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	<title>Touch &#187; media</title>
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	<description>Interaction with RFID and NFC</description>
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		<title>iPhone RFID: object-based media</title>
		<link>http://www.nearfield.org/2009/04/iphone-rfid-nfc</link>
		<comments>http://www.nearfield.org/2009/04/iphone-rfid-nfc#comments</comments>
		<pubDate>Tue, 14 Apr 2009 18:54:11 +0000</pubDate>
		<dc:creator>Timo</dc:creator>
				<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Product design]]></category>
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		<category><![CDATA[apple]]></category>
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		<category><![CDATA[interaction]]></category>
		<category><![CDATA[interface]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[lens interface]]></category>
		<category><![CDATA[media]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[nfc]]></category>
		<category><![CDATA[objects]]></category>
		<category><![CDATA[phone]]></category>
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		<category><![CDATA[rfid]]></category>
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		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://www.nearfield.org/?p=721</guid>
		<description><![CDATA[This is a video prototype of an iPhone media player that uses physical objects to control media playback. It is based on Radio Frequency Identification (RFID) that triggers various iPhone interactions when in the range of a wireless tag embedded inside a physical object. RFID is becoming more common in mobile phones (under the term [...]]]></description>
			<content:encoded><![CDATA[<p>This is a video prototype of an iPhone media player that uses physical objects to control media playback. It is based on Radio Frequency Identification (<acronym title="Radio Frequency IDentification (A method of identifying unique items using radio waves. This is typically achieved with communication between a scanner or reader and a tag that contains data on a microchip)">RFID</acronym>) that triggers various iPhone interactions when in the range of a wireless tag embedded inside a physical object.</p>
	<p><object width="500" height="281"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=4147129&#038;server=vimeo.com&#038;show_title=0&#038;show_byline=0&#038;show_portrait=0&#038;color=ffffff&#038;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=4147129&#038;server=vimeo.com&#038;show_title=0&#038;show_byline=0&#038;show_portrait=0&#038;color=ffffff&#038;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="500" height="281"></embed></object></p>
	<p><acronym title="Radio Frequency IDentification (A method of identifying unique items using radio waves. This is typically achieved with communication between a scanner or reader and a tag that contains data on a microchip)">RFID</acronym> is becoming more common in mobile phones (under the term Near Field Communication or <acronym title="Near Field Communication (a short-range wireless technology mainly aimed at usage in mobile phones.)">NFC</acronym>) from manufacturers such as <a href="http://www.nearfield.org/2008/05/thoughts-on-nokias-nfc-developments">Nokia</a>. By looking at <a href="http://watchingapple.com/2007/05/connecting-iphone-to-your-wireless-home/">Apple&#8217;s patents</a> we know that the technology is being considered for the iPhone. With the <a href="http://developer.apple.com/iphone/program/accessories/">iPhone <acronym title="Software Development Kit">SDK</acronym> 3.0</a> external hardware accessories can be accessed by iPhone software, so third party <acronym title="Radio Frequency IDentification (A method of identifying unique items using radio waves. This is typically achieved with communication between a scanner or reader and a tag that contains data on a microchip)">RFID</acronym> or <acronym title="Near Field Communication (a short-range wireless technology mainly aimed at usage in mobile phones.)">NFC</acronym> readers are also possible.</p>
	<p>So what kinds of applications would emerge if an iPhone had an <acronym title="Near Field Communication (a short-range wireless technology mainly aimed at usage in mobile phones.)">NFC</acronym> reader? Here we have prototyped a simple media player, which triggers the playback of content on the touch of a tag, and created a set of augmented objects that have relationships to different kinds of audiovisual content.</p>
	<h3>A lens for media</h3>
	<p>Compared to other mobile handsets the iPhone is a particularly media-friendly device, with a large, bright screen and high quality audiovisual playback. What if this screen could act as a &#8216;lens&#8217; to content that resides in the world? </p>
	<p><img src="http://www.nearfield.org/wp-content/uploads/2009/04/iphone-rfid-nfc-41-500x333.jpg" alt="iphone-rfid-nfc-41" title="iphone-rfid-nfc-41" width="500" height="333" class="alignnone size-medium wp-image-1074" /></p>
	<p>In a screen-based interface content may be buried many levels deep inside an information architecture. But in a physical <acronym title="Radio Frequency IDentification (A method of identifying unique items using radio waves. This is typically achieved with communication between a scanner or reader and a tag that contains data on a microchip)">RFID</acronym>-driven interface a simple gesture can offer quick and direct access to content. Physical objects afford tangible manipulation that screens cannot, and this is great for playful products. Our <a href="http://www.nearfield.org/2007/12/bowl-token-based-media-for-children">Bowl prototype</a> showed a natural blending of media consumption and playful activitiy in children, where media viewing became less passive and a more active experience.</p>
