Blog posts tagged as 'design'

Guardian iPad app launched

Congratulations to all the team at The Guardian for launching their iPad app this week.

BERG played a small role at the very beginning of the process with initial product workshops, Nick contributing his experience on iOS prototyping and Jack consulting on the interaction design with Mark Porter and the team.

Andy Brockie who led the internal design team there has put together a great ‘behind-the-scenes’ gallery of the process, and newspaper design guru Mark Porter has an in-depth blog post about his involvement here.

From that post, a snippet about some of the ‘algorithmic-art-director‘ workflow the team invented:

Unlike the iPhone and Android apps, which are built on feeds from the website, this one actually recycles the already-formatted newspaper pages. A script analyses the InDesign files from the printed paper and uses various parameters (page number, physical area and position that a story occupies, headline size, image size etc) to assign a value to the story. The content is then automatically rebuilt according to those values in a new InDesign template for the app.

It’s not quite the “Robot Mark Porter” that Schulze and Jones imagined in the workshops, but it’s as close as we’re likely to see in my lifetime. Of course robots do not make good subs or designers, so at this stage some humans intervene to refine, improve and add character, particularly to the article pages. Then the InDesign data goes into a digital sausage machine to emerge at the other end as HTML.

Fascinating stuff, and perhaps a hint of the near-future of graphic design…

It was a pleasure working with the team there, and Mark especially. The final result looks fantastic, and more importantly perhaps reads beautifully and downloads extremely quickly. Well done to all involved!

And now, we can now finally exclusively reveal our prototype sketch for Robot Mark Porter…

The design behind How many really

How big really is now just over a year old, released just before I started work at BERG, and I still find myself totally engaged with the simplicity of the concept. It’s a solid, easy to digest punch of information that translates unknown quantities into something instantly recognisable. How many really is the second part of the experiment, and I was tasked with working on the design. This is a little write up of the design process.

We started off by following a workshop Webb & Jones had run with the BBC to kick off the initial concept of examining quantity. Myself, James Darling & Matt Brown spent a week whiteboarding, sketching and iterating, to try and nail down some initial ideas.

The first thought was the variables with which we could use to convey changes in quantity. Time, movement, zoom & scale were all identified as being potentially useful.

We started to construct sentences that could tell a story, and break down into portions to allow new stories to slot in.

Looking at splitting grids into sections to show different variables.

We thought a bit about avatars, and how to use them in visual representations of data, in this case combining them with friends’ names and stories.

Looking at combining avatars with ‘bodies’. Bird suits, vehicles, polaroids.

An early narrative concept, setting up the story early on and sending you through a process of experience. We thought about pushing bits of stories to devices in real time.

After a bit more crunching and sketching, we broke everything down into two routes:

  • Scale – influenced by Powers of 10, used to compare your networks to increasing sizes of numbers,
  • Grouping / snapping – used to take your contacts and run them through a set of statistics, applying them personally to historical events and comparing them against similar events in different times.


What became clear after the sketching was the need to show a breadcrumb trail of information, to give the user a real sense of their scale compared to the numbers we were looking at. Eames’ Powers of 10 video achieves this – a set of steps, with consistent visual comparisons between each step.

Perfect for showing the relevance of one thing in relation to the next, or a larger collective group. But the variation in the stories we’d be showing meant that we didn’t want bespoke graphics for each individual scenario. We tested out a quick mockup in illustrator using relatively sized, solid colour squares.

Despite the lack of rich textures and no visual indicators of your current position in the story, the impact was there. We added Facebook / Twitter avatars for signed in states, and worked on a colour palette that would sit well with BBC branding.

The next problem was dealing with non-signed in states. How many really was always designed to work with social networks, but we wanted it to be just as relevant with no Facebook or Twitter credentials – for classrooms, for example. We took a trip to the V&A to view the Isotype exhibition that was on at the time.

 

That’s 85 year old iconography and infographic design that looks as relevant today as it did back then. A real sense of quantity through simple pictograms. Completely fantastic. We set about designing a stack of isotype influenced icons to work with the site when users weren’t signed into their social networks.

And the icons in context…

We used a bit of Isotype inspiration for the organisation of the grouping stories – evenly spaced grids of icons or avatars.

The rest of the site was intended to stay consistent with How big really. We used photography in place of bespoke graphics for the story panels, as the graphical output varies for each user.

How many really is an entirely different beast to How big really. Rather than each dimension being a solid, one shot hit, the value is in backing up simple visuals with interesting narratives. We spent almost as much time on the written aspect of stories as we did on the aesthetics and interaction. I hope it gives a little context to numbers and figures we often take for granted. Please do have a browse around!

