Saturday, September 29, 2012

ON HOLIDAY: MANIPULATION

I'm writing this post from Macarran International Airport, in Las Vegas. While not strictly related to my project, there are some observations I have made here which I felt needed to be explored.

The most interesting observation I have made here is that every aspect of the city is designed to make visitors spend money. From the casino's at every step, to the pokie machines in the airport, to the countless greeters employed to guide patrons to various shows and exhibits- if you are in vegas, you will spend. The often beautiful architecture (outside my window was a view of Liebeskind's Crystals shopping mall, as well as a tower by Norman Foster, while a short drive away Gehry's Cleavland clinic was located), was obscured by tacky LED lights and large screens to entice punters, with the aim to extract the largest amounts of cash.  The casino's themselves are designed so that one never has to leave- they are complete with countless restaurants and eateries, shows and exhibits, but are also void of natural light and clocks- you never know what time it is, or how long you have spent. There are countless enticements to gamble, from the shiny machines, to rows upon rows of dealers, and advertisements of those who have "struck it lucky".

Perhaps, however, this is somewhat a reflection on the American culture. As a tipping culture, it is customary to pay each person you encounter from a service level, directly.  From tipping waiters and doormen, to taxi drivers and bellboys, in the states, if soembody helps you as part of their job, you (as well as their employer), are expected to pay up.  As a result, the service is impeccable. Additionally, an interesting, albiet irritating, reality in this country is the fact that GST is state based, and added at the till, resulting in either constant math, or never really knowing what one owes for purchases.  These may seem unrelated, however, as a result, budgeting is difficult, as is knowing what one is actually spending per day, and money seems to constantly flow away.  The vegas experience, then, seems to be a extreme enhancement of this culture. The architecture and design of this city, it seems, has been concieved as a reflection of this culture.

The point of this all is this- architecture and design reflect the society they exist in- certainly this example shows this. 

I'm not exactly sure how to relate this to my project, other than the culture of our society is one in which communication is paramount, and has infiltrated every part of our lives- we are constantly compelled to communicate every aspect of our experience and thoughts with others.  As a designer, then, our designs should reflect this integral part of our society- and this interface, then, acts as an expansion of this to those who would otherwise be left out.

Saturday, September 22, 2012

ON HOLIDAY: INFORMATION UPLOAD

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Information upload is the key area in which the interface is required, and includes both commands to the interface, as well as further upload of information. As users do not have adequate communication ability, this is the area in which the previously explored mind-scanning technologies would be utilised.

The physical requirements of this technology are a device which is connected to a users head in order to scan the brian for electrical impulses.  Two alternatives exist:

  • Sensors which are implanted in ones head provide the most accurate readings, however require physical implantation.
  • Sensors which are external and removable may move and provide less accurate readings.
For the purpose of this assignment, sensors shall be interchangable, depending on user preferences, but will only be used for upload purposes. 

ON HOLIDAY: INFORMATION DOWNLOAD

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As users are assumed to have full vision and hearing, downloaded information should be presented in a way which allows for the use of these senses.  This means that this information would be presented in a way as to be heard and seen by users, but that would not interfere with their interaction with the physical world (and could be turned off by the user and/or others).

Given these requirements, I propose that technology used for the download of information be as simple and unobtrusive as possible.  Possibilities could include:

  • A simple computer monitor and speakers- however this would be difficult for users who are bedridden, as well as rather bulky.
  • Augmented reality contact lenses- may require eyedrops for those who cannot blink, but this could be administered using third-party devices.  These would also need to not obstruct vision when turned off
  • A holographic "screen" device
  • A sound transmission device- perhaps a "hearing aid" style speaker.  

Simply put, the technology would have to allow the user to view (and hear) the interface, as well as the accessed information.  

For the purpose of this project, users without adequate vision and hearing are not being catered for at this stage.

ON HOLIDAYS: INFORMATION TRANSFER

Following from my previous post, I think it is important to identify how users would interact with the interface, however I need to outline some assumptions and underlying goals.

