I go silent on my blog without explanation. It may seem, in the short-term, like a blip, but in the long-term … the pattern becomes clear. — Tom Armitage, ‘Telling Stories’ (Reboot 8, Copenhagen, 2006) (pdf)
I’ve spent a lot of time over the last few months paring and pruning, trying to focus more closely on the things which really matter to me. I’ve got something to put down here soon about attention and curation, but before this new year runs away with me and everything, yet again, tilts Tristram Shandy–wards, I thought I might look back, sum up, take stock (a bit).
Here’s something I wrote for our annual school magazine about last year’s talks. (It goes over some of what I’ve written about here during 2009–2010 and I’ve given the links, in square brackets, where that’s the case.) It's very … potted.
ICT Talks 2009–10
This year, our talks continued to cross disciplines. We kicked off with Andy Huntington (RCA graduate, designer, musician) on interaction design [see 20.9.2009 entry]. In Digital Ground (MIT, 2004), Malcolm McCullough set out how interaction design ‘studies how people deal with technology — and how people deal with each other, through technology. As a consequence of pervasive computing, interaction design is poised to become one of the main liberal arts of the twenty-first century’. Andy, who has worked on interactive objects and experiences for clients from the BBC and the Science Museum to Nokia and the Bartlett School of Architecture, talked us through tapTap (‘The system is built up of individual knock boxes. Each box has its own memory and is completely self-contained. As you tap on the top of a box, the box waits for a few seconds and then taps back what it has heard. If you want more you add another box, and another, and another, tap, tap, tap’) and Beatbox (‘a physical programmable drum machine’). Later in the autumn we were delighted to welcome Usman Haque, architect and co-founder of Pachube (‘store, share & discover realtime sensor, energy and environment data from objects, devices & buildings around the world’):
The domain of architecture has been transformed by developments in interaction research, wearable computing, mobile connectivity, people-centered design, contextual awareness, RFID systems and ubiquitous computing. These technologies alter our understanding of space and change the way we relate to each other. We no longer think of architecture as static and immutable; instead we see it as dynamic, responsive and conversant. Our projects explore some of this territory. — Haque Design + Research
Playing with tapTap and Beatbox, thinking how objects are now interacting with us through the internet, reflecting on how we can use Pachube … Ubiquitous computing has well and truly arrived and, as McCullough foresaw, educators need to address interaction design as a matter of urgency.
Also in the autumn, Adrian Hon came to talk about his games company, Six to Start [see 30.9.2009 entry]. He began by looking at the role of story-telling in human society, the reception of the first European novels, the ways in which our strong identification with literary heroes and heroines has been elicited and the striking role now played in our lives by online text. The main part of his talk focused on We Tell Stories — a project developed for Penguin: ‘six stories, written by six authors, told in six different ways — ways that could only happen on the web … released over six weeks’. Adrian, who left a career in neuroscience to co-found Six to Start with his brother, sets great store by narrative: ‘Writers are important. When a game’s graphics grow old, and the game mechanics become dated, all that’s left to remember is the story. As designers and writers of games, we all need to set a higher bar for ourselves’. His ambition for games is, indeed, remarkable: ‘Historians will look back hundreds of years from now, and they will say that the explosion of narrative and game forms that we have now was a momentous time that transformed the way that people think and see the world. … It’s hard to imagine a world without books; without Lord of the Rings, or Catch 22, or Pride and Prejudice, or Great Expectations. Equally, it’s already hard to imagine a world without games. Just imagine where we’ll be in a few decades time. We have the opportunity to make those new types of games and stories that will changes people’s lives in the future, and there are so many possibilities.’
Professor Chris Frith, FRS, talked about how our brain generates emotions and thoughts and he was followed soon afterwards by Professor James Paul Gee, the distinguished American scholar, on games and learning. In his book, Making up the Mind [see 22.9.2009 entry], Frith argues that, ‘on the basis of its belief about the world, my brain can predict the pattern of activity that should be detected by my eyes, ears and other senses … So what happens if there is an error in this prediction? These errors are very important because my brain can use them to update its belief about the world and create a better belief … Once this update has occurred, my brain has a new belief about the world and it can repeat the process. It makes another prediction about the patterns of activity that should be detected by my senses. Each time my brain goes round this loop the prediction error will get smaller. Once the error is sufficiently small, my brain “knows” what is out there. And this all happens so rapidly that I have no awareness of this complex process. … my brain never rests from this endless round of prediction and updating’. In Gee’s thought, the world of a complex game mirrors the functioning of the mind: ‘We run videogames in our heads’ [see 30.10.2009 entry]. At the heart of his critical understanding of games is the idea of situated meanings and their role in learning. Games are about problem-solving. Today’s problems are now all complex ones — complexity and complex systems interacting. Today, we must be able to work way beyond standard skills, learning how to be part of a cross-functional team — a very high order skill common to play in many games.
Another theme this year has been how we are living in a time when information is becoming more accessible. We welcomed Timo Hannay, publishing director of Web Publishing at Nature Publishing, to talk about open science and in March we had the opportunity to hear Jimmy Wales, founder of Wikipedia [see 22.3.2010 entry]. Timo spoke about the nature of early scientific publishing and the rise of the expensive (and therefore relatively inaccessible) specialist journal. He explained projects he has helped to develop at Nature, including Connotea, a social bookmarking service for scientists, Nature Network (a social network for scientists) and Nature Precedings (‘a platform for sharing new and preliminary findings with colleagues on a global scale’). Jimmy, arriving straight from Heathrow, spoke to a packed hall on the origins, vision and role of Wikipedia. One thing to emerge from this very well-received talk: about 80% of the students present had edited Wikipedia. Next day at a Guardian conference for heads of media, the same question from Jimmy revealed that only about 30% of that audience had edited the online encyclopaedia.
Another highlight of the year was the chance to hear Stewart Brand and Brian Eno talk about the Long Now and Brand’s new book, Whole Earth Discipline.
The idea of the active intellectual is very important, Brand said, and we’re very pleased that St Paul’s is the first school in the UK to join the Long Now and engage with its commitment to long-term thinking and sustainable living. This takes us neatly back to Pachube and the way we interact with technology. The future requires that the young grow up learning about the history of technology, of man’s long journey of inventiveness in manipulating nature and of the possibilities, for good and ill, that lie in this relationship we have with our world.