Reading Week 3

Why We Need Things, Mihaly Csikszentmihalyi

This was a very poignant essay about why our society is so materialistic and what drives our desire to acquire things. Csikszentmihalyi’s main point is that humans need objects to stabilize and “transform the precariousness of consciousness into the solidity of things.” He believes objects give us stability at the present moment but have long-term consequences on our environment and our survival as a whole.

I agree with everything that Csikszentmihalyi said but would like to add my own view as to why we get things and why ultimately, if we do not sensor ourselves, it becomes very dangerous. The most frightening notion behind acquiring is that we DESERVE things, that we are ENTITLED to things. Is this not how wars begin, how endless territorial disputes last for generations and why we build missiles and bombs?

It is human nature to establish hierarchy because that creates stability in our society. We need someone to govern and others to follow, someone to talk and someone to listen. What is not natural is to accept that someone is better, more important than ourselves; we always strive to show that we matter; that we have a purpose. The way we tend show that is through physical objects. We can say, “Look! I am interesting, I traveled around the world, and here is a scarf I bought in Spain. ”Or, “I am important, look at my BMW.” Or, “I am smarter and stronger than you, I will show you by building nuclear reactors.” Ultimately, our hyper competitive nature drives our desire to acquire objects in order to give us self worth, stability and purpose in our life.

Perhaps, my view makes it sound like there is no hope for humans, but I agree with Csikszentmihalyi when he says that the best cure for materialism is to “discipline consciousness” and more importantly, to create a stable environment by building relationships with others “from cradle to grave.” In other words, if we surround ourselves, and focus on, our family and close friends, we will have a stable sense of self and less desire to prove ourselves to the outside world.

 

The Computer Revolution, Alan Kay

Alan Kay’s talk about developing complex computer systems explored unsuccessful ways in which developers have been approaching programming and illustrates what the right approach is. Kay stresses that it is crucial not to get stuck in the same context but to “think grand,” to create a new context for what you are building. He defines a successful operating system as one that can build upon itself, one that does not stay on the same plane of simple optimization but instead moves in a new direction, morphs into a better version of itself, leveraging the new.

He compared programming to molecular biology where he used an e-coli bacterium to illustrate how primitive computers and our thinking can be. The thermal agitation in an e-coli cell allows it to duplicate at 4 times the speed of light. This kind of speed in unimaginable with computers making them “small, slow, stupid.” Kay’s point, and I hope I understood him correctly, is that the individual cells in a bacterium send signals throughout its structure very quickly, allowing the cells duplicate very efficiently within. Like in a bacterium, there is an internal structure in a computer that communicates within itself. The programs inside are the cells that should be able to grow, improve within themselves. He used the Pink Team at Macintosh as an example of what happens when programmers depend on external languages to build new ones. Copland’s Pink Team tried to build a new operating system for Macintosh using C++. This is fundamentally wrong and inefficient. Ultimately, Pink’s vision never came to fruition because the language could not sustain itself and was not conducive to morphing within its own structure.

Thinking “grand” means building an autonomous, sustainable structure for a program and then taking it to the next level. If the functionality of a program relies on external sources, it will be difficult to keep up with the updates and changes of all those external sources. Once compatibility of a program is compromised what will happen is programmers will try to cover up inadequacies with additional sources, more code, more complexity. In the end, the program will collapse on itself.

 

The Design of Everyday Things, Donald Norman

This excerpt explores how things are used and what separates good design from bad design. Ultimately, Norman believes good design should chew everything up for the user, that objects and interfaces around us need to be totally seamless and require as little thought as possible. I couldn’t help but play the devil’s advocate as I was reading this piece. Maybe this thought is still very abstract, but I kept questioning why it is ok for for our brain to turn off when we are using non-digital objects such as bikes, forks, drawers and switches and not ok for computerized, programmed things to do the same? If all interfaces are equal, shouldn’t Norman’s principle of “good design” apply universally?

So, why not build chips in our brains that will completely leave all discretion to technology to figure things out for us. After all, according to Norman, thinking is too time consuming and annoying.

Permanent link to this article: http://interface2011.coin-operated.com/2011/09/reading-week-3/

7:2 Semi-failed Attempt – Sound Generator

In this attempt to recreate Forrest Mims III’s Sound Effects Generator, I was able to attain a frequency change. In the schematic there are 2 pontetiometers, one oscillates a frequency and the other changes it. Somehow the first oscillation did not work. I revised all the connections about 15 times, and could not find the problem. I even had someone else look at it, and they could not figure out the missed connection. At least I can say that this has my own special touch to it, which is not necessarily great.

