These are some of his lovely experimental renderings of a three dimensional interpretation of the RFID symbol that we developed from the immaterials visualisations.
We are beginning to see RFID and NFC peripherals beginning to be released for the iPhone. Since our conceptual video prototype of the iPhone object-based media came out in April, we’ve had thousands of emails requesting details about such a peripheral. Here is the first, the iCarte.
“The iCarteTM is a Near Field Communication (NFC) / Radio Frequency Identification (RFID) Reader, designed to provide NFC two-way communication, RFID read/write and contactless payment capability for the iPhone. NFC and RFID tag information can be written and read by the iCarteTM and communicated to the iPhone or to any Computer with a USB port. iCarteTM has an embedded smart-chip that can be configured as debit, credit, pre-paid and loyalty cards, for secure contactless transactions. iCarteTM can also read NFC Smart Posters, download or upload electronic coupons, tickets or receipts. iCarteTM is ideal for iPhone users who want to use their iPhones for fast and secure contactless payments, transit payments, loyalty rewards, checking balances, top-up, discovering new services from smart posters or kiosks and exchanging information with other NFC phones. Business iPhone users can use the iCarteTM for commercial applications such as asset tracking, document tracking, healthcare, security and access control.”
I’ve also heard rumours that Core RFID is about to have a reader available for the iPhone, and we’ll flag that up here as soon as we hear anything more.
One of the first long-exposure photographs that proved the mapping technique.
Adam Greenfield uses the work to reflect on how design decisions about seemingly small details—such as the range of an RFID reader—can have significant implications for wider systems and infrastructures:
“Rather than asserting “an RFID” as some eternal given, something that will produce the same linear, determinate effect each and every time it is deployed, Immaterials reminds us that the choice of material, shape, size, direction, orientation and power rating of the components involved have distinct consequences for the uses to which those components can be put. And as we’ve seen, these choices can produce effects on levels seemingly entirely removed from the interaction itself.”
Dan Hill goes back to the ‘invisibility’ of electricity and relates the work to his own experiments looking at the immaterial aspects of the city:
“In their work I even see something of the early experiments of, say, Benjamin Franklin and Nikola Tesla in terms of understanding the behaviour of electricity, such that it can then be tamed, conducted, and put to work. It’s perhaps drawing a long bow to make that comparison, but it feels like a similar sentiment. Whilst electricity is hardly invisible, there is a sense of trying to understand such immaterial phenomena through prototyping and experimentation. ”
Here in the discussion Mitchell Whitelaw responds to what he sees as the false opposition between material and immaterial, suggesting transmaterial as a suitable alternative term for the new kinds of materials that we are working with. Have a look at Mitchell’s weblog for more on the term transmaterial and ‘expanded computing’.
The technically focused audience at Slashdot questioned the reasons for doing such a study. A common criticism here is that manufacturers data sheets and computer simulations should be able to give us a quicker and more accurate model of the interaction:
“For a theoretical/measured depiction they could just read the reader manufacturer’s data sheet, which will almost certainly contain a diagram of the antenna sensitivity pattern in a couple of planes and probably some concrete figures.”
“The subtlety seems to be that they’re not plotting an RF field, they’re plotting the volume in which the passive tag will respond to an RF field (of a given strength). It’s another level of abstraction. Yes, once somebody has come up with the idea then the implementation looks simple enough, but the idea is quite remarkable.”
“The main reason they did this is to map out the field interaction between the RFID tag and the reader, which is not a trivial thing to visualize based on the two data sheets.”
Also discussed here was a technical point that raises wider concerns about privacy, security and eavesdropping:
“Remember, anything radio is not theoretically limited in range. Only practical implementations have set limits. ”
“Yes, but RFID passive responses very quickly go below ambient background noise, in effect limiting even the theoretical range to 1-2 m for all but most exotic radio-noise free environments.”
