Archive for the ‘circulation’ Category

Petroski’s “The Evolution of Useful Things”

Sunday, February 28th, 2010

Reading about technical objects evolution for the game controller project led me to The Evolution of Useful Things: How Everyday Artifacts-From Forks and Pins to Paper Clips and Zippers-Came to be as They are by Henry Petroski.

Focused on forks, paper clips or spoons, the book asks this basic-but-interesting question: “how did these convenient implements come to be, and why are they now so second-nature to us?”. It basically try to seek answers to “provide insight in the nature of technological development“, and by approaching it with an evolutionary lense:

Putting implements such as the common knife and fork and chopsticks into an evolutionary perspective, tentative as it necessarily must be, gives a new slant to the concept of their design, for they do not spring fully-formed from the mind of some maker but, rather, become shaped and reshaped through the (principally negative) experiences of their users within the social, cultural, and technological contexts in which they are embedded. The formal evolution of artifacts in turn has profound influences on how we use them.

Based on a wide array of illustrative examples, he debunks the “Form Follows Function” myth:

Imagining how the form of things as seemingly simple as eating utensils might have evolved demonstrates the inadequacy of a “form follows function” argument to serve as a guiding principle for understanding how artifacts have come to look the way they do. Reflecting on how the form of the knife and fork has developed, let alone how vastly divergent are the ways in which Eastern and Western cultures have solved the identical design problem of conveying food to mouth, really demolishes any overly deterministic argument, for clearly there is no unique solution to the elementary problem of eating.

What form does follow is the real and perceived failure of things as they are used to do what they are supposed to do. Clever people in the past, whom we today might call inventors, designers, or engineers, observed the failure of existing things to function as well as might be imagined. By focusing on the shortcomings of things, innovators altered those items to remove the imperfections, thus producing new, improved objects. Different innovators in different places, starting with rudimentary solutions to the same basic problem, focused on different faults at different times, and so we have inherited culture-specific artifacts that are daily reminders that implements used to effect it.
(…)
The form, nature, and use of all artifacts are influenced by politics, manners, and personal preferences as by that nebulous entity, technology, manners and social intercourse.
(…)
it is really want rather than need that drives the process of technological evolution

Although I found the argument a bit too mono-causal, it’s highly interesting to read this kind of assertion from an engineer. While I agree that form may follow failure (and my interest in design failure is certainly related to this opinion), it is as if Petroski was too quick to dismiss other kinds of influence. There are *other” divers of innovation.

It’s also relevant to see him acknowledging, after G. Basalla, that the existence of continuity in technical objects “implies that novel artifacts can only arise from antecedent artifacts - that new kinds of made things are never pure creations of theory, ingenuity and fancy“. This is a favorite topic of mine, that I already addressed here. Petroski illustrates it with the example of the paper clip:

the invention of a new paper clip will not occur in some amorphous dream world devoid of all artifacts save imaginative shapes and styles of bent wire or formed plastic. Rather, any new clip will come out of the crowded past of reality.

Another aspect of the book I was interested in is the vocabulary employed to refer to evolution of technical objects. The evolutionary metaphor is exemplified using the following terms extracted from geography, genealogy or biology:

a route, detours, layovers, wrong-turns, retracings and accidents, paths… antecedents, ancestors… variations, new models… a vestigial trait/feature, a survival form… precursor… the idea of XXX long survived in such diverse applications

Why do I blog this? Some interesting insights here about the evolutionary metaphor in the design of technical objects. The book gives plenty of details about interesting examples and is a bit short on theories. That said, given its origin (Petroski is not an STS researcher), there are some good points and pertinent elements we can re-use in the game controller project.

Object evolution

Monday, February 15th, 2010

A recurring topic on this weblog is the evolution of technical objects. The game controller project is of course one of the reason for this interest but it goes beyond this category of artifacts. Some examples of genealogy trees we are inspired of in the project below. They come from a book by Yves Deforge, a french researcher, who produced lot of material about this topic. His book “Technologie et génétique de l’objet industriel offers an interesting introduction to theoretical constructs (based on Gilbert Simondon’s work) and a good series of examples:
Technologie et génétique de l'objet industriel (Yves Deforge)

Technologie et génétique de l'objet industriel (Yves Deforge)

Technologie et génétique de l'objet industriel (Yves Deforge)

Technologie et génétique de l'objet industriel (Yves Deforge)

Technologie et génétique de l'objet industriel (Yves Deforge)

Charting circulation

Tuesday, February 2nd, 2010

Charting the Beatles” is a project that I find highly intriguing. One of the visualization that I find highly interesting for that matter is the “Self Reference” representation. As described by the authors: “The lyrics of the Beatles include a number of references to their own previous songs. This diagram explores these connections, noting the exact referencing lyrics and at what point in each song they can be found.”

