How To Break Anything

Innovation + experience-minded design strategy. The pieces of a working model for understanding culture + change in an increasingly complex world.

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      15 Dec 2011

      Environments are invisible

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      “ Screens will read us; we will not only read them. This brings up the question of how our literacy of not only screens, but also our environments, will be altered forever. We will have to decide whether messages we see on signs that react to us, which change to our needs in real time based on how they acquire and process our demographic data is a deep violation of privacy or helpful, tailored information. Seoul on Display: How Global Screen Culture Will Affect Us - Atlantic Mobile
      via deathbeard.tumblr.com

      (maybe we're getting better at seeing them though?)

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      1 Apr 2011

      Lessons on tangible data as scaffolding for complex learning from The Birth of A Word

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      The above video is the TED talk by Deb Roy (link here), director of MIT Media Lab's Cognitive Machines group. The entire talk covers his work with capturing and linguistically analysing 5 years' worth of his son's development from birth, through the use of ubiquitous and continuously-tracking audio/video recording systems embedded within his home.

      I'm an advocate of the idea that our current obsession with data is more about the act of defining data as something tangible and less about the seeming amazingness of its existance (see: The rise of open data, and why more data "exists" now than before). So I'd like to focus on just one note from the above, at 7:15:

      It appears that all three primary caregivers -- myself, my wife and our nanny -- were systematically (and, I would think, subconsciously) restructuring our language to meet him at the birth of a word and bring him gently into more complex language. And the implications of this -- there are many, but one I just want to point out, is that there must be amazing feedback loops. Of course, my son is learning from his linguistic environment, but the environment is learning from him. That environment - people - are in these tight feedback loops and creating a kind of scaffolding that has not been noticed until now.

      "Has not been noticed until now" is the key phrase here. Seemingly superfluous - but tangible (read: noticable) - data as scaffolding for complex learning through subtle feedback loops: an idea that's starting to sound more familiar to us more these days (see: "Tangible/intuitive feedback, as illustrated by my broken jump rope").

       

      This is in fact what is at the core of the momentum building around gaming and play.

      (important note: this is about games and play, not about gamification).

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      23 Mar 2011

      How to break cultural conventions: Classifications

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      The recently opened Adobe Museum of Digital Media — an entirely online institution — has now begun to feature exhibitions that highlight the impact of digital media on culture and design.  Soon to open is an exhibit from John Maeda, president of the Rhode Island School of Design, featuring Arts + Bits = the neue Craft (ABC) an exploration of how relationships between the physical and the digital can create art.

      During an exhibition preview shown within the virtual museum, Maeda explained that:

      Computers let us imagine digitally what we once could only validate by handcraft in physical form [...] the infinite malleability and reusability of bits have forever changed the creative process. But […] digital tools have relied on many of the original tools and media used by artists in the pre-digital world.

      Hosted by a leading thinker in the design world, the experience of viewing this kind of exhibit is supposed to make us think further about what it means to place in a work in a museum, virtual or not, and what that positioning will mean as designers begin to craft digital experiences rather than physical ones. We would normally embed a video preview here in this post, but there’s something to be said for having the imposed limitation of having to experience this exhibit within a specific online space — just as though you were actually walking through the delineated space a real building. It’s a bit counterintuitive in a world where links and videos are shared and distributed freely. But perhaps it’s the classification itself of the experience as a museum exhibition that gives the designers a framework for creating new kinds of  digital experiences and social meeting grounds.

      Adobe Museum of Digital Media

      [via designboom]

      via psfk.com

      A bit of expanded thought on the above:

      I grew up with the idea burned into my head that you can't force anyone to think anything, that ultimately people are responsible for themselves. The subtext of the idea is that try as you might, if someone is making a bad decision, you have to let them make it, and they will learn from it.

      On a certain level that's something I still believe, but I've since revised the scope of the idea to something like "you can't *directly* make people think anything." I've started to understand that what you *can* do instead is create environments within which only certain kinds of decisions are made.

      A quick lateral jump: some of you may be familiar with the National Forensic League's policy/cross-examination debate, most known to those familiar with high school debate competitions. Within these structured debates, of the handful of methods of attack that one may employ against their opponent, the point of definition is generally considered the most base and least substantive. I get the sense this sentiment carries to the public in general ("you're just arguing over semantics").

      I say all that because I consider classification to be one of the key methods of creating cognitive environments. Which is an abstract way of saying that names and definitions are seemingly superfluous but in fact they change everything. They have the power to shatter cultural conventions, as I allude to in the article above, drawing on the way people think about the difference between websites and museums. 

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      Kyle Cameron Studstill
    • Obox Design
  • How To Break Anything

    Hello friends and collaborators. I deal in innovation, working to build fantastic experiences enabled by the digital world. As part of this I track cultural change, primarily through observations guided by models and filters calibrated over years to sort out the cream.

    These pieces of thoughts here reflect concepts that are elements of those models: ecosystem thinking, long-term value, information filters, and pattern recognition.

    ("How to break anything" is an abstract notion that reflects my background in observation and analysis. Rules are meant to be broken, but only through understanding the rules - observing them with an empathetic eye - can they be broken constructively.

    So how to break anything? Observe everything.

    [You can't observe everything so how do you know what to observe? That's another project that I call Filter Theory - see the About link above.])

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