Tag: ubicomp


Video of 'Social Interaction Design for Augmented Reality' from TWAB 2010

July 2nd, 2010 — 1:34am

The good peo­ple at Chi Nether­lands just posted video of my talk “Play­ing Well With Oth­ers: Inter­ac­tion Design and Social Design for Aug­mented Real­ity” at the Web and Beyond 2010 here in Ams­ter­dam in June.  It’s couched as a col­lec­tion of design prin­ci­ples for the oncom­ing cat­e­gory of social aug­mented inter­ac­tions made pos­si­ble by the new medium of aug­mented real­ity.  But this talk is also a call to action for all mak­ers of expe­ri­ences for the emerg­ing engage­ment space of every­ware to focus on the human and the humane per­spec­tives as we explore the new inter­ac­tions made possible.

The out­line of the talk is roughly:

  1. Overview of aug­mented reality
  2. Social inter­ac­tion per­spec­tive on cur­rent AR experiences
  3. Def­i­n­i­tion of ‘social aug­mented experiences’
  4. Com­mon inter­ac­tion design pat­terns for AR
  5. Social ‘anti-patterns’ lim­it­ing design of aug­mented experiences
  6. Design prin­ci­ples for social aug­mented experiences

(The audio qual­ity is quite good, and the cam­era­man cap­tured most of the slides nicely — so this is a record­ing worth watching.)

This year’s TWAB fea­tured sev­eral talks on aug­mented real­ity, ubiq­ui­tous com­put­ing and related top­ics; you’ll find record­ings of these on the Chi Ned­er­land Vimeo chan­nel: http://vimeo.com/chinederland

Many thanks to the orga­niz­ers and vol­un­teers for putting on such a well-run event!

TWAB2010: Joe Laman­tia — Play­ing well with oth­ers: inter­ac­tion design and social design for aug­mented real­ity from Chi Ned­er­land on Vimeo.

1 comment » | Augmented Reality, Everyware, User Experience (UX)

Social Interaction Design for Augmented Reality at the Web and Beyond

June 3rd, 2010 — 9:05am

Thanks to all who came to the Muziekge­bouw on a lovely early sum­mer day to talk about the emerg­ing engage­ment space of social aug­mented expe­ri­ences for the third edi­tion of The Web And Beyond con­fer­ence in Amsterdam.

For ref­er­ence, here’s the ses­sion descrip­tion from the offi­cial program:

Aug­mented real­ity blends the real world and the Inter­net in real time, mak­ing many new kinds of prox­im­ity, con­text, and loca­tion based expe­ri­ences pos­si­ble for indi­vid­u­als and groups. Despite these many pos­si­bil­i­ties, we know from his­tory that the long term value and impact of aug­mented real­ity for most peo­ple will depend on how well these expe­ri­ences inte­grate with ordi­nary social set­tings, and sup­port every­day inter­ac­tions. Yet the inter­ac­tion pat­terns and behav­ior we see in cur­rent AR expe­ri­ences seem almost ‘anti-social’ by design. This is an impor­tant gap that design must close in order to cre­ate suc­cess­ful AR offer­ings. In other words, much like chil­dren going to school for the first time, AR must to learn to ‘play well with oth­ers’ to be valu­able and suc­cess­ful. This pre­sen­ta­tion reviews the inter­ac­tion design pat­terns com­mon to aug­mented real­ity, sug­gests tools to help under­stand and improve the ’social matu­rity’ of AR prod­ucts and appli­ca­tions, and shares design prin­ci­ples for cre­at­ing gen­uinely social aug­mented expe­ri­ences that inte­grate well with human social set­tings and interactions.

Comment » | Augmented Reality, User Experience (UX)

Where 2.0 Panel Presentation "The Next Wave of AR: Social Augmented Experiences"

April 2nd, 2010 — 7:22am

I’ve posted my slides for the Where 2.0 panel “The Next Wave of AR: Social Aug­mented Expe­ri­ences” orga­nized by Tish Shute. After a review of the cur­rent state of aug­mented real­ity expe­ri­ences in terms of the social inter­ac­tions sup­ported (using the met­ric of ‘social matu­rity’), it shares 9 prin­ci­ples for cre­at­ing social AR expe­ri­ences that peo­ple will enjoy and value.

