<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Touch &#187; Projects</title>
	<atom:link href="http://www.nearfield.org/theme/projects/feed" rel="self" type="application/rss+xml" />
	<link>http://www.nearfield.org</link>
	<description>Interaction with RFID and NFC</description>
	<lastBuildDate>Thu, 17 Nov 2011 12:41:39 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
		<item>
		<title>Immaterials: light painting WiFi</title>
		<link>http://www.nearfield.org/2011/02/wifi-light-painting</link>
		<comments>http://www.nearfield.org/2011/02/wifi-light-painting#comments</comments>
		<pubDate>Sun, 27 Feb 2011 10:38:12 +0000</pubDate>
		<dc:creator>Timo</dc:creator>
				<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Architecture]]></category>
		<category><![CDATA[cities]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[film]]></category>
		<category><![CDATA[immaterials]]></category>
		<category><![CDATA[infoviz]]></category>
		<category><![CDATA[invisible computing]]></category>
		<category><![CDATA[light painting]]></category>
		<category><![CDATA[photography]]></category>
		<category><![CDATA[public space]]></category>
		<category><![CDATA[ubicomp]]></category>
		<category><![CDATA[Ubiquitous computing]]></category>
		<category><![CDATA[urban]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[Visualisation]]></category>
		<category><![CDATA[visualization]]></category>
		<category><![CDATA[wifi]]></category>
		<category><![CDATA[wireless networks]]></category>

		<guid isPermaLink="false">http://www.nearfield.org/?p=1817</guid>
		<description><![CDATA[&#8220;The complex technologies the networked city relies upon to produce its effects remain distressingly opaque, even to those exposed to them on a daily basis.&#8221; – Adam Greenfield (2009) Immaterials: light painting WiFi film by Timo Arnall, Jørn Knutsen and Einar Sneve Martinussen. This project explores the invisible terrain of WiFi networks in urban spaces [...]]]></description>
			<content:encoded><![CDATA[<blockquote>
		<p>&#8220;The complex technologies the networked city relies upon to produce its effects remain distressingly opaque, even to those exposed to them on a daily basis.&#8221; – Adam Greenfield (<a href="http://speedbird.wordpress.com/2009/10/08/the-kind-of-program-a-city-is-2/">2009</a>)</p>
	</blockquote>
	<p><iframe src="http://player.vimeo.com/video/20412632?byline=0&#038;portrait=0&#038;color=ffffff" width="500" height="281" frameborder="0"></iframe></p>
	<p><a href="http://vimeo.com/20412632">Immaterials: light painting WiFi film</a> by <a href="http://www.elasticspace.com">Timo Arnall, </a><a href="http://www.underwoodarcade.com/">Jørn Knutsen</a> and <a href="http://www.thisplacement.com/">Einar Sneve Martinussen</a>.</p>
	<p>This project explores the invisible terrain of WiFi networks in urban spaces by light painting signal strength in long-exposure photographs. A four-metre tall measuring rod with 80 points of light reveals cross-sections through WiFi networks using a photographic technique called light-painting.</p>
	<p><a title="20 December, 16.57 by Ti.mo, on Flickr" href="http://www.flickr.com/photos/timo/5481065587/"><img src="http://farm6.static.flickr.com/5291/5481065587_3f0c3d9f36.jpg" alt="20 December, 16.57" width="500" height="333" /></a></p>
	<p>This builds on a technique that was invented for the 2009 film &#8216;<a href="http://www.nearfield.org/2009/10/immaterials-the-ghost-in-the-field">Immaterials: the Ghost in the Field</a>&#8217; which probed the edges of the invisible fields that surround <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> readers and tags in the world. It also began a series of investigations into what Matt Jones <a href="http://berglondon.com/talks/immaterials/">richly summarised</a> as &#8216;Immaterials&#8217;.</p>
	<p>While we were mapping out tiny <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> fields, we wondered what it would be like to apply the light painting process to larger-scale fields of Bluetooth, WiFi, GSM and 3G. What if we built huge light painting apparatus that could map out architectural and city-scale networks in the places and spaces they inhabited? We&#8217;re still very interested in understanding radio and wireless networks as one of the substrates essential to contemporary design practice.</p>
	<p><a title="20 December, 16.46 by Ti.mo, on Flickr" href="http://www.flickr.com/photos/timo/5481050939/"><img src="http://farm6.static.flickr.com/5140/5481050939_96fbe6621f.jpg" alt="20 December, 16.46" width="500" height="333" /></a></p>
	<p>We built the WiFi measuring rod, a 4-metre tall probe containing 80 lights that respond to the Received Signal Strength (<a href="http://en.wikipedia.org/wiki/Received_signal_strength_indication">RSSI</a>) of a particular WiFi network. When we walk through architectural, urban spaces with this probe, while taking long-exposure photographs, we visualise the cross-sections, or strata, of WiFi signal strength, situated within photographic urban scenes. The cross-sections are an abstraction of WiFi signal strength, a line graph of RSSI across physical space. Although it can be used to determine actual signal strength at a given point, it is much more interesting as a way of seeing the overall pattern, the relative peaks and the troughs situated in the surrounding physical space.</p>
	<p><a title="20 December, 15.54 by Ti.mo, on Flickr" href="http://www.flickr.com/photos/timo/5481026501/"><img src="http://farm6.static.flickr.com/5058/5481026501_f10c8fb0d4.jpg" alt="20 December, 15.54" width="500" height="333" /></a></p>
	<p>After a week of walking through urban spaces holding and photographing this instrument, we have a much better sense of the qualities of WiFi in urban spaces, its random crackles, bright and dim spots, its reaction to the massing of buildings, and its broad reach through open areas. The resulting images show some of these qualities, and light painting is a brilliant medium for situating visualisations and data into physical world locations and situations.</p>
	<p>Lots more <a href="http://www.flickr.com/photos/timo/sets/72157626020532597/">visualisations and &#8216;making of&#8217; pictures</a>.</p>
	<p>Einar writes more about this in an upcoming article called &#8216;Making material of the Networked City&#8217; in <em>Design Innovation for the Built Environment &#8211; Research by Design and the Renovation of Practice</em>. There is also more detail on the project at the <a href="http://yourban.no/2011/02/22/immaterials-light-painting-wifi/">YOUrban weblog</a>.</p><h4>Related things:</h4><p><ol>
<li><a href='http://www.nearfield.org/2009/10/immaterials-the-ghost-in-the-field' rel='bookmark' title='Immaterials: the ghost in the field'>Immaterials: the ghost in the field</a> <small>This video is about exploring the spatial qualities of RFID,...... </small></li>
<li><a href='http://www.nearfield.org/2010/06/new-film-wireless-in-the-world-2' rel='bookmark' title='New film: Wireless in the World 2'>New film: Wireless in the World 2</a> <small>In this film, Wireless in the world 2, simple visualisations...... </small></li>
<li><a href='http://www.nearfield.org/2009/10/making-radio-tangible' rel='bookmark' title='Making radio tangible'>Making radio tangible</a> <small>Next week we&#8217;re launching some new work that explores the...... </small></li>
</ol></p>]]></content:encoded>
			<wfw:commentRss>http://www.nearfield.org/2011/02/wifi-light-painting/feed</wfw:commentRss>
		<slash:comments>127</slash:comments>
		</item>
		<item>
		<title>Depth of field: Film in design research</title>
		<link>http://www.nearfield.org/2010/09/depth-of-field-film-in-design-research</link>
		<comments>http://www.nearfield.org/2010/09/depth-of-field-film-in-design-research#comments</comments>
		<pubDate>Wed, 29 Sep 2010 11:19:31 +0000</pubDate>
		<dc:creator>Timo</dc:creator>
				<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Product design]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Social & cultural research]]></category>
		<category><![CDATA[Visual design]]></category>
		<category><![CDATA[article]]></category>
		<category><![CDATA[communication]]></category>
		<category><![CDATA[critical design]]></category>
		<category><![CDATA[discursive design]]></category>
		<category><![CDATA[film]]></category>
		<category><![CDATA[filmmaking]]></category>
		<category><![CDATA[formakademisk]]></category>
		<category><![CDATA[narrative]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://www.nearfield.org/?p=1751</guid>
		<description><![CDATA[We&#8217;ve just had a new article (pdf) published as part of a Research by design issue at Form Akademisk. What follows is a summary of some of the key points, alongside the embedded videos that form the central arguments in the research. The article is called Depth of field: discursive design research through film written [...]]]></description>
			<content:encoded><![CDATA[<p>We&#8217;ve just had a <a href="http://www.formakademisk.org/index.php/formakademisk/article/view/68">new article</a> (<a href="http://www.formakademisk.org/index.php/formakademisk/article/viewFile/68/79">pdf</a>) published as part of a <a href="http://www.formakademisk.org/index.php/formakademisk/issue/view/6/showToc">Research by design issue</a> at Form Akademisk. What follows is a summary of some of the key points, alongside the embedded videos that form the central arguments in the research.</p>
	<p><a href="http://www.flickr.com/photos/timo/3916589419/" title="10 September, 18.47 by Ti.mo, on Flickr"><img src="http://farm3.static.flickr.com/2488/3916589419_3aa5fe9818.jpg" width="500" height="333" alt="10 September, 18.47" /></a></p>
	<p>The article is called <a href="http://www.formakademisk.org/index.php/formakademisk/article/view/68">Depth of field: discursive design research through film</a> written by Timo Arnall and Einar Sneve Martinussen. It is about the role of film in interaction and product design research, and the use of film in exploring and explaining emerging technologies. </p>
	<blockquote>
		<p>In the last decade, interaction design has found itself in a rather unique position. As an interdisciplinary field, drawing upon many domains such as Human Computer Interaction (HCI), product and graphic design, informatics, art, engineering and critical practice, it has grown the potential to situate itself in a critical position between emerging technologies and culture. In particular, there are emerging modes of doing exploratory design research that result from the newfound relations between product, interaction and communications design.<br />
In this article we discuss our design research activities that use film as a material for exploring, conceptualising and communicating with emerging technology. We analyse this through existing framings of audiovisual media in HCI, technology, and interaction design research. The central research question we address is how does audiovisual media enable new kinds of practice-based design research with emerging technology? </p>
	</blockquote>
	<p>The relations between scientific advance and cinema are extremely close. <a href="http://www.davidakirby.com/page2.htm">Kirby</a> proposes that film establishes achievability of scientific and technical discourses, and ‘cinematic depictions of future technologies demonstrate to large public audiences a technology’s need, viability and benevolence’. Historically, film has been a central part of the communication of new technology with interfaces mediated through film or video demonstrators. From televised events showing off <a href="http://www.youtube.com/watch?v=T35A3g_GvSg">household robotics at the 1939 New York World Fair</a> to the invention of modern computing paradigms such as the mouse – in Engelbart’s &#8216;<a href="http://video.google.com/videoplay?docid=-8734787622017763097#">Mother of all demos</a>&#8217;. Products too are often initially experienced through cinematic forms, from <a href="http://www.guardian.co.uk/media/video/2010/may/21/sony-3d-tv-ad">lifestyle commercials for Sony televisions</a>, to <a href="http://www.dailymotion.com/video/x9j4mn_apple-iphone-3gs-guided-tour_tech">explanatory ‘how to’ informercials</a> for the Apple iPhone, to user-generated ‘<a href="http://unboxing.gearlive.com/">unboxing</a>’ videos on YouTube. The <a href="http://www.youtube.com/watch?v=5jaiq_ZZ_eM">commercial film for the Polaroid SX-70 camera</a>, directed by Charles and Ray Eames in 1972 is a fine example from design practice of new technology explained to the masses through a product commercial, conveying technology and experience combined into one sequence. </p>
	<p>In this research we have used graphical, audiovisual, and time-based media as a tool, a material and a communicative artefact that enables us to approach complex, obscure and often invisible emerging technologies such as <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>. We give an account of how film has played an intricate role in the design research practice, from revealing the materiality of invisible wireless technology, to exploring prototypes in real-world settings, to communicating to a wide public audience.</p>
	<p>In the article we propose that this kind of research with technology constitutes what we could call a &#8216;discursive design&#8217; approach. The films below demonstrate design research approaches to <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> where film reveals and articulates complex subjects, through multiple genres, and for multiple audiences. By approaching design research in this way we may be able to explore emerging technologies through play, invention, imitation and parody in ways that are able to reveal and translate across many socio-cultural contexts.</p>
	<h2>Exploring materiality</h2>
	<p>The first films show a research approach that explores the materiality 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> in experimental and highly aestheticised ways. These films emerged out of probing at the technology with the visual tools of photography and animation. </p>
	<p><iframe src="http://player.vimeo.com/video/7022707?byline=0&#038;portrait=0&#038;color=ffffff" width="500" height="281" frameborder="0"></iframe></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 a largely immaterial technology, it is literally &#8216;black boxed&#8217; into packaged components, and the qualities of its invisible radio fields are badly understood. The spatial and material aspects 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> are important for design, in order to be able to create interactions and products that take advantage of the spatial and gestural properties of the technology.</p>
