This Is What I Sent — The Ear Freshener PCB Design

Here’s the current PCB CAD for the Ear Freshener. It’s sorta got two sides, but on the top I basically have a carrier for another board that contains the audio codec device. The components around it are all the brains that control track selection from the potentiometer/knob — that people will think, hopefully, is the volume knob, but actually it isn’t.

The gag/provocation is that knob. It’s an audio thing with a knob..but the knob isn’t an on-off thing. Rather, it’s some kind of semantic intensity knob. You turn it “up” and you get more-of. You turn it “down” and you get less-of.

There’s also a spot to hook up a little button. The button switches the Ear Freshener sound idiom. So you can go through the seasons; or cities; or airports.

((We should figure out a good name for the gag/provocations that we always build into our little devices.))

To do this, I’m probably a little over-engineered, maybe. Maybe not. I use two Atmel Attiny25‘s that basically do the track selection through a data port control on the audio codec. Basically counting in binary, with the track selection one doing the low-order bits and the high-order bits selecting the sound idiom you’ll be freshening your earballs to.

There’s also a bit of circuitry for a step-up regulator. I want to run this off of a single, readily available battery cell — AAA or AA. I’m over USB charging for the time being. At least now. The extra crap you need is a headache. Sorta. I guess I just wanted to get back to that thing where your audio devices take a battery. Not that I want more batteries in the world, but the rechargeable ones? They’re fantastic nowadays. Lots of capacity.

You’ll notice there’s a bunch of nothing on the right. I put that there for mechanical mounting of a battery holder for now. I just didn’t want the battery dangling off in nowheresville. This way I can double-sided sticky tape it to for testing and carrying around.

That’s the deal. I sent off the data to AP Circuits for the first time. It was about $40 with shipping for two boards. The boards are about 2.1in by 2.3in, so sorta small. There was a bit of back and forth to get the data they needed, especially for the board outline. This always ends up being something I leave out — my CAM Processor script doesn’t have that layer built in as output. Need to look into that.

Why do I blog this? I need to keep going on making logs of activity for the various projects that go on here, even if it’s a quick note.

Weekending 21012012

Fabien and Nicolas went to Madrid for a workshop at BBVA innovation about Smart Cities. Organized by Urbanscale (and more specifically by Jeff Kirsh, Adam Greenfield and Leah Meisterlin), it focused on opportunities to use networked data for the client. It basically followed up on the previous work we have done with this bank last year.

The workshop went well, with a combination of short talks, field observations (qualitative and quantitative) and discussions. This workshop was followed by an open session entitled “Beyond Smart Cities” at BBVA’s Innovation Center, with Adam Greenfield, myself (Nicolas) and Kevin Slavin. My slides are on Slideshare. There’s a write-up of the event at the following URL. As described by Kevin on his tumblog, “As surely as it feels like a movement has a name (“Smart Cities”) it also feels like the critique of said movement is collectively more articulate and persuasive. Now the key is to find language to describe what it should be, to go beyond popping the balloon and figuring out what the party really needs.“.

Here in Los Angeles Julian has been hard at work puzzling over an incredibly simple problem of making a little audio device called an Ear Freshener avoid having a power switch and a volume knob. He thinks the solution was intimated by a generous comment poster who told him to slap a couple of transistors in strategic locations in the circuit. So he tried that. It seems to make sense. Hopefully it won’t destroy everything.

Related to this were discussions about the principles behind/between things that make sound — such as sound should just come out of them, rather than be all fussy with settings, configurations and network connections. And that tied into an ongoing thinking thing about latter day considerations about “simplicity”, “one thing done well” and skinny Williamsburg/Brick Lane 23 year olds with full beards who’ve done nothing to deserve a full beard but rock Holgas and fetishize film/vinyl/casette tapes fixed-gear bikes and the like. Thus, we’ve been working on a short essay on the topic of the Cult of the Analog Cult. Or something like that.

Meanwhile, on the East side of L.A. Jayne (with Kickstarter funding in hand) has been getting back to making new Portals. They’re still in the physical draft/sketch phase of things but making the upgrade from end-table-foam-core to mdf feels quite satisfying. The insides are still very rough and she’s still getting started with hooking up the magic/technology bits, but at least now a pair of Portal boxes exist in the world, ready to be filled with interactive goodies.

