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INTERNET
OF
THINGS
With
Trust Design #2 and
Tracing Concepts
generally refers to tangible
and interfaces, a
trend that possibly started
with Steven Spielberg’s
2002 movie Minority Report,
and of which the iPhone
is the seminal example. The
spectacular commercial
success of Apple’s smartphone proved to the world
that there is something
in touch that signiicantly
reduces the gap between
humans and computers,
and indeed interacting
with objects through direct
contact undoubtedly increases user pleasure. Some critics, however, such
as Don Norman, have been pointing out the ineiciency
of tactile interaction, going as far as calling tangible
devices ‘as step backwards in usability’. Norman believes
‘natural interfaces are not natural’, that they trigger
random and unwanted actions, do not rely on consistent
interaction protocols, present scalability problems,
etc.. He argues that a clear protocol should be adopted
to make them fully functional, just as happened with
visual interfaces.
Norman’s essays bring a critical perspective into
the current tactile craze. This raises a question however:
if tangible devices are unreliable and inconsistent, unpredictable, and overall less eicient than previous systems
why are people willing to pay (much) more and learn how
to use them – no matter how intuitive they might be?
What is it that makes them so pleasurable to use? And,
importantly, would they remain as pleasurable if they
were more functional?
The pitfall in Norman’s argument is that he puts
visual and tactile interfaces on the same level. In other
words, he implies that a tactile interface should work just
as a visual one does; and it is true that in most tangible
interfaces as they exist today, the role of touch is restricted to the hand only, and envisioned merely from a
functional perspective – i.e. as a replacement for pointers
and mouses in command execution. This is a mechanical
understanding that overrides the most powerful afordances of haptics which, I argue below, are not connected
to function, but to experience.
© Chris Woebken
TouchingThe word touch is on everythe Interspaceone’s lips these days. It
becomes my body
– in other words,
it is the localization, through
touch, of sensations as such,
that makes us
aware of having
a body of our
own. On the
other hand,
Aristotle – who gave touch a lot of thought – noted that,
unlike the other senses the experience of touch is
fusional: touch does not distinguish between ‘a touching
subject’ and ‘a touched object’, both actors playing
both roles simultaneously.
Closer to us in time, Australian ilmmaker and theorist Cathryn Vasseleu underlines two seemingly contradictory aspects of touch: one is ‘a responsive and indeinable afection, a sense of being touched as being
moved’; the other is ‘touching as a sense of grasping, as
an objective sense of things, conveyed through the skin’.
While the irst of these implies a form of openness,
the second expresses ‘the making of a connection, as
the age-old dream of re-appropriation, autonomy and
mastery’, and ‘is deined in terms of vision’. This distinction
is of major importance in relation to haptic design; what
Vasseleu’s remarks suggest is that, out of the two aspects
of touch, only one can be considered as ‘truly tactile’,
the other being somehow ‘visual’ in nature. Stated plainly:
depending on whether we adopt the ‘tactile’ perspective
(touch as being moved – an open passage), or the
‘visual’ one (touch as grasping – a sense of control), the
quality of the outcome will be very diferent. In one case,
subject and object are on the same level and the goal
is open; in the other, there is domination from one part
over the other and the goal is a speciic outcome – a
pre-determined ‘function’.
Carola Moujandevices
© Keiichi Matsuda
The interface is
defining for our
orientation in the
world. Touch
seems the natural
way to go, but
how does it
influence our own
notion of being?
Carola Moujan
suggests that
‘interspace’ is the
new realm
for designers.
The Bipolar Nature of Touch
Of Touch and Power
The intrinsically dynamic property of touch, which is
feeling and acting simultaneously, implies an active form
of perception that is diferent from a passive reception
Volume 28
Domestic Robocop
Volume 28
Most of the time while discussing touch one thinks of
the hand and its ability to grasp things. This, however,
is a very narrow view of what this sense really is. The
experience of touch concerns the whole body as skin
sensations of temperature and humidity, pressure from
internal organs, or experiences of movement and weight
also belong to it. James J. Gibson calls this global understanding of touch a haptic system, describing it as a
bipolar device through which an individual simultaneously
gathers information about the surrounding environment
and about their own body.
The dual nature of touch has interested thinkers
from diferent disciplines throughout history. Philosophers such as Husserl, for instance, have pointed out
that touch is where the limit between ‘what is me’ and
‘what is not me’ lies, for it is through touch that a body
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of stimuli. Although in all sensual activity both passiveness and action are present, in touch, the second is
paramount. Therefore designing for touch implies a call
to action on the participant; it enables them to drive the
experience while remaining self-centered.
To further clarify, let us analyze what happens in
the participant’s body. Two anticipation ilms will help
illustrate the purpose. The irst, Keiichi Matsuda’s
Domestic Robocop (2010), is an animated movie showing a vision of an ‘augmented’ future in which media
has completely saturated physical space. Direct bodily
contact with objects has disappeared, replaced by a
visual representation of the hands which, quite paradoxically, conveys an impression of vintage imagery, as
if the user’s gestures no longer belonged to the realm
of natural movements but were a simulacrum of what
humans used to do in a distant past. In other words,
in the world of Domestic Robocop users do not touch
objects themselves, but rather touch the image of
touching them. One no longer grabs a real kettle, but
instead we grab the kettle as an icon, as a gate towards
concealed information. The act of touching remains
present, but in the form of a simulation: we have replaced
‘the real thing’ (touching) by a simulation of touch.
Considered from the tactile perspective, instead
of being augmented this situation could be called reduced
reality. But don’t get me wrong: I am not arguing against
the concept of augmented reality (although I certainly
would go for a change of name). I am critiquing simulation,
a ‘visual’, autocratic approach to interaction which
surreptitiously makes humans subservient to machines.
