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Archive for December, 2006

UK Design Council on user-centred design and experience design

Design Council The re-designed website of the UK Design Council features a series of new sections, including some on user-centred design and experience design.

User-centred design
The central premise of user-centred design is that the best-designed products and services result from understanding the needs of the people who will use them. User-centred designers engage actively with end-users to gather insights that drive design from the earliest stages of product and service development, right through the design process. Psychologist Alison Black gives an insight into how a user-centred approach can lead to innovative products and services that deliver real consumer benefit.

Experience design
Experience design concentrates on moments of engagement between people and brands, and the memories these moments create. For customers, all these moments of corporate experience combine to shape perceptions, motivate their brand commitment and influence the likelihood of repurchase in the future. Brand experience has the power to engender a greater degree of empathy, trust and loyalty from both customers and employees. Ralph Ardill of the Brand Experience Consultancy gives an overview of how experience design delivers new insights into how brands are perceived.
 
Unfortunately the experience design section is strongly brand-focused and therefore company-centric, rather than people-centric, and the write-up is seriously criticised by Peter Merholz, president of Adaptive Path, in a reaction to this post entitled “Experience design is not about brands“: “For ‘experience design’ to truly succeed as a discipline, it will need to distinguish itself from brand strategy and design, and demonstrate its distinct value as a contributor to business. Unfortunately, the Design Councils attempt at definition simply muddles things further.

Other sections that caught my eye:

  • Roger Coleman explains how inclusive design ensures that goods, services and environments are accessible to more people.
  • The ability of trends research to generate vital insights into customers’ and users’ future needs is making the practice increasingly important for all sectors. Trends expert James Woudhuysen explores the issues
  • The UK services sector is growing, but service design and its management are often poorly planned, argues Bill Hollins. This article reveals how companies can gain competitive advantage by applying design techniques when creating and improving their services.
  • Interaction design is the key skill used in creating an interface through which information technology can be manipulated, writes Nico Macdonald. As products and services are increasingly being created using information technology, interaction design is likely to become the key design skill of this century.


Originally
from Putting people first

by Experientia


reBlogged

by michael

on Dec 31, 2006, 7:40AM

creative calendar design

calendardesign.jpg
- a compact calendar designed to provide a compact view of the year, with plenty of space for making annotations & doodling. can be downloaded as a printable Excel template.
- the 12-sided calendar, putting the months on a so called “rhombic” or normal “dodecahedron”. can be downloaded as a DIY folding & cutting kit.
- a spiral calendar, capturing time as a continuous entity.
- the information esthetic calendar, a minimalistic design that invites for creating annotations in a unique visual code. can be downloaded or purchased as a large size poster.
- the Publikum calendar, transforming the Cyrillic alphabet into ameaningless cacophony of shapes.
- a typograhic calendar, displaying a classic typeface each month, aiming to enhance the awareness of typographic design.

[links: davidseah.com & uib.no & luispabon.com & informationesthetics.org & mediabistro.com & pentagram.com]


Originally
from information aesthetics



reBlogged

by michael

on Dec 27, 2006, 1:56AM

relative star & planet size movie


a small animation illustrating the relative size of stars & plants, from Mercury (4,480km) over Jupiter (142,984km) to W Cephei (3,676,200,000km).

see also relative size of our world.

[link: video.google.co.uk]


Originally
from information aesthetics



reBlogged

by michael

on Dec 27, 2006, 11:37PM

Interview with Mike Davis: Part 1

I first discovered Mike Davis’s work about a decade ago, through his book City of Quartz, a detailed and poetic look at the social geography of Los Angeles. Perhaps most memorably, City of Quartz describes the militarization of public space in LA, from the impenetrable “panic rooms” of Beverly Hills mansions to the shifting ganglands of South Central. Not only does the Los Angeles Police Department use “a geo-synchronous law enforcement satellite” in their literal oversight of the city, but “thousands of residential rooftops have been painted with identifying street numbers, transforming the aerial view of the city into a huge police grid.” In Los Angeles today, “carceral structures have become the new frontier of public architecture.”
Many of Davis’s conclusions will annoy you – but that’s half the point of reading his books.


