Weekending 17062012

Here in Los Angeles it’s mostly been programming and book editing and talking to humans. Geoff Manaugh and Nicola Twilley stopped by to do an interview for their curious cross-country mobile blog/interview platform/landscape exploration vehicle called Venue. That was good fun to discuss the various ways landscape, urban space, data-based representations of places, things and flows of humans has informed and influenced the work we do here. Curiously — that seemed to be the topic of the weekend in one way or another. By that I mean that Sunday evening Zoe Ryan and Karen Kice to talk about the same set of topics for a forthcoming exhibition that the Art Institute of Chicago will do. It was a good opportunity for myself — to refresh my memory about a number of projects that sometimes I forget about, like Drift Deck and PDPal. So fun conversation time last week.

The programming has been good and fun as well. It’s quite nice to get back into that and maintain that skill as well as check off the to-do list a number of ideas and projects that have been lingering. I’m currently working on a little social browser/viewer that inverts the way I “catch-up” with my Friends — other than the “friends” that I find online or who ask me to be their friends but, really? I have little idea as to who they are and often quite a small/nil stake in what they’ve been doing or what they’ve taken a photo of. So, in the app I basically go through the social services for these true-blue Friends and show their latest photos, tweets, etc., so that I don’t have to trawl for them amongst the kruft of illegible feeds and all that crap. I go to people first rather than social services.

And then Rachel Hinman’s new book “Mobile Frontier” showed up with a little interview she did with me. So..that was fun.

Additionally, there’s been more planning and phone calls for this Design Fiction workshop we’ll be doing in Detroit this fall. More about that when I’m not rushing off.

Otherwise..looking forward to the summer with Nicolas here quite nearby in Venice Beach.

Continue reading Weekending 17062012

Interaction Awards 2012: Drift Deck for People's Choice

Drift Deck is up for the IxDA Interaction Awards in the “People’s Choice” category. Which isn’t the “Jury’s Choice” but — whatev. It’s the People, so we’re hustling to make you, the People, aware of this chance for you to choose what is the Choice of the People. For Interaction Design Awards.

Please give it a vote.

What makes Drift Deck chooseable? Well — it does something different and provocative in the world of interaction design for the things we do when we’re going/finding. The canon of interaction design for what were once fondly called “maps” is pretty stuck in the mud. Nothing extraordinary going on there that you wouldn’t expect from the next generation of mapping things.

What we did with Drift Deck was look at the world a little sideways and imagine a world in which the map was a bit dynamic and the act of going/finding was a bit less, you know — purposeful in a tedious, dogmatic sort of way.

It’s an otherworldly map app, if you will. Drift Deck is meant partly to be pragmatic for those times I find myself somewhere and have no idea what to do if I have an hour to wander about. (Sometimes we all need a bit of a start, or a script to follow.) And of course, it’s playful in it’s nod to the Situationists and their experiments with re-imagining urban space.

The principles led directly from the Drift Deck: Analog Edition that you can find here and more here.

These are the kinds of projects we do here. They’re not “Conceptual.” That cheapens the hard work that goes into them. We write code. We do illustrations of things that get properly printed on big Heidelberg presses. We put together electrical components and have printed circuit boards made and populated with parts to create new sorts of interaction rituals, new sorts of devices — new things that are different from the old things. These are ways of evolving the ordinary to make possibily otherworldly, extraordinary things. They come from ideas that we then evolve into material form so that the ideas can be held and dropped and switched up, on and off to be understood properly.

So, just to be clear — Drift Deck isn’t a conceptual bit of wankery. It’s a thing that got made. Ideas turned into lines of code turned into compiled bytecode. Oh, look! It’s running on my iPhone! Doesn’t feel very concept-y to me.
Continue reading Interaction Awards 2012: Drift Deck for People's Choice

Quiet But Not Quiescent

Judge not the less yammer-y state of the studio blog to indicate that there is nothing worth yammering about. It’s just that the clang of steel caressing code has been going on and that in great measure, too. Some of you may have glimpsed and grinned at the fantastic electronified edition of the paper Drift Deck that we developed a couple of years ago. That’s right. We’ve added *batteries to the Drift Deck and it’s fallen into the *app well..it’s an app which is fantastic because it means the last remaining physical card editions can become properly *artisinal and the electronic battery editions can spread the sensibility of the Drift Deck concept to the rest of the world.

Release is imminent. Prepare ye iPhones. Hop expectantly from foot-to-foot. More news in a short while, including linkages to downloadables. In the meantime, check out the new Drift Deck webified “page” and the fantastic roster of hammererers that batteryified the ‘deck.