Continue reading Weekending 21012012

Short Note — The Product Design Venn Diagram: Updates

This is maybe even less than a short note to point to a little more conversation that @bruces and others are having regarding the Hubberly Venn Diagram I mentioned a few blog posts ago. @AnneGalloway took some fast-furious notes of Bruce discussing it an event: http://www.designculturelab.org/2011/12/09/critically-making-the-internet-of-things-session-i/. Here’s what she says:

* pretty much impossible to take notes but…

“All the gloss of wonder gets scraped off” when the dreams of science fiction become real and commercialised. But also, why is the design in science fiction so bad?

Theory Object for anticonventional products

Theory Object for Anticonventional Products

Design fiction instead. See Postscapes’ Best Design Fiction 2011. (Ed. See Note Below)

But what about real products? What science fiction can’t do.

RFID + Superglue + Object ≠ IoT

“It’s easy to be bewitched by the apparent beauty and logic of this. But the map is not the territory.”

Design fiction is a form of design, not fiction.

I’m glad that Bruce mentions this idea that “design fiction is a form of design, not fiction.” As I see it and what hope I have for it as an approach to doing and making is that it isn’t fictional or meant to be disputed because it is “less real” than “real design”. That would be terrible — but that’s entirely up to designers who deploy it as a way of working. If it materializes things that others see as imminently real, tangible — things that cause action, then the question as to its “real-ness” and its factual/actual-ness won’t be disputed. So — make things.

There it is. Glad to see more discussions happening around this. We’ll back-fill it with meaning and utility and make it actionable through making-of-things. I think the Ear Freshener may be the Laboratory’s first test.

Note about Postscapes Best Design Fiction 2011 — Our opinion is that it is fab to have a bit of an awards category for things. It draws attention to the activity and all that. We’re not terribly into awards here — in fact, we cleared out the 7th Floor where we had our Division of Awards and Wall of Gallantry to make space for another solder reflow machine.

But, in any case — there was our Trust Clock listed as an entrant — you can vote for it if you like. It belongs in a different category though because that clock was *made and *works. It still sits in the studio, ticking away the time, ready for someone to get up the gumption and nerve to actually live with. I think there are some great and well-tested bits of design in the form of video prototypes, and they’re fun to look at and ponder.

And then — I think the building-of-the-thing is important and shouldn’t be underemphasized, but not to get puffy about. If there are going to be awards, then perhaps it makes sense to divvy things up a bit and indicate the idiom of design fiction that the design works within? Just a thought. But, that’s to say that the building of that clock forced considerations and questions that I don’t think would’ve occurred had one not had to write firmware and solder and all that. We could’ve stopped at that video, but we had more questions that came directly from writing software and discovering interaction rituals based on making activities — where buttons go, how the alarm fob is given and to whom..real material things that wouldn’t come out in a video. Those questions led to other considerations that really made for actionable design — that can *then be delivered in a tangible way to teams who make products that are closer to the center point of the Hubberly Venn Diagram. You see what I mean? There are things that happen when you make design fiction objects that turn on, can break, have byte code uploaded to them. These are things that make the design thorough — which obtains because of the pain of making the thing *work in a different way from animating it working.

Why do I blog this? To capture more discussions and thinking about the goals of design in a broader sense.

Continue reading Short Note — The Product Design Venn Diagram: Updates

Portals

 

I love the magically mundane virtual real world of Google Streetview, and like others I’ve longed for my 15 frames of blurry low-res Street View fame. So I’ve been wondering, how can I get into Street View without having to stalk the car and chase it down? Actually, I don’t just want to appear in Street View, I want to play in it and add things to it too. And I want to be able to invite my friends to join me on the street. I want to use Street View for more than looking at a random piece of the past. I want to use Street View as a place to make alternative presents and possible futures.

To help me fulfill this desire (and part of my thesis project), I’ve been prototyping magical portals to get into Google Street View.

I’ve also decided to launch a Kickstarter project to help take the prototype to the next level and see if other people might be interested in exploring this and other related ideas with me.

 

It turns out, making portals is also happens to be a good way to think about a lot of other things as well. For instance, why does the screen still feel like a glass wall between me an an interface? And how could I get around this wall in a fun and fluid way?

Lately, people have been really into using touch screens (pictures under glass) and gestures (lick a stamp!). But as cool as these things are, they still keep us on one side of the screen and the interface on the other. Not that I think we need to get rid of screens entirely and just have holograms in dark rooms every where. Screens are actually quite magical and we can take advantage of them. But what would happen if we could just make a little space for the real world between the screen and the interface?