A more wide-ranging book is Davis’s 2002 collection Dead Cities. While it’s one of Davis’s least cohesive books, it nonetheless ends with an invigorating bang. Its final section, called “Extreme Science,” is a perfect example of how Davis’s books remain so consistently interesting. We come across asteroid impacts, prehistoric mass extinctions, Victorian disaster fiction, planetary gravitational imbalances, and even the coming regime of human-induced climate change, all in a book ostensibly dedicated to West Coast American urbanism.
Of course, Mike Davis’s particular breed of urban sociology has found many detractors – detractors who accuse Davis of falsifying his interviews, performing selective research, deliberately amplifying LA’s dark side (whether that means plate tectonics, police brutality, or race riots), and otherwise falling prey to partisan battles in which Davis’s classically Marxist approach seems both inadequate and outdated. In fact, these criticisms are all justified in their own ways – yet I still find myself genuinely excited whenever a new book of his hits the bookshop display tables.
In any case, the following interview took place after the publication of Davis’s most recent book, Planet of Slums. Having reviewed that book for the Summer 2006 issue of David Haskell’s Urban Design Review, I won’t dwell on it at length here; but Planet of Slums states its subject matter boldy, on page one. There, Davis writes that we are now at “a watershed in human history, comparable to the Neolithic or Industrial revolutions. For the first time the urban population of the earth will outnumber the rural.”
This “urban” population will not find its home inside cities, however, but deep within horrific mega-slums where masked riot police, raw human sewage, toxic metal-plating industries, and emerging diseases all violently co-exist with literally billions of people. Planet of Slums quickly begins to read like some Boschian catalog of our era’s most nightmarish consequences. The future, to put it non-judgmentally, will be interesting indeed.
Mike Davis and I spoke via telephone.

•

BLDGBLOG: First, could you tell me a bit about the actual writing process of Planet of Slums? Was there any travel involved?

Davis: This was almost entirely an armchair journey. What I tried to do was read as much of the current literature on urban poverty, in English, as I could. Having four children, two of them toddlers, I only wish I could visit some of these places. On the other hand, I write from our porch, with a clear view of Tijuana, a city I know fairly well, and that’s influenced a lot of my thinking about these issues – although I tried scrupulously to avoid putting any personal journalism into the narrative.

Really, the book is just an attempt to critically survey and synthesize the literature on global urban poverty, and to expand on this extraordinarily important report of the United Nations – The Challenge of Slums – which came out a few years ago.

BLDGBLOG: So you didn’t visit the places you describe?

Davis: Well, I was initially anticipating writing a much longer book, but when I came to what should have been the second half of Planet of Slums – which looks at the politics of the slum – it became just impossible to rely on secondary or specialist literature. I’m now collaborating on a second volume with a young guy named Forrest Hylton, who’s lived for several years in Colombia and Bolivia. I think his first-hand experience and knowledge makes up for most of my deficiencies, and he and I are now producing the second book.


BLDGBLOG: I’m curious about the vocabulary that you use to describe this new “post-urban geography” of global slums: regional corridors, polycentric webs, diffuse urbanism, etc. I’m wondering if you’ve found any consistent forms or structures now arising, as cities turn away from centralized, geographically obvious locations, becoming fractal, slum-like sprawl.

Davis: First of all, the language with which we talk about metropolitan entities and larger-scale urban systems is already eclectic because urban geographers avidly debate these issues. I think there’s little consensus at all about the morphology of what lies beyond the classical city.

The most important debates really arose through discussions of urbanization in southern China, Indonesia, and southeast Asia – and that was about the nature of peri-urbanization on the dynamic periphery of large Third World cities.

BLDGBLOG: And “peri-urbanization” means what?

Davis: It’s where the city and the countryside interpenetrate. The question is: are you, in fact, looking at a snapshot of a very dynamic or perhaps chaotic process? Or will this kind of hybrid quality be preserved over any length of time? These are really open questions.

