Isuues, Problems. Nov2nd

  • Familiar Stranger (Eric Paulos/ Milgram)
  • Public privacy (Urban invention)
  • Connect to another world(Open space book)
  • Praise shadow (Tanizaki/Zumtoh)
  • Social Sculpture(Joseph Beuys)
  • Imaginarity (Kevin Lynch)
  • Multi Use
    • http://www.pps.org/multi-use/
    • White to Amber Scenario
ISSUES in Urban Open Space Community Design in Landscape Architecture Social Sculpture in Public Art Interaction Design & CHI Urban Lighting Fieldwork/Sociology/Phychology OpenLight
Hard Edge/Soft Edge: Edge between space and building Soft and lively facade vs closed facade(Cities for People PP78-79) Olafur eliason
  • Media Facade
  • Jason burges
Facade light-up  XX
Engagement with local
Stewardship(Design for Ecological Democracy)
  • Miyajima(Conflict between local and artwork)
  • ‘Locality'(Urban Intervention)
Wish on lantern:Buddha’s birthday
Public Privacy
  • ‘Public Privacy'(Urban Intervention)
Flexible Public and Private
  • ‘Public Privacy'(Urban Intervention)
Praise darkness
 Peter Zumtor  Book: 陰影礼賛
Navigation  Seoul Art Center, Lobby
Self Expression
User involvement in design process
Direct Participation
  • 7000 oaks
  • Miyajima
  • Rozano Hemel
  • Burble
  • LaserTag
  • Media Facade(
NEEDS: Comfort
  • Basic need(Public Space PP92)
NEEDS:Active Engagement
  • Contact with people(Public Space PP118)
  •  (..with people)
NEEDS:Passive Engagement
  • (..with the environment) watching scene  leads “relax’
  • Public Space pp105
  • Whyte p13
  • Art w/o participation
  • Observe performers(Public space, pp107)
  • (..with other people)Familiar Stranger Project(Paulos)
  • Spectator’s experience
  • Familiar Stranger(Milgram)
Visualization of collective action
Self-reinforcing process
NEEDS: Life in found space
  • The steps to NY Library(Public Spaces, pp109)
  • Activation(Urban Intervention)
  • (..with environment)Social Signifer(Norman)
Multi-use
  • Multi-use vs Zoning
  • Pronto shop lighting Day and Night
  • Health inspection in subway car, Seoul
  • Scenario: White to Amber
Conflict between cars and walkers
Inclusive: Eyes for weak Kawamata(Amsterdam project)
Share
Connect to Another world

 

Thesis Statement, as of Nov 2nd, 2011

As of Nov2nd, 2011
  • Where: Urban Open Space (Ars Electronica Center and/or a specific site: assuming a public plaza where preconception is *bad*)
  • What/Goal: Create, show and prove a several designs which achieve Placemaking: making space to place by action of its users. Change preconception of a space to something significant to be said as a place.
  • Why: Design of urban open space has certain limitation to follow fast changing nature of society and its activities because of its static material, low frequency of renovation and lack of communication with its users in design process. We need something to fill this gap to keep the space active as a keystone of a city.
Fast changing societyが具体的に何をさすのか、その問題にopen spaceデザインがどのように対応できていて、できていないのか。問題においつくスピードが問題なのか。
  • How: Community Art and Design have a concept of  direct participation to compromise these limits of urban design. And activities with the concept are often called Placemaking effort. Designs we introduce in this research also amplifies the concept into action using following two materials and techniques.
    • 1:Lighting and theater lighting technique to change urban space visually in dynamic but temporary sense.
    • 2: To emphasize capability of participation, adaptation and dynamic change, we also use  ICT technology such as embedded/mobile sensors and network to connect altogether.

ああ、そういうアートとデザインがあって、すでに補完してくれていてよかったね、で終わってしまう。

何故この2つの素材と技術が必要なのかが不明瞭。

  • For Whom: Group of end users of the place. Mostly residents and commuters work nearby. If the place coexists commercial activities, visitors/customers are also important.
  • When: ‘Design of evening time’ :when they pass-by, when they kill time and also when lighting has its max value in terms of aesthetics.

