the new ecology of things

news and information on the Sun Microsystems Labs sponsored class

Friday, January 27, 2006

Course summary

This class completed in December 2005. Scroll down for descriptions of the final student projects. Here is the course brief:

What happens when every object and space has a life of its own? What if, sitting in your closet, your old pair of shoes could talk to your new pair? What would they communicate? Suppose your sleeve could tell you about the ten different DVD players for sale at the store. What would that look like and how would you interact with it? If you were at a party, how would the space tell you about the cool person across the room, or where the conversation about music is?

This Graduate Funded Educational Project/TDS course had the funding of legendary network computer company Sun Microsystems Laboratories, and was taught by Art Center's Graduate Media Design Program core faculty member Philip van Allen, ACCD Visionary in Residence and Sci-Fi writer Bruce Sterling, and Graphic Design Chair Nik Hafermaas. Additional support came from Ewan Branda for programming, and Adriana Parcero for documentation.

With massive RFID tagging and the deployment of smart networked sensors and wireless personal information devices, a new ecology of things is developing. Objects and spaces gain accessible, query-able, up-datable histories and meta-data, and they exchange information with each other and network servers to form a new, pervasive thing-ecology.

This complex, emergent system will arise from pyramid of integrated, pervasive technologies: RFIDs at the bottom in huge numbers providing identity and trackability; sensors at the next level up monitoring everything (water/air quality, GPS locations, efficiency, operational status, purchases, etc.); networked tiny computational systems (e.g. motes, Sun Spots) embedded in things and spaces, analyzing, collecting and passing on sensor data; personal computational devices used by people as their interface to the ecology; and back-end servers for storage and deep data-mining power, accessible everywhere.



How will people and things interact in this fluid environment of tangible artifacts and the data-spheres that surround them? Who will determine how this interaction works? Through discourse and making, this course will explore how design can influence and address the new ecology of things.

Working technologies to be used in the course include groundbreaking devices called Sun Spots provided by the class sponsor. These are very small, wireless devices that sense the world and communicate with other Sun Spots and a network. In addition, the class may have access to standard microcontrollers, RFID readers, and GPS units.

Each student team will design an interactive system (form, interface, function, content) that embraces the coming ecology of smart things in 2015. The project should challenge traditional ideas of devices and applications, and imagine new relationships between people, sellers, objects and environments. The interactive system must include a working prototype that helps communicate the project and provide the discipline of designing real, functional applications—e.g. smart shoes, talkative sleeves, match-making environments. The project deliverables may include any combination of products, interfaces, environments and systems, addressing retail, domestic and social contexts. In addition, students will look and design for the hackability of the new ecology - exploring how it can be creatively abused, reused, and leveraged for unintended uses.

Teams will research specific audiences and contexts to define design opportunities in the new ecology of things. Out of this research, students will develop designs that provide inspiration and insight for the technical, management and design communities.

Sun is providing groundbreaking devices called Sun Spots (PDF) which are very small, wireless devices that sense the world and communicate with other Sun Spots and a network.

Sunday, December 11, 2005

OVERVIEW WK13: SUPER THURSDAY Final Presentations

(Download PDF files for detailed summaries and project descriptions)

DOMESTIC TEAM: Doormatters
Encouraging positive social interactions. The team switched its focus from its previous idea of creating a sharing & connecting-system within a communal environment, to one that is more specific and realistic, a college dorm (specifically the ones that will soon be erected at Art Center.) Remaining from the initial design concept is the door, specifically its flat panel and the peephole. Doors within each dormitory unit would act as digital interfaces displaying both private (inside the room) and public (outside) information. Objects, people, preferences and events are all connected into the system of Sunspots sensors and servers. These interactions can be traced and navigated via the door (For instance, if a student has a paper to write, the door can display research books available in the building on the topic as well as residents who would be willing to lend a hand.) Ultimately, the system aims at benefiting and enhancing the quality of short-term communal living.
Doormatters.pdf

