A New Digital Decade

The importance of finishing

In a recent episode of “The Talk Show” John Gruber talked about the concept of finishing in regards to Apple products. A parallel was drawn to a carpenter, who takes a lot of time and effort to build a piece of furniture. You know when a product has been finished, because it just possesses a certain level of polish and special attention to detail.

Somehow it seems that the whole process of creating a finished product is almost Zen like. There is a special attention to every little detail and of utmost importance is reaching the state, when nothing else can be taken out. This of course demands a lot of time and iteration, trying different approaches and saying no to a lot of good solutions. However, the end result is definitely worth it. Although some may say that the polish does not matter and price is more important, it appears to me that there a lot more people who notice a finished product and are willing to pay a high price for it.

It is as though a finished product communicates that the people creating it have invested a lot of time, effort and soul in order to bring this solution to life.

The limitations of iPad

The announcement of iPad 2 made me revisit the idea, which occurred to me some time ago. The first generation iPad is impressive hardware wise and now the new version has a dual-core processor and 9 times more powerful graphics. It even has dual video cameras. So what is the biggest limitation of iPad?

After being on the market for almost a year it is still astounding how many high-profile companies have been ignoring the device. iPad users are still forced to stick with iPhone versions of Skype, Facebook, Flickr and Remember the Milk. How long will it take the developers to finally make their applications take full advantage of the available hardware?

Apple is clearly taking the lead on this front, first with iWork and now bringing iMovie and GarageBand to the iPad as well. As Jobs mentioned these apps are an opportunity for Apple to set the bar for developers, to show how things are supposed to be done. Of course this also begs a question of whether one needs the resources and talent of teams at Apple to deliver such high level experiences? And with the number of 65,000 apps being promoted by Apple as being iPad specific applications it does not seem that most of those solutions are really that good.

With only 15 million devices sold it maybe just a question of time. Although the dynamics are great it seems that more time is needed for the iPad to reach broader mainstream adoption. And only then once a certain critical mass is reached it will not be possible to ignore the platform any longer. Until that point it appears that the biggest limitation of iPad today is not the hardware but the software, for developers are only starting to scratch the surface of what is possible.

Examples of generative art in real life projects

Many letters

[abcdefghijklmnopqrstuvwxyz] (http://joerg.piringer.net/index.php?href=abcdefg/abcdefg.xml&mtitle=projects) is an app by Jörg Piringer for iOS. It enables users to interact with the English alphabet. The app features four distinct modes: gravity, crickets, vehicles and birds. Each letter has its own distinct sound and character. Depending on the mode, the letter also behaves according to its characteristics. For example the gravity mode enables users to influence the movement of letters with the help of iPhone’s accelerometer, so when the device is tilted the characters start falling in that direction, bouncing off the walls and off each other. Each letter leaves a trace on the screen which is a faded line consisting of the shapes of that letter.

Random painting

A parallel to the previously mentioned project can be drawn with the jasonpolock.org (https://wbx-files.s3.amazonaws.com/jacksonpollock_by_miltos_manetas.swf) app, where the user can draw random traces and splatters of paint across the screen and generate a new color with a click of a mouse. The same app exists on iOS where gestures and touches are used instead of a cursor.

Creating unexpected results

Both applications can be considered as interesting examples of generative art, where the user and device can work together to create an unexpected result. For example, the user chooses the letters, characters or paths and the computer defines the colors, the movements and interactions between elements on the screen. Marie Pascal offers an insight to this, stating that the artist or the user in the given case is no longer the author of the project, but the task of producing the actual artifact is delegated to the device.

If we take a guess at how the applications are created it would seem like a logical conclusion that the whole process is built on predefined rules, which are then mixed and matched in order to randomly generate unexpected results. This is supported by Balpe, who talking about generative literature states that there “…the texts are produced through a computer by means of a set of formal rules, the use of any kind of algorithm, specific dictionaries and eventually knowledge representations”.

As stated by Block and Torres “the virtual represents the possibility to have many different results from the same code. And there is also a place for the reader to interact with the text-program, by means of an active readership”.  In the case of the projects described previously where are not talking about literature but about visual art, but the main idea still applies.

The next step

An interesting option to enhance the [abcdefghijklmnopqrstuvwxyz] app would be to add more color and texture to it. Currently the experience is built on a contrast of black typeface on white background. Maybe extra color could be more interesting. Although each letter has its unique sound it would be interesting to explore how the addition of a generated soundtrack would influence the experience. Then again, balance and focus should be a priority, so having too many features could add unnecessary noise and distraction.