There are several different discussions here: one on larger-order urban systems – similar to the Atlantic seaboard or Tokyo-Yokohama, where metropolitan areas are linked in continuous physical systems. But then there’s this second debate about the spill-over into the countryside, this new peri-urban reality, where you have very complex mixtures of slums – of poverty – crossed with dumping grounds for people expelled from the center – refugees. Yet amidst all this you have small, middle class enclaves, often new and often gated. You find rural laborers trapped by urban sweatshops, at the same time that urban settlers commute to work in agricultural industries.

This, in a way, is the most interesting – and least-understood – dynamic of global urbanization. As I try to explain in Planet of Slums, peri-urbanism exists in a kind of epistemological fog because it’s not well-studied. The census data and social statistics are notoriously incomplete.


BLDGBLOG: So it’s more a question of how to study the slums – who and what to ask, and how to interpret that data? Where to get your funding from?

Davis: At the very least, it’s a challenge of information. Interestingly, this has also become the terrain of a lot of Pentagon thinking about urban warfare. These non-hierarchical, labyrinthine peripheries are what many Pentagon thinkers have fastened onto as one of the most challenging terrains for future wars and other imperial projects. I mean, after a period in which the Pentagon was besotted with trendy management theory – using analogies with Wal-Mart and just-in-time inventory – it now seems to have become obsessed with urban theory – with architecture and city planning. This is happening particularly through things like the RAND Corporation’s Arroyo Center, in Santa Monica.

The U.S. has such an extraordinary ability to destroy hierarchical urban systems, to take out centralized urban structures, but it has had no success in the Sadr Cities of the world.

BLDGBLOG: I don’t know – they leveled Fallujah, using tank-mounted bulldozers and Daisy Cutter bombs –

Davis: But the city was soon re-inhabited by the same insurgents they tried to force out. I think the slum is universally recognized by military planners today as a challenge. I wouldn’t be at all surprised if there’s a great leap forward in our understanding of what’s happening on the peripheries of Third World cities because of the needs of Pentagon strategists and local military planners. For instance, Andean anthropology made a big leap forward in the 1960s and early 1970s when Che Guevara and his guerilla fighters became a problem.

I think there’s a consensus, both on the left and the right, that it’s the slum peripheries of poor Third World cities that have become a decisive geopolitical space. That space is now a military challenge – as much as it is an epistemological challenge, both for sociologists and for military planners.


BLDGBLOG: What kind of imaginative role do you see slums playing today? On the one hand, there’s a kind of CIA-inspired vision of irrational anti-Americanism, mere breeding grounds for terrorism; on the other, you find books like The Constant Gardener, in which the Third World poor are portrayed as innocent, naive, and totally unthreatening, patiently awaiting their liberal salvation. Whose imaginination is it in which these fantasies play out?

Davis: I think, actually, that if Blade Runner was once the imaginative icon of our urban future, then the Blade Runner of this generation is Black Hawk Down – a movie I must admit I’m drawn to to see again and again. Just the choreography of it – the staging of it – is stunning. But I think that film really is the cinematic icon for this new frontier of civilization: the “white man’s burden” of the urban slum and its videogame-like menacing armies, with their RPGs in hand, battling heroic techno-warriors and Delta Force Army Rangers. It’s a profound military fantasy. I don’t think any movie since The Sands of Iwo Jima has enlisted more kids in the Marines than Black Hawk Down. In a moral sense, of course, it’s a terrifying film, because it’s an arcade game – and who could possibly count all the Somalis that are killed?

BLDGBLOG: It’s even filmed like a first-person shooter. Several times you’re actually watching from right behind the gun.

Davis: It’s by Ridley Scott, isn’t it?

BLDGBLOG: Yeah – which is interesting, because he also directed Blade Runner.

Davis: Exactly. And he did Black Rain, didn’t he?

BLDGBLOG: The cryptic threat of late-1980s Japan…

Davis: Ridley Scott – more than anyone in Hollywood – has really defined the alien Other.

