More press for Sniff

Dagens Næringsliv Norway’s daily business newspaper covered two of the Unge Talenter winners last Friday, including Sniff.

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.”

Other press (in Norwegian) includes Aftenposten, Østkantavisa, Dagbladet, Dinside and Norske Industridesignere NID. Press release.

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Norwegian Design Council awards Sniff

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.

Previously Sniff won AHO’s prize for Design for all, and has been included as one of Dagbladet’s trends for 2008.

ungetalenter_sniff.jpg

Here is the feedback from the jury, in Norwegian:

“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.

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The EU on the visibility of RFID

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.

See also my work on the graphic language for RFID (paper, design brief).

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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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