Bibliography

Balpe, J.-P. (2005). Principles and Processes of Generative Literature. Retrieved November 27, 2010, from Dichtung-Digital: http://www.brown.edu/Research/dichtung-digital/2005/1/Balpe/index.htm

Block, F. W., & Torres, R. (2007). Poetic Transformations in(to) the Digital. Retrieved November 27, 2010, from e-Poetry: http://po-ex.net/index.php?option=com_content&task=view&id=97&Itemid=31&lang=

Corcuff, & Pascal, M. (2008). Chance and generativity. GA2008, 11th Generative Art Conference , 189-199.

Tallinna Ülikooli iPhone rakendus

Ilja Šmorgun Projekti Esitlus http://d1.scribdassets.com/ScribdViewer.swf

Keynote: http://db.tt/pePw0BQ

Powerpoint: http://db.tt/keB5fpw

PDF: http://db.tt/xBWmQMg

Task 14: Final reflections

The new interactive environments course has given me an opportunity to cover a lot of ground and discover things of which I did not know anything before. It was a bit difficult at the very beginning, not knowing what are the things we are discussing and how they might relate to things I already know. After finishing the course I still cannot say that I have a clear understanding of all the topics covered and what does everything have to do with New Interactive Environments. Maybe naming the course “An introduction to activity theory” would be a more apt title.

It would be great if more of the topics and themes could be described by the facilitators in an easier and more understandable way. Reading the blog posts of my colleagues I was left with a feeling that some of they too don’t really have a deep understanding of the topics being covered. Still it is quite possible that more experience and understanding is required in order to be able to reflect on the topics more clearly.

Task 13: Redesigning and re-instrumentalising activities

I use public transportation most of the time for getting around the city. I use it to go to work, then to school and back home. After visiting Stockholm last Christmas I was amazed with the fact that they have bus stops showing the exact time when the next bus is scheduled to arrive. I am not exactly sure how it is done, maybe the buses use GPS chips to update some central information system of their current location which then calculates and pushes the data to all the bus stops on the route.

I’ve used to check the Tallinn public transportation arrival times website every time I needed to go somewhere just to make sure I was not late and had to wait 20 minutes for the next bus to arrive. This summer I’ve discovered an iPhone application called iRoute, which let’s me check the schedules for all the public transportation means and all bus stops in Tallinn. The app lets users make a list of their favorite stops and lines, which they use most frequently. Once the app is launched it shows when the next bus is scheduled to arrive depending on the current time. iRoute also lets users see the nearest stops depending on their current GPS location.

iRoute has really enhanced the way I use public transportation. All of a sudden it became so much more natural and efficient. Still there are ways to take this a step further. We could learn from the Stockholm experience adding real world arrival times to bus stops and mobile applications.

And what about route planning. We already have that feature on the web, why not make it available in a mobile application as well? iRoute has made an attempt of realizing that but the feature does not work that well unfortunately.

This direction of ambient technology is something I’ve been thinking a lot recently. Computers do not have to be complex terminals which most of the people have no idea how to use. Instead we should integrate them seamlessly in our everyday lives and see how our cities become smarter and our lives easier.

Task 12: tool or medium?

Technology in general and computers in particular have a great impact on our lives. According to Ruckriem it not only influences our activities but in fact “revolutionizes the societal activity structure as a whole.”

Too narrow of a definition

It is quite difficult to categorize technology as a tool or a medium because both of these characteristics just seem to be too narrow to reflect the state of things. In his essay Georg Ruckriem comes to a similar conclusion stating that computer technology is both a tool and a medium at the same time. To Ruckriem it all depends on our perspective.

If we start looking at computer technology from the media perspective then we quickly realize that it is of universal nature, integrating every existing media into itself.

Adapting to technology

Feenberg states that technology is such a powerful force that we are not even able to adapt it to our needs, on the contrary we are the ones who must adapt. At the same time Feenberg sees technology as the most significant expression of humanity.

A manual for everything

This influence and adapting to technology can also be traced in the books we produce and read. Feenberg states that nowadays our stores are filled with operating manuals instructing us on how to live, love, raise children, eat, make money and so on. We have essentially become machines which can be run and maintained by obtaining a right manual.

Unexpected use cases

Then again we have become so much connected with technology that our own activities have begun shaping its development. Feenberg gives an example of email, which was not even originally meant to be used in the way we use it today, yet now we consider it one of the most important attributes of the Internet.

Conclusion

It is hard to categorize technology as being strictly a tool or a medium. It seems that it is both and something even more at the same time. Technology has influenced our lives so much that we have been forced to adapt to the rules it dictates. Yet our activities also shape technology creating new and unexpected ways of using it. In the end it seems that we just have not got enough time to reflect and analyze on the true nature of technology. We should continue studying and raising questions in order to finally realize what we are dealing with.