Firstly, it is important to outline that the objective of the interface is to enhance quality of life through increased entertainment, education opportunities and communication.  I have also assumed that users will be conscious, with full sight and hearing, but limited to nil communication abilities. 

Secondly, the interface is to bridge the gaps of communication and interaction, however, in an attempt to maintain a level of connection with reality, it will not exist as a virtual reality software, nor will it create an "avatar" style existance for the user.  At all times, the user must be able to remain "in the real world".

That said, the two previously identified information transfer areas are "upload" and "download".

Upload involves the transmission of from the user to the interface, while download involes transmission from the interface to the user.

In terms of information download, in keeping with the ideal of maintaining the "real world" connection, I feel that whatever senses the user has, should not be interfered with.  That is, although technology (as mentioned in previous posts) may have the ability to implant images, sounds and videos direcly into the users thoughts, if the user has their vision and hearing intact, then they should rely on these to the best of their ability. These would be overridden only in circumstances where a user's own senses are compromised.

Information upload, however, being the area in which users require the support of the interface, would require the use of the previously mentioned mind-scanning technologies.


Friday, September 21, 2012

ON HOLIDAYS: INTERFACE MUSINGS

In order for me to understand the best way for users to interact with the interface, I think I need to define what exactly the interface is to provide to them. The following diagram is a simplification of what I would like to provide:


In terms of third party devices, which are outside the scope of this assessment, comfort devices would include lights, air-conditioning, blinds, etc; experience devices would include those the user interacts with physically and shared experience devices, and communication devices would include text-to-voice and related devices, as produced by thir parties. 

The transfer of infomation is shown in the diagram below:
Information is "uploaded" from the user, through the interface, and "downloaded" from the external sources. The issue that remains, then, is the nature of the information transfer.

Thursday, September 20, 2012

WEEK NINE: HUMAN THOUGHT REVISITED

I've been doing some thinking about how exactly this interface would work, and one of the issues that keeps coming up is the idea of how one would interact with it, without it becoming virtual reality.

My original ideas were:

author image


Direct conscious input into the mind was envisaged as the interface existing within ones thoughts, input using mind-scanning technology, however my research into human consciousness uncovered that human thought is fluid and constantly changing.  What this means is that when you think about something, your mind automatically thinks about other things tangentially related to that. It then seems that to have an interface which exists in ones thoughtswould be difficult to concentrate on consciously.

Lucid dream input related to initiating a lucid dreaming state to enhance concentration, while allowing users to still be completely aware- however this seemed far too related to virtual reality, and was therefore discarded.

When understanding the needs of users, it is important to consider that while many lack the ability to communicate with others, many can still hear, see, smell and feel, though often to a lesser degree. Their needs are more about expressing their own ideas, rather than "downloading" the ideas of others.

Perhaps I need to explore other ways in which users can interact with the interface...

WEEK NINE: ALL COMES CRASHING DOWN

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I'm stuck. 

I have gone down a tangent and hit a dead end, and now I have to evaluate where I've been, why it sucked, and where to go from here. 

WHERE I'VE BEEN

I decided upon an interface which would allow users to communicate with others, upload and download information, access digital media and control third party devices.

I researched human consciousness, unconscioiss thought and lucid dreaming as ways in which users could "experince" the interface, however this erred too close to virtual reality and was discarded.

WHY IT SUCKED

It sucked because I wanted to stay away from virtual reality, but I was taking users out of the scope of reality. 

SO WHERE NOW?

I'm not sure yet, but I need to find a way in which users can still maintain their current levels of interaction with the outside world (although in some cases this may be limited to experiencing sight, smell and sound, without any means of returning communication).  I still don't want to create a virtual world, but a system thatcan be accessed while still being part of the physical "real world".

I have some thinking to do. 

GUESS WHAT THIS IS...
 
On a seemingly unrelated note, this occurrence has solidified my thoughts on why the designer is the right person to architect this entire idea.  The design process, as we are so often taught, is an iterative one, which is completely non -linear.  My "dead-end" is simply the death of one iteration, a solution that may not have worked, clearing the path for new ideas...