	<p>In this film we use long-exposure photographs, light painting, layering and animation. These techniques support particularly expressive modes of explanation, the visualisations occupy a &#8216;real&#8217; space and are sequenced in a way that provides an immediately graspable view into the spatial qualities 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>. The use of documentary film form allows for the visual evidence to be laid out in sequences that contextualise, reveal and explain, the film is a highly communicative package for the methods and results.</p>
	<p>This was originally written up <a href="http://www.nearfield.org/2009/10/immaterials-the-ghost-in-the-field">here</a> and <a href="http://berglondon.com/blog/2009/10/12/the-ghost-in-the-field/">here</a></p>
	<p><iframe src="http://player.vimeo.com/video/5074340?title=0&#038;byline=0&#038;portrait=0&#038;color=ffffff" width="500" height="283" frameborder="0"></iframe></p>
	<p>In this related film, we show that the readable volume of an <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> tag can be shaped by actually manipulating the size and shape of the physical antenna. This demonstrates that the fundamental technology is not static and constant, and can be shaped through design. When taken together, these films are intended to build material knowledge 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>, but also through their form, show how designers might begin to take some control over the technical materials, for aesthetic, interactional or functional purposes.</p>
	<p>These creative deconstructions 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> through film techniques point towards what might call a discursive design approach. Drawing on methods from <a href="http://www.jstor.org/stable/1511838">critical design</a> that unpack and re-conceptualise the technological material, combined with narrative and communicative approaches, we may begin to challenge some of the expectations and dominant understandings 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>. </p>
	<h2>Communicating products and prototypes</h2>
	<p>The following product-focused films show technology in context through experiential and explanatory sequences, such as the use of motion diagrams and narrative &#8216;vignettes&#8217; which convey experiences of using technological products in specific contexts. </p>
	<p><iframe src="http://player.vimeo.com/video/6698128?byline=0&#038;portrait=0&#038;color=ffffff" width="500" height="281" frameborder="0"></iframe></p>
	<p><a href="http://www.skaal.no/">Skål</a> (Norwegian for Bowl) explores <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> interactions in a domestic media context, where it broadens the activity of television-based media consumption towards playful, physical engagement. Here film is used to communicate a functioning product prototype, while at the same time highlighting playful and tangible perspectives on <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> in use. </p>
	<p><iframe src="http://player.vimeo.com/video/6602990?byline=0&#038;portrait=0&#038;color=ffffff" width="500" height="281" frameborder="0"></iframe></p>
	<p>In <a href="http://nearfield.org/sniff/">Sniff</a> we see the potential for reframing <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> technology through explanation and experiential representation of use and activities, and not by focusing on the technology itself. Here the use of cinematic qualities such as short depth-of-field and other stylistic devices such as quick-cut montages enable jumps in time and action that strongly reinforce the playful, exploratory perspectives on the technology.</p>
	<h2>Films as discursive objects</h2>
	<p>In this last set of films we wanted to create culturally relevant objects that could communicate to a broad audience.</p>
	<p><iframe src="http://player.vimeo.com/video/4147129?byline=0&#038;portrait=0&#038;color=ffffff" width="500" height="281" frameborder="0"></iframe></p>
	<p>This <a href="http://www.nearfield.org/2009/04/iphone-rfid-nfc">iPhone <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> film was created to engage with a large online discussion around Apple&#8217;s relatively new iPhone. We wanted to question the largely screen-based modes of interaction that the iPhone encouraged, and to subtly reframe the discussion 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> to include media, toys, play and direct manipulation of objects in the world. The film was a speculative object from which to see the possibilities for the rich, playful interaction between mobile devices and the world.</p>
	<p><iframe src="http://player.vimeo.com/video/6588461?byline=0&#038;portrait=0&#038;color=ffffff" width="500" height="281" frameborder="0"></iframe></p>
	<p><a href="http://www.vimeo.com/6588461">Nearness</a> offers a particular view 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> and proximity interaction that playfully resonates with a history of the <a href="http://icarusfilms.com/cat97/t-z/the_way_.html">chain reaction</a> film genre. It is designed to reach beyond a research or design community in order to provoke discussion and to increase awareness of the technological implications. It does this by parodying an existing <a href="http://video.google.com/videoplay?docid=5020961729146478632">popular cultural form</a> in a way that inherently embeds the quality of the technology into the narrative. Originally this film was described <a href="http://www.nearfield.org/2009/09/nearness">here</a> and <a href="http://berglondon.com/blog/2009/09/15/nearness/">here</a>.</p>
	<h2>The making of</h2>
	<p>These films constitute more than documentation of the design research in Touch, they were the medium in which invention and reflection occurred. Audio-visual media allowed for the creation of products, spaces, objects, gestures and environments that supported our internal and external discussion and development 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>. </p>
	<p><iframe src="http://player.vimeo.com/video/8042711?title=0&#038;byline=0&#038;portrait=0&#038;color=ffffff" width="500" height="281" frameborder="0"></iframe></p>
	<p>This film shows some of the experiments, processes and film techniques behind the creation of the other films in the article. It shows that these design processes work within the material of film, where the analysis and reflection emerged through the design activity of filmmaking. As well as being highly communicative, film sequences provide a space to gather and articulate a set of ideas, providing a relatively stable outcome and further motivation within the design activity. </p>
	<h2>Summary</h2>
	<p>This is a body of design research work that demonstrates the communicative qualities of film, that represent physical objects and their interactive, tangible behaviours over time. Time-based, audiovisual media can combine both explanatory and experiential and contextualising power, and this opens up for prototypes, products and processes being externalised within a practice-based design research activity. We see the potentials for a kind of practice where the emphasis of design research is on communication and participation in public discourse.</p>
	<blockquote>
		<p>We have shown how practice-based design research has the ability to create representations and communicative artefacts, as opposed to technological development or mass production. A communicative approach to interaction design is central to this research. It embodies the idea that the communication of ideas, concepts and arguments through mediated design artefacts is essential to both creating effective interactive products, and to provoking discourse in and around technology-centric research. The form of film – that embodies both a highly reflective design activity and communicative qualities – is an ideal medium for interaction design research, where it can coalesce knowledge around practices and processes and project towards potential futures. Film allows for a degree of probing, explanation and reflexive understanding of emerging technologies, but through its communicative qualities, also opens up for participation in broad social and cultural discourses around technology.</p>
	</blockquote>
	<p>We have shown some perspectives on the role that film can play in exploring, conceptualising and communicating about emerging technology. Film can be used for cinematic explorations and enactments that enable speculation in practice-based design research, but we have also pointed towards the use of online mediation to support public discourse around ubiquitous technologies and materials. </p>
	<p>Read the full article <a href="http://www.formakademisk.org/index.php/formakademisk/article/view/68">here</a> (<a href="http://www.formakademisk.org/index.php/formakademisk/article/viewFile/68/79">pdf</a>) which is published as part of a <a href="http://www.formakademisk.org/index.php/formakademisk/article/view/63">Research by design issue</a> which also includes articles about <a href="http://www.formakademisk.org/index.php/formakademisk/article/view/66">designing mobile social software</a> and <a href="http://www.formakademisk.org/index.php/formakademisk/article/view/67">investigations of motion sketching</a> from our colleagues at <a href="http://aho.no/">AHO</a>. </p><h4>Related things:</h4><p><ol>
<li><a href='http://www.nearfield.org/2010/04/touch-designing-with-film' rel='bookmark' title='Designing with film'>Designing with film</a> <small>We&#8217;ve compiled a short sequence of some of the design...... </small></li>
<li><a href='http://www.nearfield.org/2009/09/design-research-mediation-layering' rel='bookmark' title='Design research mediation, layering'>Design research mediation, layering</a> <small>Just a quick post to flag up a little discovery:...... </small></li>
<li><a href='http://www.nearfield.org/2010/06/new-film-wireless-in-the-world-2' rel='bookmark' title='New film: Wireless in the World 2'>New film: Wireless in the World 2</a> <small>In this film, Wireless in the world 2, simple visualisations...... </small></li>
</ol></p>]]></content:encoded>
			<wfw:commentRss>http://www.nearfield.org/2010/09/depth-of-field-film-in-design-research/feed</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>New film: Wireless in the World 2</title>
		<link>http://www.nearfield.org/2010/06/new-film-wireless-in-the-world-2</link>
		<comments>http://www.nearfield.org/2010/06/new-film-wireless-in-the-world-2#comments</comments>
		<pubDate>Thu, 03 Jun 2010 13:43:53 +0000</pubDate>
		<dc:creator>Timo</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Visual design]]></category>
		<category><![CDATA[dashed line]]></category>
		<category><![CDATA[electromagnetic fields]]></category>
		<category><![CDATA[electrosmog]]></category>
		<category><![CDATA[EMF]]></category>
		<category><![CDATA[exhibition]]></category>
		<category><![CDATA[film]]></category>
		<category><![CDATA[gallery]]></category>
		<category><![CDATA[graphic design]]></category>
		<category><![CDATA[habitar]]></category>
		<category><![CDATA[laboral]]></category>
		<category><![CDATA[motion graphics]]></category>
		<category><![CDATA[Radio]]></category>
		<category><![CDATA[rfid]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[Visualisation]]></category>
		<category><![CDATA[visualization]]></category>
		<category><![CDATA[wifi]]></category>

		<guid isPermaLink="false">http://www.nearfield.org/?p=1737</guid>
		<description><![CDATA[In this film, Wireless in the world 2, simple visualisations of radio &#8216;spaces&#8217; are overlaid into urban spaces. The film has been made as a follow up to this video experiment and has been specifically designed for exhibition in HABITAR at LABoral Centro de Arte y Creación Industrial. Here is an excerpt from the exhibition [...]]]></description>
			<content:encoded><![CDATA[<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=12187317&#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=12187317&#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>In this film, <a href="http://vimeo.com/12187317">Wireless in the world 2</a>, simple visualisations of radio &#8216;spaces&#8217; are overlaid into urban spaces. The film has been made as a follow up to this <a href="http://vimeo.com/3684601">video experiment</a> and has been specifically designed for exhibition in <a href="http://www.laboralcentrodearte.org/en/735-concept ">HABITAR</a> at <a href="http://www.laboralcentrodearte.org">LABoral Centro de Arte y Creación Industrial</a>. </p>
	<p>Here is an excerpt from the exhibition description:</p>
<blockquote>&#8220;Utopian and radical architects in the 1960s predicted that cities in the future would not only be made of brick and mortar, but also defined by bits and flows of information. The urban dweller would become a nomad who inhabits a space in constant flux, mutating in real time. Their vision has taken on new meaning in an age when information networks rule over many of the city&#8217;s functions, and define our experiences as much as the physical infrastructures, while mobile technologies transform our sense of time and of space.&#8221;</blockquote>
	<p>There are photos of the exhibition by Edgar Gonzalez <a href="http://www.edgargonzalez.com/2010/06/01/habitar-galeria/">here</a>. The exhibition catalogue with essays by Anne Galloway, Usman Haque, Nicolas Nova and others is available to download <a href="http://www.laboralcentrodearte.org/en/746-magazine">here</a>.</p><h4>Related things:</h4><p><ol>
<li><a href='http://www.nearfield.org/2009/03/wireless-in-the-world' rel='bookmark' title='Wireless in the world'>Wireless in the world</a> <small>An ongoing Touch theme is about making invisible wireless technologies...... </small></li>
<li><a href='http://www.nearfield.org/2010/04/touch-designing-with-film' rel='bookmark' title='Designing with film'>Designing with film</a> <small>We&#8217;ve compiled a short sequence of some of the design...... </small></li>
<li><a href='http://www.nearfield.org/2011/02/wifi-light-painting' rel='bookmark' title='Immaterials: light painting WiFi'>Immaterials: light painting WiFi</a> <small>&#8220;The complex technologies the networked city relies upon to produce...... </small></li>
