Archive for the ‘Research’ Category

Tech Report about designing multi-user location-aware applications

Wednesday, March 26th, 2008

A recent EPFL Technical report I wrote with Fabien Girardin and Pierre Dillenbourg: A Descriptive Framework to Design for Mutual Location-Awareness in Ubiquitous Computing.

The following paper provides developers, designers and researchers of location-aware applications with a descriptive framework of applications that convey Mutual Location-Awareness. These applications rely on ubiquitous computing systems to inform people on the whereabouts of significant others. The framework describes this as a 3 steps process made of a capturing, retrieval and delivery phase. For each of these phases, it presents the implications for the users in terms of interpretations of the information. Such framework is intended to both set the design space and research questions to be answered in the field of social location-aware applications.

The paper actually gives an overview of the main issues regarding location-based services, and more specifically multi-user location-aware applications/mobile social software.

Extreme case of location-based services: parole offenders

Friday, February 1st, 2008

In Accountabilities of Presence: Reframing Location-Based Systems, Troshynski, Lee and Dourish address the extreme case of paroled offenders tracked by GPS and describe lessons that can be drawn from this unconventional realm of location-based systems.
Here is how the system works:

Location information is continuously reported to a monitoring center through a direct link to a localized cellular telephone network. (…) The GPS system allows correctional officials to define geographic areas from which released and supervised offenders are prohibited, a condition of their parole (…) The GPS monitoring devices are able to trigger alarms or warning notices upon approach of any such previously defined prohibited zones.

Some excerpts about this that I found relevant to my research:

the use of GPS tracking technologies are intended to maintain a series of spatial prohibitions for this population, to limit their mobility and enforce a series of proscriptions that are part of the conditions of their parole (…) In a dispute between MapQuest’s view and the evidence of the odometer, it is MapQuest that will generally “win. (…) it is the representation of the space provided to the technological system that matters, because, however inaccurate it may be, it is the system against which measurements are made.
(…)
This study illuminates the relationship between technology and the legibility of space, that is, the way in which spatial organization manifests itself for people who occupy and navigate it. (…) The participants in our study are primarily concerned with understanding how their movement appear to their Parole Officers. The question of course is how that understanding is developed. How does one learn how one is seen by another through the system? How does one learn, for example, how to account for the vagaries of GPS positioning or the problems of “drop-out”? (…) The offender tracking system is inherently asymmetric, at least in its current configuration, so that offenders are unable to see how their movements can be read as potentially appropriate or problematic except as a consequence of infractions, at which point the mediating technology may become a point of discussion.
(…)
The issue is not where one might be, and when; it is to whom one might be accountable for one’s presence, to whom, under what circumstances, and how one might be called to account. (…) accountabilities to different social groups are heterogeneous—the settings in which action is undertaken are rich and complex. (…) the heterogeneous nature of accountabilities does not presuppose any particular structure of everyday space but rather situates accountability within the context of the practices from which spatial organization emerges (…) the heterogeneous nature of accountabilities necessitates an orientation towards spatiality as an ongoing form of participation in social and cultural life.

Why do I blog this? The study of less common case of LBS is interesting a it leads to different issues and effectively help to reframe the perspective about their design and usage. I rather insisted on spatial consequences but the discussion about the temporal implications is important (charging time of the GPS unit, dynamic reconfiguration of places where the parole can or can’t go…) as well as the GPS system as a device affixed to the body

Paul Dourish on reflective HCI

Friday, January 25th, 2008

Been reading this paper from Paul Dourish tonight in the train: “Seeing Like an Interface” (a paper he presented at OzCHI 2007). The author concluded about “the burgeoning interest in a reflective approach to HCI” that would be concerned by the “critical dimensions of design”. He basically describes technologies such as computers as “an effective site” at which to engage in critical engagements about the cultural values and assumptions. What does that mean for the everyday researcher/practitioner? Here are some hints described in the paper:

Reflective HCI suggests an approach to interaction design in which cultural assumptions and values play as important a role as traditional usability metrics both as measures of success and as elements of the design process.
(…)
The discipline of HCI has evolved considerably over several decades, but so too have computer systems themselves. What I want to draw attention to here is not simply the fact that computers have become faster, smaller, and more powerful as technological artifacts, but that they have emerged as cultural objects in a radically different way than they did before. They are elements of the landscape of daily life in many different forms. Digital devices are embedded in our cultural and social imagination in very different ways than they were when HCI was emerging. To the extent that our discipline thinks not simply about user interface design but about interactions between humans and computers, these transformations suggest that we need to look more broadly for theoretical perspectives that help us understand how computation manifests itself as a cultural object

Why do I blog this? surely some elements to be connected with what Anthony Dunne described in Hertzian tales about “critical design” (although the two visions are not the same). On a more general level, I find interesting to see when different disciplines (such as human-computer interaction or design) come-up with close concepts.

What is then interesting for the layman (for example when I am working with game designers on gestural interfaces usage for the Nintendo Wii) is to see how these ideas can be turned into (pragmatic) actions. In other words, what would “reflective HCI” brings to the table when I am surrounded by level designers, scenario planners, the production manager and the lead coder? Well, it’s certainly different from showing graphics about usability issues (that bloody tester missed the door 14 times on that level!) but it does bring questions, insights, discussions that sometimes allow to reconsider problems and results from tests/observations/ethnographic accounts of playtests.

A user study of Dodgeball

Wednesday, November 28th, 2007

The last issue of the Journal of Computer-Mediated Communication is devoted to social networks. Among all the papers they have about this topic, there is one that is closer to my own research about location-based applications and services: Mobile Social Networks and Social Practice: A Case Study of Dodgeball by Lee Humphreys. It interestingly investigate the nature of interactions that develop around a mobile social network site such as Dodgeball and how these interactions might change the way users think about and experience urban public spaces.

The interesting thing in taking Dodgeball as a location-based application is that it’s based on self-disclosure of one’s whereabouts. Looking at the findings from this year-long qualitative field study is very informative. As the conclusion summarizes:

The messages exchanged through Dodgeball did help my informants to coordinate face-to-face meetings among groups of friends. In addition to this functional purpose, Dodgeball messages also served a performative function by allowing informants to associate their identity with the branding of a particular venue. Sometimes a Dodgeball message could be interpreted as a member demonstrating a kind of social elitism. At other times, sending check-in messages with one’s location to Dodgeball was a means of social and spatial cataloguing. In this way, Dodgeball can serve as a social diary or map.
(…)
Some of the social connections and congregations facilitated by Dodgeball are similar to those found in third places, but Dodgeball congregations are itinerant spaces for urban sociality. In contrast to place-based acquaintanceships, third spaces allow for habitual, dynamic, and technologically-enabled face-to-face interaction among loosely tied groups of friends.
(…)
A related implication of Dodgeball use was social molecularization. By communicating about locations in the city, my informants could cognitively map urban public space. In addition, Dodgeball users can move through the city differently, based on the social-location information available to them. If they know friends are at a bar, they can go join them. In fact, the more friends who check in to a bar, the greater the pull to meet up with them. In this way, Dodgeball use contributes to a collective experience and movement of social groups through urban public space.

Why do I blog this? being interested in my research in the role and affordances of location-awareness, this study is important as it unveil some usage of that information. It complements some of the other affordances described in HCI (I am currently writing two journal papers about this).

Furthermore, since I am interested in how such features may affect urban environment and cities, the last result is quite interesting. It’s actually very close to other writings about micro-coordination. See for example “Nobody sits at home and waits for the telephone to ring:” Micro and hyper-coordination through the use of the mobile telephone by Rich Ling and Birgitte Yttri.

Humphreys, L. (2007). Mobile social networks and social practice: A case study of Dodgeball. Journal of Computer-Mediated Communication, 13(1), article 17.

The Mobile City conference

Tuesday, November 27th, 2007

The Mobile City is a conference on locative and mobile media and the city that seems to be interesting:

Locative and mobile media can be seen as the interface between the digital domain and the city, bringing the digital world into the physical world, and at the same time uploading and sharing real world experiences back to the digital world.

