D) 5 Connected Objects


A project developed by Lucien Langton


5 Connected Objects consist in a physical implementation (among many possible) of the Cloud of Cards Processing Library and exemplifies its use, client side. Linked to the 5 Folders Cloud (both server and software sides), the five physical objects work exclusively as its complements and have no independent digital functions of their own. They seek to propose a form of natural gestures interface (“clients” for the cloud) to locally access, monitor and manipulate ones data or files in the distant cloud, with a Cloud of Cards twist…

Indeed, directly linked to the results of the design research, as well as the ethnographic field study on the uses of the cloud, the purpose of the 5 Connected Objects is to materialize in daily environments the “ghostly” presence of one’s distant data. It is to incarnate as well the “digital anxiety” caused by various problems that can occur to personal files and data when dropped in a distant cloud (fear of losing one’s files, apprehension of erasing versions, of wrong sharing or access rights, of having private files being openly published, of undesired updates, of hacks, etc.)

As a consequence, the objects, and in particular their physical manipulation, can trigger automated procedures linked to these potential problems…

Naming the outputs of our design research: Cloud of Cards, a home cloud kit

PKELLER-018517_framed

Cloud of Cards, a personal cloud kit. Scattered 19″ hybrid server racks, elements and kit to assemble and play with. (Photo.: Daniela & Tonatiuh)

 

We’re coming close to an end with the joint design research Inhabiting and Interfacing the Clouds and we’re becoming impatient to deliver the results: a diy small scale data center and cloud kit made of various elements (both physical and digital), to freely assemble at home or in your “garage”. Accompanied by two books documenting our work in print-on-demand!

At this stage though, we’ve given new and final titles to the design artifacts and tools that we’ve been working on lately, together with the research team (for the design & code part: Lucien Langton, Léa Pereyre, Christian Babski and myself).

 

Therefore…

 

Cloud of Cards, is a home cloud kit to help re-appropriate your data self. Obviously a distant tribute to House of Cards, the toy project by the Eames (“Toys and games are preludes to serious ideas”), the kit will consist of four artifacts:

19″ Living Rack is an open source server rack with a few functional hybridations, declined in four versions. Cloud of Cards Processing Library consists in a programming tool to help develop cloud applications with the Processing development language. 5 Folders Cloud is a version of the Cloud (ownCloud) with automated behaviors and cascades of events. It is an implementation of the processing library directly linked to the outputs and learnings of the ethnographic research about uses of the cloud. Finally, 5 Connected Objects physically interface the five automated folders in our version the cloud (5 Folders Cloud) with five “smart” objects and try to embody distant data in some kind of everyday domestic presence.

I&IC design research at “Bot Like Me” conference, Centre Culturel Suisse, Paris

Note: At the invitation of Sophie Lamparter (Swissnex San Francisco) and Luc Meier (EPFL ArtLab), we had the pleasure to present the current process and outcomes of our joint design research project in Paris, at Centre Culturel Suisse (CCS). This helped us collect meaningful impressions and comments about the ongoing work.

The conference was given last Friday and Saturday (02-03.12) in the company and attendance of an excellent line up (!Mediengruppe Bitnik, Nicolas Nova, Yves Citton, Tobias Revell & Nathalie Kane, Rybn, Joël Vacheron, Gwenola Wagon, Hannes Grasseger, I&IC’s research assistants Lucien Langton & Léa Pereyre,  so as many others!)

Together with Nicolas Nova, we presented the almost final state of our joint research project Inhabiting & Interfacing the Cloud(s), at a time when we are entering the prototyping of the final artifacts (deliverables).

 

Via Centre Culturel Suisse (in French)

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Du vendredi 2 au samedi 3 décembre 2016

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Bot Like Me
interventions en anglais

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A l’occasion de l’exposition de !MedienGruppe Bitnik, et avec la complicité du duo d’artistes zurichois, Sophie Lamparter (directrice associée de swissnex San Francisco) et Luc Meier (directeur des contenus de l’EPFL ArtLab, Lausanne) ont concocté pour le CCS un événement de deux jours composé de conférences, tables rondes et concerts, réunissant scientifiques, artistes, écrivains, journalistes et musiciens pour examiner les dynamiques tourmentées des liens homme-machine. Conçues comme une plateforme d’échange à configuration souple, ces soirées interrogeront nos rapports complexes, à la fois familiers et malaisés, avec les bots qui se multiplient dans nos environnements ultra-connectés.