This discussion shows that—even though we are keen for these images to be used as material in the discussion of privacy and the problem of invisibility—the physical limitations for snooping or eavesdropping are more complex. And if we then take RFID systems as a whole, there are far wider concerns that are much broader than physical/spatial relationships such as the long-term storage of data on travelcard or passport usage for instance.
A glimpse behind the scenes of the Immaterials filmmaking.
We received lots of emails and comments from specialists involved in radio and antenna design, who saw the visualisations as empirical evidence:
From Paul B. via email:
“I’ve worked in both passive and active RFID for about 15 years and want to congratulate you on the very effective and entertaining visualizations. I’ve done my share of winding coils, blinking LEDs and have created diagrams mapping fields so I know how hard it is to make something that is useful and actually helps non-tech people understand the weird world of RFID.”
From Dave H. via email:
“We have had to use huge anechoic chambers with massive parabolic reflectors and extremely stable transmitters to measure the field strength pattern of antennae. I know it’s a world away from that sort of large scale tech but your RFID visualisations blew me away. It’s fantastic. A brilliant idea. And it works perfectly.”
And finally some kind words from both Fast Company:
“As technology progresses, we need better symbols to understand all the gadgets and electrical hubbub that surrounds us. What could be better than symbols that actually reveal a bit about how a technology works?”
“Rarely does one have the opportunity to watch a discourse take large strides, but I get the feeling that’s exactly what we’re witnessing as Touch/BERG elaborate nearfield communications as something with nuance – in other words, as a material.”
This video is about exploring the spatial qualities of RFID, visualised through an RFID probe, long exposure photography and animation. It features Timo Arnall of the Touch project and Jack Schulze of BERG.
The problem and opportunity of invisibility
RFID is still badly understood as an interactive technology. Many aspects of RFID interaction are fundamentally invisible; as users we experience two objects communicating through the ‘magic’ of radio waves. This invisibility is also key to the controversial aspects of RFID technology; once RFID antennas are hidden inside products or in environments, they can be invoked or initiated without explicit knowledge or permission. (See here for more on the invisibility of radio.)
But invisibility also offers opportunities: the lack of touch is an enormous usability and efficiency leap for many systems we interact with everyday (hence the success of Oyster, Suica and Octopus cards). But there is also the ‘magic’ of nearness one of the most compelling experiential aspects of RFID.
As designers we took this invisibility as a challenge. We needed to know more about the way that RFID technology inhabits space so that we could better understand the kinds of interactions that can be built with it and the ways it can be used effectively and playfully inside physical products.
The experiments
In order to study the readable volume around an RFID reader, we built experimental probes that would flash an LED light when they successfully read an RFID tag. The readable volume is not the same as the radio field, instead it shows the space within the field in which an RFID tag and an RFID reader will interact with each other.
One version of our probe containing a tag and LED light connected to the RFID reader that is being studied.
In a dark room, the probes were moved around the various RFID tags and readers that we wanted to study, with a camera taking long-exposure photographs of the resulting patterns of light. In this way we could build up layers by slicing through the field in different ways, creating animations that clearly reveal the spatial properties of this interaction.
These experiments were carried out in order to help us flesh out our own models of the technology, and were not intended to be scientifically accurate. So although they accurately reflect the behaviour of the technologies in the situations that we work with, there were no controlled environments or settings for generalisable technical accuracy.
Innovations ID 20
The Innovations ID 20 RFID reader has become one of the standard components in a lot of our work, it is small, robust and relatively cheap. So it has been very important for us to gain an understanding of the readable volume it produces when we embed the reader inside products such as Sniff and Skål.
The resulting visualisation shows the way in which we have mapped the boundary of the readable volume, although a tag will read anywhere inside this, we have only mapped the edge for the sake of clarity. From the animation (see the video) we start to clearly see that the readable volume is made up of a strong central sphere, accompanied by a smaller lobe that surrounds the edge of the reader.
Oyster card
Mifare cards are one of the largest public applications of RFID, used in many transit systems around the world such as the Oyster and Suica cards. It has become common to have to touch in and touch out of subway stations, and many people have become accustomed to this interaction. So what does the readable volume around an Oyster card look like?