Ditto

We’re a design studio, so we like going to the degree shows that pop up around London this time of year — London has a number of extremely strong design courses, and seeing what the students are up to is always an inspiration. A couple of weeks ago it was the Goldsmiths Design 2011 Show, and my personal favourite there was Ditto by Matt House. This is what he says:

Copying is fundamental to development and social interaction, yet it is viewed negatively in education and creative fields. With new media, reproduction is engrained in culture allowing us to embrace this phenomenon. How do individuals respond when you reiterate, reprocess and reclaim their property? We are the generation that remix, parody and re-enact. Go henceforth and copy.

(He says it twice, naturally.)

So what did he do? At the core of his show piece was a performance: he sat opposite you wearing a bowler hat (like a Magritte), and copied exactly everything you did, while you were doing it. What you spoke, how you moved, what you drew, your expressions.

I have never felt anything so uncanny. You lose yourself in the mirror-feeling, and it gets confused in your head where free will comes from.

His work speaks directly to the nature of novelty and invention, culture and the individual, and to the creative act — particularly now, in the 21st century, where everything is copy-and-pastable, the whole world is a palette to be dabbed and painted using our new brushes. It’s a wonderful feeling, to be forced to encounter this insight so abruptly!

Anyway, Matt House recently put a new video online, where he literally puts my words and the words of Matt Jones in his own mouth.

He’s taken bits of our public talks and patched them into his own movements. It makes me think: where does character come from? Ideas? He is deliberately being a blank slate, and this accentuates the individuality of Jones, me, and him.

This is weirder for me than for you, I’m sure, but I love it, and here it is:

berg copy from Matt House on Vimeo.

Friday links: Comics, Space & Rizzle Kicks

Another Friday, another round-up of the various things that have been flying around the office mailing list this week.

Core 77 are running a feature on visualisations of The Metropolis in comics. Part 1 is all about the night:

Simon sent this around – a video from the camera mounted on each of space shuttle Endeavour’s rocket boosters:

Timo sent around the trailer for producer Amon Tobin’s live tour:

Matt Jones sent around Olafur Eliasson‘s latest exhibition ‘Your rainbow panorama‘ – a 360 degree viewing platform ‘suspended between the city and the sky’, which looks incredible.

Denise pointed us to this (via @antimega), a wonderful video of dust devils lifting plastic sheets from strawberry fields:

Finally, as the sun’s out here in London and music features fairly high on our agenda at 6pm on a beautiful Friday evening, Matt Webb sent around this video from Brighton based duo Rizzle Kicks – a superbly produced video, and quite a nice track as well. Enjoy!

Icon’s “Rethink”: turning receipts into ‘paper apps’

Icon magazine asked us to contribute to their monthly “Rethink” feature, where current and commonplace objects are re-imagined.

Icon #97 Rethink: redesigning the receipt

We continued some of the thinking from our “Media Surfaces” work with Dentsu, around how retail receipts could make the most of the information systems that modern point-of-sales machines are plugged into…

Icon #97 Rethink: redesigning the receipt

A little quote from our piece:

We’ve added semi-useful info-visualisation of the foods ordered based on “what the till knows” – sparklines, trends – and low-tech personalisation of information that might be useful to regulars. Customers can select events or news stories they are interested in by ticking a check box.

We think the humble receipt could be something like a paper “app” and be valuable in small and playful ways.

Icon #97 Rethink: redesigning the receipt

Read all about it in this month’s Icon #97, available at all good newsagents!

Sensor-Vernacular

Consider this a little bit of a call-and-response to our friends through the plasterboard, specifically James’ excellent ‘moodboard for unknown products’ on the RIG-blog (although I’m not sure I could ever get ‘frustrated with the NASA extropianism space-future’).

There are some lovely images there – I’m a sucker for the computer-vision dazzle pattern as referenced in William Gibson’s ‘Zero History’ as the ‘world’s ugliest t-shirt‘.

The splinter-camo planes are incredible. I think this is my favourite that James picked out though…

Although – to me – it’s a little bit 80′s-Elton-John-video-seen-through-the-eyes-of-a-’Cheekbone‘-stylist-too-young to-have-lived-through-certain-horrors.

I guess – like NASA imagery – it doesn’t acquire that whiff-of-nostalgia-for-a-lost-future if you don’t remember it from the first time round. For a while, anyway.

Anyway. We’ll come back to that.

The main thing, is that James’ writing galvanised me to expand upon a scrawl I made during an all-day crit with the RCA Design Interactions course back in February.

‘Sensor-Vernacular’ is a current placeholder/bucket I’ve been scrawling for a few things.

