Monday, May 18, 2009

Returning..... six months on

I'm just starting to re-think about what I worked on for my MA and what I worked on at NOISE last year. I really just need somewhere to start dumping ideas again and trying to get into a rhythm of working over the next couple of months. Not sure how this is going to work but I need to get the online sketchbook/research going again.

Monday, July 21, 2008

Jeff Jarvis on a shared Google pressroom

Another interesting article from today's Guardian, again this was something that I mentioned on the Graphics blog. One of the problems with this idea of death of print or death of newspapers is that online media doesn't alter the content(well it can do if you read Charlie Brookers article), the content isn't dying- the medium is. The journalistic quality of The Guardian is still there and online media can allow newspapers to expand in new ways. Links, blogs feeds, comments, videos and so on.

The Host with the Most
Newspapers are in the wrong businesses. They should no longer be in manufacturing and distribution, which have become cost-heavy yokes. And they should no longer try to be in the technology business - because they're bad at it. When I said this on my blog, Bob Wyman, a technology entrepreneur now at Google, commented that technology infrastructure "is a cost of doing business. It is not a thing of value." So I asked him whether Google should fulfil Roussel's vision as a paper's new pressroom.


A shared platform for news organisations wouldn't be anticompetitive: it would be pro-efficiency. If any paper, station or site could pluck software from the cloud and freely use and adapt it to perform essential functions then it could concentrate its resources on what matters - journalism.

Online POKER marketing could spell the NAKED end of VIAGRA journalism as we LOHAN know it

Charlie Brooker article in todays Guardian

It's a funny article but raises some interesting points. There's a relevance to the discussion we had on the Graphics site the other week about the death of print. If publishers are generating revenue through advertising, is this a knock on effect and how does it effect content?
And wait, it gets worse. These phrases don't just get lobbed in willy-nilly. No. A lot of care and attention goes into their placement. Apparently the average reader quickly scans each page in an "F-pattern": reading along the top first, then glancing halfway along the line below, before skimming their eye downward along the left-hand side. If there's nothing of interest within that golden "F" zone, he or she will quickly clear off elsewhere.

Which means your modern journalist is expected not only to shoehorn all manner of hot phraseology into their copy, but to try and position it all in precisely the right place. That's an alarming quantity of unnecessary shit to hold in your head while trying to write a piece about the unions. Sorry, SEXUAL unions. Mainly, though, it's just plain undignified: turning the journalist into the equivalent of a reality TV wannabe who turns up to the auditions in a gaudy fluorescent thong in a desperate bid to be noticed.


The F Pattern idea is interesting
Link

* Users won't read your text thoroughly in a word-by-word manner. Exhaustive reading is rare, especially when prospective customers are conducting their initial research to compile a shortlist of vendors. Yes, some people will read more, but most won't.
* The first two paragraphs must state the most important information. There's some hope that users will actually read this material, though they'll probably read more of the first paragraph than the second.
* Start subheads, paragraphs, and bullet points with information-carrying words that users will notice when scanning down the left side of your content in the final stem of their F-behavior.
* They'll read the third word on a line much less often than the first two words.

Saturday, July 19, 2008

Blended distribution :)

Awesome, NOISE Peter Saville video being used to back up an argument on this forum

Wednesday, July 09, 2008

This stands as a sketch for the future.

This stands as a sketch for the future.
MURIEL COOPER and the VISIBLE LANGUAGE
WORKSHOP
By David Reinfurt

"Muriel Cooper always sought more responsive systems
of design and production, emphasizing quicker feedback
loops between thinking and making, often blurring
the distinction between the two. As a result, she always
left room for the reader. This text is an attempt to do
the same."


link

Muriel Cooper

This is really amazing stuff, Mark posted a quote about her Bahaus movie on the Graphics blog. Whenever I find things like this I think a couple of things, one I'm not alone, two am I really stupid and why haven't I read this before.
"she was beginning to grapple with the converse: how to translate an interactive experience with a computer onto paper, "without just dumping"—an area known technically as "transcoding." In other words: how to turn time into space.

"Electronic is malleable. Print is rigid," she told me, then backtracked in characteristic fashion. "I guess I'm never sure that print is truly linear: it's more a simultaneous medium. Designers know a lot about how to control perception, how to present information in some way that helps you find what you need, or what it is they think you nee. Information is only useful when it can be understood."

http://www.aiga.org/content.cfm/medalist-murielcooper

http://www.adcglobal.org/archive/hof/2004/?id=5

Another great quote from her
“What is this new medium? In general its outstanding characteristics are dynamic in real time, interactive, incredibly malleable, some capability of learning and adapting to the user, or to information, or to some other set of relationships. Our goal is to make information into some form of communication… Information by itself does not have the level of ‘filtering’ that design brings to it.”