Also, what other ways can we think about being co-present with people? There’s the completely CG virtual worlds, full of anonymity and low polygon fantasies. We also have plenty of banal desktop sharing and collaborative white boarding applications. Then there’s standard video conferencing which keeps people in their own separate boxes awkwardly avoiding eye-camera contact. And of course there’s always Real Life, but that’s bound by the rules of space and time. What if we could take a little from all these things and combine them into something that is both more real and more magical?

These are some of the things that I’ve been researching through making these portals. I’m not sure what other questions might come up as I move forward, but it’s a starting point for now.

If you’re interested in helping me explore these ideas while making these Portals, check out the Kickstarter project!

Continue reading Portals

Weekending 11132011

Hello. It’s time for the weekending post. A few things.

First — I was introduced to this graphic above from @bruces. It shows a Venn diagram showing a kind of perspective of what-could-be. For that reason, I chose to interpret it as another “graph of the future”. How’s that? Well, because it indicates the measure of what can be a product and therefore, what can enter into the world at a particular scale — it’s represents things that can exist at some point in the future. It’s a really simple measure of “product” or “possibility”, but because of its simplicity, its admirable. It says that what can be a product must be desirable, profitable and possible/buildable.

Update: @bruces posted his notebook drawing that I originally saw three, wine-fueled hours into a midnight dinner in London. It comes from Hugh Dubberly.

I pondered this a bit over the week. I shared it for a moment at the recent Society for the Social Studies of Science conference, as a way to think about the future. But, what I want to consider are the unexplored, peculiar areas that are not at the super-sweet spot there in the middle. Are these various terrains that can be explored — perhaps to shift the meaning of what is desirable, profitable and possible? Ultimately, that sweet spot in the middle has to become some sort of least common denominator. What about the impossible? Or the barely possible? Or the unprofitable, but possible and desireable? You see what I mean? How do yo get out of the rut of assuming that everything must be a product — desirable/profitable/possible — and actually innovate? Make new impossible things? Or new, weird things only desirable to 17 people?

Update #2. Here’s Hugh Dubberly’s drawing — at least I think it is. I never saw the one from which Bruce did his notebook sketch.

Yet to be considered.

Well, also this week was a bit of frustrating time figuring-out-new-stuff. Can you believe that we still have to use USBSerial dongles by Keyspan in 2011 in order to talk to modern bits of development hardware? What gives with that?

This is a development board for a VS1000 chip which does audio decoding. I’m hoping to learn more about how to make it do interesting things for some real-time audio hacking and making-of-things. Look for cool stuff soon. Definitely desirable, possible and unprofitable little gizmos and hatchapees.

The last thing is that the video of the Thrilling Wonder Stories thing I did in London last week with Bruce Sterling and Kevin Slavin is available online now at the Architectural Association web site. It’s worth a look. If you fast forward to about 1/2 way through, you’ll get to the start of the presentations from myself @bruces and @slavin_fpo.

Finally, had a lovely coffee time chat with David Kirby who was in town to do some interviews for his upcoming projects.

That’s it for what happened.

In upcoming news, you’ll find more people blogging and doing things through the Laboratory.

The band is getting back together. Yeehaw.

Continue reading Weekending 11132011

Weekending 10232011

Okay. Maybe we will get back into the swing of the weekending note. This one won’t be comprehensive, but a note nonetheless to note a few things.

First, something I found while flipping through the Internet that got me thinking about using creative tension and inversion in the design fiction process and also connected to this Anthem Group, which has curious dispatches related to object-oriented ontology (which I barely understand) and Bruno Latour: this was an interesting post on the reason for having “intellectual fiends”. It helps me understand why, when I was studying Science and Technology Studies and just, you know…academic-y “theory” broadly, there was always this impulse to set ideas or discussions in opposition. To find ways to be critical of anything. Which gets annoying and I’m sure is the reason for general pissy-ness in the academic world.

It turns out it has its usefulness, if you stay optimistic and hopeful. It can be a way to move discussions always in some direction rather than allowing them to sit still and suffer the tyranny of undisputed acceptance. Of course, these things would always get quite squirrely — debates and the perpetual state of “crisis” over some theoretical position. That all becomes quite tiresome and you wind up with folks who are never, ever satisfied and always finding an argument to be had.

But, related to present work, it provides a logic for designing by inversion — taking the initial instinct or common assumption and then turning it on its head. I guess things like making physical, “embedded”, full-electronic prototypes rather than “apps” is one way of seeing this. Or doing the creative-opposite of something to really get into the *why of the natural, assumed, expected thing.

