CLICKNL DRIVE 2018 | 24 OCT | Designing with Future Emerging TechnologiesCLICKNL
The document discusses designing with emerging technologies and future everyday things. It begins with an introduction by the moderator, Mathias Funk, and then covers several topics:
- Designing things as gateways into the everyday and vessels for technology.
- Issues of cohabitation with smart things, levels of embedding technology, and ensuring privacy and consent regarding data use.
- The need to understand things better and question technological push, while focusing on people's lives and values.
- Comments from several speakers emphasize designing for collaboration with things, understanding things as agents of systems, and the importance of transparency, citizenship and stability when people and things intersect.
Smart cities, empowering people - Robert Ouellette in CRJEmily Hough
What happens the day cities become sentient, smarter than their citizens? Will we have a frightening, Terminator-like world? Robert Ouellette thinks not, but says the days of cities that are smarter than their humans are coming soon...
Despite many attempts to perturb a scholarly publishing system that is over 350 years old, it feels pretty much like business as usual. I argue that we have become trapped inside the machine, and if we want to change it in an informed way we need to step outside and take a look. First I describe my lens—what I mean by a social machine, and the scholarly social machines ecosystem.
I close with a list of questions that could be workshop discussion points. Presented at the ESWC 2017 Workshop on Enabling Decentralised Scholarly Communication, Portorož - Portorose, May 2017.
This article is a response to the Call for Linked Research. The essay is currently available on www.oerc.ox.ac.uk/sites/default/files/users/user384/scholarly-social-machines.html
"Social Innovation Hacktivism: from here to assemblages"
My slides from the First International Workshop on Social Innovation and Social Media (SISoM 2011), July, 21 2011, Barcelona, Spain
http://www.sites.google.com/site/sisom2011/
Anti-Intelligence A Marxist Critique Of The Smart CityScott Faria
This document provides a Marxist critique of smart cities through an analysis of Sidewalk Labs' proposed Quayside development in Toronto. It argues that the smart city concept embodies the ruling class's desire to impose technological rationality and control over urban space.
The document defines "anti-intelligence" as a critique of technology under capitalism that prioritizes its role in entrenching ruling class power. It analyzes how Sidewalk Labs presents Quayside as realizing an "inevitable" vision of a city planned from the ground up according to technological progress. However, the smart city is really an abstraction that reflects the "fever dream" of infinite control in the minds of the ruling class.
The
How do we make use of new media technologies in urban design? At the conference Social Cities of Tomorrow (Amsterdam 17-2-2012) we propose the concept of the social city as an alternative design approach to 'smart cities'.
Slides from a series of talks for the IET's IoT India Congress and some associated events - SRM Chennai, PES Bengaluru, Srishti Bengaluru. I used different subsets of the slides in each talk - this is the whole deck.
This document discusses open and collaborative models of learning, knowledge production, and education. It emphasizes learner-centered approaches where learners decide what, when, how, and how quickly to learn. Peer-to-peer interactions and social learning are important. The document also references concepts like autopoiesis, the commons, commoning, open knowledge, and constructing diversity in forms of socialization and knowledge production. Overall it promotes collaborative, relationship-based models of learning and knowledge validation that are open and distributed by nature.
Can Second Life house synthetic organisms?alex bal
1. Second Life currently houses artificial organisms created by artists and researchers and may house more complex artificial intelligence as its architecture becomes more open.
2. The document discusses different frameworks for social and economic interaction between humans and artificial agents in virtual worlds, including classic corporate and collective models.
3. As virtual worlds allow for more autonomous artificial agents, an economy driven by the capabilities of artificial general intelligence may emerge, where agents are employed or provide services in exchange for payments.
TestingTime - Guest Article - let’s save the world—democracy, inclusion and s...Jan Groenefeld
You are probably asking yourself: “As a UX designer, can I actually change the world?” Not by yourself – but you can make a positive contribution. The prerequisite is the interdisciplinary cooperation of specialists in operational ergonomics, product designers, developers, and some others. Find out the influence of technologies on our society, how we reduce reservations thanks to human-centred design, and how we use our tools optimally in the “Digital Designer” college to obtain a relationship between human beings and technology that has real added value. Let’s go!
This document summarizes a lecture given on network cultures and the principle of notworking. It discusses three main topics:
1) The relationship between multitude, networks and culture, arguing that culture should be viewed as a resource rather than a commodity.
2) The rise of collaboration and "free cooperation" through tools like wikis and peer-to-peer networks.
3) Elements of an emerging theory of "organized networks" drawing from theorists like Hardt and Negri who see networks as the dominant organizational form in today's digital age.