  1. From a theoretical point of view, what are useful concepts to talk about the blurring/merging of physical and digital spaces?
  2. From a critical perspective, what does the emergence of locative and mobile media mean for urban culture, citizenship, and identities?
  3. From a pragmatic point of view, what does all this mean for the work of urban professionals (architects,designers, planners), media designers, and academics?”

Why do I blog this? the program has not been announced yet but the topics seem to be very interesting.

Some urban computing projects

Monday, November 26th, 2007

Last week I attended an interesting event organized by the foresight group of the Geneva State. The whole day was about the digital cities of tomorrow with an interesting set of speakers.

I’ve been mostly interested in all the projects that speakers presented to describe either weak signals of urban computing or critical perspectives on that topic. Instead of putting on-line notes transcriptions, the list of projects is maybe more important to get a global picture of the discussion (mostly taken from Christophe Guignard and Bruno Marzloff’s presentations).

Diurnisme (Philippe Rahm) is an environment that physiologically creates the conditions of night during the day. To some extent, it tryes to introduce the night during the day (Photo: Adam Rzepka, Centre Pompidou).

Jour noir (Philippe Rahm) is a negative urban standard lamp, producing the night during the day, physically. The lamp emits an invisible and cold electromagnetic radiation, like that emitted by the night sky (Photo: Philippe Rahm).

Real room (fabric.ch) is an experimental architectural project for the Nestlé World Headquarters in Vevey (Switzerland) that insert computer device in offices which can diffuse temporalities and places, and interface light, sound, heat, humidity or information (instead of displaying images or printing documents on paper). It’s actually informed by atomic clocks, luminosity, heat, pressure and humidity sensors, distributed in a regular framework across a space representing the entire globe. These “RealRoom(s)”, connected permanently, directly recreate in an artificial but perceptible way, a global “terrestrial spatiality” fitting to the scale of Nestlé in 2005 (Photo: Fabric.ch).

City Wall is a large mutli-touch display installed in a central location in Helsinki which acts as a collaborative and playful interface for the everchanging media landscape of the city. It displays photos and videos which are continuously gathered in realtime from user-generated websites such as Flickr or YouTube.

Dash is collaborative GPS device: an internet-connected automobile navigation system that helps user to “know the best routes around traffic using up to the minute information provided by the Dash Driver Network“, “find virtually anything—nearby or near your destination—using Yahoo! Local search“> and “Send an address from any computer right to your car with Send to Car. What is interesting here is the social navigation of such a tool, and of course that it might be relevant for pedestrians as well (see more elements here).

Bruno Marzloff also mentioned how Toulouse-based transport company Tisséo displays travellers’ faces on subway screens or how Twitter is used by the BART both as a service system (e.g. receiving updates about delay) and a social space (e.g. people sending messages to each others).

Why do I blog this? this list is definitely a raw description of the projects that struck me as pertinent during this event; they cover a certain range of the urban computing spectrum. The first projects a re definitely more about interactive art whereas the others are a bit more utilitarian. In both cases, they exemplify interesting tendencies regarding urban computing with different level of scales.

Encouraging uses of location-aware systems

Monday, November 26th, 2007

Reading (again and again) articles about location-awareness for a journal paper I am writing, I ran across “The Carrot Approach: Encouraging use of location systems” by Kieran Mansley, Alastair R. Beresford and David Scott which I found quite interesting. The paper addresses the lack of understanding about why location-aware applications can be useful and what factors can motivate people to use them, through a case study of AT&T’s Bat system.

The use of Bat they’re interested in here is the one of the person-locator application or of context-aware paging. As they describe, the system is quite efficient as an indoor positioning provider. Accuracy and coverage are excellent but they noticed a “lack of genuinely useful applications and a strategy for their deployment“. they developed a classification of the intended users of the location system (in their case, the staff and students within the lab) with the aim of targeting applications at the needs of specific social groups. Using the prisoner’s dilemma approach, they show which ones are relevant.

