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	<title>Philip van Allen</title>
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	<link>http://www.philvanallen.com</link>
	<description>Interaction Designer. Educator.</description>
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		<title>Dimensional Story Space</title>
		<link>http://www.philvanallen.com/dimensional-story-space/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=dimensional-story-space</link>
		<comments>http://www.philvanallen.com/dimensional-story-space/#comments</comments>
		<pubDate>Mon, 28 Nov 2011 23:04:26 +0000</pubDate>
		<dc:creator>phil</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[ideas]]></category>

		<guid isPermaLink="false">http://www.philvanallen.com/?p=876</guid>
		<description><![CDATA[I wrote this article on interactive story telling in 1992 for a group called Interactive ...]]></description>
			<content:encoded><![CDATA[<p>I wrote this article on interactive story telling in 1992 for a group called Interactive Expression, a group of us in the Los Angeles area who worked at Philips and other early “multimedia” companies. We got together to discuss the new medium of Interactive Media.<br />
<span id="more-876"></span></p>
<h3>Introduction</h3>
<p>Interactive stories are often thought to be a series of choices made by the active viewer or participant. Go left, pick up a key, fall in love, steal a car, etc. Besides some challenges in terms of plot, character development, and consistent theme, this approach has fundamental problems related to a mathematical problem.</p>
<h3>The Combinatoric Explosion</h3>
<p><img class="alignleft" title="story_space1" src="http://www.philvanallen.com/wp-content/uploads/2011/11/story_space1.gif" alt="" width="125" height="386" align="left" />If the story is seen as a series of binary choices&#8211;do this or do that&#8211;the range of possible outcomes becomes very large in just a few choices (and the problem is made much worse if the number of choices is greater than two at each decision point). For example, after only six choices, the number of different story lines is sixty four, as can be seen in the drawing to the left. If each choice leads to a unique story line (in other words, the different choices do not result in common outcomes), the space requirements and production costs for such an interactive expression become prohibitive before the participant spends ten minutes with the product. Imagine trying to write, videotape, and assemble 64 separate story lines.</p>
<h3>Abandoning The Traditional Narrative</h3>
<p>The combinatoric explosion described above is a consequence of thinking in terms of the traditional narrative. But if the interactive expression is seen in different terms, the problem becomes more manageable. Imagine that instead of following the straight line of the narrative, the participant travels through a story space. The story space is composed of all the different locations, events, times, and even moods carefully created by the author. The process of moving from one place in the story space to another is determined by their &#8220;distance&#8221; from one another, and the intervening story places.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<table>
<tbody>
<tr>
<th width="15"></th>
<th width="195"><img class="alignleft size-full wp-image-878" title="story_space2" src="http://www.philvanallen.com/wp-content/uploads/2011/11/story_space2.gif" alt="" width="145" height="117" /></th>
<th width="15"><img class="alignleft size-full wp-image-879" title="story_space3" src="http://www.philvanallen.com/wp-content/uploads/2011/11/story_space3.gif" alt="" width="166" height="105" /></th>
<th width="195"></th>
</tr>
</tbody>
</table>
<p>The traditional narrative can be achieved in this story space by following a straight line. But a different story line can be achieved by traversing a different path through the story space. In addition, different beginnings and endings can be achieved by entering and exiting the story space in different places.</p>
<table>
<tbody>
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<th width="15"></th>
<th width="195"><img class="alignleft size-full wp-image-880" title="story_space4" src="http://www.philvanallen.com/wp-content/uploads/2011/11/story_space4.gif" alt="" width="150" height="105" /></th>
<th width="15"></th>
<th width="195"><img class="alignleft size-full wp-image-881" title="story_space5" src="http://www.philvanallen.com/wp-content/uploads/2011/11/story_space5.gif" alt="" width="148" height="105" /></th>
</tr>
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<p>In this form, the concept of the story space can be useful in constraining the combinatoric explosion. The author creates only those story places within the space that help support the idea being expressed, and size of the production can be contained and made producable. But one can think of the above two dimensional story space as essentially static. To move to a more dynamic model, a third dimension can be added. If the participant makes a significant change to the environment, rather than just traveling through it, they might jump to a different &#8220;plane&#8221;. For example, by choosing to help the homeless person find a place to sleep, rather than ignoring them, the participant may jump to a different or altered plane in the story space as a consequence of their choice.</p>
<table>
<tbody>
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<th width="15"></th>
<th width="195"><img class="alignleft size-full wp-image-882" title="story_space6" src="http://www.philvanallen.com/wp-content/uploads/2011/11/story_space6.gif" alt="" width="164" height="138" /></th>
<th width="15"></th>
<th width="195"><img class="alignleft size-full wp-image-883" title="story_space7" src="http://www.philvanallen.com/wp-content/uploads/2011/11/story_space7.gif" alt="" width="164" height="138" /></th>
</tr>
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<p>While this dimensional approach could lead to the same combinatoric explosion (by creating too many planes), the author controls the explosion by creating only the places and paths-between-places she wants the participant to explore. This is the power of Story Space model. Rather than thinking in terms of a straight line with a beginning and end, <strong>the author thinks of a story space through which the participant moves</strong>.</p>
<h3><strong>Ways of &#8220;Moving&#8221; in the Story Space</strong></h3>
<p>The participant can be allowed to move through the story space in several different ways:</p>
<ul>
<li><strong>Changing locations or times. </strong>For example moving from the living room to the bedroom, or from Tuesday to Wednesday.</li>
<li><strong>Changing perspectives. </strong>The participant can look through the eyes of different characters, or the same character but with different attitudes. One could also be a passive observer rather than one of the characters.</li>
<li><strong>Changing scope. </strong>Elements of the story can be seen in great detail, or in broad strokes.</li>
<li><strong>Changing modes. </strong>One could read text, see pictures, or hear sounds.</li>
<li><strong>Reordering the sequence. </strong>Parts of the story can be viewed in different orders.</li>
<li><strong>Altering the space via practical or moral choices. </strong>The participant can send the love letter, or deem the protagonist to be an artist.</li>
<li><strong>Passive interactivity. </strong>The story can change itself, either randomly, or based on the intentions of the author.</li>
</ul>
<p>I think passive interactivity, while facetiously named, is critical to the success of Interactive Expression. First, participants will soon grow weary of mundane choices and may prefer to sit back and let the story evolve on its own. One night, you might watch the new western and see the goings on down in the valley. The next night, you watch the same western, but see the murder in the mine shaft. Second, if the participant is to be lead to a particular idea by the author, the story may well need to draw the participant along, closing off certain choices, opening up others, and imposing yet others. Even if several different ideas are being presented, and they depend on the path taken by the participant, the story may need to draw the participant to one of those ideas. At a minimum, a certain amount of motivation, fun, change, randomness, and action is likely to be needed, and this can be provided by passive interactivity.</p>
