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.
Friday, 24 June 2011
Architectural User Interfaces (AUIs)
Thursday, 23 June 2011
Night on the Breer
“Place” vs “Space”
“space is the opportunity; place is the (understood) reality.”
This is the broad distinction as discussed in the original paper 10 years ago. From my understanding space is designed for a particular purpose and is used to manipulate behaviour of the user. Architects design spaces for particular functions. Place is where users appropriate space, inhabit it, maybe even change its function.
For example, one of my favourite places in
Technology has also begun to effect how we appropriate space. For example, clusters of people in a certain place in a public square, using their computers suggests it may be a Wi-Fi hotspot.
I believe it is clear that both “space” and “place” are inextricably linked. Spatiality can effect social behaviour. In regards to my research I want to create a “place” in the high street. Somewhere people can project their personalities rather than a "space" that is just getting people to shop more.
Monday, 20 June 2011
The Problem with Education
Curiouser and Curiouser
The paper ‘Model extracting individual’s curiosity level in urban spaces review’
explores the idea of being able to determine someone’s level of curiosity in accordance with their speed of walking.When I first began reading the paper this seemed obvious, because when walking anywhere people will automatically slow down when something catches their eye. Reading on, proving this turned out to be more complex. Variables such as everyone having a different speed of walking and obstacles slowing people down for different reasons can affect results.
It reminded me of ‘flâneur’ which I learnt about through my friend Raichel's architect project this year. Flâneur is French for strolling and the idea of flâneur is that of "a person who walks the city in order to experience it". I wonder if a shop front can induce flâneur, ie, make someone who was not intent on experiencing the environment around them, stop, take note and engage.
Aside from the practical aspects of this article, it describes how modern technology could completely transform a person’s experience of an urban environment. The idea is that modern technology could read what a person is curious about through sensors and global satellite positions embedded in smart phones. It would then suggest other places they may find interesting using similar data collected from other people.
In this manner it could almost force clusters of like minded people together rather than it happen spontaneously. I wonder how that would affect the popularity of places over a short and long period of time. Hidden gems wouldn't be so hidden anymore and the normal routine could be interrupted and changed.
The main idea that started me thinking was producing a “map of curiosity”. It sounds like something straight out of
Friday, 17 June 2011
Musings on Studio Culture
Thursday, 16 June 2011
HOK and the "Phygital" Office
Wednesday, 15 June 2011
i think, therefore iPad
I did my first ethnography study outside the glistening white Apple store last week and thought id blog a short summary of my experience.
After settling down, and getting used to feeling weird watching people and making notes, I began to notice past the obvious. There were many men that walked past locking eye contact with the inside of the store cranking there necks as they walk past, mimicking a white van driver ogling at girls in short skirts.
In the middle of the store front was an Apple employee with a beaming smile, looking in his mid 20’s, wearing baggy jeans, almost a poster for a typical Apple user. He pottered around occasionally playing with an iPad he clutched in his hands, nodding and engaging people with conversation as they walked in reminding me of a placid holiday rep trying to get you into their bar because it is the place to be. Apple staff are definitely not you average sales team below is a clip from the opening of the
A girl who was with her mother in a wheel chair caught my attention. They stopped outside the shop front and stared inside. They did not appear to have a lot of money dressed scruffily with one old Tesco plastic bag hanging off the chair. They waited for a while and then ended up coming over and sitting next to me. The girl positioned her mother facing the store and they both continued occasionally talking and looking in the store. 10 minutes later they walked into a clothing shop but returned to stand outside Apple empty handed. They did this twice. Something kept on bringing them back but not letting them in.
Sunday, 12 June 2011
A Premise
This would seem an ideal point for some primary research within the school, but I would like to touch on a conclusion drawn in the article, calling for an intentional slowing of daily life, technology to "open the window for slowing down". For example, "GoSlow" is an app. that plugs "serendipitous moments of pause and reflection into a calendar on one’s mobile phone".
Leshed, G. & Sengers, P., "I Lie to Myself that I Have Freedom in My Own Schedule”: Productivity Tools and Experiences of Busyness", (CHI 2011, May 7 -12), ACM
Reflecting on Reflection
The first of these papers focuses on the use of a series of “SenseCams”, wearable cameras equipped with a wide angle lens, and programmed to take pictures at regular preset intervals, but that can also be used as a conventional camera to deliberately capture certain images. The unit is also equipped with several other sensors that record information such as the number of steps the wearer has taken over the course of a day.
Essentially the paper sets out the case for “reconstruction narratives”, a story told from a captured individuals point of view, to be selectively recounted at a later date.
For me the central issue here is how captured photo series are reviewed. It is interesting to note that the study group happily shared their recordings, particularly those made at group events, but for the purposes of any project I would propose, expecting a user to sit at a computer and sifting through days of recordings does not seem viable. This has essentially been the concern I have raised regarding sketch books, that notes are taken, doodles made, but never looked at again.
This moment is the fundamental interaction between the device and the user, and ultimately you’re getting handed a photo album. Its an album that contains images of events that you may not normally think about, and pushes the users to reflect on their daily lives. But, it does not prompt or suggest this reflection. I believe it would be very easy, especially in a “professional” context, to declare yourself to busy for something so frivolous.
This observation is in no way a criticism of the study. The other paper (“Slow Technology – Designing for Reflection”) states that it is this willingness to sit, take time, and think back over past events that is so important if people are to reflect on their lives or learning. An absence of productivity may be required in order to precipitate reflection.
“However, slow technology differs in that it is not supposed to reduce cognitive load or make digital information and computational resources more readily available. Slow technology is not about making technology invisible, but about exposing technology in a way that encourages people to reflect and think about it.”
What I see a need for is a sort of conversation stater, in a friendly non pressured environment to promote reflection and informal learning. The idea would be to essentially put up a flag next to an individual, and draw others to them initiating a sharing of opinions and knowledge that would otherwise go untapped.
Saturday, 4 June 2011
Tinkerkit
They are relatively easy to use kits of Arduino modules which include many of the sensors that would be needed in an interactive physics environment. They even market them as devices to be used in school environments, so I'd like to look into this further as a viable hardware option for my project.