Task 11: Our components versus components of activity theory

Introduction

This is an attempt to analyze the initial list of concepts composed by the group in order to describe activity systems with the newly acquired knowledge of activity theory.

Did we come up with all the necessary components for analyzing and describing interactive systems?

It seems that most of the necessary components of activity theory have been covered in the initial list.

What components seem irrelevant? Why?

As activity theory focuses on exploring human interactions in a certain context it seems that such things as quality, workmanship, plan and model are not really that relevant to the overall analysis. Instead we should focus on the subjects of the activity, their actions and goals they are trying to achieve, the results of those actions and the roles subjects (actors) assume in the activity.

Currently we have a long list of components, which can be definitely shortened. How would you do that?
Some of the items in the list seem to be redundant at this point and maybe it would make sense to merge them into larger groups. So for example role, participants and project manager all seem to refer to a similar thing.

From another point of view it would make sense to list the main components of activity theory. Those could be: action, goal, result, rules, actors and roles. Once the main items are set everything else could be used to expand these categories.

Are there components which are not covered by the activity theory?

Some of the components which do not seem to be covered by activity theory are:

  • Quality
  • Worksmanship
  • Control
  • Location
  • Software
  • Plan
  • Model

Conclusion

It is quite interesting to see that the initial list of concepts composed by the group in order to describe the course’s activity system was not that far from being correct. Still it seems appropriate to assume that not many of us actually knew what we were doing at the time :) . Hopefully the state of things has changed by now as we have been able to better acquaint ourselves with the theoretical basis of the course and the topics being covered.

Components

  • time frame – every task has a timeframe (the length of a task, a start time and an end time).
  • schedule – every task must be scheduled to occur while taking into account other tasks
  • time management – the process of creating a schedule in which a task may occur is called time management
  • process – a single event that has restrictions (time, actors, means etc.)
  • methodology – a collection of tools/means for organizing a processes/activity
  • options – considerations and variations regarding a process/task/activity
  • interrelatedness (relations) – dependency, a single process/task may depend on other variables before it can occur
  • rules – a process may be defined by a set of rules (e.g. a degree is handed after completion of a specific curriculum)
  • control – a process/task/activity is controlled some entity
  • aim/goal – a process/task/activity has a goal, a motivated effort enforced by the actors
  • task – a quantified/defined assignment with a definite purpose
  • start  - the beginning of a task/process/activity
  • end – the end of a task/process/activity
  • result – is the objective realization of what has been accomplished
  • effect – every activity related task has an effect regarding the future outcome/goal
  • feedback
  • restrictions / limitations (time,money, budget…)
  • location (located)
  • tools
  • trigger / event
  • software – technological means for achieving a goal and planning activities
  • actors
  • role
  • participants – same as actors?
  • project manager – a person responsible for creating an activity plan (project plan) and carrying it out — related to actors
  • sequence – the order of tasks/activities
  • plan
  • evaluation criteria
  • resource
  • learnability
  • model / modeling
  • quality
  • workmanship

Critical review – Poetic Transformations in(to) the Digital by Friedrich W. Block and Rui Torres

Summary

This is a critical review of an article by Friedrich W. Block and Rui Torres titled Poetic Transformations in(to) the Digital. In the article the authors explore various projects from the field of digital poetics in order to understand how different people apply the concepts of generative literature to support their works.

Generative literature

To let the reader better understand what is being discussed in the article a clarification of the term generative literature is required. As stated by Balpe generative literature is a product of continuously changing text. This process is defined by a dictionary and a specific set of rules and algorithms. Generative literature is also a very specific form of digital literature which is changing most of the concepts previously established by classical literature (Balpe, 2005).

An important issue here is that the author is not required to write the final texts at all, but just work at the level of establishing the rules, dictionary entities and conceptual models. According to Pascal the artist is no more the author of the object while the task of creating a piece of art is delegated to some device (Corcuff & Pascal, 2008).

Secondly none of the final texts will be presented to the reader in exactly the same way. Each one of them will be different and unique in some specific way thus each text seems to be independent from other. That is also why Balpe feels that generative literature is an especially nice fit for poetry (Balpe, 2005).

Putting the concept in practice

Torres and Block focus their attention on specific outcomes of putting the concept of generative literature into practice in the field of digital poetry. Several examples are offered to the reader. One of these examples focuses on the works of António Aragão who was the organizer of many publications of experimental poetry in Portugal (Block & Torres, 2007). According to the authors Aragão focused on creating collage-poems putting them together from texts found in newspapers. An interesting point is that Aragão supplied one reading of a poem but also let the readers create their own poems by making unique readings. Block and Torres state that this principal can be very well supported by digital media because cyber texts can be “dynamic, open and randomly generated.”

