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.

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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.
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Janet Cardiff Sound Art

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Just a quick note on some material in this hard-to-find catalogue resume of Janet Cardiff‘s work.

It’s called Janet Cardiff: A Survey of Works, with George Bures Miller

Cardiff is well-known for her early-days “sound walks” where participants were given a Walkman or similar device to listen to as they walked about. Stories were told or experiences recounted in the audio track. The idea is simple, but from what I understand (never had the pleasure..) it was the story that made the experience engaging.

I first came across Cardiff’s work while doing sort of informal background research for the PDPal project where we were trying to understand interaction in the wild — away from desks and keyboard and all that.

What I find curious about her work is the way it augments reality before people even really thought about all this augmented reality stuff — but, it does not fetishize little tiny screens and orientation sensing and GPS and all that. It uses our earballs rather than our eyeballs — and somehow that makes it all much less fiddly. Although — if you look carefully at the bottom image you’ll see an image from a project in which one does use a screen — from a small DV camera which is playing a movie for you as you go along.

Janet Cardiff

Parenthetically, I think Cardiff had one of the best augmented reality projects with her telescopes. I’ve only seen this as documentation when I saw Cardiff talk in Berlin at Transmediale 08. There should be more documentation of this somewhere, but the effect was to look through the telescope and see a scene in a back alley that was the back alley — only with a suspicious set of activities being committed — perhaps a crime. The illusion was in the registration but the story was in the sequence of events that one saw, effectively the story. So much augmented reality augments nothing except coupons and crap like that. There is no compelling story in much augmented reality, but I don’t follow it closely so maybe things have changed.

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PDPal in Talk To Me

 

Well, I have a fondness for this old project — PDPal. PDPal is now enshrined on the Talk To Me exhibit’s little online catalog of thing-ies. Without getting assy about it, I think it deserved to be in the physical exhibit with all the installation mechanics we had built for its display in the real world..we could’ve even bought a bunch of Palm m505’s off of EBay and given them out with PDPal on them, those things are so cheap nowadays.

*shrug.

There’s no figuring the mind of the institutional curator. Plus, they over at MoMA have their perennial favorites that they shove into every show.

It’s on the list of @2011 Goals that I keep here to re-do in something like iOS — anything modern. I remember squirreling away in the depths of Metrowerks Code Warrior writing Palm PDA code to get this thing working. Seeking support from some dodgy Russian software company that made a little library I needed to use. Being up until the crack of dawn in an artist’s panic thinking — “This is it..This’ll be the end of me.”

At the end of it all — it was fine. It’s a lovely little bit of futuristic serendipity-y mobile app-y application. I don’t mean to get all, like..”back in my day”-y on you but, like — all the iPhone app kiddies? You have little idea what it was to program a PDA — that awful industry term that some knot head in the business unit came up with to describe these things. It was ugly. Thoroughly barely fun. There were no APIs for anything. You wrote to the metal and built things up from there. Really nasty. I reckon, even with my squeaky iOS skills that I could have an iOS edition of PDPal written in a week..couple of weeks if I work just at night.

Anyway — enough reminiscing. I’m just glad this one still has a little life left in ‘er.

Check out the main PDPal page here for more data points and to download the emulator, if you want. It’ll be wonderfully baffling.

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PDPal — Mapping Without Terrain

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“To cover the world, to cross it in every direction, will only ever be to know a few square meters of it… tiny incursions into disembodied vestiges, small incidental excitements, improbable quests congealed in a mawkish haze a few details of which will remain in our memory. And with these, the sense of the worldís concreteness…no longer as a journey having constantly to be remade, nor the illusion of a conquest, but as the rediscovery of a meaning, the perceiving that the earth is a form of writing, a geography of which we had forgotten that we ourselves are the authors.”
– Georges Perec, Species of Spaces

PDPal was a series of public art projects for the Palm™ PDA, mobile phone and the web. It has pushed at the notion of mapping, attempting to transform your everyday activities and urban experiences into a dynamic city that you write. PDPal engages the user through a visual transformation that is meant to highlight the way technologies that locate and orient are often static and without reference to the lively nature of urban cultural environments.
Your own city is the city composed of the places you live, play, work, and remember. Itís made of the routes and paths through which you make connections. Your city is also about the meanings you ascribe to the places you inhabit, pass through, love or hate. You imagine those places and routes as more than a street address, or directions you may give. These places have vivid, metaphorical meanings and histories that PDPal allows you to capture and visualize imaginatively, effectively writing your imaginary city.
In response to the plethora of mapping projects that have utilized GPS and measurable cartography, PDPal has been anti-geographic and anti-cartesian, preferring to experiment with the construction of relative, emotionally based systems that ask: what makes social or personal space. PDPal responds to the century-old idea of the urban explorer: from Baudelaire’s “flaneur” (late 19th c); the Dadaists’ public performances of nothing, sometimes called “deambulations” (1921); Benjamin’s texts on the urban wanderer (1920’s); the Situationists’ algorithmic “derives”; Hakim Bey’s “Temporary Autonomous Zones” that spring up in the cracks of urban regulations, and are opportunities for brief piracy of a place; and contemporary work in psychogeography – all deliberate projects of “getting lost” in the city, thus restoring it to a great dense space of wonder, not just a locus of labors.

EXHIBITION HISTORY
Eyebeam Atelier, NYC “Beta Launch” show and artists’ residency 2002
Walker Art Center, Minneapolis, MN 2003
Transmediale Festival, Berlin 2003
University of Minnesota Design Institute, “Twin Cities Knowledge Maps” 2003
Times Square, NYC “Creative Time Presents” 2003-2004
Whitney Museum of American Art, Artport 2003
Walter Phillips Gallery, The Banff Centre, Alberta Canada “Database Imaginary” 2004
MoMA, Online “Talk to Me” exhibit 2011

It’s hard to describe just with words — so here are platform emulators for the PDPal v1 that will run on a Windows machine and a Macintosh.

Here you can download a zip file of a Palm Pilot Emulation of PDPal Eyebeam Edition.

Here is the PDPal — Macintosh “Desktop” Emulator. (It’s a DMG file (mountable disk file). The README file explains the three simple steps you need to take to make it all work.)

Why do I blog this? I was thinking recently about the possibilities for mapping built environments, like cities, asynchronous — out of synchronization — with traditional “grounded” coordinates. What does the world look like when it is “un-hooked” from the earthly systems of synchronizing physical locations. If latitudes and longitudes suddenly up and floated away from us, what means would arise for coordinating our place in space? For example, for the Smalltown project, the exercise is to coordinate movement through space based not on latitude/longitude, but on the existence of Bluetooth identification beacons floating in space. If we closed our eyes, and had no GPS and could only determine our place based on unfixed beacons, what would that experience be like? And what way of looking sideways at the world would it evoke? How would it force new perspectives and new ideas for inhabiting the world?

PDPal was very much motivated from this perspective. One of the main challenges was connecting the notion of mapping to this PDA application. PDAs at the time were gadgets for people with jobs and a sense of urgency about managing the minutiae of their lives. The idea of geographically uncoordinated maps, and maps coordinated by these five peculiar categories was antithetical to the sensibilities of PDA owners. It was a cute art project, but much less a provocation. It was a fantastic project, that ultimately had three solid commissions.

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Creative Time, 59th Minute
PDPal, Times Square Edition
Denis Wood Essay on PDPal
PDPal at the Walker Art Center
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