<h3>Afterthoughts: Dimensional Story Space</h3>
<p>1998<br />
In 1992, I co-founded a salon and newsletter called Interactive Expression, where we explored many of the central issues of multimedia as an art form. For the newsletter, I wrote a piece called that explored some of the problems with interactive story telling. Someone recently sent me an email about it, and it prompted me to look back and think some more about multimedia with the perspective that six years has given me. It is difficult to express something meaningful if the authorial voice is destroyed by the form of the text. And to be honest, I haven&#8217;t seen a fully successful interactive text (in any medium). But I think it may be possible, though the result is likely to be very different from what we think of as a novel.</p>
<p><a href="http://www.philvanallen.com/wp-content/uploads/2011/11/calder_little_spider.jpg"><img class="alignleft size-thumbnail wp-image-892" title="calder_little_spider" src="http://www.philvanallen.com/wp-content/uploads/2011/11/calder_little_spider-150x150.jpg" alt="" width="150" height="150" align="left" /></a>The metaphor I like is sculpture. For example, a Calder mobile is a very dynamic thing, and the viewer may participate by pushing one part and observing the resulting forms. Even the act of walking around a sculpture like The Kiss is an essential part of experiencing the work. The viewer has to participate (i.e. interact) to appreciate the artistic expression. So even though sculptures have this participatory aspect, they maintain their artistic integrity. When you look at a Calder or Rodin, there is no question who made the sculpture. And I don&#8217;t think Calder felt his expression was compromised by the fact that a viewer (or the wind) could change the sculpture. This is what I was trying to get at in my essay:</p>
<blockquote><p>The author can control the [combinatoric] explosion by creating only the places and paths-between-places she wants the participant to explore. This is the power of Story Space model. Rather than thinking in terms of a straight line with a beginning and end, the author thinks of a story space through which the participant moves.</p></blockquote>
<p><a href="http://www.philvanallen.com/wp-content/uploads/2011/11/kiss_small.jpg"><img class="alignleft size-thumbnail wp-image-893" title="kiss_small" src="http://www.philvanallen.com/wp-content/uploads/2011/11/kiss_small-150x150.jpg" alt="" width="150" height="150" align="left" /></a>In other words, the author should sculpt the story so the reader can walk around it, and move parts around in order to &#8220;see&#8221; new aspects and gain a deeper sense of the whole. So far, interactive media has been a disappointment to me from an artistic point of view, though I&#8217;ve seen some interactive work that impresses me. In part, this is simply because it&#8217;s taking longer than I thought for the new medium to develop. But another problem is the computer and computer screen. It&#8217;s kind of like watching Citizen Kane through the slots of a zoetrope. All the power and magic is taken out of the experience. Likewise, there&#8217;s something wrong with experiencing an artistic expression in the &#8220;mouse and crouch&#8221; position. I suspect that interactive expression won&#8217;t really work until there&#8217;s a medium that feeds the experience rather than detracts from it.</p>
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		</item>
		<item>
		<title>NETLab Toolkit</title>
		<link>http://www.philvanallen.com/netlab-toolkit/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=netlab-toolkit</link>
		<comments>http://www.philvanallen.com/netlab-toolkit/#comments</comments>
		<pubDate>Mon, 03 Oct 2011 20:57:22 +0000</pubDate>
		<dc:creator>phil</dc:creator>
				<category><![CDATA[portfolio]]></category>

		<guid isPermaLink="false">http://www.philvanallen.com/?p=827</guid>
		<description><![CDATA[The NETLab Toolkit is a system for integrating tangible interaction and media. Designed for project ...]]></description>
			<content:encoded><![CDATA[<p><a href="http://netlabtoolkit.org">The NETLab Toolkit</a> is a system for integrating tangible interaction and media. Designed for project sketching and production, the toolkit enables novices and experts to integrate hardware, media and interactive behaviors for products, installations, and research</p>
<p>This free collection of software makes it easy integrate all kinds of media with microcontrollers like the Arduino. Using a simple drag-and-drop interface, you can create interactive projects that combine sensors, video, text, graphics, sound, lighting, motors and more. These projects can be created quickly, without programming, using the smart widgets included with the Toolkit.</p>
<p>I initiated the project in 2004, and have continued developing it since. It is used all over the world by schools, individuals, and agencies.</p>
<p><img class="alignnone size-full wp-image-828" title="NETLab_Toolkitcrop" src="http://www.philvanallen.com/wp-content/uploads/2011/10/NETLab_Toolkitcrop.jpg" alt="" width="599" height="245" /></p>
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		</item>
		<item>
		<title>Interaction Design &amp; Animism</title>
		<link>http://www.philvanallen.com/interaction-design-animism/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=interaction-design-animism</link>
		<comments>http://www.philvanallen.com/interaction-design-animism/#comments</comments>
		<pubDate>Thu, 05 May 2011 17:00:29 +0000</pubDate>
		<dc:creator>phil</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[ideas]]></category>

		<guid isPermaLink="false">http://www.philvanallen.com/?p=760</guid>
		<description><![CDATA[This spring&#8217;s New Ecology of Things course in the Media Design Program had the theme ...]]></description>
			<content:encoded><![CDATA[<p>This spring&#8217;s New Ecology of Things course in the <a href="http://artcenter.edu/mdp" target="_blank">Media Design Program</a> had the theme of <a href="http://en.wikipedia.org/wiki/Animism" target="_blank">animism</a>, and explored how interaction design can utilize the natural tendency to imagine that inanimate objects and spaces have motivation, intention and/or consciousness.<br />
<span id="more-760"></span>In particular, I encouraged my students to design the project behaviors to indicate animism through kinetic expression. They created working, interactive projects with rich materiality, sensors, motors, and light.</p>

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<p>The projects were quite evocative, and came at animism from many different directions. Some seemed primarily reactive to interactions, others seemed to be doing their own thing, and yet others were curious in a shy kind of way. A common theme among the projects was the use of fictional back-stories, some quite elaborate, which gave the projects a more full character, suspension of disbelief, and space for imagination.</p>
<p>Reflections on the project, as well as links to details and videos of the interactions below. As a followup to this project, this summer I&#8217;ll be leading <a title="Inner Lives, Outer Expressions – An Exploration of Object Animism" href="http://www.philvanallen.com/news/inner-lives-outer-expressions-an-exploration-of-object-animism/" target="_blank">further research on Animism</a> in a project funded by the Santa Monica based <a href="http://research.nokia.com/research/new_user_interface" target="_blank">Nokia Research</a> group headed by <a href="http://research.nokia.com/people/sean_white" target="_blank">Sean White</a>.</p>
<p>Through discussion and critique, the class found patterns in these speculative projects that seemed to make the animism work well, summarized in this table.</p>
<hr />
<table>
<tbody>
<tr valign="top">
<td><strong>Appearance of inner life</strong></p>
<ul>
<li>exhibits caution, hesitation and a sense of self-preservation</li>
<li>has confidence to act</li>
<li>has variable behavior, which indicates different internal states and intentions</li>
<li>nervousness</li>
<li>exhibits surprise with a flinch or other behavior, generates the surprising or unexpected</li>
<li>seems needy</li>
<li>creates intimacy, warmth, surprise, etc.</li>
<li>exhibits personality</li>
<li>combination of synchronicity and divergence</li>
