Thursday, 7 June 2012

A taste of the last few days at Floda31


The Transit of Venus comes around very infrequently (it last happened in 2004 and is next happening in 2117 – read the brilliant Dr Suzanne Aigrain to know why it's scientifically important), so to coincide with the transit on June 6th this year Super Collider organised a group of twenty people to come together at Floda31, a remote innovation lab / farm one hour north of Umea in northern Sweden. I was lucky enough to join the gang (I snuck in under the radar, as almost all were artists with projects up their sleeves linked to the transit) and here's my quick representation of the variety of actions undertaken over the last few days – it was definitely a time and place for doing. I don't know how they'll come together (whether as an exhibition, event, publication, blog etc.), but I'm sure that Super Collider will be presenting some of the finished projects over the coming weeks and months – and if they're not invariably excellent then I'll eat my hat.

anticipating

dancing 
eating
drinking
burning
swimming
climbing
talking

imagining
devising 
sawing
carrying
building

filming
exploring
listening
floating
learning
performing
collecting
tinkering
collaborating

doubting
persevering
transiting


Wednesday, 16 May 2012

What happened last night? "This Happened"


[I have to dash to get supper ready, so accept apologies for this rough draft in meantime – somehow the hook of last night is better than "the evening before yesterday"]

This happened London #12

Basics


Next event (put it in the diary!) – Oct 5th

Background to This Happened

This Happened has been going in London since 2007 (with international offshoots) and its ID is very simple: an evening all about interaction design and technology, based on three to four 10 minute talks (each with 10 minutes of Q&A). The talks tend to be about finished projects, "This [cool thing that] Happened", so the speaker can give a quick overview of what the project set out to achieve, but with the focus mainly on what came out the other side and the lessons learnt.

I've been going to miscellaneous spoken word events in London since 2008 (I worked for Intelligence Squared and have experienced the gamut of "intelligent" events in London e.g. British Library, the RSA, Southbank Centre, 5x15, and the different bits of the University of London), but despite having no background in interaction design and only a very lay understanding of technology, I'd say I'm most excited by my trips to This Happened. There's something special about atmosphere – the joie de vivre with which everyone shares their projects is infectious and the onus on imaginative side-projects gives the evenings a pleasing amateurishness which most spoken word events are lacking. I might be the exception, but I have never been lured to a This Happened event by a known name or project – rather it's been the expectation that intelligent, creative people will be introducing one of their past projects in a way that looks to entice as much discussion in the Q&A as possible. As Alexandra Deschamps-Sonsino (@iotwatch, co-organiser of TH London) put it whilst introducing the event, "if no-one asks any questions, you may as well be listening to television."

Last night didn't disappoint. There were four brilliant talks and here's my summary of each.

Haiyan Zhang (@haiyan and interaction designer at IDEO) was the main driving force behind Japan Geiger Maps (http://japan.failedrobot.com), a "real-time" visualisation of geiger counters from across Japan in the aftermath of the March 2011 earthquake and nuclear catastrophe. In the weeks and months following the explosion at Fukushima there was a lot of data being circulated about radiation levels in the vicinity and across Japan, but Haiyan wanted to turn this into useful information which average people could understand "at a glance". Using data from Japanese government sensor networks, the Safecast fixed sensor network and individual (private) geiger counters, Haiyan mapped the radiation levels on to google, displaying the numerical measurements (in µSv per hr) as well as relative strengths (compared to the average public space geiger reading for Japan) by using a colour code. Despite difficulties in data accuracy and without any marketing the website attracted 500,000 visits in its first six months.

Possible because:
Internet of Things – lots of geiger counters (especially on the Safecast network) were outputting live data on the internet.
Crowd-sourcing – citizen scientists in Japan were keen to contribute as individuals to the larger data set

Lesson:
Turning data into information is a great first step, but then it's essential not to lose sight of the need to maintain quality. The accuracy of the readings (especially from individuals) was hit-and-miss and the representation of "difference from the norm" is inherently problematic.