..And then — onto the next thing here. It’ll be quiet a little, but good things are baking in the kiln, rest assured.

*Willow next. The superlative friendregator for the discerning social being.
Continue reading Quiet But Not Quiescent

Weeksendings 07302010 and 08062010

Friday July 23 12:01

Sketching in Hardware 2010

I can sum the last two weeks up briefly and, again — for my own record keeping. Nothing useful here, likely at all.

The week that ended on 08062010 had a couple of days off during which time I stayed here in LA and the super fun opportunity to photograph the X Games, ESPN’s blitz of extremely nutso sports.

The weekend before was the ThingM produced “Sketching in Hardware” event for 2010. It was held appropriately at the retro-future “Encounter” restaurant smack-dab in the middle of LAX. I presented a brief and generalized thoughts on the Design Fiction business. In the midst of it, I realized that this was an appropriate continuation of the previous three presentations at Sketching I had done. There was this theme of how making things is a way of answering questions, but pushing those questions beyond the pragmatic sort of prototyping — asking “wouldn’t it be cool if..?” and then answering that question by making something. I think this is a different approach from the more engineering-style prototyping which asks “I wonder if this put together with these other things will work?” The difference I was thinking about is that the former is closer to story, whereas the latter is more instrumental and less speculative. Or something.

I spent the weekend *trying to finish the 5000 words I was asked to put together for a keynote at this Swiss Design Network conference this fall. I think it sounds repetitive. I’m trying to find a way to write about design fiction genre conventions or, as Tim Dufree put it during the opening ceremonies for the Art Center’s “Made Up” summer studios “the lanugage of design fiction.”

Enterprise from Foam

Found during the studio pack-up! I think Andrew made this to test the new CNC tool-pathing procedures that were made infinitely easier with the Nikolaj’s hard work.

We packed up the studio so all our *stuff that had been hiding and unnecessarily accumulating so it could be moved aside for new furniture which was generally grumbled about before it even was installed for a variety of reasons, mostly having to do with the inertia that settles around what you think is best for you because it’s already there and works fine. I straddled the line and, if I’m honest with myself, used the opportunity to grumble only because I felt grumbly. Now that the new stuff has been in for a week, it’s an awesomely refreshing change. No over head storage (grumble..sour looks..) means more light (aaaaAAAAH..unicorn-y twinkle noises..) and I can actually see across the entire studio (hip-hip-hooray! my other studio mates!).

Last week was mostly a week of trying to design UIs back and forth from UI principles. It’s hard work, as in bailing hay hard work and by that I mean I feel this delicate balance between knowing what’s right and hearing in my head the voices of people who might be, like..that? It’s all wrong. Where’s the Augmented Reality Door Knob we’re meant to have attached to the side?

*shrug*

I looked over the original Drift Deck notes and spreadsheets — I need, need, need to write up another 20 or so cards to bring the deck for the digital edition up to 52. No big deal — it just needs to get done.

I got some new Laboratory work gear to make for some of our associates for putting in work on the Laboratory’s projects.

The Choreographed City - Mona Breede

Wonderful book of photography by Mona Breede, also found (never lost, just made apparent from beneath the overwhelming piles of stuff and shelves of books.)

Why do I blog this? I missed the week before, so I’m catching up. And I find it extraordinarily useful to have this running log of what I’ve been doing, when and with whom.
Continue reading Weeksendings 07302010 and 08062010

Week Ending 04232010

Saturday April 10 17:30 Ver.1.01

Well, I missed the Week Ending last week so I’ll capture a couple of the things that happened then, now.

There were a cacophony of tasks to be done, some fun, some that should’ve been fun, and all that tipped me into a level of activity-stress that translated into too little sleep and various physical ailments. These aren’t complaints at all — just a note-to-self to either learn how to manage multiple concurrent fun commitments, or spread them out like butter on a baguette.

There was a Skype lecture between here and Seoul given for a design seminar at Art Center Nabi. That was a curious thing — to lecture with the audience *sort of* there. Basically akin to talking to yourself, or rehearsing a lecture. I’m not sure I could do that again, comfortably. Aside from the challenges of dialing back my weird circumlocutions and the litany’s I dispense midtalk while trying to remember what my next point should be, or might’ve been had I not forgotten it moments earlier — it’s just a bit impersonal. Or maybe it was just the fact that it was 11 in the evening after a proper day in the studio and I just wanted to have a belt and fall asleep.