What they found is that:

We model the utility to an individual of an application by the formula Utility = AU2 + B where U is the number of participating users and A and B are constants. AU2 is the Metcalfe-effect and B the single-user payoff. Applications fall into one of three categories: Type I : those useful to isolated individuals (high B); Type II: those useful to small subgroups (high A, small set of users U ); and Type III: those only useful when the whole lab participates (high A, whole lab U ). Many traditional applications (e.g. the “person-locator”) are Type III applications; most of the applications we present here are either Type I or Type II.
(…)
We analysed the recent decline in Active Bat usage from a game-theoretic standpoint and argued that many existing location-aware Type III applications have fallen into disuse as a consequence of the well-known Prisoners’ Dilemma. We described how this trap could be avoided if Type I or Type II applications are provided which are of immediate use to individuals and small social groups. Furthermore, increased overall participation has an overwhelmingly positive effect as users of the location system receive a community benefit from increased take-up, both from being able to locate colleagues more reliably and from increased privacy. We claim this principle justifies the existence of applications that have no intrinsically useful purpose (such as games).

Why do I blog this? quite relevant for current writings and talks about location-awareness in mobile social computing. The game-theory approach is original and brings interesting arguments to the table.

What’s interesting IMO wrt to person-locator is this notion of

from a game-theoretic standpoint, this application may be modelled by a multi-player prisoners’ dilemma. In real-life each person chooses whether to wear their bat or not whereas in the prisoners’ dilemma each prisoner chooses whether to co-operate with the authorities or not. Both wearing a Bat and co-operating have an associated (small) cost. If everyone co-operates (i.e. everyone wears their Bats) then the whole group receives a benefit. However, from the point of view of an individual it is always better not to co-operate (i.e. not wear their Bat) while secretly hoping that everyone else does; this is said to be the dominant strategy. It does not matter how great the benefit (i.e. the size of the coverage area) is; if all the players are rational then no-one co-operates and no-one wears their Bats. Therefore coverage area and applications like the “person-locator” cannot explain the difference in uptake between the LCE and AT&T.

Mansley, K., Beresford, A.R. & Scott, D. (2004). The Carrot Approach: Encouraging use of location systems. In Proceedings of Ubiquitous Computing: 6th International Conference, Nottingham, UK, September 7-10, 2004, pp. 366-383.

Implications for Design: responsibilities and framing

Saturday, November 24th, 2007

In “Responsibilities and Implications: Further Thoughts on Ethnography and Design continues to elaborate on the use of ethnography in human-computer interaction and the “implications for design” issues he addressed at CHI2006 (see my notes here).

In the CHI paper, he argued how the use of ethnographic investigation in HCI is often partial since it underestimated, misstated, or misconstrued the goals and mechanisms of ethnographic investigation. Which is problematic since researchers aims a deriving “implication for design” from these investigations. The DUX paper continues on that topic to show how ethnography is relevant but not in the bullet-point “short term requirements” way some use to think about. As he says, “the valuable material lies elsewhere” or “beyond the laundry list“, which is described through 2 case studies about emotion and mobility.

Then what should be these implications for design (voluntarily skipping the examples, see the paper pls)?

The implications for design, though, are not of the “requirements capture” variety. They set constraints upon design, certainly, but not in terms of operationalizable parameters or specific design space
guidance. What they tend to do, in fact, is open up the design space rather than close it down, talking more to
the role of design and of technology than to its shape.
(…)
A second observation about the implications is that they are derived not from the empirical aspects of ethnographic work but from its analytic aspects. That is, the ethnographic engagement is not one that figures people as potential users of technology, and looks to uncover facts about them that might be useful to technologists (or to marketers). Instead, ethnographic engagements with topics, people, and fieldsites are used to understand phenomena of importance to design, and the implications arise out of the analysis of these materials.
(…)
the theoretical contributions that the studies provide have a considerably longer shelf life, and a relevance that
transcends particular technological moments.

Is it a cop-out to say that what these studies provide is a new framing for the questions rather than a specific set of design guidelines? Hardly.