The work that Emily Hayes, Veronica Ranner and Marguerite Humeau in RCA DI Year 2 presented all had a touch of ‘sensor-vernacular’. It’s an aesthetic born of the grain of seeing/computation.

Of computer-vision, of 3d-printing; of optimised, algorithmic sensor sweeps and compression artefacts.

Of LIDAR and laser-speckle.

Of the gaze of another nature on ours.

There’s something in the kinect-hacked photography of NYC’s subways that we’ve linked to here before, that smacks of the viewpoint of that other next nature, the robot-readable world.


Photo credit: obvious_jim

The fascination we have with how bees see flowers, revealing animal link between senses and motives. That our environment is shared with things that see with motives we have intentionally or unintentionally programmed them with.

As Kevin Slavin puts it – the things we have written that we can no longer read.

Nick’s being playing this week with http://code.google.com/p/structured-light/, and made this quick (like, in a spare minute he had) sketch of me…

The technique has been used for some pretty lovely pieces, such as this music video for Broken Social Scene.

In particular, for me, there is something in the loop of 3d-scanning to 3d-printing to 3d-scanning to 3d-printing which fascinates.

Rapid Form by Flora Parrot

It’s the lossy-ness that reveals the grain of the material and process. A photocopy of a photocopy of a fax. But atoms. Like the 80′s fanzines, or old Wonder Stuff 7″ single cover art. Or Vaughn Oliver, David Carson.

It is – perhaps – at once a fascination with the raw possibility of a technology, and – a disinterest, in a way, of anything but the qualities of its output. Perhaps it happens when new technology becomes cheap and mundane enough to experiment with, and break – when it becomes semi-domesticated but still a little significantly-other.

When it becomes a working material not a technology.

We can look back to the 80s, again, for an early digital-analogue: what one might term ‘Video-Vernacular’.

Talking Heads’ cover art for their album “Remain In Light” remains a favourite. It’s video grain / raw quantel as aesthetic has a heck of a punch still.

I found this fascinating from it’s wikipedia entry:

“The cover art was conceived by Weymouth and Frantz with the help of Massachusetts Institute of Technology Professor Walter Bender and his MIT Media Lab team.

Weymouth attended MIT regularly during the summer of 1980 and worked with Bender’s assistant, Scott Fisher, on the computer renditions of the ideas. The process was tortuous because computer power was limited in the early 1980s and the mainframe alone took up several rooms. Weymouth and Fisher shared a passion for masks and used the concept to experiment with the portraits. The faces were blotted out with blocks of red colour.

The final mass-produced version of Remain in Light boasted one of the first computer-designed record jackets in the history of music.”

Growing up in the 1980s, my life was saturated by Quantel.

Quantel were the company in the UK most associated with computer graphics and video effects. And even though their machines were absurdly expensive, even in the few years since Weymouth and Fisher harnessed a room full of computing to make an album cover, moore’s law meant that a quantel box was about the size of a fridge as I remember.

Their brand name comes from ‘Quantized Television’.

Awesome.

As a kid I wanted nothing more than to play with a Quantel machine.

Every so often there would be a ‘behind-the-scenes’ feature on how telly was made, and I wanted to be the person in the dark illuminated by screens changing what people saw. Quantizing television and changing it before it arrived in people homes. Photocopying the photocopy.

Alongside that, one started to see BBC Model B graphics overlaid on video and TV. This was a machine we had in school, and even some of my posher friends had at home! It was a video-vernacular emerging from the balance point between new/novel/cheap/breakable/technology/fashion.

Kinects and Makerbots are there now. Sensor-vernacular is in the hands of fashion and technology now.

In some of the other examples James cites, one might even see ‘Sensor-Deco’ arriving…

Lo-Rez Shoe by United Nude

James certainly has an eye for it. I’m going to enjoy following his exploration of it. I hope he writes more about it, the deeper structure of it. He’ll probably do better than I am.

Maybe my response to it is in some ways as nostalgic as my response to NASA imagery.

Maybe it’s the hauntology of moments in the 80s when the domestication of video, computing and business machinery made things new, cheap and bright to me.

But for now, let me finish with this.

There’s both a nowness and nextness to Sensor-Vernacular.

I think my attraction to it – what ever it is – is that these signals are hints that the hangover of 10 years of ‘war-on-terror’ funding into defense and surveillance technology (where after all the advances in computer vision and relative-cheapness of devices like the Kinect came from) might get turned into an exuberant party.

Dancing in front of the eye of a retired-surveillance machine, scanning and printing and mixing and changing. Fashion from fear. Quantizing and surprising. Imperfections and mutations amplifying through it.