<li>some doubt, hesitation, or uncertainty in behavior</li>
</ul>
</td>
<td><strong>Lifelike behavioral characteristics that were succesful</strong></p>
<ul>
<li>abstracted facial expressions</li>
<li>motion with multiple dimensions, complexity, expressiveness</li>
<li>familiar or understandable physics in motion</li>
<li>leaving space for user&#8217;s imagination to fill in gaps</li>
<li>rhythm and/or musicality</li>
<li>seeming organization and choreography to actions</li>
<li>contrast, juxtaposition &amp; repetition &#8211; i.e. the usual design techniques work when applied to behavior</li>
<li>seems to have meaning, intention</li>
</ul>
</td>
</tr>
<tr valign="top">
<td><strong>Creation of a dialog</strong></p>
<ul>
<li>wants attention, responds to attention, gives attention</li>
<li>playing roles with user</li>
<li>makes an invitation to interaction</li>
<li>display of curiosity</li>
</ul>
</td>
<td><strong>Others</strong></p>
<ul>
<li>organic forms seem to help</li>
<li>texture and haptics play interesting roles in creating context</li>
<li>social and/or group action of multiple objects creates sense of life</li>
<li>not to literal or specific to leave room for the user&#8217;s imagination</li>
<li>fictions around system create more space for &#8220;suspension of disbelief&#8221; and imagination</li>
</ul>
</td>
</tr>
</tbody>
</table>
<hr />
<h2>Student Project Documentation - <span style="font-weight: normal; font-size: 13px;">Click on links for details and videos </span></h2>
<table>
<tbody>
<tr>
<td><a href="http://people.artcenter.edu/~bshin2/Portfolio/mailbox.html" target="_blank"><img class="ngg-singlepic ngg-none" src="http://www.philvanallen.com/wp-content/gallery/animism/borashin.jpg" alt="borashin" width="320" height="125" /></a></td>
<td><a href="http://people.artcenter.edu/~cho8/future_particle_lab.php" target="_blank"><img class="ngg-singlepic ngg-none" src="http://www.philvanallen.com/wp-content/gallery/animism/futureparticallab.jpg" alt="futureparticallab" width="320" height="125" /></a></td>
</tr>
<tr>
<td>Bora Shin&#8217;s <a href="http://people.artcenter.edu/~bshin2/Portfolio/mailbox.html" target="_blank">Curious Mailbox</a> &#8211; Watches and emotes about your email</td>
<td>Dee Kim &amp; Chiao Wei Ho&#8217;s <a href="http://people.artcenter.edu/~cho8/future_particle_lab.php" target="_blank">Future Particle Lab</a> &#8211; Scientific research into live nano particles</td>
</tr>
<tr>
<td><a href="http://people.artcenter.edu/~whuang1/animism.html" target="_blank"><img class="ngg-singlepic ngg-none" src="http://www.philvanallen.com/wp-content/gallery/animism/link2.jpg" alt="link2" width="320" height="125" /></a></td>
<td><a href="http://www.atelier-re.com/#1160217/Animism-Material-Researc" target="_blank"><img class="ngg-singlepic ngg-none" src="http://www.philvanallen.com/wp-content/gallery/animism/mikemanalo.jpg" alt="mikemanalo" width="320" height="125" /></a></td>
</tr>
<tr>
<td>Link Huang&#8217;s <a href="http://people.artcenter.edu/~whuang1/animism.html" target="_blank">Velit</a> &#8211; Wishing machine and its minions</td>
<td>Mike Manalo&#8217;s <a href="http://www.atelier-re.com/#1160217/Animism-Material-Researc" target="_blank">Animism: Material Research</a> &#8211; Textures and Architecture</td>
</tr>
<tr>
<td><a href="http://www.seejayne.com/filter/MDP#1321103/Botanica-Autonoma" target="_blank"><img class="ngg-singlepic ngg-none" src="http://www.philvanallen.com/wp-content/gallery/animism/jayne.jpg" alt="jayne" width="320" height="125" /></a></td>
<td><a href="http://cargocollective.com/rrubina#1326258/stonaloid" target="_blank"><img class="ngg-singlepic ngg-none" src="http://www.philvanallen.com/wp-content/gallery/animism/rubina.jpg" alt="rubina" width="320" height="125" /></a></td>
</tr>
<tr>
<td>Jayne Vidheecharoen&#8217;s <a href="http://www.seejayne.com/filter/MDP#1321103/Botanica-Autonoma" target="_blank">Botanical Autonoma</a> &#8211; Human Spirit Interaction (HSI vs. HCI)</td>
<td>Rubina Ramchandani&#8217;s <a href="http://cargocollective.com/rrubina#1326258/stonaloid" target="_blank">Stonaloid</a> &#8211; Traumatized rocks in recovery</td>
</tr>
<tr>
<td><a href="http://salvadororara.com/mdp/net/tonalis-luminous" target="_blank"><img class="ngg-singlepic ngg-none" src="http://www.philvanallen.com/wp-content/gallery/animism/salorara2.jpg" alt="salorara2" width="320" height="125" /></a></td>
<td><a href="http://vimeo.com/22524428" target="_blank"><img class="ngg-singlepic ngg-none" src="http://www.philvanallen.com/wp-content/gallery/animism/josh.jpg" alt="josh" width="320" height="125" /></a></td>
</tr>
<tr>
<td>Sal Orara&#8217;s <a href="http://salvadororara.com/mdp/net/tonalis-luminous" target="_blank">Tonalis Luminous</a> &#8211; A field of tonal, light-sensitive flowers</td>
<td>Joshua McVeigh-Schultz&#8217;s <a href="http://vimeo.com/22524428" target="_blank">Mobile interface devices in their natural state</a></td>
</tr>
<tr>
<td><a href="http://people.artcenter.edu/~avashisht/doodler.html" target="_blank"><img class="ngg-singlepic ngg-none" src="http://www.philvanallen.com/wp-content/gallery/animism/aarti2.jpg" alt="aarti2" width="320" height="125" /></a></td>
<td></td>
</tr>
<tr>
<td>Aarti Vashisht&#8217;a <a href="http://people.artcenter.edu/~avashisht/doodler.html" target="_blank">Doodler</a> &#8211; A companion that reacts to your writing, and gets bored</td>
<td></td>
</tr>
</tbody>
</table>
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		<title>A+D Museum Installation</title>
		<link>http://www.philvanallen.com/ad-museum-installation/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=ad-museum-installation</link>
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		<pubDate>Mon, 11 Apr 2011 06:03:25 +0000</pubDate>
		<dc:creator>phil</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[portfolio]]></category>

		<guid isPermaLink="false">http://www.philvanallen.com/?p=696</guid>
		<description><![CDATA[Recently a few of my students from the Media Design Program at Art Center and ...]]></description>
			<content:encoded><![CDATA[<p>Recently a few of my students from the <a href="http://www.artcenter.edu/mdp/" target="_blank">Media Design Program</a> at <a href="http://www.artcenter.edu/" target="_blank">Art Center</a> and I created an interactive installation for the 10th anniversary of the <a href="http://www.aplusd.org/" target="_blank">Architecture+Design Museum</a>. The A+D is a growing institution in the Los Angeles area, and they were having a party for their board and major donors.<br />
<span id="more-696"></span>Two weeks before the event I got a call from museum supporter Garson Yu owner of <a href="http://www.yuco.com/" target="_blank">yU+co</a>, asking to help out in a volunteer effort to create something to show the history of the museum.</p>
<p>By the time I got some students to sign up, and an approach approved, <strong>we had just one week to make the entire project.</strong></p>

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<p>The project consists of six plywood panels mounted to the wall, with separate slideshows running on each panel. Because the panels are different distances from the wall, there&#8217;s a dimensional effect created. The idea was to break the normal flat rectangle of projection and create an installation that felt more like a physical part of the space. In addition to the randomly playing slideshows on each panel, we created a simple interactive feature so if someone walked up to the wall, a flourish of motion graphics would appear unifying all the panels, then fading into a photo of the front of the museum spread across several panels.</p>
<p>The project was a collaborative design and build between myself and three students: <a href="http://cargocollective.com/brooklyn" target="_blank">Brooklyn Brown</a>, <a href="http://cargocollective.com/pixelbonsai" target="_blank">Manny Darden</a>, and <a href="http://cargocollective.com/rrubina" target="_blank">Rubina Ramchandani</a>. The design approach was partially inspired by some of Manny&#8217;s thesis work. For software, we used my <a href="http://netlabtoolkit.org/" target="_blank">NETLab Toolkit</a> with a new <a href="http://www.netlabtoolkit.org/reference/widgets/media/slideshow/">SlideShow</a> widget I developed that runs each of the slideshows - <strong>the entire project has no ActionScript</strong>, using only the toolkit widgets. Images were placed in folders, and each SlideShow widget played a set of images from these folders in a random order. Two projectors were used to get a wider display (2500 pixels), and these were fed by a video splitter out of a MacBook Pro (this way the Flash movie played across both projectors). An Infrared proximity sensor was used to detect someone in front of the wall, and this started the playback of five different video streams across the different panels.<br />