Spe­cial points to those who spot the embed­ded April Fool’s joke…

Design Prin­ci­ples for Social Aug­mented Expe­ri­ences: Next Wave of AR Panel | Where 2.0

Comment » | Augmented Reality, Everyware, User Experience (UX)

Radio Johnny Holland Interview On Augmented Reality Is Live

March 8th, 2010 — 9:31am

Radio Johnny (brought to you by the good peo­ple of Johnny Hol­land mag­a­zine) just pub­lished an inter­view Jeff Parks recorded with me shortly before the New Year, dis­cussing aug­mented real­ity, why it’s of inter­est for Expe­ri­ence Design, and some of the areas of likely devel­op­ment we’ll see in AR in the near future.

You can down­load the pod­cast, check out the show notes, and sub­scribe to the full Radio Johnny feed here: http://johnnyholland.org/2010/03/08/radio-johnny-joe-lamantia-on-augmented-reality/

Hubris alert: I admit to hav­ing grandiose schemes to influ­ence the evo­lu­tion of an emerg­ing medium, by con­sis­tently hec­tor­ing the world on the impor­tance of tools for sim­ple con­tent creation…

Comment » | Augmented Reality, Everyware

What's the Next Wave of Augmented Reality? (Panel at Where 2.0)

February 10th, 2010 — 3:14am

2009 was a big year for aug­mented real­ity, and there are many pre­dic­tions that 2010 will be even big­ger; with accom­plish­ments com­ing in the form of new tech­nolo­gies, devices, busi­ness mod­els, and ways of hav­ing fun.  But even as we go about build­ing this emerg­ing medium, we’re still rely­ing largely on old-media style cen­tral­ized under­stand­ings of the pro­duc­tion mod­els, form, and con­tent of the aug­mented world.  What hap­pens when we grasp the new social and inter­ac­tion pos­si­bil­i­ties of aug­mented reality?

I’m part of a panel titled The Next Wave of AR: Explor­ing Social Aug­mented Expe­ri­ences that’s address­ing this ques­tion at the Where 2.0 con­fer­ence in San Jose in late March / early April.  We’ve got a good group of speak­ers that includes Tish Shute (Ugo­trade), whur­ley * (whur­leyvi­sion llc),Jeremy Hight (Mis­sion Col­lege, CA), and Thomas Wro­bel (Lost Again).  Our goal is to look ahead at how aug­mented real­ity will soon evolve to include — or be based on! — mean­ing­ful social inter­ac­tions and dynam­ics at small and large group scales.

In the spirit of co-created social aug­mented expe­ri­ences, we’re ask­ing for audi­ence con­tri­bu­tions: in the form of sim­ple sce­nar­ios that describe the future of social AR.  What will it feel like? Who will you inter­act with?  How will these expe­ri­ences change every­day life?

Panel Sum­mary (full descrip­tion on the Where 2.0 site)

This panel will dis­cuss shared aug­mented real­i­ties, con­sid­er­ing some of the essen­tial pos­si­bil­i­ties and chal­lenges inher­ent in this new class of social aug­mented expe­ri­ences. The for­mat is pre­sen­ta­tion of a small set of sce­nar­ios (defined in advance, with audi­ence input) describ­ing likely future forms of shared aug­mented real­i­ties at dif­fer­ing scales of social engage­ment for dis­cus­sion by a panel of lead­ing prac­ti­tion­ers in tech­nol­ogy, expe­ri­ence design, net­worked urban­ism, inter­face design, game design, and aug­mented reality.

