Architecture and Interaction Design (ArchaID) is a research group within Newcastle University's School of Architecture Planning and Landscape (based in the UK). The groups aim is to investigate, through design, the relationship between architecture and interaction design and thus between the design of places and the design of situated technologies. This blog contains articles by the group members to communicate their inspirations and thoughts.
Thursday, 1 December 2011
Last Post
Wednesday, 23 November 2011
Linked Research Question
Acknowledging that there is a transition in information from physical to digital, how can the curation of digital artefacts and the mapping of research adjacencies tell a personal narrative that constitutes towards the representation of self in both physical and digital space?
Michael Smith
Monday, 21 November 2011
The Now Tangible Table
Tuesday, 15 November 2011
InfoVis and a Shameless Plug
As well as being a commercial enterprise the underlying motivation behind Data Portraits is to understand the limits of self representation. It’s intriguing to me that people do identify with these graphics even though they are far removed from what they represent. The notion that a web site is spatial has a long history traced back to the idea of a hyperlink as a means of ‘navigating’ information and we are now surrounded by network graphics on everything from News TV intros to the cover of Computing Textbooks. This is only one possible conceptualisation for what the web it and how it works but it has become of framing our interactions with it and one of the dominant schemas of the 21st century.
Sunday, 13 November 2011
Prototype 12: First Working (ish) Prototype
Here is my prototype working (well sort of). I have managed to successfully export the mesh as a STL and import it into appropriate software. A quite interesting accident happens when you press a personality and apply it more than once.
Further work to do
I need to add the option to create more shapes but I think that it is important to iron out some of the more major bugs first.
Bugs to fix
- The shape variable slider does not work, I will have to hard code the variables to change the size. This is ok for a dodecahedron as there is only one variable but for other shapes, this may cause problems. I want to have it so that you show the space and then as you change variables, the variables of the shape change.
- The personalities teasing and secretive work but not very well. I want to try and make twist work better. Also, these two seem to rotate in the viewport when around a global axis rather than a local one
- The way the all personality sliders work is not that great, you have to select a value and then press the button to generate. I want to have it so that you can alter them in real time so that you can see how the values affect the shape more easily.
- The reset button does not work – I have no idea how to do this yet… I am still thinking about it.
Applet download
Open Processing link
The Applied Anthropomorphic Language
This series of images demonstrate how my chosen personalities can be mapped onto the Tailored Tangible Research Artefacts. I am proposing that each personality has a button that initiates them and a slider which controls the scale of each personality.
Base Shape: Dodecahedron
Personality one: confrontational Modifier: extrude
Personality two: nagging Modifier: noise
Personality three: teasing Modifier: twist
Personality four: friendly Modifier: catmullclark
Personality five: divided Modifier: planar subdivide
Personality six: secrative Modifier: skew
The Best Laid Plans...
Saturday, 12 November 2011
Draft Research Question: ourParkour
Jennie
Thursday, 10 November 2011
Draft Research Question
Wednesday, 9 November 2011
Balancing at Sandgate
Definition of a Research Artefact
Research Artefacts as visualisation
A Research Artefact is an object that serves as a physical (and tangible) visualisation of a set of data values (researcher’s ideas, knowledge, information on a subject, wants etc…) that are personal to the researcher. It visualises a data set of the researcher in a form that is meaning full to them and can be categorised into three types.
Type One: An object that serves as a reminder to pursue and idea, find out more about something.
Type Two: An object that represents the process of an idea as we develop more about it.
Type Three: A representation of something achieved – the end of an idea.
Researchers fill there rooms with these artefacts and the location is not necessarily static. The location of the artefact is important and plays a fundamental part in creating the visualisation of the artefact to the researcher.
Examples of artefacts as visualisation
Researcher A(1) places a temperature sensor in his room. He puts it in his keyboard on his desk to remind him to look and find out how to use it better. In this scenario, the data is participant A wanting to find out more on how to use the temperature sensor and the visualisation is the sensor (as a physical object, not it functioning) and its location in his research space. The artefact is of type one and is providing an indexical representation to the researcher.
Researcher B’s (1) books are placed under categories that form the creation of a book proposal that he is developing. The data is that he wants to read a book called x because of y and the visualisation of this is the post-it notes and physical forms that sit in piles. This artefact is of type 2 and is again is an indexical representation to the researcher.