This document summarizes David De Roure's work over several decades exploring the integration of physical and digital worlds through social machines. It notes his early work in the 1990s on distributed systems and emergent order. In the 2000s, his focus shifted to data and computational grids. More recently, his research through the SOCIAM project examines social networks and how computation can promote new forms of social processes for a variety of user groups. The document outlines both technological developments and theoretical perspectives on social machines over the past 30 years.
Keynote talk at the Web Science Summer School, Singapore, 8 December 2014. Today we see the rise of Social Machines, like Twitter, Wikipedia and Galaxy Zoo—where communities identify and solve their own problems, harnessing commitment, local knowledge and embedded skills, without having to rely on experts or governments.
The Social Machines paradigm provides a lens onto the interacting sociotechnical systems of our hybrid digital-physical world, citizen-centric and at scale—emphasising empowerment and sociality in a world of pervasive technology adoption and automation.
This talk will present the Social Machines paradigm as an approach to social media analytics and a rethinking of our scholarly practices and knowledge infrastructure.
Transformed media landscape - and how we can make best use of itcentrumcyfrowe
The document discusses how the media landscape has been transformed by the internet and new technologies. Key points include:
1. The internet has created a new form of mass-self communication that is interactive, horizontal and allows many-to-many communication in real-time.
2. Web 2.0 and social media have enabled a new form of civil society through ubiquitous communication and sharing of images, sounds and ideas.
3. Commons-based peer production has created a new economic model where large projects are completed through coordinated creative effort, often without traditional hierarchy or financial compensation.
When will the Internet change our cities like it changed our lives? In the final Things report SMACT and the City we now take the city as the center of Things.
The convergence of bricks and clicks
The report shows how the five basic SMACT technologies are moving the creation of 21st century urban environments into top gear. We provide a status update on Smart Cities today and how developments like Senseable Cities and Cities as a Platform provide both new dynamics and opportunities for blending the digital and the physical infrastructure of our world together. The report provides a analysis of how this is already becoming a reality for retailers and presents what companies and organisations of all trades could learn from the accelerating convergence of bricks and clicks.
From the report:
- The Internet of Things will change our cities.
- The five basic technologies that form SMACT are moving urban development into top gear.
- The digital architecture of the city is becoming a true development platform.
- SMACT will transform the city into a platform to blend bricks and clicks seamlessly together.
- The future of cities is about: platform solutions, pervasive applications, and sensible sensing technologies.
- City as a Platform equals the infrastructural capacity plus the human dimension, the empowerment of behavior through data and applications.
This document provides an executive summary of discussions from the Deep Dive: AI event hosted by the Open Source Initiative. The event explored what it means for an AI system to be open source through a series of podcast interviews and panel discussions with experts. Three key issues were identified: 1) the need for open datasets to advance AI while limiting restrictions on data use, 2) the importance of regulatory guardrails rather than roadblocks to protect society while allowing innovation, and 3) the need for legal frameworks that enable ethical AI development while allowing collaboration. The OSI plans to continue contributing the open source perspective on AI issues.
Creative coding in art education -Fads presentationTomi Dufva
Slides from my presentation "Creative coding in art education" which I held in Pyhätunturi, Finland at FADS symposium. More details about my presentation can be found at my blog: http://www.thispagehassomeissues.com/blog/2014/11/5/creative-coding-in-art-education-presentation-at-fads-2014
Citizen Volunteerism and Urban Interaction Designsbisker
Solomon Bisker is an interaction designer and computer scientist interested in using design and technology to reimagine shared public spaces. He discusses three key ingredients for community-driven urban interaction design: advocacy, self-organization, and self-production. Bisker advocates for citizen volunteerism and grassroots efforts to engage communities through open hardware and software. He explores how individuals can design technologies to observe and influence their environments, and how autonomous technologies could engage public spaces on behalf of communities. Bisker's work applies these themes to design platforms that support advocacy, self-organization, and self-production by citizens.
CITIPOL is a mobile and web platform that allows users to see how people in their community feel about important social and political issues. It aggregates data to show the overall distribution of views on issues and outcomes, removing filter bubbles. Anyone can submit proposals on issues and people can vote on them. This creates a continuous national conversation where the public decides what issues are important. The platform aims to be like a digital public writing reflecting public sentiment that updates in real-time as votes change. It envisions creating a reverse panopticon where the public can hold governments and organizations accountable. Researchers could also use the big data generated to better understand public opinion and improve policymaking and people's lives.
Similar to Wijkbot_PublicSpaces - adapted version.pdf (20)
10 minute presentation in session Designing with Future Emerging Technologies during DRIVE festival at Dutch Design Festival, October 24 2018 in Eindhoven
New ways of living with intelligent things in future cities were discussed. Things will be able to connect to networks, collect real-time data, act proactively, and behave socially. They will essentially function as social entities. Two paradigms for smart cities were outlined: 1) as a dashboard for information and policy; and 2) as an intelligent infrastructure for sensing, actuation, and coordinated action. A third paradigm proposed "Cities of Things" where things are social entities that cannot be fully controlled but governed through social contracts and agreements.