Cur­rent aug­mented real­ity expe­ri­ences put who you are, where you are, what you are doing, and what is around you at cen­ter stage. But we can already look beyond the first stage of inter­ac­tions assum­ing a sin­gle user see­ing sim­ple arrows and tags indi­cat­ing POIs, and begin to explore shared (multiuser/multisource) aug­mented real­i­ties.
These social aug­mented expe­ri­ences will allow not only mashups, & mul­ti­source data flows, but dynamic over­lays (not lim­ited to 3d), cre­ated by dis­trib­uted groups of users, linked to location/place/time, and syn­di­cated to peo­ple who wish to engage with the expe­ri­ence by view­ing and co-creating ele­ments for their own goals and benefit.

Share your sce­nar­ios for the Next Wave of AR in the com­ments or else­where (tag nextwaveAR socialAR), and come to Where 2.0 and see the panel!

1 comment » | Augmented Reality, Everyware, Social Media

"Designing Post-humanity" Live at UXmatters (Blogged by Bruce Sterling)

May 25th, 2009 — 5:11am

What hap­pens when *every­thing* is des­ignable? When the bound­aries between human­ity, tech­nol­ogy, and the larger envi­ron­ment dis­ap­pear? Design­ing Post-humanity: Every­ware In the Far Future, the lat­est install­ment of my col­umn on user expe­ri­ence and ubiq­ui­tous com­put­ing in UXmat­ters, takes a look at these ques­tions. Post-humans, ubi­comp, and sci­ence fic­tion may seem like strange ter­ri­tory for user expe­ri­ence pro­fes­sion­als, but by con­sid­er­ing these kinds of futures today, we make many impor­tant deci­sions about who we will [all!] be tomorrow.

**Update: Bruce Ster­ling just posted about it in his Beyond the Beyond blog at Wired. Thanks for notic­ing, Bruce!

Comment » | Everyware

New Ubicomp Podcast & Everyware Column

April 25th, 2009 — 12:53am

Two quick updates on things hap­pen­ing other places.

First, the lat­est install­ment of Every­ware: Design­ing the Ubiq­ui­tous Expe­ri­ence (my col­umn for UXmat­ters) was pub­lished back in March. It explores the world of Ver­nor Vinge’s story Syn­thetic Serendip­ity from the expe­ri­ence design per­spec­tive. Vinge is justly reknowned as an SF author, but what makes Syn­thetic Serendip­ity worth read­ing closely is the dense col­lec­tion of ideas it shares: aug­mented real­ity, wear­able com­put­ing sys­tems, a network-based co-creation econ­omy open to all par­tic­i­pa­tion by peo­ple of all ages, the games vs. real­ity inver­sion, gen­er­a­tional dif­fer­ences in adap­ta­tion to tech­no­log­i­cal change, etc.

Mostly, I like Syn­thetic Serendip­ity as an entry point into the ubiq­ui­tous com­put­ing space because it presents a pic­ture of the future from the view­point of an ordi­nary kid, who has ordi­nary con­cerns; go to school, play video games, stay out of trou­ble with friends.

In the com­pan­ion piece in draft now, I look much fur­ther ahead, explor­ing sce­nar­ios that con­sider what hap­pens when the bound­aries sep­a­rat­ing humans from the envi­ron­ment blur and dis­solve, and human­ity itself becomes an object of design.

Sec­ond, and related, Jeff Parks just posted the pod­cast of a group dis­cus­sion on ubiq­ui­tous com­put­ing that he orga­nized at the IA Sum­mit in Mem­phis. You’ll hear me along with Jeff, Steve Baty, Will Evans, Matthew Milan, John Tir­mandi, Joe Sokohl, Todd Zaki War­fel as we share exam­ples, ideas, and ques­tions about the inter­sec­tion of user expe­ri­ence and ubiq­ui­tous com­put­ing. Thanks to Jeff for mak­ing this hap­pen — it was a fun ses­sion, and I hope you enjoy lis­ten­ing as much as we enjoyed record­ing it.