</ol></p>]]></content:encoded>
			<wfw:commentRss>http://www.nearfield.org/2010/06/new-film-wireless-in-the-world-2/feed</wfw:commentRss>
		<slash:comments>10</slash:comments>
		</item>
		<item>
		<title>Designing with film</title>
		<link>http://www.nearfield.org/2010/04/touch-designing-with-film</link>
		<comments>http://www.nearfield.org/2010/04/touch-designing-with-film#comments</comments>
		<pubDate>Tue, 06 Apr 2010 12:08:57 +0000</pubDate>
		<dc:creator>Timo</dc:creator>
				<category><![CDATA[About the project]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Product design]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Visual design]]></category>
		<category><![CDATA[design process]]></category>
		<category><![CDATA[experiments]]></category>
		<category><![CDATA[film]]></category>
		<category><![CDATA[process]]></category>
		<category><![CDATA[tests]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://www.nearfield.org/?p=1701</guid>
		<description><![CDATA[We&#8217;ve compiled a short sequence of some of the design experiments and tests in audiovisual media in the Touch project. Here we show some of the &#8216;behind the scenes&#8217; tests and processes where we used cinematic/video/filmmaking tools as a means to uncover potentials and constraints around an emerging technology. In these experiments we designed and [...]]]></description>
			<content:encoded><![CDATA[<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=8042711&#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=8042711&#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>We&#8217;ve compiled a short <a href="http://vimeo.com/8042711">sequence</a> of some of the design experiments and tests in audiovisual media in the Touch project. Here we show some of the &#8216;behind the scenes&#8217; tests and processes where we used cinematic/video/filmmaking tools as a means to uncover potentials and constraints around an emerging technology.  </p></p>
	<p>In these experiments we designed and invented spaces, objects, movements and audiovisual techniques that map and visualise the interactive phenomena 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>. Many of the visual/cinematic concepts for <a href="http://www.nearfield.org/2009/09/nearness">Nearness</a> and <a href="http://www.nearfield.org/2009/10/immaterials-the-ghost-in-the-field">Immaterials</a> were invented by exploring and experimenting with film. </p>
	<p>Rather than investing time in creating complex software and hardware prototypes, the interactive experience can be quickly explored inside film compositing applications. These experiments have shown us that there is great value in having tools that offer efficient prototyping of interactions at an experiential level, that don&#8217;t need to rely on complex electronics or physical design. There is also value in working within a medium that is not tied to a specific location or a unique demonstrator, and that is editable, reproducible and transmissible allowing it to be shared freely and widely amongst a research group and across the internet.</p>
	<p>This is the subject of a forthcoming paper that we&#8217;ll flag up here as soon as it is published.</p><h4>Related things:</h4><p><ol>
<li><a href='http://www.nearfield.org/2010/09/depth-of-field-film-in-design-research' rel='bookmark' title='Depth of field: Film in design research'>Depth of field: Film in design research</a> <small>We&#8217;ve just had a new article (pdf) published as part...... </small></li>
<li><a href='http://www.nearfield.org/2009/02/designing-with-rfid' rel='bookmark' title='Designing with RFID'>Designing with RFID</a> <small>In Designing with RFID we explore the potential for RFID...... </small></li>
<li><a href='http://www.nearfield.org/2010/06/new-film-wireless-in-the-world-2' rel='bookmark' title='New film: Wireless in the World 2'>New film: Wireless in the World 2</a> <small>In this film, Wireless in the world 2, simple visualisations...... </small></li>
</ol></p>]]></content:encoded>
			<wfw:commentRss>http://www.nearfield.org/2010/04/touch-designing-with-film/feed</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Immaterials: the ghost in the field</title>
		<link>http://www.nearfield.org/2009/10/immaterials-the-ghost-in-the-field</link>
		<comments>http://www.nearfield.org/2009/10/immaterials-the-ghost-in-the-field#comments</comments>
		<pubDate>Mon, 12 Oct 2009 12:05:28 +0000</pubDate>
		<dc:creator>Timo</dc:creator>
				<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Visual design]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[electromagnetic fields]]></category>
		<category><![CDATA[EMF]]></category>
		<category><![CDATA[infoviz]]></category>
		<category><![CDATA[photography]]></category>
		<category><![CDATA[Radio]]></category>
		<category><![CDATA[Visualisation]]></category>
		<category><![CDATA[visualization]]></category>
		<category><![CDATA[Waves]]></category>

		<guid isPermaLink="false">http://www.nearfield.org/?p=1103</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<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=7022707&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=0&#038;show_portrait=0&#038;color=ffffff&#038;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=7022707&#038;server=vimeo.com&#038;show_title=1&#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>This video is about exploring the spatial qualities 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>, visualised through an <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> probe, long exposure photography and animation. It features <a href="http://www.elasticspace.com/">Timo Arnall</a> of the Touch project and Jack Schulze of <a href="http://berglondon.com/blog/2009/10/12/the-ghost-in-the-field/">BERG</a>.</p>
	<h2>The problem and opportunity of invisibility</h2>
	<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 still badly understood as an interactive technology. Many aspects 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> interaction are fundamentally invisible; as users we experience two objects communicating through the &#8216;magic&#8217; of radio waves. This invisibility is also key to the controversial aspects 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> technology; once <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> 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 <a href="http://www.nearfield.org/2009/10/making-radio-tangible">invisibility of radio</a>.)</p>
	<p>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 &#8216;magic&#8217; of <a href="http://www.nearfield.org/2009/09/nearness">nearness</a> one of the most compelling experiential aspects 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>.</p>
	<p>As designers we took this invisibility as a challenge. We needed to know more about the way that <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> technology inhabits space so that we could better understand the <a href="http://www.nearfield.org/2008/06/rfid-gestures">kinds of interactions</a> that can be built with it and the ways it can be used effectively and playfully inside physical products.</p>
	<h2>The experiments</h2>
	<p>In order to study the <em>readable volume</em> around an <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> reader, we built experimental probes that would flash an LED light when they successfully read an <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> tag. The <em>readable volume</em> is not the same as the radio field, instead it shows the space <em>within the field</em> in which an <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> tag and an <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> reader will interact with each other.</p>
	<p><a href="http://www.flickr.com/photos/timo/3707191470/" title="RFID probe (6 of 7) by Ti.mo, on Flickr"><img src="http://farm3.static.flickr.com/2599/3707191470_ff9fda83c5.jpg" width="500" height="333" alt="RFID probe (6 of 7)" /></a></p>
	<p class="caption">One version of our probe containing a tag and LED light connected to 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> reader that is being studied.</p>
	<p>In a dark room, the probes were moved around the various <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> 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.</p>
	<p>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.</p>
	<h3>Innovations ID 20</h3>
	<p>The <a href="http://www.rfidshop.com/core-20-rfid-reader-module-111-p.asp">Innovations ID 20</a> <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> 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 <a href="http://www.nearfield.org/sniff/design.html">Sniff</a> and <a href="http://www.skaal.no/">Skål</a>.</p>
	<p><a href="http://www.nearfield.org/wp-content/uploads/2009/10/Field-drawing-ID20e.jpg"><img src="http://www.nearfield.org/wp-content/uploads/2009/10/Field-drawing-ID20e-500x333.jpg" alt="Field drawing ID20e" title="Field drawing ID20e" width="500" height="333" class="alignnone size-medium wp-image-1525" /></a></p>
	<p class="caption">Details: Innovations ID20 low-frequency EM4102 reader, 20mm circular EM4102 tag.</p>
	<p>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.</p>
	<h3>Oyster card</h3>
	<p>Mifare cards are one of the largest public applications 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>, 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?</p>
	<p><a href="http://www.nearfield.org/wp-content/uploads/2009/05/field-drawing-oyster-small.jpg"><img src="http://www.nearfield.org/wp-content/uploads/2009/05/field-drawing-oyster-small-500x325.jpg" alt="field drawing rfid oyster" title="field drawing rfid oyster" width="500" height="325" class="alignnone size-medium wp-image-1118" /></a></p>
	<p class="caption">Details: Standard Mifare Oyster card, probed with a Sonmicro high-frequency reader.</p>
	<p>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.</p>
	<h3>Orientation</h3>
	<p>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.</p>
	<p><a href="http://www.nearfield.org/wp-content/uploads/2009/05/field-drawing-angles-small.jpg"><img src="http://www.nearfield.org/wp-content/uploads/2009/05/field-drawing-angles-small-500x338.jpg" alt="field-drawing-angles-small" title="field-drawing-angles-small" width="500" height="338" class="alignnone size-medium wp-image-1119" /></a></p>
	<p class="caption">Details: Innovations ID20 low-frequency EM4102 reader, 50mm circular EM4102 tag.</p>
	<p>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 &#8216;throw&#8217; of the reader onto a single two-dimensional plane, almost like looking at it as a torch.</p>
	<h3>Parallel and perpendicular</h3>
	<p>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.</p>
	<p><a href="http://www.nearfield.org/wp-content/uploads/2009/10/Field-drawing-XY-2.jpg"><img src="http://www.nearfield.org/wp-content/uploads/2009/10/Field-drawing-XY-2-500x281.jpg" alt="Field-drawing-XY-2" title="Field-drawing-XY-2" width="500" height="281" class="alignnone size-medium wp-image-1564" /></a></p>
	<p class="caption">Details: Innovations ID20 low-frequency EM4102 reader, 20mm circular EM4102 tag.</p>
	<p>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.</p>
	<h2>Conclusions</h2>
	<p>We have been continually challenging the ways in which <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> technology has been framed. It is incredible how often <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 seen as a long-range &#8216;detector&#8217; or how little relevant information is contained in technical data-sheets. When this information is the primary <em>material</em> 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 <a href="http://tesugen.com/archives/05/09/donald-schon-design">material knowledge</a>.</p>
	<p>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 <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> in ways that we couldn&#8217;t previously.</p>
	<p>So we hope that this work goes some way towards building better spatial and gestural models 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>, 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 &#8216;leakage&#8217; of data in a more rigorous way.</p>
	<h2>Field icon</h2>
	<p><a href="http://www.nearfield.org/downloads/RFID_readable_volume_icon.pdf"><img src="http://www.nearfield.org/wp-content/uploads/2009/10/RFID-icon.jpg" alt="RFID icon" title="RFID icon" width="500" height="251" class="alignnone size-full wp-image-1585" /></a></p>
	<p><a href="http://www.nearfield.org/downloads/RFID_readable_volume_icon.pdf">Download a <acronym title="Portable Document Format">PDF</acronym> file of 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> icon</a>.</p>
	<p>This <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> icon is based on the shape of the &#8216;readable volume&#8217;. Created by Timo Arnall &#38; Jack Schulze, it is licensed for use under a <a href="http://creativecommons.org/licenses/by/3.0/">Creative Commons Attribution 3.0 Unported License</a>.</p>
	<p>Go ahead and use it!</p>
	<h2>Credits</h2>
	<p>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.</p><h4>Related things:</h4><p><ol>
<li><a href='http://www.nearfield.org/2011/02/wifi-light-painting' rel='bookmark' title='Immaterials: light painting WiFi'>Immaterials: light painting WiFi</a> <small>&#8220;The complex technologies the networked city relies upon to produce...... </small></li>
<li><a href='http://www.nearfield.org/2009/10/making-radio-tangible' rel='bookmark' title='Making radio tangible'>Making radio tangible</a> <small>Next week we&#8217;re launching some new work that explores the...... </small></li>
<li><a href='http://www.nearfield.org/2010/06/new-film-wireless-in-the-world-2' rel='bookmark' title='New film: Wireless in the World 2'>New film: Wireless in the World 2</a> <small>In this film, Wireless in the world 2, simple visualisations...... </small></li>
</ol></p>]]></content:encoded>
			<wfw:commentRss>http://www.nearfield.org/2009/10/immaterials-the-ghost-in-the-field/feed</wfw:commentRss>
		<slash:comments>71</slash:comments>
		</item>
		<item>
		<title>Skål: playing with media</title>
		<link>http://www.nearfield.org/2009/09/skal-playing-with-media</link>
		<comments>http://www.nearfield.org/2009/09/skal-playing-with-media#comments</comments>
		<pubDate>Tue, 22 Sep 2009 14:46:28 +0000</pubDate>
		<dc:creator>Timo</dc:creator>
				<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Product design]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[bowl]]></category>
