This week saw us filming the prototypes for one of our clients, Chaco, that meant two days with a studio full of people, cameras, lights, product models and as it turns out, a huge amount of extra radio waves.
(click for larger image)
This is a visualisation by Phil Wright who is working with us. It shows the usual BERG wifi network versus the monstrous chunk of the spectrum taken up by the ‘CHACONET’. That’s what happens when you have experience prototypes that use four wifi phones, two wireless baby monitors and eight bluetooth connections.
The Suwappu certainly get around a bit – here they are last year where they went to Pop!Tech with me to speak about toys, play and learning in a Robot-Readable World.
It’s great to have partnerships like this that can rapidly get all the way from a strategic idea ‘What if toys were a media channel’ through to working, real things that can be taken to market.
That’s our favourite thing!
Of course – it’s a lovely bonus when they get recognised in a wider cultural context such as MoMA or the Design Museum.
As well as making our own products, we spend most of our time in the studio working closely in partnership with clients to create new things for them – making strategy real through research, design, making and communication.
Do get in touch if you and your company would like to work with us this way.
This is a blog post about a type of work we find successful – namely, video prototyping – and why we think it’s valuable.
We’ve made quite a few films in the last couple of years, that have had some success – in how they describe products, technologies and contexts of their use in public.
We’re lucky enough to work with Timo Arnall, as creative director, who guides all of our film output and is central to the way that we’ve been able to use the moving image as part of our design process – more of which later.
Film is a great way to show things that have behaviour in them – and the software, services and systems that literally animate them.
A skilled film-maker can get across the nature of that behaviour in a split-second with film – which would take thousands of words or ultra-clear infographics.
They can do this along with the bonuses of embedding humour, emotional-resonance, context and a hundred other tacit things about the product.
Film is also an easy way to show things that don’t exist yet, or can’t exist yet – and make claims about them.
We’ve all seen videos by corporations and large design companies that are glossy and exciting illustrations of the new future products they’ll almost certainly never make.
Some are dire, some are intriguing-but-flawed, some are awesome-but-unbelievable.
This is fine!
More than fine!
Brilliant!
Ultimately they are communications – of brand and ambition – rather than legal promises.
Some of these communications though – have enormous purchase on our dreams and ambitions for years afterwards – for better, or for worse.
I’m thinking particularly of the Apple ‘Knowledge Navigator’ film of 1987, important in some of the invention it foreshadowed, even while some of the notions in it are now a little laughable.
It was John Sculley‘s vision – not Jobs – and was quite controversial at the time.
Nevertheless, designers, technologists and businesses have pursued those ideas with greater and lesser success due to the hold that film had over the collective psyche of the technology industry for, say, 20 years.
“We began with as much research as we could do in a few days. We talked with Aaron Marcus and Paul Saffo. Stewart Brand’s book on the “Media Lab” was also a source—as well as earlier visits to the Architecture Machine Group. We also read William Gibson’s “Neuromancer” and Verber Vinge’s “True Names”.
Of course the company that authored it, Apple, I’d argue built it eventually to some extent with the iPhone.
The gravity well of the knowledge navigator was enormous, and fittingly, Apple punched out of it first with real product.
As Andy Baio and Jason Kottke has pointed out – their predicted time horizon for some of the concepts realised in the iPhone 4S and particularly Siri was uncannily accurate.
This ‘communications gravity’ – the sheer weight of the ‘microfuture’ portrayed shifts the discussion, shifts culture and it’s invention just a little bit toward it.
They are also commercial acts – perhaps with altruistic or collegiate motives woven in – but commercial all the same.
They illustrate a desirable microfuture wherein Brand-X’s product or services are central.
Dubberly, in his piece about Knowledge Navigator points out the importance of this – the influence the film had on the corporate imagination of the company, and of competitors:
“What is surprising is that the piece took on a life of its own. It spawned half a dozen or more sequels within Apple, and several other companies made similar pieces. These pieces were marketing materials. They supported the sale of computers by suggesting that a company making them has a plan for the future.
…
One effect of the video was engendering a discussion (both inside Apple and outside) about what computers should be like. On another level, the videos became a sort of management tool.
They suggested that Apple had a vision of the future, and they prompted a popular internal myth that the company was “inventing the future.”
Very recently, we’ve seen the rise of two other sub-genres of concept video.
It’s very early days for both, but both are remarkable for the ‘communications gravity’ they generate for very different commercial endeavours.
First of all – what Bruce Sterling has called the ‘vernacular video’ – often of products in use – created for startups and small companies.