	<p><a href="http://www.designinginteractions.com/interviews/DurrellBishop">Durrell Bishop</a> has discussed these ideas in a more general way, what if objects were <a href="http://www.flickr.com/photos/timo/3295486725/">augmented with new properties</a>, that can be perceived through an iPhone lens? </p>
	<h3>Media objects</h3>
	<p>In this video demo, the objects have been chosen to physically or visually represent the content. There are some obvious relationships, such as the Moomin figure leading to a favourite episode of a Moomin animation. The less obvious relationships such as the wooden house leading to home videos were chosen because they just somehow felt right. In fact the exact relationship may be of secondary importance, as over time the behaviour of the physical and digital objects becomes known and transparent through exploration and repetition. </p>
	<p><img src="http://www.nearfield.org/wp-content/uploads/2009/04/iphone-rfid-nfc-3-500x333.jpg" alt="iphone-rfid-nfc-3" title="iphone-rfid-nfc-3" width="500" height="333" class="alignnone size-medium wp-image-1072" /></p>
	<p>Some of the objects felt particularly satisfying. The <a href="http://blog.makezine.com/archive/weekend_projects/">Make Podcast object</a> for instance&#8212;where touching the &#8216;geek&#8217; plays the latest &#8216;Weekend project&#8217;&#8212; shows how an object can be used for exploring a dynamic stream of content.</p>
	<h3>Going further</h3>
	<p>This video prototype is basic and intended to open up for discussion and new exploration around the experience of media selection through physical objects. At the moment the interaction is a trigger, but what if the phone doesn&#8217;t just react as <em>output</em> but also as <em>input</em> to physical objects? How do we programme and manage our sets of media and applications in these objects?</p>
	<p>Overall this points towards opportunities around the distribution of media through physical objects, it is an example of general ideas around an &#8216;internet of things&#8217; or &#8216;spimes&#8217; applied to the world of media. What opportunities would the distribution of <acronym title="Radio Frequency IDentification (A method of identifying unique items using radio waves. This is typically achieved with communication between a scanner or reader and a tag that contains data on a microchip)">RFID</acronym>-embedded products open up in terms of media, gaming, services and marketing? What does this mean for the future of products? </p><h4>Related things:</h4><p><ol>
<li><a href='http://www.nearfield.org/2007/12/bowl-token-based-media-for-children' rel='bookmark' title='Bowl: Token-based media for children'>Bowl: Token-based media for children</a> <small>In spring 2007 interaction design students at AHO participated in...... </small></li>
<li><a href='http://www.nearfield.org/2009/11/iphone-rfid-and-nfc-peripherals' rel='bookmark' title='iPhone RFID and NFC peripherals'>iPhone RFID and NFC peripherals</a> <small>We are beginning to see RFID and NFC peripherals beginning...... </small></li>
<li><a href='http://www.nearfield.org/2009/09/skal-playing-with-media' rel='bookmark' title='Skål: playing with media'>Skål: playing with media</a> <small>Skål (Norwegian for bowl) is a product that has emerged...... </small></li>
</ol></p>]]></content:encoded>
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		<slash:comments>115</slash:comments>
		</item>
		<item>
		<title>Bowl: Token-based media for children</title>
		<link>http://www.nearfield.org/2007/12/bowl-token-based-media-for-children</link>
		<comments>http://www.nearfield.org/2007/12/bowl-token-based-media-for-children#comments</comments>
		<pubDate>Mon, 03 Dec 2007 15:19:28 +0000</pubDate>
		<dc:creator>Timo</dc:creator>
				<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Product design]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Service design]]></category>
		<category><![CDATA[Student projects]]></category>
		<category><![CDATA[children]]></category>
		<category><![CDATA[interaction]]></category>
		<category><![CDATA[interface]]></category>
		<category><![CDATA[media]]></category>
		<category><![CDATA[rfid]]></category>
		<category><![CDATA[social media]]></category>
		<category><![CDATA[technology]]></category>
		<category><![CDATA[television]]></category>
		<category><![CDATA[tv]]></category>

		<guid isPermaLink="false">http://www.nearfield.org/2007/12/bowl-token-based-media-for-children</guid>
		<description><![CDATA[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: [...]]]></description>
			<content:encoded><![CDATA[<p><em>In spring 2007 interaction design students at AHO participated in a research-driven course called <a href="http://www.nearfield.org/2007/04/teaching-touch">Tangible interactions</a> that investigated themes around <acronym title="Radio Frequency IDentification (A method of identifying unique items using radio waves. This is typically achieved with communication between a scanner or reader and a tag that contains data on a microchip)">RFID</acronym>, <acronym title="Near Field Communication (a short-range wireless technology mainly aimed at usage in mobile phones.)">NFC</acronym> and the Touch project. This is one of the projects that emerged from the course.</em></p>
	<p>Bowl is a project by Einar Sneve Martinussen, Jørn Knutsen and Timo Arnall and investigated two design briefs: <a href="http://www.nearfield.org/2007/07/rfid-and-the-everyday"><acronym title="Radio Frequency IDentification (A method of identifying unique items using radio waves. This is typically achieved with communication between a scanner or reader and a tag that contains data on a microchip)">RFID</acronym> and the everyday</a> and <a href="http://www.nearfield.org/2007/07/playful-rfid">Playful <acronym title="Radio Frequency IDentification (A method of identifying unique items using radio waves. This is typically achieved with communication between a scanner or reader and a tag that contains data on a microchip)">RFID</acronym></a>. The concept, technicalities, process and results are described in detail in the paper at the end of this post, read on for a summary.</p>
