This was an in-depth talk on the future of technology, brand engagement. It focused on the next generation of the interface – discussing calm technology, mobile and sensor technology (location, triggers, buttons) and the future of sharing.
The talk was given at SAY:CREATE 2012 in Carmel, California on Tuesday, Sept 11, 2012.
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To reshape the digital media experience in a way that will become a new standard in
quality publishing.
Wednesday, September 12, 12
5. cyborg:
an organism “to which exogenous
components have been added
for the purpose of adapting
to new ambient spaces”
Wednesday, September 12, 12
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To reshape the digital media experience in a way that will become a new standard in
quality publishing.
Wednesday, September 12, 12
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To reshape the digital media experience in a way that will become a new standard in
quality publishing.
Flickr: cybertoad
Wednesday, September 12, 12
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To reshape the digital media experience in a way that will become a new standard in
quality publishing.
Univac 1 ~1950’s ^^
iPhone ~2000’s >>
Wednesday, September 12, 12
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To reshape the digital media experience in a way that will become a new standard in
quality publishing.
traditional anthropology
Wednesday, September 12, 12
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To reshape the digital media experience in a way that will become a new standard in
quality publishing.
Flickr: futurestreet
cyborg anthropology
Wednesday, September 12, 12
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the
automatic
production
of space
Wednesday, September 12, 12
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To reshape the digital media experience in a way that will become a new standard in
quality publishing.
Wednesday, September 12, 12
15. Hyperlinked
Memories
Wednesday, September 12, 12
16. Nick
Rodrigues
Email Garden, 2011
Wednesday, September 12, 12
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To reshape the digital media experience in a way that will become a new standard in
quality publishing.
information
jet-lag
Wednesday, September 12, 12
19. Panic
Architecture
Wednesday, September 12, 12
20. Devices
and their
discontents
Wednesday, September 12, 12
21. Devices
and their
discontents
Wednesday, September 12, 12
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To reshape the digital media experience in a way that will become a new standard in quality publishing.
Flickr: GenoDM
Temporarily Negotiated Private Space
Wednesday, September 12, 12
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To reshape the digital media experience in a way that will become a new standard in
quality publishing.
Nick Rodrigues
Portable Cellphone Booth
Wednesday, September 12, 12
27. Mann’s Real-life Adblock
To reshape the digital media experience in a way
that will become a new standard in quality
publishing.
Wednesday, September 12, 12
28. Twiddler by HandyKey
Corporation
One-Handed Key
Chording USB
Keyboard
Wednesday, September 12, 12
29. Remember the Milk
Contextual Notification Systems
Virtual Post-It Notes with Image Processing
1995
Wednesday, September 12, 12
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To reshape the digital media experience in a way that will become a new standard in
quality publishing.
Computer-Mediated Reality:
Face Recognition and History
Wednesday, September 12, 12
31. To reshape the digital media experience in a way that will become a new standard in
quality publishing.
Evolution of Prosthesis
Wednesday, September 12, 12
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Today
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To reshape the digital media experience in a way that will become a new standard in
quality publishing.
Wednesday, September 12, 12
33. Borg Group – MIT Media Lab
Wednesday, September 12, 12
34. Thad Starner
Georgia Tech
Wednesday, September 12, 12
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To reshape the digital media experience in a way that will become a new standard in
quality publishing.
Wednesday, September 12, 12
45. Calm technology
Actions as buttons
Invisible interfaces
Trigger-based interactions
Wednesday, September 12, 12
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SUBHEADLINE CAN GO HERE OR DELETE THIS BOX.
To reshape the digital media experience in a way that will become a new standard in
quality publishing.
Wednesday, September 12, 12
47. An Invisible
Button 120m
1500m
Wednesday, September 12, 12
48. Functional Location-Based Reminder Applications
2006
To reshape the digital media experience in a way that will become a new standard in
quality publishing.
