you're feeling cranky and tired and your back hurts, then crawling into bed in the late afternoon to watch Ghost World is only made better by following it up with the graphic novel and sleeping into the evening.
Dan Clowes is a genious. And Enid is my hero.
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[ 5 comments ]Ein elektronischer musik bau spiel automat
instant city is a music building game table.
Hmm. City of Sound, anyone?
(via)
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[ no comments ]I keep trying to figure out why Situationism is the social-cultural theory of choice in so many (city-based) ubicomp projects and discussions. I guess I care because critical theories of everyday life are of particular interest to me, and I often enough see designers and technologists appropriating these perspectives in ways that, at best, lack nuance and, at worst, suggest misunderstanding.
Now I'm not trying to be difficult, but I am concerned that some people outside the social sciences and humanities are taking these critiques of everyday life out of context. What I mean is that terms like subjectivity, reflexivity, performativity, sociality, culture, collective action, ethics, practice, difference, city, urban, production, consumption - and even everyday life - come with problematic histories of their own. They are not givens and there are large bodies of literature that are being overlooked.
But I also don't mean to suggest that there isn't good work out there. For example, Rune Huvendick Jensen and Tau Ulv Lenskjold recently presented Designing for social friction: Exploring ubiquitous computing as means of cultural interventions in urban space (pdf), which is quite interesting despite a few obscurities, over-generalisations and limited perspective.
What remains most unclear in the projects and discussions that come to mind is how designers and technologists are dealing with critical theory and notions of strategic or tactical cultural intervention. Is it enough to say that a given ubiquitous computing application allows people to produce their own content or experience the city on their own terms? Who provides this technology in the first place? Who uses it? And for what? The technology itself still seems to be considered neutral, and the vision of social and cultural (inter)action is most often utopian.
I'd be most interested to hear from designers working with Situationist theory or other critiques of everyday life. What are the benefits of such approaches? What are the differences between critical design and critical technologies? What types of social and cultural critique become possible, or desirable?
10:16 | p-link
[ 4 comments ]Thursday, July 22
Getting ready for our Design for Hackability panel at DIS 2004, I was excited to hear from Jofish Kaye, who pointed at his upcoming panel at the 4S-EASST Conference in Paris:
Hackers and Tinkerers: Amateur Ways of Doing Technology
Cool. As part of the Hackers and Tinkerers session, Jofish will be presenting his research on William G. Broughton: One Radio Ham (pdf).
Fascinating stuff for anyone interested in wireless identities and practices. I also recommend taking a look at his paper Hacking: An underrepresented practice in STS (pdf), in which Jofish discusses how computer hackers, early rural automobile users and radio amateurs have opened up technological black boxes to become agents of technological change. He argues that it is precisely their irreverent attitude towards technology that challenges traditional (reverent) relationships between producers, consumers and technologies.
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[ no comments ]Science, Technology and Society
4S-EASST Conference - Public Proofs : Science, Technology and Democracy
26-28 August 2004, École des Mines, Paris
Spacing, Timing and Organizing
11:48 | p-link
[ 1 comment ]It's always interesting to see comparative cross-cultural research on mobile phone use:
The story also touches on the material or tactile aspects of mobile phones:
I'm rather curious to know how the researcher came to her conclusions on people's motivations - something that is notoriously difficult to get at - and if these interpretations are the same across the cultures studied.
10:38 | p-link
[ no comments ]Wednesday, July 21
I've always wanted to talk with this guy
If you could talk with anyone in a painting, who would it be?
14:32 | p-link
[ 8 comments ]Tuesday, July 20
Learning from history is good...
But what are the lessons here that can be applied to current concerns about camera phones, online distribution and other potential invasions of privacy?
(via)
17:11 | p-link
[ 1 comment ]Spectropolis: Mobile Media, Art and the City
NYC, October 1-3, 2004
via the Mobile Digital Commons Network mailing list
13:40 | p-link
[ no comments ]Street Talk: Urban Computing - Part IV
Although I've tended to focus on the more academic of Street Talk presentations, I thoroughly enjoyed several others.
Ken Anderson mesmerised me with his ode to Beat poetry: City, act of joy. City, act of power. City, act of energy. City, act of hope. City, desolation. City, gesture of greed. Brilliant.
Margot Jacobs presented on the Play research studio, Tejp and Sonic City - some of my dissertation case studies - and reminded me how much I like the idea of parasiting found objects in the city.
Michele Chang presented on the amazingly fun-looking Digital Street Game currently running online and on the streets of NYC. Advocating that we go beyond "heads-down computing" and working with people's desire for challenge, expression and exploration, the game requires players perform and log street stunts to hang onto turf. Good stuff.
Christina Ray presented on One Block Radius, a fabulous psychogeographic survey of the block where New York's New Museum of Contemporary Art will build a new facility in late 2004.
I'd love to see this happen on all sorts of blocks...
Cassidy Curtis spoke on the Graffiti Archeology Project, which I have blogged before because I really like graffiti, time-lapse photography and the notion of layered cities. When I was in London, I wished that someone was taking photos of the ever-changing billboards in tube stations (including the beautiful phase between adverts where past fragments battled for my attention). And speaking of billboards, Jack Napier gave a fun presentation on the advertising improvement efforts of the Billboard Liberation Front. Those guys rock.
And as if that weren't enough, I had the pleasure of hanging out with Molly and Peter at the after-party. In fact, Peter has made some interesting comments about the "new and cool thing" that is urban computing.
I, for one, have a new appreciation for Intel Research. I didn't believe a bunch of suits would think such an event would be a good idea. And it was. They did a great job. I am particularly grateful for the opportunity to meet and hang out with such brilliant people!