Adam Lisagor has been hailed as the leader in this genre by Fast Company – and his short films for the like of Flipboard, Square and Jawbone have in many ways been defining of the vernacular in that space. They are short, and understated – and very clear about the central benefit of the product or service. Perfect for the sharing and re-sharing. Timo’s written about Adam’s work previously on his personal blog, and I’d agree with him when he says “He’s good at surfacing the joy and pleasure in some of the smallest interactions”. They serve as extraordinarily elegant pitches for products and services that are ‘real’ i.e. has usually already been made.
They are often very personal and emotive, but mix in somewhat of a documentary approach to making and construction around prototypes. They serve as invitations to support a journey.
So far, so what?
Video is a well-known way of communicating new or future products & services that reaches the mainstream – and we are seeing a boom in the amount of great short communication about design, invention and making with ever-higher production value as the tools of creation fall in cost, and the techniques of using them become available to small, nimble groups of creators.
Well, we think that’s just half of the potential of using video.
There is a great deal of potential in using video as a medium for design itself – not just communicating what’s been designed, or imagined.
Jack and Timo drew this for me a couple of months ago when we were discussing an upcoming project.
We were talking about the overlap between invention and storytelling that occurs when we make films, and how and why that seems to happen.
On the right is the ‘communications gravity’ that I’ve already talked about above – but the left-hand circle of the Venn is ‘product invention’.
During a project like Mag+ we used video prototyping throughout – in order to find what was believable, what seemed valuable, and how it might normalise into a mainstream product of worth.
In the initial workshopping stages we made very quick sketches with cut-up magazines, pasted together and filmed with an iPhone – but then played back on an iPhone to understand the quality of the layout and interaction on a small screen.
From these early animatics to discuss with our client at Bonnier R&D, we moved to the video prototype of the chosen route.
There were many iterations of the ‘material quality’ of the interface – we call it the ‘rulespace’ – the physics of the interactions, the responsiveness of the media – tuned in the animation and video until we had something that felt right – and that could communicate it’s ‘rightness’ in film.
You find what is literally self-evident.
You are faking everything except this ‘rulespace’ – it’s a block of wood, with green paper on it. But as we’ve written before, that gets you to intuitions about use and gesture – what will make you tired, what will feel awkward in public places, how it sits on the breakfast table.
Finding the rulespace is the thing that is the real work – and that is product invention through making a simulation.
We are making a model of how a product is, to the degree that we can in video. We subject it to as much rigour as we can in terms of the material and technological capabilities we think can be built.
It must not be magic, or else it won’t feel real.
I guess I’m saying sufficiently-advanced technology should be distinguishable from magic.
Some of that is about context – we try and illustrate a “universe-next-door” where the new product is the only novelty. Where there is still tea, and the traffic is still miserable.
This increases belief in our possible microfuture to be sure – but it also serves a purpose in our process of design and invention.
The context itself is a rulespace – that the surface and behaviour of the product must believably fit into for it to be successful. It becomes part of the material you explore. There are phenomena you discover that present obstacles and opportunities.
That leads me to the final, overlapping area of the Venn diagram above – “New Grammar”
In it, Arthur frames the realtionship between ‘natural phenomena’ as discovered and understood by science, and how technology is that which ‘programs phenomena to our use’.
“That a technology relies on some effect is general. A technology is always based on some phenomenon or truism of nature that can be exploited and used to a purpose. I say “always” for the simple reason that a technology that exploited nothing could achieve nothing.”
“Phenomena are the indispensable source from which all technologies arise. All technologies, no matter how simple or sophisticated, are dressed-up versions of the use of some effect—or more usually, of several effects.”
“Phenomena rarely can be used in raw form. They may have to be coaxed and tuned to operate satisfactorily, and they may work only in a narrow range of conditions. So the right combination of supporting means to set them up for the purpose intended must be found.”
“A technology is a phenomenon captured and put to use. Or more accurately I should say it is a collection of phenomena captured and put to use. I use the word “captured” here, but many other words would do as well. I could say the phenomenon is harnessed, seized, secured, used, employed, taken advantage of, or exploited for some purpose. To my mind though, “captured and put to use” states what I mean the best.”
“…technology is more than a mere means. It is a programming of phenomena for a purpose. A technology is an orchestration of phenomena to our use.”
This leads me to another use of film we find valuable – as documentary evidence and experimental probe. What Schulze calls ‘science on science’.
The work that he and Timo did on RFID exploring it’s ‘material’ qualities through film is a good example of this I think.
It’s almost a nature documentary in a way, pointing and poking at a phenomena in order to capture new (often visual) language to understand it.