Details: Standard Mifare Oyster card, probed with a Sonmicro high-frequency reader.
With a square antenna inside the Oyster and the Sonmicro reader, we get an elongated main volume, accompanied by long skinny lobes on each edge of the card. This looks very different from the ID 20 mapping.
Orientation
The first two mappings held the reader and the tag parallel to each other, but we predicted that there would be a higher degree of complexity in the relationship if the tag and the reader moved in different orientations. The rig below was built so that we could control the angle between the reader and the tag, which moved along the surface of the table.
There is clearly enormous physical complexity in this relationship, in the animation we can see the volume growing and shrinking, lobes turning into spheres, and vice-versa. But the animation gives us a very clear picture of the ‘throw’ of the reader onto a single two-dimensional plane, almost like looking at it as a torch.
Parallel and perpendicular
To show the two extremes of the relationship between orientation and the readable volume, we created two mappings, one with the tag parallel to the reader, and the other with the tag perpendicular. We mapped them using two different colours of LED: green for parallel and red for perpendicular.
This image is a composite of the two mappings (see the video for animations of the two mappings separately) and it is clear that the readable volume is significantly different. When the tag is perpendicular to the reader, there is a sizeable gap in the middle of the reader where the tag will not read, creating two readable volumes side by side.
Conclusions
We have been continually challenging the ways in which RFID technology has been framed. It is incredible how often RFID is seen as a long-range ‘detector’ or how little relevant information is contained in technical data-sheets. When this information is the primary material that we are working with as designers, this is highly problematic. By doing these kind of experiments we can re-frame the technology according to our experience of it, and generate our own material knowledge.
One of the early motivations in this project was the way in which the animations really captured our tacit, embodied knowledge of the readable volume in a visual way, it was almost as if you could wave your hand through the floating green LEDs and feel them. Of course we had felt it hundreds of times in experimenting with tags and readers, but we had never seen it captured in an image, in a way that was communicable to others without having them try an interactive demonstrator. With this visual material, we can communicate about RFID in ways that we couldn’t previously.
So we hope that this work goes some way towards building better spatial and gestural models of RFID, as material for designers to build better products and to take full advantage of the various ways in which spatial proximity can be used. And with this better understanding we hope to be able to discuss and design for privacy and the ‘leakage’ of data in a more rigorous way.
The project was made by Timo Arnall and Einar Sneve Martinussen from AHO and Jack Schulze from BERG. Thanks to Jørn Knutsen for help in building the rigs.
Since the launch three weeks ago, our film Nearness has been seen almost 100,000 times, and favourited by over 500 people. Thanks for all the feedback and commentary!
“RFID is a complex and fairly abstract technology to grasp. We have to be careful in how we communicate with it. There are many leaps of imagination and understanding required to grasp it and hold a useful model of how it works and what is happening, let alone see how it maps usefully and elegantly into the world around us. The familiarity of the chain reaction form, means the audience quickly grasps that the normal kinetic transfer of force in the sequence is replaced by invisible forces that work very closely together. Like invisible digital breaths between objects. Because the form was familiar, our hope was the concept of nearness without touching would be clearly understood.”
“There has been constant refinement of the production techniques not only to convey designed objects and their surroundings evocatively, but also the invisible layers of interchange and interaction that are increasingly both digital and physical. It turns out that contemporary cinematic techniques such as motion tracking, match moving and the integration of video with 3D motion graphics are ideal tools for visualising, prototyping and communicating about ubiquitous technology.”
And—in a twist that I find particularly satisfying—the UK newspaper Metro wrote about the film, calling it a ‘fun glimpse at a future where you control machines by waving your mobile at them, and everything goes ‘beep’ as you walk by.’
Since Metro is distributed mainly on public transport, it’s lovely to think of their 1.3 million readers all clutching their Oyster cards while reading about the film.
Next week we’re launching some new work that explores the spatial aspects of RFID. So before we publish that, here is a quick summary of existing work on radio, sensors and space that I’ve been compiling for a while.