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Video of the interaction<br />
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<p>&nbsp;</p>
<p>Video of the overall project<br />
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<p>A capture of the slideshow<br />
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		<title>Inner Lives, Outer Expressions &#8211; An Exploration of Object Animism</title>
		<link>http://www.philvanallen.com/inner-lives-outer-expressions-an-exploration-of-object-animism/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=inner-lives-outer-expressions-an-exploration-of-object-animism</link>
		<comments>http://www.philvanallen.com/inner-lives-outer-expressions-an-exploration-of-object-animism/#comments</comments>
		<pubDate>Wed, 15 Dec 2010 22:13:46 +0000</pubDate>
		<dc:creator>phil</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[ideas]]></category>
		<category><![CDATA[affordance]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[interaction design]]></category>
		<category><![CDATA[object]]></category>
		<category><![CDATA[object animism]]></category>
		<category><![CDATA[pervasive computing]]></category>
		<category><![CDATA[tangible interaction]]></category>
		<category><![CDATA[ubiquitous computing]]></category>

		<guid isPermaLink="false">http://www.philvanallen.com/?p=628</guid>
		<description><![CDATA[Nokia Research recently gave me a small grant to conduct a research project in Summer, ...]]></description>
			<content:encoded><![CDATA[<p>Nokia Research recently gave me a small grant to conduct a research project in Summer, 2011. Here&#8217;s the basic description:</p>
<p>This project explores the design opportunities in objects that seem to have inner lives through their expressive behavior.</p>
<p><span id="more-628"></span><br />
<img title="More..." src="http://www.philvanallen.com/wp-includes/js/tinymce/plugins/wordpress/img/trans.gif" alt="" />As Piaget and others have noted, people tend to imagine that inanimate objects are alive &#8211; why not leverage this to create more interesting, playful, expressive, desirable, and useful systems?</p>
<p>Creating apparent intentionality for objects offers the potential for fitting more easily into the narrative of daily life, as well as making it easier for people to understand the sometimes complex function and role of digital systems in our lives.</p>
<p>The research would be conducted in summer 2011, in Philip van Allen’s New Ecology of Things Lab (NETLab) at Art Center’s Media Design Program. Professor van Allen will work with Nokia Research staff, as well as engaging select graduate Media Design Program and upper term undergraduate Product Design students to explore the potentials of Object Animism. The project team will create a series of experiments and design speculations that investigate the roles that animism might play, both in how the objects perform their “behind the scenes” tasks, as well as how they express themselves through sound, kinetic motion, and visual displays.</p>
<p>A range of contexts will be selected for the work, such as sensing and reporting, simple affordances for complex tasks, and subtle communication. The project will use and further develop the <a href="http://netlabtoolkit.org/">NETLab Toolkit</a> rapid prototyping system.</p>
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		<title>Slabs, Sofducts and Bespoke Objects</title>
		<link>http://www.philvanallen.com/slabs-sofducts-and-bespoke-objects/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=slabs-sofducts-and-bespoke-objects</link>
		<comments>http://www.philvanallen.com/slabs-sofducts-and-bespoke-objects/#comments</comments>
		<pubDate>Mon, 12 Jul 2010 18:45:15 +0000</pubDate>
		<dc:creator>phil</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[ideas]]></category>
		<category><![CDATA[affordance]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[interaction]]></category>
		<category><![CDATA[new ecology of things]]></category>
		<category><![CDATA[productive interaction]]></category>
		<category><![CDATA[tangible]]></category>
		<category><![CDATA[ubiquitous computing]]></category>

		<guid isPermaLink="false">http://www.philvanallen.com/?p=447</guid>
		<description><![CDATA[An Emerging Landscape in The New Ecology of Things An updated, illustrated, and edited version ...]]></description>
			<content:encoded><![CDATA[<h4>An Emerging Landscape in The New Ecology of Things</h4>
<p>An updated, illustrated, and edited version of this post was published in the JohnnyHolland.org magazine about Interaction Design.</p>
<p><a href="http://johnnyholland.org/2011/05/19/the-new-ecology-of-things-slabs-sofducts-and-bespoke-objects/" target="_blank">http://johnnyholland.org/2011/05/19/the-new-ecology-of-things-slabs-sofducts-and-bespoke-objects/</a></p>
<hr />
<p>With the <a href="http://www.apple.com/ipad/" target="_blank">Apple iPad</a> launched and scores of other tablets and e-readers hitting the market, I think it&#8217;s important to step back and look at the larger trends. We&#8217;re in the middle of a major shift towards ubiquitous computing, cloud based personal storage, and tangible interaction. It&#8217;s a shift away from the generic computation typified by the &#8220;personal computer,&#8221; which never really achieved the individuality or specificity implied by the term &#8220;personal.&#8221; In short, <strong>we&#8217;re experiencing the emergence of </strong><a href="http://newecologyofthings.net/models/" target="_blank"><strong>The New Ecology of Things</strong></a><strong>, where a network of heterogeneous, smart objects and spaces create opportunities for a more personal and meaningful landscape</strong>. This is what I&#8217;d like to explore:</p>
<ul>
<li><a href="http://www.philvanallen.com/news/slabs-sofducts-and-bespoke-objects/#past">Where we&#8217;ve been</a> and how the personal computer has made us soulless</li>
<li><a href="http://www.philvanallen.com/news/slabs-sofducts-and-bespoke-objects/#present1">Where we&#8217;re about to be #1</a> with the emergence of digital <strong>slabs</strong></li>
<li><a href="http://www.philvanallen.com/news/slabs-sofducts-and-bespoke-objects/#present2">Where we&#8217;re about to be #2</a> with a new form of design that&#8217;s a hybrid of <strong>sof</strong>tware and pro<strong>duct</strong></li>
<li><a href="http://www.philvanallen.com/news/slabs-sofducts-and-bespoke-objects/#future">Where we may be going</a> and the future of the designer in an era of <strong>bespoke objects</strong></li>
</ul>
<p><span id="more-447"></span></p>
<p><a name="past"></a></p>
<h3>The Past &#8211; The Personal Computer Has Made Us Soulless</h3>
<p>There are many signs that all is not well with our day-to-day work life. John Hockenberry&#8217;s <a href="http://www.metropolismag.com/story/20081119/leaves-of-glass" target="_blank">review of Michael Wolf&#8217;s The Transparent City</a> contemplates <strong>the crushing homogeneity and conformity of modern work</strong> revealed through Wolf&#8217;s photographs of life seen through Chicago&#8217;s skyscrapers. Describing one photo, Hockenberry sees &#8220;12 random floors of eggshell white, computer screens on brown desks, and wall-hung bookshelves.&#8221; Sound familiar?</p>
<p>The article goes on to discuss how the environment for &#8220;knowledge work&#8221; is unlike factories where the space is specifically suited to the activity of making things. The knowledge working context has devolved to the point where &#8220;offices have become stacks of boxes for people who get paid to think out of them.&#8221; But I believe this is not only a problem of architecture and environmental design.<strong> </strong>Our daily activity has been squeezed into the narrow channel of interaction with the personal computer and its attendant posture, furniture, and detachment from the needs of the person. <strong>The digital tools we use have played a large role in creating this disembodied, deadening uniformity.</strong></p>