Wednesday, September 12, 12
57. Location-based
Augmented Reality
Wednesday, September 12, 12
58. Use Case: Home
Automation
Energy management and
notifications
-Enter the house, the
lights turn on
-Leave, and the lights
turn off
Wednesday, September 12, 12
59. Real-Time
Hyperlocal
Weather
Wednesday, September 12, 12
65. Bringing
Wikipedia
to Life
Wednesday, September 12, 12
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To reshape the digital media experience in a way that will become a new standard in
quality publishing.
Don’t Eat That! Reid Beels
Wednesday, September 12, 12
67. The best technology
is invisible
It should get out of the way
and connect people.
Wednesday, September 12, 12
70. Thank you!
Amber Case
@caseorganic
http://geoloqi.com
case@caseorganic.com
Wednesday, September 12, 12
71. Amber Case
@caseorganic
http://geoloqi.com
case@caseorganic.com
Wednesday, September 12, 12
Hinweis der Redaktion
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More about steve mann \n
But not the cyborgs you think. \n
an organism “to which exogenous components\nhave been added for the purpose of \nadapting to new environments”\n
We’ve always been entangled with technology Source: NASA\n\nNASA should be acknowledged as the source of the material \n\npeople now understand the risks of facebook -- but they’re entangled with it - so they can’t just leave, because their identity is there. they’d be killing off their second self. which makes this a mild dystopia. you know it’s bad to use, but you don’t have another options the anthropological study of technology is not new. anthropologists have been studing it for a long time. the macy meetings, for instance. margaret mead and norbert wiener. and then 1993 -- and then it was applied to a few things, not enough. sherry turkle came up with the concept of the second self.\n\nSource: http://www.nasa.gov/mission_pages/station/main/iss009e29620_feature.html \n
Our first tools were extensions of the physical self \n\nWe’ve been cyborgs from the first tools \nBut – they’ve extended physical selves – not the mental selves. \n\nFlickr: cybertoad but really we've always been borg from the first toolsAttribution-NonCommercial-NoDerivs 2.0 GenericYou are free:to Share — to copy, distribute and transmit the workUnder the following conditions:Attribution — You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work). What does "Attribute this work" mean? The page you came from contained embedded licensing metadata, including how the creator wishes to be attributed for re-use. You can use the HTML here to cite the work. Doing so will also include metadata on your page so that others can find the original work as well. Noncommercial — You may not use this work for commercial purposes. No Derivative Works — You may not alter, transform, or build upon this work.\n
And technology extendsthe mental self. \n \nBut these new tools bring with them very curious things. \nThey cry, and we have to pick them up. \nWe have to replace them. \n
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cybog anthropology is looking at the technologized worlds and firuging out what kinds of strange tools they use \nAnd cyborg anthropology looks at technologically advanced cultures and examines their tool use and strange customs. \n
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You’re dealing with machines that are larger on the outside than on the inside. \n\nBut you get an automatic production of space! \n\nYou can put all sorts of things into computers and devices. Photos, software, writing, ect. It’s like Mary Poppins technology. \nIn reality, if you put a bunch of pictures into a room, that room gets full. \nWhen you put information into a hard drive, the hard drive stays the same weight. \nWhen you put information onto the Internet, you don’t feel the weight at all. The weight is being stored somewhere else. ‘\n\nWhat does 9 years of data really look like? \n
If you take all of the material out of the average computer and print it out, what do you get? \n\nCutwater agency did this in a campaign for Maxtor hard drives. They took 8 years of digital photos, printed them out, and stuck them together. \n\nAnd this is what it looked like. \n\nHow do we get all this info! \nWell, it’s really easy to create. \n
And as we start to use the web for all of our data, we begin to get hyperlinked memories. \n\nInstead of real memories, we’re beginning to have hyperlinked memories. \n\nDigital Anthropologist Michael Wesch talked about a bunch of kids getting together to hang out. In reality, kids try to one-up each other with the best stories. In this case, they were trying to link each other to the best YouTube videos. Memories had become hyperlinks. \n\nWhen one uploads images online, those images become hyperlinked memories. An address book or online document or E-mail is also a hyperlinked memory. It is an external memory stored outside the self for later access. \n
