RFID and unique physical form

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.

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Teaching Touch II

11 February, 14.43-2

For the second year we are teaching an MA interaction design course called Tangible Interactions that is driven by the Touch project at AHO. Last year the course was largely successful both for students and for our research interests. It resulted in such projects as Sniff and The Bubbles of Radio.

01 February, 10.42

This year we are building on our experience and creating both a better formal framework and a more focused environment for industrial, product and interaction design with RFID. The course plan can be downloaded here.

For the framework we have created a course compendium that introduces themes from ubiquitous, mobile and tangible computing as well as products and methods. Practically we have taken the RFID platforms from last year and are using them to get the students into interactive prototyping at a much earlier stage. We are also lucky enough to have Einar Sneve Martinussen working on Touch, and he is supporting much of the practical and theoretical side of the course alongside Mosse Sjaastad.

10 January, 17.44

For the first four weeks the students received four short design briefs that explored both the context of mobile, ubiquitous and tangible computing and the detail of with interactions with RFID. This has created great momentum and resulted in various vocabularies, material explorations, evidence and paper prototypes amongst other things.

The students now start a major project based on the Touch design briefs, where they work through a number of iterations in research, ideation, concepting, sketching, prototyping and evaluating.

The students have weblogs again this year: Alice, Christer, Fan Fan, Gudmund, Gunnar, Ingrid, Knut, Kyrre, Marianne, Martin, Natacha and Silje.

More photos in the AHO interaction design pool at Flickr.

01 February, 10.46

11 February, 12.51

11 February, 14.37

25 January, 09.53

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50 things, places and people for 2008

On the last day of 2007 Dagbladet rounded up the 50 things, places and people they tip for 2008 (50 ting, steder og mennesker vi tror på i 2008).

sniff_dagbladet.jpg

Sara Johansson is tipped at number 19 with her Sniff project also featured in Making Things Talk.

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Fictional radio-spaces

In spring 2007 interaction design students at AHO participated in a research-driven course called Tangible interactions that investigated themes around RFID, NFC and the Touch project. This is one of the projects that emerged from the course.

Visualisation of GSM

In this project called “the bubbles of radio” Ingeborg Marie Dehs Thomas used critical, visual design as a way of exploring the perception of many kinds of electromagnetic fields. The project answered the brief Fields and Seams that asks “How can we use the increasingly radio-saturated landscape for creative or functional purposes?”

Inspired by Hertzian Tales by Dunne and Raby as well as other projects including Cell Phone Disco, Ingeborg explored many critical design products or services that would engage with the landscape of radio. Some of these early concepts can be seen on her weblog.

Using inspiration from richly illustrated books on botany, zoology and natural history, Ingeborg arrived at the concept of an encyclopeadia of radio waves that contains a selection of fictional radio ‘species’. Armed with a well researched and advanced knowledge of the use, application and technicalities of each radio technology she created fictional visualisations of the ways in which radio waves inhabit space. These are creative expressions based as much on personal creativity as on technical or scientific data like range and signal strength. Six contemporary radio technologies were visualised: Bluetooth, DMB, GSM, RFID, Wifi and Zigbee.

Like all good scientific guides, the bubbles of radio includes a visual scale:

Scales, from phone to architecture

The scale of radio is usefully measured at the scale of the device, at the scale of the body and at the scale of the building (see also Everyware on scale). The visualisations are thus placed in this context and we are left with the drawings themselves, where the shape, texture, direction and density gives us a sense of each technology. Click on the following for full size images:

Bluetooth visualisationVisualisation of DMBVisualisation of GSMVisualisation of RFIDVisualisation of WifiVisualisation of Zigbee

These visualisations are not intended to be technically accurate or to offer actionable information. Instead they provide a playful cue to reflect and consider radio as something tangible and physical to be experienced by other senses, not just through a screen.

Just for fun, here are the latin names of each field:

Bluetooth : Nevrotis Dentus Aquarae
DMB : Spherum Elektrum Multanum
GSM : Spherum Magnea Globalum
RFID : Raptus Arphadus
Wifi : Videus Fidelus
Zigbee : Nevrotis

Ingeborg then hand-crafted a pocket field-guide from these illustrations, in a physical form that even smells like an age-old dusty guide to flora and fauna.

