Touch is a research project that investigates Near Field Communication (NFC), a technology that enables connections between mobile phones and physical things. We are developing applications and services that enable people to interact with everyday objects and situations through their mobile devices. More...
In the same vein as the Bubbles of Radio work from last year, Magnetic Movie is a film that explores visible and audible manifestations of radio fields. The film is by Ruth Jarman & Joe Gerhardt of Semiconductor and commissioned by Animate Projects that remains on the forefront of “exploring the relationship between art and animation”.
“Natural magnetic fields are revealed as chaotic, ever-changing geometries… Are we observing a series of scientific experiments, the universe in flux, or a documentary of a fictional world?” The stills don’t do the pulsing, crackling, moving visuals justice, I highly recommend that you go and watch the film.
On April 15th Nokia announced the 6212 ‘classic’ phone that incorporates Near Field Communication technology. This phone is the fourth NFC-capable phone from Nokia in as many years and it is the first NFC device that supports 3G data connections.
This is a simple ‘classic’ or ‘candybar’ design like the earliest NFC models. Nokia has a history of basing its NFC devices on existing models (see the 5140 from 2004, the 3220 from 2005, and 6131 from 2007). The 6212 looks like it is based on the 3120 classic (announced in February 2008) with the addition of an NFC module and a slightly simplified physical design. Compared with the most recent NFC phone, the 6131, the 6212 is slightly smaller and lighter with a smaller display at the same resolution. More notes on the design details below.
The demo
This interview with Jeremy Belostock – Nokia’s NFC Sales & Marketing Director – has a number of cutaways that show some of the new NFC features in action.
There is a discussion about the path towards the mass market: whether to focus on user acceptance or building infrastructural ‘ecosystems’. NFC is discussed as being immediately suitable for developed markets where there is infrastructure already in place (such as RFID ticketing and credit card systems such as Oyster and Visa Wave). Although emerging markets are interesting, there is a particular emphasises on Western Europe and Asia in NFC transport and payment, because of the immediate benefits in these areas. The interview ends with a brief (and rather odd) discussion of the environmental benefits of NFC. I’m not sure replacing a stack of plastic cards with a mobile phone is necessarily an improvement towards sustainability (most of my credit and debit cards outlast my mobile phones by a factor of 2 or 3).
Interaction design notes
Nokia is attempting to focus on features such as sharing content through touch-interactions and using tags as a way of controlling phone functions. Nokia seems to call these emerging interactions “tapping and sharing”. In the demo we see:
Tag access to the system functions: we see a tag setting an alarm
Tag access to files on the system: we see loading and playing of music files
Peer to peer exchange of content: we see the ‘sharing’ of files
The specifications also note that it’s possible to “share business cards, bookmarks, calendar notes, images, profiles, and more” so there is clearly a deeper integration between the Series 40 system and the NFC functions here than with earlier devices (we called for this in 2005 when we had the first look at the 3220). What is not shown is the before/after interactions that are required to set up these sharing actions. How do I set up the transfer? What happens if we simply touch phones together? What are the default events? Where and how are these actions phrased within the menu system? Without seeing these we cannot yet assess the quality of these new NFC interactions.
Touch-based interactions are super-simple, orders of magnitude less button clicks and less security hassles than a technology like Bluetooth. This simplicity stems from the physical proximity required when interacting with tiny RFID fields. The demo shows NFC pairing between two devices working in various physical ways: two phones are tapped side to side, face to face and face to back. Previously these interactions were imagined to work back to back but since RFID works through electromagnetic induction, which creates a field that encompasses both sides of the antenna, other physical gestures are possible.
When the NFC chip is given enough power and when the interaction involves two readers rather than a reader powering a passive tag, phone-to-phone interactions will work in many configurations around the device. Although this seems to be a technical reality, I wonder if it makes sense to visualise and explain NFC in this way? Should there be an active point of connection on the phone that is more like a button rather than an active aura surrounding the entire phone? There is an interesting study to be created here about the user’s mental models formed by these subtly different interaction types. More on touch-interaction affordances later.
This launch is not just about the NFC phone, but points towards a range of NFC appliances: “pairing with a Bluetooth NFC-enabled device, like the new NFC variant of the Nokia BH-210 headset, happens with just one touch”.