Email garden gorws synthetic grass at the same rate as his personal email account, \n\nOver time the desk transforms from a useful work surface into an overflowing vessel of synthetic communication and endless obligations.\n
To get to these hyperlinked memories, we must become increasingly skilled virtual paleontologists. The E-mail inbox is the best example of this. Every day our memories and data is covered by a new layer of dust, spam, and items to be responded to. If we need something from our past, we must dig through the newly accumulated items in order to get it. But instead of using a hammer and a chisel, brush and field notebook, we use keywords and search results, tags and categories. \n
And as we add browsers, cell phones, social networks and other objects, each of these things has it’s own time. \n
An Extended Nervous Systems leads to the need \n
If you keep a device for too long, it turns against you. \nHis external brain was ugly. \n
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In 1995, Marc Auge wrote Non-Places – an introduction to supermodernity. A place is something in which one has “identity, relation and history”. According to Auge, places like airports and Subways are not places, because they offer the individual no identity, relation or history. They are only places betwixt and between here and there. They are places that are passed through, but not lived in. \n\nGeorge carlin \nAs mobile individual spends more and more time in non-places like airports or security lines, the individual self reaches out for something to do. This is why pod devices such as the iPhone and portable music player have become so popular. They provide us with reconnection to something familiar while we wait through the endless corridors and interface changes of lines and airports and public transit. \n
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`Smart Clothing': Wearable Multimedia Computing and `Personal Imaging' to Restore the Technological Balance Between People and Their Environments*\nYay for wearables!\nwearcam.org/acm-mm96/index.html\n
http://www.media.mit.edu/wearables/lizzy/\n
Google cofounder Sergey Brin wore a Project Glass prototype at a charity function in San Francisco in April.Credit: Corbett Lee/Foundation Fighting Blindness/AP\n\n“Google let me speak to Starner, a technical lead for the project, who is one of the world's leading experts on what it's like to live a cyborg's life. He has been wearing various kinds of augmented-reality goggles full time since the early 1990s, which once meant he walked around with video displays that obscured much of his face and required seven pounds of batteries. Even in computer science circles, then, Starner has long been an oddity. I went to Google headquarters not only to find out how he gets by in the world but also to challenge him. Project Glass—and the whole idea of machines that directly augment your senses—seemed to me to be a nerd's fantasy, not a potential mainstream technology.” http://www.technologyreview.com/review/428212/you-will-want-google-goggles/\n\n“Starner, meanwhile, was the picture of concentration. His tiny display is connected to a computer he carries in a messenger bag, a machine he controls with a small, one-handed keyboard that he's always gripping in his left hand. He owns an Android phone, too, but he says he never uses it other than for calls (though it would be possible to route calls through his eyeglass system). The spectacles take the place of his desktop computer, his mobile computer, and his all-knowing digital assistant. For all its utility, though, Starner's machine is less distracting than any other computer I've ever seen. This was a revelation. Here was a guy wearing a computer, but because he could use it without becoming lost in it—as we all do when we consult our many devices—he appeared less in thrall to the digital world than you and I are every day. "One of the key points here," Starner says, "is that we're trying to make mobile systems that help the user pay more attention to the real world as opposed to retreating from it.” \n
We’re all growing up connected. \nGetting used to your second self. \n
Sense Bridge - Haptic Compass Belt\nA series of motors like peas in a pod.\n
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We’re all growing up connected. \nGetting used to your second self. \n
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I gave this talk, and then started building what I was talking about. \n