The ‘Radiogenic’
Dunne & Raby introduce the idea of ‘Hertzian space’ in Design Noir and Hertzian Tales where they describe a landscape of electronic products creating a “new, invisible but physical environment”.
In Tunable cities they map the radio signals from domestic equipment such as babycoms and begin to examine the “role of electronic products in the aesthetic inhabitation of a rapidly dematerialising, ubiquitous and intelligent environment.” Here there are visualisations of radio fields as bright red spaces overlaid on the streets of Chiswick, London.
Although their work specifically avoided issues around making the invisible visible or visualising radio, it explored the “links between the material and the immaterial that lead to new aesthetic possibilities for life in an electromagnetic environment”.
“It might seem strange to write about radio, a long-established medium, when discussion today centres on cyberspace, virtual reality, networks, smart materials and other electronic tehcnologies. But radio, meaning part of the electromagnetic spectrum is fundamental to electronics. Objects not only “dematerialise” into software in response to minituarisation and replacement by services but literally dematerialise into radiation. All electronic products are hybrids of radiation and matter. [...] Whereas cyberspace is a metaphor that spatialises what happens in computers distributed around the world, radio space is actual and physical, even though our senses detect only a tiny part of it.”
As Matt Jones points out, they go on to coin the term “radiogenic” to describe objects that:
“function as unwitting interfaces between the abstract space of electromagnetism and the material cultures of everyday life, revealing unexpected points of contact between them.”
The Faraday chair offers a slightly more nuanced ‘visualisation’ of the boundaries of electromagnetic waves through a physical object. These works operate by visualising and making tangible the boundaries between electromagnetic phenomena, and as such, serve to highlight and create discourse around the issue of radio in emerging products and systems
Celebrating the magic of remote action
The language used to describe RFID interaction includes closeness, touch, proximity and pointing but there are few explorations of the way that RFID systems shape the gestural and tangible aspects of this interaction. Within Human Computer Interaction (HCI) there is some discussion of the spatial aspects of sensor technologies. For instance Ailisto et al (2003) discuss the ways that RFID creates contactless interactions on mobile phones: “Physical selection may be based on proximity or pointing. In the case of proximity, the selection is activated by bringing the activating device, e.g. a smart phone, close to the target device.”.
In the Touch project we have experimented with the spatial aspects of RFID interaction, developing a tacit design knowledge of the technology over time. At an early RFID hacking workshop with BERG/Schulze & Webb we experimented with playful interactions that involved “the magic of remote action” where invisible interactions triggered events in the world.
This is something we went on to explore in much more detail in the film Nearness, where the relationship between proximity and physical interaction is explored in detail.
In projects like the Graphic language for touch we have begun to find ways of representing invisible radio as a tangible design material in a functional setting.
And in her project the Bubbles of Radio (that emerged from our Fields and Seams brief) Ingeborg Marie Dehs Thomas imagined and visualised many fictional representations of radio fields including Bluetooth and RFID. These drawings provide a playful starting point for the discussion of our relationship to radio fields and the possibilities they open up for interaction.
Exploring and experiencing waves
The political, social and phenomenological aspects of the electromagnetic spectrum are a recurring theme within contemporary media art practice. For instance the exhibition Waves at RIXC tuned in to artistic engagements with the electro-magnetic spectrum and suggested that “artists should take control of the very principles and materiality of the ‘network waves’.”
A common practice is to translate radio space into an audible, sonic experience. In projects like ætherspace, Aeriology, Electroprobes and in many RFID projects some kind of probe that senses radio and offers audible output is held or attached to the body. The experience is then about being mobile, moving through and probing the world to discover how the lanscape and patterns of radio changes through space.
Then there are a number of visual, interactive visualisation projects such as the Wifi camera, the sightseeing telescope that reveals open wifi networks in urban space and the Free Network Visible Network project. In most cases the visual representations of the radio waves are merged and overlaid into optical or video backgrounds of the physical world, in a kind of ‘augmented reality’ genre.