Beyonce’s bright-green chromakey socks might be the first, positive step into the real aesthetic of the early 21st century, out of the shadows of how it begun.

Let’s hope so.

John’s Phone

johnsphone-1.jpg

I mentioned the John’s Phone on the studio mailing list last week. We ended up getting one to look at in the studio; it arrived this week, and I spent some time exploring it.

The John’s Phone is a simple mobile phone made by Dutch design firm John Doe. The phone came about as an attempt to take the ultra-simplicity of their From The Supermarket to a mobile phone. To quote their blogpost on the subject:

We’ve always wondered why most affordable phone looks so dull and boring. All cell phones are great high-tech product we like to use every day. Why not spend more time in designing. It’s the things we don’t see that are the most essential to creating a great design. A great design is a present. Why not make yourself happy with a present everyday in your pocket.

johnsphone-2.jpg

It’s a really immediate product: the entire front face is devoted to the keypad and physical interface. The top of the phone has an LCD display, positioned much like an old-fashioned pager; the side of the phone, which you can just see in the pictures above, has a rocker switch for volume, a SIM card slot, a switch for the ringer volume, and a power switch.

The phone makes its intention clear: the immediacy of use and that interface is more important to it than any screen or display-based interaction. It’s all about phone calls and phone numbers.

The John’s Phone is almost exactly the same size as an iPhone 4 – but its keypad takes up as much space as the touch screen does on the iPhone. The touchscreen has become a focal point of the design of smartphones, the hardware being designed around that bright rectangle. The John’s Phone is equally designed around its interface (or, at least, the “input” element of that interface) – it just happens to be a physical keypad.

johnsphone-3.jpg

There are delightful, surprising touches. There’s a biro hidden down the side, where you might expect a stylus on an old touchscreen phone. You can use it to write in the addressbook hidden in the back of the phone.

But that paper addressbook sums up some of the problems with a phone this simple. Is that simplicity for the purpose of simplification, or to support an aesthetic of simplicity?

The website for the phone claims that it’s “the world’s simplest cellphone“. That’s true – if you agree with their idea of what a cellphone is.

For instance, if you believe text messaging to be a fundamental feature of a cellphone, then the John’s Phone doesn’t even live up to your expectations of what a mobile phone is. But if all you want your mobile phone to do nothing but send and receive calls – which is true of many phone owners – then it really is a simple, satisfying expression of that goal. Satisfaction with the device comes down to what your expectations – or requirements of it – are when you first pick it up.

That aesthetic of simplicity is at times complicated by the technology the phone runs on. Whilst John Doe promote the paper addressbook as the best way to store your phone numbers, reading the manual reveals that there is a ten-number memory built into the phone.

How do you put numbers into that memory? By typing **1*01234567890# (to put “01234 567890″ into slot “1″).

Doesn’t that, as an interface, feel totally at odds with the aesthetic the physical device is cultivating?

(Of course, “reading the manual” seems like an activity also at odds with a device already so explicit in its physical form; had I not done so, I’d have been perfectly happy not knowing about that feature.)

button-closeup.jpg

At first, the character-design on the “hello” and “goodbye” buttons seems at odds with the restrained, minimal physical exterior.

As you use the phone, though, you’ll get to see a lot more of that character. He’s called Fony, and he appears throughout the phone’s operation. He’ll wave hello and goodbye to you when you turn the phone on and off.

fony-asleep.jpg

When the phone’s asleep, you might see him tucked up in bed.

fony-electrocuted.jpg

When you charge the phone, he gets electrocuted from time to time (which seems curel to a character I’d imagine I was supposed to be sympathetic towards).

I can appreciate the care and attention in the realisation of Fony. He’s charming and never intrusive on the phone’s screen, often explaining what the phone’s currently doing through his appearance (rather than through text, which there’s very little space for). John Doe say (in their explanation of his design) that “Fony makes John’s a friendly phone“. I think he’s part of that friendliness – but not nearly as much as the much more immediate friendliness of the clear, simply designed hardware.

It’s important to factor the price of the product into any discussion of it. The John’s Phone costs €70 – about £50. That puts it in line with fairly cheap pay-as-you-go phones. (And: the John’s Phone is sold unlocked from any carrier, so that’s £50 without any carrier-subsidy).

Price changes the the relationship to a product. At £150, this would be a premium product designed for a wealthy few as a provocative statement – but likely a “second phone”.

At the current price, it’s a much more relevant purchase for a wider audience. If that price were even lower, new – and larger – audiences become available.

johnsphone-4.jpg

It’s only fair, in the end, to criticise the John’s Phone in light of that initial quotation from John Doe, which serves as a kind of design brief:

A great design is a present. Why not make yourself happy with a present everyday in your pocket.

