1. A robotic world Thoughts on the world of the internet of things. designswarm // RIG London
2. Internet of things Letting the internet & technology change our relationship to the physical world through complex interactions. It affects how we tell stories , how we build new economies on top of data and shapes decision-making about ourselves and our environment.
7. Everything has a story The initial version of ThingLink (circa 2007) was a coded way of attaching information to the physical world.
8. But who is it for? Mir:ror was founded by Violet to use RFID stickers to attach digital content to objects. Largely replaced by semacodes at the moment.
9. How we create stories The initial version of Stickybits (2009) allowed you to associate content or links with bar codes.
10. Stories about our work Using older device interfaces to connect to a local network. this will dissapear to be replaced by a smart phone.
11. Stories that count The current version of ThingLink (2010) allows you to encode content or links on images and see the stats.
25. Data for the environment We have access to more information about our surroundings than ever before.
26. Or create products that allow a market to develop quickly because of ease Of use.
27. Data for near future policy The trick is to make that data tell a story, change policy, highlight a problem. Geiger counters are impossible to find online now.
28. Mobile The mobile app market will swallow the market of specialised products for amateurs.
30. Branded talismans What is the function of these objects as objects that allow us to connect or identify with ourselves and each other. What do they say about us?
31. *poke* We understand physical gestures in terms of digital interactions and we apply that distortion creatively.
32. LikeLight The DIY project lights up a physical button when people like a page on FB
33. Like card Renault connected an RFID card to a FB page “like” at a car show
35. Data leads to knowledge When you teach people new things, they will build applications you did not think was possible. That’s how innovation happens now.
45. -How much does it cost? -More than you think but less than a TV ad.
46. -How do I know how many people have interacted with the installation, object, environment? -Get them to interact first or measure footfall. >Hyper Island example
47. -If you know who is in a room, how do you talk to them without being creepy? -Get them to interact first. Check-ins, not Bluetooth probing.
48. -If you know how many people are in the room, how does your interaction change? -Design for one and design for many.
49. -If your interaction can be recorded how do you handle privacy? -Offer options in the same way you would in a digital context.
50. -Why augment a physical object? -Think of why a connection to the internet matters or when it doesn’t. > digital foosball example
51. Get product designers & hackers involved. Think of the long tail of a campaign. Think of the internet as a source of input & output