Of course, in reality, it’s not white guys in the Rangers who make up most of the military presence overseas: it’s mostly slum kids themselves, from American inner cities. The new imperialism – like the old imperialism – has this advantage, that the metropolis itself is so violent, with such concentrated poverty, that it produces excellent warriors for these far-flung military campaigns. I remember reading a brilliant book once by a former professor of mine, at the University of Edinburgh, on British imperial warfare in the nineteenth century. He showed, against every expectation, that, in fact, most often for the British Army, in imperial wars, what was decisive wasn’t their possession of better weapons, or artillery, or Maxim guns: it was the ability of the British soldier to engage in personal carnage, hand-to-hand combat, up close with bayonets – and that was strictly a function of the brutality of life in British slums.

Now, if you read the literature on warfare today, this is what the Pentagon’s really capitalizing on: they’re using the American inner city as a kind of combat laboratory, in addition to these urban test ranges they’ve built to study their new technologies. The slum dwellers’ response to this, and it’s a response that has yet to be answered – and maybe it’s unanswerable – is the poor man’s Air Force: the car bomb. That’s the subject of another book I’m finishing up right now, a short history of the car bomb. That has to be one of the most decisive military innovations of the late twentieth century. If you look at what’s happening in Iraq, it may be the Improvised Explosive Devices (IEDs) that are killing Americans, but what’s just ripping that country apart is these fortified car bomb attacks. The car bomb has given poor people in slums – small groups and networks – a new, extremely traumatic kind of geopolitical leverage.

What’s happened, I think, at the end of the 20th century – and at the beginning of the 21st – is that the outcasts have discovered these extraordinarily cheap and horrific weapons. That’s why I argue, in Planet of Slums, that they have “the gods of chaos” on their side.


BLDGBLOG: Beyond a turn toward violence and insurgency, do you see any intentional, organized systems of self-government emerging in the slums? Is there a slum “mayor,” for instance, or a kind of slum city hall? In other words, who would a non-military power negotiate with in the first place?

Davis: Organization in the slums is, of course, extraordinarily diverse. The subject of the second book – that I’m writing with Forrest Hylton – will be what kinds of trends and unities exist within that diversity. Because in the same city – for instance, in a large Latin American city – you’ll find everything from Pentacostal churches to the Sendero Luminoso, to reformist organizations and neoliberal NGOs. Over very short periods of time there are rapid swings in popularity from one to the other – and back. It’s very difficult to find a directionality in that, or to predict where things might go.

But what is clear, over the last decade, is that the poor – and not just the poor in classical urban neighborhoods, but the poor who, for a long time, have been organized in leftwing parties, or religious groups, or populist parties – this new poor, on the fringes of the city, have been organizing themselves massively over the last decade. You have to be struck by both the number and the political importance of some of these emerging movements, whether that’s Sadr, in Iraq, or an equivalent slum-based social movement in Buenos Aires. Clearly, in the last decade, there have been dramatic increases in the organization of the urban poor, who are making new and, in some cases, unprecedented demands for political and economic participation. And where they are totally excluded, they make their voices heard in other ways.

BLDGBLOG: Like using car bombs?

Davis: I mean taking steps toward formal democracy. Because the other part of your question concerns the politics of poor cities. I’m sure that somebody could write a book arguing that one of the great developments of the last ten or fifteen years has been increased democratization in many cities. For instance, in cities that did not have consolidated governments, or where mayors were appointed by a central administration, you now have elections, and elected mayors – like in Mexico City.

What’s so striking, in almost all of these cases, is that even where there’s increased formal democracy – where more people are voting – those votes actually have little consequence. That’s for two reasons: one is because the fiscal systems of big cities in the Third World are, with few exceptions, so regressive and corrupt, with so few resources, that it’s almost impossible to redistribute those resources to voting people. The second reason is that, in so many cities – India is a great example of this – when you have more populist or participatory elections, the real power is simply transferred into executive agencies, industrial authorities, and development authorities of all kinds, which tend to be local vehicles for World Bank investment. Those agencies are almost entirely out of the control of the local people. They may even be appointed by the state or by a provisional – sometimes national – government.

