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    CALM AND AMBIENT TECHNOLOGY||Tech wise||

    CALM AND AMBIENT TECHNOLOGY



    The Internet of Things has its roots in the work done by Mark Weiser at 
    Xerox PARC in the 1990s. His work didn’t assume that there would be 
    network connectivity but was concerned with what happens when comput-
    ing power becomes cheap enough that it can be embedded into all manner 
    of everyday objects. He coined the term ubiquitous computing, or ubicomp
    for short, to describe it, and through his research and writing sought to 
    explore what that would mean for the people living in such a world.

    With its focus on computing power being embedded everywhere, ubicomp 
    is often also referred to as ambient computing. However, the term “ambient” 
    also has connotations of being merely in the background, not something to 

    which we actively pay attention and in some cases as something which we 
    seek to remove (e.g., ambient noise in a sound recording).

    We prefer, as did Mark Weiser, the term calm technology—systems which 
    don’t vie for attention yet are ready to provide utility or useful information 
    when we decide to give them some attention.

    Such proliferation of computing devices into the world comes with all 
    manner of new challenges. Issues include configuration, how to provide 
    power to all these items, how they talk to each other, and how they commu-
    nicate with us.

    The power and networking challenges are purely technical and are driving 
    developments such as 6LoWPAN (www.ietf.org/dyn/wg/charter/
    6lowpan-charter.html). This is a standards drive from a working 
    group of academics, computing professionals, and others to take the 
    next-generation Internet protocol (IPv6) to the simplest and lowest-power 
    networked sensors. (It is revisited when we look at future developments in 
    the next chapter.) It aims to provide the scale of addresses and lower power 
    usage needed by so many sensors. 

    Configuration and user interaction, however, obviously involve people and 
    so are difficult problems to solve with just technical solutions. This is where 
    good design can aid in adoption and usability. You can see this with the 
    introduction of the Apple iPod in 2001. It wasn’t the first portable MP3 
    player, but the combination of the scroll-wheel user interface and the 
    companion iTunes software made it much easier to use and turned them 
    into mass market gadgets.

    Designing a connected device in isolation is likely to lead you to design 
    decisions which aren’t ideal when that object or service is placed into the 
    seething mess that is the real world. To bastardize Eliel Saarinen’s maxim on 
    design, we suggest you think of how the connected device will interact as 
    one of a wealth of connected devices. 
    In addition to thinking of a device in the physical context one step larger—
    Saarinen’s “Always design a thing by considering it in its next larger con-
    text—a chair in a room, a room in a house, a house in an environment, an 
    environment in a city plan”—we should do the same for the services.

    For connected devices which are just sensing their world, or generally acting 
    as inputs, as long as their activity doesn’t require them to query the people 
    around them, there shouldn’t be any issues. They will happily collect 
    information and deposit it into some repository online for processing or 
    analysis.


    When the devices start interacting with people, things get more complicated. 
    Already we’re seeing the number of notifications, pop-ups, and indicator 
    noises on our computers and mobile phones proliferate. When we scale up 
    this number to include hundreds of new services and applications and then 
    spread that across the rest of the objects in our world, it will become an 
    attention-seeking cacophony.

    Mark Weiser and John Seely Brown proposed an antidote to such a problem 
    by suggesting we design ubiquitous computing systems to seek to blend into 
    their surroundings; in so doing, we could keep them in our peripheral 
    perception until the right time to take centre stage:

    Calm technology engages both the center and the periphery of our 
    attention, and in fact moves back and forth between the two.

    —Designing Calm Technology, Mark Weiser and John Seely Brown, 
    Xerox PARC, December 21, 1995
    A great example of this approach is Live Wire, one of the first Internet of 
    Things devices. Created by artist Natalie Jeremijenko when she was in 
    residence at Xerox PARC under the guidance of Mark Weiser, Live Wire 
    (also sometimes called Dangling String) is a simple device: an electric motor 
    connected to an eight-foot long piece of plastic string. The power for the 
    motor is provided by the data transmissions on the Ethernet network to 
    which it is connected, so it twitches whenever a packet of information is sent 
    across the network.

    Under normal, light network load, the string twitches occasionally. If the 
    network is overloaded, the string whirls madly, accompanied by a distinctive 
    noise from the motor’s activity. Conversely, if no network activity is occur-
    ring, an unusual stillness comes over the string. Both extremes of activity 
    therefore alert the nearby human (who is used to the normal behaviour) that 
    something is amiss and lets him investigate further.

    Not all technology need be calm. A calm videogame would get 
    little use; the point is to be excited. But too much design focuses 
    on the object itself and its surface features without regard for 
    context. We must learn to design for the periphery so that we can 
    most fully command technology without being dominated by it.