Objects serving as research artefacts do not usually represent all of the types presented above but, in rare cases they can do. Take for example a book. Looking at the physical object of the book, not the information inside it (the words) it can be a research artefact for all of the three type catagories presented above. In the context of type one, it could represent an artefact as the book object just being in our presence serves as a prompt to read it. In the context of type two, the book object could represent an idea that a researcher is perusing. Finally, in the context of type three, it could represent a project written up and published.
Primer focus
The type of artefact that I am choosing to focus on in my Primer project is Type one through developing symbolic representations. I am interested in looking at a research artefact as a representation of more than one thing, a representation in relation to a series of things.
My next step is to decide what the appropriate mapping would be that I would apply to the research artefact that I am creating. I would like to see this research artefact as an extension of the spatial probes that I have been developing in my linked research project in a sense that the software/artefacts that I create could be used as probes to deploy to the researchers that I have contact with.
Hypothesis:
Abstraction of visualisation is something that is representational only when the methodology is organised and conceptualised by the user. Fundamentally choice and customisation play an important role. I think that I will find that the tool used to create research artefacts may offer an appropriate visualisation for some people but not all. This is down to not everyone being able to relate to everything.
- Smith.M. The Researchers Archive, Linked Research Project. 2011
Tele-Presence in Architecture
- How can I provide a window of time in which students will feel free to reflect on their work and progress?
- How can I encourage them to use their time for this end?
- What new knowledge can I impart to them in order they better understand the purpose of reflection as a practice?
Tuesday, 8 November 2011
Autoethnography Hurts!
The moves we learnt were:
- Wallrun - Learnt in two parts: the beginning 'run' up the wall and the subsequent 'pull up' on to the top of the wall (in this case a half pipe).
- Roll
I really enjoyed taking part and I hope to join Hollie and Lee out and about in town next weekend. I really hope that by that time the muscles in my body, that I clearly never use, will have stopped hurting!!!
Monday, 7 November 2011
Tangible Research Artefacts: Implementing Choice
My proposed system for the processing software is to create an environment that associates certain modifier functions (from the Hemesh libraries) to certain attributes of the documents. For example, twisting a shape to represent secrecy. For simplicity, I am first going to focus on just pdf files in the development of my prototype and then build on this complexity.
To create this level of customisation I have been experimenting with creating a GUI (Graphical User Interface). The aim of this is to enable the researcher to quantifiably apply their emotion or feelings to the artefact.
To implement this GUI I have chosen to look at the ControlP5 libraries and I have uploaded some of my experiments onto open processing, an example of which is above.
Refrences
- Moere, A.V. and Patel, S. 2010. The Physical Visualization of Information: Designing Data Sculptures in an Education Context. In Visual Information Communication, Huang, M.L. et al (Eds.). Springer Science+Business Media, LLC.
tanagble research artefacts
Through conversations with academics in my linked research, physical artefacts in research are things that are personal to ourselves that serve as reminders of ideas to pursue, a representation of our current train of thoughts, our ambitions for the future, our achievements of the past amongst many more. How can this narrative seen in these physical artefacts be told of digital artefacts (artefacts being images, e‐books, pdf’s, music) through the creation of a generative physical artefact?
Many people have tried to explore the notion of taking data and representing it through visualisation. Through his work, Dragulecu (iv.) asks questions about how your own personal documents can be translated into “…inhabitable objects…” and even “..transformed into a small Cubist city.” Dragulecu uses his project Spam Plants (iv.) to demonstrate this, where data inputs were translated into variables that drive the creation of petals. The limits of this project however and still the confinements of a screen, relying on visualisation to demonstrate their meaning. A V Moere and S Patel (ii.) propose the concept of a data structure that is a mapping of data in a physical form. However, I feel that their definition of a data sculpture is limited to the context that they experimented in. Tailored Tangible Research Artefacts differs from that which A V Moere and S Patel (ii) propose through the metaphorical representation of the data structure. Whereas the Moere and Patel’s data structures tried to open the black box, my Tailored Tangible Research Artefacts embrace the secrecy of the data structure they create. The secrecy of a researchers artefact can sometimes be what creates its beauty in the researchers eyes. Participant A (iii.) talks about how an attractive feature of his book case is that only he understands the indexical relationship of his books. I want to capture this emotion in my artefact and the poetic nature of this. The narrative of this connection can be portrayed through the personal selection of data sets and the element of customisation within the artefact. The artefact is the researchers own, they created it and it is personally important to them.
