Présentation aux Entretiens du Nouveau Monde Industriel 2009 abordant la manière dont certaines préconceptions (sur ce que sont/veulent les usagers) sont inscrites dans les objets communicants lors de leurs conception. La présentation aborde des alternatives plus larges.
From the Minitel to the Nabaztag: lessons from French design iconsnicolas nova
Slides from a talk at ixda interaction 18 in Lyon, France, about the lessons one can derive from exploring past technologies. I took the French context and describe the implications of the Minitel, the Nabaztag,T Teletactica as well as the Jacquard Loom for interaction design nowadays.
The document is a program for an event featuring various digital art and media works including interactive pieces like "Joypads!" and "Buttons", generative art like "Generative Detective", and conceptual works exploring new media like "A Ship Adrift" and "The Descriptive Camera". It also references theorists like Lev Manovich and includes music by artists like Fatima Al-Qadiri. The event focuses on procedural cultures, remixes, media hybrids, and creolization in new digital art forms.
The document discusses machine-generated and algorithmically produced texts. It provides examples of literary works generated from log files, social media posts, images and metadata. It also discusses tools and methods for analyzing and visualizing texts, such as social network analysis of character relationships in literary works. The document suggests the potential for human-machine collaboration on text generation is large and emerging areas include customized e-books and interactive digital literature.
From the Minitel to the Nabaztag: lessons from French design iconsnicolas nova
Slides from a talk at ixda interaction 18 in Lyon, France, about the lessons one can derive from exploring past technologies. I took the French context and describe the implications of the Minitel, the Nabaztag,T Teletactica as well as the Jacquard Loom for interaction design nowadays.
The document is a program for an event featuring various digital art and media works including interactive pieces like "Joypads!" and "Buttons", generative art like "Generative Detective", and conceptual works exploring new media like "A Ship Adrift" and "The Descriptive Camera". It also references theorists like Lev Manovich and includes music by artists like Fatima Al-Qadiri. The event focuses on procedural cultures, remixes, media hybrids, and creolization in new digital art forms.
The document discusses machine-generated and algorithmically produced texts. It provides examples of literary works generated from log files, social media posts, images and metadata. It also discusses tools and methods for analyzing and visualizing texts, such as social network analysis of character relationships in literary works. The document suggests the potential for human-machine collaboration on text generation is large and emerging areas include customized e-books and interactive digital literature.
This document summarizes Nicolas Nova's presentation on ethnography and user experience design. It discusses how ethnography involves observing people in their natural environments to understand their behaviors and motivations. It then presents two case studies where ethnography was used: one involving accelerometer-based entertainment prototyping, the other exploring "curious rituals". The conclusion emphasizes that good design requires understanding users through techniques like ethnography combined with a designer's skills and perspectives.
Skeuomorphs in interaction design: ornament or affordance?nicolas nova
A talk given at Flashbacks: Nostalgic media and mediated forms of nostalgia International Conference (13-14 September 2012) at the University of Geneva.
This document discusses future technologies and creative works exploring new digital frontiers. It describes several projects like "Robot-readable world" that envision how machines could understand visual media. Other projects like "Wanderlust" and "Pigeon blog" explore location-based or mobile storytelling. The document also references "Pig Chase", an art project tracking pigs using sensors. In conclusion, the document argues there are intriguing new creative avenues emerging below the surface of mainstream media like the "New Aesthetic" and "Epizoic Media". It suggests "Creolization" could be a metaphor for envisioning the future by blending disparate elements.
Nicolas Nova runs the Near Future Laboratory to investigate emerging technologies and innovations through field studies, artifact analysis, and cultural observations. He uses these methods to map design spaces and identify weak signals of future trends. His work involves creating frameworks, prototypes, and design fictions to start conversations around potential near-future scenarios. He then spreads these ideas through workshops, events, and publishing to help inform design processes.
