Archive for the 'software' Category

design, promotie, cybernetics, computers, software, ant on the beach, human technology, gedrag, kennis, psychologie

Winograd & Flores

This classic book has been on my reading list for a long time. I still haven’t found the time to read it cover to cover. This morning I started reading the introduction, via Google Books (see link below). Winograd & Flores are interesting people. I was kind of dissapointed that a newer book of Terry Winograd (Bringing Design to Software) was not available, since he is closely affiliated with Google (one of his Phd students is Larry Page one of the co-founders of Google). Fernando Flores is also interesting since he was part of Salvador Allende’s government and this gives the philosophy and engineering story a nice political touch as well. But anyway, the introduction of Winograd&Flores’ groundbreaking work (in 1986!) already contains many sentences that I would like to copy directly into my thesis. Winograd has been strongly influenced by Hubert Dreyfus as well. They write in the introduction:

we came to the realization that although our formal training was in the technical fields of mathematics and computer science , many of our guiding intuitions were not compatible with the traditions in those fields. We found ourselves in much closer accord with writers … who identified their interests as biology, hermeneutics and phenomenology. One of the … attractions of this work was the understanding it provided of the larger human context in which the study of cognition has meaning.

Or read for example the elegantly simple way in which they think about the question: what is a word processor? In reading the answer I recognize many things that I discuss with students and colleagues: how a software program plays its part in a practice, and how it even changes our own basic understanding of the words we use in order to describe our own practice, up to the point that new technologies ask us to redefine questions like: what is knowledge? what is language? what is communication? Too bad today I have to finish the data processing of my experiment: I want to read more!

Popularity: 8% [?]

producten, software, tangible

Pixelsense: de nieuwe Surface

Ze weten nog steeds niet goed wat ze er mee moeten, maar ze weten wel hoe ze het moeten maken. Een nieuwe multitouchtafel, dit keer zonder dikke beamer eronder.

Popularity: 13% [?]

design, creativiteit, software, discussie, websites, html, video

“Add sketch element”

Now look at this:

There is something wrong with a program by which you can digitally create interface mock-ups that look like they were hand-drawn sketches. Then again, what precisely is wrong with it? It has something to do with the culture clash between designers and computer programmers. But I need to think a bit more about what my problem is. Meanwhile it is still a funny tool in some way.

Popularity: 21% [?]

design, promotie, producten, Noot, software, fijne sprekers, tangible

TEI11

Madeira: lovely place! TEI: nice people.

Here just some pictures. On facebook I wrote some more, I will repost it here later.img_0749.JPG

img_1945.jpgimg_1958.jpgimg_1959.jpgimg_1981.jpgimg_2037.jpgimg_2046.jpgimg_2050.jpgimg_2054.jpgimg_2058.jpgimg_2062.jpg

Popularity: 26% [?]

software, ant on the beach, tangible, kennis

Whether the function of thought follows a form

In design, putting ‘decoration’ on a product that has no other function than changing the appearance (’because it looks nice’), is often considered bad practice, or at least it is in danger of being so. Form follows function - and if it doesn’t, you better have a very good story to tell why.

In the design of digital systems, there is in principle no way that form can follow function because the functionalities simply have no form (other than bits being changed on a chip, but even that can have an innumerable amount of different forms just to create one and the same digital operation). The separation of form and function has been one of the pillars of the functionalist thesis in cognitive science: the physical implementation of a (cognitive) function can in principle have any particular form - and so the physical form is not what is important about understanding cognitive functions. For example, we can do arithmatic with pencil and paper, by hart, with a mechanical calculator, a microchip, or even with a complicated kind of mill. If we put that to the extreme, claiming that only human biological brains can be truly ‘intelligent’ is considered antropo-chauvinism: it excludes the possibility that the same ‘functions’ could be implemented in intelligent extra-terrestial Martian gass-clouds as well. (Or in human-built machines, for that matter).

Now when you design a digital photocamera the controls can in principle have any form you like, because the functions you attach to the controls are digital instead of mechanical. In old-fashioned mechanical camera’s, at least some controls reflected the mechanical operation that they controlled (zooming meant you had to change the distance of the lenses which was done right on the lense box itself, and going from one picture to the next meant you had to scroll the film over some distance, which you did with a hook attached to the scroll-wheel. The mappings between the controls and the functions were al ‘real’, executed as ‘real’ physical movements in time-space, not just digital metaphors implemented as flip-flops on a microchip. (Again, to press the point, the flip-flops in the end are of course implemented as real physical effects, i.e. changes in voltage in the microchip, but there is no fixed relation between what physically happens in the chip and the functional effect it has in the digital system. In some sense the *form* of the voltage changes contain no intrinsic meaning, it is not the *form* of the flip-flops that determines what a particular flip-flop *refers* to (what it ‘means’) - that relation is designed and arbitrary, we have fix on one particular table of relations in order to make the system actually work, but we could have designed another table of relations for creating exactly the same ‘meanings’).