I wish I had a date for that quote, it's at least 15 years ago.

Monday, June 23, 2008

Learning Agreement new draft

Neil Owen
Draft Learning Agreement

“Most often, when people are asked to describe the current media landscape, they respond by making an inventory of tools and technologies. Our focus should be not on emerging technologies but on emerging cultural practices.”
Henry Jenkins
Eight Traits of the New Media Landscape
http://www.henryjenkins.org/2006/11/eight_traits_of_the_new_media.html

“There is a misconception that all the changes we are experiencing as a society are the result of new technologies, but the real changes are profoundly cultural. As we shift to a DIY culture that runs on creativity, the implications could be as profound as when society went from farming to manufacturing”
Matt Mason
The Pirates Dilemma

“Web1.0: get Noise.
Web2.0: make Noise
Web3.0: filter Noise
Web4.0: Deaf - or SmartNoise?”
Gerd Leonhard
http://www.mediafuturist.com/2008/05/web10-to-web40.html

I work in an emerging area of design and media, which could be described as Web 2.0 and Web 3.0. I see these new forms of design and media radically altering the way in which society creates, experiences and consumes all forms of media; from print to TV to web to mobile to live events. This will redefine the role of a traditional graphic designer.

These new forms of media allow users to consume content across so many platforms and in so many different ways that role of graphic designer as decorator is no longer enough. I see the role of the graphic designer as a problem solver, architect, communication designer, consumer, viewer, curator and mapper. This is not that far removed from many current areas of graphic design but what these new forms of media do is give the viewer just any many choices as the designer as how they view, consume and use the finished work.

Some definitions

Web 1.0 allowed designers to create websites with limited user interaction, it was a one way conversation. Here the designer had control over how the user consumed the design. The designer could dictate which pages a user viewed, how they navigated through the site and how they would interact with a site. New techniques and tools but not that far removed from traditional graphic design.

Web 2.0 starts to redefine the roles of designer, maker and critic. Web 2.0 is a term used to describe a range of websites, software and design on the Internet.
The O ’ R e i l l y R a d a r report Web 2.0: Principles and Best Practices describes Web 2.0 as “ a variety of guises, names, and technologies: social computing, user-generated content, software as a service, podcasting, blogs, and the read–write web. Taken together, they are Web 2.0, the next-generation, userdriven, intelligent web.” Web 2.0 allows far more interaction by the user. The user can be the person uploading a video to Youtube, someone viewing the video, someone commenting on the video or someone posting a video response to a comment.

The idea of Web 3.0 goes further, expanding a users role and blurring further the role of maker and consumer. The role of a designer will be increasingly that of curator or mapper, designing ways of filtering content, helping users to find what is most relevant to them. The graphic designers role will be less about the way work is consumed, as the audience will decide how they want to consume it.
Web 3.0 involves issues of copyright, distribution, making and publishing work. It involves issues of control, and ownership. It involves blended distribution; working across media, web, mobile, TV, print and live events. Where each media platform has equal relevance; there is no destination site. Content is tailored for the platform and the end user. It means being prepared to give up control of how and where your work might be used.
Matt Locke, Commissioning Editor for Education and New Media Channel 4, says “Channel 4 hasn't bothered with designing a dedicated teen site, like BBC Switch. We only use existing sites such as Facebook, MySpace and Bebo to deliver and promote content. Outside of Skins, Hollyoaks and Big Brother Channel 4 doesn't exist for teenagers. A dedicated teen site wouldn't reach an audience in the same way as these existing social networking sites do.”
As a designer, filmmaker or musician how do you alter your approach to making work to adapt and fit with these new media?

What I do as a designer

Currently I am the project manager and designer for NOISE Festival, a cross-media showcase for creative talent, aged 25 years and under. Users can upload work and create an online portfolio of work which is judged by a panel of curators, selected work is showcased during the October festival. I can design the static content on the front page but this has to be constantly updated and redesigned to encourage viewers to return to the site after they have initially uploaded work. I can design the recent submissions and public rating tools but I can't decide on the content that is uploaded by users or which work is rated by viewers. I can design the portfolio pages and collaboration tools but ultimately I can't decide how or if these tools will be used. I can try to anticipate how people may use a site but I have to be prepared to give up some control and ownership.
Matt Jones co-founder of Dopplr, an online tool for frequent travellers, says this about current website design “easy use is a bug, make the site difficult, make people aware of what they are doings, add clues. Think speed bumps to slow a user down or DDA floor patterns to indicate a change in space. But ultimately people decide how to use technology, people don't use the manual”

As web 3.0 develops the role of the designer will develop further into that of curator, capturing meta data and using that data to develop the design experience for a user. This form of design will increasingly become a two way interaction between designer and user. Feedback between designer and user will become seamless.