Wednesday, September 19, 2012

WEEK NINE: MIRROR NEURONS AND SHARED EXPERIENCE

In 2010, scientists at UCLA made the first recordings in relation to mirror neurons in humans.  Previously observed in monkeys, these neurons fire both when one performs an action, as well as when one observes an action being performed, "mirroring" behavior as if the observer them-self was acting.  These neurons are said to be important in terms of empathy- they allow the observer to understand the actions of others- but also in terms of learning through observation.  Some neurologists and psychologists, however, believe that these could hold the answers to shared experiences and shared consciousness. 

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So, what does this mean for the interface? I'm not entirely sure. Perhaps, however, the key to the experiential side of the interface- that is, how users interact with it, could be answered through the stimulation of these neurons- that is, instead of being in a dream-like state akin to virtual reality, users could feel as though the are experiencing their interactions through stimulaton of these neurons.

I'm still not sure if this is the answer, though...

http://greatergood.berkeley.edu/article/item/do_mirror_neurons_give_empathy
http://www.pbs.org/wgbh/nova/body/mirror-neurons.html
http://www.sciencedaily.com/releases/2010/04/100412162112.htm
http://www.edge.org/3rd_culture/ramachandran/ramachandran_p1.html


WEEK NINE: ON A SLIGHTLY UNRELATED NOTE...

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I came across this article today, which outlined some medical research currently being undertaken using an fMRI machine.  The fMRI is a machine which analyses brain waves, and is one of the technologies which my project is based on.

The research is based around analysing the differences in brain activity between people using the drug MDMA, for the purpose of understanding its effects on the brain, and whether it can be used as a therapy for post-traumatic stress disorder.  The New Scientist article can be found here

I found the article interesting as it outlined a different use for the technology, which I had not really come across before.  In terms of my own project, it made me think about whether or not there could be further positive outcomes which could be possible for my interface, including those which involve medical research. It would be quite interesting, at a later stage in project development perhaps, to look at whether other users could derive varied benefits from this type of software platform.

I think the main reason why this appealed to me was the fact that, when discussing this type of technology, people often have quite dark views on "mind reading" and "brain control", while this article mirrors on the positive outcomes that my project aims for- using the technology for medical advancement and to improve quality of life.

Monday, September 17, 2012

WEEK NINE: LUCID DREAMING

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Lucid dreamers are people with the ability to become aware (or engage their conscious mind), while in the state of dreaming.  Approximately 50 percent of people can report awareness in dreams at least once, and science has documented the existence of these dreams for decades.

In a normal dream, we have a very basal consciousness, we experience perceptions and emotions but we are not aware that we are only dreaming. It’s only in a lucid dream that the dreamer gets a meta-insight into his or her state. Lucid dreaming, it seems, is a state between sleeping and being awake. Scientific research has shown that during a lucid dream, the neural networks of a conscious mental state are visible. 

Researchers from the Max Planck Institute of Psychiatry , Munich, and Human Cognitive Brain Sciences , Leipzig, conducted a study which looked at the cognitive features and brain activity of people who have lucid dreams. A combined EEG/fMRI scanning approach was used to investigate the phenomenon.

The neuroimaging data from this study showed a network of frontal and prefrontal brain regions—which are responsible for higher cognitive control, awareness and emotional processing—was markedly activated within seconds of the participants reaching lucid consciousness.  The right dorsolateral prefrontal  cortex was one of the main brain areas found to be involved in lucid awareness. This region is thought to have a role in a number of higher cognitive capacities including memory, decision-making and self-assessment. The researchers explained that activity in this area, combined with stimulation in the parietal lobules, is probably what gives lucid dreamers access to their working memory.

Although this seems irrelevant to the assignment at hand, my purpose for this research was to find a viable way for the proposed interface to work, without being reliant on a screen and speaker.  Lucid dreaming, it seems, may provide the answer to this.  The conscious mind, it seems, is too random, dynamic and ever- changing to be able to focus on the interface for a period of time.  If a user was in the state of a lucid dream, however, they could be focused on the interface (or wherever the interface was focused), while still being in a state of awareness. In theory, a person would enter the lucid dreaming state, which would allow them access to the interface, while still remaining aware of their state.  