A device that makes you happy; a device that is a delight every time you pick it up. By those criteria, the John’s Phone is clearly a success. Everyone who’s seen ours wants to pick it up and take a look; everyone who picks it up smiles, and plays with it, explores its secrets; everyone wants to answer the question “is it really a phone”?

Yes, it is. And it’s not just an ultra-simple phone; it’s an affordable ultra-simple phone, that you can buy right now. All credit to John Doe for taking their vision of what a mobile phone could be, and making it real, at the right price.

Media Surfaces: The Journey

Following iPad light painting, we’ve made two films of alternative futures for media. These continue our collaboration with Dentsu London and Timo Arnall. We look at the near future, a universe next door in which media travels freely onto surfaces in everyday life. A world of media that speaks more often, and more quietly.

“The Journey” is the second ‘video sketch’ in the pair with ‘Incidental Media’ – this time looking at the panoply of screens and media surfaces in a train station, and the opportunities that could come from looking at them slightly differently.

The Journey

The other film can be seen here.

There’s no real new technology at play in any of these ideas, just different connections and flows of information being made in the background – quietly, gradually changing how screens, bits of print ephemera such as train tickets, and objects in the world can inter-relate to make someone’s journey that bit less stressful, that bit more delightful.

There’s a lot in there – so I wanted to unpack a few of the moments in the film in this (rather long!) blog post and examine them a bit.

The film can be divided into two halves – our time in the station, and our time on the train.

The train journey itself is of course the thing at the centre of it all – and we’re examining how what we know about the journey – and the train itself, in some cases – can pervade the media surfaces involved in ways that are at once a little less ‘utilitarian’ and a little more, well, ‘useful’…

The first group of interventions could be characterised as the station wrapping around you, helping you get to your seat, on your train, for your journey, with the least stress.

Let’s start at the ticket machine.

Media Surfaces: The Journey: ticket vending

The screen supposes two things – that it knows where it is (it doesn’t move around much) and it knows where your train (in this case, “Arthur” – trains are people too!) is leaving from, and when. So why not do a simple bit of reassurance here? It’s twenty minutes to Arthur’s departure and it’s a 3 minute walk.

You’ve got 17 minutes to play with! Get a sandwich? A coffee? Or go and find your seat…

Before we do that I just want to point our something about the ticket machine itself…

Media Surfaces: The Journey: ticket machines that calm down the queue

There’s the screen we’ve been interacting with to get our ticket, but there’s also a LED scroller above that.

As you can see in the concept sketch below, we’ve supposed that the scroller could give reassurance to the people in the queue behind you – maybe displaying the average turn-around-time of serving tickets to travellers, so if there is a queue, you’ll know how quickly it might move.

Media Surfaces: The Journey: Screens for the queue & you

I think when I was drawing this I had in mind the awesome-but-as-yet-unrealised scheme by Lisa Strausfeld and Pentagram NYC for a videowall in Penn Station.

I think I first saw this presented by Lisa Strausfeld at a conference some 8 or so years ago now, but it’s still wonderful. The large video wall has loads of different layers of information kind of interpolated and displayed all at once, at different ‘resolutions’.

So that if you’re approaching the station from down the street you read some overall information about the running of the station that day, and the time, and as you get closer you see news and stock prices, then closer again and you actually see the train times when you get close enough to crane your neck up at them.

Really clever, and a huge influence on us. The notion of several ‘reads’ of the information being presented on the same surface – if handled well, as in the Pentagram proposal – can be very powerful.

We’ve taken a much less high-tech approach, using the multitude of existing screens in the station, but staging the information they present intelligently in a similar way as you approach the platform and your train itself.

For instance, little messages on concourse screens about how busy the station is overall that morning…

Media Surfaces: The Journey: Stations that talk to you

As we get to our platform we get the message that the train is going to pretty full but the station systems know where the bulk of reserved seats are, and can give us a little timely advice about where to hunt for a free place to sit…

Media Surfaces: The Journey: Platforms that talk to you

We’ve hinted in this image at a little bit of nice speculative quiet new technology that could be placed by the station workers: magnetically-backed e-ink signs – again displaying reassuring information about where the busy portions of the train will be.

Media Surfaces: The Journey: Expectation-Setting

These little inventions have hopefully got you to your train (Arthur, remember?) on time, and in a more of a relaxed state of mind. So, as we board the train we might have time to note that this is Arthur’s favourite route…

Media Surfaces: The Journey: Arthur's favourite journey

If not, it doesn’t matter. It’s not a functional improvement to your journey but these touches lead to an appreciation of the service’s scale or reach and, if you are a regular traveller, inject a bit of recognition and delight into the otherwise routine.