At first glance this suggests that new Nokia accessories may have embedded NFC tags, but it seems that “the Bluetooth Headset BH-210 sales package includes a pairing tag that has BH-210 address information in it. Pair the device and headset conveniently by tapping the tag with the device.” When suitable Mifare tags are available down to about 10mm in diameter, why not embed the pairing tag inside the device itself? Perhaps the fear is that pranksters could sneak up to unsuspecting bluetooth-headset-wearing businesspeople and pair with their devices through a sneaky swipe…
Nonetheless, this points in some interesting directions, towards interfaces and control for all sorts of consumer devices. It highlights the possibility of the mobile phone as a ubiquitous controller where it interacts with a multitude of inputs and outputs from games controllers and sensors to printers and screens, and then perhaps a whole host of other devices that require a rich interface but don’t have the physical form or price range to justify one. For more on this see our thoughts on the universal controller and this research paper by Christof Roduner.
The phone is packaged with three tags, one of which is a ‘tutorial’ tag that teaches the use of NFC with on-screen tutorials. This learning mode seems to include lots of animations where phones and tags are brought into contact with each other, perhaps the least complicated part of NFC interactions. Without seeing it for ourselves its difficult to say, but the tutorials could perhaps be more useful for explaining the possibilities inherent in putting URLs, phone numbers, etc. onto tags.
Physical design notes
If we are expected to regularly touch our phones against grubby payment terminals, subway gates and public advertising, the surfaces and materials both on the phone and in the world must encourage this touching action. A robust and rugged shell is essential.
From the very first mobile phones that could be operated with one hand, Nokia has traditionally been good at creating robust, over-engineered devices that play well in the messy, physical world. The challenge with NFC is to create natural, basic touch interactions through material, ergonomic or other affordances. What are the physical affordances that would encourage – as Dourish puts it – ‘interacting in the world, participating in it and acting through it, in the absorbed and unreflective manner of normal experience.’? So beyond ruggedness and a degree of scratch-proofing, what is necessary for these touch-interaction affordances?
The first consideration is the placement of the reader. The above image is a quick excercise imagining where readers might be placed on various phone models. The 5140 RFID kit and the 3220 NFC shell had a ‘classic’ or ‘candybar’ form that meant that the NFC reader was placed on the lower back of the device. Apparently this was to separate the various radio antennae (GSM, Bluetooth, etc.) from the RFID antenna, but all of our experiments showed that this was confusing to users. The 6131 solved this by placing the NFC reader at the top of the flip-up screen, away from the other antennae at the hinge.
Somehow the NFC reader in the 6212 is at the top of the device. This is a very good place to have an ‘active area’, it’s outside of the natural hand-grip, and its the part of the phone that most often faces the world, encouraging intuitive pointing and selecting gestures. With this placement the phone becomes a kind of ‘wand’, that perhaps draws on the metaphor of magic in ubiquitous computing. Whatever our thoughts on magic in interaction design, there is no doubt that this gesture is culturally significant and is likely to be a useful model.
More practically, the 6212 features a camera lens in roughly the same position as the reader. This combined with the perforated loudspeaker work against the idea of a robust active area. This is clearly a tradeoff, will scratches and grit getting into these delicate areas hinder touch-based interactions, and will keeping the phone pristine in general be a problem? Would a shiny iPhone ever be suitable for touch-based interactions?
The second consideration is signs and symbols. There was a time when Nokia thought it necessary to indicate the active area of NFC phones with a visual icon, starting with two concentric rings and moving on to the ‘wireless fingerprint’:
But the 6131 and 6212 have no visible indication whatsoever that they offer any sort of NFC functionality. The clear plastic film that protects the 6131 screen had a diagram of a phone-tag interaction but that of course gets quickly removed.
My feeling is that there should be clearer markings for the NFC active areas on these phones, even if it is a change in texture, colour or material, it seems like a functional necessity until NFC is properly accepted and understood in the mass market. It’s also a particularly easy thing to do. When music phones have very clearly marked dedicated buttons devoted to specific media functions, why shouldn’t a significant functional and interactional surface be clearly marked on the device?
A few quick sketches using some of the icons from the graphic language for touch. Whether the possibilities inherent in NFC are indicated through clear affordances or explicit symbology, this is extremely important to get right.
Other technicalities
The 6212 has a slightly better higher resolution camera than the 6131. It also offers a second video camera on the display side (why do they still include these, does anyone actually do video calling? Is there a secondary usage that I’m missing, YouTube?)
The press-release and demos emphasise the new level of integration between NFC and Bluetooth but the specifications don’t list Bluetooth 2.1. Of course it supports the standard contactless communication API (JSR 257) so that 3rd parties like us can develop applications for NFC. We hope that it gives us more leeway than the implementation on the 6131. Includes MIDP 2.1 and a few other Java APIs.