Bubbles of radio

This book also included pattern samples; a mixture of wallpaper, fabric and textile patterns that could act as ways of identifying wirelessly augmented spaces or objects. Here is a pattern for RFID:

RFID pattern

And here is a pattern for Bluetooth:

Bluetooth pattern

This project explored radio in a unique way. Ingeborg has created visual expressions of radio that are immediately accessible and beautiful. Although their usefulness is harder to define they have provided us with many opportunities to discuss and reflect on these intangible technologies.

Download a poster (PDF) of all the radio visualisations here.

The Bubbles of Radio poster (PDF)

See more student work from the Touch project.

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Bowl: Token-based media for children

In spring 2007 interaction design students at AHO participated in a research-driven course called Tangible interactions that investigated themes around RFID, NFC and the Touch project. This is one of the projects that emerged from the course.

Bowl is a project by Einar Sneve Martinussen, Jørn Knutsen and Timo Arnall and investigated two design briefs: RFID and the everyday and Playful RFID. The concept, technicalities, process and results are described in detail in the paper at the end of this post, read on for a summary.

Simple access to media

The Bowl is a simple media player that can be used by people of all ages, particularly young children. A bowl sits on the living room table and range of physical objects can be placed within it. When an object is placed in the bowl related media is played back on the TV.

The Bowl and TV

For example a physical Moomin character like Little My will play a sequence from the Moomin cartoon where she is featured. Through this simple interface, Bowl encourages new, engaging and playful activities around the media experience.

Background

The project draws on a long history of research into ‘tangible interfaces’ for media (some examples). But it is distinct from other projects in that it applies the idea of tangible manipulation of media to the very specific context of the home. It also disregards complex editing, browsing or manipulation of media in favour of providing simple interactions that work for young children.

There are very few products which allow access to media in a way that can be used by children younger than four. Although it might be argued that children under four shouldn’t have access to media, there is no doubt that they do and in fact there is an enormous amount of content designed exclusively for this audience (see Teletubbies).

Existing media interfaces are overly complex, allow access to unsuitable content and encourage extended viewing habits. By creating a space for physical and playful engagement where screen-media is only a part of the experience, the Bowl intends to create constrained but self-directed activities that are not only passive, lean-back experiences.

Testing

Einar’s daughter, Anna – who features as our main user in this project – was 2 years old at the start of the project. We saw an opportunity here to design, evaluate and iterate an interface aimed particularly at children of that age.

Playful activities around the TV

The prototype has been developed through an extensive user-driven process where the product was tested and developed in-situ. The interface has been refined and the content re-edited as we learnt about problems and opportunities through a series of tests.

Bowl prototype.

A standard platform was built very early in the project, from which many bowls and tokens could be evaluated. It was important for this set-up to be lightweight and dynamic so that important interaction parameters could be tweaked and altered. The early prototype was constructed in wood from a simple 2×4 with existing bowls as the interface. This allowed rapid modifications to the setup and although not aesthetically pleasing, didn’t disrupt the home environment or introduce any explicit new ‘gadget’ to the living room.

Some tokens and objects with RFID tags

Through the development of the physical prototype the technical possibilities and challenges were rapidly discovered. Interestingly many technical limitations inherent in the RFID system that we used for prototyping turned out to be non-issues. Some of these limitations actually turned out to be opportunities in the interaction design of the interface. See the paper below for more details.

Conclusions

This study has been rich in both the details of physical interactions and conceptual possibilities. We have come a long way towards realising a suitable home media interface for children, using everyday objects and containers. The interaction is simple, natural and works seamlessly as a media experience. The interface can be immediately satisfying without guidance or instruction. As a simple interface rather than a ‘gadget’, it doesn’t depend on changing media infrastructures, standards or platforms. We have designed it as a ‘front-end’ that can be adapted to any kind of home-media system, thus its requirements are likely to stay the same over the lifetime of it’s use and even be adaptable to future technologies.

The initial planning involved five user-test tasks but due to the richness of the process, we ended up conducting about ten discrete topics and twenty different tests. We regard this sustained, rich access to relevant people and contexts and essential part of developing new interactive products.

One of our goals was to examine the effects of the changing role of digital technology and content in the home as a result of new interfaces. The long-term testing has offered us an insight into this changing television-based experience. We see increasing connection between playing and watching and more physical activity around media usage.

Further work

Beyond this testing process we are in the process of building the next prototype. It has been designed as a durable product that fits within the home context by using standard components and high quality materials.