For example, when we made the social/trust alarm clock it was a way to invert commonly held assumptions about about the rituals of waking up in the morning. They don’t get inverted because we think the world should be hung upside down by its shoes — at least not routinely. But one can put “the normal” in relief by looking at things from the downside looking back up. Looking sideways. And it’s not until you actually *look at things through an unusual lens and make the assumption that the abnormal is actually “normal” — then you start seeing new curious opportunities and stories to explore that can then evolve and cause creative — rather than typical — disruptions that hopefully make the normal more engaging, fun, creative and curious.

Continue reading Weekending 10232011

Design Fiction + Advanced Designing + Trust in Volume Quarterly

The most recent — now a month or two old — issue of Volume Quarterly was on the topic of The Internet of Things. And within that was a small sub-volume of essays and articles on Trust compiled by Scott Burnham who has been running a project called Trust Design for Premsela which I understand to be The Netherlands Institute for Design and Fashion.

((The Laboratory seems to be a recurring guest in Volume Quarterly. We were in one a couple of issues back — their issue on The Moon.))

Scott started his project on Trust just as we in the Advanced Projects (then Design Strategic Projects) Studio at Nokia were beginning a project with the same name and some of the same questions. One of our questions was to understand what Trust is and how Design can somehow illuminate where Trust exists and its paths and relationships. When I say “illuminate” the image that comes to mind is one of a special detective’s forensic UV light illuminating something under specific conditions that would otherwise not be seen. Or, in those weird 1950s era medical treatments in which a subject drinks some wretched fluid or is injected with something that shows the paths of digestion or the networks of arteries when shown under X-Rays or something. (Maybe it isn’t wretched, but the thought gives me the willies for some reason.)

In any case there were many facets of the Design work we did in the studio, one of which was this Alarm Clock which was meant to operate precisely in this fashion — to focus our attention on a simple interaction ritual in which we were forced to consider characteristics of Trust.

The essay far below below was my contribution to the Volume Quarterly issue.

But first..

There’s a thing or two to add as well, that have more to do with this particular way of doing Design — or Design Fiction. The process of *making these clocks — which were made out of plastic and aluminum and electronics and solder and all that — was only partially about the specifications that determined how those things would be configured. Beyond those pragmatic, specified things were the ideas we sought to force to the surface — the concepts that we wanted to make ourselves address and consider directly. The preposterousness of the interaction ritual that the alarm mechanism forces was a deliberate way of compelling us to think and talk and design for this ephemeral social bargain called Trust. There was no way around it. We couldn’t lose ourselves in the geekery of circuit design; or choosing a color for the LED numerical displays; of obsessing over compound curves in the industrial design of the thing; or fetishizing any aspect of the “Design” as it is traditionally understood — a material instantiation of an already-accepted and well-understood object. There’s not much movement these days in Alarm Clocks. They are what they are and the variations come in things like…size. Like…color. Like…brand. Like…AM/FM or longwave. Like…number of alarms. Like…style. Like…box-y or round-y. Etc. You get it.

You’ll get stuck with those sorts of boring variations if you think about Alarm Clocks traditionally. Rather, thinking *not about Alarm Clocks but about waking up, and the rituals around it changes one’s approach. All of a sudden, you’re mucking with tradition. You’re getting people upset. You’re not responding to the client’s brief the way they expected. You’re not just doing color and materials variations.

Pfft. So what? Well — looking at things a little sideways is, for lack of a better moniker, advancing design. Advancing it beyond the expected. Doing the Fosbury Flop for Alarm Clocks.

The other thing to say about the project is that the making of the thing — all that plastic prototyping; all that circuit design; all that figuring-out-of-colors-and-materials; all that CNC machining; all that figuring out of tool paths; all that figuring out of firmware and interaction algorithms..why was all that done? Yes, of course — to make the thing *work, in the plainest sense. But, more than that — it was all done to do the Design. The making of the thing is *also a way of doing the Design of the thing. We didn’t figure everything out and then said, “right. now we can make it!” The making was the designing. Assumptions and questions are raised. We interrogate our own ideas and create new ones, whilst making and building and handling material and trying out little scenarios. The peculiar nature of the clock was such that we had debates, one in particular was about what the display should do when the little keyfob alarm-buzzer part was removed to be given to a friend. I felt quite strongly that the display on the main clock should go off, so that you’d have to Trust completely the person who was meant to be your human alarm. Otherwise, you can wake up and check the time, which is an implicit way of not really trusting that human alarm person.