This means that the democratic path to control over cities – and, above all, control over resources for urban reform – remains incredibly elusive in most places.


(This interview continues in Part Two. For another, recent two-part interview with Mike Davis, see TomDispatch: Part 1, Part 2. All drawings used in this interview are by Leah Beeferman, who was also behind BLDGBLOG’s Helicopter Archipelago).


Originally
from BLDGBLOG

by Geoff Manaugh


reBlogged

by michael

on May 23, 2006, 4:24AM

interactive visual skyscraper

touchfacade.jpg
an impressive interactive full-building facade on a 145m high tower in Brussels (Dexia Tower, Belgium), on which 4200 windows can be individually illuminated by RGB-colored LED bars.

at the bottom of the tower, an installation allows people to interact with the visual tower display via a multi-touch screen. both static (touch) as dynamic (gesture) input is recognized to generate an abstract graphical language consisting of points, lines & surfaces combined with physical behaviors (growth, weight, …). once a composition is created, a live snapshot picture, taken from a distant location, can be sent as an electronic postcard.

ideal end-of-year decoration.

see also blinkenlights & spots animated facade & colors by numbers & LED mesh facade.

[link: dexia-tower.be & lab-au.com (author)]


Originally
from information aesthetics



reBlogged

by michael

on Dec 28, 2006, 1:03AM

Innovators and the university (the b-school)

Wuhan_university
If the University is no longer so vital as a center of innovation (see yesterday’s post), does it still create innovators?

Call
this the "Canada" model of innovation where an institution/country that
is bad at innovation still manages to export people who are good at it.

The
University is, of course, a house of many mansions.  I will look only
at the professional schools: the b-school, d-school, e-school, and the
law school.  (Though I will say in passing that the liberal arts
continue to supply exemplary  intellectual training even as they too
often insists on political and epistemological orthodoxy that renders
the liberal arts grad next to useless when it comes to innovation.  And
here I define innovation as IBM’s Sanford does: creativity plus
insight.)

B-Schools

B-schools are good at some aspects of
innovation training, and really bad at others.  That "easter egg hunt"
called the case study is very good at giving students the ability to
see through a confusing tangle of factors to the things that matter.
But this is a decompositional ability.  It is good at breaking down,
and much less good at building up. 

If the culture of
Microsoft has a problem when it comes to innovation, it is precisely
this.  Not so long ago, I listened to Microsoft managers interrogate
potential innovations, demanding to know how they could be monetized!
Most innovations begin as inspirations and we should treat them as the
Inuit treat newly born children, as gifts who must be treated with solicitude for fear they will return whence they came.  Spare inspirations
the ROI rack…at least for a little while.

This is a long
standing problem for the corporation and the b-school.  Both are so
keen on a tough minded pragmatism that there are often insufficient
intellectual resources or inclinations with which too nourish or
embrace the new.  After all, the new begins as something barely
thinkable.  It is too much to ask that it make itself immediately
practical.  Both the b-school and the corporation have to get better at ideas that are almost completely weightless and quite
without utility. 

The further problem with the business school
is that it continues to treat the consumer and producer as economic actors and the
market place as the sum and total of the transactions creating between
these actors.  All the larger, collective contexts that
establish value, create context, supply meaning and motivate purchase
are dismissed or diminished.  Culture never gets talked about in a systematic way. 

When
I was teaching at a business school we taught a cases on DeWalt power
tools and Land’s End merchandising, both of which turn on the cultural
specifications of gender.  (Briefly DeWalt repositioned a brand
by regendering it.   Land’s End was gifted a new segment of female consumers because
cultural ideas of women and women’s clothing were changing.)  These cultural
specifications were never mentioned.  When I raised them as
possibilities people looked at me as if I were mad.  (I hasten to add
that I am not one of those social scientist who wants to neglect or
exclude "economic man."  The challenge for anthropology is indeed
how to make him feel as welcome as an Inuit child.)