Simulation is autocratic because it forces the participant
into a single point of view (the one ‘reality’ it is supposed
to recreate). This has two major implications: irst, the
reductive one I mentioned earlier – losing a dimension,
exchanging the real for the fake. Second, the necessity
to comply with the images’ demands which can be huge.
In Domestic Robocop, for instance, the body is used as
the image’s ‘control panel’ – it makes the image system
work, activating the diferent variations and possibilities
of the ‘ilm’ being shown. Attention is focused on
Nanofutures
what the image ‘does’ or ‘does not do’, following a predetermined program which pushes the participant to
carry through a speciic choreography. The succession
of movements generates a particular quality of sensations which, despite its major impact on the aesthetic
experience, is not acknowledged in the design outcome.
John Dewey deined the notion of artiicial as being
what happens whenever ‘there is a split between what
is overtly done and what is intended’. In this sense we can
say that the system presented in Domestic Robocop
is truly artiicial not because machines or cutting-edge
technology are involved, but because of this split – the
simulation of touch that suppresses real touch. We could
instead envision truly natural ways of embedding and
accessing data, ways that start from the participant’s
gestures instead of imposing gestures onto him. This
approach is well illustrated by Chris Woebken’s Nano
futures: Sensual Interfaces (2007). According to Anthony
Dunne (who curated the 2008 MoMA’s Design and the
Elastic Mind exhibition where the movie was presented),
the piece is a reaction to current views on nanotechnology which are primarily related to its capacity to improve
functional characteristics of existing materials (e.g.,
increased resistance, reduced weight). Instead Woebken
explored nanotechnologies as new design materials
of their own. In particular he focused on ‘smartdust’ – a
hypothetical system of multiple tiny microelectromechanical elements (MEMS) – trying to imagine the type
of product that might emerge from this technology and
how it could transform the very notion of interaction.
Nanofutures: Sensual Interfaces shows an oice
worker interacting with his desktop computer through
an interface made out of blocks of seeds (the seeds representing smart dust). The user breaks the blocks apart,
spreads the seeds, plays with them. While the seed
interface still fulills a functional goal – sharing, breaking,
mining data – it is actually the sensual quality of the
manipulations that strikes the viewer. Beyond function,
one would want to work with them merely for the tactile
pleasure they would provide.
© Thierry Galimard
In his 2006 book Herzian Tales Anthony Dunne introduced the concept of ‘post-optimal object’. For Dunne,
‘design research should explore a new role for the
electronic object, one that facilitates more poetic modes
of habitation’. Considering that technical and semiotic
functionality have already attained optimal levels of performance, Dunne argues that the challenge for designers
of electronic objects now is to “provide new experiences
for everyday life”. In that sense Nanofutures is a good
example of how touch can radically change the way
we relate to objects, opening up new possibilities for
post-optimal designs.
it is the physical contact with the fog, a caress-like
sensation on the skin, that creates a feeling of immersion into a new spatial dimension.
Within interspaces participants are the inlexion
point, the place where multiple dimensions converge.
Architects and designers have a choice when addressing
this particular role: either pursuing a controlled, predetermined efect, or deining an operative mode that
enables open responses and challenges conventional
notions of reality. It is this second option where the true
aesthetic potential of interspaces lies for by questioning
the idea of an objective ‘reality’ – upon which we continue to live in spite of scientiic evidence – these inter
spaces can open up new ways of experiencing and understanding space. And it is precisely along those lines that
they fulill a speciic role left open by previous languages:
the transformation of the material world into a less rigid,
more luid environment.
Volume 28
Volume 28
La Fracture Numérique,
Une épaisseur d’honneur, 2009
© La Fracture Numérique
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© Elias Sfaxi
Touch and Interspace
With the development of ubiquitous computing, architecture has become sensitive. Spaces are now capable of
responding to our actions, often in the form of images
incorporated into the built environment. A
new spatial category, paradoxical, unstable,
and neither totally material nor fully digital, is
born. Let us call it interspace.
Through the articulation of brick-andmortar and electrons, interspaces create a
new perception of reality. The bodily implication intensiies the impression of reality these
illusionary environments convey; freed from
mediation devices such as the mouse and
keyboard, we internalize those spaces as
their transformation, sometimes even their
generation, happens through our bodies.
Just as in any other architectural experience,
touch plays a determinant role here for it is
through touch that all experiences of space
are shaped. Subsequently, if we want to create meaningful spatial experiences using digital media, experiences in which the images
and the built space are bound together
in such a way that we do not perceive them
as separate elements but rather as parts
of an organic whole, then the design ought
to be touch-driven.
In practice this is not always the case.
Here again we could oppose the ‘visual’ to
the ‘tactile’ as many interspaces today are
vision-driven. Within this conception the
piece is considered a ‘living painting’ or ‘living
movie’ and the hosting space reduced to a
mere support for the images – a screen. Once
again we have lost a dimension: what was
originally three-dimensional (a space) has
become lat (a screen). Conversely, interspaces designed through a tactile approach
feel more real, because through touch a
physical connection with the body is created
enabling new forms of inhabitation instead
of the contemplative type of experience described above. A great variety of forms
can emerge from this perspective for there
are multiple possible tactile strategies. One
example of this is the fog curtain used as a
projection support by the Parisian collective
La Fracture Numérique (a team composed
by a video artist and an architect) in their
2009 piece Une épaisseur d’illusion. As the
participant walks through it images are
projected upon it. Beyond its symbolic role in
relation to the installation’s theme (illusion),