Mobile and location-based serious games?nicolas nova
Mobile and location-based serious games can provide learning experiences anywhere and anytime by personalizing to a user's schedule and context. Various technologies like GPS, WiFi, cameras, and sensors can be leveraged in mobile devices to go beyond just phones. Some examples of early location-based serious games include reverse geocache puzzle boxes, Mogi for collecting virtual objects in real locations, and Shadow Cities for augmented reality territorial control. However, challenges remain in terms of technology limitations, user privacy concerns, and ensuring interoperability across platforms. A bottom-up approach starting with small-scale experiments is recommended to help address these challenges.
Robot fictions: entertainment cultures and engineering research entanglementsnicolas nova
This document summarizes research on the relationship between robot fiction in popular culture and engineering research. It discusses how science fiction introduced concepts like robotic personalities and behaviors that influenced robot design. Recurring themes in fiction around robot shapes, behaviors, and automation are explored, as well as how fiction grapples with problems like defining what constitutes harm. The document argues that science fiction and technology development co-construct each other, with films inspiring new technologies and technology fueling new fictional visions.
locative media few years after: what did we learn?nicolas nova
This document outlines the key points from a presentation on locative media given several years after its emergence. It discusses the history of locative media, including expected uses that did not fully materialize. Lessons learned include the variety of positioning techniques, issues with self-declaration and infrastructure requirements. Opportunities discussed include moving beyond individual usage to collective experiences and considering more than just people's locations. The role of storytelling and content is debated, as well as narrative structures in locative media. The workshop activities focused on discussing what enables adoption of locative media and designing examples for news, advertising, stories and movies.
This document traces the evolution of video game controllers from early button-based controllers to modern gestural interfaces like the Wii and Kinect. It begins with a genealogy of game pad shapes showing how they evolved from simple brick shapes to more ergonomic designs. It then outlines the advantages and disadvantages of gestural interfaces compared to traditional controllers. The rest of the document describes various studies conducted on gestural gaming including analyzing how people explore game spaces, perceive realism, and behave while playing gestural games. It concludes with discussing prototypes created and design recommendations for seamfully integrating gestural controls.
From Neuromancer to the Internet: the Role of Science Fiction Culture in Designnicolas nova
Keynote speech at the Junior Research Day - Swiss Design Network Basel, October 28th, 2010.
This talk was intended to give students an overall perspective of the relationships between Sci-Fi and design.
Accidents and Failures as Fertile Creative Ground for the Near Futurenicolas nova
This document discusses accidents and failures involving robots and how they can provide opportunities for design improvement. It presents a typology of failures that includes technical accidents caused by flawed sensors or messages. It also discusses intentional accidents caused by users punching or kicking frustrated machines. The document advocates provoking failures and observing user behavior to understand mental models and frustration points. Design should aim to minimize failures while avoiding accidents. Case studies of location-based games and the Wii demonstrate how provoking failure can provide insights to enhance the user experience. In conclusion, "failure cases" should be collected alongside design patterns for inspiration.
This document summarizes the history and evolution of video game controllers, specifically gamepads and direction pads (d-pads). It traces the origins of d-pads to 1980 when Gunpei Yokoi at Nintendo developed the first d-pad for a handheld game device. It describes how d-pad designs evolved over time as new game systems were developed, changing shapes from simple crosses to more complex geometric shapes. The document explores hypotheses for why gamepads remained prominent inputs even as motion controls emerged and presents diagrams mapping the evolution and adaptations of d-pad shapes across different controllers over time.
Solar progeria versus renaissance of urban fictionsnicolas nova
A talk I've given on June 12 at the Cinémathèque Suisse in Lausanne. It's about representation of urban environments in science-fiction, how they aged... and how designer's work (design fiction) propose original representation about future cities.
This document summarizes Nicolas Nova's presentation on ethnography and user experience design. It discusses how ethnography involves observing people in their natural environments to understand their behaviors and motivations. It then presents two case studies where ethnography was used: one involving accelerometer-based entertainment prototyping, the other exploring "curious rituals". The conclusion emphasizes that good design requires understanding users through techniques like ethnography combined with a designer's skills and perspectives.