This was the bit of fiction insofar as a clock like this would be quite otherworldly. There would be a very different set of assumptions about how relationships work; about what waking up entails and what it is for (getting to a meeting on time; making sure the kids are ready for school; not missing a flight and all the weight and significance of what happens if you *don’t do these things when and what time they need to be done.)

It would be a very different world if we just *woke up when we woke up, rather than waking up to the same time nearly every day. It’s a slightly skewed universe that this clock came from, but it’s crucial to do this kind of design. Why? Well — it advances the realm of possibilities and begins one considering quite directly about creating new, more curious and sensible interaction rituals. It is also a way of advancing design — doing design differently; questioning and challenging assumptions not only of materials and colors and forms and such, which is good. But questioning the actions and rituals and behaviors of the humans, even to the point of something so seemingly absurd as waking up in different ways. This isn’t to say that people will want to wake up to other people knocking on their doors or shaking their pillows, but it forces a number of unexpected considerations and questions and new ideas that plainly wouldn’t come about if one just focused on different colors for clock displays or snooze button styles. Its a kind of advanced design that is able to engage in its topic by throwing out all base assumptions and free-fall a bit into a weird world and then *not allow the usual questions to arise. Sink into the discomfort zone and do some advanced designing.

How does the underpinnings of social relationships become a design principle? How does one design for trust? Can an intangible like trust become embedded in an object?

The principle that “theory” can be expressed in an object plays a part in this question. Substitute “Trust”, a kind of philosophical principle that is perhaps, in my mind, best expressed through exemplars that represent it, rather than the abstractions of philosophical discourse.

The topic of “Trust” presented itself in October 2008 with a tremendous force. The world rattled as global networks of “Trust” institutions collapsed on a scale that sent apcoloyptics scurrying for Old Testament passages consistent with the sequence of events witnessed across the globe. “Trust” became a keyword for these events as macro social institutions that were once “too big to fail” failed despite their size. These institutions that were once the bedrock of society cracked and dissipated and in their failure, revealed what Trust is, at its core. It is, of course – people and the networks of relationships that define what it is to be a social being.

In the Advanced Design studio at Nokia, we were curious about Trust and what it means. Trust is recognized as a core values of the Nokia brand. The worldwide events brought the topic to the fore and provided an impetus for a design-based experiment. Our question was — what is Trust and how could one design with Trust as a guiding principle? How do you embed Trust in the material of a designed object?

The project walked around the topic, building up the studio’s expertise on the topic through the Design equivalent of a “literature review”, both in the sense of readings as well as a more tangible equivalent. We collected essays and books and made things — objects. We brought in both internal to Nokia and external experts on the topic. A social psychologist talked to us about how ordinary people become extraordinary liars. We followed closely the daily events of the macro level systemic failures of insurance companies, banks, economies and entire governments.

Our goals were deceptively simple — to develop a set of principles that could become “actionable” and be “designed-to” in order that Trust could be embedded in the material of an object.

Amongst a dozen principles, one is worth highlighting and is best paraphrased and represented in one of our tangible exemplars. The principle goes something like this: facilitate the trust network — allow people to trust the people they already trust.

Our tangible prototype was, of all things — an alarm clock. We called it the Trust Alarm Clock. The design brief was simply to make an alarm clock that embodied the principle — an alarm clock that highlighted the idea that trust is a relationship between people. At the same time, it was a platform that allowed us to experiment with this simple principle. As you will see, it is an almost absurd object. But it was the response to the brief that we made, without questioning our motivations, but rather following our curiosity on the topic of Trust.

The clock is best described directly. It consists of two components. The main component is not unlike a conventional bedside alarm clock. The second sits nearly where one would expect the canonical “snooze” button of a conventional alarm clock. This second piece is a small, removable “fob”. When one sets the desired time to wake up, the fob is programmed with a digital count down timer. The alarm setting ritual starts when one sets the wake-up time using a dial on the back of the clock. While doing this, the fob timer is configured so that its count down would expire and the fob would “alarm” when the alarm clock setter would like to wake up. The ritual is completed when the fob is removed from the main component and given to a most trusted friend. In that ritual of handing over the fob, the network of trust is established and embodied. The “handshake” of the passing represents the creation, or the invigoration of trust in its most elemental form. Handing over the fob signals that there is Trust amongst this small, two-person social network. If one wants to wake up — or be woken up — one must first consider a number of things. Primarily — who do I trust to wake me up? Who would I want to be woken up by? To whom do I want to convey that I do indeed trust them?

Short animation of an interaction ritual.