In addition, his discussion about the responsibilities is also important:

The engagement between ethnography and design must be just that – an engagement. Ethnography and
ethnographic results are part of that engagement.
(…)
I’d argue that it is no more the ethnographer’s responsibility to speak to design within the context of each specific publication than it is the designer’s responsibility to speak likewise to ethnography. Rather, the responsibility for ethnographically grounded design results is a collective one.

Why do I blog this? This is a topic Paul Dourish will address at LIFT08 in Geneva. Beyond that, this article echoes a lot with both reviews I received from academic papers (criticisms towards implications for design that are too broad and not short term requirements) and what can be observed from designers’ practices at the Media and Design Lab I joined 6 months ago.

Closer to my own research, I like the way he frames this notion of implication; and indeed ethnography can bring more than sort term recommendations as it can uncover motivations for action, needs and deeper human rationale. In my research about location-awareness, we explored the differences between self-disclosure of one’s location and automatic positioning; in this case, the crux issue was not to oppose the two sort of interfaces but rather, to show how each of them was different and had different implications in terms of human motivations (for example, self-disclosure of one’s location is linked to communication intentionality).

Dourish, P. 2007. Responsibilities and Implications: Further Thoughts on Ethnography and Design. Proc. ACM Conf. Designing for the User Experience DUX 2007

Wrestling with what the [mobile phone] platform actually is

Wednesday, November 21st, 2007

Reading the notes taken from Raph Koster’s thoughts at MIT’s Futures of Entertainment 2: Mobile Media, I ran across this:

what’s kind of fascinating is seeing the wrestling with what the platform [mobile phone] actually is. (..) Broadcast? Input device? Truly interactive? Synchronous or asynchronous? (…) TV could have been far more interactive from an early stage, but it drifted into broadcast. The Internet could have been more about broadcast, but instead its DNA pushed it in a different direction. The reasons aren’t solely technological, I don’t think; some of it is network effects, some of it is about what businesses succeed early on.
(…)
Which makes me think that probably as we think of things like immersive gaming in the real world, ARGs, massively multiplayer geotagged environments, and virtual worlds on the phone, there may be a dedicated device that does it better. Most of these other examples have been of migrating capabilities to the devices. But the interesting stuff that will be the true core use of the devices will be the things that arise from the device — and it will be at its best when the other stuff isn’t there to serve as a distraction, in the way that the best GPSes don’t try to also be TVs but instead try to enhance the experience of geolocation.

Why do I blog this? in a sense, he summarized one of the main mobile application/location-based services question: “what is the platform”.

Presentation at CISCO

Friday, November 16th, 2007

Yesterday I visited one of the European Tech Center of Cisco to give a presentation about location-awareness and mobile social computing. Slides from my presentations can be found here (pdf, 10.5Mb). It’s actually a reshuffled version of my Geoware deck. Thanks Jérome for this opportunity!

Cisco

Although I do this presentation over and over again, I am always surprised by the discussion that follows. The fact that the context is often different trigger new questions about that topic. Some examples of what we discussed:

Is “location” really important? Is it really about location? presence?
Should it be combined with other information collected through sensors?
How to create an added value sufficient enough to remove the privacy barrier?
To reach a critical mass of users, aren’t GPS devices company more advanced? Given that there is a less big variety of GPS devices (as opposed to phones) can they be considered as platform? For example could TomTom buddies be relevant? What about personal navigation assistant for pedestrians?
Social software and location-awareness: can we use geolocation to refine social graphs?

In the evening, I gave the same presentation at the Institut de Santé au Travail (thanks Yves!) where a totally different audience received the talk and discuss the implications rather from the ergonomic/human factor viewpoint.

From Locative Information to Urban Knowledge

Wednesday, November 14th, 2007

(via) In, “From Locative Information to Urban Knowledge” (see in the the conference pre-proceedings), Viktor Bedö addresses a question very close to my research interests: How does information generated and shared through locative media and mobile communication technologies turn into knowledge?.