It was a roilingly active week in the studio, with this sense that there was an intense and focused round of design work on the horizon, and the sort — systemically speaking — that Nicolas and I had pondered would be an ideal way of working, especially after we both made a turn from academic and formal approaches to making things. Looking at the world obliquely, learning from new perspectives and points-of-view, redefining or differently defining what *success and *achievement might be — not just up-and-to-the-right. Somewhat in line with this talk at Lift in 2008 7.5 Rules for Working Together. I’m quite excited by the prospect this bit of work allows for a more skunky/stinky untoward refrain to the normal ways in which things are done. A bit — tip-of-the-spear actions.

Via our weekly Skype, forward progress continues on the iPhone edition of The Drift Deck, with Jon Bell and Dawn Lozzi taking that bull by its horns. Of course, we’re all excited by the prospect of a second life for The Drift Deck — and curious by the translation of a physical deck of cards into its electronic kin. There are a couple of iterations already. Engaged simplicity is the goal. There were discussions that I prompted around game mechanics — don’t know why I, in particular, would be bringing this topic up — and I think the conclusion is that it is what it is. The deck, is the deck.

The Apparatus for Capturing Other Points of View was sent to LABoral Centro de Arte y Creación Industrial, where it — and the material produced — will be in an exhibition next month. ((More on that in the appropriate week note)). That was an epic undertaking — I mean the operational mishegoss of sending an 8 foot pole to Spain. DHL took it in stride..literally.

@ibogost was a house guest as he had some weird lecture to do, and that meant snifters of Port in the kitchen talking about #OOO, the shapes of things and a discussion of knob-turned-to-11 materializations of social practices, which is something I’m trying to figure out how to talk about beyond just saying that and, as it turns out — it might make more sense to materialize the “talk” about that than to just talk about it. And he’s on this *Carpentry thing, which I think would be our point of contact on this whole Object-Oriented Ontology vector he and his 12 friends appear to be all hopped-up about. ((They had a seminar on it last week — I hope it was captured in something ≫ 140 character tweets. ((That’s the 12 other people all hopped up on #OOO, and I might be number 13 based on our boozy conversation.))

Saturday April 10 17:30 Ver.1.01

This actual week — all that except @ibogost’s visit was the week before — started off with performing the duties of guest critic for the Art Center College of Design’s Media Design Program’s thesis year projects. That was a completely full day — almost 10 hours — of crits. Good work all around, with some curiously strong failures and seductively tenuous successes. Despite the work, which I certainly enjoyed in total, the crits were lots of fun, tiring and engaged. That culture of this sort of design critique was something sorely missing at the Interactive Media Program, leastways when I was there and I reflected on that contrast in the back of my mind. It’s something that is a way of working in the studio, frankly and only adds to the work. Patient, mindful intervention; conscientious and respectful criticisms; hard intellectual and creative framing that is only meant to make the work better.

The rest of the week consisted of some low-key efforts to have Design engage Research differently. We’ve been doing roughly monthly, completely casual, completely self-initiated link-ups with the Research part of the organization, mostly because there are friends there and it’s nice to share and discuss projects. Never really looking for *actionable points of collaboration — the collaboration is in the discussions. For me professionally, The Laboratory is much more interested in finding ways of working than specific things to work on, although sometimes specific things to work on are the ways you understand how different disciplines do what they are disciplined to do. Later in the week when there was another link-up, I found myself a bit sensitive to these different ways of working — Research wants a particular kind of action to unfold rather than action-as-reflection. It’s all sorted out somehow — we just need to make it, and that will be that. Rather than the *crit and the conversations that wonder in the first instance — why this and in this instantiation? Or — let’s throw out all that *work and start fresh with the possibility that we will come back to it at some point. Or, the journey rather than the finalé.

It all ended with a confidential review and excitement about the approaching National Pretzel Day, as well as the book launch of Digital Blur at The Architectural Association on Tuesday evening.

The Week Ending 04092010

Search My World

It was an insane week on the side of things happening between homes..a move. Number 3 on the list of the most traumatic things that can happen in life, I’ve been told. ((I may’ve misheard, but it made sense at the time, so I’ve assimilated that as a part of the life’s-trauma-list.))

On the side of things happening in and around the Nokia Studio and the Home Laboratory there were some fun, curious things.

Continue reading The Week Ending 04092010

Upcoming essay on the asynchronous city

Peeker

A high altitude imaging system for providing curious asynchronous perspectives of the world for analysis and synthesis. Artist’s interpretation, by Rhys Newman.