We did not suppose that a bedside alarm clock like this has mass-market appeal. It’s a theory object — a way of questioning and probing and exploring the idea of Trust as made into this provocative material exemplar. In a way it is a bit of fiction, only not written, rather made as a physical object that compels one to think of the stories and “user experiences” that may surround it. The fiction is established through a provocation created through design practices.

Theory objects are like material instantiations of ideas — perhaps even our hopes and our imagination. Theory objects refract some social practice in a peculiar and hopefully thought-provoking way. They are “theory objects” in this sense, ways of shaping refining, refracting and altering social practice hopefully in a way that creates more habitable worlds.

The theory object is a way to think about “technology” as something that does more than utilitarian or instrumental. It is an embodiment of some sort of practice that is not outside of the realm of social action. In other words, the theory object is a social object — one that can shape and mutate social practice. Technologies are mutable. They can be what we need them to be, and shape how we experience the world and in that way, are social. What we are doing here is over-emphasizing this point by skirting around the usual assumptions about technology in order to make this point about their social nature more evident and obvious and provocative.

Why should we care enough to make this point that technologies are embodiments of social practice? Because we need to reveal the human hand in their creation and their possibility. Once we can see that people put these things together (and show this process plainly, through images and descriptions without secrets) it becomes possible to talk about how they could be different, or obey different laws and assumptions — possibly become more environmentally conscientious, or help us find playful ways to be more compassionate to mean people, or find ways to be kind to strangers (whatever..need some concrete examples, perhaps anticipating the projects.)

In the case of the Trust Alarm Clock, we were confronted with a rather exciting and unconventional direction for ways of waking up, which everyone does, with the regrettable exceptions, of course. The question evolves beyond *who do I want to wake me up, and who do I trust the most to, say — make sure I get up to make an unusually early meeting or airplane departure. Rather, through this theory object we were drawn into thinking about other *things one may wake up to besides the time of day. What sort of alarm clock might the near future bring that represents a trusted evolution of the waking-up ritual. Perhaps an alarm clock that allows someone in my networked social graph to wake me up. Or — are there things that I trust more than people in these circumstances? Somethings that are beyond the rather mechanistic and mundane ritual of waking to the time, which, after all — is not particularly exciting. Might the things that are more relevant or consistent with our connected age be what wakes us in the near future? In the near future, might we trust more an alarm clock that wakes us up when other people start waking up in order to facilitate that sense of being amongst a larger group of people who are also starting their day. Who are we to say that the now common ritual of waking to a specific time become as antique as luggage without wheels.

Pneu. Ma. Tique.

Thus uttered Antoine Doinel in Truffaut’s film “Stolen Kisses” as a farewell letter to Madame Tabard is shussh-ered off through the Parisian pneumatic tube postal system..

Just enjoyed a coffee and reading Molly Steenson‘s article called Interfacing with the Subterranean on pneumatic tubes infrastructures in Issue 41 of the lovely, always diversely curious Cabinet Magazine. A nice little read on a system we’d now look on as antique, baroque and not just a little bit steampunk-y. That’s her up top sharing with me some of the very intriguing primary research she’s unearthed as she drops-gear and toe-and-heels the turn into the final lap of her dissertation Grand Prix race.

Aside from being still perplexed at how this proto-type internetwork of connected *tubes actually was able to route things hither-and-yon over cities and all such — I find it fascinating that versions of the hardware stack continue to exist in various ways. There are intranets within buildings still. The intriguing aspect of this is the material form that is rhymed (not perhaps on purpose or by design) by the networks electronic of today. Those guys standing around in the rooms receiving and continuing the little chariots of messages are little routers and TCP/IP compliant protocol handlers, one could think.

Why do I blog this? To capture a small historical scrapnote on the always constantly prototyping mechanics of communication that humans perform. This was likely perceived as wondrous, high-technology in its day. I’m surrounded this week by the hubris of high-technology prototyping, creation and thinking. Not all of it wondrous. Some of it down-right silly. Words like “engine” and context and gobble-dee-gook engineerig-y semantics make a hash of what the utterer may think of as perfectly reasonable sentence structure and syntax. I can’t tell verbs from nouns when I hear about context engines deciding that I’m in a meeting and little “agents” squirreled away on the chipset in my hand decide to book lunch but not before my chipmunk agent grabs an auctioneers gavel and let my local restaurants bid for he pleasure of my ordering a sandwich. I don’t believe this is an interesting future. There are others. More whimsical. More fun. More pneumatic.
Continue reading Pneu. Ma. Tique.

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