The digital version is available for free, or you can buy a printed version if you want (they’re really nicely printed, but done print-on-demand so are a little pricey – we don’t make any money from them).
This issue is a summary of the SDS “Beyond Search” theme, focussing on Sian’s “5 Web Modes”, and showcasing various projects that have come out of the work, including Seeds, Cards and our work with Aalto University on “Domesticating Search”. I’m pretty proud of this magazine series, and this is another great issue for us to give out both internally and externally, to showcase what we do.
As a reminder, there are now three issues of the magazine, on Communication, Memory and Search. All of them are available from the here.
Microsoft holds an annual design competition for students from around the world who are usually studying either interaction or product design. It’s called the Design Expo. Students work in groups at their school, usually over the spring semester, to a brief that we set and they then select their best team, who travel to Redmond, Microsoft’s home, to present what they’ve done to an audience of employees.
I had a preview of the RCA student work earlier in the year, then we picked the two projects to send to Redmond, which were shown at the colleges degree show in early July, before heading to the US. Rather than taking place at the RCA’s “head office” near the Albert Hall, this year the Design Interactions students showed their work over the river at Battersea in a very cool creative space called Testbed 1.
The first of the two student projects we picked for Design Expo was The Superstitious Fund by Shing Tat Chung. Shing has developed a fully working investment fund, but one who’s algorithms for buying and selling are based on superstition. It primarily uses numerology, looking for example for lucky and unlucky numbers, as well as phases of the moon, to decide when to buy and sell. The amazing thing abut this project is that it is fully working. It is trading live on the stock market, has £4000 pounds worth of investment put it in by people from around the world, and includes a contract, stock certificate and every other legal requirement.
This is a classic example of the schools critical approach to design. It both forces us to think about the random nature of the stock market, for example, or the illogical sense that people have of numbers and data, while at the same time being very real.
Shing had a trade board mounted at the degree show, showing live data for the fund. He also presented some of his other projects which all look at superstition and illogicality.
The second student project which went to Redmond was Neil Usher’s beautiful Pareidolic Robot. Related to Shing’s project, Neil’s interests are in human’s capacity to look for shapes, meaning and data in our surroundings where there often isn’t any. According to Wikipedia “Pareidolia is a psychological phenomenon involving a vague and random stimulus (often an image or sound) being perceived as significant.”
Neil built a fully working robotic system, which uses face recognition to look at clouds. He’s got a lovely selection of images that the robot has found, many of which are face like. The robot is beautifully engineered, with two cameras that look like eyes, and can reorient themselves on the end of stalks.
Again, this is a fully realised object, but one that asks questions about our past times, and what it means to do idle activities. Do we feel so much pressure to use all of our time “efficiently” that we might have to give over the pleasures in our lives, like cloud spotting, to some piece of technology?
So that’s the two pieces of work that went to the design expo. You can see the other participants work here. Neil and Shing did a great job compressing their joint presentation down to 10 minutes. Hopefully the video will be up soon.
A few other pieces of work stood out for me from the RCA Degree Show. Here’s some shots:
I’m really delighted to be able to announce that I’ve written a book, entitled The future of looking back and published by Microsoft Press, which deals with the topic of digital legacy, technology heirlooms and other themes close to my heart. It covers a lot of the work that we’ve been doing in Cambridge around memory, reminiscing and so on, as well as including a lot of references to research and design work that I’ve come across that points to new and interesting directions.
The book was announced on the 27th of September as part of Microsoft Research’s 20th Anniversary celebration, and is available for pre-order on Amazon, Barnes & Noble, and O’Reilly. I’m expecting it to be physically released in just a week (Amazon says the 4th of October).
The book is broken down into three broad parts (there’s a pretty extensive preview of the content on Amazon). First, in “Stuff and Sentimentality” I talk about the difference in nature of physical things versus digital things, and the impact that our transition from the world of real to the world of the virtual might have on the way we preserve and pass on our content. In “A Digital Life” I talk generally about lifespans, and key life events (including bereavement), focusing on the role that technology is starting to play in each, particularly with regard to the creation of personal and sentimental digital artefacts. Finally, in “New Sentimental Things” I speculate more on the future and trends in technology and the impact that new directions may have in the way we record, remember and reflect on our past.
My book is the launch title for “ The Microsoft Research Series”, newly announced by Microsoft Press, which kicks off a regular release cycle of books that will focus on making the work of the Microsoft Research Division more accessible. You can read more about the series, as well as a Q&A with me on some of the topics in my book, up on the announcement page for Microsoft Press.
A massive thanks to Devon Musgrave at Microsoft Press for pushing me to write this title, as well as to colleagues and family for their support and encouragement.
Jenny imagines digital skin as a virtual overlay, providing a strange, biological anonymity, a morphing mask. In addition to some great research work she had a live demo at the show that used augmented reality to overlay visitors faces with strange, biological growths (see bottom picture).