		<category><![CDATA[objects]]></category>
		<category><![CDATA[products]]></category>
		<category><![CDATA[rfid]]></category>
		<category><![CDATA[tangible interaction]]></category>

		<guid isPermaLink="false">http://www.nearfield.org/?p=1366</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>Skål <em>(Norwegian for bowl)</em> is a product that has emerged from the <a href="http://www.nearfield.org/2007/12/bowl-token-based-media-for-children">Bowl project</a>. It is a media player designed for the home that acts as the interface between physical objects and related digital media on a television.</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=6698128&#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=6698128&#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>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.</p>
	<p>The product has been used as a probe to build our understanding 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> technology in playful and domestic contexts and is the result of <a href="http://portal.acm.org/citation.cfm?doid=1389908.1389930">extensive enquiry</a> into the area. It differs from other similar products like <a href="http://www.touchatag.com/">Touchatag</a> and <a href="http://www.violet.net/_mirror-le-premier-lecteur-rfid.html">Mirror</a> by focusing specifically on direct and immediate tangible interaction with rich digital media. In some ways it is similar to the <a href="http://www.nearfield.org/2009/04/iphone-rfid-nfc">iPhone <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> prototype</a>, and here it reflects on the interchangeability of tags and readers in media interaction: <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> systems are symmetrical and interactions can be built through manipulating the reader (the iPhone) or the objects (Skål).</p>
	<p><a href="http://www.skaal.no"><img src="http://www.nearfield.org/wp-content/uploads/2009/09/Screen-shot-2009-09-22-at-15.56.241-500x379.png" alt="Skål website" title="Skål website" width="500" height="379" class="alignnone size-medium wp-image-1377" /></a></p>
	<p>Visit the <a href="http://www.skaal.no">Skål website</a> for more on the bowl and how it works and <a href="http://www.flickr.com/photos/timo/sets/72157622432545812/">Flickr</a> for more images.</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/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/2008/09/rfid-peripherals' rel='bookmark' title='RFID peripherals'>RFID peripherals</a> <small>Plug and play RFID-reading USB peripherals are all the rage,...... </small></li>
</ol></p>]]></content:encoded>
			<wfw:commentRss>http://www.nearfield.org/2009/09/skal-playing-with-media/feed</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Sniff</title>
		<link>http://www.nearfield.org/2009/09/sniff</link>
		<comments>http://www.nearfield.org/2009/09/sniff#comments</comments>
		<pubDate>Fri, 18 Sep 2009 11:40:06 +0000</pubDate>
		<dc:creator>Timo</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[Universal design]]></category>
		<category><![CDATA[design for all]]></category>
		<category><![CDATA[nfc]]></category>
		<category><![CDATA[product]]></category>
		<category><![CDATA[Product design]]></category>
		<category><![CDATA[prototype]]></category>
		<category><![CDATA[rfid]]></category>
		<category><![CDATA[toy]]></category>
		<category><![CDATA[toys]]></category>

		<guid isPermaLink="false">http://www.nearfield.org/?p=1314</guid>
		<description><![CDATA[After two years of development, many awards and publications, we have finally given Sara Johanssons&#8217;s Sniff the proper communication it deserves. Sniff is first and foremost a high-quality physical toy dog, that can withstand the rough and tumble of everyday play and activities. But Sniff&#8217;s interactive elements add an extra dimension of experience and engagement. [...]]]></description>
			<content:encoded><![CDATA[<p>After two years of development, <a href="http://www.norskdesign.no/design-for-all/sniff-a-game-for-all-based-on-the-memory-principle-article2998-448.html">many awards</a> and <a href="http://portal.acm.org/citation.cfm?id=1551788.1551824">publications</a>, we have finally given Sara Johanssons&#8217;s <a href="http://www.nearfield.org/sniff/">Sniff</a> the proper communication it deserves.</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=6602990&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=0&#038;show_portrait=0&#038;color=ffffff&#038;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=6602990&#038;server=vimeo.com&#038;show_title=1&#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>Sniff is first and foremost a high-quality physical toy dog, that can withstand the rough and tumble of everyday play and activities. But Sniff&#8217;s interactive elements add an extra dimension of experience and engagement. Through the use of Radio Frequency IDentification technology Sniff can identify objects that he comes close to, which trigger behaviours that are expressed through sound and vibration. In the <a href="http://www.vimeo.com/6602990">Sniff video</a> above you can see three of Sniff&#8217;s &#8216;activities&#8217; in action, in real settings. </p>
	<p><a href="http://www.flickr.com/photos/sararamalama/3669338466/" title="73640b by Sara Johansson, on Flickr"><img src="http://farm3.static.flickr.com/2343/3669338466_6737031fe4.jpg" width="500" height="333" alt="73640b" /></a></p>
	<p>Sniff is designed as a companion in daily situations as well as in play and games, alone or together with other children, and including one or more Sniffs. Special attention has been devoted to the design of interaction between sound and vibration. Auditory feedback is important for the sociality of the toy, and makes it possible for a larger number of people to participate in play. Haptic feedback deepens the experience, support hands-on operation and creates a special bond between user and toy.</p>
	<p><a href="http://www.flickr.com/photos/sararamalama/3669335742/" title="Interior2textB by Sara Johansson, on Flickr"><img src="http://farm4.static.flickr.com/3386/3669335742_44617ec9da.jpg" width="500" height="410" alt="Interior2textB" /></a></p>
	<p>Sniff is a robust and fully working prototype that has been through several iterations it its physical design, interaction design and technology. This has happened as part of a long evaluation process where it has been tested with many kids and adults. </p>
	<h2>Book, website and paper</h2>
	<p>The <a href="http://www.nearfield.org/sniff/">Sniff website</a> goes further into some of the design and conceptual issues, as well as background material and references.</p>
	<p>Sara Johansson presented some of the background and research behind Sniff at The <a href="http://www.idc09.polimi.it/">Interaction design and children</a> conference in June 2009. Here is <a href="http://portal.acm.org/citation.cfm?id=1551788.1551824">the paper</a> that goes deeper into the design issues particularly issues of abstraction in character and interaction design.</p>
	<p>Finally there is also a <a href="http://www.blurb.com/bookstore/detail/845631/">lovely book available to buy</a>. The book is presented as a &#8216;day in the life of Sniff&#8217; and details many of the interactive, playful concepts that have been designed.</p><h4>Related things:</h4><p><ol>
<li><a href='http://www.nearfield.org/2008/03/norwegian-design-council-awards-sniff' rel='bookmark' title='Norwegian Design Council awards Sniff'>Norwegian Design Council awards Sniff</a> <small>Sniff has won the prize for Design for All at...... </small></li>
<li><a href='http://www.nearfield.org/2008/03/more-press-for-sniff' rel='bookmark' title='More press for Sniff'>More press for Sniff</a> <small>Dagens Næringsliv Norway&#8217;s daily business newspaper covered two of the...... </small></li>
<li><a href='http://www.nearfield.org/2007/06/sniff-wins-prize-for-design-for-all' rel='bookmark' title='Sniff wins prize for &#8216;Design for all&#8217;'>Sniff wins prize for &#8216;Design for all&#8217;</a> <small>Sara Johansson&#8217;s project &#8216;Sniff&#8217; has won the IT Funk prize...... </small></li>
</ol></p>]]></content:encoded>
			<wfw:commentRss>http://www.nearfield.org/2009/09/sniff/feed</wfw:commentRss>
		<slash:comments>13</slash:comments>
		</item>
		<item>
		<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>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[arphid]]></category>
		<category><![CDATA[cellphone]]></category>
		<category><![CDATA[contactless]]></category>
		<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>
		<category><![CDATA[products]]></category>
		<category><![CDATA[rfid]]></category>
		<category><![CDATA[sensor]]></category>
		<category><![CDATA[sensors]]></category>
		<category><![CDATA[spime]]></category>
		<category><![CDATA[tangible]]></category>
		<category><![CDATA[tangible interaction]]></category>
		<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>
			<wfw:commentRss>http://www.nearfield.org/2009/04/iphone-rfid-nfc/feed</wfw:commentRss>
		<slash:comments>115</slash:comments>
		</item>
		<item>
		<title>Re/Touch: Inspiring touch-related interaction design</title>
		<link>http://www.nearfield.org/2009/02/retouch-inspiring-touch-related-interaction-design</link>
		<comments>http://www.nearfield.org/2009/02/retouch-inspiring-touch-related-interaction-design#comments</comments>
		<pubDate>Thu, 19 Feb 2009 11:27:25 +0000</pubDate>
		<dc:creator>Anne Galloway</dc:creator>
				<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Social & cultural research]]></category>
		<category><![CDATA[culture]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[ethnographic]]></category>
		<category><![CDATA[ethnography]]></category>
		<category><![CDATA[reference]]></category>
		<category><![CDATA[resource]]></category>
		<category><![CDATA[senses]]></category>
		<category><![CDATA[touch]]></category>

		<guid isPermaLink="false">http://www.nearfield.org/?p=625</guid>
		<description><![CDATA[One of the things that social and cultural research on touch attempts to grapple with is everything people are supposed to touch and not supposed to touch&#8212;and what we actually end up touching or not touching in any given situation. When I first saw Sameer D&#8217;Costa&#8217;s photo on Flickr, it reminded me of people&#8217;s desire [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/sameerdcosta/190758411/"><img class="size-full wp-image-616 alignnone" title="Do Not Touch photo by Sameer D'Costa." src="http://www.nearfield.org/wp-content/uploads/2009/02/donottouch.jpg" alt="Do Not Touch by Sameer D'Costa" width="500" height="375" /></a></p>
	<p>One of the things that social and cultural research on touch attempts to grapple with is everything people are supposed to touch and not supposed to touch&#8212;and what we actually end up touching or not touching in any given situation. When I first saw Sameer D&#8217;Costa&#8217;s photo on <a href="http://www.flickr.com/photos/sameerdcosta/190758411/">Flickr</a>, it reminded me of people&#8217;s desire to touch things that we aren&#8217;t supposed to, and I wondered what that might mean in terms of research.</p>
	<p>A year later we&#8217;re excited to share the result of that wondering: <a href="http://www.nearfield.org/retouch/"><strong>re/touch</strong></a>, an online resource for designers and researchers interested in touch-based interactions and relations. As the action of touch is technologically mediated by both <a href="http://www.theregister.co.uk/2006/10/24/rfid_credit_card_hack/">contactless</a> interactions in the world and through <a href="http://www.cs.nyu.edu/~jhan/ftirtouch/">multi-touch</a> on screen, awareness and reflection on the richness of touch is becoming increasingly important.</p>
<h3>The re/touch website</h3>
	<p><a href="http://www.nearfield.org/retouch/"><strong>re/touch</strong></a> brings together hundreds of cross-cultural examples of social norms and values involving touch—all categorised according to actions related to touching.</p>
	<p><a href="http://www.nearfield.org/retouch/"><img class="alignnone size-medium wp-image-657" title="Tag cloud" src="http://www.nearfield.org/wp-content/uploads/2009/02/tag_cloud2-499x301.png" alt="Tag cloud" width="499" height="301" /></a></p>
	<p>A collection of quotes from ethnographic accounts written between the late 1800s and the present, <strong>re/touch</strong> encourages designers and researchers to explore how touch is used by people to relate to one another and the worlds in which we live.</p>
	<p><a href="http://www.nearfield.org/retouch/"><img src="http://www.nearfield.org/wp-content/uploads/2009/02/sample_quote-500x249.png" alt="Sample quote" title="Sample quote" width="500" height="249" class="alignnone size-medium wp-image-667" /></a></p>
	<p>You can browse the quotes to create design briefs, refine interaction scenarios or otherwise inspire you to think, make or do things touch-related.</p>
<h3>About the project</h3>
	<p>We like to think of <strong>re/touch</strong> as a work-in-progress. So far, it contains almost five hundred quotes from dozens of cultural groups around the world, and we&#8217;re working to add more. As the collection grows, we expect the action tags to change as well, so over the next couple of months you may notice different words in the tag cloud. In the end, we anticipate having over one thousand quotes and more than fifty categories of touch-related action.</p>
	<p>The <strong>re/touch</strong> website also includes <a href="http://www.nearfield.org/retouch/about">some background information on the content</a>, and we plan to publish a paper on the research methodology and some thoughts on collaborations between anthropology and design.</p>
	<p>If you notice any database problems or errors, please leave a comment below and we&#8217;ll look into it. We&#8217;re also still working on the web design&#8212;including making the site work well and look good on the iPhone&#8212;so we&#8217;d certainly appreciate any feedback you might have along those lines as well.</p>
	<p>Ultimately, we hope you&#8217;ll find this resource as interesting and inspiring as we do!</p><h4>Related things:</h4><p><ol>
<li><a href='http://www.nearfield.org/2010/09/depth-of-field-film-in-design-research' rel='bookmark' title='Depth of field: Film in design research'>Depth of field: Film in design research</a> <small>We&#8217;ve just had a new article (pdf) published as part...... </small></li>