Some of the projects experimented with creating lists of words and letting the readers adapt those lists in their own poems according to their taste. Once a certain state of a poem was achieved the user could archive the result on a server for later reference (Block & Torres, 2007).

Adding audio to the mix

One interesting way of using generative literature was conducted by Oskar Pastior who recorded the reading of his poem on audio and then divided the recording into small chunks. Later an algorithm was created which purpose was to take the chunks of audio and mix and match them in various ways in order to create numerous variations of the original poem (Block & Torres, 2007).

The role of machines

Block and Torres specifically turn their attention to the old question of “how close the machine could come to the poet, and in exactly which respect we have to realize the differences.” They reach a realization that machines lack the required imagination and a “unique modulation of an individual reading”. Marie Pascal explores another aspect of this question trying to understand what role randomness plays in the process of creating art. She states that although randomness may sometimes be seen by people as a limitation of their control, however randomness and chance can bring very interesting and unexpected results when used wisely. This is also illustrated by artists who have used chance “in many ways throughout the ages”. According to Pascal nature uses these techniques extensively in order to create “diversity as well as identity.” (Corcuff & Pascal, 2008)

Evaluation of the text

The article itself is well-structured and it was mostly clear what the authors were trying to say. However some paragraphs were harder to understand possibly due to the use of complicated words and sentence constructions. Overall it seems better to use simpler terms in order to explain certain thoughts as to make sure that the reader is able to understand the delivered idea exactly as it was intended.

Critique

After reading the article I was left with a feeling of not seeing the full picture of what generative literature and digital poetry is. Only after reviewing several other articles mentioned in this assessment was I able to come up with a clearer understanding of the topic. This might very well be the intended purpose of the article as it appears to be targeted at the audience already familiar with the issues being discussed by the authors. Still maybe even a brief introduction of the principals of generative literature would be helpful.

Conclusion

Generative art in general and literature in particular is a fascinating subject. In the reviewed article Block and Torres try to illustrate how the methods of this philosophy have been applied by various authors in order to create interesting works of art. Generative literature seems to be a very nice fit for digital poetry and this point is also solidified by the article.

Bibliography

Balpe, J.-P. (2005). Principles and Processes of Generative Literature. Retrieved November 27, 2010, from Dichtung-Digital: http://www.brown.edu/Research/dichtung-digital/2005/1/Balpe/index.htm

Block, F. W., & Torres, R. (2007). Poetic Transformations in(to) the Digital. Retrieved November 27, 2010, from e-Poetry: http://po-ex.net/index.php?option=com_content&task=view&id=97&Itemid=31&lang=

Corcuff, & Pascal, M. (2008). Chance and generativity. GA2008, 11th Generative Art Conference , 189-199.

Task 10: Applying activity theory into practice

Introduction

The purpose of this assignment was to apply activity theory as a method of comparing two online courses: PLENK2010 and NIE2010. Following are my attempts to understand the structure of the courses as well as a chart, which aims to represent the courses as activity systems and break them down into activities, actions and operations. Since my main take away from Activity Theory was that it aims to represent things hierarchically then the use of flowcharts seemed to be the most suitable choice for the task at hand.

Findings

As can be seen from the diagrams the two courses share some similarities. There are also many differences. The PLENK2010 course is structured so that the participants keep the course going by finding, mixing and sharing content with each other. As Valeria mentioned the course can continue as long as its participants do not stop their activities. NIE2010 on the other hand has a fixed timeframe as specified by the schedule and is structured in a more traditional way with assignments getting distributed and students submitting their readings by a certain date. A review of the submitted works is later published by one of the facilitators.

At a first glance it may seem that the NIE2010 course structure is simpler and more straightforward, however the activity system diagram shows more actions and operations at play here. While the PLENK2010 activities are limited to finding the relevant articles and sharing them the NIE2010 course demands taking the ideas found in the articles, analyzing them and then coming up with own ideas and understandings and formalizing them in a blog post.

One of the major differences between courses is also defined by that PLENK2010 is mainly built on collaboration between participants while NIE2010 does not really require students to read each other’s works in order to complete the assignment.

Conclusion

Activity theory provides an interesting perspective to the process of doing research. Being hierarchical in nature it lets the researcher break down an object of analysis into smaller pieces in order to discover relationships and patterns. This can also lead to unexpected results while doing comparisons between different objects of research as was discovered in this particular assignment. While at first the NIE2010 course seemed to be more straightforward the activities involved in completing a single assignment were are actually more vast and complex.

It would interesting to try applying activity theory in the process of doing interaction design in order to see what patterns and relationships between goals, activities and operations can emerge in the process of creating a new product or service.

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