THE HACKERS: Alav
Autonomous Light Air Vessels seems almost too vague and detached a description for the floating animal-like creations the Hackers presented. Simply described the objects are blimp-shaped balloons, each equipped with a Sunspot and a pair of propellers. Perhaps what is most intriguing about the ALAVs (which somehow resembles the word "alive") is their life-like interaction with each other, the food pot (a plant-like structure containing a sensor that interacts with the ALAVs sensors) and people (the ALAVs' sensors are programmed to react to cell phones etc.) The key concept behind this flock is the system that controls them, one that the hackers designed around the unpredictability of the Sunspots' technology. Relying on their initial research in ecosystems and how they work, the team aimed at demonstrating a similar system via their use of the new ecology's technology. Placing ideas of the digital within a real-world physical environment.
ALAV.pdf

SOCIAL TEAM: LinkStir
The Icebreakers remained true to their original concept of helping to instigate social interaction. Their presentation consisted of demonstrating how their system would work within their networked environment--one where objects and people are tagged and connected together via relevance "strings" (somewhat of an adaptation of the digital web metaphor.) The demo took place in a lounge/bar set up in the campus basement. Specific cocktails ("mixed" via the interaction of Sunspot sensors attached to the bottles and glasses) would display certain "strings" on a projected screen in the bar, each with its own set of interactions. One of the examples led to seduction, while another exposed a criminal among the crowd. Overall, the icebreakers emphasized their aim at instigating virtual and physical social connections through the system of the new ecology.Icebreakers.pdf

RETAIL TEAM: Symbiology
Creating a more efficient and sustainable production cycle: evolve-purchase-use-exchange. The retail team kept with this project idea (see: week 8) and opted to further emphasis on demonstrating how it would work via their symbiotic system of production and consumption. As a case study they took the avenue of sports, (namely skateboarding) where a businessman decides to pick up skateboarding again. In their symbiology system, the man would enter a store, decide on the formulation of his shoes (based on his recorded old shoe history) and the shoes would be manufactured tailored to his needs and preferences. In addition, a helmet, board and other safety gear could be picked up, tapped with the shoes, and thus the relevant user info would exist among all these objects. Since the objects can communicate with each other, they are aware of the user's history and can adapt accordingly (for example, they would know that the man hasn't skated in a while so they would be better prepared for a fall or collision, forming a kind of safety cushion.) With the use of sensor technology and its system, products would begin to act like "living objects" within this ecology.Symbiology.pdf

BOBI: Jennifer Darmour
[MDP Thesis Project]
Jennifer's demo consisted of a spherical object (containing a Sunspot sensor) and a demo booth equipped with an interactive screen. The concept of BOBI emerged from her research into designing systems for the new ecology of things; namely trying to figure out how to communicate such a system clearly to a wide audience. The BOBI presentation is an example of EXPERIENTIAL PROTOTYPING--where a system and its narratives are translated into interactive scenarios and working models. Her system (what she roughly refers to as anti-iPod) deals with open-source music in which participants can mix, collect and share tunes via dance gestures. Jennifer presented 3 case studies (friends with varying personalities,) where each would interact with the system and the BOBI (the sphere) according to personal preferences. Her demo consisted of relating the character stories, as well as demonstrating the different techniques in real-time.

TELEPATH: Matthew McBride
[MDP Thesis Project]
Matthew presented is graduate thesis project Telepath. The following is a brief description of it in his own words:
"Telepath is an exploration of a future Interface designed to make the invisible architecture of digital information present in our environment--visible to a person in a situated physical context. It is a "Seeing Machine" for the New Ecology of Things. It allows a user to navigate their surroundings while excavating meaning from it, extracting both sensibility and specificity of place."

Friday, December 09, 2005

Photos final presentations

Monday, December 05, 2005

Super Thursday Presentation Schedule

Here is the tentative schedule for Thursday. Each group has 15 minutes to present, and 10 minutes for questions (MDP graduation students Matt & Jennifer get only 10 minutes for their presentations). We'll allow 5 minutes between each presentation to move to the next location. Because we have so many presentations, we must stay on schedule. So if Nik or I give your group the nod, you need to stop and we have to move onto the next presentation.