Adrian Hon (@AdrianHon and co-founder / CEO of Six to Start, creators of Zombies Run! (here's a great feature on the app by Tom Chatfield in the Observer) couldn't get much further than the tip of the iceberg in his talk on Perplex City, "a worldwide alternate reality game/collective puzzle
card game/treasure hunt that ran from 2005 to 2007, involving a £100,000 prize and 512 puzzle cards containing clues and rabbitholes
to an extensive online world." If I'd noticed one of these puzzle cards in Borders, I'd probably have failed at the first hurdle, but it sounds like if you were a whizz at cryptic crosswords and liked intricate stories (the narrative arc came from Orange Award-winning Naomi Alderman) then you'd have been hooked. There were plans to run the game for at least three seasons, but after the first season took twice as long to complete as expected, Adrian and the team decided to pack it in.

Lessons:
1. Letting the imagination run wild was brilliant fun, but very costly e.g. the cards themselves were ridiculously expensive (due to stock, size, smells) and the live events (with actors, logistics, venues, props) became far too complicated.
2. All of this interactivity was possible before web 2.0 (Facebook was still very small and Twitter didn't exist at all) so there's no need to be slavish to these kinds of platforms. Nevertheless crowd-sourced Wikipedia pages and Google maps mashups inevitably became essential reference tools for creators and players alike.
3. Perplex City was very exclusive – it was very difficult to drop in half-way but that did mean for the long-standing players the game was incredibly satisfying, so for his next project We Tell Stories (with Penguin) he made it much easier to pick up, which increased accessibility but made it all a bit boring.

Hannah Donovan (@han, co-founder of This Is My Jam and formerly led design at last.fm) is picking up the online music space and moving it in a constrained, high quality and slow direction.  One of Hanna's pet hates is the completely boring, rapidly-spreading, rapidly-vanishing data trails on social media websites populated with "X is listening to Y".  For her, this is an example of the social web's tendency to spread culture rather than making it.  Hannah got some nostalgic laughs by bringing up a screenshot of Lily Allen's MySpace page from 2006 and using it as an example of an individual personalised creation. Instagram has something of that too, with it's special one-at-a-time experienced.

So This Is My Jam is about sharing your favourite song of the moment and listening the same great music hand-picked by people whose music taste you respect.

Lessons:
1. Constraints are important - one song at a time was an important and ethos-defining decision. Don't think of designing in constraints as a negative thing. Scarcity can breed...

2. Quality beats quantity every time. Rather than thinking that you need to be sharing in real-time the newest new thing, a lot of Jam users are posting old classic tunes. There is a lot of new content, but that doesn't mean it's better than the old stuff.

3. Slowness is a rare but brilliant thing. Rather than constantly-updated twitter streams, Jam is all about giving people time to enjoy music. The music player doesn't have a seek function ("songs are only 2 mins 30secs on average so do your friend the favour of bothering to listen to the whole of their favourite song") and you can keep your jams online for up to one week (the average is three days).

I haven't given This Is My Jam a proper look yet – just want to get this blog post done...

James Stewart (@jystewart, tech lead for gov.uk) has had a the unusual experience as a technologist of becoming a civil servant, so I might have been guilty of paying a bit less attention here. His project, which is very much ongoing, is the creation of a single site for the whole of the UK government currently in Beta phase at https://www.gov.uk. With a website aiming to cater for the whole spectrum of society – from the average joe who wants to find out how to renew their tax disc as well as the more complex benefits claims to the active citizens who want to read the latest cabinet minutes – James very much focused on making decisions at the top level which were as generic as possible. Previous attempts at rationalising government websites had been all about site architecture, whereas James and his team had the humility to acknowledge that .gov.uk will never replace Google as the default home page – they just needed to build trust in the whole service.

Lessons:
1. Don't only iterate products, keep revisiting core principles.
2. It's vital (but increasingly difficult at scale) to work across disciplines
3. Plan for what's next. Reaching major release dates is great, but when you're managing a beast this big you can't afford lost weeks in the "aftermath" period.