Tangible interaction is interesting because it tries to return to these direct and intuitive mappings between the control (what the user does) and the function (what effect it has in the machine). But of course, since it is really all digital computing inside, tangible interaction is still in danger of being ‘just appearance’. What are the right ‘tangible mappings’ and how to decide on that? Suppose we make a hook on the right top corner of a digital camera and if you turn the hook this will ‘mean’ that you switch from a previously taken photograph to an open screen, camera ready, for taking another one? Would this be ‘good’ design? I don’t know. I guess it would be ‘too easy’, too ‘banal’ in some sense, to do that. So acknowledging that it has some intrinsic quality to return to a ‘form follows function’ kind of design doesn’t directly help you in getting it right, tangible interaction needs its own language and best practices. (Of which I have seen many wonderful examples at TU/e)

I was thinking of one other aspect that I haven’t read about a lot in discussions on tangible interaction. This is the fact that not only are the digital functions ‘without form’, also many of the ‘primary functions’ of the modern technologies we create are without form. With ‘primary functionality’ is meant the main function the product has for the user. So although there are many digital functions in a digital camera (zooming, taking the photo, storing it, changing the lighting etc..) all these technical functions serve the primary function of enabling a person to make photo’s.

However, there are many ‘activities’ that are not so easily defined as ‘making a photo’. Many activities in our daily, Western lives are ‘thinking’ activities. Say you want to design a tool that enables you to ‘be more creative’, to ‘think more precise’, to ‘get to the core of a problem’, to ’save important bits of information’, to ‘learn from experiences’, etc…

Now I am definitely not a ‘functionalist’ in the sense I defined above. Embodied cognition is basically the anti-thesis of functionalism in cognitive science: it states that the physical forms matter, in fact, the physical forms of the body (including brain activity, but also the body proper), the world, and the dynamic patterns of our body as it is acting in that world, are the fundamental grounding of cognition. What you think is *specifically* determined by, and dependent on, those forms, not ‘designed’ on the basis of some computational table of relations that ‘implements’ abstract functions in an (arbitrary) physical format. If you think a particular thought, it would not be possible to design another system, with another physical form, that ‘thinks exactly the same thought’. This also means that you and I can never ‘think the same thought’. We can agree on the meaning of a word in a language (let’s both think of a banana!) but what we actually think when we decide to think of a banana is never the same for you and me.

No I am not presenting the full argument (don’t know if I could), but just let us assume that this is the case.

Then how would you design a modern, digital technological device, that should support “thinking” in general?

Perhaps that design question is the wrong question to ask. “Thinking” is not something like “taking a photograph”. You can “think about taking a photograph”, and that would be most easy to do if you have a photo-camera in hand. But you can also think about “Sailing” and that would be more easy if you actually sit in a sailboat, and holding a photocamera would only get in the way. So it seems that, in any case in the naive sense of ‘thinking’, there is no form that connects a product to ‘thinking’ as a general function of human life, since any particular thought is supported by different, particular forms. Thinking is best supported *using* the very things that we care to think *about*.Or saying it another way: thinking doesn’t happen in the void, it is always part of a particular activity involving particular objects and structures in the real world. Thinking doesn’t exist, only ‘thinking about X while doing Y’ does. And the physical forms that are relevant here are the forms of X and Y, not some abstract ‘form of thought’.

So although embodied cognition is antithetical to functionalism, in the end, for the designer, they both have the same problem: there doesn’t seem to be any easy, reliable relation between ‘a thought’ and ‘the physical world’ that you can work with, while it is these kinds of relations (like the hook and the film-scroll-function) that you would want to have in order to guide your design.

The only way, I guess, is to create a system where the particular form of the interface is completely arbitrary - and doesn’t get in the way- and behind this arbitrary form is a flexible ‘world’ where one can create ones own personal set of ‘thinking tools’. This world might be either digital or physical, as long as the world is large and flexible enough such that everybody can create a ’sub-world’ that fits his own particular purposes.

One such ‘product’ is the world itself!

The digital world of the internet is another such world perhaps, although the interface to it definetely gets in the way and it is the question whether the internet can be seen as a full-blown world or still only as a metaphorical model of it.

Here my thoughts stop (or my world ends) … to be continued

Popularity: 20% [?]

design, software, ant on the beach, tangible, discussie

Why fiddling around with microchips and wireless sensors…

2_dore.jpg… is not just fiddling around,

…but in fact a recent species of the tools used in concept design.

Some designers are good at sketching with a pencil on paper (Sketching is a necessary part of design, like ‘writing field notes’ is for anthropologists). When interaction design started to mature (a bit, the field is about 40 years old according to some people), the paper prototype, the Wizard of Ozz trick and the ‘enacted video’ became popular, trying to capture more of the ‘look-and-feel’ of the form of the *interaction* with the product (the dynamics, i.e., seeing how what you do effects what you perceive, and so on) instead of just the physical form of the product itself.

But a paper prototype is just as much not moving as is a paper sketch. And a WoO you can do only once: your team-member can’t forever hide under the table with that laptop. And the enacted video is a video of other people interacting, so you cannot do it yourself to experience what you would experience while doing it.