Skeuomorphs in interaction design: ornament or affordance?nicolas nova
A talk given at Flashbacks: Nostalgic media and mediated forms of nostalgia International Conference (13-14 September 2012) at the University of Geneva.
This document discusses future technologies and creative works exploring new digital frontiers. It describes several projects like "Robot-readable world" that envision how machines could understand visual media. Other projects like "Wanderlust" and "Pigeon blog" explore location-based or mobile storytelling. The document also references "Pig Chase", an art project tracking pigs using sensors. In conclusion, the document argues there are intriguing new creative avenues emerging below the surface of mainstream media like the "New Aesthetic" and "Epizoic Media". It suggests "Creolization" could be a metaphor for envisioning the future by blending disparate elements.
Nicolas Nova runs the Near Future Laboratory to investigate emerging technologies and innovations through field studies, artifact analysis, and cultural observations. He uses these methods to map design spaces and identify weak signals of future trends. His work involves creating frameworks, prototypes, and design fictions to start conversations around potential near-future scenarios. He then spreads these ideas through workshops, events, and publishing to help inform design processes.
Mobile and location-based serious games?nicolas nova
Mobile and location-based serious games can provide learning experiences anywhere and anytime by personalizing to a user's schedule and context. Various technologies like GPS, WiFi, cameras, and sensors can be leveraged in mobile devices to go beyond just phones. Some examples of early location-based serious games include reverse geocache puzzle boxes, Mogi for collecting virtual objects in real locations, and Shadow Cities for augmented reality territorial control. However, challenges remain in terms of technology limitations, user privacy concerns, and ensuring interoperability across platforms. A bottom-up approach starting with small-scale experiments is recommended to help address these challenges.
Robot fictions: entertainment cultures and engineering research entanglementsnicolas nova
This document summarizes research on the relationship between robot fiction in popular culture and engineering research. It discusses how science fiction introduced concepts like robotic personalities and behaviors that influenced robot design. Recurring themes in fiction around robot shapes, behaviors, and automation are explored, as well as how fiction grapples with problems like defining what constitutes harm. The document argues that science fiction and technology development co-construct each other, with films inspiring new technologies and technology fueling new fictional visions.
locative media few years after: what did we learn?nicolas nova
This document outlines the key points from a presentation on locative media given several years after its emergence. It discusses the history of locative media, including expected uses that did not fully materialize. Lessons learned include the variety of positioning techniques, issues with self-declaration and infrastructure requirements. Opportunities discussed include moving beyond individual usage to collective experiences and considering more than just people's locations. The role of storytelling and content is debated, as well as narrative structures in locative media. The workshop activities focused on discussing what enables adoption of locative media and designing examples for news, advertising, stories and movies.
This document traces the evolution of video game controllers from early button-based controllers to modern gestural interfaces like the Wii and Kinect. It begins with a genealogy of game pad shapes showing how they evolved from simple brick shapes to more ergonomic designs. It then outlines the advantages and disadvantages of gestural interfaces compared to traditional controllers. The rest of the document describes various studies conducted on gestural gaming including analyzing how people explore game spaces, perceive realism, and behave while playing gestural games. It concludes with discussing prototypes created and design recommendations for seamfully integrating gestural controls.
From Neuromancer to the Internet: the Role of Science Fiction Culture in Designnicolas nova
Keynote speech at the Junior Research Day - Swiss Design Network Basel, October 28th, 2010.
This talk was intended to give students an overall perspective of the relationships between Sci-Fi and design.
Accidents and Failures as Fertile Creative Ground for the Near Futurenicolas nova
This document discusses accidents and failures involving robots and how they can provide opportunities for design improvement. It presents a typology of failures that includes technical accidents caused by flawed sensors or messages. It also discusses intentional accidents caused by users punching or kicking frustrated machines. The document advocates provoking failures and observing user behavior to understand mental models and frustration points. Design should aim to minimize failures while avoiding accidents. Case studies of location-based games and the Wii demonstrate how provoking failure can provide insights to enhance the user experience. In conclusion, "failure cases" should be collected alongside design patterns for inspiration.