"I designed a collection of virtual digital skins that was inspired by morphogenesis and mineral crystalisation processes. a series of radical non-human like aesthetics were fashioned, to engage the public to consider if we have the tools to-redesign ourselves, would we still look, feel and be human? I also worked in collaboration with a company called holition who deal with a range of 3d technologies in particular augmented reality. augmented reality technology blurs the boundaries between the real and the virtual worlds; it superimposes graphics, audio and other sense enhancements over a live view of the world. holition and I designed and developed new ways to utilise and implement the AR to enable a more tactile and tangible response to technology, bridging the gap between the immaterial and material worlds. we translated the digital skins into the technology, and developed face-tracking ar to create a virtual experience that would enable the public to interact and visualise the future technological impact on society and the self."
A lot of the written material that we produce in the research team that I’m a part of is directed very much at an academic audience. Through conferences like CHI and CSCW we build on the research work of others and find out about new efforts going on in our domain of human-computer interaction. That’s as it should be for research.
We’ve been trying to think of some ways to make our work more accessible, though. Partially this is because the busy people who work for Microsoft in the US, building products that we want to help influence, don’t have a great deal of time to read a 10 page academic treatise. They need something a little more…succinct, and to the point. In addition to a focus on Microsoft, we think the subject of our research work is generally and genuinely interesting to a broad audience. We deal with the way people live their lives, and try and gain some understanding of the appropriate way in which technology should play a part. We look for the “human values” that motivate people, particularly in their personal relationships and in the places in which they spend time, then we ask how technology can enhance, rather than undermine, them.
So as part of this effort to make our work more approachable we’ve started a magazine called “Things we’ve learnt about…”, which will focus on succinctly summarizing what we’ve learnt around a particular theme, to provide simple insights into how we think people tick. You can download read about, and download the magazine from our site at:
Feel free to print it any way you want, if you want a hard copy. We’ve also made the magazine available through MagCloud, which is another alternative for getting a printed version. They can do a great, glossy print on demand version for you at cost.
The first issue deals with human-to-human communication. We’ve tried to wrap up over 5 years of research and design work in this area to talk about why people communicate. A lot of the focus on communication technologies is on the substance of the message – getting some “data” if you like, from person A to person B. A lot of this issue of the magazine deals with the reasons and methods through which people communicate that have little to do with the message. Sometimes people send message to remind other people that they care about them, for example. The content of the message matters less than the fact that the sender thought about sending it. The magazine is full of little insights like that, that are about the subtle underpinnings that make communication important.
Anyway, hope you like it. Let us know what you think in the comments below. And look for future issues on different themes.
It’s not common for a team at Microsoft Research, a division involved in the academic exploration of all things computer science-like, to have much of a connection to the discipline of design. There are quite a few teams in addition to mine that have designers in them, though, and who take design practice seriously as part of the process of developing and exploring ideas.
So it’s great to get a little recognition from the design community, rather than from the academic one. I’m pleased to say that the Technology Heirlooms work that we’re doing in Cambridge, and which I’ve talked about a lot on this site, just got itself a prestigious design award.
My very talented ex-intern Camille Moussette was at the Tangible, Embedded and Embedded Interactions (TEI) conference in Madeira last week, and presented and demoed the work he did with us last year in Cambridge. He’s written up his experiences. He did some very cool thinking, and built some great examples, of how to allow product designers to sketch haptic experiences (so things that buzz, shake, rattle etc). See the paper he wrote here.
As promised a while ago, when I posted the videos of the Backup Box and Digital Slide Viewer, I’ve finally put together something that shows the Timecard device (see video below). This is a timeline viewer, meant to represent someone’s life, that we imagine might be the digital equivalent of a photo album or baby book. We’d like to think that it might become a precious object for a family, forming a new class of digital heirloom.
More explanation of these devices (including Timecard) here and of our ideas behind Technology Heirlooms here.
This year’s Royal Institution Christmas Lectures are titled “Size Matters”. Presented by Dr Mark Miodownik, they’re an exploration of materials science looking at facts like “How can hamsters survive falling from an airplane? How can hair keep you warm in the cold and cool in the heat?” and so on. Aimed at kids from 11 to 17, they’ll be broadcast on BB4 on the 28th, 29th and 30th of December from 8pm. Definitely one to watch for the budding scientist. Good for adults, too, actually. And something I’m very happy to see us sponsor.
Thanks to presenter Claudia Hammond and producer Fiona Hill from BBC Radio 4’s All In The Mind show for a really great edit of a conversation we had in Cambridge last Wednesday about our Technology Heirlooms work. It was broadcast last night on Radio 4, is repeated again today at 4:30pm, and thanks to the speed of the Internets is already available to stream and as a podcast.
It’s a 10 minute segment about 9 minutes into the show in which Abi and I talk about the objects we’ve designed, as well as some of the issues of overload and longevity for digital artefacts that might be inherited from us when we pass away.
If you’re interested in the topic here are some bits to read:
Some Technology Heirlooms – Descriptions and images of the three technology heirlooms we’ve built so far, including the Timecard device discussed in the show.
Technology Heirlooms videos – This blog post doesn’t yet have a video of the Timecard device discussed in the show, but does have content I’ve created for two other objects, the Backup Box and the Digital Slide Viewer.