Towards applied object design and interaction

As we are now well into the second phase of Inhabiting & interfacing the Cloud(s), our aim is to materialize and verify our research. The intent is to work from two complementary perspectives: object design and interaction design. Lea Pereyre, object designer, and myself Lucien Langton, interaction designer and both assistants on the design research I&IC, will work on some parts of the physical hardware of the cloud as well as on it’s functions and usages.

Doing so, we are pursuing by design means the Learnings from the “I&IC design research wrap-up of sketches, towards artifacts” and “blabla”.

If the cloud as a medium has not yet been colonized by designers, expect of course in the applied case of user experience and interaction design practices, it is perhaps because it takes the place of a “blind spot” in our lives as front-end users. As soon as we make a gesture towards it’s nature it seems to vanish in a blur.

A first step in enabling designers to grasp the concept seems indeed to setup an enumeration of the building blocks composing the cloud. After all, it is a system of systems, optimized to perform certain tasks: upload, download, synchronize, share, compute, stream, and perhaps more. Many of them on third party hardware. The term “Cloud” is only a packaging for such terms, therefore it seems evident to investigate the possibility of a plurality of objects in order to create a relevant design for the somehow blurry term.

Moreover, the most flagrant incarnation of the cloud resides in it’s physical infrastructure. Colossal amounts of servers, electricity and cables are necessary to maintain this invisible yet crucial part of our contemporary society. This ecosystem built for machines to host and compute data is filled of objects, engineered in the never-ending quest for optimization: hubs, ventilators, connectors, etc. The most recognizable and useful object of this data paraphernalia is the 19″ server-rack. It is therefore natural to identify the server-rack as an obvious subject of product design in this research, especially also because it was “unblackboxed” almost at the beginning of this research.

 

The 19″ Server Rack and the “U” unit: object design

Historically, the invention of the 19″ server rack is a mystery. It was first standardized by Bell Telephone Company (later  AT&T), but was probably introduced beforehand in the railway infrastructure. Anyhow, it has always been an object dependent of the technology it supports in it’s evolution. This strange object has constantly evolved through the quest for performance optimization in electronics but it was until recently never questioned in it’s mobility aspects, let alone in itself as a designed object. The cloud’s physical infrastructure is a hostile environment for humans, even though it is meant to provide end-users with an abundant set of resources.

This hostile hardware is defined by a peculiarly standardized characteristic:
- The unit U  is specifically used to standardize server-rack heights and inner vertical spacings. One U is equivalent to 4.445 cm, or 1.75 inches.

This unit is of specific interest for our research as a formal constraint in object design. Other standards of interest were already introduced and documented in a previous post here.

It is necessary to acknowledge that these standards are maintained in order to keep in place a technological (and therefore economic) compatibility and interoperability within the infrastructure. It is difficult for non-technical users to gain access to the hardware necessary to setup their own infrastructure, precisely because the technical aspects aren’t communicated to encourage public use. This is why we need to re-appropriate these standards as designers with an open-source approach in mind. The first step towards this re-appropriation is to get familiar with the technical aspects of server-rack.

Considering the personal cloud as a paradigm serves primarily the need for users to store their “memory” (storage is by far the most popular function of the personal cloud), it is crucial to notice that by externalizing our “memory” to the cloud we have actually  displaced it to distant data centers. In this regard, re-appropriation is also a way to become conscious of this phenomenon.

Two references (out of the datacenter field) were identified as interesting design tracks according to our research questions (didn’t we wonder in this document about inhabitable shelter/data center in the chapter “What is the most appropriate approach?”)

The first reference, then, is Living Structures, Ken Isaacs, 1974, in which the author investigates our daily domestic micro-environments and synthesizes modular counter-proposals under the form of an open-source manual. The second comes from Shaker furniture, in which the aim was to design a universe of objects which all share a common function: to optimize the surroundings in order to liberate space for spirituality.

 

ken isaacs chair

shaker-chair-pegs

Ken Isaacs, Super chair (top) and Shaker chairs (bottom).