This document summarizes the history and evolution of video game controllers, specifically gamepads and direction pads (d-pads). It traces the origins of d-pads to 1980 when Gunpei Yokoi at Nintendo developed the first d-pad for a handheld game device. It describes how d-pad designs evolved over time as new game systems were developed, changing shapes from simple crosses to more complex geometric shapes. The document explores hypotheses for why gamepads remained prominent inputs even as motion controls emerged and presents diagrams mapping the evolution and adaptations of d-pad shapes across different controllers over time.
Solar progeria versus renaissance of urban fictionsnicolas nova
A talk I've given on June 12 at the Cinémathèque Suisse in Lausanne. It's about representation of urban environments in science-fiction, how they aged... and how designer's work (design fiction) propose original representation about future cities.
Solar progeria versus renaissance of urban fictions
Notes de l'éditeur
Bonjour, après cette présentation de Jean-Louis Fréchin qui présente les enjeux du design liés à ces nouveaux objets, je vais continuer sur cette lancée et aborder la manière dont ces objets sont pensés pour les usagers. Le point de départ de cette présentation réside dans une discussion avec mon voisin à Genève, Basile Zimmermann sur le questionnement et l’analyse des objets: qu’est-ces nouveaux objets nous disent et révèlent, notamment sur ce que leur créateurs projettent en termes d’usages.
Zimermann, N (2008). “Uncovering Cultural Issues in the Internet of Things: A Design Method.” Paper presented at the Internet of Things 2008 (Social-IoT Workshop, Designing the Internet of Things for Workplace Realities: Social and Cultural Aspects in Design and Organisation), Adjunct Proceedings, Florian Michahelles (Ed.), pp. 100-104, Zurich, 2008.
Jacques, E. (2009)...
Ce que ma collègue Emmanuelle Jacques dénomme “figure de l’usager”
Je suis consultant... réalisant des études sur les usages de technologies et l’étude des pratiques... pour travailler ensuite avec des designers sur la conception de produits...
Après l’inclusion de la force mécanique, électrique... dans les objets... il s’agit maintenant de “computation”, de mise en réseau et de l’adjonction de capteurs qui enregistrent des données. Par ailleurs, la nouveau réside aussi dans le fait qu’à l’objet physique correspond une composante “numérique” (Mike Kuniavsky parle d’information shadow voire même d’avatar) qui transforme l’objet en producteur de service
internet des objets, everyware, ubicomp, objets communicants... différents récits comme le décrira Daniel Kaplan demain
on parle d’internet des objets, d’ubiquitous computing, de everyware... mais finalement peu des PRODUITS existants... il existe finalement bcp de petits projets... qui incluent des techno de l’information dans les objets...
et au fond chacun de ces objets nous raconte des choses sur la manière dont les designers inscrivent des décisions sur les usagers dans les objets L'objet tend à intégrer les intentions humaines qui président à sa conception. Whether intentionally or not, the design of a technology embeds particular expectations of purpose, context, practice and use. Scripts can be intentional (on the part of the designer) or not, they can be material or semiotic, and they can be relatively open (flexible) or closed (prescriptive).
Il est ainsi possible de faire remonter les représentations des usagers inscrites dans les objets. L’histoire des techniques, et notamment de l’informatique, se base sur des représentations des usagers assez particulières et qui tendent vers la simplification. C’est ce que j’ai découvert en lisant la thèse de Emmanuelle Jacques qui cite un ouvrage de Thierry Bardini sur ce sujet: “Douglas Engelbart, Coevolution, and the Origins of Personal Computing”.
Voici par exemple Joe et Josephine dans le livre de Henry Dreyfuss
En informatique, c’est certainement Sally qui a été prépondérante... et cela en opposition avec les idées de Douglas Engelbart comme le montre encore une fois Thierry Bardini à propos de la simplification au cours du temps de la représentation de l’usager dans l’informatique
Je citerai également le modèle de Card and Moran...