The paper is about information visualization and how an organic metaphor (elaborated by Ben Fry) can be pertinent to represent information generated and shared via mobile communication technologies such as spatial annotation systems. Let’s jump directly to the conclusion:

What we can anticipate is that after reaching the critical volume (1), these community level patterns will have effects on the individual level: users will navigate using these patterns, make decisions based on these
patterns, and contribute to them by posting their own information. The pattern emerging on the dynamic urban maps become urban knowledge based on locative information. The primal representation of urban knowledge will be on the map, the method of identifying and interpreting the patterns is looking at the map. It is important to note that there are no cues when inspecting the emerging patterns on the map and there are no masters telling us what to see as we deal with a new instrument showing a new quality. The metaphor of organism/organisation in this case does not transfer meaning, in the, but a way of seeing, that helps ideintifying, discovering the patterns of locative urban knowledge.

(1) The use of spatial annotation and other location avare social software has not reached the critical volume therefore we can not even anticipate by now how many messages are going to constitute a coherent pattern. Will it be fifty, four hundred, or two thousand?

Why do I blog this? this is very close to something I wrote lately (as well as this blogpost) although it was not uniquely focused on spatial annotation system. However, I am not sure about the “critical volume” described by the author: it’s definitely that a topic we discussed a lot with Fabien and Mauro. Will there really be a peak? How the success of certain applications could last over time?

Industrial design and ubiquitous computing

Tuesday, November 13th, 2007

Are designers ready for ubiquitous computing?: a formative study is a very interesting short paper by Sara Ljungblad, Tobias Skog and Lalya Gaye that deals with the challenges industrial designers will face with ubiquitous technologies.

The paper report a workshop they ran with designers, in which they presented their ubicomp prototyping platform and collected people’s impressions. Although it’s hard to generalize, what is relevant here is to look at what they learn in this context:

A Designer is not A Researcher: The designers tended to have a goal-oriented, problem-solving approach to the context-aware technology, rather than the more exploratory approach that is common in research. The idea of developing applications for already existing objects by augmenting them post-hoc was not considered very appealing.
(…)
We feel that there is a significant difference between researchers and product designers when approaching context-aware technology. The designers were interested, but viewed Smart-Its as a collection of sensors belonging to an end-product, rather than something that could be used as a material during the design process, to explore and learn about “smart” products. This suggests that these designers were only interested in a conceptual understanding of the technology, not a hands-on understanding of it. The question is whether such conceptual knowledge really is enough when designing “smart” products.

Why do I blog this? because this sort of issues is very common and interesting to investigate. Of course this is very contextualized to their platform but there are interesting elements here.

Dark data to be set free

Wednesday, October 31st, 2007

A very interesting article by Thomas Goetz in Wired entitled “Freeing the Dark Data of Failed Scientific Experiments“. It’s mostly about the publication bias: what is published in research paper is only results that are positive or which have dramatic outcomes. The other goes to the lab drawer but now some initiative aims at setting them free. What about the reasons to do so:

For the past couple of years, there’s been much talk about open access (…) Liberating dark data takes this ethos one step further. It also makes many scientists deeply uncomfortable, because it calls for them to reveal their “failures.” But in this data-intensive age, those apparent dead ends could be more important than the breakthroughs. After all, some of today’s most compelling research efforts aren’t one-off studies that eke out statistically significant results, they’re meta-studies — studies of studies — that crunch data from dozens of sources.
(…)
advocating the release of dark data is one thing, but it’s quite another to actually collect it, juggling different formats and standards. And, of course, there’s the issue of storage.

Why do I blog this? Great initiative and good material to do research! Hidden stuff is always intriguing anyway.

Beyond the data availability and the possibility to run meta studies, I am strongly interested in this sort of “dark” data, especially about things that failed. It’s IMO a topic spot on the near future laboratory edges: documenting the failures, behavior, issues, artifacts that failed. We’re currently considering a workshop about this in the field of ubicomp/the future of objects.

Criticizing Paul Virilio

Wednesday, October 31st, 2007

In Panicsville: Paul Virilio and the Esthetic of Disaster, Nigel Thrift highlights the problematic tone of Virilio’s work on modernity (his book City of Panic in particular).