 

The Functions: interaction design

As users, we often use the cloud without even knowing it. The reason for this is that the cloud is a system engineered to assure a constant access to data and other users regardless of their position on the planet. This goal to access everything whenever and from everywhere relies on key functions which are kept hidden (“blackboxed”) in the user’s experience. Therefore, our clouds, phones, computers and connected devices constantly upload, download, synchronize, compute, stream and share data in the background.

The closest way in which these functions exist for the users are in the form of buttons, icons & notifications in the user’s interface. We can see these actions are always triggered by the same user interactions: click, tap, swipe down to sync, scroll down to load more data (in essence download), etc. On one hand the user has an extremely restrained contact with these actions, but on the other hand an ever-increasing universe of connected objects embodies the granular appliances of these actions.

These connected objects, often referenced to as the “Internet of Things”, decline cloud functions under every form. These remain nevertheless opaque to the user’s eyes, which is once again a flagrant proof of the vacuous engagement in the design process to produce these objects.

Connected devices of the internet of things are often the only ambassadors of the cloud under tangible form. However, one cannot help to notice their aesthetic and interactive aspects are often disappointing. Indeed, these objects are only designed with the purpose to add market value to a technology, but very rarely does it question or reduce the system’s technical opacity. We believe designers have a strong responsibility in this.

 

iot

Iotlist entered as a search term in Google images gives a quick glimpse of the trend in connected object design.

 

Designing a family of connected objects seems like a good lead at this stage, because it resolves several conceptual problems. First of all, it enables to kickstart a debate on the bundled nature of cloud functions. Dissecting the cloud into a list of functions is already a first step towards the establishment of an honest familiarity with the concept. In the second place, we need to give the cloud a body. One of the major difficulty with cloud computing is it’s invisibility. By embodying these functions we give place to commentary on each one of them.

Finally, objects are interesting in their different sizes and physicality. What would happen if instead of launching an upload with a click, it would be launched by temperature, location or proximity? What would happen if the object could be transported in a pocket? Or on the inverse, would be too heavy to move but very fragile? These are the tracks we are digging and interrogating at this stage in the research, enabling us to envision a personal family of objects related to the cloud.

Bratton H. B. (2016). The Stack, On Software and Sovereignty

the_stack

(…). In an account that is both theoretical and technical, drawing on political philosophy, architectural theory, and software studies, Bratton explores six layers of The Stack: Earth, Cloud, City, Address, Interface, User.

Each is mapped on its own terms and understood as a component within the larger whole built from hard and soft systems intermingling — not only computational forms but also social, human and physical forces. This model, informed by the logic of the multilayered structure of protocol “stacks”, in which network technologies operate within a modular and vertical order, offers a comprehensive image of our emerging infrastructure and a platform for its ongoing reinvention. (…).

 

Note: recently published by the MIT Press — as well as quoted as a work in progress by Lucien Langton in a post back in 2015 — comes this book by Prof. Benjamin H. Bratton.

It consists in a comprehensive analysis, both technical and phylosophical of what we could call “The Cloud”, yet what Bratton describes as a world scale “stack” consisting in 6 layers: Earth, Cloud, City, Address, Interface, User (and which interestingly is not so distant to our own approach considering the user, the interface, the infrastructure and the territory).

Hu T.-H. (2015). A Prehistory of The Cloud

a_prehistory

We may imagine the digital cloud as placeless, mute, ethereal, and unmediated. Yet the reality of the cloud is embodied in thousands of data centers, any one of which can use as much electricity as a midsized town. Even all these data centers are only one small part of the cloud. Behind that cloud-shaped icon on our screens is a whole universe of technologies and cultural norms, all working to keep us from noticing their existence. In this book, Tung-Hui Hu examines the gap between the real and the virtual (sic) in our understanding of the cloud. (…)

 

Note: while we do not necessarily follow Mr. Hu in all is assertions, we found it very interesting to digg into the potential past of this physical and digital construct (the cloud), even so it obviously mingles its own past with the one of the Internet, and previously with telegraph/telephone lines and railways that served as the initial paths for these “lines”.

Very interesting is also the part that presents the invention of the “user”, coming from an initial idea of sharing a common resource. It indeed seems that the “user” emerged from the ideas and technologies of “time-sharing”, then “multiprocessing”, when a single mainframe computer could remain stuck by a single user’s computations for hours or even days, sometimes for no results (error in the code).