<li><a href='http://www.nearfield.org/2006/10/introducing-touch-as-culture' rel='bookmark' title='Introducing touch as culture'>Introducing touch as culture</a> <small>Hello. My name is Anne Galloway and I&#8217;m very pleased...... </small></li>
<li><a href='http://www.nearfield.org/2007/05/touch-as-interaction-medium' rel='bookmark' title='Touch as interaction medium'>Touch as interaction medium</a> <small>This is a design brief, one of many themes that...... </small></li>
</ol></p>]]></content:encoded>
			<wfw:commentRss>http://www.nearfield.org/2009/02/retouch-inspiring-touch-related-interaction-design/feed</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Designing with RFID</title>
		<link>http://www.nearfield.org/2009/02/designing-with-rfid</link>
		<comments>http://www.nearfield.org/2009/02/designing-with-rfid#comments</comments>
		<pubDate>Tue, 17 Feb 2009 16:09:32 +0000</pubDate>
		<dc:creator>Timo</dc:creator>
				<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Product design]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[form]]></category>
		<category><![CDATA[form and function]]></category>
		<category><![CDATA[industrial design]]></category>
		<category><![CDATA[objects]]></category>
		<category><![CDATA[thing]]></category>
		<category><![CDATA[things]]></category>

		<guid isPermaLink="false">http://www.nearfield.org/?p=467</guid>
		<description><![CDATA[In Designing with RFID we explore the potential for RFID objects in everyday contexts. Because RFID is a wireless, radio-based technology it is inherently invisible once embedded, and this raises issues around visibility and interaction. How does the addition of hidden interactive qualities influence the design of physical RFID objects? There is a need to [...]]]></description>
			<content:encoded><![CDATA[<p>In <em>Designing with <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></em> we explore the potential for <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> objects in everyday contexts. Because <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 a wireless, radio-based technology it is inherently invisible once embedded, and this raises issues around visibility and interaction. How does the addition of hidden interactive qualities influence the design of 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> objects? There is a need to develop tangible design qualities such as shape, materials, build quality and affordances for <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>-enabled objects. </p>
	<p>In this process we explore ways in which <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> objects can be designed to balance various physical and digital qualities. This approach has illuminated opportunities and constraints in designing augmented objects that enriches the vocabulary 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> for industrial and interaction designers where physical and visual material are essential elements.</p>
	<p><a href="http://www.flickr.com/photos/timo/2818609024/" title="RFID things (1 of 96) by Ti.mo, on Flickr"><img src="http://farm4.static.flickr.com/3177/2818609024_b15421e29b.jpg" width="500" height="333" alt="RFID things (1 of 96)" /></a></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 most commonly used by consumers for ticketing, payments and access control. The design challenges in these contexts has concentrated on infrastructures and systems as opposed to the design of physical tokens. The design of these objects is limited to simple, mostly flat enclosures; cards, key-fobs or stickers.</p>
	<p>The bare <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> tag itself does not offer significant meaning beyond its technical appearance. In order to create meaningful relationships towards these objects, <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> tags must be embedded in an object or signified by shape or sign. The physical design of most current <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> objects are limited to the form factors of the protective encapsulation of the tag. It remains at the simple level of encapsulation and packaging that does not yet address the wide range of physical possibilities for objects in everyday contexts.</p>
	<h3>Product review</h3>
	<p>To understand the ways that <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> tags have been designed into consumer products, we conducted a product review that documents the physical aspects 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> products from around the world. This has been a process of reflection on existing industrial and consumer products that includes a range of <a href="http://www.flickr.com/photos/timo/1616057288/">cards, keyfobs and tokens</a>, the <a href="http://www.gamesetwatch.com/2006/08/mattels_hyperscan_aka_intellvi.php">Mattel Hyperscan games console</a>, <a href="http://www.commtechguide.com/">Star Wars Commtech figures</a>, <a href="http://brio.hosting.mrfriday.com/network/">Brio Network</a>, <a href="http://www.violet.net/_ztamps-rfid-tag-that-give-powers-to-your-objects.html">Violet Ztamps</a> and other <a href="http://www.nearfield.org/2008/09/rfid-peripherals"><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> peripherals</a>.</p>
	<p><a href="http://www.flickr.com/photos/timo/2817660349/" title="RFID things (28 of 96) by Ti.mo, on Flickr"><img src="http://farm4.static.flickr.com/3211/2817660349_fd04eeca3b_m.jpg" width="240" height="160" alt="RFID things (28 of 96)" /></a><a href="http://www.flickr.com/photos/timo/2817619051/" title="RFID things (39 of 96) by Ti.mo, on Flickr"><img src="http://farm4.static.flickr.com/3017/2817619051_ddb71e726d_m.jpg" width="240" height="160" alt="RFID things (39 of 96)" /></a><a href="http://www.flickr.com/photos/timo/2817555179/" title="RFID things (58 of 96) by Ti.mo, on Flickr"><img src="http://farm4.static.flickr.com/3017/2817555179_2d868a8ee4_m.jpg" width="240" height="160" alt="RFID things (58 of 96)" /></a><a href="http://www.flickr.com/photos/timo/2817489749/" title="RFID things (77 of 96) by Ti.mo, on Flickr"><img src="http://farm4.static.flickr.com/3148/2817489749_bd1e582dd3_m.jpg" width="240" height="160" alt="RFID things (77 of 96)" /></a></p>
	<p>The product review shows many uses for <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> but limited exploration of design qualities such as materials, shape, size, construction, manufacture, build quality, affordance or <a href="http://www.nearfield.org/2009/02/touch-or-sight-smell-taste">metaphors</a>.  But the potential for <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> in consumer products is significant, given the inexpensive hardware 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> systems and the opportunity to enable digital interactions with even the simplest of objects. The technical properties 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>, such as the batteryless tags which allow for cheap and maintenance free operation are perhaps the most significant opportunity for playful products and toys.</p>
	<h3>Form experiments</h3>
	<p>The intention for this series of experiments was to gain a rich working knowledge of the kinds of design qualities that <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> objects may embody. We used an explorative design approach to the physical aspects 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> and this involved a process of prototyping, where 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> objects were built and evaluated in the <a href="http://www.nearfield.org/2007/12/bowl-token-based-media-for-children">Bowl</a> environment. Through a sketching process we developed an understanding of the relationships between physical forms and tags. Form-explorations were then used to visualise findings, to generate further models and to examine surface qualities. </p>
	<p><a href="http://www.flickr.com/photos/timo/2818314972/" title="RFID things (86 of 96) by Ti.mo, on Flickr"><img src="http://farm4.static.flickr.com/3286/2818314972_89532c6874.jpg" width="500" height="333" alt="RFID things (86 of 96)" /></a></p>
	<p>This approach has illuminated opportunities and constraints in designing 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> objects that now need to be translated into patterns and models that are useful for interaction and industrial design. See the full paper below for more detail around the objects, sketches and models.</p>
	<h4>Literal associations</h4>
	<p>The interactions and gestures that have been learned over time for such objects as <em>dolls, toys, chesspieces, microphones, shower heads, telephones, flashlights, magnifying glasses, spraycans, screwdrivers, hammers, kitchen utensils, stamps, and handles</em>, with gestures like <em>stirring, pointing, poking, drawing and shaking</em> are useful starting points for imagining <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> objects and interactions. </p>
	<p>Two very distinct kinds of gestures emerged from our <a href="http://www.nearfield.org/2009/02/playful-augmented-products-workshop">workshops</a> and experiments with the <a href="http://www.nearfield.org/2007/12/bowl-token-based-media-for-children">Bowl</a> and <a href="http://www.nearfield.org/2006/09/orooni-table">Orooni Table</a> interfaces. These gestures are <em>pick and place</em> (eg. moving a chess piece) and <em>grab and point</em> (eg. waving a wand).</p>
	<h4>A form vocabulary for <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></h4>
	<p>Designing new gestures, taxonomies of form and affordances specifically for <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> will come only from designing a new set of objects, with their own elements and properties. Through the process of designing new <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> objects we uncovered properties such as direction, balance, similarity and geometry. Here we see some of the variations and abstractions around the elements 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> form. This is the beginning of a form vocabulary for <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> including <em>balance, similarity, direction and multi-direction</em>. </p>
	<a href="http://www.nearfield.org/wp-content/uploads/2009/02/rfid-things-3d-3-small.jpg"><img src="http://www.nearfield.org/wp-content/uploads/2009/02/rfid-things-3d-3-small-500x303.jpg" alt="RFID objects" title="rfid-objects-3d" width="500" height="303" class="size-medium wp-image-485" /></a>
	<p>Through introducing <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> as an element that influences the shape of physical products, we begin to design an inspirational or generative set of forms for <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>-enabled objects. They effectively communicate the physical aspects of the design findings and help us to evaluate and refine a vocabulary of forms. </p>
	<h3>Conclusions</h3>
	<p>As the internet of things emerges as an increasingly <a href="http://www.purselipsquarejaw.org/2006/03/internet-of-things-working.php">important discourse</a> within research and <a href="http://www.readwriteweb.com/archives/5_companies_building_the_internet_of_things.php">consumer products</a>, the design of 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> things themselves needs to be addressed. Our practice-driven approach involving products, models, objects and visualisations has resulted in a vision for an &#8216;internet of things&#8217; that places designed things in the centre. </p>
	<p>A hands-on approach has allowed a re-evaluation 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> technology through the lens of design, and communication of this in design-focused language. Through a process of making, evaluation and communicating a number of artefacts and an emergent design vocabulary is being built, that talks to the needs and concerns of interaction and industrial designers. </p>
	<p>These making, sketching and visualisation processes may also be important for the design of emerging technologies in general. With the increasing implementation of networked and interactive technology in consumer electronics, aspects of digital and physical design will increasingly need to be addressed by both industrial and interaction designers. Physical design is a critical part of the way in which tangible technologies are experienced, and by allowing design processes to guide product development we are able to approach emerging technology in a plausible and understandable way. </p>
	<h3>Full paper</h3>
	<p>&#8216;Designing with <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>&#8217; is being presented at <a href="http://tei-conf.org/">Tangible &#38; Embedded Interaction 2009</a> in Cambridge UK.</p>
	<p><a href="http://www.nearfield.org/downloads/Designing_with_RFID_TEI_2009.pdf"><img src="http://www.nearfield.org/wp-content/uploads/2009/02/designing-with-rfid.gif" alt="designing-with-rfid" title="designing-with-rfid" width="500" height="320" class="alignnone size-full wp-image-555" /></a></p>
	<p>The paper contains a full account of the product review, the sketching, making and modelling, and conclusions around the design for <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> objects. The paper from the <em>Tangible and Embedded Interaction</em> conference will be available at the <a href="http://portal.acm.org/">ACM digital library</a>. You can also <a href="http://www.nearfield.org/downloads/Designing_with_RFID_TEI_2009.pdf">download the full <acronym title="Portable Document Format">PDF</acronym> here</a>.</p><h4>Related things:</h4><p><ol>
<li><a href='http://www.nearfield.org/2010/04/touch-designing-with-film' rel='bookmark' title='Designing with film'>Designing with film</a> <small>We&#8217;ve compiled a short sequence of some of the design...... </small></li>
<li><a href='http://www.nearfield.org/2008/02/rfid-and-unique-physical-form' rel='bookmark' title='RFID and unique physical form'>RFID and unique physical form</a> <small>Lisa Smith is a Masters of Design student at the...... </small></li>
<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>
</ol></p>]]></content:encoded>
			<wfw:commentRss>http://www.nearfield.org/2009/02/designing-with-rfid/feed</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>The RFID photo booth</title>
		<link>http://www.nearfield.org/2008/08/picnic-rfid-photo-booth</link>
