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Workshop notes
Bill Gaver (UK)
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Ludic design Bill Gaver introduced the ludic design approach developed at the Computer-related design (CRD) group at Royal College of Art. He introduced the topic with an image from the SIMS game, where the simulated family is engaged in ëordinaryí home routines. Bill presented two design research projects that have used playful methods, such as ëprobesí to capture hidden aspects of everyday life. During our work, we never met the Sims, Bill concluded.
Vocabulary for ludic design
Bill Gaver's lecture at UIAH, Helsinki 28.02.2002. Notes by Minna Tarkka.
1. Home. Home life is usually conceived as a cycle of working, consuming and relaxing, and home technologies are supposed to help us to perform these activities. The Sims game is based on this assumption, and so is a lot of design and technology for the home. 2. Homo ludens. But actually home values are more subtle and not so task-oriented: people are inventing new things, endulging in curiosity. The Sims father may look into the fridge, not for getting food but in admiration of the fluorescent molds in there.. Could technology support these more ludic values? 3. Narrative. Artefacts imply narratives; imagination may be captured by objects. Commercial narratives fit simple genres ‚ advertisements depict the sitcom family, where nobody is too weird: ìthink different, but not too differentî is the message. Ludic design may suggest new stories ‚ like that of the Artificially Intelligent Bird-feederÖ 4. Commodification. There is a tendency of almost everything to become a commodity: goods, brands, bloodÖ even emotions. Objects like the Princess Diana coffee cup can be seen as genuine expressions of grief while on the other hand they also work to alienate people from their emotions. 5. (Re)appropriation. Design notions, however radical or interesting can be eaten by ëmass cultureí. It is important to fight commodification by taking things back and rearranging them, like Sophie Calle does in her phone booth installations. The Rca studio appropriates both public (Democratic advertising billboard) and private technologies (Atlantis in My Kitchen ‚ a device for close-up views from inside the akvarium) 6. Projection. Ambiguity is usually considered a bad thing ‚ for example in interface design, where icons such as the trash can may suggest ambiguous functions and outcomes. Ludic design uses ëprobesí - intentionally ambiguous questions, objects, tasks - in order to elicit richer responses and inspiration from the users. 7. Suggestion. Ludic design suggests new approaches to the everyday environment ‚ The Listening Glass is a normal drinking glass, but the suggestion is to use it for ëcapturingí interesting noises (put it up to your ear and listen, then write down what you heard). The Intimate View Camera constrains the lens to show extreme close ups of skin or the environment ‚suggesting an intimate communication between lovers. The Presence project (1997-99) was realized in 3 European countries ‚ Norway, Italy and the Netherlands. Its aim was to research and develop tehcnologies to increase the presence of elderly people in their local communities. Bill presented the project developed for the Bijlmermeer district south of Amsterdam ‚ an area with a bad reputation, high crime and drug use rates.
Establishing a conversation
Developing ideas
Testing the system
What was learned?
More on the Presence project, see http://www.presenceweb.i3net.org/
EQUATOR, a six year r&d project between 8 universities (2000-), allows the CRD group to take the lessons from Presence further. Focusing on Domestic environments, CRD has recruited 20 volunteering households in London to focus on the more ludic activities in the home. ìHome is heaven for beginnersî ‚ a place where you do what you want to do ‚ is one of the starting points for the project.
Domestic probes
- Repackaged disposable cameras, with instructions printed on them, including: ìSunday at 8 pmî, ìsomething redî, the ìspiritual centre of the homeî ìyour most private objectî; another camera for documentation of home routines
Proposals
Props
Some scenarios were taken further towards concepts, and realized as ëpropsí to be tested on site in the homes for situated feedback. A bird activity sensing device for a lady who kept a roomful of birds; telerobot arm for aquarium viewing, and ëpositive action tví reacting to broadcasted violence. The next phase is to develop actual prototypes, among them a ëhome health monitorí system, which is not meant to be used as a control device but for sensing the home ambience in more subtle, even spiritual ways.
The work at CRD deals a lot with speculative design and speculative technology. But it also brings to light imporant aspects of everyday life and helps to take design beyond the one-size-fits-all mainstream. During our projects, we never met the Sims, Bill conlcuded.
More on the EQUATOR http://www.crd.rca.ac.uk/equator/
Why are the probes so heavily designed? was a question from the audience. One reason is to introduce the design groupís interests and aesthetics; another would be to signal the groupís commitment towards the project while making the probes more seductive to use. Instead of glossy commodities, the probes however are a medium for communication.
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INTERACTIONMASTERS
Chris Hales (UK)
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