I'm not a content creator. I don't make my own films and upload them to Youtube. I don't write articles, publish them online and consider myself a journalist. This concept of content creator takes a limited view of what it means to be involved in web 2.0 and contribute to "making Noise".
I blog, I comment and read other blogs from design to music to football, I upload images to Flickr, I listen to streamed radio through the BBC and Last FM, subscribe to podcasts, I download music from the HypeMachine, iTunes and BitTorrent, I watch videos on iPlayer/Youtube/BlipTV and on blogs as embedded content, I subscribe to RSS Feeds, post links to De.li.cous and Digg, I post on Facebook. I'm not looking for and don't expect a response to what I publish online but all this is noise. There are millions of other people doing the same.

The idea of what is good and bad becomes almost irrelevant with web 2.0 and web 3.0, as Cory Doctorow from Boing Boing argues “Most things created online are shit. YouTube videos, the blog page abandoned after three posts. But this is positive because it means technology and software is becoming so cheap and easy to use anyone can do it. Lowering the cost of experimentation is good. Does your idea suck? Doesn't matter, do it/make it find out.”

So how do you as a consumer or viewer start to filter all this stuff into what is relevant to you? How do you start to filter and find your niche interests, removing the useless stuff along the way? The filtering process and making sense of this information is where the concept of web 3.0 becomes crucial. The designers role within this is to develop ways in which this content can be found, discovered, curated, recommended and rated.
This curation and filtering process work can work in a number of ways. Recommendation and reviews by friends and other users, tagging of work, online profiles, RSS feeds, comments left, listening to free streamed music or video, downloading an MP3 from a blog or forum. Again this is not just the design of a single website. This curation and filtering process happens across different websites, platforms and media, as a designer you must be aware of this process.

Example, my iPod is synced with my iTunes, my LastFM account scrobbles what I've played on my iTunes. This information can be viewed by anyone, I can get music recommendations through neighbors and friends on Last FM. I can listen to my similar artist station on Last FM and find new music. I can embed a widget to Facebook to tell everyone what I've listened too, I can click on favourite artists in my Facebook profile and find out who else listens to the same music and which artists they are listening too. I can fill in my LastFM user name to www.soundamus.net, subscribe to the RSS Feed and get daily recommendations of new album releases on Amazon based on what I'm listening to. I only need to visit Soundamus once to fill in my username and I never need to see the site again. It will constantly update itself on what I am playing through iTunes/Last FM. My RSS feed from Pitchfork gives me the latest reviews from my favourite artists, I can pick and choose simply by looking at the first line whether they are of interest, if so I can read more. I no longer need to search for this information, someone or something will feed me this information.

In that example there are dozens of ways that a designers role can be redefined. Painstakingly designed sites, with beautiful interaction design can be stripped back to text, meta data and a database/spreadsheet. An RSS feed means the user may choose to never even see the beautifully designed site. The API and meta data from companies such as Last FM and Amazon, is freely available allowing anyone to design and develop their own applications.

What becomes crucial with design as curation or mapping is the concept of fuzzy data.
Chris Heathcote from Nokia Design describes fuzzy data as “the information around the edges of a search. This has more relevance to a user than a narrow pinpointed search. Fuzzy data, that is less accurate but is of more use to someone”
Matt Jones from Dopplr, discussing the building of Dopplr “Something we’ve heard a lot from Dopplr users is: “make my trips more ‘fuzzy’”.
What they mean is that they would like to see coincidences in the surrounding area of ‘social spacetime’ “
As a designer how can you develop ways of incorporating fuzzy data into design avoiding boxing a user into their likes and dislikes. Making sure that users find what is relevant but allow for the unexpected, random, coincidence and surprise. This isn't easy and requires the careful design of tools that capture the initial meta data from user and the planning of how this data could be used later on.