Comment » | Everyware, Uncategorized, User Experience (UX)

Launching "Everyware" My New UXmatters Column

November 4th, 2008 — 5:31am

First Fic­tions and the Para­ble of the Palace is the inau­gural install­ment of “Every­ware: Design­ing the Ubiq­ui­tous Expe­ri­ence,” a col­umn explor­ing user expe­ri­ence and design in the era of ubiq­ui­tous com­put­ing. ‘First Fic­tions’ con­sid­ers the pro­found design impli­ca­tions of foun­da­tional visions of ubiq­ui­tous com­put­ing imag­ined by tech­nol­o­gists such as Mark Weiser and John Seely Brown, and finds prece­dent for these sorts of techno-social futures in the poetic para­bles of Jorge Louis Borges.
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“Every­ware” will be a jour­ney through the expand­ing wave­front of the ubiq­ui­tous expe­ri­ence as it impacts design, cov­er­ing top­ics rang­ing from ubiq­ui­tous com­put­ing to near-field com­mu­ni­ca­tion, per­va­sive com­put­ing, The Inter­net of Things, spimes, ubi­comp, loca­tive media, and ambi­ent infor­mat­ics.
I hope it’s as good to read as it has been to write. And keep the com­ments flowing!

Comment » | Everyware, User Experience (UX)

Ubiquitous Computing and Borges' "Parable of the Palace"

October 26th, 2008 — 2:52pm

I’ve been look­ing at ubiq­ui­tous com­put­ing for the past few weeks, work­ing on the first install­ment of what will be a recur­ring col­umn in UXMat­ters, and it’s had me think­ing a lot about Borges’ enig­matic Para­ble of the Palace.
200px-Jorge_Luis_Borges_Hotel.jpg
I’m not exactly sure what the res­o­nance is — it lit­er­ally popped into my head a few weeks ago — but the con­nec­tion has stuck with me. Maybe it’s the quan­tum uncer­tainty of the tale? Or the ambi­gu­ity of the sym­bols. Are design­ers the poet? It feels that way some days. Is the palace the world around us? Maybe we’re also the emperor…
With­out fur­ther ado, I present the para­ble in it’s entirety.
Para­ble of the Palace
by Jorge Luis Borges
That day the Yel­low Emperor showed his palace to the poet. Lit­tle by lit­tle, step by step, they left behind, in long pro­ces­sion, the first westward-facing ter­races which, like the jagged hemi­cy­cles of an almost unbounded amphithe­ater, stepped down into a par­adise, a gar­den whose metal mir­rors and inter­twined hedges of juniper were a pre­fig­u­ra­tion of the labyrinth. Cheer­fully they lost them­selves in it — at first as though con­de­scend­ing to a game, but then not with­out some uneasi­ness, because its straight allées suf­fered from a very gen­tle but con­tin­u­ous cur­va­ture, so the secretly the avenues were cir­cles. Around mid­night, obser­va­tion of the plan­ets and the oppor­tune sac­ri­fice of a tor­toise allowed them to escape the bonds of that region that seemed enchanted, though not to free them­selves from that sense of being lost that accom­pa­nied them to the end. They wan­dered next through antecham­bers and court­yards and libraries, and then through a hexag­o­nal room with a water clock, and one morn­ing, from a tower, they made out a man of stone, whom later they lost sight of for­ever. In canoes hewn from san­dal­wood, they crossed many gleam­ing rivers–or per­haps a sin­gle river many times. The impe­r­ial entourage would pass and peo­ple would fall to their knees and bow their heads to the ground, but one day the courtiers came to an island where one man did not do this, for he had never seen the Celes­tial Son before, and the exe­cu­tioner had to decap­i­tate him. The eyes of the emperor and poet looked with indif­fer­ence on black tresses and black dances and golden masks; the real merged and min­gled with the dreamed–or the real, rather, was one of the shapes the dream took. It seemed impos­si­ble that the earth should be any­thing but gar­dens, foun­tains, archi­tec­tures, and forms of splen­dor. Every hun­dred steps a tower cut the air; to the eye, their color was iden­ti­cal, but the first of them was yel­low and the last was scar­let; that was how del­i­cate the gra­da­tions were and how long the series.
It was at the foot of the penul­ti­mate tower that the poet (who had appeared untouched by the spec­ta­cles which all the oth­ers had so greatly mar­veled at) recited the brief com­po­si­tion that we link indis­sol­ubly to his name today, the words which, as the most ele­gant his­to­ri­ans never cease repeat­ing, gar­nered the poet immor­tal­ity and death. The text has been lost; there are those who believe that it con­sisted of but a sin­gle line; oth­ers, of a sin­gle word.
What we do know–however incred­i­ble it may be–is that within the poem lay the entire enor­mous palace, whole and to the least detail, with every ven­er­a­ble porce­lain it con­tained and every scene on every porce­lain, all the lights and shad­ows of its twi­lights, and every for­lorn or happy moment of the glo­ri­ous dynas­ties of mor­tals, gods, and drag­ons that had lived within it through all its end­less past. Every­one fell silent; then the emperor spoke: “You have stolen my palace!” he cried, and the executioner’s iron scythe mowed down the poet’s life.
Oth­ers tell the story dif­fer­ently. The world can­not con­tain two things that are iden­ti­cal; no sooner, they say, had the poet uttered his poem than the palace dis­ap­peared, as though in a puff of smoke, wiped from the face of the earth by the final syl­la­ble.
Such leg­ends, of course, are sim­ply lit­er­ary fic­tions. The poet was the emperor’s slave and died a slave; his com­po­si­tion fell into obliv­ion because it mer­ited obliv­ion, and his descen­dants still seek, though they shall never find, the word for the universe.

