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

Conflux Festival 2009 Call Proposals

11092008_162058_18

Conflux is having their 6th annual Conflux Festival! The deadline for submissions is soon — August 15th. At last year’s Conflux we brought our “Drift Deck” technology and had a swell time! Several years back, we did WiFiKu — we walked the streets of New York City neighborhoods and digitally scanning for the names of WiFi “Hot Spots” (Hot Spots…how quaint) and constructed a visual map containing Haiku from these found names. That was back when wireless networks were not as quotidian as they are today and we were all trying to make sense of this new puff of network leaking out into the streets. This year — who knows?

CONFLUX FESTIVAL 2009
CONFLUXCITY CALL FOR PROPOSALS
http://confluxfestival.org/

Conflux, the art and technology festival for the creative exploration of urban public space, is pleased to announce the 6th annual Conflux Festival will take place from September 17-20, 2009 and will be hosted by New York University.

In keeping with its commitment to urban artistic exploration, community participation, shared knowledge, and critical civic engagement, Conflux will organize a user-generated open format event on Sunday September 20th, 2009 from 10am-6pm.

Through an open submissions process, ConfluxCity will provide a platform for artists, urban geographers, technologists and others to organize and produce innovative activities dedicated to the examination, celebration and (re)construction of everyday urban life.

Drawing inspiration from Burning Man’s creed of radical self-reliance and BarCamp’s philosophy of openness and participation, ConfluxCity will adopt an open-space approach in which participants will be expected to organize, promote, and host their own activities and events. To facilitate this format, the Conflux Festival headquarters and website will serve as a central communications hub directing festival attendees outward to individual event websites and locations.

To submit a proposal to participate in the festival, please see the submission guidelines at the Conflux Festival website: http://confluxfestival.org/2009/submit-a-project/.

The deadline for submissions is August 15, 2009.

http://confluxfestival.org/

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

High Chair

High Chair is a tall chair placed on or near the sidewalk allowing sitters a chance to see the city from nearly above. It’s a middle vantage point, above the street, below the skyscraper, with a full view that balconies seldom offer, and still amongst the pedestrian fray. The chair is evocative of that used by a line judge at a tennis match, or a lifeguard’s chair found at the beach. It is approximately 3 meters high as measured from the ground to the seat bottom, light and sturdy to allow it to be easily moved. Integrated into the leg work is a simple ladder for ascent. The chair is wide enough to allow two people to sit comfortably and enjoy the view together.
The chair is meant to be a playful, curious object that disrupts the conventions of the bustling city sidewalk. It allows visitors to spend a moment watching pedestrians from slightly above. It’s a middle vantage point, above the street, below 1st story fire escapes. It’s unlike the view provided by Apple Tours double-decker in that it is still pedestrian, in a way, and engaged in the bustle below.
We plan on pre-fabricating most of the chair and constructing it on-site. While our plans are still preliminary, there are certain considerations that are relevant. Firstly, the chair is expected to be mobile so that it can be shuttled to various locations, or easily moved to avoid hassles with retailers or law enforcement.
(For Conflux 2008 with Pascal Wever, Rhys Newman, Raphael Grignani, Duncan Burns, Julian Bleecker. Drawings: Rhys Newman)