In Edge Town by Ben Hooker and Shona Kitchen visual approaches are used to explore the ways in which we can “design interfaces with the flows of electronic data that run through our cities so that they can be experienced as an enriching complement to other, more ‘earthly’ phenomena.” Their garden-like visualisations represent the desire to turn these invisible flows into something more tangible. In another architectural approach, Pedro Sepulveda-Sandoval proposes the demarcation of public areas that are free of mobile phone signals, using the visual language of yellow/black warning tape.
Artists Ruth Jarman & Joe Gerhardt visualised many kinds of fields in Magnetic Movie, where the fields are seen animated as crackling, pulsing and swirling waves that uncomfortably inhabit physical spaces. This animation reinforced by a strong soundtrack that crackles in time with the motion is one of the most engaging and compelling visualisations of radio fields that we have seen.
Spatial and seamful sensors
For engineers and scientists, accurately modelling and visualising invisible radio fields, and engaging in antenna measurement is a difficult task, if not almost a ‘black art’. Using specialist robotic equipment and slowly measuring the intensity of radio signals at various points in space, it is possible to build up a three dimensional map of a radio field. There are also specialist 3D simulation tools that create models of radio fields and their interactions with physical material. These tools are mainly used to optimise the design of radio antennae, probe and problem-solve radio interference problems in electronic equipment and to assess safety issues with human exposure to radio systems.
In a paper called The spatial character of sensor technology Reeves et al (2006) describe the importance of understanding seams and spatiality in sensor-based systems. Although they concentrate on ‘torch-based’ interactions, their concerns are relevant for other sensor technologies:
“We are primarily concerned with the way in which seams between devices create a particular spatial character for the location in which they are deployed. This spatial character of seams derives from the use of spatially-embedded sensor technologies (e.g., GPS, Wifi, etc.) which are particularly prevalent in ubiquitous computing. Sensor technology plays a fundamental part in the creation of seams, and thus the character of the space in which such technology is deployed. The main issue, then, is how interactive and ubiquitous system design may appropriately address this essential spatiality.”
There is also a discussion of the ‘seamful’ character of many ubiquitous technologies.
Chalmers and Galani (2001) describes the ways in which “wireless networks have distinct physical characteristics such as a tendency to be absorbed by metal, water and other conductive materials, and a pattern of coverage that makes for a limited area of usable network connectivity.” They suggest that there may be a method or conceptual process of ‘seamful design’ that builds upon the way that “people accommodate and take advantage of seams and heterogeneity, in and through the process of interaction.”
“We critique the ‘disappearance’ mentioned by Weiser as a goal for ubicomp, and Dourish’s ‘embodied interaction’ approach to HCI, suggesting that these design ideals may be unachievable or incomplete because they underemphasise the interdependence of ‘invisible’ non-rationalising interaction and focused rationalising interaction within ongoing activity.”
There is something in this ‘seamful design’ process that may help us to understand of the way that we deal with the invisible aspects of radio-based interaction, and the ways that mental models are built out of these systems.
Skål (Norwegian for bowl) is a product that has emerged from the Bowl project. It is a media player designed for the home that acts as the interface between physical objects and related digital media on a television.
This video shows Skål in action. A bowl sits on the living room table and a range of physical objects are used to trigger various kinds of media. For example a physical Moomin character like Little My will play a sequence from the Moomin cartoon where she is featured. Skål can control all kinds of digital media; movie-clips, Youtube channels, Flickr photo streams, home videos and online radio.
The product has been used as a probe to build our understanding of RFID technology in playful and domestic contexts and is the result of extensive enquiry into the area. It differs from other similar products like Touchatag and Mirror by focusing specifically on direct and immediate tangible interaction with rich digital media. In some ways it is similar to the iPhone RFID prototype, and here it reflects on the interchangeability of tags and readers in media interaction: RFID systems are symmetrical and interactions can be built through manipulating the reader (the iPhone) or the objects (Skål).
Visit the Skål website for more on the bowl and how it works and Flickr for more images.
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...