Back to W.Brian Arthur:
“…phenomena used in technology now work at a scale and a range that casual observation and common sense have no access to.”
I think this is what Jack and Timo are trying to address with work such as ‘Immaterials’, and reffering to in the centre of their Venn – creating new grammar is an important part of both design investigation, and communication. It is an act of synthesis that can happen within and be expressed through the film-making process.
Arthur’s book goes on to underline the importance of such activities in invention:
“A new device or method is put together from the available components—the available vocabulary—of a domain. In this sense a domain forms a language; and a new technological artifact constructed from components of the domain is an utterance in the domain’s language. This makes technology as a whole a collection of several languages, because each new artifact may draw from several domains. And it means that the key activity in technology—engineering design—is a form of composition. It is expression within a language (or several).”
He goes on to quote Paul Klee on the the importance of increasing the grammar we have access to:
“…even adepts can never fully keep up with all the principles of combination in their domain. One result of this heavy investment in a domain is that a designer rarely puts a technology together from considerations of all domains available. The artist adapts himself, Paul Klee said, to the contents of his paintbox. “The painter… does not fit the paints to the world. He fits himself to the paint.” As in art, so in technology. Designers construct from the domains they know.”
I think one of the biggest rewards of this sort of work is finding new grammar from other domains. Or what Arthur calls the importance of ‘redomaining’ in invention.
“The reason… redomainings are powerful is not just that they provide a wholly new and more efficient way to carry out a purpose. They allow new possibilities.”
“A change in domain is the main way in which technology progresses.”
“…a single practitioner’s new projects typically contain little that is novel. But many different designers acting in parallel produce novel solutions: in the concepts used to achieve particular purposes; in the choice of domains; in component combinations; in materials, architectures, and manufacturing techniques. All these cumulate to push an existing technology and its domain forward.”
“At the creative heart of invention lies appropriation, some sort of mental borrowing that comes in the form of a half-conscious suggestion.”
“…associates a problem with a solution by reaching into his store of functionalities and imagining what will happen when certain ones are combined.”
“Invention at its core is mental association.”
It’s not necessarily an end product we are after – that comes through more thinking through making. And it also comes from a collegiate conversation using new grammars that work unearths.
But to get a new language, a map, even if it’s just a pirate map, just a confident sketch in an emerging territory – is invaluable in order to provoke the mental association Arthur refers to.
We’re going to continue to experiment with video as a medium for research, design and communication.
Recent efforts like ‘Clocks for Robots‘ are us trying to find something like a sketch, where we start a conversation about new grammar through video…
About a decade ago – I saw Oliver Sacks speak at the Rockerfeller Institute in NYC, talk about his work.
A phrase from his address has always stuck with me since. He said of what he did – his studies and then the writing of books aimed at popular understanding of his studies that ‘…sometimes the stories are the science’.
Sometimes our film work is the design work.
Again this is a commercial act, and we are a commercial design studio.
But it’s also something that we hope unpacks the near-future – or at least the near-microfutures – into a public where we can all talk about them.
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.
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…
As a studio we have recently been quite pre-occupied with two themes. One is new systems of time and place in interactive experiences. The second is with the emerging ecology of new artificial eyes – “The Robot Readable World”. We’re interested in the markings and shapes that attract the attention of computer vision, connected eyes that see differently to us.
We recently met an idea which seems to combine both, and thought we’d talk about it today – as a ‘product sketch’ in video to start a conversation hopefully.
Our “Clock for Robots” is something from this coming robot-readable world. It acts as dynamic signage for computers. It is an object that signal both time and place to artificial eyes.
It is a sign in a public space displaying dynamic code that is both here and now. Connected devices in this space are looking for this code, so the space can broker authentication and communication more efficiently.
The difference between fixed signage and changing LED displays is well understood for humans, but hasn’t yet been expressed for computers as far as we know. You might think about those coded digital keyfobs that come with bank accounts, except this is for places, things and smartphones.
Timo says about this:
One of the things I find most interesting about this is how turning a static marking like a QR code into a dynamic piece of information somehow makes it seem more relevant. Less of a visual imposition on the environment and more part of a system. Better embedded in time and space.
In a way, our clock in the cafe is kind of like holding up today’s newspaper in pictures to prove it’s live. It is a very narrow, useful piece of data, which is relevant only because of context.
If you think about RFID technology, proximity is security, and touch is interaction. With our clocks, the line-of-sight is security and ‘seeing’ is the interaction.
Our mobiles have changed our relationship to time and place. They have radio/GPS/wifi so we always know the time and we are never lost, but it is at wobbly, bubbly, and doesn’t have the same obvious edges we associate with places… it doesn’t happen at human scale.