Once onboard, we continue to explore opportunities for these incidental, different reads of information to both inform and delight.

In the first film ‘Incidental Media’, we introduce the concept of “Print can be quick” – looking at all the printed ephemera around us and how it can be treated as a media surface for more personalised, contextualised or rapidly-updated information.

After all, most of the printed matter associated with a train journey is truly print-on-demand: your tickets, your receipts and, as in this example, the printed reservation stub placed on the seat by the train attendants.

Media Surfaces: The Journey: Can I sit here?

Here we wanted to look to the reassurances and reads that one takes of the reservation stubs as you move down the carriage – either with a reserved seat to find, or perhaps without a reservation on a busy train, opportunistically looking for an unoccupied seat that might be reserved for a latter portion of the train’s total journey.

In one of our concept sketches below we’re exploring that first case – could your ticket be the missing jigsaw piece to the reservation stub?

A bit Willy Wonka magic ticket!

Media Surfaces: The Journey: Reservations sketch

Privacy would be preserved by just using your first initial – printed large with salutations, attracting your eye easily to zero in on your seat as perhaps you struggle down the aisle with your baggage.

The final version used in the film takes this on board, but balances it a little more with the second use-case, that of the opportunistic search for a free seat by someone without a reservation. To answer that case, the portion of the journey that the seat is occupied for is clearly legible, whereas the initials of the traveller are only visible on scrutiny.

Media Surfaces: The Journey: Reservations sketch

If it is indeed your reserved seat, on closer scrutiny you’ll also notice the weather forecast for your destination…

Again – worth noting brilliant past work in this area that’s an influence on this idea. Our friend Brian Suda’s redesign of an airline boarding pass that uses typographical hierarchy of the printed object to reassure and delight.

Here you can see that the time of your flight is clearly visible even if your boarding pass is on the floor.

Lovely stuff.

Finally, some pure whimsy!

We wanted again to examine the idea that print can be nimble and quick and delightful – creating new forms of post-digital ephemera for collecting or talking about.

First of all, using the ticket to introduce you again to Arthur, your train, and perhaps extending that to recognising the last time you travelled together.

Media Surfaces: The Journey: Train factoids

But let’s go further.

We know that we’re going to be passing certain places at certain times, to some accuracy, during our journey.

The burgeoning amount of geo-located data about our environment means we could look to provide snippets from Wikipedia perhaps, with timings based on how they intersect with your predicted journey time – alerting you to interesting sights just as they pass by your window.

Media Surfaces: The Journey: paper-based AR

These tiny, personalised, collectable paper-spimes provide a kind of papernet augmented-reality – giving a routine journey an extra layer of wonder and interest.

Media Surfaces: The Journey: paper-based AR

As with “Incidental Media”, we’ve tried in “The Journey” to illustrate ‘polite media’ tightly bound to and complimenting one’s context. Media that lives and thrives usefully in the interstices and intervals of everyday routine and technology – indeed ‘making future magic’ instead of the attention arms race that the near-future of urban screens and media could potentially devolve into.

The Journey is brought to you by Dentsu London and BERG. Beeker has written about the films here.

Thank you to Beeker Northam (Dentsu London), and Timo Arnall, Campbell Orme, Matt Brown, and Jack Schulze!

Media Surfaces: Incidental Media

Following iPad light painting, we’ve made two films of alternative futures for media. These continue our collaboration with Dentsu London and Timo Arnall. We look at the near future, a universe next door in which media travels freely onto surfaces in everyday life. A world of media that speaks more often, and more quietly.

Incidental Media is the first of two films.

The other film can be seen here.

Each of the ideas in the film treat the surface as a focus, rather than the channel or the content delivered. Here, media includes messages from friends and social services, like foursquare or Twitter, and also more functional messages from companies or services like banks or airlines alongside large traditional big ‘M’ Media (like broadcast or news publishing).

All surfaces have access to connectivity. All surfaces are displays responsive to people, context, and timing. If any surface could show anything, would the loudest or the most polite win? Surfaces which show the smartest most relevant material in any given context will be the most warmly received.

Unbelievably efficient

I recently encountered this mixing in surfaces. An airline computer spoke to me through SMS. This space is normally reserved for awkwardly typed highly personal messages from friends. Not a conversational interface with a computer. But now, those pixels no longer differentiate between friends, companies and services.