	<h3>Simple access to media</h3>
	<p>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. </p>
	<p><img src='http://www.nearfield.org/wp-content/uploads/2007/12/534908565_4fc70ade66-1.jpg' alt='The Bowl and TV' /></p>
	<p>For example a physical <a href="http://en.wikipedia.org/wiki/Moomins">Moomin</a> character like <a href="http://en.wikipedia.org/wiki/Little_My">Little My</a> will play a sequence from the Moomin cartoon where she is featured. Through this simple interface, Bowl encourages new, engaging and <em>playful</em> activities around the media experience.</p>
	<h3>Background</h3>
	<p>The project draws on a long history of research into &#8216;tangible interfaces&#8217; for media (<a href="http://tangible.media.mit.edu/papers/">some examples</a>). But it is distinct from other projects in that it applies the idea of <em>tangible manipulation of media</em> 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. </p>
	<p>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&#8217;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 <a href="http://en.wikipedia.org/wiki/Teletubbies">Teletubbies</a>). </p>
	<p>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.</p>
	<h3>Testing</h3>
	<p>Einar&#8217;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.</p>
	<p><img src='http://www.nearfield.org/wp-content/uploads/2007/12/bowl_testing_play.jpg' alt='Playful activities around the TV' /></p>
	<p>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.</p>
	<p><img src='http://www.nearfield.org/wp-content/uploads/2007/12/bowl_prototype.jpg' alt='Bowl prototype.' /></p>
	<p>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&#215;4 with existing bowls as the interface. This allowed rapid modifications to the setup and although not aesthetically pleasing, didn&#8217;t disrupt the home environment or introduce any explicit new &#8216;gadget&#8217; to the living room.</p>
	<p><img src='http://www.nearfield.org/wp-content/uploads/2007/12/bowl_rfid_tokens.jpg' alt='Some tokens and objects with RFID tags' /></p>
	<p>Through the development of the physical prototype the technical possibilities and challenges were rapidly discovered. Interestingly many technical limitations inherent in the <acronym title="Radio Frequency IDentification (A method of identifying unique items using radio waves. This is typically achieved with communication between a scanner or reader and a tag that contains data on a microchip)">RFID</acronym> 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.</p>
	<h3>Conclusions</h3>
	<p>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. </p>
	<p>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.</p>
	<p>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 <em>playing</em> and watching and more <em>physical activity</em> around media usage.</p>
	<h3>Further work</h3>
	<p>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. </p>
	<p><img src='http://www.nearfield.org/wp-content/uploads/2007/12/bowl_prototype2.jpg' alt='Second generation bowl' /></p>
	<p>Here the project is being extended to look at how it might be turned into a product. How it might be &#8216;shelf explanatory&#8217; and how it might relate to existing media products and services. </p>
	<h3>More about Bowl</h3>
	<p>Einar has <a href="http://www.thisplacement.com/2007/11/12/bowl-tokene-based-media-for-children-at-dux-2007/">posted more pictures and information</a> about his design case study presentation at DUX 07 including an annotated <acronym title="Portable Document Format">PDF</acronym> of his very accessible <a href="http://www.thisplacement.com/wp-content/uploads/2007/11/bowl_martinussen_dux07_presentation.pdf">presentation</a>.</p>
	<p><a href='http://www.nearfield.org/downloads/Bowl_token_based_media_DUX2007.pdf' title='Bowl paper'><img src='http://www.nearfield.org/wp-content/uploads/2007/12/paper.jpg' alt='Bowl paper' /></a></p>
	<p>This paper contains a full account of the background, the design process, the testing, technicalities and a discussion of the results. The paper from &#8216;Designing For User Experiences&#8217; in the <em>Proceedings of the 2007 conference on Designing for User eXperiences</em> are available at the <a href="http://portal.acm.org/citation.cfm?doid=1389908.1389930">ACM digital library</a>. You can also <a href="http://www.nearfield.org/downloads/Bowl_token_based_media_DUX2007.pdf">download the full <acronym title="Portable Document Format">PDF</acronym> here.</a></p>
	<p><em>See more <a href="http://www.nearfield.org/theme/student-projects/">student work</a> from the Touch project.</em></p><h4>Related things:</h4><p><ol>
<li><a href='http://www.nearfield.org/2009/04/iphone-rfid-nfc' rel='bookmark' title='iPhone RFID: object-based media'>iPhone RFID: object-based media</a> <small>This is a video prototype of an iPhone media player...... </small></li>
<li><a href='http://www.nearfield.org/2006/09/place-and-product-based-collaborative-filtering' rel='bookmark' title='Place and product-based collaborative filtering'>Place and product-based collaborative filtering</a> <small>In March 2006 fourth year interaction design students at AHO...... </small></li>
<li><a href='http://www.nearfield.org/2009/09/skal-playing-with-media' rel='bookmark' title='Skål: playing with media'>Skål: playing with media</a> <small>Skål (Norwegian for bowl) is a product that has emerged...... </small></li>
</ol></p>]]></content:encoded>
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