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Challenge 3 - Mike's comments
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As someone returning periodically to Lancaster
from the USA it never ceases to impress me how creative and innovative
is the research work done in the Department. This whole scrapheap
challenge over three weeks really illustrates how talented you all
are. Alan last week talked about comparison with European projects,
so this week I'd like to say that the ideas and innovations I've seen
seem to me to be at least as intriguing as the work coming out of
hugely wealthy US universities and research corporations.
It really is astonishing how much you all achieve
in just a day, and that these things that are built can so easily
be used as springboards for thinking about new lines of inquiry in
the design and use of computational technology. Seeing a real thing
in front of you is really concentrates the mind compared to talking
in the abstract of all the things you might do with input, processing
and output. Lots of interesting issues arise in terms of CSCW awareness,
privacy, rapid prototyping, rapid design, rapid evaluation, creativity,
idea generation and the educational process for PhD students.
This challenge was much vaguer than the other
two. In theory that gives the groups more leeway in what to produce.
In practice it maybe creates too much freedom, so it is harder to
concentrate on a particular goal to aim for. What I was wondering
was whether the groups would come up with something that might eventually
turn into an artifact that you could look at with interest for a few
minutes while waiting in a foyer. I had no idea that there would be
three working systems, all of which seem to have a hypnotic quality.
With any of these in the foyer, Id quite happily stare at it for
at least 5 minutes.
In the challenge I mentioned story-telling
around artifacts. What particularly amused me was after the presentations
as we were breaking up, various friends and family came to the lab,
and spontaneously group members switched from presenting their competition
entry to the judges and instead to telling a story about the artifact
to a guest. So the artifacts do indeed work as conversation pieces.
Sons of Sensor - hat
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Overall aesthetic: magic, Harry Potter, squishy,
not at all computer-science looking.
The most impressive part of this creation is
that it gives the sense of being complete. Obviously it could be extended
in various ways, but it already feels like a polished product. That
really is incredible in just a few hours.
The input-processing-and-output create a sense
of unity that normally only comes after a lot of refining of an initial
prototype. Of course behind the scenes it may be all tied together
with duct tape, but it definitely gives a sense of robustness.
The integration and combination of two different
kinds of activity information (sound and movement) is very neat and
pleasing. People move a lot - it moves a lot. People talk a lot -
the star pattern gets noisier. I think the patterns arising from the
sound input are really interesting. I'm not sure how much are happenstance,
but definitely with 1 speaker you get a sense of pulses of conversational
activity. With the sensors nearby, it is a bit more interactive than
the other two, and that does have a positive engagement effect.
Rectifier - body
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Overall aesthetic: modern art video installation.
This one definitely wins the award for 'most likely to appear on show
in the Tate Modern and be bought by Charles Saatchi for a hundred
thousand quid'. It was definitely the funniest too.
It think this is the most controversial one,
raising ethical issues that the group noted about the desirability
of considering and representing 'the average student'.
But some modern art is deliberately provocative.
At least you did not use a sliced professor pickled in formaldehyde.
Makes me think if Alan's anti-interface thought experiments could
be productively extended by building controversial demo apps that
force people to stand round and argue exactly why they don't like
it.
Other issues include contributions to affective
computing and the meaningfulness of certain averaging actions (as
distinct from the ethical considerations just noted). An average student
name is a wonderful idea to throw at people to force them to consider
if their number crunching makes any sense at all. The high speed data
gathering and crayon power-point presentation again re-emphasise how
in normal work we dither around when we might get some good-enough
to get going data really fast
.:thePooch:. - cone
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Overall aesthetic: 50s sci-fi movies. Brave
white-coated (computer) scientists will save the world from the evil
brain sucking aliens from the planet Communismo.
The choice and use of input sources was particularly
impressive in this creation. Four very different sources of activity
information integrated into the cone display. What the resulting display
means is more subtle than in the other projects, but you really do
get to see something like a pulse of the Department flowing up over
the cone. The periodic nature of when or indeed if you are going to
see a particular rarer colour appearing adds to the interest and to
the potential for initiating conversations if say a blue band suddenly
appears.
As Simon pointed out, it would be interesting
to see how a frequent 'user' of the artifact gradually gets a sense
of different levels of activity from day to day.
The printer data
source was truly a data amalgamation, in all other cases, for the
purposes of the demo we had single data sources with ideas and sometimes
mechanisms for how multiple data sources might in the future be aggregated.
Peter noted the unexploited potential of accessible printer data to
create different kinds of awareness.
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