Mixing Media

How would it feel if the news ticker we see as a common theme in broadcast news programmes begun to contain news from services or social media?

Media Surfaces mixed media

I like the look of it. The dominance of linear channel based screens is distorted as it shares unpredictable pixels and a graphic language with other services and systems.

Ambient listening

This screen listens to its environment and runs an image search against some of the words it hears. I’ve long wanted to see what happens if the subtitles feed from BBC television broadcast content was tied to an image search.

Media Surfaces ambient listening

It feels quite strange to have a machine ambiently listening to words uttered even if the result is private and relatively anodyne. Maybe it’s a bit creepy.

Print can be quick

This sequence shows a common receipt from a coffee shop and explores what happens when we treat print as a highly flexible, context-sensitive, connected surface, and super quick by contrast to say video in broadcast.

Media Surfaces print can be quick 01

The receipt includes a mayorship notification from foursquare and three breaking headlines from the Guardian news feed. It turns the world of ticket machines, cash registers and chip-and-pin machines into a massive super-local, personalised system of print-on-demand machines. The receipt remains as insignificant and peripheral as it always has, unless you choose to read it.

Computer vision

The large shop front shows a pair of sprites who lurk at the edges of the window frames. As pedestrians pass by or stand close, the pair steal colours from their clothes. The sketch assumes a camera to read passers-by and feed back their colour and position to the display.

Media Surfaces computer vision 01

Computer vision installations present interesting opportunities. Many installations demand high levels of attention or participation. These can often be witty and poetic, as shown here by Matt Jones in a point of sale around Lego.

We’ve drawn from great work from the likes of Chris O’Shea and his Hand from Above project to sketch something peripheral and ignorable, but still at scale. The installation could be played with by those having their colours stolen, but it doesn’t demand interaction. In fact I suspect it would succeed far more effectively for those viewing from afar with no agency over the system at all.

In contrast to a Minority Report future of aggressive messages competing for a conspicuously finite attention, these sketches show a landscape of ignorable surfaces capitalising on their context, timing and your history to quietly play and present in the corners of our lives.

Incidental Media is brought to you by Dentsu London and BERG. Beeker has written about the films here.

Thank you to Beeker Northam (Dentsu London), and Timo Arnall, Campbell Orme, Matt Brown, and Matt Jones!

Patina

leicam4.jpg

I saw this picture via The Online Photographer a few days ago. It’s a Leica M4, being sold second-hand right now on eBay, for the premium prices such cameras command.

I loved the wear at the edges, where the black paint has been worn away to reveal the brass underneath. It’s not broken; it hasn’t been mistreated. It’s just been well-used in its 35-year-odd lifespan.

And, in some ways, it’s more attractive for its wear. This isn’t a camera that’s been locked away in its packaging by an over-protective collector; it’s been well-used for its intended purpose. Part of the attraction to such an object isn’t just the aesthetic quality of its patina: there’s also something attractive about the action that wear represents. As a photographer, I’m attracted to this wear because in some ways, it represents the act of photography.

I’m not sure I’m explaining this well. Here’s another example.

prayer-feet.jpg

I was looking through my links for other articles about wear and patina, and I found this Reuters photograph from last year. It’s of the floor of a Tibetan monastery, where, over twenty years of daily prayer, Hua Chi has worn his own footprints into the floor.

He has knelt in prayer so many times that his footprints remain deeply, perfectly ingrained on the temple’s wooden floor.

Every day before sunrise, he arrives at the temple steps, places his feet in his footprints and bends down to pray a few thousand times before walking around the temple.

The footprints are three centimeters (1.2 inches) deep where the balls of his feet have pressed into the wood.

1.2 inches of prayer. There’s something beautiful about the smooth imprints of a human foot worn into wood. But the wear itself also comes to symbolise the action that led to it: in this case, Hua Chi’s prayers.

Patina is the effect of actions made solid; photography into worn paint, prayer into a worn floor. It is verbing turned into a noun.

Shared Lives

Nouns and verbs. That reminded me of this post about “The Life Of Products” by Matt W, from nearly four years ago. Matt wrote:

Products are not nouns but verbs. A product designed as a noun will sit passively in a home, an office, or pocket. It will likely have a focus on aesthetics, and a list of functions clearly bulleted in the manual… but that’s it.

Products can be verbs instead, things which are happening, that we live alongside. We cross paths with our products when we first spy them across a crowded shop floor, or unbox them, or show a friend how to do something with them. We inhabit our world of activities and social groups together… a product designed with this in mind can look very different.

Wear is, of course, both a noun and a verb. It’s the verb that inevitably happens through use, and it’s the noun that the verb leaves behind. Patina is the history of a product written into its skin.

