Bits and Pieces

This section features all kinds of bits and pieces that were found on flip-over sheets, note pads, etc. Although it may an interesting collection of 'stuff' to browse through, it is definitely rough terrain -- only for the brave! Enjoy...

This section is organized by workshop:

Mapping Global Processes Urban Footprints Designing Desires

Travels to the Edge Beyond Being There Electronic Storylines

Eternally Yours Info-Eco Work Virtual vs. Real Communities

Info-Eco Care Info-Eco Education Health and Inefficiency

Mapping Global Processes Mission
* Make global earth systems processes accessible and understandable to ordinary people using information technology
* Provide a means whereby the ordinary person (fishermen in thls case) can contribute back into the information system
* Give both ordinary people and policy makers access to knowledge, expertise, and examples of successful projects beyond their immediate circle
* To bring people together to explore and debate alternative solutions for problem area in a collaborative fashion.
* To provide an environment for the sharing (collaboration) of knowledge and expertise.
* To evolve and promote sustainable development

Goals
* To evolve and promote sustainable development
* Promote understanding of the relationship of local actions to regional and global ecological processes
* Prevention of ecological problems
* Enable political debate
* Enable exchange of views
* To provide information from other sources on lessons learned related to problems/solutions
* To provide feedback on the monitoring fishermen do
* Provide easy means of contact between fishermen and their policy-makers
* To provide a system that the fishermen will have an interest in
* To find people with similar problems elsewhere and learn from their experience
* To get an international body to support this and to encourage standards <

Key issues
* What does the fisherman want to know? - What does the fisherman need to know?
* What is the nature (content and medium) of the communication within the system with regard to discussions, letters, and exchanging data
* How will the system be implemented
* Overall plan has a modular structure
* Intelligent agents will be used to handle information flow
* How to develop appropriate media for the communication of geographic information
* What user interaction styles would be appropriate (large screen vs. small screen)
* How are we going to interface the system to the local person
* What makes a good reward for the all participants
* How to develop a communications network capable of translating between culturally and linguistically diverse communities

Questions
* Where is the nearest intent node
* What are the social/political organizations
* How literate are the people
* What are their alternatives to fishing
* What infrastructure is there (electricity/radio/phone)
* What flows into the Black sea
* What is the ecosystem of the Black sea
* What incentives are there for fishermen to take part?

Assumptions
* Each village has capability to communicate with the Internet
* Each village has capability to communicate by voice with either a radio or phone
* Each village has a television
* Each village is prepared to monitor data
* The village has access to a team of specialists which has been already been determined appropriate to the scale of the problem and may include: public policy specialist - Minister of the Environment, scientist, engineer, designer, mother, economist, social anthropologist
* Someone in the village can write - and input data into the system
* The village has someone who will help them get the best use out of the system
* The village has an educator
* A monitoring system already exists and has connectivity
* Remote sensing data is available to monitor the industrialist
* A funding source has been determined

Urban Footprints

reflection, participation, scale, less waste more fun, more active citizens, communication cycle, transparency, lightness, energy consumption, radical scenarios, timeliness, reflexivity, public space, power, civic culture, hardware software, risk, urbanity, infrastructure, dialoque, learning capacity, city growth, wasteland, motivation, social control, packaging.

Images of the city: perceived qualities versus pollution, crime (liveability)
Virtuous cycles versus vicious cycles

Strategies:
- competition ? - enlightened self-interest ? - altruïsm ? - children?

In all feedback systems that `close the cycle of communication' a key issue is the design of the interface (the 'voice' used) - we aim for motivation and connection with people not for control

The intelligent city. Polarities:
privacy - sociability
responsibility - freedom
conviviality - intensity
serendipity - purpose
risk - safety
automation - deliberation

The intelligent city: scaling up intelligent buildings.

Slow city: improving quality of real public space (its virtual dimensions)

Real + Virtual = Ritual

Designing Desires

Desire driven design
Designing desires needs multi-creative disciplines
Wisdom is gained through risk taking
New clothes for an old message - why not just the message
Passion in systems.
Release the meaning from the material.
Define the aura.
Green comes automatically.
This is so banal! I've never thought about this before!
Your name a jewel.

Our grandparents took pride in their wisdom.
Our parents took pride in their knowledge.
We take pride in our access to information.

Concepts
* Combining child care and care of the elderly within local communities
* Restructuring student-teacher relationships. Professionals teaching students. Students teaching professionals.
* Creating local communities of different practices.
* The enterprise of enquiry. Questions as stock options. `Economic' system based on the exchange of questions, answers and ideas.