		<comments>http://www.nearfield.org/2008/08/picnic-rfid-photo-booth#comments</comments>
		<pubDate>Tue, 19 Aug 2008 19:39:52 +0000</pubDate>
		<dc:creator>Timo</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Workshops]]></category>
		<category><![CDATA[conference]]></category>
		<category><![CDATA[gestural interaction]]></category>
		<category><![CDATA[networked objects]]></category>
		<category><![CDATA[nfc]]></category>
		<category><![CDATA[online social networks]]></category>
		<category><![CDATA[Photo booth]]></category>
		<category><![CDATA[photography]]></category>
		<category><![CDATA[Picnic]]></category>
		<category><![CDATA[Picnic 07]]></category>
		<category><![CDATA[Picnic network]]></category>
		<category><![CDATA[rfid]]></category>
		<category><![CDATA[social media]]></category>
		<category><![CDATA[social networking]]></category>
		<category><![CDATA[social networks]]></category>
		<category><![CDATA[tangible interaction]]></category>

		<guid isPermaLink="false">http://www.nearfield.org/?p=263</guid>
		<description><![CDATA[At last year&#8217;s Picnic conference we created a networked Photo Booth as part of the Mediamatic RFID hackers camp. Picnic is a conference with about two thousand attendees and multiple venues in the Westergasfabriek in Amsterdam. One of the aims of the Mediamatic workshop was to experiment with ubiquitous technology for social and playful purposes. [...]]]></description>
			<content:encoded><![CDATA[<p>At last year&#8217;s <a href="http://www.picnicnetwork.org/">Picnic</a> conference we created a networked <a href="http://www.nearfield.org/2007/09/photos-and-connections">Photo Booth</a> as part of the Mediamatic <a href="http://www.mediamatic.net/article-22841-en.html"><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> hackers camp</a>. Picnic is a conference with about two thousand attendees and multiple venues in the <a href="http://www.westergasfabriek.nl/">Westergasfabriek</a> in Amsterdam. </p>
	<p>One of the aims of the Mediamatic workshop was to experiment with ubiquitous technology for social and playful purposes. Every participant in Picnic was issued with an <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> tag that could be used by various installations around the conference venue. As a controlled setting this was a very interesting environment to experiment with <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> technology in use, and in particular to experiment with physical interactions in online social networks. </p>
	<p><a href="http://flickr.com/photos/silvertje/1447487028/"><img src="http://farm2.static.flickr.com/1022/1447487028_10d6c5e68d.jpg?v=0"></a></p>
	<p><em>One of the participants on the first day.</em> Photo by <a href="http://flickr.com/photos/silvertje/tags/photobooth/page3/">Anne Helmond</a>. </p>
	<p>The photo booth team consisted of <a href="http://www.elasticspace.com">Timo Arnall</a>, <a href="http://www.annehelmond.nl">Anne Helmond</a>, <a href="http://www.mediamatic.net/person/22235/en">Jorn Knutsen</a> and <a href="http://www.thisplacement.com/">Einar Sneve Martinussen</a>. We wanted to create something that brought people together both in a physical activity and in an online social network. Initially we described it like this:</p>
	<blockquote>
		<p>A photo booth that encourages people to take photos of themselves with others. By waving multiple tags over a touchpoint inside the booth, a photo is taken, a connection is made and pictures are added to the Picnic website.</p>
	</blockquote>
	<p>We built the booth in three days, with <a href="http://www.mediamatic.net/page/22730/en">many design iterations</a>, and ended up with a large white box with a picnic-themed grassy interior that allowed up to about 10 people to have their photo taken at once. </p>
	<p><a href="http://www.nearfield.org/wp-content/uploads/2008/08/boothy.jpg"><img src="http://www.nearfield.org/wp-content/uploads/2008/08/boothy-500x350.jpg" alt="" title="The photo booth construction drawing" width="500" height="350" class="alignnone size-medium wp-image-354" /></a></p>
	<p>Inside there was an <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> reader, a camera and a screen that would show what was being recorded, as well as showing a countdown for picture taking. Outside a large LCD screen showed recent and random pictures from the booth, encouraging participation. By touching your tag to a reader outside, you could see pictures of yourself.</p>
	<p>Over the course of the three-day event the photo-booth was extremely popular and resulted in literally <a href="http://www.flickr.com/photos/picnic_photos/archives/date-taken/2007/09/">thousands of pictures</a> and social connections. </p>
	<h3>Physical interactions manipulate the network</h3>
	<p>Every attendee&#8217;s <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> tag contained a link to their profile within the Picnic network site (their tags were registered and connected at the registration desk). This profile contained their name and any descriptions or tags that they had decided to include, we also had access to their contact details and payment information if we had chosen to do so. When the photo booth detected their tag, it could look them up in the Picnic social network, get their details and manipulate their profiles. </p>
	<p><a href="http://www.flickr.com/photos/timo/1461526013/" title="27 September, 23.42-2 by Ti.mo, on Flickr"><img src="http://farm2.static.flickr.com/1349/1461526013_f6b19dba97_m.jpg" width="240" height="161" alt="27 September, 23.42-2" /></a> <a href="http://www.flickr.com/photos/timo/1467021155/" title="28 September, 16.27-3 by Ti.mo, on Flickr"><img src="http://farm2.static.flickr.com/1145/1467021155_b9b1b6566f_m.jpg" width="240" height="161" alt="28 September, 16.27-3" /></a><br />
<em>Left: Inside the booth. Right: Tags on 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> touchpoint.</em></p>
	<p>The booth attracted curious attendees, who looked at the photos playing on the outside. When they walked into the booth, and touched their tag to a &#8216;touchpoint&#8217; their name would appear on a screen and a countdown would start. If others then touched their tags within this countdown they would also have their names appear in the photo. People who had their photo taken together would have a connection created between them on the Picnic network site. </p>
	<p>On the web the Picnic network showed the pictures from the booth with the names of all the people that had been photographed together. People&#8217;s profiles included the photos of them and their connections. This was a different and new way of exploring the network and seeing the connections that had been made.</p>
	<p><img src='http://www.nearfield.org/wp-content/uploads/2008/01/picnic_photo_booth.jpg' alt='The Picnic website profile page, showing related photos from the booth.' /></p>
	<p>Photos from the booth were also uploaded to <a href="http://www.flickr.com/photos/picnic_photos/">Flickr</a> and tagged with the people&#8217;s first name (see for example all the <a href="http://www.flickr.com/photos/picnic_photos/tags/timo/">photos taken of me</a> and the tag cloud of the <a href="http://www.flickr.com/photos/picnic_photos/tags/">names and IDs</a> of people who used the booth most). </p>
	<p><a href="http://www.flickr.com/photos/timo/1459279808/" title="28 September, 00.30 by Ti.mo, on Flickr"><img src="http://farm2.static.flickr.com/1141/1459279808_5122597faf.jpg" width="500" height="334" alt="28 September, 00.30" /></a></p>
	<p>This realtime Flickr stream appeared on the outside of the booth, where people stood around watching their recent creations, as well as seeing random photos where they or their friends appeared.</p>
	<h3>Physical proximity</h3>
	<p>With around two thousand tagged attendees this was a great opportunity to design for and study the application of social networks in physical space, and to better understand the relationship between physical interactions and the resulting effects in online spaces. The way in which the photo booth took elements of a digital network and made it manipulable in a physical context was very interesting to us. </p>
	<p>We were interested in the details of the interactions between people, their tags and readers. In practice <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 a relatively mundane technology, it doesn&#8217;t flash or beep or cry out for attention when it&#8217;s encased in plastic packaging. It is also very limited technically: the read-ranges are typically so low that we require people to &#8216;touch&#8217; their tags to the readers. </p>
	<p><a href="http://www.flickr.com/photos/timo/1466994085/" title="28 September, 16.26-2 by Ti.mo, on Flickr"><img src="http://farm2.static.flickr.com/1311/1466994085_021cb16f34.jpg" width="500" height="334" alt="28 September, 16.26-2" /></a></p>
	<p>Without explicit instruction or &#8216;attractor loops&#8217; the booth worked through certain &#8216;gestures&#8217; that were socially learned; people observed and then participated. The activity of &#8216;touching&#8217; actually brought people&#8212;who perhaps had only recently met&#8212;into very close physical proximity. This strangely intimate setting, combined with the activity of negotiating, framing and posing for a group photo provided a space for new connections to be formed, and existing relationships to be reinforced.</p>
	<p>The attendees also became familiar with <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> interactions over time, and once they had experienced one kind of interaction, wanted to try more. Other <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>-based installations, in particular the <a href="http://www.picnicnetwork.org/page/5066/nl">free-beer-machine</a> was a very low-threshold introduction to <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> interaction with a very high-degree of motivation&#8230; This benefited us all by lowering the threshold to participation.</p>
	<h3>Playing with controversial technology</h3>
	<p>With a single touch of a tag to a reader, we could have initiated many different actions within the Picnic network site; we had access to names, profiles, contact information including addresses and phone numbers and even perhaps payment information. But we chose fairly simple events: displaying people&#8217;s first name, updating the relationships between people, and relating photos to profiles. </p>
	<p><a href="http://www.flickr.com/photos/timo/1462972326/" title="27 September, 23.45-2 by Ti.mo, on Flickr"><img src="http://farm2.static.flickr.com/1060/1462972326_025c3e154f.jpg" width="500" height="334" alt="27 September, 23.45-2" /></a></p>
	<p>However given that we had access to this data, we were very surprised that nobody questioned the fact that the booth knew their name. We expected there to be questions of privacy and security and perhaps some resentment towards the ease with which the booth accessed data. It seemed that the gesture and the resulting feedback was so natural that there didn&#8217;t seem to be anything scary about a name appearing on screen, in fact people assumed that somehow 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> tag contained the information, the network wasn&#8217;t seen as part of the interaction. This shows how readily emerging technologies can be accepted without question, and how their implications remain obscure under the surface of an engaging experience. </p>
	<h3>Low-threshold interactions with social media</h3>
	<p>Conferences are a relatively constrained setting where there is an impetus to connect with people and social networks that expand, shift and change over the course of a few days. Social networks in this controlled space have many different qualities to the ones experienced in everyday life. So installations such as the photo booth must be designed to play with the existing social fabric and activities of the conference environment. </p>
	<p>There are many different ways in which technology can intervene in these settings, something Clay Shirky has called <a href="http://www.shirky.com/writings/situated_software.html">situated software</a>. Whereas most online social networks require users to explicitly state relationships to each other such as &#8216;friend&#8217;, &#8216;contact&#8217; or &#8216;follower&#8217; with these physically-based interactions the connection is much more implicit and less formal. </p>
	<p><a href="http://www.flickr.com/photos/timo/1459305856/" title="28 September, 00.36 by Ti.mo, on Flickr"><img src="http://farm2.static.flickr.com/1057/1459305856_986a3d776f.jpg" width="500" height="334" alt="28 September, 00.36" /></a></p>
	<p>A simple physical gesture&#8212;touching some tags together at the same time&#8212;is all it takes to create a connection. Browsing through the Picnic network after having used the booth for a few days was an entirely new experience; the network was more random and chaotic, but because it had emerged from physical, social proximity there is a richer texture to the network than one built through explicit selection. Growing an online social network through these kinds of low-threshold physical interactions seems like a interesting pattern that we might see more of in the future. </p>
	<p>More photos <a href="http://www.flickr.com/photos/picnic_photos/">from the booth</a> and <a href="http://www.flickr.com/photos/tags/picnicphotobooth/">of the booth</a>.</p><h4>Related things:</h4><p><ol>
<li><a href='http://www.nearfield.org/2009/03/iktag-and-rfid-at-etech-conferences' rel='bookmark' title='ikTag and RFID at ETech conferences'>ikTag and RFID at ETech conferences</a> <small>Conferences make great places for relatively large scale testing grounds...... </small></li>
<li><a href='http://www.nearfield.org/2007/09/photos-and-connections' rel='bookmark' title='Photos and connections'>Photos and connections</a> <small>Our photo booth is now up and running in the...... </small></li>
<li><a href='http://www.nearfield.org/2008/09/rfid-and-physical-social-networks' rel='bookmark' title='RFID and physical social networks'>RFID and physical social networks</a> <small>Poken is offering a physical networking platform, with physical, RFID-based...... </small></li>
</ol></p>]]></content:encoded>
			<wfw:commentRss>http://www.nearfield.org/2008/08/picnic-rfid-photo-booth/feed</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Fictional radio-spaces</title>