Line of sight to our clock now gives us a ‘trusted’ or ‘authenticated’ place. A human-legible sense of place is matched to what the phone ‘sees’. What if digital authentication/trust was achieved through more human scale systems?
Timo again:
In the film there is an app that looks at the world but doesn’t represent itself as a camera (very different from most barcode readers for instance, that are always about looking through the device’s camera). I’d like to see more exploration of computer vision that wasn’t about looking through a camera, but about our devices interpreting the world and relaying that back to us in simple ways.
We’re interested in this for a few different reasons.
Most obviously perhaps because of what it might open up for quick authentication for local services. Anything that might be helped by my phone declaring ‘I am definitely here and now’ e.g., as we’ve said – wifi access in a busy coffee shop, or authentication of coupons or special offers, or foursquare event check-ins.
What if there were tagging bots searching photos for our clocks…
But, there are lots directions this thinking could be taken in. We’re thinking about it being something of a building block for something bigger.
Spimes are an idea conceived by Bruce Sterling in his book “Shaping Things” where physical things are directly connected to metadata about their use and construction.
We’re curious as to what might happen if you start to use these dynamic signs for computer vision in connection with those ideas. For instance, what if you could make a tiny clock as a cheap solar powered e-ink sticker that you could buy in packs of ten, each with it’s own unique identity, that ticks away constantly. That’s all it does.
This could help make anything a bit more spime-y – a tiny bookmark of where your phone saw this thing in space and time.
Maybe even just out of the corner of it’s eye…
As I said – this is a product sketch – very much a speculation that asks questions rather than a finished, finalised thing.
We wanted to see whether we could make more of a sketch-like model, film it and publish it in a week – and put it on the blog as a stimulus to ourselves and hopefully others.
We’d love to know what thoughts it might spark – please do let us know.
Clocks for Robots has a lot of influences behind it – including but not limited to:
It’s an incredibly simple but powerful piece, that becomes hypnotic and immersing as his speech devolves into a drone through the feedback loop he sets up in the performance.
The space that he performs in becomes the instrument – the resonant frequencies of the room feeding back into the loop.
I am sitting in a room (1969) is one of composer Alvin Lucier’s best known works, featuring Lucier recording himself narrating a text, and then playing the recording back into the room, re-recording it. The new recording is then played back and re-recorded, and this process is repeated. Since all rooms have characteristic resonance or formant frequencies (e.g. different between a large hall and a small room), the effect is that certain frequencies are emphasized as they resonate in the room, until eventually the words become unintelligible, replaced by the pure resonant harmonies and tones of the room itself. The recited text describes this process in action—it begins “I am sitting in a room, different from the one you are in now. I am recording the sound of my speaking voice,” and the rationale, concluding, “I regard this activity not so much as a demonstration of a physical fact, but more as a way to smooth out any irregularities my speech might have,” referring to his own stuttering.
One could imagine the degradation of the structure over the generations of scanning and printing might become quite beautiful or grotesque – a kind of feedback-baroque. And, as we iterate, printing spaces one after the other – generate a sensor-vernacularPark Güell…
If anyone wants to give us an airship hanger and a massive concrete printer this summer, please let us know!
Icon magazine asked us to contribute to their monthly “Rethink” feature, where current and commonplace objects are re-imagined.
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…
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.
Read all about it in this month’s Icon #97, available at all good newsagents!
So I’m terribly pleased to announce that this week we are formally joined by Andy Huntington. We’ve known Andy for many years and began working with him as “Schulze & Webb” on the Olinda project. More recently, for the last year or so, he’s been designing and prototyping products with us.
Andy’s joining us as a Hardware Producer & Designer. He’ll be shifting between the design landscape and the dark pit of component sourcing, board design and manufacture. No doubt he’ll rub shoulders with Nick too in embedded software stuff. Initially his focus will be split between physical prototyping on Chaco and internal new product development on Barringer.
I first knew Andy during our studies at college. I sat at the next desk. Much of Andy’s work is around design of sound installations and musical instruments. I can only hope that his indentured servitude here can pay back a small percentage of the psychic debt he incurred at college during the development of his tappers project.
tap tap tap……..
tap…
tap..
*solder solder*
tap tap tap…
I still wake up screaming from the taps.
He’s a great force and I can’t wait for him to punch products into the world.
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.
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.
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.
“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.
Our friends at Tellart made something lovely this week.
“Bells” lets you compose a tune using tiny digital toy bells on the web, which will then through the magic of the internet, solenoids and electromagnetism play out in their studio on ‘real’ tiny toy bells.