1 comment » | Art

The Internet of Things - Or The Internet of Whens?

October 15th, 2008 — 11:22pm

I just requested a copy of The Inter­net of Things pam­phlet by Rob van Kra­nen­berg from the Net­work Note­books series (by networkcultures.org / Geert Lovink — who’s basi­cally around the cor­ner now that I’m here in Ams­ter­dam). In com­bi­na­tion with a read through Every­ware, it’s got me think­ing about some of the basic assump­tions we’re rely­ing on to frame the future of com­put­ing as it impacts our lives.
One of the key enablers under­ly­ing The Inter­net of Things is the IPv6 stan­dard, whose address scheme has an unbe­liev­able range of pos­si­ble addresses — 2 to the 128th power — so many that attempts to make it com­pre­hen­si­ble by anal­ogy strain the bound­aries of the absurd.
All of these com­par­isons beg the essen­tial ques­tion of what exactly we will be address­ing. So far, the gen­eral class of objects ‘Things’ is the most likely that I’ve heard posited. All of more spe­cific sug­ges­tions — such as all the grains of sand in the world, or every plant in every farm field on the planet — remain in the cat­e­gory of the sim­ply fan­ci­ful.
I think this focus on objects as the dom­i­nant type of addressed node in the new net­work lacks imag­i­na­tion. [At the IFTF sug­gests the Inter­net of Verbs]
The the­ory of rel­a­tiv­ity uni­fied space and time, so why not use IPV6 to address moments of time as well as huge col­lec­tions of things?
Mas­sive cloud stor­age arrays and ultra-wide-band data trans­fer infra­struc­tures may make it fea­si­ble to record the cumu­la­tive sen­sory expe­ri­ences of entire human lives, or groups of peo­ple, or whole crowds; why not give each dis­crete fem­tosec­ond slice of these aggre­gate expe­ri­ences an address for easy archiv­ing, retrieval, and manip­u­la­tion?
Going back 13 bil­lion years to the begin­ning of the uni­verse would give us The Inter­net of Whens.
Map­ping every deci­sion made by peo­ple dur­ing the course of their day (200 on food alone), or their life, would give us The Inter­net of Whys.
Labelling all the loca­tions in the four-dimensional coör­di­nate scheme would cre­ate The Inter­net of Wheres.
Address­ing all the cells in all the human bod­ies would result in The Inter­net of Whos.
We must be bet­ter attuned to the pos­si­bil­i­ties afforded by all this ‘space’ we’re giv­ing our­selves to play with.

1 comment » | Ideas, Networks and Systems

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