The phone also supports the Nokia Software Market for application discovery and this might be very useful for distributing consumer-focused NFC applications.
Lessons for digital money design from Japan. Mainwaring, S., March, W., and Maurer, B. 2008. In Proceeding of the Twenty-Sixth Annual SIGCHI Conference on Human Factors in Computing Systems.
“As an example of ubiquitous computing in the here and now, the adoption of digital money is found to be messy and contingent, shot through with cultural and social factors that do not hinder this adoption but rather constitute its specific character. Adoption is strongly tied to Japanese conceptions of the aesthetic and moral virtue of smooth flow and avoidance of commotion, as well as the excitement at winning something for nothing.”
Reminds me of Bell & Dourish’s Yesterday’s tomorrows where ubicomp is ‘highly present, visible, and branded’.
Learning from virtual currency use in China. Wang, Y. and Mainwaring, S. D. 2008. In Proceeding of the Twenty-Sixth Annual SIGCHI Conference on Human Factors in Computing Systems. [PDF]
“Virtual and real currencies can interact in complex ways that promote, extend, and/or interfere with the value and character of game worlds. Bringing money into HCI design heightens existing issues of realness, trust, and fairness, and thus presents new challenges and opportunities for user experience innovation.”
I like the way that money as a constraint within HCI research is seen as a way of strengthening research around realness and trust.
Conducting everyday payments with minimum user involvement. Lehdonvirta, V., Soma, H., Ito, H., Kimura, H., and Nakajima, T. 2008. In CHI ‘08 Extended Abstracts on Human Factors in Computing Systems. [PDF]
“The aim is to make paying like breathing: something we are only peripherally aware of unless we exert our resources beyond the usual. This idea has powerful implications for business and design.”
Two projects from Touch are on show at the Norwegian Centre for Design and Architecture (DogA) in Oslo for the next month. Sniff and Bowl are part of the Unge Talenter exhibition that runs until 27 April 2008.
Both are interactive and are running at the exhibition for you to try them out.
Sniff is also featured in the DESIGNBOKEN 2008 from the Norwegian Design Council.
Dagens Næringsliv Norway’s daily business newspaper covered two of the Unge Talenter winners last Friday, including Sniff.
Some quotes:
Vinner Design for alle: Kosehunden og spillet Sniff av Sara Johansson
“FOLSOM HUND. -Jeg tenkte litt på å lage en rotte, men da jeg tok kontakt med Tamtbartun kompetansesenter for blinde for feedback i designprosessen, mente de at det var lurt at det var en hund, siden mange av barna skal forholde seg til en hund senere i livet, sier industridesigner Sara Johansson (34), som fullførte studiene på Arkitekthøgskolen i Oslo forrige semester.”
“Hun har utviklet spillet Sniff, et kosedyr som identifiserer radiofrekvenser. Når Sniff snuser på en gjenstand lager den forskjellige lyder og vibrasjoner. Med denne teknologien har Johansson designet både et Memory-spill og en lek der man kan gjemme klistremerker rundt om i huset. Hunden kan identifisere ulike type stemminger som glede og sinne, takket være RFID-teknologi.”
“Nå jobber hun med å utvikle prototypen, både for å gjøre hunden mer robust og for å få inn en Mp3-spiller som kan inneholde flere lyder. Foreløpig er det mest blipp og blopp. -Jeg synes ikke det finnes noe verre enn dyr og leker som snakker. Jeg vil heller forsøke å abstrahere noen lyder som passer til sniffs karakter. Finne en stemme som kan gi ham liv, sier designeren.”
“Johansson, som kommer fra Umeå i Sverige, begynte å sy forskjellige type kosedyr da hun var 10-12 år. Det er med andre ord ikke helt tilfeldig at bullterrieren Sniffs pels består av typisk syttitallsvelur og cordfløyelprikker.
– Det var også viktig for meg at ikke kosedyret skulle se ut som en teknologisk leke, sier hun. Da Blindesenteret hjalp Johansson med å finne testpersoner for spillet, var de blinde og svaksynte barnas foreldre opptatt av hundens potensial for å uttrykke følelser.
– Noen av foreldrene mente at det kan være vanskelig å snakke om følelser. De kan for eksempel ikke tollke følelser i barnas blikk. Jeg tror Sniffl kan være et nyttig redskap i så måte. Barna var mest opptatt av å kjenne på selve hunden. Det var viktig at den hadde fire ben, hale og snute. Jeg fikk lov til å gjøre noe noe med det, sier Johansson.