To create this secrecy outlined above, personal ownership needs to be present in the mapping of data in three dimensional form so an understanding of the difference between data and information is key:
“…data is the raw material of, its substrate; information is the meaning derived from data in a particular context.”
For Tailored Tangible Research Artefacts to create connections, they need to be able to have a meaning derived from them by the researcher. Can the researcher create an emotional connection with his digital artefacts? Can they express hierarchy of attachment towards digital files in a certain way? In the context of Tailored Tangible Research Artefacts meta data can secretly store information about our associations with information and a system could be used to create a hierarchy of importance and attachment.
Tailored Tangible Research Artefacts are interested in the combination data types that serve an indexical link to the researcher. This could be text, photos or a combination of the two and customisation of this is vital is the researcher is to form an attachment and sense of belonging with the artefact. Looking at the notion of data from empirical science, “Only (data) when organised and contextualised by an observer does this data yield information, a message or meaning”
The Artificial Reality
It is obviously no secret that as a young architect, problem solving provides the most fun for me.
It is this human paradox that has led me to the main idea behind my primer project. Taking the oxymoron (which can be crafted to reveal a paradox) and re-writing The Twilight Zone abstract to be a paradox filled with genuine imitations of paradoxes or the oxymoron, I want to make a visual comparison between the original and adapted version of the texts.
So thinking out loud, I imagine the point at which the texts are different, where the oxymoron has been added, to be highlighted visually, like a nodal point, similar to the image below; these nodal points can then be moved around the page, i.e. to another nodal point, where it will take that position in the text, as a permanent substitute. To then produce an obscure overall text that will be presented as an initial conclusion.
So in a preliminary conclusion, maybe my project hasn’t been made completely clear throughout this blog, this explicit ambiguity, is part of the ‘problem’ that is so intriguing for me to solve, maybe the extraordinary element is that I may never have a solution; the consistently inconsistent lucidity.
Saturday, 5 November 2011
Occupy Twitter
Friday, 4 November 2011
List of my Traceurs' moves
- Precision jump - standing
- Precision jump - running
- Cat Pass (kong, monkey)
- Arm jump (cat leap)
- Laché
- Strides
- Speed vault
- Lazy vault
- Wall run
- Tic-tac
- Roll
- Dash vault
- Reverse vault
- Plyometric
- 180 arm jump
- Climbing
- Balancing
Questions for Traceurs
- What are your motivations for doing Parkour?
- What are your Parkour aspirations?
- Would you say Parkour is competitive?
- Where is your regular training ground?
- What characteristics make a space interesting for Parkour?
- How aware are you of people who have used a certain place before (in relation to the Parkour moves they may have done there)?
- Do you plan out the 'Parkour route' beforehand?
- How are your moves informed?
- Do you always plan to practice Parkour or is it ever an impromptu act?
- How often do you see something and think that would be good for Parkour?
Tuesday, 1 November 2011
Shiny Toy
Monday, 31 October 2011
Another Day, Another ArchaID
Tuesday, 25 October 2011
a plan for implementation
The first task this week was to put our research question into one sentence:
Acknowledging that there is a transition in information from physical to digital, how can the curation of digital artifacts and the mapping of research adjacencies tell a personal narrative that constitutes towards the representation of self in both physical and digital space?
We were also asked to think about the final outcomes of our linked research project and develop a timescale for now until the end of the submission. Since then, I have been thinking lot about what my final design outcome should be for the project.
After researching probe methodologies, some probe studies like the trash can (see previous post) use the probes as the start of a long conversation between the researcher and the participants. One solution would be to carry on this conversation by creating not a solution but something that challenges themes that I gained from the interviews with my probe participants. So, I would be extending the conversation and giving them something back to challenge my ideas.
If I had more time, this is something that I would like to do, however I have more of a desire to produce a proposal as opposed to creating an extension of the probe. So what could this be?
Due to the amount of time left, I think that it may be unrealistic to have the ambition of creating something, but I am not going to rule this one out yet. Another option is to do something in processing. I would like to build on some of my processing skills that I have been developing in my thesis primer but I have no idea what this would produce yet.
Could it be a graphic representation of the researcher, this black box of which little people understand. This could highlight conflicts, insights etc… and ultimately creating a narrative of the individual through graphical representation
If this is going to be a graphical representation, I could make this interactive and display it somewhere to test and see what the response is.