The difficulty in this, however, is in figuring out how to ensure this does not become virtual reality, or some form of "avatar" type technology- allowing enough of a connection to reality to maintain that it is, in fact, real.

Because of this, I think I have hit a "dead end", and perhaps need to rethink how exactly the user would interact with the interface.

http://www.sciencedaily.com/releases/2009/07/090728184831.htm
http://www.bibliotecapleyades.net/ciencia/ciencia_consciousuniverse189.htm
http://www.sciencedaily.com/releases/2012/07/120727095555.htm
http://www.sciencenews.org/view/generic/id/335866/title/First_brain_image_of_a_dream_created


WEEK NINE: THE UNCONSCIOUS MIND


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The unconscious mind (or the unconscious) consists of processes in the mind that occur automatically and are not available to introspection, and include thought processes, memory, affect, and motivation. Evidence suggests that unconscious phenomena include repressed feelings, automatic skills, subliminal perceptions, thoughts, habits, and automatic reactions, and possibly also complexes, hidden phobias and desires. In psychoanalytic theory, unconscious processes are understood to be expressed in dreams in a symbolical form, as well as in slips of the tongue and jokes. Thus the unconscious mind can be seen as the source of dreams and automatic thoughts (those that appear without any apparent cause), the repository of forgotten memories (that may still be accessible to consciousness at some later time), and the locus of implicit knowledge (the things that we have learned so well that we do them without thinking).

It has been argued that consciousness is influenced by other parts of the mind. These include unconsciousness as a personal habit, being unaware, and intuition. Terms related to semi-consciousness include: awakening, implicit memory, subliminal messages, trances,and hypnosis. While sleep, sleep walking, dreaming, delirium and comas may signal the presence of unconscious processes, these processes are not the unconscious mind itself, but rather symptoms.
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Scientists believe that it is the unconscious mind that controls our behaviour.  In fact, neuroscientists have shown that as little as 5% of our cognitive activity daily is controlled consciously, while the rest is looked after automatically by our unconscious mind.

One of the processes which the unconscious mind controls is dreaming.  Dreams are a succession of images, ideas, sensations and emotions that occur involuntarily in the mind during sleep.  Although there has been some research into dreams, there is no single accepted theory for this hallucinogenic state. Some scientists say that dreams are random impulses from the brain stem, while others insist there is logic and meaning to our dreams, arising from the subconscious mind.  Dreaming, however, is a largely automatic process for most  people, as they tend to lack awareness while in this state.





WEEK NINE: WHAT IS CONSCIOUSNESS?

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In order for me to better understand the implications of the interface on people, it seemed relevant to begin with understanding human consciousness.

Consciousness refers to individual awareness of ones unique thoughts, memories, feelings, sensations and environment. Conscious experiences are constantly shifting and changing, however the experience of these is smooth and effortless.

I urge you to click this link, which outlines various definitions and ideas regarding what consciousness actually is.

There is much debate about what consciousness actually is; science doesn't really have it figured out.  It is awareness, but it is more than just that- it also includes free will, reasoning, visual imagery, recall and making choices.  Human consciousness is a "special quality of mind" that allows us to understand both that we exist, and that things around us exist. Consciousness is different to our mind- our mind allows us to portray different sensory modes, but the quality of subjectivity, the "I am here", "I exist", "I like",the "I" part, the "me" part, is what constitutes consciousness.  Subjectivity, then, is the heart of consciousness.

Our consciousness is what translates our experience of reality, however this experience is often different between people, and even the degree of acuteness varies. And often, our conscious translates the world we live in differently to how it actually is- for a real mindf**k, have a look at the videos on this playlist.  Or have a look at this one, which looks at what it means to be "you". (sorry, it won't embed, but is here)

So, what does this have to do with my project? I wanted to understand what exactly consciousness is in order to understand how exactly this project was to work on the user side, and to be quite honest- now I am even more confused.

http://bigthink.com/going-mental/what-is-consciousness?page=2
http://www.edge.org/3rd_culture/gelernter10.1/gelernter10.1_index.html
http://www.lifepositive.com/mind/consciousness/human-consciousness.asp





Saturday, September 15, 2012

WEEK EIGHT: WHAT AM I DESIGNING?