		<link>http://www.nearfield.org/2007/12/fictional-radio-spaces</link>
		<comments>http://www.nearfield.org/2007/12/fictional-radio-spaces#comments</comments>
		<pubDate>Wed, 05 Dec 2007 21:41:39 +0000</pubDate>
		<dc:creator>Timo</dc:creator>
				<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Student projects]]></category>
		<category><![CDATA[Visual design]]></category>
		<category><![CDATA[Bluetooth]]></category>
		<category><![CDATA[DAB]]></category>
		<category><![CDATA[Drawing]]></category>
		<category><![CDATA[Electromagnetic Waves]]></category>
		<category><![CDATA[EMF]]></category>
		<category><![CDATA[GSM]]></category>
		<category><![CDATA[Illustration]]></category>
		<category><![CDATA[nfc]]></category>
		<category><![CDATA[Pervasive computing]]></category>
		<category><![CDATA[Radio]]></category>
		<category><![CDATA[rfid]]></category>
		<category><![CDATA[Spectrum]]></category>
		<category><![CDATA[ubicomp]]></category>
		<category><![CDATA[Ubiquitous computing]]></category>
		<category><![CDATA[Visualisation]]></category>
		<category><![CDATA[Waves]]></category>
		<category><![CDATA[Wireless]]></category>
		<category><![CDATA[Zigbee]]></category>

		<guid isPermaLink="false">http://www.nearfield.org/2007/12/fictional-radio-spaces</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. In this project called &#8220;the bubbles of radio&#8221; Ingeborg Marie Dehs Thomas used critical, visual design as a [...]]]></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><a href='http://www.nearfield.org/wp-content/uploads/2007/12/radio_visualisation_gsm.jpg' title='Visualisation of GSM'><img src='http://www.nearfield.org/wp-content/uploads/2007/12/radio_visualisation_gsm_500.gif' alt='Visualisation of GSM' /></a></p>
	<p>In this project called &#8220;the bubbles of radio&#8221; <a href="http://immelie.wordpress.com/">Ingeborg Marie Dehs Thomas</a> used critical, visual design as a way of exploring the perception of many kinds of electromagnetic fields. The project answered the brief <a href="http://www.nearfield.org/2007/07/fields-and-seams">Fields and Seams</a> that asks <em>&#8220;How can we use the increasingly radio-saturated landscape for creative or functional purposes?&#8221;</em></p>
	<p>Inspired by <a href="http://www.dunneandraby.co.uk/designing/hertzian/hertzian.html">Hertzian Tales</a> by Dunne and Raby as well as other projects including <a href="http://www.cellphonedisco.org/">Cell Phone Disco</a>, 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 <a href="http://immelie.wordpress.com/2007/05/25/tutorial-on-tuesday-the-22nd-of-may/">her weblog</a>. </p>
	<p>Using inspiration from richly illustrated books on botany, zoology and natural history, Ingeborg arrived at the concept of an <em>encyclopeadia of radio waves</em> that contains a selection of fictional radio &#8216;species&#8217;. 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: <a href="http://en.wikipedia.org/wiki/Bluetooth">Bluetooth</a>, <a href="http://en.wikipedia.org/wiki/Digital_Multimedia_Broadcasting">DMB</a>, <a href="http://en.wikipedia.org/wiki/Gsm">GSM</a>, <a href="http://en.wikipedia.org/wiki/Rfid"><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>, <a href="http://en.wikipedia.org/wiki/Wifi">Wifi</a> and <a href="http://en.wikipedia.org/wiki/Zigbee">Zigbee</a>.</p>
	<p>Like all good scientific guides, the bubbles of radio includes a visual scale:</p>
	<p><img src='http://www.nearfield.org/wp-content/uploads/2007/12/radio_bubbles_scale.gif' alt='Scales, from phone to architecture' /></p>
	<p>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 <a href="http://future.iftf.org/2006/06/adam_greenfield.html">Everyware</a> 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. <em>Click on the following for full size images:</em></p>
	<p><a href='http://www.nearfield.org/wp-content/uploads/2007/12/radio_visualisation_bluetooth.jpg' title='Bluetooth visualisation'><img src='http://www.nearfield.org/wp-content/uploads/2007/12/radio_visualisation_bluetooth.thumbnail.jpg' alt='Bluetooth visualisation' /></a><a href='http://www.nearfield.org/wp-content/uploads/2007/12/radio_visualisation_dmb.jpg' title='Visualisation of DMB'><img src='http://www.nearfield.org/wp-content/uploads/2007/12/radio_visualisation_dmb.thumbnail.jpg' alt='Visualisation of DMB' /></a><a href='http://www.nearfield.org/wp-content/uploads/2007/12/radio_visualisation_gsm.jpg' title='Visualisation of GSM'><img src='http://www.nearfield.org/wp-content/uploads/2007/12/radio_visualisation_gsm.thumbnail.jpg' alt='Visualisation of GSM' /></a><a href='http://www.nearfield.org/wp-content/uploads/2007/12/radio_visualisation_rfid.jpg' title='Visualisation of RFID'><img src='http://www.nearfield.org/wp-content/uploads/2007/12/radio_visualisation_rfid.thumbnail.jpg' alt='Visualisation of RFID' /></a><a href='http://www.nearfield.org/wp-content/uploads/2007/12/radio_visualisation_wifi.jpg' title='Visualisation of Wifi'><img src='http://www.nearfield.org/wp-content/uploads/2007/12/radio_visualisation_wifi.thumbnail.jpg' alt='Visualisation of Wifi' /></a><a href='http://www.nearfield.org/wp-content/uploads/2007/12/radio_visualisation_zigbee.jpg' title='Visualisation of Zigbee'><img src='http://www.nearfield.org/wp-content/uploads/2007/12/radio_visualisation_zigbee.thumbnail.jpg' alt='Visualisation of Zigbee' /></a></p>
	<p>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. </p>
	<p>Just for fun, here are the latin names of each field:</p>
	<p><strong>Bluetooth</strong> : <em>Nevrotis Dentus Aquarae</em><br />
<strong>DMB</strong> : <em>Spherum Elektrum Multanum</em><br />
<strong>GSM</strong> : <em>Spherum Magnea Globalum</em><br />
<strong><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></strong> : <em>Raptus Arphadus</em><br />
<strong>Wifi</strong> : <em>Videus Fidelus</em><br />
<strong>Zigbee</strong> : <em>Nevrotis</em></p>
	<p>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.</p>
	<p><img src='http://www.nearfield.org/wp-content/uploads/2007/12/radio_bubbles_bluetooth2.jpg' alt='Bubbles of radio' /></p>
	<p>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:</p>
	<p><img src='http://www.nearfield.org/wp-content/uploads/2007/12/radio_bubbles_rfid2.jpg' alt='RFID pattern' /></p>
	<p>And here is a pattern for Bluetooth:</p>
	<p><img src='http://www.nearfield.org/wp-content/uploads/2007/12/radio_bubbles_bluetooth3.jpg' alt='Bluetooth pattern' /></p>
	<p>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.</p>
	<p>Download a poster (<acronym title="Portable Document Format">PDF</acronym>) of all the radio visualisations <a href="http://www.nearfield.org/downloads/Bubbles_of_radio.pdf">here</a>.</p>
	<p><a href='http://www.nearfield.org/downloads/Bubbles_of_radio.pdf' title='The Bubbles of Radio poster (PDF)'><img src='http://www.nearfield.org/wp-content/uploads/2007/12/radio_bubbles_poster.gif' alt='The Bubbles of Radio poster (PDF)' /></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/2009/10/making-radio-tangible' rel='bookmark' title='Making radio tangible'>Making radio tangible</a> <small>Next week we&#8217;re launching some new work that explores the...... </small></li>
<li><a href='http://www.nearfield.org/2009/03/wireless-in-the-world' rel='bookmark' title='Wireless in the world'>Wireless in the world</a> <small>An ongoing Touch theme is about making invisible wireless technologies...... </small></li>
<li><a href='http://www.nearfield.org/2009/10/immaterials-the-ghost-in-the-field' rel='bookmark' title='Immaterials: the ghost in the field'>Immaterials: the ghost in the field</a> <small>This video is about exploring the spatial qualities of RFID,...... </small></li>
</ol></p>]]></content:encoded>
			<wfw:commentRss>http://www.nearfield.org/2007/12/fictional-radio-spaces/feed</wfw:commentRss>
		<slash:comments>34</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>
			<wfw:commentRss>http://www.nearfield.org/2007/12/bowl-token-based-media-for-children/feed</wfw:commentRss>
		<slash:comments>16</slash:comments>
		</item>
		<item>
		<title>Green Touch at Dott07</title>
		<link>http://www.nearfield.org/2007/10/green-touch-at-dott07</link>
		<comments>http://www.nearfield.org/2007/10/green-touch-at-dott07#comments</comments>
		<pubDate>Mon, 22 Oct 2007 16:23:24 +0000</pubDate>
		<dc:creator>Timo</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Product design]]></category>
		<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://www.nearfield.org/2007/10/green-touch-at-dott07</guid>
		<description><![CDATA[In collaboration with Helsinki-based development project Social Objects we have developed an installation called Green Touch. The exhibition encourage visitors to touch the design objects on display with mobile devices, in order to explore different aspects of their making, production and impact. Green Touch builds upon Thinglink that socially connects and creates information surrounding products, [...]]]></description>
			<content:encoded><![CDATA[<p><img src='http://www.nearfield.org/wp-content/uploads/2007/10/green_touch_nfc.jpg' alt='Green Touch demonstrator' /></p>
	<p>In collaboration with Helsinki-based development project <a href="http://ullamaaria.typepad.com/hobbyprincess/2007/08/social-objects-.html">Social Objects</a> we have developed an installation called <em>Green Touch</em>. The exhibition encourage visitors to touch the design objects on display with mobile devices, in order to explore different aspects of their making, production and impact. </p>
	<p>Green Touch builds upon <a href="http://www.thinglink.org">Thinglink</a> that socially connects and creates information surrounding products, and brings the interface to mobile devices. We use the <a href="http://www.nearfield.org/2007/01/nokia-releases-first-mass-market-nfc-handset"><acronym title="Near Field Communication (a short-range wireless technology mainly aimed at usage in mobile phones.)">NFC</acronym>-enabled Nokia 6131</a> to connect design objects to information about the maker, the materials and processes behind the objects. Although this has been explored from a system perspective – particularly with barcodes – here we focus on the <em>experience</em> of using a mobile interface to access this kind of information: through images, sound and tactile feedback.</p>
	<p><img src='http://www.nearfield.org/wp-content/uploads/2007/10/green_touch_content.gif' alt='Green Touch content' /></p>
	<p>The installation consists of Finnish design products that all carry a unique story. The products are marked with Near Field Communication (<acronym title="Near Field Communication (a short-range wireless technology mainly aimed at usage in mobile phones.)">NFC</acronym>) tags that link to content that can be seen and heard on the mobile phone. When you touch these products with a Nokia 6131 they give you audiovisual and tactile feedback. </p>
	<p>Come and see it demonstrated at <a href="http://www.dott07.com/">Dott07</a> in Newcastle on Tuesday 23 October 2007.</p><h4>Related things:</h4><p><ol>
<li><a href='http://www.nearfield.org/2007/01/nokia-releases-first-mass-market-nfc-handset' rel='bookmark' title='Nokia releases first mass-market NFC handset'>Nokia releases first mass-market NFC handset</a> <small>Nokia today announced the 6131 NFC phone, the first integrated...... </small></li>
<li><a href='http://www.nearfield.org/2008/05/thoughts-on-nokias-nfc-developments' rel='bookmark' title='Thoughts on Nokia&#8217;s NFC developments'>Thoughts on Nokia&#8217;s NFC developments</a> <small>On April 15th Nokia announced the 6212 &#8216;classic&#8217; phone that...... </small></li>
<li><a href='http://www.nearfield.org/2011/06/the-first-nfc-appliance' rel='bookmark' title='The first NFC appliance'>The first NFC appliance</a> <small>Nokia has announced the Play 360°, a portable speaker that...... </small></li>
</ol></p>]]></content:encoded>
			<wfw:commentRss>http://www.nearfield.org/2007/10/green-touch-at-dott07/feed</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Orooni table</title>
		<link>http://www.nearfield.org/2006/09/orooni-table</link>
		<comments>http://www.nearfield.org/2006/09/orooni-table#comments</comments>
		<pubDate>Fri, 22 Sep 2006 20:32:04 +0000</pubDate>
		<dc:creator>Timo</dc:creator>
				<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[nfc]]></category>
		<category><![CDATA[physical computing]]></category>
		<category><![CDATA[rfid]]></category>
		<category><![CDATA[table interface]]></category>
		<category><![CDATA[tangible interaction]]></category>

		<guid isPermaLink="false">http://www.nearfield.org/2006/09/orooni-table</guid>
		<description><![CDATA[Although the Touch project is primarily about NFC and mobile phones, we recently created a table-based interface. Why have we done this? Because it&#8217;s a quick demonstrator of near-field interactions in a setup that is instantly accessible. Our intentions are: To probe the perceived relationships between physical characters and their digital counterparts. It isn&#8217;t yet [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/timo/249178580/" title="Photo Sharing"><img src="http://static.flickr.com/95/249178580_6553218c12.jpg" width="500" height="375" alt="Interactive table" /></a></p>
	<p>Although the Touch project is primarily about <acronym title="Near Field Communication (a short-range wireless technology mainly aimed at usage in mobile phones.)">NFC</acronym> and mobile phones, we recently created a <em>table-based</em> interface. Why have we done this? Because it&#8217;s a quick demonstrator of near-field interactions in a setup that is instantly accessible. </p>
	<p>Our intentions are: </p>
	<ol>
		<li>To probe the perceived relationships between physical characters and their digital counterparts. It isn&#8217;t yet clear to us what kinds of interactions people will want between physical things and digital content. This is an important question for user-centred interactions with the <a href="http://news.bbc.co.uk/2/hi/technology/4440334.stm">Internet of Things</a>.</li>
		<li>To investigate the embedding 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> in physical objects, from an industrial design and material technology perspective.</li>
	</ol>
	<ol>
		<li>To uncover opportunities for new interactions that are possible with limited-range <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> such as that found in <acronym title="Near Field Communication (a short-range wireless technology mainly aimed at usage in mobile phones.)">NFC</acronym> phones and contactless ticketing. 