Plan for completion: download
Submission outcome: download
Monday, 24 October 2011
Dose of Reality
Amazingly, I have been given the opportunity to try this in-situ with the ‘On Site’ team based in Culture Lab. The shop is on
Thursday, 13 October 2011
A Table
Friday, 7 October 2011
Introduction to Linked Reseach for Prospective Stage 5 Students
Each student chooses their own project to develop and must, in the first semester write a small project proposal with clear research questions and methods.
Projects are then developed throughout the summer and through the first Semester of Stage 6.
Outcomes can vary significantly from person to person but a good project should include:
1. Development work which demonstrated extensive reading around the topic chosen and develops a clear research question/questions.
2. An object or set of objects designed with the explicit aim of testing and gaining a greater understanding of an existing context and a proposal for an intervention into that context.
3. A research paper which pulls together the work completed with and evaluation of the intervention. This year we hope to publish in the international CHI conference.
4. A project diary consisting of collected blog posts which show how your ideas have developed.
Who should do the ArchaID Linked Research
If you want to explore emerging areas at the edges of your field.
If you want to learn new ways of thinking about design.
If you have an interest in digital technology (but not a fetish).
If you are self motivated and want to shape your own learning experience and, potentially, make and original contribution to the world.
Health Warning
Linked Research is not the easy option. In ArchaID we expect you to be self motivated, very well organised and while you are guided and supervised the ‘teaching’ of this module is very light touch. We expect you to actively contribute to the conversation and help the ideas of the whole group develop. Think carefully about taking this module!
Friday, 30 September 2011
Take Two
Sunday, 18 September 2011
The Tangible Forum
Monday, 12 September 2011
Oh My God, They Killed the High Street…..YOU B******!
Animations such as The Simpsons, Family Guy and
Various academics have noted how animation contributes to the effectiveness, cultural currency, and longevity of many animated series. Reading “Taking South Park Seriously” Jeffrey Andrew Weinstock explains how animation is used. He explains how “viewers approach cartoons with suspended disbelief, and in the process absorb significant social commentary”. Animation allows serious and even controversial issues to be treated under the guise of being ‘just a cartoon’.
Below is an example of
Thursday, 8 September 2011
Virtual Surfaces
Monday, 5 September 2011
Virtual Landscapes, Talking Walls and the Pocket Universe
Wednesday, 31 August 2011
The Writing’s on the Wall.
Since collating my research on the high street I have started thinking about what I would actually like to design and which methods I would use. I hope to create an interactive digital installation that comments on my findings. To find inspiration for this I will return to look at the streets.
When walking down the street, looking past artistic displays in the windows trying their hardest to make you depart with your money, there is a long established urban art scene that is continuing to grow.
Graffiti is still constituted as vandalism and is therefore illegal. There are some artists who argue that advertising is just a form of paid legal graffiti, which I completely agree with. On a daily basis I would say I’m far more offended by awful adverts than I am with graffiti. Who needs this on your way to work?
I liked this because it reminded me of not only what I think of the high street as being a place of public communication, representation of status etc., but also of a lot of my girlfriends opinions on fashion. I have heard many girls say they don’t care about what guys think of their outfits but it’s the like minded girls who they are out to impress and whose respect and approval they seek to gain!
Many artists use characters time and again in their work. I would like to create a character just like these famous graffiti artists who would help me develop my own story.
Tuesday, 30 August 2011
I'm Visible
The Shooting Gallery
Monday, 29 August 2011
Project Cartography
Monday, 22 August 2011
360° of Inspiration
Today, as you do on a Monday as an unemployed gal around
It was absolutely brilliant example of digital art. It is an interactive 360 degree installation that show cases over 12 different pieces of work by different people from Paul Cocksedge to the Royal College of Art.
I walked in and was suprised by the sheer scale of the piece. It instantly made you feel like you were entering a different dimension. I walked through the curtain whilst being serenaded by 'plinky plonky' music and staring a pretty patterns. Everyone was either sitting or lying on the floor just taking it all in so I joined them. A minute later the artist changed along with the tone. The music got louder and faster, the beat dropped, the animation got more aggressive and it felt really trippy because you are surrounded!
I spent an hour there in total being taken on a world wind trip through different artists minds. It was awesome and I definitely recommend you go and experience it if you get the chance.