High times have thus arisen for the true techies. You may come out of under your stones, where you have been hiding ever since people started shouting that design and user-studies are more important than hard-core programming. Because if you are capable of it (I’m not, but my respect is all for those who are) you might do concept design of interactive products by a new kind of sketching, using a new kind of pencil, that is, creating sketches using interactive hardware itself.

This, in fact, amounts to using a sort-of fully working prototype *as a sketch*. The prototype is therefore no longer the end product, it is part of the sketching process.

It is called: Sketching in hardware. And there’s an annual conference. See this comprehensive blogposting

So if you are a student that gets complaints by teachers (me?) that you are not *thinking* and only *fiddling around with hardware*, you can now say: I am not fiddling around at all, I am sketching in hardware. (Beware if you are not *thinking* about what you are doing at the same time, though).

Slightly off-topic: Compare this to the practices of my anthropologist friends: imagine you would be able, using great skill and the right sort of tools, to create full-blown ethnographies (that is, the books one used to be creating  *after* returing from field study) including all the theoretical linkages and deep philosophical reflections, but this time on the fly, right there in Papua New Guinney, and let these ethnographies have a function not as being the end-result, but simply as a new kind of ‘field notes’, open to further reflection?

Popularity: 23% [?]

software, muziek, video, audio

Ghostbusters op de Commodore64

Doe de jaren80-computerfreaktest: roept dit nostalgische gevoelens bij je op?

Popularity: 27% [?]

producten, software

Espresso book machine

Op radio 1 hoor ik nu een man praten over de Espresso book machine (tenminste, ik denk dat hij het daarover heeft, dat is althans wat Google maakt van de trefwoorden die ik uit zijn praatje destilleer en nu in het zoekveld invoer). Je kunt hiermee in 15 minuten een boek uitprinten, on demand. In een aantal bibliotheken en universiteiten in Amerika staan er al een paar. Dit gaat vast weer een grote verandering brengen voor boekenwinkels en bibliotheken en zo meer. Ik moet ook denken aan een praatje dat ik onlangs bijwoonde van een design-geschiedenis onderzoeker, die ons deed realiseren dat het nog niet zo lang geleden was, dat we het als pure science fiction zouden hebben gehouden om te zeggen dat iedereen een kleurenprinter op zijn eigen bureau zou hebben staan. Dat is nu realiteit, en wat vroeger voorbehouden was aan professionele drukkers kan iedereen nu zelf produceren. Die onderzoeker vertelde toen wat over 3d printers, dat zijn printers waarmee je echte fysieke objecten kan ‘uitprinten’ op basis van een digitaal plaatje er van (in een 3d tekenprogramma). Het apparaat print in laagjes kunststof en ze worden er steeds beter in. Ik heb er al eens eerder over geschreven. Nu, het was voor die onderzoeker een makkelijke stap om te voorspellen dat we in de toekomst allemaal een 3d printer op ons bureau hebben staan. Daar printen we dan een lampenkapje, een vork, een kurkentrekker, een plastic bekertje, een balpen, een sleutelhanger, een missende toets op een toetsenbord, een zeepbakje, een topje van een fles, een stopcontact mee uit. Precies wat we nodig hebben, en wanneer we het nodig hebben. Op basis van tekeningen die we van internet bij elkaar Googlen.

http://www.inct.nl/index.php?page=nieuwsartikel&id=1612

Popularity: 19% [?]

tangible, software, gadgets, waarneming, human technology, internet, psychologie

Augmented Reality

Ik ben bezig met de vraag hoe je digitale informatie weer ‘in’ de wereld kan krijgen en uit het kunstmatige (en in zekere zin niet bestaande) digitale domein. We zijn fysieke wezens met een lichaam in een ruimtelijke omgeving en digitale informatie lijkt daar vaak zo volledig los van te staan. Een van de gebieden die zich daar mee bezig houdt is tangible interaction en daar ben ik tot nu toe druk mee geweest. Maar minstens zo interessant (wellicht interessanter) is het gebied dat ‘augmented reality’ heet. Als je wilt weten wat dat is moet je dit filmpje kijken, dat ik kreeg van Fred.

Popularity: 39% [?]

donald knuth, software

Donald Knuth - The search goes on!

A ‘Donald Knuth’  update from Edward de Leau’s weblog (Read this if you have no idea what this is about or who’s Donald Knuth)

“There is a new comment on the post “Weblogger Jelle starts initiative to help Donald Knuth”.
Author: Shlomo Varsano
Comment:
Hi, My name is Shlomo Varsano and I found my name on the list of those who’s check was lost more than 20 years ago, after a brief correspondence with Professor Donald Knuth. Now you can scratch another name from the list!

Shlomo Varsano, Los Angeles” 

Isn’t that cool?! We actually found, I think it is 6 people already. This means we are now looking for the last of the lost: Du Xiao Wei. Anybody know any Wei’s?

Popularity: 77% [?]

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