<p>Similarly, Matthew B. Crawford has been driven out of the office and into his motorcycle repair shop as described in &#8220;<a href="http://www.amazon.com/gp/product/1594202230?ie=UTF8&amp;tag=philivanallen-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=1594202230">Shop Class as Soulcraft: An Inquiry Into the Value of Work</a><img style="border: none !important; margin: 0px !important;" src="http://www.assoc-amazon.com/e/ir?t=philivanallen-20&amp;l=as2&amp;o=1&amp;a=1594202230" border="0" alt="" width="1" height="1" />.&#8221; In the book, Crawford discusses how knowledge work has become vague and disconnected from the concrete, meaningful outcomes of manual labor. But again, perhaps it&#8217;s not only the type of work, but <em>the manner in which the work is accomplished</em>. The disconnection from the physical isn&#8217;t limited to paper-pushing knowledge workers, but architects, graphic designers, recording engineers and others whom we think of as having &#8220;satisfying&#8221; jobs where <em>things are made</em>. As <strong>creative workers</strong>, we&#8217;ve seen our day-to-day work compressed from a productive, bodily engaged studio environment down to the almost motionless &#8220;mouse-crouch&#8221; that plugs us into the virtual. Seduced by the power of the personal computer, we <strong>have morphed from active, engaged, social, interactive people to sedentary, soulless slugs perched in front of our glowing screens</strong>.</p>
<p>The personal computer has created a homogenous, static and context free environment for work and play that removes activity from the meaningful and productive character of acting and thinking in the embodied, physical environment. This needs to change.</p>
<p><code><br />
</code><br />
<a name="present1"></a></p>
<h3>The Emergent &#8211; Slabs: A Step Towards Re-Engagement</h3>
<p>The <a href="http://www.apple.com/iphone/" target="_self">iPhone</a>, <a href="http://www.moto.com/amp/" target="_self">Android platform</a>, <a href="http://monome.org/" target="_self">Monome</a> (its <a href="http://www.novationmusic.com/products/midi_controller/launchpad" target="_self">clones</a>), <a href="http://sifteo.com/" target="_self">Siftables</a>, and now the <a href="http://www.apple.com/ipad/" target="_self">iPad</a> represent a new form of computing device that I call the <strong>slab</strong>. Slabs are hand-held, generic platforms with a range of sizes and capabilities (e.g, touch screen, GPS, accelerometer, gyro, WiFi, speaker, mic, etc.) that, in effect, turn into something new with each different application they run.</p>
<p>Slabs are different from personal computers. First, because they have a smaller, simpler form factor and a direct, touch based interaction. Second, because slabs do one thing at a time, in that<em> the device effectively becomes the app <span style="font-style: normal;">once it&#8217;s launched</span></em>, and the separation between software, hardware and interaction dissolves. When you switch apps on a slab, you get a whole new device that engages you as a unified, tangible object. This works because the <strong>app </strong><em><strong>is</strong></em><strong> the device</strong> (and all the discussions about slabs &#8220;multitasking&#8221; have new meaning in this context). Third, slabs will eventually be cheap enough that one can use multiple devices at a time, at a location and context appropriate to the physical space and task at hand.</p>
<p>Finally we can begin to disconnect from soulless trap of the (im)personal computer. By using slabs, we customize and re-engage with our environment and feel the consequences of our activity. Instead of being tied to a &#8220;workstation,&#8221; we can move around the work/play space, utilizing slabs and their spatial relations to one another. We use specialized tools and work practices as slabs morph to the needs of each activity (rather than the other way around). We touch things again. <strong>Instead of immersing ourselves in the virtual, we re-engage with people and things in the world.</strong> We work more easily with others, sharing and collaborating in physical space, where &#8220;here, look&#8221; and &#8220;take this and work on it&#8221; are literal statements that once again become the norm. We customize our tools and ultimately I hope, make or acquire our own specialized tools (see the bespoke objects discussion below).</p>
<p>In addition to their embodied and embedded character, slabs excel at leveraging the affordances of computation and networks. With configuration and data always backed up in the cloud, slabs can be easily reincarnated if scrambled, broken, or lost &#8211; and with this, interaction, meaning, and ideas become more important than the object. The cloud also enables different slabs to work across space and time while still being in the here and now. <strong>Our digital work is no longer tied to a single workstation, but can manifest in different forms, on different devices, with activity-specific functionality</strong>.</p>
<p>In short, there&#8217;s <strong>the potential to get the best of both worlds – the material and social character of the physical, along with the flexibility, power, and ubiquity of the computational</strong>. We gain a heterogeneous collection of devices, specifically suited to the activities at hand. For example, a graphic designer might have a large, work table slab for standing and working on layouts. Or a lap sized slab to sit with and edit an image in a concentrated mood. A narrow slab might sit on a table to keep track of a to-do list. And of course, the designer would use a few 8 1/2&#8243; x 11&#8243; slabs at a client meeting to pass around the table for discussion.</p>
<p><code><br />
</code><br />
<a name="present2"></a></p>
<h3>The Emergent &#8211; Sofducts: A Challenge for Designers</h3>
<p>For the designer of these systems, the slab presents an interesting set of challenges. In particular, there&#8217;s a hybrid character to apps. Apps are software, yet as described above, the app becomes something more like a physical product once launched on a slab. This merging of app + slab leads to something I call the <strong>sof</strong>tware/pro<strong>duct <span style="font-weight: normal;">or </span>sofduct<span style="font-weight: normal;">.</span></strong></p>
<p><strong><span style="font-weight: normal;">On one hand, the sofduct is distributed like </span><span style="font-weight: normal;">software</span><span style="font-weight: normal;"> with almost no cost of goods. On the other hand, the user perceives the sofduct like a </span><span style="font-weight: normal;">product</span><span style="font-weight: normal;"> because the interaction feels similar to that of  a manufactured object</span><span style="font-weight: normal;">.</span><span style="font-weight: normal;"> You hold it, press buttons, shake it, etc. For example, GPS navigation systems used to be sold as a traditional product, in a box, physically shipped, with a warranty card and customer service phone number. Now, the sofduct version gives you the exact same functionality but is downloaded and runs on a slab as a piece of software. To the user, the end result looks and feels just like the traditional physical product. The sofduct is very disruptive in this way.</span></strong></p>
<p><strong><span style="font-weight: normal;">For one, </span><span style="font-weight: normal;">whole business models are being destroyed by the sofduct</span><span style="font-weight: normal;">. You can now buy the<a href="http://news.motionx.com/category/motionx-gps-drive/" target="_self"> MotionX-GPS Drive</a> app for $2.99, and get turn-by-turn navigation for $2.99 a month or $25/year (not to mention Google&#8217;s free turn-by-turn GPS on Android). In some cases, in-app purchasing of add-ons and features creates a modular &#8220;product&#8221; model, where the sofduct is actually a range of product possibilities that can be selected and customized by the user. </span></strong>Can traditional GPS units and other physical products survive this kind of competition?</p>