Can we aquire wisdom through material goods?
Can we acquire wisdom through artificial experience?
Can a CD rom replace a teacher?
Do we learn to take risks through simulation?
Can the young teach the old?
Can the old teach the old?
What is conductive to wisdom?
What suppresses wisdom?
The structures that may be conductive to wisdom exist in the immaterial, through the direct relationships between people in real life.
These relationships cannot be replaced by technology, but may be supplemented with it.

Products which help experience beauty:
Perfume: draws attention, attracts, cloaks, accentuates, memory trigger, sensual.

Travels to the Edge

Tourism to the Great Barrier Reef is expected to increase from 2.8 million visitors per year to possibly as high as 8.4 million by the year 2004...what could it be like in 2025 or 2050!

1. Eco-tourism must fulfil people's attraction, to a place, it must deliver at least the memory of what they hoped to experience, whether they really experienced it or not.
2. "...We always thought that these 3 week trips had a lot of dull moments ... Now we only take 1 day trips. Sunrise and Sunset. A trip with the intensity of a VR ride ... For me and my family next Monday a whole year of simulator training will finally pay off.
3. Did Neil Armstrong ruin the erotic attraction of the hitherto un-accessible moon or did he give us a new perspective on our planet

groups of magic words
1: natural + complex - molecular biology dutch cows - erotic, attraction, artificial, abundance
2: ethics responsability engagement holy wonder
3: space (open) space moon access virtual ride 2D real experiance (not simmulated) glocal (global - local) connectivity, dissimmulation ,adventure course,
4.: knowledge engeneering intelligence (?) eureka learning education + awerness memory disturbance transistance ( resistance - transparance) aesthetics sensory

Beyond Being There

- There are cultural barriers when you communicate.
- Tension and balance between known and unknown territories.
- Things (like audio) can trigger memories, senses and experiences.
- Maintain richness of mental territory when the physical territory is shrinking (factor 20).
- Individual identity and group identity.
- Being there without interaction.
- Sensation is a part of communication (non deliberate, indirect, symbolic, coded sensations (a less cognitive process)).
- Problem of bypassing ""non essential"" things, random things can be valuable.
- Consciousness or efficiency versus spontanity.
- A sense of place (flaneur, wandering around).
- You can not reduce people's consumption without a trade-off.
- Decreased materiality could be traded for increased meaningfulness.
- New values (meaningfulness) have to be learned and stimulated.
- Invest in existing (being body, memories, ...).

Electronic Storylines

1. The Crow
The lakes were dry, the riverbeds empty. The Takelma Indians dying of thirst, sent the male and the female crow to look for water. The male crow got tired right away. He urinated in a bowl and said that was the water he was bringing from a far place. The female kept on flying. She returned much later with a load of fresh water and saved the Takelma people from the drought. As a punishment the male crow was sentenced to suffer thirst through the summers. Unable to moisten his throat, he talks in a very raucous voice while the weather is hot.

2. The Prophet
Stretched out on his mat, the priest-jaguar of Yucatan listened to the gods' message. They spoke to him through the roof, sitting astride of his house, in a language that no one else knew. Chilam Bilam, he who was the mouth of the gods, remembered what had not yet happened: '"Scattered through the world shall be the women who sing and the men who sing and all who sing ... No one will escape, no one will be saved ...There will be much misery in the years of the rule of greed. Men will turn into slaves. Sad will be the face of the sun ... The world will be depopulated, it will become small and humiliated ..."

3. The Language of Paradise
The Guaraos, who live in the suburbs of Earthly Paradise, call the rainbow "snake of necklesses" and the firmament "overhead sea". Lightning is "glow of the rain". One's friend, "my other heart". The soul, "sun of the breast". The owl, "lord of the dark night". A walking cane is a "permanent grandson"; and for "I forgive", they say "I forget".

Essentially a myth is a slowly evolving lie that originates from people misunderstanding rumours. Trying to create myths collides with their authenticity. However, you can create rumours.

Eternally Yours

Designers designing electronic musical instruments tend to neglect the multidimensionality. For instance we hardly have any idea of the complexity of the formation of just one note on a saxophone.This phenomenon is totally gone in synthesizer keyboards.

Contrary to what visually oriented designers tend to think musical intsruments are not 'Cartesian'.

You don't get real music for free.

Effort, physicality and combining of lots of dimenions simultaniously, as well as the use of sound may enhance communication.