Introduction thinkathon ThingsCon Salon EindhovenIskander Smit
ThingsCon organised a Salon on the sensing home at VanBerlo in close partnership with VPRO Medialab. I introduced the participants of the thinkathon on sensing your home.
This document discusses the emergence of a new type of "things" - networked, intelligent objects that are connected to the internet and each other. It describes how products are becoming systems and platforms, with software defining new experiences. Sensors and data allow products to serve as platforms and work in concert with humans. The document suggests that connected objects will become the default, and things will have more autonomous, intelligent behavior through rule-based interactions, dialogues, and contexts beyond just screens. People will have new, immersive conversations with these intelligent products and things will start new affiliations with each other.
ThingsCon 2017 - things as citizens as next iteration of the smart cityIskander Smit
1) The document discusses how intelligent objects and the Internet of Things will play a key role in the next generation of smart cities.
2) It suggests that smart cities will emerge not only through human relations, but also through the interactions and affiliations between intelligent objects themselves.
3) One vision presented is of "Things as citizens" where intelligent objects in a city are able to act autonomously to optimize functions like air purification.
Emerce Dare - Digital design in a world of connected things Iskander Smit
Digital design in a world of connected things discusses how products are becoming connected systems and agents that interact with users. It outlines how the software layer is defining experiences and how products can take on roles like collectors, actors, and creators. The document also discusses trends like the app revolution, wearable revolution, and assistant revolution that are integrating humans and computers in new ways. It argues that experience design will increasingly involve rule-based experiences, storytelling, adaptiveness, and co-design between humans and machines within real-world contexts.
PACT aims to design "things" as intelligent citizens that can leverage new urban infrastructures to help purify air in cities. The project will develop methods for defining things with agency in cities and how they can operate independently while interacting with citizens. A special connection will be made with the Roboat project in Amsterdam to test how autonomous fleets of boats can take agency and function as demonstrators. PACT will use catalytic sensors and coatings on things to purify nitrogen oxides and carbon dioxide from the air, with open communication standards for citizen improvements. The goal is to develop novel models and tools for understanding how intelligent things can work with people and existing services to optimize air purification capabilities in cities.
Impressions on Mobike from Shenzhen - HvA CMDIskander Smit
A student exchange program between with design students from HvA CMD Amsterdam and Keja Copenhagen are looking into the topic of bike sharing and urban developments. I was asked to share my impressions from Mobike bike sharing in Shenzhen.
IoT Day 2017 Rotterdam - Data and the Self - introductionIskander Smit
As introduction of the theme we choose for the hackathon at this years IoT Day Rotterdam, organised by Creating010, I introduced the theme Data and the Self.
Avans Hogeschool - introduction IoT by Iskander SmitIskander Smit
18 April 2017; as part of the kick-off on a 4 week course for students on intergrated smart systems I presented on the new things that emerge from IoT.
Dutch Digital Design in Paris - Iskander SmitIskander Smit
A day organised by Dutch Digital Agencies in the Netherlands and French, held in Atelier Neerlandais in Paris. Presenting on haptics and new interactions.
This document discusses new interactions and connected technologies, summarizing several projects and concepts:
1) It describes projects like connected stamps to explore industrial heritage and a sleeve that creates an internet of touch, as well as the potential for notifications, triggers, and rule-based or conversational interfaces.
2) It discusses how products could become platforms, and how the function of a product may emerge from use rather than being predetermined. Interactions may go beyond screens to include new layers of haptics and distant communication technologies.
3) The document argues that hardware could act as a platform, that conversations may become the new interface, and that understanding value and values at multiple levels will be important with new interaction paradigms
At the NRC Live conference I did a workshop together with Peter van Waart of Rotterdam University of Applied Science. I introduced our approach of experimenting at LABSinfonl and kicked off the workshop on haptics.
Octalysis Prime Challenge - GamerTalesAIYu-kai Chou
The Octalysis Group is looking for UX Designers who have an understanding of Octalysis.
We are looking for UX designers who can take an existing Strategy Dashboard, and create a short Brainstormand visually make it come to life. This is step 2 (Brainstorm) and step 5 (Wireframes) of the 5-Step Octalysis design process. If you are hired, you would work with a senior TOG specialist, getting information on which screens to be done and executing these. All the while working with the general principles of Octalysis in these screens.
You’ll be working with Figma to deliver high fidelity wireframes at a high pace.
Mounded storage has proved to be safer compared to above ground storage as it provides passive & safe environment & eliminates possibility of boiling liquid expanding vapor explosion.
This PPT provides some details regarding design guideline for mounded storage vessels.