The author raises two issues:
- Virilio’s arguments are more jeremiads than an answer, which reminds me of Adam Greenfield statement that “nostalgia is for suckers” in his talk at PicNic 2007 (where he expressed that lamenting about the past of cities is not an answer).
- The phenomenology of despair described by Virilio is not very well rooted in social or cultural research, as if the only evidence he was relying on were newspapers and books from other authors.

Some excerpts that I found interesting:

Almost everything he says about the modern city would have to be seriously qualified or reconstructed or just plain retracted. (…) there is a veritable legion of careful empirical studies of information technology that very often show the polar opposite of what Virilio would have us believe. (…) each time he goes round the park, he exaggerates and this exaggeration is not just of the “well, this is an illustration of a general trend and should not be expected to play out equally everywhere,” or of the “well, take this as a warning of how things could become,” or of the “well, it won’t come to pass exactly like this but near to it” variety. It is systematic. And such systematic exaggeration is of more than mild concern.

The sort of myth Thrift debunks here are for example:

a common rule in this literature is “the more virtual the more real” (Woolgar 2002), that is, the
introduction of new “virtual” technologies can actually stimulate more of the corresponding “real” activity.
(…)
The idea that increasing speed somehow has causality is an urban myth so deeply engrained in Western individuals’ idea of themselves and how they are that it is probably not dislodgeable – but that doesn’t mean that philosophers have to power it up.

Why do I blog this? Having read (and enjoyed) some books written by Paul Virilio, I was interested in these critiques. They actually echo my feelings about that author. Somehow, I have the same impression with all the books I have read in the same vein (mostly from french sociologist/thinkers/philosophers) such as Jacques Ellul, they are inspiring, they point to interesting issues but they’re often exaggerating or hyperbolic (”forcer le trait“). And generally, it’s because of the distance between the author and what happens down there. This is sometimes atrocious, when you read books from thinkers speculating about web2.0, television or video games and you definitely know that those persons are not using these technologies (some still call radio “TSF”, the word employed 50 years ago in France).

Thrift, N. (2005). Panicsville: Paul Virilio and the Esthetic of Disaster, Cultural Politics, 1(3). 337-348.

Cognitive mapping of various means of communication in 1996

Tuesday, October 30th, 2007

In The social representation of telecommunications, Leopoldina Fortunati and Anna Maria Manganelli explore “common knowledge of telecommunications”. In a sense, they try to reconstruct how technologies of information and communication “have been metabolised in the system of social thought, and the way in which they have been integrated conceptually.

Using Moscovici’s frame of reference (social representations), they analyze data gathered from telephone survey carried out in 1996. Interviewees were asked to freely associate two terms with certain cue words: ‘telecommunications’, ‘fax’, ‘television’, ‘telephone’, ‘computer’, ‘mobile phone’, ‘radio’, ‘video-recorder’, ‘stereo’ and ‘newspapers’. Cluster analysis allowed them to represent the similarities between the communicative technologies (represented by the cue-words) through a dendrogram of similarities:

The authors conclude that:

In conclusion, the analysis of the similarity between means of communication shows that in 1996 there already existed a scission between the real telecommunication technologies, that is, ‘fax, telephone, mobile phone and computer’, and technologies which were not telecommunication, such as mass media or means of reproduction of sounds and images. The first were based on technologies that carried circular communication, the second on uni-directional communication technologies. Furthermore, in the first cluster (not telecommunication), we must note the clear distinction between technologies that reproduce sounds and images and those that carry information. The position of the ‘radio’, assimilated as it was to ‘stereo’, was yet a further indication that this medium was experienced essentially as music.

From this first analysis what emerged is that the profiles of the different forms of telecommunication and the division and cooperation among them were reflected with clarity and precision in common knowledge.

Why do I blog this? I was looking for reference about representation of technologies an ran across this paper; found the methodology quite intriguing (there are lots of other results to check). What I found pertinent is the idea of having a a detailed description of the cognitive integration of the various means of communication. How would that be perceived now? with new forms of communication? with so-called “digital natives”?

Fortunati, L. & Manganelli, A.M. (2007).The social representation of telecommunications. Personal and Ubiquitous Computing, pp. 1617-4909.