<p><strong><span style="font-weight: normal;">But I&#8217;m especially interested in how </span><span style="font-weight: normal;">sofducts disrupt the role of designers</span><span style="font-weight: normal;">. Unlike software for a computer, a sofduct has to meet the expectations for a traditional product. The high-finish aesthetics, ergonomics, and conceptual integrity of physical product design will be assumed by users. Likewise, simplicity and clarity of interaction are critical. The perception of &#8220;product-ness&#8221; will also influence user expectations for reliability and customer service &#8211; we want products to simply work. Because of this, visual and interaction screen designers need to adopt the above considerations and aesthetics of product designers as they develop sofducts. Or better yet, collaborate with a product designer as a member of the design team.</span></strong></p>
<p><strong><span style="font-weight: normal;">On the other side, product designers entering the sofduct realm need to understand the traditions and expectations for software. Users want constant and rapid, usually free upgrades. Product design tries to get it perfect before launch, since there&#8217;s no turning back after you send the device to manufacturing. But with a sofduct, it may be better to put out a really good, but simpler version on the market quickly, and use a software model for product planning where upgrades are rolled out on a strategic schedule. Plus, </span></strong>customization and <strong><span style="font-weight: normal;">the</span></strong> integration of media are different from the fixed character of physical products, requiring a deep understanding of interaction, typography, and visual design that requires the experience of software and screen designers.</p>
<p><strong>Sofducts are are new category for design, merging the focus, situated character, and physicality of an object with the malleability, customization, and media richness of software</strong>. This requires an integration of disciplines, including software development practices with product design, screen design with haptics, interactive/interaction design with materials sensibility, media production with physical interactions. Further, new business and design opportunities emerge, and require a complete rethinking of design and implementation for this new category.</p>
<p><code><br />
</code><br />
<a name="future"></a></p>
<h3>The Future &#8211; Bespoke Objects</h3>
<p>As slabs and sofducts create an emerging design landscape today, designers need to prepare for further disruptions and repositioning of their skills. Soon, trends in hardware and software will open up the possibility for low-cost, custom-built systems for individuals and specific applications. In the same way that one can have a <a href="http://en.wikipedia.org/wiki/Bespoke" target="_blank">bespoke</a> suit tailored to a perfect fit and style, it may soon become possible to have<strong> a bespoke object with the hardware, software and design features tailored to the perfect fit and style for you and your intended use</strong>.</p>
<p>By this, I don&#8217;t mean the custom manufacturing typified by <a href="http://nikeid.nike.com/nikeid/index.jsp" target="_blank">NIKEiD</a> and others in recent years (though that will likely happen as well). What I do mean something literally like the local tailor, working out of a shop around the corner. The production of bespoke objects on the local level is becoming possible because of rapid advances in desktop <a href="http://en.wikipedia.org/wiki/3d_printing" target="_blank">3D printing</a>, <a href="http://beagleboard.org/" target="_blank">system-on-a-board components</a>, open-source <a href="http://en.wikipedia.org/wiki/Open_source" target="_blank">software</a> and <a href="http://en.wikipedia.org/wiki/Open-source_hardware" target="_blank">hardware</a>, and the <a href="http://makezine.com/" target="_blank">DIY culture</a> growing around these trends.</p>
<p>With cheap, off-the-shelf computational components and the ability to print 3D parts, the digital tailor will soon be able to hang their sign out and make individual or short-run custom objects full of ubicomp goodness. People will want these because a generic, mass-produced slab won&#8217;t always be suited to their particular circumstance or activity. Moreover, <strong>having a custom designed ensemble of complementary, networked objects, specifically crafted to your way of working will be the hallmark of the enthusiast and expert alike</strong>. We&#8217;ll want to assemble our own unique ecologies of things, from tiny watch sized objects, through tablets, to big activated interactive walls.</p>
<p>Assuming the bespoke object becomes a reality, <strong>what does this mean for the designer and design firms?</strong> Will it put designers out of business? I think that in the same way sofducts are disrupting design practices and business models, bespoke objects will create major disruptions for designers. If even a portion of product design and manufacturing moves to a decentralized, local model, many individual designers and design companies will have to adjust.</p>
<p>I see a few possibilities. First, those <strong>digital tailors </strong><em><strong>are</strong></em><strong> designers. </strong>Or at least the most successful ones will be. Just because some of the parts, software and 3D models will be off-the-shelf, bespoke objects will also have custom aspects and are systems that must be integrated for a specific person or task. That&#8217;s the job of a designer. Would it be so bad if designers are small business owners around the corner, selling locally in person and internationally online? Second, the off-the-shelf interactions, interfaces, systems-on-a-board, 3D models, etc. – i.e. the ecosystem around the bespoke object – all need design, and I&#8217;d expect a market to develop for small and large organizations to design and produce the necessary (virtual and physical) components that enable the digital tailor to operate.</p>
<p><code><br />
</code></p>
<h3>The New Ecology of Things</h3>
<p><strong>Nearly 20 years ago, Mark Weiser published his seminal paper on ubiquitous computing</strong> in Scientific American, &#8220;The Computer for the 21st Century&#8221; (<a href="http://sandbox.xerox.com/want/papers/ubi-sciam-sep91.pdf" target="_blank">scan</a>, <a href="http://www.philvanallen.com/wp-content/uploads/2010/06/02-weiser-computer-21st-century.pdf" target="_blank">reprint in PDF</a> &#8211; you really should read it!). This remarkably prescient work predicts much of what&#8217;s becoming a reality today (and perhaps Apple&#8217;s iPad name is a tip-of-the-hat to Weiser&#8217;s taxonomy of tabs, pads, and boards). More recently, Microsoft showed their <a href="http://www.youtube.com/watch?v=XiqgmAYrd3c" target="_blank">vision of 2019 video</a>. It&#8217;s a great visualization of the potential fluidity of interaction, but the homogeneity and sense of virtuality (a window into something) does not capture the more tangible, gritty, idiosyncratic, embodied, embedded character I hope for in <a href="http://www.amazon.com/gp/product/0979349508?ie=UTF8&amp;tag=philivanallen-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=0979349508">The New Ecology of Things</a><img style="border: none !important; margin: 0px !important;" src="http://www.assoc-amazon.com/e/ir?t=philivanallen-20&amp;l=as2&amp;o=1&amp;a=0979349508" border="0" alt="" width="1" height="1" />.</p>
<p>Both visions emphasize the screen as the dominant system. Certainly the screen&#8217;s power to change dynamically; show combinations of text, image, animation, and video; and to support interaction through touch is remarkable. Yet I think one of the most interesting challenges for designers is to look beyond the screen slab, and imagine how other computationally enhanced objects with texture, kinetic motion, haptic feedback, sound, and light can be integrated into this new ecology of things. <strong>Let&#8217;s make sure we leverage the joy and power of all the human senses and abilities in our designs.</strong></p>
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		<title>NETLab Toolkit gets new website</title>
		<link>http://www.philvanallen.com/netlab-toolkit-gets-new-website/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=netlab-toolkit-gets-new-website</link>
		<comments>http://www.philvanallen.com/netlab-toolkit-gets-new-website/#comments</comments>
		<pubDate>Wed, 07 Jul 2010 17:24:42 +0000</pubDate>
		<dc:creator>phil</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[arduino]]></category>
		<category><![CDATA[net lab]]></category>
		<category><![CDATA[toolkit]]></category>

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		<description><![CDATA[The NETLab Toolkit has a new website: http://netlabtoolkit.org. The old site was on a free ...]]></description>