Clothes change because of fashion, coffeemakers are subject to planned obsolesence, computers to fast technological change. Change could evolve from law enforcement, financial constructions that stimulate the selling of immortal products,evolution in consumer attitude and promoting the invention of efficient technologies.

Characteristics of design for Eternity:
Personal:
* Identity - personality - especiality
* memory - story
* feeling (love/affection and nature/roots)
* development of potentiality
* individuality/community

Practical:
* usability - utility
* simplicity/sophistication
* maintainability
* optimisation of efforts
Environmental:
* emphasising sense of place
* responsibility - implication
* quality instead of quantity

The enemies:
* business reality - marketing
* hyperindividuality
* cultural background - education - access to information
* cost of work
* hygiene - health

Info-Eco Work Telework for the `unemployed'

Money is going to be the least important value of work

Work is bigger than [previous definitions like `employment']: it's about creating value.

The decision to structure work as physical or virtual depends on the complexity and uncertainty of information.

Decisions to act on information depend on the balance of costs and values.

environmental impact
Factors high low
location remote local
communication physical virtual

Work that's good for telework:
Individual tasks (writing, etc), asynchronous work, reading and sending mail, reviewing reports, exploring subjects, visualising complex matters, discussing familiar subjects and reports.

Individual reasons for telework
less commute time, less commute resources (gasoline), more flexibility (meet plumber), child care, control over your time, less distractions and a higher productivity, less traffic risks, more privacy, not having to dress appropriately, start working in your bed, sit in your favourite chair, work at someone else's desk and get new ideas from looking at new pictures, walk to work.

Work that's bad for telework
isolation, lack of physical materials/equipment, disempowerment of the worker, lack of structured and accidental learning, meeting someone for the first time, kick-off meetings, negotiating, body language behaviour, lack of discipline, strong dependance on technology, lack of feedback, when home or community is unsafe there is no sense of place, developing group spirit, intrusion of privacy, danger of family stress.

How Can You questions:
HCY prevent your worker from becoming a slave?
HCY give someone a sense of place?
HCY decrease uncertainty and/or maintain flexibility?
HCY anticipate which aspects of work can be done at a distance and/or are routine?
HCY deal with displaced workers during transition?
HCY maintain enfranchisement of `unemployed'?


Sense of space
Territory behaviour
Cultural limitations
Design is requirement driven - limited to contemporary solutions
Career restricted decisions
Handling of uncertainty
Trust telework
Shifting of age for work - time/space/location
Roles work/prive: blend or keep separate?
What is a routine task?
Danger of elitist view/approach
Heirarchy of superiors/workers will be redefined
Emancipation of workers
Measuring performance/knowledge work
Different paces
In who's interest?
Span of work responsibility
No free lunch - environmentalists
Quality of life norms (e.g. ice cubes)
Resistances - I want to drive my car to work every day, alone!

Virtual vs. Real Communities

Communities cannot endure without a shared language of good and evil, without trust.

The `unintended' consequence of global communication is a rediscovery of small community, and even a closing of the mind.

The bombardment of `bad news' creates a beleagered city, not a global village.

A small list of minminum needs for a community to coalesce: you must be able to communicate, recognize others and form primary relationships. The frequency of communication is a critical factor, and members must be encouraged to put something back in for sharing with the community.

An `Eco-gauge' could increase the feedback to the user about his or her local actions on a global scale.

All commuities are real if they feel real, so we talk about physical and virtual commuities.

Physical and virtual communities share a number of common attributes: Individuals, through the acts of sharing something (such as place or beliefs), selection and by belonging, clump together as Groups. Groups become Networks through increasing communication, forming secondary relationship (shared interests) and by becoming aware of each other. How do networks become communities? By caring about fellow members, using common symbols, archetypes, responsibilites, and by forming primary relationships (that is, ones important in their own right).

The transformation needed to achieve a factor 20 reduction in environmental load can only be arrived at quickly by speeding up the feedback between action and reflection.

Nice qualities of communities (in random order): trust, warmth, intimacy, bonds, 'a half word is enough', friendship, a sense of belonging, safety net, care for each other, fun
Negative qualities (in random order): black sheeps, hierarchy, social control, lack of freedom

Does a virtual community need a real community?

Internet communication in the end results in more travelling, for instance to conferences where persons who participate in the virtual community meet.