Via Nicolas — Upcoming piece about the asynchronous city:

Just for the sake of bringing things to the table before they do: Nicolas Nova and myself are putting a final touch to a pamphlet entitled “A synchronicity: design fictions for asynchronous urban computing” in the Situated Technologies series. Here’s the blurb:

Over the last five years the urban computing field has increasingly emphasized a so-called “real-time, database-enabled city.” Geospatial tracking, location-based services, and visualizations of urban activity tend to focus on the present and the ephemeral. There seems to be a conspicuous “arms” race towards more instantaneity and more temporal proximity between events, people, and places. In Situated Technologies Pamphlets 5, Julian Bleecker and Nicolas Nova invert this common perspective on data-enabled experiences and speculate on the existence of an “asynchronous” city, a place where the database, the wireless signal, the rfid tag, and the geospatial datum are not necessarily the guiding principles of the urban computing dream.

Due for September 2009. A sort of updated version of near future laboratory thinking that builds upon various projects, discussions (and partly going beyond material from my french book). Stay tuned.

Continue reading Upcoming essay on the asynchronous city

Drift Deck (Analog Edition) Card Art

View SlideShare document or Upload your own. (tags: psychogeography cards)

The Drift Deck (Analog Edition) is an algorithmic puzzle game used to navigate city streets. A deck of cards is used as instructions that guide you as you drift about the city. Each card contains an object or situation, followed by a simple action. For example, a situation might be — you see a fire hydrant, or you come across a pigeon lady. The action is meant to be performed when the object is seen, or when you come across the described situation. For example — take a photograph, or make the next right turn. The cards also contain writerly extras, quotes and inspired words meant to supplement your wandering about the city.

More project details here.
Continue reading Drift Deck (Analog Edition) Card Art

Drift Deck

Drift Deck. For Conflux 2008, NYC
confluxfestival.org/conflux2008/.

For Analog Play (batteries not required.)

(Some production documentation above; click “Notes”.)

The Drift Deck (Analog Edition) is an algorithmic puzzle game used to navigate city streets. A deck of cards is used as instructions that guide you as you drift about the city. Each card contains an object or situation, followed by a simple action. For example, a situation might be — you see a fire hydrant, or you come across a pigeon lady. The action is meant to be performed when the object is seen, or when you come across the described situation. For example — take a photograph, or make the next right turn. The cards also contain writerly extras, quotes and inspired words meant to supplement your wandering about the city.

Processed in collaboration with Dawn Lozzi who did all of the graphic design and production.

For exhibition at the Conflux 2008 Festival, NYC, September 11-14, 2008, and hosted by Center for Architecture located at 536 LaGuardia Place, New York, NY 10012

The motivation for Drift Deck comes from the Situationist International, which was a small, international group of political and artistic agitators. Formed in 1957, the Situationist International was active in Europe through the 1960s and aspired to major social and political transformations.

Guy Debord, one of the major figures in the Situationist International, developed what he called the “Theory of the Dérive.”

“Dérives involve playful-constructive behavior and awareness of psychogeographical effects, and are thus quite different from the classic notions of journey or stroll.

In a dérive one or more persons during a certain period drop their relations, their work and leisure activities, and all their other usual motives for movement and action, and let themselves be drawn by the attractions of the terrain and the encounters they find there. Chance is a less important factor in this activity than one might think: from a dérive point of view cities have psychogeographical contours, with constant currents, fixed points and vortexes that strongly discourage entry into or exit from certain zones.”

Psychogeography was defined in 1955 by Guy Debord as the “the study of the precise laws and specific effects of the geographical environment, consciously organized or not, on the emotions and behavior of individuals.” Psychogeography includes just about anything that takes pedestrians off their predictable paths and jolts them into a new awareness of the urban landscape.” The dérive is considered by many to be one of the more important of these strategies to move one away from predictable behaviors and paths.

http://is.gd/1Gy1
http://en.wikipedia.org/wiki/Dérive
http://en.wikipedia.org/wiki/Psychogeography

The cards will be available for festival visitors to borrow and return for others to use during the Conflux Festival.

Design and Implications by Julian Bleecker and Dawn Lozzi. Creative Assistance and Support from Nicolas Nova, Pascal Wever, Andrew Gartrell, Simon James, Bella Chu, Pawena Thimaporn, Duncan Burns, Raphael Grignani, Rhys Newman, Tom Arbisi, Mike Kruzeniski and Rob Bellm. Processed for Conflux Festival 2008.

Special Joker Cards featuring compositions by Jane Pinckard, Ben Cerveny, Jane McGonigal, Bruce Sterling, Katie Salen, Ian Bogost and Kevin Slavin. Joker illustrations by Rob Bellm.

Original Proposal

www.nearfuturelaboratory.com/projects/drift-deck/

Part of a long, proud line of land mapping technologies that includes PDPal, Ubicam Backward Facing Camera and Battleship: Google Earth, and WiFiKu.

Continue reading Drift Deck