B-schools were
founded and largely staffed by economists.  Over the years, the
economists were displaced and a supra-economistic understanding of the
consumer, the producer and the marketplace were smuggled in.  The work
of this transformation is however not complete, despite the fact that
the intellectual work has been in place for some time: Durkheim,
Polanyi, Sahlins, Granovetter.  Let the revolution continue.

In
sum, the innovators produced by b-schools are hampered in two ways.
First, the b-school discourages the the full creativity that innovation
requires.  Second, it artificially constrains the problem set, so that
students are discourages from combining creativity with insight, that
is, with a full reckoning of the world in which the creativity
must make itself useful. (I refer once more to  Linda Sanford’s distinction.)

I have run out of time but by this first reckoning it looks as if the
University might be failing in the production of both innovation and
innovators.  This is scarier, still.   

Tomorrow: the d-schools and innovation

Reference

Sanford, Linda.  2006.  Building an Innovation Company for the 21st
Century.  MIT-IBM Innovation Lecture Series.  October 17, 2006.  here.


Originally
from This Blog Sits at the

by Grant McCracken


reBlogged

by michael

on Dec 27, 2006, 7:51PM

“Big games” and environmental space

biggames.png

The Porous Border Between the Real and the Mediated

Parsing tons of papers, articles, documents and pdf that I accumulated in the last few months, I ran across this article in VodafoneÂ’s Receiver: Big Games and the porous border between the real and the mediated by Frank Lantz.

In this short piece, the author describes what he means by “big games”, i.e. “Big Games are human-powered software for cities, life-size collaborative hallucinations, and serious fun“. Some excerpts I find pertinent regarding my research:

Imaginary places, constructed from code, are now being represented not just as pixel grid windows into synthetic 3D environments, but mapped onto the actual 3D environments in which we live. Called “Big Games”, these large-scale, real-world games occupy urban streets and other public spaces and combine the richness, complexity, and procedural depth of digital media with physical activity and face-to-face social interaction.

He then describes games such as ConqWest, Mogi Mogi, PacManhattan, Superstar, Can You See Me Now, Uncle Roy, BotfightersÂ… And describes how the urge to use spatial environment as a playful space did not come out from the blue: childrenÂ’s neighborhood games (like Red Rover, hide and go seek, and kickball or Capture the Flag), Assassin/Killer game, skateboarding and Parkour, location-based art activities of the late 20th century, Live action role-playing. And those activities share some common purposes:

a desire to push game experiences beyond traditional boundaries of time and space. But there is another, complementary desire within conventional computer and videogames themselves. Over the last 10 or 15 years, these games have developed a profound obsession with play dynamics of 3D spaces, architecture, and environments. (Â…) In some ways, Big Games are a natural extension of this obsession with environmental exploration and social dynamics as gameplay subjects.

The author hence describes how mobile and ubiquitous computing technologies are a catalyst for big games creation. And finally, his thought about spatial practices are very interesting:

There is no longer a clear, well-defined boundary between the virtual spaces and interactive systems of our digital experience and the concrete, tangible aspects of our physical experience. Even as high-resolution computer graphics make the simulated worlds inside our computers more realistic, the actual world outside our computers is behaving more and more like data.
(Â…)
Regardless of the technology with which they are implemented, Big Games reflect a change in perspective brought about by mobile, pervasive, and ubiquitous technologies. Even Big Games that use chalk on sidewalks to make a citywide puzzle, or appropriate the archaic technology of payphones to make a game of urban tactics, are made possible by a shift in how we perceive our environment brought about by the new relationship between space and computing. (…) Whatever else they are, these games are primarily about connecting people – a way to reclaim public space as a site for a new kind of shared experience.

Why do blog this? because it gives a very good summary of “big games”, which I am partly interested in my research (I use big games to study how people collaborate and use location-awareness features). On a different note, it seems that in the location-based/geowankin scene, the term “big” now receives more and more interest. See the “big here challenge” or how Fabien describes it (or even Matt Jone’s video!).