    —Designing Calm Technology, Mark Weiser and John Seely Brown, 
    Xerox PARC December 21, 1995

    The mention of the distinctive sound from the motor when the Live Wire is 
    under heavy load brings up another interesting point. Moving the means of 
    conveying information away from screens and into the real world often adds 
    a new dimension to the notification. On a computer, updating the screen is 
    purely visual, so any additional senses must be engaged explicitly. Like Live 
    Wire, Bubblino—Adrian’s Internet of Things bubble machine which searches 
    Twitter and blows bubbles when it finds new tweets matching a search 
    phrase is a good example in which the 
    side effect of the motor is to generate an audible notification that something 
    is happening. With their Olly (www.ollyfactory.com) device, agency 
    Mint Digital combines the motor with a deliberate olfactory indicator to 
    provide a smelly notification of one of a number of social media events.

    These noisy “side effects” are something that we should also be wary of 
    losing with a move to “better” technology. Years ago all airport and railway 
    arrival and departure boards were built using split-flap displays. They
    consisted of a number of flaps on a roll—sometimes with full place names 
    printed onto the flap, and in other times as individually controllable 
    characters—which could be rotated until they showed the correct item.

    In most locations these split-flap displays have been phased out in prefer-
    ence for dot-matrix LED displays. The newer displays are much easier to 
    update with new destinations. They also have capabilities such as horizon-
    tally scrolling messages which were impossible to add with the split-flap 
    technology. Sadly, in doing so they have lost one important characteristic: 

    the flurry of clacking as the display updates. As a result, passengers waiting 
    in a station terminal must stare endlessly up at the display waiting for their 
    train to be announced, rather than attending to other tasks and checking the 
    departures board only when a change occurs.

    That is not to say that screens are never the right choice, merely that in this 
    age of mobile phones and tablets they are often chosen without realising a 
    choice is being made. If you start from a position of trying not to use a 
    screen, then if you return to it you will have worked out that a screen is the 
    best solution.

    There has been some interesting experimentation in the use of screens 
    around what has been called glanceable displays. These are secondary 
    screens, meant to sit away from your immediate surroundings in the same 
    sort of places in which you might place a picture frame.

    They aren’t all screens. For example, Russell Davies, agitator for the recently 
    possible, built Bikemap (http://russelldavies.typepad.com/
    planning/2011/04/homesense-bikemap.html), a handful of LEDs
    inserted into specific places on a printed-out map. The map shows the area 
    around his home, and each LED marks the location of a bike stand for the 
    London city bike rental scheme. If there are more than five bikes available at 
    a stand, the corresponding LED lights up. It is mounted into a picture frame 
    and hangs near to Russell’s front door, so a glance over to it as he leaves lets 
    him know which direction to head in order to find a bike.

    One of Russell’s roles is as a partner in the Really Interesting Group, a 
    multidisciplinary agency based in London. Others in the agency, and some 
    of their wider network of friends, have also been exploring the area.

    They have a set of AirTunes WiFi speakers in the studio, which anyone can 
    take control of and play music through. When you were working there, you’d 
    often wonder exactly what a particular track was but had no way of finding 
    out short of interrupting the entire office to ask who was in charge of the 
    music at that moment and what was playing right now.

    To solve that problem, they stuck a spare monitor out of everyone’s way on 
    top of a bookcase and, through a combination of watching the network 
    traffic and hooking into the last.fm service that they all used to record what 
    tracks they play, built a system to display the current track and who had 
    played it.

    The screen updated only whenever the song changed, and wasn’t positioned 
    in anyone’s eye-line, so it didn’t distract you from your work. However, if the 
    music distracted you, the screen was there to satisfy your curiousity.
    The Bikemap also provided some inspiration for RIG studio-mate Chris 
    Heathcote. Chris is an interaction designer and realised that every morning 
    he would check a few different apps on his phone to find out things like the 
    weather forecast, his appointments for the day, and how the trains on the 
    London Underground were running.He didn’t have any power sockets near 
    to his front door, and so settled on a bedside information display instead. 

    Given that it would be always on and next to where he sleeps, a standard 
    monitor or other LCD display, with its persistent glow, wouldn’t be suitable. 

    The e-ink display on a Kindle, however, was ideal. He took advantage of the 
    WiFi connectivity and computing power in the Kindle to make it a self-
    contained device and configured it to just display a web page, which 
    refreshed every few minutes.

    The resultant device, which Chris called the Kindleframe (http://
    anti-mega.com/antimega/2013/05/05/kindleframe), would then 
    always display up-to-date information from the mash-up of websites that he 
    pulled together to collect all the information that he needs at the start of the day.

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