Second generation bowl

Here the project is being extended to look at how it might be turned into a product. How it might be ‘shelf explanatory’ and how it might relate to existing media products and services.

More about Bowl

Einar has posted more pictures and information about his design case study presentation at DUX 07 including an annotated PDF of his very accessible presentation.

Bowl paper

This paper contains a full account of the background, the design process, the testing, technicalities and a discussion of the results. The paper from ‘Designing For User Experiences’ in the Proceedings of the 2007 conference on Designing for User eXperiences are available at the ACM digital library. You can also download the full PDF here.

See more student work from the Touch project.

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Making things talk

01 November, 12.44

Tom Igoe’s new book Making things talk arrived today, full of lovely projects and code examples. Tom’s previous book Physical computing has been the definitive reference for all hardware hacking that goes on at AHO and in the Touch project. Making things talk is structured into specific projects, and covers technology as part of practical examples.

The section on RFID uses the ever-useful ID12 RFID readers with project examples created using Processing.

Making things talk: RFID in processing

The processing code was developed with Sara Johansson as part of the Sniff project in our tangible interactions course earlier this year, and it is great to see Sniff in a double page spread:

Making things talk: Sniff

From our initial reading the book looks like an excellent introduction to creating physical networked things, using a very wide diversity of technologies. The project examples are well designed and extremely useful in order to move beyond conceptually simple networked things. As a place to start prototyping with RFID this is a great complement to some of the other RFID books out there.

Making things talk: Sniff / Identification

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Future (NFC) phone is talk of festival!

The Green Touch installation at DOTT07 in Newcastle that we created with Helsinki-based Thinglink was a great success. There are a few photos of the event from Ulla-Maaria Mutanen. The local newspaper Evening Chronicle wrote a story on the exhibition:

dott_chronicle2.jpg

Expect a write-up of the experience soon.

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Mapping RFID

RFID: Mapping Future Histories was a workshop that took place at the recent Recalling RFID conference in Amsterdam. The workshop attempted to visually map some of the issues around RFID by using various methods to extract language, location, time and ranking from various web services.

The workshop was initiated by the Digital Methods Initiative that specialises in online research methods:

“The Digital Methods Initiative is a contribution to doing research into the “natively digital”. [...] How does one do research online? What are the new objects of study, and how do they alter pre-existing methods? [...] Which digital methods innovate with and also critically display the recommender culture that is at the heart of new media information environments?”

They have developed a very extensive set of tools that can be used to scrape, crawl and otherwise interrogate online data:

”[A] set of allied tools and independent modules have been made to extend the research into the blogosphere, online newssphere, discussion lists and forums, folksonomies as well as search engine behavior. These tools include scripts to scrape web, blog, news, image and social bookmarking search engines, as well as simple analytical machines that output data sets as well as graphical visualizations.”

The workshop resulted in five visualisations:

The Substantive Composition of RFID According to Folksonomy and the Web

This project asked the question: “which issue language is significantly associated with RFID?” by looking at both del.icio.us tags and Google results.

rfidvis_rfid_compostition_folksonom.jpg

rfidvis_rfid_compostition_web.jpg

More…

Wikipedia Anonymous Authorship Cartogram

This project simply asks: “Where do anonymous Wikipedia edits for RFID originate” by using a specialised Wikipedia edit scraper.

rfidvis_wikipedia_rfidentry_cartogram.jpg

More…

Drama in Search Space: RFID and Arphid Queries Over Time

This project looks at the relative rankings of sites in Google over time, to find when and what issues emerged or disappeared.

rfidvis_drama_rfid.jpg

More…

RFID Imagery: ‘Wet’ and ‘Dry’ Associations Compared

This project asks “Is RFID in its imagery (according to Google Images) largely associated with technonature or technoculture” by visually analysing the results of Google image searches.

rfidvis_rfid_imagery_dry.jpg

rfidvis_rfid_imagery_wet.jpg

More…

Issue Packaging on the Web: Style Sheets for RFID Sites by Site Type

Looking at the colors and styles on RFID-related websites and trying to cluster them. What patterns emerge?

rfidvis_issue_packaging2.jpg

More…

It’s fantastic to have such visual material emerging from a one-day workshop. All of these visualisations feel like they would benefit from some dynamic or interactive elements: representing some variable in time for instance, so that we could see shifts and changes in the landscape.

Posted in Events, Visual design, Workshops | 2 Comments