Finally, what the author stress in his conclusion (big games to reclaim public space), is exactly something Mauro and I wrote about three years ago in the following paper: To Live or To Master the city: the citizen dilemma or in this short pdf report I dropped on the web: Augmenting Guy Debord’s Dérive: Sustaining the Urban Change with Information Technology. The report only focuses on the use of LBS to foster new public space practices. [blogged by Nicolas on Pasta and Vinegar]


Originally
from networked_performance

by jo


reBlogged

by michael

on Dec 28, 2006, 12:27AM

netPong

netpong.png

Playing Pong walking with a laptop

“The tilting sensor embedded in some of the latest Apple laptops has induced many projects focused on experimenting new interaction methods. netPong by Oriol Ferrer Mesià, is a software that allows to play Pong physically tilting the computer to control the paddle. Playing alone is the basic possibility, but it’s decidedly funnier to play with another likewise equipped opponent in a local network, moving around the room with the laptop firm in the hands. The laptop itsellf is then transformed in a control device. But there’s no external visible sign of that: its whole hardware seem the same but acts differently, and its complexity and multi-purposing are re-shaped on-the-fly by the software. A 21st century laptop is then used as a minimal analogue paddle from the late seventies and its ‘mobility’ attitude is not anymore related to the place of working but it is then emodied by the machine, exploited to play. The (universal) pong paradigm, as already investigated in the Pong Mythos exhibition, is based on essential rules being also able to instinctively activate our ancestral playing instincts. And a laptop game that have to be played walking here and there is something precious for our physical and mental health.” Neural.


Originally
from networked_performance

by jo


reBlogged

by michael

on Dec 26, 2006, 3:45PM

Ballonnenveld

22_BAL~1.png

Sounding Balloons

Ballonnenveld, an installation by Martijn Tellinga, displays a sounding and vibrating body of helium-filled balloons. The balloons function as resonance-chambers for a trimmed spectrum of sine-waves that are fed through strings, connecting the balloons with double-coned carspeaker-elements. Each balloon holds its own resonance-frequency that changes over time as a result of varying temperature in the space, amount of helium in the balloon (decreasing over time) and length of the string. Hitting the resonance-frequency the balloons start to get bumpy, as well as the connecting strings, clearly showing the waveshape of the soundsignal going through. This of course causes an acoustical process, perceiveable in the space. Carefully balancing the level between direct sound from the carspeaker-elements and the acoustical-qualities produced by the balloons, creates a musical mechanism that bridges between instrumental and electronic sonoroties and, gently directing the balloons, between acousmatic music and instrumental playing.

The balloons are also a switch in a feedback-loop and, because of their movement, affect the amount of pick-up from the microphones placed above. Each feedback-circle knows a number of breakouts to balloons solely functioning as resonance-chambers. Through pitchshifting, these balloons show slightly different colouring in sound and add to a slowly shifting and modulating body of tones and subtle timbral distortions that arise from the field of balloons. Ballonnenveld explores and visualizes the physicality of electronic sound, though succeeds very well to hold on to its magic and serenity through the particular acoustical behaviour of the installation, hopefully capturing the poetry of the physical process that is behind.

Ballonnenveld was developed in collaboration with Radboud Mens and Danny de Graan and with the support of STEIM and FAPK. [via]


Originally
from networked_performance

by jo


reBlogged

by michael

on Dec 26, 2006, 3:34PM

Rules of space

Three more photographs by Sergio Belinchón –

[Images: Sergio Belinchón].

– of sports facilities in the void, rules agreed to in the middle of nowhere, and some kind of outlined space I can’t quite figure out.
If you can’t tell already, I think this guy’s a genius; and these aren’t even the only photos I want to upload. Alas, I’ll stop here.


Originally
from BLDGBLOG

by Geoff Manaugh


reBlogged

by michael

on Nov 17, 2005, 3:03AM

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