– Hva betyr det for deg å vinne Unge Talenter?
– Det er noe av det fineste du kan vinne her i Norge, men det betyr først og fremst at noen har tro på prosjektet. Nå har jeg en god grunn til å fortsette arbeidet. Jeg håper det kan bli enklere å få spillet i produksjon, eller å skaffe en investor.”
Sniff has won the prize for Design for All at Unge Talenter 2008 (Young Talent 2008) from the Norwegian Design Council. The project is acclaimed for its inclusive design that encourages playful activity, particularly for overcoming spoken or physical barriers to communication between people of different ages and abilities. It also gets praised for its self-explanatory approach to play and its appropriate use of technology.
“Sniff er et veldig morsomt spill som inkluderer alle. Det er lett å forstå, og stiller krav til barna uten å kreve forkunnskaper eller stigmatisere. Bruk av RFID-teknologi, som sender ut et signal og skaper kommunikasjon mellom kosedyret og figurene, gjør spillet til en innovasjon på sitt område.
“Tilgang til forskjellige brikker med ulike lyder og funksjoner, gir spillet imponerende mange variasjonsmuligheter. Det fins også RFID-klistremerker, som man kan gjemme rundt i huset og lage enda en ny lek med. Sniff er rett og slett en kjempegod idé, som på en nyskapende måte tar i bruk ny og spennende teknologi.”
“Utformingen er tydelig rettet mot barn, men spillet kan utmerket godt brukes av alle mennesker i alle aldersgrupper. Det egner seg svært godt som en døråpner mellom mennesker når språkbarrierer eller fysiske begrensninger hindrer dem i å kommunisere.”
If you want to try out Sniff for yourself, the exhibition will be open from 27 March until 27 April at DogA in Oslo. The Bowl project will also be exhibited.
If you like Sniff you will be happy to hear that Sara Johansson and the Touch project are developing Sniff 2.0 that includes a revised physical design, new feedback and interactional possibilities.
The EU is conducting a new online consultancy on privacy, data protection and information security principles in RFID applications.
I am happy to see that in Article 5 they begin to address the invisible nature of RFID readers in public space:
“RFID applications can technically operate without any visible or otherwise perceivable action [...]”
They go further to recommend that there be mandated signage for RFID applications:
“Where RFID applications are implemented in public places, RFID application operators should inform individuals on the use of RFID by providing at least a clear sign, accessible by all, that signifies the presence of RFID readers. Information should include, where appropriate, that RFID tags and readers may broadcast information without an individual engaging in any active action, a reference to the policy governing the use of the RFID application and a point of contact for individuals to obtain additional information.”
While this sounds like a lot of information to get across in a sign, there may be ways of creating recognisable levels of security, various levels of private data use, and visible indications of the ways in which that data is stored or used (something along the lines of better food labelling examples). The success of this depends on creating a useful, user-oriented taxonomy of risks.
Lisa Smith is a Masters of Design student at the School of the Art Institute of Chicago / Designed objects. I first encountered her work through pictures of her project ‘Cuteness generator’ on Flickr. This looks like a lovely project dealing with many issues through visual, physical and interactional material.
One of the key aspects of the project for me is the translation of the unique identity of RFID into a unique physical form. Each object in the project has a visual appearance and shape that is generated uniquely for each user. This reflects the unique identity contained in the RFID chip. This is an interesting approach to the visual and physical affordances of RFID technology.
The object above (photo by Lisa Smith) is a rapid prototyped object that has a unique shape:
They’re designed to be artifacts for schoolkids (K-12) that slowly gather informational histories as the kids interact with each other and grow. It’s part of a larger project about turning a school and its artifacts into its own yearbook while also encouraging the development of criticality through annotation.
The unique form emerged from what looks like a parametric model that generates unique shapes:
The cuteness generator is a visual language for RFID. The project uses identity, legibility, and desirability in order to help us sort through the large amounts of information that can be represented by RFID and spatial annotation.
The forms are generated with a small piece of front end software, with partial control from the user (for example, there is a cuteness<->grossness slider, and they can specify the number of eyes, but the form is also linked to their age and other friends/family in the system, etc). It pulls from sticker/graffiti culture, urban toy culture, and also heraldry (allows for the visual expression of human relationships and room for a visual subculture to emerge in the system).
This project shows one way in which fundamentals of RFID technology such as uniqueness, identifiability, recognition and personalisation can be explored through visual and physical affordances.