Content marketing is a pivotal aspect of digital marketing that focuses on creating, publishing, and distributing valuable content to attract and engage a target audience. Unlike traditional advertising, content marketing aims to build a lasting relationship with potential customers by providing them with useful and relevant information.
2. Cities of Things
citiesofthings.org
Wijkbot (Hoodbot)
wijkbot.nl
ThingsCon
thingscon.org
Check some of my activities
- Iskander Smit -
Target_is_New
targetisnew.com
making sense of
unpredictable futures in
human-AI partnerships
7. Data-enabled artefacts with
performing capabilities
Able to:
• Connect with existing networks of data
• Sense and collect real time data
• Act proactively
• Behave socially
THINGS AS CITIZENS
THINGS AS SOCIAL ENTITIES
10. WijkbotKit: toolkit for designing and prototyping of citizen-powered urban robots
wijkbot.nl
11. The goal of the
fi
eldlab Cities of Things Lab 010 (2022)
In several neighborhoods, we realise a 'biotope of smart
objects' that will work and live with residents as neighborhood
peers, improving social participation and inspiring new
experiences.
from summary project proposal Cities of Things Lab 010
25. The Relaxing Hoodbot
This hoodbot senses the people in the street
who are
fl
ocking together. In case of potential
con
fl
ict within a group or between groups, it
will interfere and de-escalate the tensions.
The hoodbot can have a strategy to release
the (aggressive) energy or distract the group.
These hoodbots prevent the need for special
police forces to operate.
26. The Circular Hoodbot
This hoodbot is part of the market of the
neighborhood and collects all left-over food
for reuse, as new resources for smoothies.
This hoodbot goes around the market
during the day on its own, and at the end of
the market together with someone that
actively collects the left-overs with the
market traders.
27. The Supporting Hoodbot
This hoodbot supports your neighbors
that can not easily walk and carry goods
due to their age or handicap.
It might be used as support while
wandering around or shopping—compare
it to a walker. Or it can be more like a
boosted shopping cart that can bring
groceries home at the end of the day.
28. The Gardening Hoodbot
This hoodbot orchestrates the social
engagements in a community garden. It
stimulates neighbors to work together to
maintain the garden.
The hood but is not a tool for gardening
but an inspirational social anchor point in
the garden. It is a walking coffee corner.
29. The Emergency Hoodbot
This hoodbot serves as a city's
fi
rst
responder and provides healthcare for
the homeless.
It responds through a call to 112 and
wanders through the streets, actively
approaching homeless people.
30. The Activist Hoodbot
This hoodbot is a political activist. It
engages with demonstrations or activist
programs and pops up on the streets
during rush hour, spreading the message.
It is actively mingling in and is
distributing the message as lea
fl
ets to
take by people in the street. It might even
initiate protest marses.
31. The Socializing Hoodbot
This hoodbot has one goal: connecting neighbors
through shared stories. It collects these stories by
going around, representing them with objects,
soundbites, or other content.
It is sure to connect the pieces in one narrative of
the neighborhood and give shape to the stories as
spread the story by signaling centerpieces in the
neighborhood.
The evolving story is a conversation starter for
neighbors.
32. Follow us here! And build your own Wijkbot- Check hoodbot.net
Iskander Smit
Cities of Things
iskander@citiesofthings.nl
+31 6 24 53 23 888
Tomasz Jaskiewicz
Hogeschool Rotterdam
JasTJ@hr.nl
34. Inspiration: 3 rules of Asimov
The First Law: A robot may not injure a human being or, through inaction,
allow a human being to come to harm.
The Second Law: A robot must obey the orders given it by human beings
except where such orders would con
fl
ict with the First Law.
The Third Law: A robot must protect its own existence as long as such
protection does not con
fl
ict with the First or Second Law.
Isaac Asimov; in I, Robot; 1950
35. Inspiration: 3 rules of Hoodbot
The First Law: A Hoodbot may not take over work done by a human being.
The Second Law: A Hoodbot must collaborate with human beings on a
basis of partnership following shared goals.
The Third Law: A Hoodbot must not protect its own existence as a goal on
its own, in order to reach the First and Second Law.
From a manifesto in the making…
36. Assignment for this workshop
Prototype a hoodbot that obeys these rules within the context of one of the
scenarios.
Make a performative hoodbot that expresses its goals invites to interact with
humans and other hoodbots.
Start with the scenario,
fi
nd the one expression that you think will be the best
experience and prototype.
Keep in mind that a hoodbot is not a static object; its expression will be stronger if
it uses movement and interaction.
Start by building asap.
37. The Scenarios
The Relaxing Hoodbot
The Circular Hoodbot
The Supporting Hoodbot
The Gardening Hoodbot
The Healthy Hoodbot
The Activist Hoodbot
The Socializing Hoodbot