Author Image
After much deliberation, it became apparent that what I needed to design was not necessarily the "end product" of a headset, speaker and screen for users, but a fully integratable system which could be used for a variety of purposes. The above diagram shows the initial idea behind a virtual interface which could be used, based upon technology which currently exists.

Currently, technology is able to read electrical impulses (thoughts) of one's brain, however is not sophisticated enough to decipher these impulses adequately.  I believe that by 2020, this would be a possibility, as would "downloading' information back into ones mind.

This interface is explored through ones mind, using simultaneous upload and download of information directly from ones mind, in much the same way as one has thoughts or dreams. This would allow for a variety of applications which would expand the world and abilities of users.

In terms of the communication of thoughts, users would be able to communicate with other people using technologies which are currently used extensively- social media, instant messaging, sms, and email, for example.  

Users would also be able to communicate on a "verbal" platform with others- with the software deciphering thoughts into audio, which could then be transmitted using VOIP to place "phonecalls". 

Users would be able to access the internet and various forms of virtual media, allowing them access to education and entertainment that they would otherwise be shut-off from. This would allow an expression of themselves which limited given current technologies.

Further development would enable the interface to connect with third-party devices to expand current uses.  One example of this would be connection with a remote control device or home management system to allow control over air conditioning or blinds, while another might include a speaker/microphone system to allow verbal communication with those in physical proximity to the user.

WEEK EIGHT: TECHNOLOGY RECAP

I have spent a lot of time discussing technology which could be used in previous posts, however, for the purpose of this assignment, I will be assuming that a system will be used which connects directly to the head of the user.
emotiv scanner- source

In terms of users who are able to move independently, the system will be in the form of a cap (such as the emotiv headset shown above), or headset which is removable, while those who are immobile will use a system directly implanted to the head, with removable wires, etc for bathing etc.  The reason for this is that directly implanted systems are more accurate, however require the user to be quite still.

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The above image is a highly stylised version of what could be used for immobile patients.

As this assignment is not an industrial design exercise, I feel that it is not necessary to go into much further detail on the specifics of this technology at this time, however it may be necessary in the future.

WEEK EIGHT: THE PRESENTATION

Our tute group has decided to do weekly presentations, which I happen to think are a fantastic idea.  My presentation for this week was as follows:


One of my main issues this week was trying to stay away from becoming an industrial designer.  I found it quite difficult to maintain that I was to design a virtual solution, not a tangible brain scanner.


I found it really helpful to first try and define the issue I was looking to solve...


The above image outlines the issue for those who cannot communicate on any level.


I have gone into a lot of depth about the technology I will be using in prior posts, particularly for assignment one.  I am using the same brain-scanning technology mentioned previously.


The above limitations, according to previously mentioned scientific opinion, should be overcome within the next 20 years.



As previously mentioned, I have decided to design a communication interface, to enable users to communicate with the virtual world (internet based).

Feedback from this presentation was that although I have presented a lot of research, I have yet to design something tangible.  I believe this was due, in part, to a lack of communication on my part.

Friday, September 14, 2012

WEEK EIGHT: WHY?

I think it is important, before I go any further with this project, to express why I feel it is necessary, and why it will be more necessary in the future.

As a species, human's are very social and rely so greatly on the sharing of information between each other. Communication began as a survival mechanism of our ancestors, and continues to help us understand our world through a sharing of information (Adams, 2012). Communication is also vital for social interaction- communication satisfies our constant need to relate to others, and have them relate to us (Swindells, ND).

With each increase in technology- from the written word, to the telephone, and finally the internet, communication has become easier for the majority of people.  The ability to broadcast our thoughts, as well as understand the thoughts of others, is now a second nature to us all.  With this increased communication has come increased opportunities- for business, education, relationships, etc.

However, there are still a number of people who have very limited communication with others; who miss these vital opportunities to be heard and to learn, through no fault of their own.  With technology moving so fast, and increasing our methods of communication at a rapid rate, surely there must be a way to include all people within this new, instantly and intimately connected world.
Author Image


The above image outlines the differences between those who are connected, and those who are isolated.