And, of course, it takes time for wear to occur. Objects start their lives pure, unworn, ready to be both used and shaped by that use. In Products are People Too, Matt’s 2007 talk from Reboot 9, he said:

Products exist over time. We meet them, we hang out with them, we live life together.

Patina is a sign of a life shared.

tarnished-laptop.jpg

Here’s a life I’ve shared.

This is my three-and-a-half year old laptop. It’s my second aluminium Mac, and, just as with my previous laptop, the surface has tarnished right underneath where my palms rest. It’s not a fault – that black speckling is just what happens when perispiration meets aluminum. It’s not as beautiful as the Leica, or the monastery floor – but it’s not as ugly as cracked and chipped plastic.

I think that might be one reason I’ve kept it quite so long: the material and form of the exterior have encouraged me to hold onto the laptop. Certainly much longer than if it had been poorly constructed, becoming damaged rather than worn.

In his talk at Frontiers of Interaction in 2009, Matt J showed this photograph of Howies’ “Hand-Me-Down jacket”.

It’s a jacket that’s designed to last. Howies ensure they have the materials to repair it, encouraging the owner to mend the jacket rather than throw it out. Inside the jacket is the label above: name tags to last several generations, indicating periods of ownership.

The label is surprising because it serves as a reminder that the product will last. The encouragement to pass something on, and to measure ownership in years, acts as a reminder that there’s no reason to throw the jacket out.

It seems absurd to have to be reminded of that.

But: how many essentially functional pieces of clothing have you or I thrown out? How many items that could be repaired have ended up in the bin? How many objects have never had the time to acquire a patina – thrown out before their time was truly up?

It’s sad that we have to be reminded that objects can last. I cannot deny that there’s a role for inexpensive, cheaply-manufactured, and somewhat disposable products – but they shouldn’t condition us into thinking that’s how all products are.

Designing things that want to be kept

I read an article – which, alas, I can’t find a link to at the moment – about the disposal and lifespan of mobile phones in the USA. The most shocking item in it was that, when questioned as to the lifespan of a mobile phone, most Americans responded with “about 24 months”. A mobile phone may not last like a Leica or a Stradivarius… but it’ll last a good bit longer than two years before it’s beyond use.

24 months was, of course, the length of common cellphone contracts. And so, as contracts expired, and network providers told their customers they were eligible for a new phone, they began to assume there had to be something wrong with the old phone. And it would go in the bin.

When the patina an object gains is attractive, it acts as an encouragement to keep it. Good jeans really come into their own as they wear down and develop creases, rips, rough patches. It’s why my favourite pair say something along the lines of “wash me as little as possible!” inside.

It’s important to note: the wear I’m discussing isn’t related to things breaking. Things break because they’re worn out, or poorly designed, or used inappropriately. Patina is that wear which comes from entirely “correct” usage of a product. That usage might be intense – a professional guitarist’s instrument will acquire patina far faster than mine will – but it is, nontheless, the intended usage of the object.

I’m not sure patina can be designed. After all, it’s a product of the relationship between product and owner.

The form it takes can be shaped – by the materials used in a product, by the nature and frequency of operations that an owner might perform. I suppose that a product can be designed to age gracefully, to wear attractively; it’s just the exact nature of that wear that’s out of a designer’s hands.

In considering the patina a product might develop, you of course have to ask a series of interesting questions: about longevity, about sustainability, about materials, about manufacturing. Going beyond “peak X” and towards “resilient X”, as Matt J said. But I think the most interesting questions – at the very heart of that consideration – are emotional ones. “What if someone adores your product? What if someone really does want to make a product a part of their life? What will your product look like when it’s been worn into the ground by virtue of its own success?

I don’t think there are single answers to those questions, but they’re great questions to have to consider.

(One answer, which leaps to mind for me, can be found in The Velveteen Rabbit – one of those children’s books that manages to be, of course, both profoundly sad and yet uplifting with it. The toy rabbit in question discovers that if his owner loves him enough, he becomes real. Products are people, too, right there in 1920s children’s books).

jim-marshall-m4.jpg

Another Leica M4 to end with: this one belonging to the photographer Jim Marshall, noted for his music photography since the 60s. (If you don’t know the name, you’ll almost certainly know his work).

Marshall made so many striking images with this camera and others like it, and, in that making, gave it its unique patina. It’s a camera as rock’n'roll as the subjects it shot. Somewhere in that wear – buried in the scuff-marks, the scratches, the flaked paint – are Jimi Hendrix, John Coltrane, Johnny Cash at Folsom Prison: the “life lived together” of Marshall and his camera.

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