8:30: everyone arrives, snacks
8:45: introduction of work to Sun
9:00: Domestic group presents (location ?)
9:15: Domestic questions
9:30: Jennifer Darmour presents (DBL)
9:45: Retail group presents (location ?)
10:00: Retail questions
10:15: Ewan Branda presents Ecology of Things Software (wind tunnel)
10:20: Hackers group presents (wind tunnel)
10:35: Hackers questions
10:50: Bruce Sterling presents (wind tunnel)
11:00: Matt McBride presents (DBL)
11:15: Social group presents (basement)
11:30: Social questions
11:45: Wrap-up & Sun departs for hillside campus

2:00 Open House for New Ecology of Things
3:30 Close Open House

Friday, November 18, 2005

OVERVIEW WK 8: FINAL CONCEPT Presentations

(Download PDF's for presentation details)

SYMBIOLOGY
Purchase. Use. Exchange. Revolve. This is the cycle that the retail team defined as the main concept of their system entitled, symbiology. This process aims to create a mutually beneficial relationship between producers and consumers--one that is achieved through the recycling of an object's material and user history. To illustrate this process, the team chose multi-purpose "smart" shoes as their design application. Sunspot sensors, embedded in the shoes, act as data collectors, recording temperature, physical impact, surfaces etc. This data-- crucial to the process of "symbiology"--is used in several ways: A) The shoes respond to the data by adapting to the activities the user is experiencing, enhancing comfort: i.e. cooling the feet when hot, or adding cushioning when a terrain is rocky. B) With every activity the shoes are a used for, customer credit and discount points are incurred which can go towards the purchase of new items. C) The data provides consumer insights and preferences that could be used in the production of new products. Thus bringing the symbiotic process full circle. retail.pdf

THE ICEBREAKERS
Fighting against social isolation. In their design system, LINKSTIR, the social team (aka The Icebreakers) strives to create alternate forms of social interaction. Linkstir is about applying the Internet web metaphor to the physical world. Sun spots sensors, embedded in everything from phones to sunglasses, pick up and collect tagged data in the environment. The group presented the case of a man passing by a concert poster in the street. He places his phone against it and picks up the information. This link to the poster is visualized with a virtual string (which can be seen with specific glasses.) The string becomes attached to the man, and his user profile. Others around him, whether on the bus or in a coffee shop, can "see" this string. If someone shares his interest in music and is thinking of going to the same concert, the person might go up to him and start a conversation. This string system creates social links that might not have occurred under other circumstances, thus taking the online (i.e. blog or IM) system and using it in physical, day-to-day environments. Creating unexpected social connections. social.pdf

AS THE CROW FLIES
Flocking blimps. In their complicated yet elaborately explained presentation, the Hackers discussed their system, AS THE CROW FLIES: an ecosystem inspired by biology that uses models from nature to illustrate the future environment of networked things. The system is the meeting of the physical with the data world, creating new metaphors to describe interactions in such environments. A FLOCK of blimps--hovering inflatable objects carrying Sun spot sensors--navigate over a terrain of INSTILLATIONS--tagged points of interest--located in the networked space. The blimps gather data from the INSTILLATIONS, which in turn respond to the blimps as well as active human PARTICIPANTS. These INSTILLATIONS form a co-dependent existence. When the FLOCKS gather their capacity of data, they release DROPPINGS--physical traces meant for interaction. PARTICIPANTS pick up these traces, and move them to a new location. These DROPPINGS become part of the system as a whole and their data is integrated into the network, thus evolving the process of interaction and the activation of other instillations. The group compared this kind of a system to pollination, the network acting as a metaphor for the natural ecology of sustainability. This system uncovers the methods of data collection and interaction in both the visible physical world as well as the invisible digital one. hackers.pdf

Supermodernity & Non-Places
[MDP Thesis Project]
Matthew McBride
"The act of looking is an act of computing and your gesture is an act of processing." Within our current daily activities, we constantly interact with the digital realm in order to understand or navigate our environments. Yet, according to Matthew, the current devices used to tap into these digital networks (such as cell phones or laptops) rely solely on their own static internal features and do not necessarily react to the physical environment. Their human relation factor is limited. Matthew's proposal is a device that would tap into this network, and make it more visible and accessible within the physical environment. The design is a glass sheet viewfinder (equipped with a Sun Spot sensor) that is gesture-sensitive and can be held in one hand. A compass & interactive interface would be displayed on this sheet. As the person looked through it, information from the environment's digital network would appear on the display. As the person moved, the display would change, revealing new information. By leveraging LOCATIVE TECHNOLOGY in the new ecology of things, this device would help evolve HCI into HEI. It is not a device directly part of the network, but one through which to observe and make use of it. Outside, interacting within. mmcbride.pdf

Thursday, November 10, 2005

Photos week 9

Wednesday, November 09, 2005

Photos week 8