Through the challenges of recreating Mims circuits the most affective has been to make interesting results. It seems that most of these circuits either require components that Radio Shack does not carry any more, or result in really annoying frequencies of sound. These series of experiments drives me directly into mashing-up  these analogue interfaces with digital libraries, so I can have more control over the end result. Hurray microcontrollers and yay for delving deeper into analogue circuitry!

Permanent link to this article: http://interface2011.coin-operated.com/2011/09/semi-failed-attempt-7x7-72-sound-generator/

The Design of Things We Need and Why

“The Design of Everyday Things”, Donald Norman (excerpt)

Norman explains the psychology of everyday things, where he denotes that interactive objects have to be visible in context to be a functional design. In using psychology, designers can predict what actions users will inherently try first. Once these actions have been declared, then the designer should make visible the non-obvious actions required to activate the interface. He points out that users form a conceptual model of the interface before activating it. This conceptual model looks for affordances and constraints. He gives the example of scissors, where the handles act as affordances (letting the user know “these are for fingers”) and the blades as much as the small size of the handles reassures the user how to interact with the tool. Analyzing everyday objects such as doors and switches, Norman finds critical problems that truncate such simple interfaces. Why do most doors have a “pull” or “push” signs on them? Why do we have to touch endless walls in the darkness trying to find the light switch? He poses a bigger problem with switches in a control room. If all the knobs look the same,  how easy can it be to commit a disastrous mistake? His solution to these problems is visibility. Making the conceptual model apparent to the user by making it visible is crucial for interface design. He uses the term visibility loosely, not only meaning visible, but more making things apparent. Towards the end of the essay he explores using sound for visibility and feedback.  The insightful excerpt from “The Design of Everyday Things”  challenged me to see objects functionality beyond the social and learned behaviour that I have already acquired. Even though I still get trapped in between doors, because of their poor design or purposefully truncated action (ex. one side locked), it didn’t occur to me that it was bad design. It always appear to me as if I were the error, because I didn’t read the signs, but instead automatically assumed “I know how to open a door.”

“Why We Need Things”, Mihaly Csikszentmihalyi
In his opening statement Csikszentmihalyi uses an example from Marshall Sahlins about hunter-gatherers explaining how in their nomadic lifestyles objects were burdens to the journey, having to carry all things you own at once. This reminds me of moving to a different city. Most people try to do this as least often as possible, to the point that we have made territory another commodity. We create our homes in houses that are semi-permanent objects. The problem that Csikszentmihalyi poses is that the extent of energy necessary to move locations today is displaced in a complex system and economy. We don’t think of moving all of our objects by foot, so we measure what to take with us by the cost instead of our physical energy, disregarding the chain of events to obtain the actual energy necessary. This displacement of energy to cost has an unfathomable result of rapidly depleting resources without taking into account the consequence to repair(replenish) these.

Beyond the practical relationship of objects to humans, he begins to explore the psychology of our necessity for things. Why do we feel compelled to keep anything? His theory delves into objects as regulators for the mind, as if they keep our minds from wandering into randomness, since this freedom makes us anxious and depressed. He talks about the minds of musicians, mathematicians, and any minds oriented towards symbols that are freed from objectified consciousness. He argues that objects are instruments that should not keep sentimental value. In a few of his studies he found that young and old people mostly  keep and interact with objects that are representative of action in the present or in the future (as instruments) and middle-aged people are concerned with the sentimental value that objects around the hold. This is an interesting conclusion, because it makes sense that the pausing and the pondering on life happens right at the middle of it. When we are young, we want to learn. We are active in our development, thinking and experimentation permeates our youth. When we are old we have no time (or lack of memory) to think about the past. There is only so much time left to digest the world around us. Again, we embrace the new, experimenting and absorbing more of what we have learned to enjoy. In the middle of our lives (hoping that one lives beyond that point), a lot of us have children, or gain stability.  We embrace a state of idling, where we look back and remember our youth, analyze how we have gotten to where we are, we transform to a solid state, a rock. As for the future, all we know is that we are getting old, and somehow need to make that comfortable.
Objects can represent social networks by signifying a forged friendship with a gift, they can also signify power like guns, spears, jewelry, or hats. They are also symbols loaded with meaning and function, an extension of ourselves, a signifier of identity. How could one understand math, language or music if there was nothing to relate it to? Objects as material, as purpose, as containing methods, functions, as structure- To me the question of objects is not refuting our necessity for them, but it becomes about their transcendence, when they lose their sentimental value, when they become raw material again. Humans necessity to create, reformulate, organize, compose, structure, and all the destruction that all of these imply is our nature- now as we continue to embrace our nature the hopefully the meaning of raw material also changes.