Mention Jumpcut: \n\nSuperhuman interaction design describes the process of designing\ninterfaces to amplify human intellect, joy, and power to interact with\ninformation. Superhuman interfaces are successful because they provide\nnot only a mentally joyful experience, but a physiologically joyful one as\nwell.\nIn order for an interface to be considered superhuman, it has to have the\nfollowing characteristics:\n• Minimize visual skeuomorphic cues and reduce the interaction to\naction ratio. Flipboard reduces the page curl to a centralized pivot,\nand allows a page to be turned with the touch of a finger.\n• Make the user feel physiologically empowered. Present information in\na way that makes the user feel more powerful than the information,\nnot overwhelmed.\n• Make the user feel exhilarated when using the interface, as if they\nhad suddently turned into a superhuman and they are able to do this\nbecause you’ve made them an excellent interface that empowers them\ninstead of frightens them and makes them run away from data.\nJumpCut is an example of a superhuman interface in that it extends\none's short term memory into a digital data store. allows one to store up\nto 50 clipboard objects and access them with a tiny set of keyboard\nshortcuts. The interface is invisible until one needs it. It makes me feel\nlike my short term memory is suddenly 50 memories long, instead of just\n4 or 5.\nThe iPad app Flipboard represents a very important turning point in\nSkeuomorphic interaction design. It takes the best parts of the page\nturn, reduces them by half (the page pivots from the middle, not the\nside) and presents the reader with more information instantly. It is\nseamless. It is empowering. And because of that, it is relaxing.\n
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I gave this talk, and then started building what I was talking about. \n
But they can be used to bring forth the next chapter of interfaces. The invisible interface. \n
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It will turn you into a superhuman. You can press a button and talk with someone without having to physiclaly leave where you are. The world is small – you can stand on one side of the world, whisper something and be heard on ther other. \n
It will turn you into a superhuman. You can press a button and talk with someone without having to physiclaly leave where you are. The world is small – you can stand on one side of the world, whisper something and be heard on ther other. \n
We’re all growing up connected. \nGetting used to your second self. \n
Proximal Notification using GPS and SMS\nThere's a lot more to the social equation than just automatically checking in. GPS is useful for a number of things.\nFor instance, proximal messaging reduces the need for outgoing text messages. Instead of needing to send a text message like "I'm late!" or "stuck in traffic", I can simply look at Aaron's GPS any time to see if he'll be late for a meeting, if he's having trouble finding a parking spot, or if he's left the office.\nBut that method of co-location negotiation still requires user action. In an effort to reduce that, Parecki set up what has proven to be my favorite part of the entire system: proximity notification.\nNow, instead of having to look at Parecki's GPS map, the system detects when we are within a certain distance of each other. I usually know when Parecki is near when I get a text message that says "you are 0.4 miles from aaronpk". When I get a message that says "you are 0.1 miles from aaronpk" I know that he's arrived, and I can go meet him.\nThis structure reduces the need for two common co-location drags: the message "on my way", and the message "here". Both messages require user action and imputs. These actions can be costly, especially when struggling to split concentration between driving and texting, or the sheer inability to text while on bike.\n---\nAaron Parecki developed this. You can learn more about his GPS experiments here: aaronparecki.com/GPS_VisualizationAnd he can be followed on Twitter at: twitter.com/aaronpk\n
Where is @caseorganic? (Spotmetrix 3dar view)\nspotmetrix.com/products/3dar\n
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It really starts to work when you enable large datasets and allow them to be invisible. \nThe button reduces the friction between the real world and the digital one. \nInstead of looking at your device you look at the world and have the world added to you. \n
It really starts to work when you enable large datasets and allow them to be invisible. \nThe button reduces the friction between the real world and the digital one. \nInstead of looking at your device you look at the world and have the world added to you. \n
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Explain map attack game at Stanford. While we were there, Mark from Spot Metrix quickly set up a viewer for the game board in his augmented reality view framework!\n
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I’ve lived in Portland for 6 years and I haven’t known about buildings. \n
Sends users notifications of restaurants nearby their location that are below a threshold of cleanliness. \nMade by Reid Beels at a Geoloqi Hackathon\n\nExample: take restaurant inspection scores, and send an SMS if you’re near a restaurant with a low score.\n
Children will enter into a hyperconnected world where they will begin to program it. \nThey will use systems as playgrounds \nAllow them opportunities for play\nAnd they will create very intelligent things. \n