The aim, then, is to allow those who are isolated to become connected to other people, in real time, virtually. It is not to create a "Second Life" style world for them, nor is it to create some form of physical Avataresqe existance.  It is to allow them to communicate in the same ways as we currently do online, to allow them to increase their education, to allow them entertainment and, ultimately, to increase their quality of life.

Adams, P. 2012. "How we communicate with others" Think Outside In. http://www.thinkoutsidein.com/blog/2012/01/grouped-chapter2/

Swindells, J. ND. "Identify Different Reasons People Communicate" Blurt It. http://www.blurtit.com/q8011353.html
 

Monday, September 10, 2012

WEEK SEVEN: NOT AN INDUSTRIAL DESIGN EXCERCISE?

I'm having some issues in getting my head around how to prevent my concept from becoming
  1. Industrial design
  2. Virtual reality
So I decided to simplify the problem and reach the source of what I was trying to create...

The core issue in this sense is that there are people who cannot communicate with others, due to medical issues including locked-in syndrome, stroke, degenerative dieseases and paralysis.  Often these people are bedridden, or use crude technologies such as straws to control devices to help them communicate and interact with the outside world. They are reliant on carers to perform daily functions for them- everything that we take for granted, they cannot do for themselves.  Their world is often the four walls of the room they live in, or, if they are lucky, the path of a motorised wheelchair.

In response to this, I conducted further research on brain-scanning technologies, and found that the most effective use of these technologies occurs when the subject is in a relaxed, meditative state without external interruptions, and the scanning device is implanted directly- all of which are possible with these patients.

There are, however, current issues with the technologies- each person's brain and thinking patterns are different, and these change within the same person randomly.  At present, the computer programs which read the output of these scans are not developed to the point where they are able to adequately understand these patterns, nor are they dynamic enough to change with them as necessary. 

My virtual solution, at this point, is then to create a virtual interface which could translate the thoughts of those who are "locked-in".  This system would have various uses, such as
  • Allowing users to communicate by typing (or perhaps even speaking) their thoughts
  • Projection of images from inside the users mind
  • Allowing users to access the internet and other virtual media
  • The control of third party devices using ones mind- from air conditioning, windows and curtains for comfort, to cameras for viewing other parts of their homes, and perhaps even robotic devices in the future.
Ideally, the interface would include both the "upload" and "download" of information- that is, allow users to "upload" through communicating their thoughts, but also "download" information into their own minds.

Saturday, September 8, 2012

WEEK SEVEN MUSINGS

After last week's presentation, the next step is to look at a possibility for project two.  From the last project, the area which interested me the most was the medical applications of this future technology.

Specifically, the idea I would like to explore is the use of brain scanning technology to help those who cannot communicate through traditional means (verbal, physical) to communicate through their thoughts.

Of course, the idea of whether or not this is a realistic prospect for the near future needs to be addressed, however the following video shows that advances in both science and technology mean that this is a real possibility for the near future.


The issue for me is in how to use this technology in a virtual sense, without turning the project into an industrial design excercise for a headset, speaker and screen?

Monday, September 3, 2012

WEEK SIX: FEEDBACK

Our first assignment feedback was quite good, particularly regarding our use of simple graphics to portray our ideas.  The only real criticism was that the graphic for the final architectural possibilities was less clear than the others, and perhaps the name synergy wasn't the greatest. 

Our presentation was extremely natural- I spoke because the others were not fully confident in explaining the idea, and I felt a logical progression through our process was the best way in which to achieve this. 

A new area appeared on our boards, that I have not explained before.  We used a timeline on the bottom of them to not only tie the board together, but to show the rapid advancement of technology.  We also included a blurb about design thinking to explain why we thought designers were the best people to create this solution.

The idea for our boards was to be both aesthetically appealing and interesting, while clearly portraying our ideas at various levels, and I think we succedded.

***Unfortunately, no matter how many times I try, I cannot get our final presentation to upload without totally being messed-up by the compression process.***