			<content:encoded><![CDATA[<p>The NETLab Toolkit has a new website: <a href="http://netlabtoolkit.org" target="_blank">http://netlabtoolkit.org</a>. The old site was on a free wiki service that’s being discontinued, and we decided that this was a good time to reorganize and improve the content.<br />
For those of you unfamiliar with the toolkit:</p>
<p>The NETLab Toolkit is a free system for tangible interaction sketching and production. It enables novices and experts to quickly integrate hardware, media and interactive behaviors for products, installations, and research. It integrates with micro-controllers including the Arduino, and through its Flash widgets provides a drag-and-drop environment for hardware and media sketching with no programming required.</p>
<p>There’s also a new version of the Widgets on the <a href="http://www.netlabtoolkit.org/download/">download page</a> with these new features:</p>
<ul>
<li>Arduino support now requires Firmata 2.1 which comes with the <a href="http://arduino.cc/en/Main/Software" target="_blank">Arduino 18 software</a></li>
<li><a href="http://www.netlabtoolkit.org/reference/widgets/insert/">Insert</a> widget now has data logging features</li>
<li>Added <a href="http://www.netlabtoolkit.org/reference/widgets/ifthenelse/">IfThenElse</a> widget</li>
</ul>
<p>If you have been using the Arduino with a previous version of the widgets, you’ll need to <a href="http://www.netlabtoolkit.org/learning/tutorials/processing/">update your Arduino</a> with the newer Firmata released with Arduino 18.</p>
<p>Please send us your feedback on the new website on our <a href="http://www.netlabtoolkit.org/support/contact/">contact page</a>.</p>
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		<title>USC Charter School Performance Dashboard</title>
		<link>http://www.philvanallen.com/usc-charter-school-performance-dashboard/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=usc-charter-school-performance-dashboard</link>
		<comments>http://www.philvanallen.com/usc-charter-school-performance-dashboard/#comments</comments>
		<pubDate>Sun, 09 May 2010 16:30:10 +0000</pubDate>
		<dc:creator>phil</dc:creator>
				<category><![CDATA[portfolio]]></category>

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		<description><![CDATA[The School Performance Dashboard web project was developed for USC&#8217;s Center on Educational Governance provides ...]]></description>
			<content:encoded><![CDATA[<p>The <a href="http://www.usc.edu/dept/education/cegov/products/csi-interactive/" target="_blank">School Performance Dashboard</a> web project was developed for USC&#8217;s <a href="http://www.usc.edu/dept/education/cegov/" target="_blank">Center on Educational Governance</a> provides an easy way for educators and others to explore a range of performance metrics for charter schools in California. Each charter school is rated on 12 indicators assessing financial resources and investment; school quality; student performance; and academic productivity. Users can evaluate individual schools; compare the performance of multiple schools; review the performance of a single school across several years; or download the entire data set.</p>
<p>The challenge with this project was to make access to thousands of database entries easy to use for school administrators, researchers, parents, and the press. By creating a clean and clear visual and interactive system, users can explore the data in a very direct and productive way.</p>
<p>Working with Liz Burrill and Jamie Cavanaugh, I developed the interaction design and functional capabilities, and then built out the database and software. The system allows users to do incremental searches based on county and/or school name, showing immediate results as the user types. When a school is selected, it animates into the Schools of Interest List, building the user&#8217;s personal list of schools to analyze. The list can then be customized by narrowing the set of indicators to focus on, and then printed or downloaded as an Excel file. Alternatively, the user can select any single school, and analyze it over several years to see how performance has changed.</p>

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		<title>Quick Introduction to Sound</title>
		<link>http://www.philvanallen.com/quick-introduction-to-sound/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=quick-introduction-to-sound</link>
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		<pubDate>Tue, 02 Mar 2010 05:49:47 +0000</pubDate>
		<dc:creator>phil</dc:creator>
				<category><![CDATA[tutorials]]></category>

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		<description><![CDATA[Quick Introduction to Sound This workshop is a quick introduction to working with digital audio. ...]]></description>
			<content:encoded><![CDATA[<h1>Quick Introduction to Sound</h1>
<p>This workshop is a quick introduction to working with digital audio. It uses the free, open-source Audacity software. Digital audio software like Audacity shows sound as a waveform, which is a visual representation of the audio over time. Sound can be edited in much the same way that words are edited in a word processing program &#8211; i.e. by copying, cutting, and pasting, as well as modifying the sound (e.g. EQ or changing volume) which is similar to styling text.</p>
<p><span id="more-493"></span><strong>Getting Started:</strong></p>
<ul>
<li>Download <a href="http://audacity.sourceforge.net/download/beta_mac" target="_blank">Audacity 1.3.11</a></li>
<li>Install the <a href="http://lame.buanzo.com.ar/" target="_blank">MP3 library</a> so you can export in MP3 format</li>
<li>Optionally, install a set of <a href="http://audacity.sourceforge.net/download/beta_mac" target="_blank">LADSPA plug-ins</a> for making sound effects (under optional downloads)</li>
<li>Launch Audacity</li>
<li>Download <a href="http://www.philvanallen.com/wp-content/uploads/2010/03/sounds-for-intro-to-sound.zip">sounds for intro to sound</a></li>
</ul>
<p>For this workshop, set the recording settings: AUDACITY&gt;PREFERENCES&gt;DEVICES&gt;RECORDING&gt;</p>
<ul>
<li>DEVICE: Built-in Microphone</li>
<li>CHANNELS: 1 (Mono)</li>
</ul>
<h2>Make use of the Audacity help system</h2>
<ul>
<li>HELP&gt;QUICK HELP</li>
<li>HELP&gt;MANUAL</li>
</ul>
<h1>Topics</h1>
<h2>Recording &amp; Playback</h2>
<p>Record a short sequence of you saying &#8220;One, Two, Three&#8230; One, Two, Three&#8230;&#8221;</p>
<p>To play back audio, use the green play button, or hit the spacebar. Hold the shift key down when pressing the green button to play back in a continuous loop.</p>
<ul>
<li><a href="http://manual.audacityteam.org/index.php?title=Record" target="_blank">Basic recording info</a></li>
<li><a href="http://manual.audacityteam.org/index.php?title=Tutorial_-_Your_First_Recording" target="_blank">Full recording tutorial</a></li>
<li><a href="http://manual.audacityteam.org/index.php?title=Play" target="_blank">Playing back audio</a></li>
</ul>
<h2>Waveform Editing</h2>
<p>A waveform is a visual representation of sound, where time moves from left to right, and loudness (amplitude) is represented as height.</p>
<p>You can cut, copy, and paste the waveform just as you would in a word-processing application.</p>
<ul>
<li><a href="http://manual.audacityteam.org/index.php?title=Tutorial_-_Basics_Part_1:_Digital_Audio" target="_blank">What is sound</a></li>
<li><a href="http://manual.audacityteam.org/index.php?title=Tutorial_-_Editing_an_Existing_File" target="_blank">Basic editing</a></li>
<li><a href="http://manual.audacityteam.org/index.php?title=Edit_Menu" target="_blank">Edit menu</a></li>
<li><a href="http://manual.audacityteam.org/index.php?title=Audacity_Selection" target="_blank">Selecting parts of a waveform</a></li>
</ul>
<p>Do the following kinds of edits</p>
<ul>
<li><a href="http://manual.audacityteam.org/index.php?title=Editing:_Cut,_Paste,_and_More" target="_blank">Cut to trim the start and end of an audio clip</a>, then use the Trim tool to do the same</li>
<li><a href="http://manual.audacityteam.org/index.php?title=Tutorial_-_Copy_and_paste_a_section_of_audio" target="_blank">Copy and paste</a></li>
<li><a href="http://manual.audacityteam.org/index.php?title=Editing_for_Beginners_-_Silence,_Duplicate_and_Split" target="_blank">Add silence</a></li>