... qui est intéressant car réfléxif: l’usager que les créateurs ont en tête quand il design est lui-même modélisé sur une architecture d’ordinateur!
A la fin la représentation de l’usager que l’on obtient aujourd’hui c’est celle-ci, caricaturée par Dan O’Sullivan et Tom Igoe dans leur livre sur le Physical Computing. Ce n’est pas forcément la représentation voulue au départ mais c’est ce que tout une cascade de décisions à amené depuis Sally.
Tirée de “Physical Computing: Sensing and Controlling the Physical World with Computers” par Tom Igoe et Dan O'Sullivan
Allons voir maintenant dans les nouveaux objets d’aujourd’hui...
Wikireader: It’s the size of a thick  
table coaster, and contains nearly the entire text of the English  
Wikipedia.
That’s 3.1 million articles, written and edited by volunteers. The  
WikiReader is sold online, shipped worldwide and made by OpenMoko, a  
Taiwanese company.
même après 100 ans d’écran on est toujours empêtré dans les problèmes...
Est-ce que l’on veut un internet des écrans (qui ne marchent pas bien)?
Est-ce que c’est cela le futur de la réalité augmentée? Voir le monde à travers un nuage de spam?
“my life in a pie chart”
removal or delegation of responsibility
demande “t’es où” ou déclarer sa localisation est différent d’un système qui envoit automatiquement cette informations à ses contacts
ambivalence céder le contrôle versus garder le contrôle (faire passer le assist versus automate dans la partie 3?)
qubit web tablet + whirlpool: Whirlpool features a refrigerator that has a special Web tablet made by Qubit Technologies. The refrigerator scans items as they go in and out, keeping an inventory of what it contains. When a home runs out of certain groceries, the Qubit device can automatically order more from an online grocer and schedule a convenient delivery.
virilio utilisateur handicappé réduit à un doigt, paternalisme et pas de confiance dans les utilisateurs
evidemment il y a d’autres archétypes possibles mais voyons maintenant des alternatives
Autres formes d’interactions que le passage par l’écran
Tamagotchi+sampler
volonté de modifier l’objet, de l’enrichir au cours du temps... pour améliorer la valeur de l’objet qui est vide au départ... le faire évoluer par rapport à toi
oto = sound in japanese
sound .> organism
You hook the little creature into the headphone jack of your MP3 player, plug in your headsets up top and you'll see your little otoism respond to the music you're playing. Also, it has a mic so when you talk to your little otoism, you can get a kotoba
... qui vous donne une genuine incitation/motivation à modifier votre comportement...
voire à avoir une activité physique pour transformer les sons... pas just for the sake of it mais via une idée détournée (produire de la musique)
By the British Experimental Rocket Group: social network on physical object: a physical object that learned from the web plasticity. Olinda is a prototype digital radio that has your social network built in, showing you the stations your friends are listening to. It’s customisable with modular hardware, and aims to provoke discussion on the future and design of radios for the home. Six lights on Olinda show when a close friend is listening to the radio, using wifi and Radio Pop, the BBC’s website for sharing ‘now playing’ information. Each light is a button: you can tune in to listen along with them, discovering new stations via your social network. A friend will always appear at the same light, so you can write or draw on the radio to label it, and the lights are bright so you’ll know a friend has started listening from across the room. A friend will always appear at the same light, so you can write or draw on the radio to label it, and the lights are bright so you’ll know a friend has started listening from across the room.
On the Web, users are in charge of customising and adapting their experience. Key to this are the programmer interfaces offered by services such as Flickr that allow third party developers to create and sell new applications to add functionality. Similar interfaces exist in physical products, like the iPod dock connector enabling a market of peripherals adding value to the iPod itself. But this is rare. On the Web, the simplicity and openness of interfaces has led to widespread use, including widgets and content syndication. Olinda attempts to learn from this. Its hardware interface already joins the base unit with the friends module. By buying extra modules – or by making their own using the open interface – listeners can adapt their product over time, perhaps adding a remote control or recording.