Structure of the research: Memo Nov2nd

Urban Open Space Community Design
in
Landscape Architecture
Social Sculpture
in
Public Art
Interaction Design & CHI Urban Lighting Open Light
Issues Hard Edge / Soft Edge
Navigation
Allegory
Planting
Places
Times Every day
Periodical
Event
Happening/Spectacle
 Participants  1~10
10~100
100~1,000
1,000~10,000

Process

  • Field Work
    • Literature Review
    • Field Observation
  • Modeling
    • Places, People, Issues
  • Scenario
  • Prototyping and trial
    • Role-play on site
    • on-site/afterwords interview/inquiry
  • Feedback to Scenario

Definition of Openness in this research

  • Open Access to Existing Lights
    • On/Off
    • Color
  • Open–super mobility of lights
    • Portable Streetlight?
  • Link
    • of lights
    • of user-lights
    • of users
  • オープンの人間関係。ライトを持つ側と、それを利用する側。利用者がライトをもっている場合は、場所を管理する側との関係?どのように交換可能なのか?それぞれの場合になにが 有益で、何が問題になるか?

Community

  • Involvement of existing community
    • Community of practice Wikipedia
      • Such as dance club at Keio Campus
    • Housing community
    • Close and small circle of friends/ family
  • The system forges new community
    • Becomes ‘Existing community’ in process
  • Weak tie:

Place

  • Typology of Open Space/Public place
    • Community Design
      in
      Landscape Architecture
  • Typology where art/interaction design can expand those two.
    • Social Sculpture
      in
      Public Art
  • Interaction Design & CHI
  • Typology  from Light /City
    • Urban Lighting

Participation

  • Ladder of participation (in community design primer)
  • Passive
    • Sensor, Piggy-back info gathering(i.e Suica)
  • Semi-Active
    • Sensor, but being aware of
      • Camera with monitor
      • Public control panel
  • Active(within given freedom)
    • Apps, Webpage control panel of Mobile device
      • Proximity based
      • Limitation of access within the area
    • Low-tech participation
      • Kyota Takahashi’s way ( in Yokohama)
  • Active(involved in design /  improve / maintenance process)

Overview (as of Oct 20th)

  • OpenLight
    • Openness: Participative Urban Landscape (with light)
    • Direct Participation
      • Social Sculpture
      • Design for Ecological Democracy
      • Place Making
  • Goal of the research
    • Contribute methods and cases of “Placemaking efforts” to the field of
      • Public Art
      • Urban Landscape/Lighting Design
    • Solve design challenges
      • Flip conflict between different users to trigger shared moments
      • Conflict between multiple usages of the place
      • Scalability. 1,10,100,1000 users
    • Process of the research
      • Modeling
        • Places
        • Users
        • Issues
        • Interactions
      • Scenarios
      • Evaluations
      • Prototyping
        • Garage style: for preparation and check technical feasibility
        • In real setting: grounding hypothesis
        • Improved

Folk Computing: Revisiting Oral Tradition as a Scaffold for Co-Present Communities

Rick Borovoy, Brian Silverman, Tim Gorton, Jeff Klann, Matt Notowidigdo, Brian Knep1, and Mitchel Resnick

SIGCHI’01, March 31-April 4, 2001, Seattle, WA, USA.

ABSTRACT
In this paper, we introduce Folk Computing: an approach for using technology to support co-present community building inspired by the concept of folklore. We also introduce a new technology, called “i-balls,” whose design helped fashion this approach. The design of the i-ball environment is explained in terms of our effort to simultaneously preserve what works about folklore while also using technology to expand its power as a medium for community building.
Keywords
Groupware, CSCW, ubiquitous computing, face-to-face, education, community, folklore, handheld, mobile computing, social computing, PDA

Designing Visualizations of Social Activity: Six Claims

Designing Visualizations of Social Activity: Six Claims

 

Thomas Erickson

CHI03

ABSTRACT
In this paper, we describe a set of claims that have evolved from our work in designing visual representations of groups in online environments. We argue that these claims can serve as a good starting point for design work, and can drive critical discussions amongst design stakeholders.
Keywords
CMC, chat, guidelines, instant messaging, multi-user environments, social computing, visualization.