Great thing about it is you pay what you want to get in! So I emptied out my purse and donated 1 moth, 1 Tesco receipt and £1.36 for the pleasure! What a bargain!
Sunday, 21 August 2011
Its Simple Stupid - Part Deux
Skate Pinball
MOUNTAIN DEW SKATE PINBALL from Jae Morrison on Vimeo.
Saturday, 20 August 2011
Tactile Software
Thursday, 18 August 2011
Arduino Cencership
Wednesday, 17 August 2011
The Importance of Location
- Wayfinding: Cartography - e.g. Google Maps, etc.
- Sensing & Visualization: Non-visual information displayed cartographically - e.g. Air Traffic Movements, Travel Patterns, etc.
- Annotation: e.g. Geotagging, Augmented Reality
- Social Networking: Locative media for social purposes - e.g. Foursquare
- Pervasive Gaming: Locative media for gaming purposes - e.g. GPS based game Tourality
It strikes me that these types can then be translated through to the mapping of Parkour.
- Wayfinding can map (generally only in 2D) the route of a Traceur;
- Sensing & Visualisation could add information to this mapping (who is it, their vertical height, etc.);
- Annotation could add verbal/visual geotags of the movements the Traceur is making;
- Social Networking could highlight the Traceurs activities to a specified social audience; and
- Pervasive Gaming increases the 'challenge' nature and the story of the mapping.
I would like to find out the following:
Which locative media type is used the most at present?
How can each locative media type be translated into an interaction relative to Parkour?
Is there a desire, from the Traceurs, for links to be made between their practice, digital location technologies and the urban environment?
Dirty Little Online Secrets.
In the past 2 weeks I have been practicing my probes on shoppers in
I found this so interesting and it got me thinking about the difference between window shopping on-line and in real life. The ease of being able to virtually visit top designers some people would never have the guts to visit in person or may not even be allowed in! The ability to add a ridiculously expensive dress into you ‘basket’ without clicking and committing to buy.
What other secret shopping habits do people have online that they are reluctant to advertise to the rest of the world?
Anonymity and online community by John M Grohol discusses the ramifications of being able to sit at a computer and avoid face to face communication. We feel free and uninhibited when we are online.
My thoughts turned to this future digital high street where shop fronts would know, from your smart phones, your buying behaviour and would invite you in if they had what you want! But how would they distinguish between what is and isn't your secret behaviour you don’t want people knowing about? What if everything didn't stay so anonymous?
A trip to the high street could become a real life nightmare!
Monday, 15 August 2011
Probes: A Critique
One:
The participants in the Gaver study were provided by the Presence Project. Therefore, one of two assumptions can be made. First of all, the participants were being paid to do the study. Or (and most likely) they volunteered to take part in the probe study due to a strong personal interest. In my case, the participants in my probe study are people who I have selected. With people who are volunteers, there is an essence of self-motivation which I do not have in my participants. This problem also made me think of other probe work that I have seen. Jane Wallis has frequently adopted probes and again, it is in her clients best interests to complete the probes. So this brings me to my first challenge. How can I engage people to complete my probe tasks. My probe needs to be short and engaging. Not too difficult so that no answer or just a generic one is produced. Finally, in Jane Wallis’ probe “dress pattern” the participant spent a whole afternoon looking through old dress fabrics that she used to wear. The reason for this commitment to the task was because of the great willingness of the participant due to the gain that they were going to get from the project.
Two:
The context of Gaver’s original probe was Amsterdam which is both a known location and in the context of an individual, is something quite impersonal. This made it easy for Gaver to produce mapping tasks and make comparisons with (such as the ‘if Amsterdam was New York’ task). However, my probe is going to be deployed into an unknown, personal research space which immediately raises too problems.
1. It will be difficult to come up with something that all the researches can compare their rooms too as they are all going to be unique and individual.
2. I have no real idea what each of the participants rooms are like so I can’t provide maps to each participant to ask them to draw on. A solution to this would be for them to draw maps of their won rooms however this can be time consuming and may limit the quality of the results gained from the study.
Challenges
1. What can I provide to people to motivate them and make them want to complete the probe tasks?
2. How can you capture peoples spatial environment in ways other than drawing?
3. What do you need to know about an unknown environment to create a full picture?
4. How can you map something in an abstract way?
i. Gaver, B. Dunne, T. and Pacenti, E. 1999. Design: Cultural probes. Interactions 6(1). ACM, 21-29.