Permanent link to this article: http://interface2011.coin-operated.com/2011/09/the-design-of-things-we-need-and-why/

of.codes for 1/7 catapillar & 5/7 debussy audiovisualisation

Figured I’ll share these in the spirit of uh… opensource???? Anyway I hope someone finds it useful! I didn’t write it very neatly because I was in a hurry (like the debussy one, I should’ve probably made a class/.ccp just for circles and used a forloop for the mapping oops…) but it works and can be quite easily modified for other uses (especially the vector<ofpoint>point code, very nifty and can be adapted for webcam use to trace motion paths!) They’re nicely packaged as zips, and should be put in the same level as Examples/2 levels down from main file

debussy

catapillar

if there’s any problems let me know!

Permanent link to this article: http://interface2011.coin-operated.com/2011/09/of-codes-for-17-catapillar-57-debussy-audiovisualisation/

1/7 catapillar game

I just realised I started with 2/7 without uploading project 1!!! Intially I was going to do the 365 photos in a day, but my phone crashed after the 280+ photo so I decided to make a simple protoype game instead

picture

 

catapillargame

It’s based on the game called Snake, where the snake grows bigger and bigger after eating pieces of food and if you touch the corners or itself it dies. I haven’t really gotten round to making pieces of food yet, but this is a simple prototype of it using mouseX mouseY instead of keypressed. It’s done on openframeworks, so it works really fast and can grow to hugemoneous sizes. The screencaps aren’t very good, but the colour has alphablending in it so it gives a nice shadedness.

 

Permanent link to this article: http://interface2011.coin-operated.com/2011/09/17-catapillar-game/

7/7, the last project ,is…………….the emotion of NATURE.

Finally, I finished the 7th project.

For this last project in 7 in 7, I focused on the emotion of Nature.

So I used some samples from nature sounds(including the birds’ sound and the water’s sound etc.) to describe and imagine, try to feel the nature’s emotion, flow and movement. Try to imagine the feeling that we touch, embrace and kiss the nature.

Kiss Nature

Permanent link to this article: http://interface2011.coin-operated.com/2011/09/77-the-last-project-is-the-emotion-of-nature/

6/7: emotion—”MISS”

The 6th emotion and feeling to describe is ”I miss you”.

I used guitar to describe this kinda feeling.

The constrain is also that the time spending on making this song would not over 1 hour.

“I Miss You”

 

Permanent link to this article: http://interface2011.coin-operated.com/2011/09/67-emotion-miss/

5/7: emotion—Get High !

The fifth emotion and feeling to describe is ”Hiiiiigh ”

The constrain is :

To make a music to describe the ”high” feeling in a club. The music must includes some voice samples, and the time spend on making music must not over 1 hour.

Let’s Get High

 

 

 

 

Permanent link to this article: http://interface2011.coin-operated.com/2011/09/57-emotion-get-high/

4/7: emotion—”Easily relaxed,like a cork”

The 4th project, the emotion and feeling to describe is ‘’the easily relaxed, like a cork‘’, just like in a beautiful village, sitting outside and enjoy the beautiful sunshine and some awesome Chinese tea.

I give myself this constrain:

make a music to describe this emotion and feeling, and the time spend on making it must not over 1 hour.

Easily relaxed,like a cork

These pictures are about a famous mountain in my hometown, it’s really beautiful. I felt really relaxed when I was walking or sitting to drink some Chinese tea in that mountain. It is called “Yue Lu Mountain”.

 

 

 

Permanent link to this article: http://interface2011.coin-operated.com/2011/09/47-emotion-easily-relaxedlike-a-cork/

7/7 7:Portable Light Show Device (and my homage to robots and all the artifice that we depend on)

Project 7: How To Create A Light Show On The Go

For my last piece, I wanted to sum up the underlying concept for all of my 7×7 projects and  to pay homage to “robots” and all the useless artifice that we depend on so much. This video is a celebration of all that man has created no matter how useless it all is. In my video, I used every day artifice to create something beautiful and nonobjective.

Result: YouTube video below + photograph

WATCH VIDEO HERE

Materials used and their limitations:

Colander, flashlight, large glass vase, small glass vase, compact disk, rope, white wall, Kraftwerk’s I am a Robot. I used a rope to suspend a colander from the ceiling. I lit a small flashlight on a blank wall through the colander holes while placing various objects in front of the colander. I would have liked to project in color but I did not have any colorful glass objects in my apartment.

Permanent link to this article: http://interface2011.coin-operated.com/2011/09/77-7portable-light-show-device-and-my-homage-to-robots-and-all-the-artifice-that-we-depend-on/