	<p>Our demonstrator is similar in functionality to the <a href="http://www.mediamatic.net/article-11344-en.html">Symbolic table</a> by Mediamatic, but very different in content and behaviour. It also draws on long history of research and projects in <a href="http://www.iua.upf.es/mtg/reacTable/?related">table-based interfaces</a>.</p>
	<p><a href="http://www.flickr.com/photos/timo/242281383/" title="Photo Sharing"><img src="http://static.flickr.com/85/242281383_d4789420bc_m.jpg" width="240" height="160" alt="Preparing for print" /></a><a href="http://www.flickr.com/photos/timo/248948700/" title="Photo Sharing"><img src="http://static.flickr.com/80/248948700_b40a03e7fb_m.jpg" width="240" height="160" alt="RFID in 3D print" /></a></p>
	<p>The set-up involves a table with multiple <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> readers under a glass surface, physical characters (animals, birds, figures, robots and dinosaurs) and a large screen. Each character has a unique digital identity through an embedded <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>. When a character is brought into contact with a certain point, it triggers specific animated behaviours on a large screen. These behaviours are from <a href="http://www.orooni.com/">Orooni</a> and are typical Instant Message (<acronym title="Instant Message">IM</acronym>) status like <em>hug</em>, <em>angry</em>, <em>happy</em>, <em>sick</em>, <em>sad</em>, etc. </p>
	<p>The characters have been <a href="http://flickr.com/photos/timo/242281098/">designed</a> by PhD student Kjetil Nordby and rapid prototyped using the <a href="http://www.flickr.com/photos/timo/248949520/">selective laser sintering machines</a> at <a href="http://www.aho.no">AHO</a>. Programming and the screen-based interface were created by Orooni.</p>
	<p>It has been remarkably quick to prototype; we have spent three weeks from concept to delivery and a week building the demonstrator. It is rapid prototyping in a broad sense: materials from <a href="http://www.ikea.com">IKEA</a>, computation from <a href="http://www.apple.com/macmini/">Apple</a>, off the shelf <a href="http://www.phidgetsusa.com/RFID_Reader_tags.asp">Phidgets</a> and connectivity through <acronym title="Universal Serial Bus">USB</acronym>. The software is also relatively simple, triggering events based on combinations of IDs and readers. </p>
	<p>We are rolling out the demonstrator this weekend at <a href="http://www.nearfield.org/2006/09/forskningstorget-2006">Forskningstorget</a> where it will be used by hundreds (if not thousands) of people. We&#8217;ll post more about our experience soon.</p><h4>Related things:</h4><p><ol>
<li><a href='http://www.nearfield.org/2008/08/picnic-rfid-photo-booth' rel='bookmark' title='The RFID photo booth'>The RFID photo booth</a> <small>At last year&#8217;s Picnic conference we created a networked Photo...... </small></li>
<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/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>
			<wfw:commentRss>http://www.nearfield.org/2006/09/orooni-table/feed</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Place and product-based collaborative filtering</title>
		<link>http://www.nearfield.org/2006/09/place-and-product-based-collaborative-filtering</link>
		<comments>http://www.nearfield.org/2006/09/place-and-product-based-collaborative-filtering#comments</comments>
		<pubDate>Thu, 07 Sep 2006 08:42:53 +0000</pubDate>
		<dc:creator>Timo</dc:creator>
				<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Product design]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Retail]]></category>
		<category><![CDATA[Service design]]></category>
		<category><![CDATA[Student projects]]></category>
		<category><![CDATA[amazon]]></category>
		<category><![CDATA[collaborative filtering]]></category>
		<category><![CDATA[community]]></category>
		<category><![CDATA[Near Field Communication]]></category>
		<category><![CDATA[nfc]]></category>
		<category><![CDATA[rfid]]></category>
		<category><![CDATA[wallet phones]]></category>

		<guid isPermaLink="false">http://www.nearfield.org/2006/09/place-and-product-based-collaborative-filtering</guid>
		<description><![CDATA[In March 2006 fourth year interaction design students at AHO conducted intense one-week investigations into Near Field Communication in a project called Touchable services. See more student projects. Jon Olav Eikenes, Guilia Schneider, Bjørn Erik Haugen and Marie Wennesland created a high-level concept that proposed the idea that once we start to use our phones [...]]]></description>
			<content:encoded><![CDATA[<p>In March 2006 fourth year interaction design students at <a href="http://www.aho.no">AHO</a> conducted intense one-week investigations into Near Field Communication in a project called <em>Touchable services</em>. See more <a href="http://www.nearfield.org/theme/student-projects/">student projects</a>.</p>
	<p>Jon Olav Eikenes, Guilia Schneider, Bjørn Erik Haugen and Marie Wennesland created a high-level concept that proposed the idea that once we start to use our phones to pay for things, couldn’t we also start to use <a href="http://en.wikipedia.org/wiki/Collaborative_filtering">collaborative filtering</a> of places and purchases? </p>
	<p><img id="image63" src="http://www.nearfield.org/wp-content/uploads/2006/09/touchable_service05.jpg" alt="touchable_service05.jpg" /></p>
	<p>As ‘wallet phones’ become commonplace across Asia, we need to think about how these applications will be created and marketed here in Europe. What ‘added value’ will these phones offer over cash or credit cards? In this scenario, the ‘wallet phone’ not only let the user know how much they have paid, but it will recommend and offer social commentary on their choice of both products and places.</p>
	<p><img id="image64" src="http://www.nearfield.org/wp-content/uploads/2006/09/touchable_service06.jpg" alt="touchable_service06.jpg" /></p>
	<p>Building an ‘Amazon’ for places and products is interesting because it builds upon everyday transactions and behaviour. The data that users and communities could pull out of these transactions is potentially very rich and useful. It also raises privacy concerns, but with the focus on users or communities owning and managing their own data on their personal devices, this project advocates for user-agency in such a system.</p>
	<p>More details and images at <a href="http://jonolave.blogspot.com/2006/03/task-3.html">Jon Olav&#8217;s</a> &#38; <a href="http://giuliaschnee.blogspot.com/2006/03/task-3-touchable-services.html">Giulia&#8217;s</a> weblogs.</p><h4>Related things:</h4><p><ol>
<li><a href='http://www.nearfield.org/2006/09/touchable-services-local-interactions' rel='bookmark' title='Touchable services: local interactions'>Touchable services: local interactions</a> <small>In March 2006 Fourth year interaction design students at AHO...... </small></li>
<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/2009/04/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>
</ol></p>]]></content:encoded>
			<wfw:commentRss>http://www.nearfield.org/2006/09/place-and-product-based-collaborative-filtering/feed</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Touchable services: local interactions</title>
		<link>http://www.nearfield.org/2006/09/touchable-services-local-interactions</link>
		<comments>http://www.nearfield.org/2006/09/touchable-services-local-interactions#comments</comments>
		<pubDate>Mon, 04 Sep 2006 14:44:06 +0000</pubDate>
		<dc:creator>Timo</dc:creator>
				<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Retail]]></category>
		<category><![CDATA[Service design]]></category>
		<category><![CDATA[Student projects]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[Near Field Communication]]></category>
		<category><![CDATA[nfc]]></category>
		<category><![CDATA[rfid]]></category>

		<guid isPermaLink="false">http://www.nearfield.org/2006/09/touchable-services</guid>
		<description><![CDATA[In March 2006 Fourth year interaction design students at AHO conducted intense one-week investigations into Near Field Communication in a project called Touchable services. See more student projects. Einar Sneve Martinussen, André Borgen, Paolo Dell’elce and Henrik Marstrander looked at how to increase the cohesion of local communities. As a starting point they studied a [...]]]></description>
			<content:encoded><![CDATA[<p><img id="image58" src="http://www.nearfield.org/wp-content/uploads/2006/09/touchable_service01.jpg" alt="touchable_service01.jpg" /></p>
	<p>In March 2006 Fourth year interaction design students at <a href="http://www.aho.no">AHO</a> conducted intense one-week investigations into Near Field Communication in a project called <em>Touchable services</em>. See more <a href="http://www.nearfield.org/theme/student-projects/">student projects</a>.</p>
	<p>Einar Sneve Martinussen, André Borgen, Paolo Dell’elce and Henrik Marstrander looked at how to increase the cohesion of local communities. As a starting point they studied a local record shop and looked at the intricate social and economic relationships around it. </p>
	<p><img id="image59" src="http://www.nearfield.org/wp-content/uploads/2006/09/touchable_service02.jpg" alt="touchable_service02.jpg" /></p>
	<p>They discovered an existing layer of printed, handwritten, and scrawled information in and around the record shop itself. This was a mixture of content, relying very much on local knowledge and social connections including recent arrivals, staff picks, recommendations and playlists, all of which offered rich opportunities for interaction design. They also discovered intruiging patterns and behaviours, including eccentric opening times that inspired them to look at what happened around the shop during closed periods.</p>
	<p><img id="image60" src="http://www.nearfield.org/wp-content/uploads/2006/09/touchable_service03.jpg" alt="touchable_service03.jpg" /></p>
	<p>They prototyped a simple application that offered the ability to hear and download music, playlists, new releases, etc. by touching the phone to the shop window, and conceptualised how this might be applied in other areas of the shop.</p>
	<p><img id="image61" src="http://www.nearfield.org/wp-content/uploads/2006/09/touchable_service04.jpg" alt="touchable_service04.jpg" /></p>
	<p>See more at <a href="http://henrikmarstrander.blogspot.com/2006/03/task3-touchable-services.html">Henrik&#8217;s weblog</a> with their presentation of technologies, wider ideas and research.</p>
	<p>This project was very interesting in the amount of ideas that emerged from a single context. It seems that when you begin to research a specific situation, the applications and services that emerge from it are numerous. The students here conducted a kind of situation-based brainstorming that was very rich. Situation and context provide very useful limits for for idea-generation. It also showed that <acronym title="Near Field Communication (a short-range wireless technology mainly aimed at usage in mobile phones.)">NFC</acronym> has numerous opportunities in niche communities, in contrast to typical location based services that offer generalised applications to tourists, etc. </p><h4>Related things:</h4><p><ol>
<li><a href='http://www.nearfield.org/2007/01/touchable-services-underskog' rel='bookmark' title='Touchable services: Underskog'>Touchable services: Underskog</a> <small>In March 2006 Fourth year interaction design students at AHO...... </small></li>
<li><a href='http://www.nearfield.org/2007/01/touchable-services-art-server' rel='bookmark' title='Touchable services: Art Server'>Touchable services: Art Server</a> <small>In March 2006 Fourth year interaction design students at AHO...... </small></li>
<li><a href='http://www.nearfield.org/2007/07/local-applications-and-services' rel='bookmark' title='Local applications and services'>Local applications and services</a> <small>This is a design brief, one of many themes that...... </small></li>
</ol></p>]]></content:encoded>
			<wfw:commentRss>http://www.nearfield.org/2006/09/touchable-services-local-interactions/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