Artists should be looking at ways of exploiting these new media. How do you reach an audience? How do you narrow it down so the relevant audience sees your work? This is hard for many designers, artists and musicians to do but a younger generation of artists are happy to do this. The web is just something that is there in the same way they might watch TV or or use the phone. The idea of creating and distributing work becomes equally as straightforward.
In a band? Post your tracks on Last FM and MySpace. Make films or animations? Create your own YouTube channel and post them there. Take photographs? Upload them to Flickr, add them to a group. Make illustrations? Create a Deviant Art portfolio. and upload there
Again this is not about making the best work, making money or becoming famous. It is the simple act of doing because you can.

Over the course of the next twenty proposals I will illustrate the key themes and emerging developments of Wb 2.0 and Web 3.0 and how this will alter the role of the graphic designer over the coming years.

Saturday, June 21, 2008

bTween 2008

Attended bTween 2008 on Thursday. Really good, more industry focused than Futuresonic. Interesting to see how companies and corporations such as Orange, BBC, Channel 4 etc are adapting to these new forms of media. Cory Doctorow from Boing Boing was very good ,a lot of exciting ideas about the future of all forms of creative media, issues of copyright and distribution. I liked his argument that good or bad doesn't really matter. The majority of stuff published online is shit but this is a positive thing. It means the technology and means of production are cheap enough for people to experiment, test and make things without worrying.

It's always good to be in a room interested in similar themes and ideas. Makes arguing my case in the learning agreement web.2.0/web.3.0 as a design form a bit easier when you see how others are using it.

One thing I liked was the live streaming they had on stage. At the same time they had the speaker, the webcast behind, the presenters slides and a Twitter/chat feed. What was interesting was how the chat feed started to shape some of the presentations. These weren't scripted questions and they hadn't planned to use it. It was an interesting example of author and viewer and the blurring of those roles.

bTween 2008 Notes

bTween 2008 Notes

Cory Doctorow
DRM
Net/Computer perfect tool
George Lucas Encrypt Tool
Being able to view content on your own terms
Own device
Fusilier
Teen hackers
Blue ray- code breakers
Intimidation from big companies doesn't work
Doesn't stop piracy
Is this progress?
Working piracy tool would be the same as a working spam filter. Doesn't exist!!
“Internet will never forget”
Universe ll access is not a bug
(access to content, tech- means of production)
Undermine the cost of production
New forms of media make us superhuman
Able to do more than one thing at a time
1937 Nobel Prize
Cheap collaboration
Firefox
Flckr- Tagging
Example, Abstract terms
“Decay” watching this tag on a daily basis. Creates a photo essay of the word.
Collaboration between people who've never met and have no idea they are working together.
“We built Google” we add the links, we've created the scematic underpinning of the web.
Most thing created online are shit. YouTube, blogger with three posts.
This is good because it means anyone can do it.
Lowering the cost of experimentation
Does your idea suck? Doesn't matter, do it/make it find out.
Three strikes rule for the entertainment industry
“Information economy” buying and selling
Exclusion information becoming harder.
Low cost collaboration, cheap equipment.
Fan engagement
Boing Boing $2,500 per month running costs
Publishers role-identify an audience with a writer
The internet takes over this role
Trivial material, such as blogs, explains our society.
Entertainment over friends.
Scribe (text flickr)
Pirates become admirals
1909 sound recording hearings
“Obscurity not piracy” Tim O'reily

A day in the life of a teens
Jellyellie/BBC Switch
Perception
Game tech
Overview tech/teen
Voice of MSN
Diary of tech/ what happens
Insight into a geneartion
Switch 12-17 year olds
BBC- role telling stories, the quality of the content
Grindstore, Bebo
Vox pops
How many things can a teen do at once? 16
Web net is not just one thing
Mobile tech even the difference between 12/13 and 16/17
Games, music
Consoles games design
Big Brother (Charlie Brookers Screenwipe)
Britains got talent
Bluejack.com
Jellieteens
BBC Switch
Boxed in teenage life
Experience of teens
“Gamechanger”(?)
audience participation
Live streaming 5-6pm

Media City (BBC 10%)

Muchsomedia
Orange “Making money via content”
BBC 10-20 pitches

Angel Gambino Bebo
Couple of hundred pitches
Make it clear in the first page(MA, ONE PAGERS)
Don't use bespoke tech, use existing tech where poss
Graffiti database

BBC
Sales funding

Matt Hanson
One Dot Zero
Remixing the traditional media
A Swarm of Angels
Wisdom of crowds
Open source
“The audience is obselete”

Ron Edwards
Virtual MTV.com
(Second Life esque)
Mixing virtual with physical