This is surely a recurring topic on Pasta and Vinegar. Perhaps because of the ongoing discussion I have with my neighbor who works on this the circulation of cultural elements and will surely appreciate (and re-use) this example.

Why do I blog this? looking for inspiration mostly, this chart provides a good example of the circulation of “designed elements” that may prove useful in out gamepad evolution project. The point would then be to map how certain elements (such as the direction-pad on the Game&Watch electronic games) have circulated over time to be adapted in different joypad iterations.

The link granularity (explicit/implicit reference, reference with melodic parallels) is very relevant because it shows the different granularities in how an element can circulate from one data point (a song in this case, a joypad model in the case of our project) to another.

Widget-ized wristwatch

Sunday, January 24th, 2010

Tissot t-touch

Circulation of the widget-meme into *other* touch-interfaces.

Tissot t-touch

Natural beings evolution versus object evolution

Sunday, January 17th, 2010

Technical objects evolution

An interesting figure that I’ve found in a book by Bruno Jacomy, which depicts two drawings by A.L. Kroeber. They represent the evolution of beings on the left, and man-made artifacts on the right.

Why do I blog this? Working on my notes about the gamepads genealogy projects. More to follow about the use of evolutionary metaphor for artifacts. There is a lot to dig and there’s a considerable amount of problems when using this analogy.

‘Nothing is original’

Saturday, January 2nd, 2010

An interesting quote by Jim Jarmusch (taken from The Golden Rules of Filming) that I ran across yesterday after seeing The Limits of Control:

Nothing is original. Steal from anywhere that resonates with inspiration or fuels your imagination. Devour old films, new films, music, books, paintings, photographs, poems, dreams, random conversations, architecture, bridges, street signs, trees, clouds, bodies of water, light and shadows. Select only things to steal from that speak directly to your soul. If you do this, your work (and theft) will be authentic. Authenticity is invaluable; originality is nonexistent. And don’t bother concealing your thievery — celebrate it if you feel like it. In any case, always remember what Jean-Luc Godard said: “It’s not where you take things from — it’s where you take them to.”

Why do I blog this? collecting quotes about circulation of ideas in different cultural spheres is an interesting exercise (and somewhat related to the discussion about the very existence of “breakthrough/disruptive” innovation).

Platform studies: Atari 2600

Saturday, December 19th, 2009

As part of our project about gamepad design evolution, we collect plenty of material concerning game interfaces (mostly joypad but still) and historical pointers about these devices. Which is why we’ve paid close attention to the recent “Platform Studies collection at MIT press, which “investigates the relationships between the hardware and software design of computing systems and the creative works produced on those systems“.

Although it does not deal with gamepad per se, the first book in this series is highly relevant to us. Called “Racing the Beam: The Atari Video Computer System“, it’s written by Nick Montfort & Ian Bogost. The point of this book is to show that the physical hardware design of the Atari VCS influenced the design of some games, and that those design decisions themselves gave birth to conventions still apparent in modern video game design. In terms of methodology, Montfort and Bogost details that their approach is “mainly informed by the history of material texts, programming, and computing systems“.

The whole book was a great read (both from a personal and project-oriented perspective). The introductory chapter set the issues at stake and gave a good perspective on the decisions that lead to the Atari 2600. Each of the other chapter presents different cartridge-based games as case studies to highlight design issues (such as space scrolling for example). The descriptions are quite detailed, which makes the book a good reference. Some excerpts that I found important to my work:

About the importance of “platform studies”, p.3

Studies in computer science and engineering have addressed the question of how platforms are best developed and what is best encapsulated in the platform. Studies in digital media have addressed the cultural relevance of particular software that runs on platforms. But little work has been done on how the hardware and software of platforms influences, facilitates, or constrains particular forms of computational expression.
(…)
work that is built for a platform is supported and constrained by what the chosen platform can do. Sometimes the influence is obvious: a mono- chrome platform can’t display color, for instance, and a videogame console without a keyboard can’t accept typed input. But there are more subtle ways that platforms influence creative production, due to the idioms of programming that a language supports or due to transistor-level deci- sions made in video and audio hardware. (…) platforms also function in more subtle ways to encourage and discourage different sorts of computer expression.