Once you transfer everything to a notebook, you don't have to remember it anymore -- the notebook remebers it for you. For the Igbo, it's not like that - they have to keep remembering. I have seen some very, very old people, and it's rare to find an old man who has lost his mind because he doesn't use it. I don't remember senility among the Igbo. It is something which is yet to come to us, with literacy and writing.

The most successful virtual communities are geographically based (digital cities and so on).

We have developed psychology,sociology, ethnography and ethnomethodology and still don't understand the basics of living a fruitful life together.

Key / Karmacard:
Increase in bandwith; lots of access points; like a phonecard; low cost; high access/usability; starts with modular access and moves to private ownership; works in many countries; thumbprint technology; ownership control (privacy); related to an inventory; tied to ecological awareness; related to hieroglyphs which provide further info/access (go to Egypt for information)

Learning environments are distributed. Classroom is the world, rather than 4 walls. Learning is active rather than passive: participatory; discovery-based; blends understanding and doing; takes advantage of local/global resources.

NY business man in Sahara, Masai in NY - who survives/adapts?

Info-Eco Social Care

Go Local
As designers we are likely to fall into autocratic, prescriptive behaviour if we try to deal with things on a global scale.

barter/exchange
How can people establish value by exchanging services. Beyond existing economic models.

inefficiency/indentifying the real need
Identifying people's real needs could help us discover new ways of using people's time, which at first sight could appear inefficient (according to conventional models). We call this the efficient use of inefficiency.

* In relation to older people technology should be supportive, it should enhance people's independence and enable them to live for as long as possible in their own homes;
* Older people are not particularly comfortable with computers and screens -- there are many reasons for this, some physical, like the minute black type on blue background used in the Dome navigation buttons, others to do with cohort effects and familiarity with information technology -- and so we should consider other options;
* Perhaps the most important need that older people share is for social contact, and working around that need and ways to address it leads very directly to the relationship between people and the community they live in.

The real issue is not what technology can do, but how it does it, how technology is used. If it is the physical community that provides a support network for older people then information technology should enable that supportive process.

Education

Empathy = connection
I hear and I forget. I see and I remember. I do and I understand.
Connection = responsibility.

Sensoriality happens before perception. How to make the virtual simulation sensorial: sounds of highways, birds, streams.

Awareness <-> Action <-> Consequences <-> Reflection <-> Awareness

The structure of the Eco-Reality game: 
1) people become aware of the game
2) the get information about it on the net
3) they decide wether to play and participate or not
a) each player has to identify him/herself by setting your environment (relates to your ecospace); you integrate material and nonmaterial values in your evironment ; based on this you get your starting amount of ecopoints (choose a 'place', decorate it, drag your own things in, make it a home)
b) interaction starts: you can 'zoom out' from your own environment (as long asyou stay there you are 'zoomed in') and see the other palyers; you set for the rules of the game, which are environmental rules that should be established in the virtual community.
c) your story starts; you start making decisions (related to dilemmas based on beliefsystems)
d) you can take time outs and zoom outs to discuss with others and/or to gain information (you can talk to virtual experts or ask the system itself for facts: the game should be updated regularly)
e) your perceptions start including other people
f) communication options are available by emailing the other participants and relate to them . If you break 'environmental rules' you agreed on when you started you can be excluded by the others or your eco-rate
goes down, or your nonmaterial wellbeing goes down (1-1, 1-many, non responsive)
g) you can remake decisions (the further the level is you are, the harder it is to remake a decision: in the end it is not possible to return, or start again!)
h) you can re-enter the play (this is based on the circle of action-consequences-reflection-awareness)
i) your story starts again
j) you get out when you loose all your ecospace, when your time is up (for instance when your space is empty for 3 weeks it can be squatted), when you just remove yourself
k) your score is a debrief that reflects on your actions in a grotesque way
l) if you keep on tresspassing the environmental rules, you loose ecopoints and will slowly loose your own, carefully build up, environment.

Health and Inefficiency

The only solution is reducing human population.
Info-eco is not part of the solution.

The only solution is reducing human population.
Superbug is not part of the solution.

1. Overpopulation will put Earth under constant pressure.
2. The pressure humans experience is part of Earth's reaction
3. The only sustainable solution to this pressure is reducing the population.
4. Earth has already started to raise the pressure and will continue to do so until the problem is solved.
5. This solution will be very PAINFUL for humanity.
6. So humans might want to do something themselves.
7. Human solutions are too slow.
8. So we have to win time.
9. Winning time is not part of the solution.

 

updated 1995
url: DOORS OF PERCEPTION
editor@doorsofperception.com