<li><a href="http://manual.audacityteam.org/index.php?title=Normalize" target="_blank">Normalize audio level</a></li>
<li>Fade-in / Fade-out from the <a href="http://manual.audacityteam.org/index.php?title=Effect_Menu" target="_blank">effect menu</a> EFFECT&gt;Fade In EFFECT&gt;Fade Out</li>
</ul>
<h2>Controlling level with the Envelope Tool</h2>
<p>You can change the loudness of the sound as time progress by using the envelope tool. Use it to change the volume of the entire track, or set different points in time, and use the tool to change the volume up or down over time.</p>
<ul>
<li><a href="http://manual.audacityteam.org/index.php?title=Envelope_Tool" target="_blank">Envelope Tool</a></li>
</ul>
<h2>Working with Multiple Tracks</h2>
<p>To create a mix of several different sounds, you can create multiple tracks in Audacity. Each track will contain a different sound, and you can control where in time each sound plays, and what the volume relationships are between the multiple tracks.</p>
<ul>
<li>Use TRACKS&gt;ADD NEW&gt;AUDIO TRACK to create a new, empty track OR Record a new track</li>
<li><a href="http://manual.audacityteam.org/index.php?title=Track_Drop-Down_Menu" target="_blank">The TRACK MENU</a></li>
<li>Use the Time Shift Tool to move audio left and right in time to match up with another track</li>
<li><a href="http://manual.audacityteam.org/index.php?title=Mixing" target="_blank">Mixing</a></li>
<li>Use mute and solo</li>
<li>Use track volume and pan</li>
<li><a href="http://manual.audacityteam.org/index.php?title=Auto_Duck" target="_blank">Auto Duck</a></li>
</ul>
<h2>Effects</h2>
<ul>
<li><a href="http://manual.audacityteam.org/index.php?title=Equalization" target="_blank">EQ</a> &#8211; Change the tone of the sound &#8211; e.g. bass, mid, treble</li>
<li><a href="http://manual.audacityteam.org/index.php?title=Change_Pitch" target="_blank">Pitch change</a> &#8211; Change the pitch of a selection without changing the length of the sound</li>
<li><a href="http://manual.audacityteam.org/index.php?title=Change_Tempo" target="_blank">Tempo change</a> &#8211; Change the length of a selection without changing the pitch of the sound</li>
<li><a href="http://manual.audacityteam.org/index.php?title=Effects_for_Beginners_-_1_-_Reverbs" target="_blank">Reverb</a> &#8211; Add the on the characteristics of a room to your sound</li>
<li>Etc.</li>
</ul>
<h2>Outputing final audio</h2>
<ul>
<li><a href="http://manual.audacityteam.org/index.php?title=Digital_Audio" target="_blank">Sample Rate &amp; Sample Format (Bit Depth)</a></li>
<li>Stereo/Mono and file size</li>
<li>Using left and right channel panning creatively</li>
<li>Audio formats: .wav, .aiff, .mp3</li>
</ul>
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		<title>It&#8217;s not a laptop, it&#8217;s a SLAB &#8211; What people are missing about the iPad</title>
		<link>http://www.philvanallen.com/its-not-a-laptop-what-people-are-missing-about-the-ipad/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=its-not-a-laptop-what-people-are-missing-about-the-ipad</link>
		<comments>http://www.philvanallen.com/its-not-a-laptop-what-people-are-missing-about-the-ipad/#comments</comments>
		<pubDate>Thu, 28 Jan 2010 23:27:11 +0000</pubDate>
		<dc:creator>phil</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[ideas]]></category>
		<category><![CDATA[book]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[ipad]]></category>
		<category><![CDATA[laptop]]></category>
		<category><![CDATA[multi-touch]]></category>
		<category><![CDATA[newspaper]]></category>
		<category><![CDATA[object]]></category>
		<category><![CDATA[screen]]></category>
		<category><![CDATA[slab]]></category>
		<category><![CDATA[tangible]]></category>
		<category><![CDATA[ubiquitous computing]]></category>

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		<description><![CDATA[A lot of doubters are making a classic mistake in evaluating Apple&#8217;s iPad. They did ...]]></description>
			<content:encoded><![CDATA[<p>A lot of doubters are making a classic mistake in evaluating <a href="http://www.apple.com/ipad/" target="_self">Apple&#8217;s iPad</a>. <strong>They did the same thing after the initial announcement for the iPhone, or for that matter the Toyota Prius. </strong>The mistake is thinking in terms of existing categories and value propositions. For the iPad, the doubt seems to boil down to: &#8220;I don&#8217;t like it because it doesn&#8217;t fit my ideal for a great laptop.&#8221; The critiques don&#8217;t always state it those terms, but I think that&#8217;s where it&#8217;s coming from. No camera, no keyboard, no multi-tasking, no Flash (okay, actually Safari on the iPad really <em>does</em> need that), etc. &#8211; these are standard expectations for a laptop.</p>
<p><span id="more-465"></span></p>
<p>And the doubters are right, <strong>for those of us who want a cool, small, OS X laptop thing, </strong><strong>the iPad does <em>not</em></strong><strong> hit the mark</strong> (of course, as the iPad matures it will get many of these things &#8211; the inevitable 4.0 release of the iPhone OS will likely address the multitasking and app organization issues. And maybe Adobe and Apple will finally make nice for the Flash plug-in. And the 2011 version will have a camera etc.).</p>
<p><strong>But people who want a better laptop aren&#8217;t the target audience for the iPad</strong>. Just like people who wanted a better Blackberry weren&#8217;t the target audience for the original iPhone. And people who wanted a green-washed sports-car were not the target audience for the Prius. Guess what? These products were a success anyway, because they met a new need and found a new audience.</p>
<p>So what is the iPad? Well, that remains to be seen. It will evolve in the next year as developers turn the iPad into a range of completely new things that, once they exist, will be essential for many people. To start all this off, Apple gives us the basic foundation and a decent value proposition:</p>
<ul>
<li>Read rich media books/magazines/newspapers</li>
<li>Comfortably browse the web</li>
<li>Use interactive textbooks and other learning material</li>
<li>Work with personal media (photos, music, video)</li>
<li>Play games</li>
<li>Shift low-intensity computer stuff <em>off</em> the computer (email, todo lists, calendars, presentations, note taking, etc.)</li>
<li>And as an add-on value, provide an admittedly compromised level of computer substitution for word processing, spreadsheets, etc. so we don&#8217;t always have to drag around a laptop.</li>
</ul>
<p><strong>That alone is a pretty good deal for $500</strong>. But what will come, and will likely make the iPad a major success, is a range of new apps that<strong> turn the iPad into an incredible device for doing more specific kinds of activities</strong>. For example, recording a song &#8211; it can be a <a href="http://www.sweetwater.com/store/detail/MasterCont/" target="_blank">complete recording system</a> and<a href="http://www.jazzmutant.com/lemur_overview.php" target="_blank"> tangible interface</a> with <a href="http://www.sonomawireworks.com/iphone/fourtrack/" target="_blank">faders, knobs, transport controls, etc</a>. Or as remote control for <a href="http://icontrol.com/connected_life/" target="_blank">your house</a> and<a href="http://thinkflood.com/products/redeye/how-does-it-work/" target="_blank"> entertainment system</a>. Or as a <a href="http://brushesapp.com/" target="_blank">painting canvas</a>. Or as a device that sits next to, and is an adjunct to your computer -<a href="http://www.wacom.com/cintiq/index.php" target="_blank"> wacom tablet</a>, todo list, email, <a href="http://www.artlebedev.com/everything/optimus-tactus/" target="_blank">application switcher</a>, etc. Or to organize your genealogy. Or to do <a href="http://www.scrapbook.com/" target="_blank">scrapbooking</a> (really, this could sell a millions units alone). Or plan a trip. Or <a href="http://www.osirix-viewer.com/iphone/" target="_blank">evaluate X-Rays</a> at your patient&#8217;s bedside&#8230; You get the idea.</p>
<p><strong>I call these devices </strong><strong>Slabs</strong>. The iPad, iPhone, Andriod, etc. are generic platforms that, via an app, turn into a product. And <strong>a 10&#8243; Slab with multi-touch surface can be a lot of different products</strong>.</p>
<p>More to come in the following days on my thoughts about SLABS, SOFTDUCTS, and BESPOKE OBJECTS.</p>
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