This is important for our project because we want to observe a different sort of platform: the gamepad, how it has been created (based on earlier lineage such as joysticks), how it evolved and what is the relationship between the joypad hardware and game control schemes.

The Atari Video Computer System

The design of the Atari VCS itself is based on a different set of decisions that are grounded in earlier platforms, as shown on p.11 and 12:

The tremendous success of Pong and the home Pong units suggested that Atari should produce a machine capable of playing many games that were similar to Pong. The additional success of Tank by Kee Games suggested another similar game (…) along with projectiles that bounced off walls. The computational model and basic game form were almost identical to those of Pong, and became the essence of Combat, the title that was included with the original VCS package. The simple elements present in these early games would be the basis for the console’s capabilities from that point on.
(…)
The engineers developing the Atari VCS needed to account for two goals— the ability to imitate existing successful games and some amount of versatility —as they designed the circuitry for a special-purpose microcomputer for video games
(…)
Material factors certainly influenced the design. (…) The Atari VCS would need to navigate between the Scylla of powerful but expensive processors and the Charybdis of a cut-rate but inflexible set of hardwired games.

The Atari Video Computer System

The part about controllers is of course relevant for our project, p.22-23:

although joysticks were already in use in arcades by 1977, the introduction of the VCS joystick into the context of the home undoubtedly did much popularize the controller (…) the game joysticks are connected by cords to the console, where they are plugged in. This means that they can be unplugged and different controllers can be swapped in for different games: it also means that players can sit back away from the video-game unit as they play”
(…)
“there arose the issue in the difference between the controller scheme of the inspirational arcade game and the available VCS controllers. The VCS controllers were simpler than those in many contemporary arcade games. Although it was possible to develop new controller, the cost and difficulty of doing so precluded it in almost every case. It also wasn’t tenable to produce arcade-style controls of greater durability, higher quality, and higher cost for the home market.

About the “lineage” and path-dependence between the VCS games and recent games, p.5:

Gradually, conventions of different sorts began to emerge and various genres became evident.
Some of the development of today’s videogame genres arose thanks to computer games and arcade games, but games for the Atari VCS made important contributions as well.
(…)
In studying the Atari VCS from the perspective of the platform, several things stand out about the system and its influence on the future of video games.

  1. The strong relationship between the console and the television. (…) The focus on the production of images for display on the TV helps explain why games running on circuits and later computers became known as “video games,
  2. Its controllers and peripherals were fashioned for use on the floor or the couch. The games made for the platform are likewise oriented toward home use—either for enjoying the arcade experience at home or for playing in different ways with friends and family.
  3. The powerful influence of earlier games.
  4. The tremendous representational flexibility of the machine and the less-than-obvious reason for this flexibility. (…) The breadth of the system’s software library becomes even more striking when one considers that two simple arcade games were the major inspirations for its hardware design—and that no one fathomed how successful and long-lived the console would be.”

Why do I blog this? The “platform studies” rationale seems to be an interesting approach for our gamepad project. We’ll try to ground our discussion in such type of work, although we do not know yet whether ours should be as academic as this piece.

The “0″ of Peugeot cars

Monday, December 14th, 2009

205

Mundane things always hide elements that are not obvious when you see them for the first time. Peugeot cars names have always been curious to me with their “x0x” nomenclatural label. A sunday in a small village in France enabled me to document this more thoroughly and wonder about it. There is a indeed a curious reason for this convention with a mid “O”: at the time when Peugeot brothers invented their car models, starting the engine was done by turning a handle/crank. Drivers needed to turn a crank that they had to put in a hole in the front of the car. The “O” of the Peugeot car name is thus a remnant from this time.

305

405

206

Why do I blog this? Nothing really digital here, curious observation though. It’s yet another interesting example of a process that I am trying to follow and document: the circulation of cultural elements as theorized by Basile in this paper. Hope that can be useful for him.