(As for my presentation, well, people seemed to enjoy it. I ranted about our desire to come up with solutions before we've got the questions right. And since I didn't provide any answers, I figured the least I could do for my Urban Computing workshop paper is provide a list of what I think are important concerns. Stay tuned.)
13:09 | p-link
[ 2 comments ]Street Talk: Urban Computing - Part III
Continuing my selective blogging of Intel's Street Talk event, I find myself dwelling on spatial practices.
Anthony Townsend stated that urban-tech-types don't understand cities. I tend to agree and would add that this problem is compounded by a simultaneous lack of understanding what it means to be urban. The difference between cities and being urban is subtle but important: cities comprise relatively stable places and events, whereas being urban involves relatively mobile practices (rhythms) of everyday life. And since ubicomp seeks to embed itself in everyday life, I think it's pretty important to understand what's already going on there.
Anthony Burke gave an excellent presentation on the practice of urbanism - drawing on De Certeau, Lefebvre and Superstudio, as well as The Simple Life 2: Road Trip and rather parasitic RV caravans. But I think my favourite part of his talk was the notion of urban cooling or making perfectly good leisure space into workspace through mobile computing. It's long been a pet peeve of mine that we seem to ignore that being able to work anywhere, anytime often enough means working everywhere, all-the-time. And who the hell wants to do that?!
Paul Dourish also focussed on how people experience the city, or how the city comprises more than three dimensions, including imaginary places and cartographies. And Peter Lunenfeld closed the day by reminding us that cities have always been about migration (think bridges and tunnels) and that we need to think about our personal engagements with complexity. Interested in play as production rather than consumption (back to performativity), he suggested the concept of mobile cosmopolitanism (as opposed to patriotism) - but I would have liked to hear more on Simmel's notion of cosmopolitanism, as cross-cultural interaction is intimately connected to global politics and economics.
11:10 | p-link
[ no comments ]Street Talk: Urban Computing - Part II
I've written many times on my preference for performative rather than representative perspectives on questions of culture and technology. Shifting attention away from representation and what things stand for means we can focus on what things and people actually do. Instead of being crushed by monolithic structures and institutions, or determined by biology, the focus on performativity returns agency to social actors; cultural intervention and collective action shape our worlds. Performance is political; we are responsible. Performativity also signals a return to embodied and material perspectives, resisting a world of simulacra and technological disembodiment.
So when Jane McGonigal stood up at Street Talk and advocated a set of performative tools to come to know urban space and massively-scaled urban play, I paid attention.
First of all, I should thank her for teaching me a wonderful new word. Pareidolia is the "erroneous or fanciful perception of a pattern or meaning in something that is actually ambiguous or random." Although it is generally used to refer to things like seeing the face of Jesus in tortillas, I instantly recognised it as a strategic concept in my struggles against reductionist systems thinking. I've often suspected pareidolia is at work in Christopher Alexander's and Gregory Bateson's discussions of patterns, and although it is tantamount to sacrilege in certain design circles, I see the too-often uncritical use of their work to also verge on pareidolia (a.k.a. mass delusion or wishful thinking). But I digress.
Jane brought up public pareidolia because misrecognition can be a powerful actor in urban play. Her second tool was the site-specific superhero - one who can see through predetermined structures to spontaneously generate new playful (adaptive?) structures. She also advocated the notion of a benevolent conspiracy to leverage the possibility that play is everywhere and we are a part of it. Her fourth tool was the transparent spectacle - the opposite of "dark play" - where there is no hiding or lack of clarity. And finally, she suggested the idea of desire spots, which comprise desire paths mixed with hot spots.
(I am a bit unclear on this last one, because she brought up the example of "riding" an escalator for fun rather than utility, and I got distracted by memories of Ecuadorian Natives repeatedly riding the escalators on their first trip to the city, and of people in Ottawa riding the new light rail system for pleasure, or just to see where it went.)
Anyway, I was quite taken by her desire to combine ambiguity and certainty - or, more specifically, ambiguous and certain practices as ways to explore what it means to play in urban places. It reminded me of the surprise and disappointment I felt the first time I realised that not everyone wants to participate in participatory design: it seems we often need freedom and constraints to realise our potential, even if we still want to do it ourselves.
08:23 | p-link
[ 4 comments ]Monday, July 19
Street Talk: Urban Computing - Part I
Although each presentation at Street Talk was interesting, Ben Hooker was one of the speakers who most caught my attention and imagination.
With Shona Kitchen, Ben worked on the Altavistas project - which includes Edge Town:
Edge Town reminds me of spectacular carchitecture and the more mundane Motorway House. An exploration perhaps more of non-places than of third-spaces, the project still focusses on contested space - or those spaces (and identities) that do not easily easily fit into either/or categories. Hybrid spaces. Voluptuous spaces. A non-place is an ambiguous site: the very type of space that would appear in a pattern language (like a place to wait) but that would also challenge or resist the entire premise of stable structure that underlies patterns. Very interesting.
On a related note, Ben's DATACLIMATES design practice partner is Pedro Sepúlveda Sandoval - who did an amazing PhD project for the RCA:
Digital Shelters
I really appreciate the focus on resisting surveillance by means other than sousveillance. After all, humans have always sought shelter from oppressive climates and dangerous cultures. In caves, Jews found sanctuary from the Nazis, and while fallout shelters may not have saved people from nuclear devastation, they arguably provided comfort from fear and uncertainty. It should come as no surprise, then, that we will also need safe and quiet reprieves in - and from - our digital landscapes.
20:47 | p-link
[ 4 comments ]
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