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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      2 Jun 2011

      An interactive exhibition that creates a feedback loop between humans and neurons

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      Silent Barrage, above, is a piece at the Visceral exhibit, an incredible piece of interactive work. As participants move throughout the structure, their motion is captured and relayed digitally to a cultivation of remote neuron cells. The cells' electronic reactions are interpreted and signaled back to the exhibit, triggering physical changes in the structure of the exhibition. 

      That is what's known as a feedback loop. One participant acts, and another responds to the action - giving the first participant tangible feedback to again act upon.

      Full explanation on There Is No Wetware (excerpt below):

      It encompasses so much of what engages me re: interactive computational culture. It’s an interactive installation where users movements are tracked via MAX/MSP camera:motion tracking. The grid through which users can pass is sectioned into 32 squares. These 32 squares are then relayed to 64 electrical stimulation points which are wired into a culture of neuron cells, which is located in Georgia Tech, Atlanta. Still with me? The neurons respond to this stimulus and send a charge back. This charge is translated into the movement of a stylus on a vertical pole.

      This work does so much right. Neuron activity is translated into simple but beautiful data visualisations. This is the kind of data visualisation which conveys some information, but is incredibly rich in relaying a lot of contextual information by virtue of the ecology within which it is situated. 

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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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      16 Mar 2011

      tangible digital feedback and encoded social data: a response to "Considering Analog Objects and Actions in Digital Times"

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      Considering Analog Objects and Actions in Digital Times

      In our increasingly digital world there are still examples of actions, processes and things that some might say are un-digitizable. Many artists stick to pens and paper. Many people still choose to read print books. Considering this: Are there objects or actions that you think will always remain analog?

      via purplelist.com

      The above question came up on The Purple List. My response below:

      Theres something to be said about immediate tangible feedback that is hard to replicate in digital form. I approach it as "hard," not "impossible."

      For example, there's the case of how to replicate the subtle tactile feedback your fingers get when reaching for the radio knob in the car without looking - the question for designers thinking about putting touchscreens into cars is whether or not that sense can be captured in any kind of haptic feedback. My guess is yes, it's just quite a bit off - as to be expected, we've focused our efforts on creating technologies that appeal to the visual sense and seem to have forgotten all the others.

      There's another way to approach this question, by venturing to guess that there's nothing un-digitizable, rather there are deeply human things that will just be conveyed in different forms. For example, our need for feedback as in the above is one representation of a "deeply human thing," but another interesting manifestation comes up when you start thinking about digital books. There's a lot of social data encoded into the act of carrying a physical book. If I see you on the metro and you're carrying a book I've read, it makes me want to talk to you. And if I don't, I'm at least subtly comforted knowing that I'm in the company of someone likeminded.

      That's data that's hard to encode digitally, at least through the methods we use now (ie: "putting stuff onto a screen"). That said, for ages humans have been incredibly resourceful when it comes to solving the problems of social navigation. So I don't doubt that some other interesting type of interaction will emerge to fill that void, and perhaps it's nature will be what we presently think of as "digital."

      I suppose this idea is best captured by William Gibson when he says things like "one of the things our grandchildren will find quaintest about us is that we distinguish the digital from the real."

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      24 Nov 2010

      Tangible/intuitive feedback, as illustrated by my broken jump rope

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      Img_8316
      Not too long ago I was thinking on how we're limited to acting only in response to tangible/intuitive change we see in the world [see: Epic Win: to-do lists as a game, and how feedback loops are critical to motivation].

      Just this morning roommate brought up the fact that he's been using Epic Win, to which I responded in all seriousness: "oh yeah, I've been thinking of using that."

      I then went out to go jump rope, and had to come back in early because my rope finally broke from wear over the years. 

      I couldn't help but satisfyingly think to myself, "hmm. Talk about tangible feedback." 

      A timely occurrence to help explain what I mean when I say 'tangible/intuitive.' The idea is that when you're jumping rope, you're performing an action that doesn't necessarily manifest itself in something you can intuitively see. The rope is indeed wearing down, but as far as our limited visual capacity is concerned, nothing is happening. The same goes for the weight one loses, of course. We need things like scales and body-measuring tape to make the results more tangible. That, or we feel compelled to craft a system that turns chores that seem like work into numbers and points that seem manageable.

      We're limited to acting only in response to tangible/intuitive change we see in the world. In the case of evaluating the impact of our action (jumping rope) on the world, the reality of the world has indeed changed whether we can perceive it or not, we just need tools to turn that reality into numbers we can understand. Otherwise we feel like our action is a meaningless and uncomfortable waste of time ("why should I keep jumping rope/running/studying this book? I'm not getting anything out of it.").

      This is probably a good time to insert a favorite recent thought of mine, that reality is just reality, and it couldn't care less about what humans think about it. 

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      12 Aug 2010

      How immediate feedback drives the rise of game mechanics

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      Method Gaming for Behavior Change

      Design experience firm Method has been publishing a series of explorations in human-centered design called 10×10. The most recent installation, Gaming for Behavior Change captures insight into the nature of game mechanics, and how these mechanics engage individuals in ways that are important for all interaction designers to consider. Below are the four critical attributes of games the report covers, alongside my further insight on how these concepts impact design and behavior.

      Make it fun and entertaining. Nintendo’s Wii console engages people in exercise through a new and entertaining game experience. Exercise is a by-product of the experience, which is perceived as play rather than work. Nintendo effectively converted “no pain, no gain” into “have fun, will exercise.”

      Games are an abstraction of reality. As noted in our recent post How Gaming Can Change The World, this abstraction can be precisely what motivates and provides value to individuals. We traditionally think of ‘reality’ as inherently better than ‘gaming’; studies in cognitive science are discovering that this is not necessarily the case.

      Make it competitive for users. Nike+ is a small device that records the distance and pace of a walk or run. Nike+ also allows runners to meet and challenge other runners, ask questions, and give feedback.

      The emergence of social competition is fueled by the availability and sharing of personal data. When personal behaviors are translated into points and digital values, these can be easily tracked and shared and compared with others. The upcoming Epic Win to-do application translates otherwise mundane tasks into points and digital displays; we expect to see this idea evolve into individuals comparing and getting social value out of being the best “doer” among their networks.

      Make it visual. When Toyota began visualizing fuel consumption for drivers in their Prius models, they created a “fuel economy game,” allowing the driver to minimize gas usage with real time information.

      This concept speaks to the idea of “glance-able information” – the idea there is value to be created in making complex information easily understandable and accessible at-a-glance. Manifestations of this range from concept umbrellas like Materous’ Forecast, which gives off a colored glow based on your likelihood of needing it, to foursquare visualizations like Weeplaces that allow individuals to quickly understand their habits and react accordingly.

      Make it rewarding. Research shows that financial rewards are not effective at encouraging sustained, long-term behavior change. Rewards that create social value tied to a meaningful cause are more effective over the long term and have a greater likelihood of encouraging others to do the same.

      The reason rewards are important to motivating behavior is because we need to feel that the actions we will do in the world result in an intuitively linked reaction from the world – an idea sometimes expressed as the feedback loop. Because of the complexity of the world, it is often the case that our actions in reality don’t have any related impact on the world that we can intuitively infer. That is to say, that for simple actions like flipping a switch, we can intuitively see that a light will then come on, but it is less intuitive for us to see how doing something like going to the gym will result in any feedback – the end result takes shape only months or years later. Game mechanics like those captured in Epic Win provide that tangible, immediate feedback for actions that we would normally see no feedback from.

      Gaming for Behavior Change

      [this post originally appeared on psfk.com]

       

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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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