Blog
The development blog for The Tech Virtual Museum Workshop. A place for announcements, events, and review of exciting projects.
Feb 05, 2010
Program for the Future Challenge Update
Since Dec. 2008, the Program for the Future Global Design Challenge has been seeking new tools to improve collaboration and collective intelligence. It is a challenge to "develop a practical method, tool or technology that connects people so that they collectively act more intelligently. We are looking for new ideas – even simple ideas – that help people work better and smarter together in some important area." So far there have been 35 entries and the first year's Challenge is closing next Monday, Feb. 8, so hurry if you would like to submit your idea.
To see the current entries or add a new one, go to
http://thetechvirtual.org/projects/program-for-the-future/program-for-the-future-challenge
The judging criteria for the Challenge entries, determined by a distinguished panel of advisors, are in three parts:
Your Method, Tool or Technology
- Can your innovation be a stepping stone towards enabling people to solve an important problem?
- Does your innovation promote communication and collaboration?
- Will your innovation enable changes in the way people work together that will lead to better decisions or outcomes?
- Does your innovation scale, continuing to support better outcomes even as more people use it?
- Does your innovation have the potential to change social and cultural practices for the better?
Your Demo
- Is your demo hands-on and interactive? Is the museum visitor's experience an improvement over Web access?
- Does your demo adequately explain how and why your method, tool or technology works?
- Will your demo inspire others?
Your Plan for Impact
- Is your plan likely to lead to successful adoption and widespread dissemination?
- Would winning a prize make a significant difference to your innovation’s potential impact?
- Does your plan favor community contribution and global connection?
Many really interesting ideas have been submitted, but few have a well-developed idea for a demo (a.k.a. museum exhibit). Apparently, developing collective intelligence tools and museum exhibits require quite different skill sets. Who knew? The advisors have therefore decided to split the judging process in two: deciding first on the merits of only the "method, tool or technology" and the "plan for impact." Judging the merits of the demo will not occur until about a month later, in coordination with the sponsoring museums (The Tech Museum, the MIT Museum and Science Centre Singapore).
Accordingly, we are giving entrants an **EXTENSION** of about a month (details coming soon) to complete their demos. This will not; however; change the Feb. 8 deadline to enter; describe your method, tool or technology; and your plan for impact. The selection of the first stage of judging (but not the final winners) will be announced at CoLABoration 2010, the second Program for the Future Conference, on March 3. The final winners will be announced a month or two later.
Finally, speaking of the PFTF Conference on March 3, it will be a collaboration mash-up. At CoLABoration 2010, we are experimenting with Doug Engelbart's idea of "co-evolution" -- by bringing together technology leaders with experts in human facilitation and representatives of many disciplines -- all focused on improving collaborative techniques. Can you help us fire up the global brain? Our goal is to launch a collaborative community that will become an intentional neural network for global problem solving. Humanity could find innovative ways to handle our world crises (not to mention our day-to-day problems) if we all could put our heads together and our egos out of the way.
Because it will be focused on doing collaboration not just talking about it, attendance will be limited. If you would like to attend in person at The Tech Museum in San Jose, please fill out this application and we will contact you. We will announce plans for virtual participation soon. For more information, see programforthefuture.org/conference.
Jan 28, 2010
Don't call it virtual! Building for the real world.
I've started an open souce exhibit project with Kyle Walker at
http://thetechvirtual.org/projects/water/water-projects/3-ationz
Here's a bit about how it got started, stage by stage. It's a "diorama of sorts that illustrates the water cycle via the landscape of ice, water, clouds, precipitation etc" . Remember this from school?

This project is a type of diorama that may have representative or stylized
elements. The visitor will control heating and cooling elements which
can put into motion the water cycle. Notice the "sun" element is on a support, not just floating in space.
In modeling these we need to remember we're designing for the real world! How would this actually work in the
real world? Still figuring that bit out, or whether it's worth it for that matter. That's what prototyping is all about.
Prototyping in Second Life (tm) is extremely rapid. We both worked on this and got this sketch worked out in less than 30 minutes. This provides a base model that you can develop from... that's where the open source bit starts!
This is an open source project,
please join it if you'd like to collaborate on this concept!

We start with a basic black exhibit frame.
Add a bit of watery looking items as a base.

Center it and add some motion via a script.

Then, a backing surface. This exhibit will be back against a wall.

Added a depth to the water as if it is sitting in the container.

How to illustrate ice? Where should ice go? Mountaintops have ice that melt into water.

Ok, clouds, clouds are water vapor. How can these be illustrated or even built?

The sun is a vital element that drives the cycle. Let's add the sun as a heating element.

We were joined by Avatar Mactavish who offered some feedback in real time.

Kyle added light rays to the sun and snow caps to the mountains.

It is coming along, but still needs a lot of work. How for example should the sun move?

If the sun element moves, will this mislead visitors that the sun revolves around the earth?

Kyle completed the clouds and added a photo box. This black frame closes off distracting elements so that you can see the model.

In the remaining minutes, we looked at how to move the sun. Two types of cranks were suggested in real time.

This exhibit is to be continued... Got any suggestions? You can join the project or start one of your own here: http://thetechvirtual.org/projects/water
Jan 26, 2010
Warehouse space for Expolab project
Avatar Kaznats Oh has kindly donated a warehouse for the Expolab Project.
We'll start here, and we have the option to make it larger, which will probably be required.
Dive in and take a look at:
http://slurl.com/secondlife/The%20Tech%202/165/208/33
We also have a new account of the Expolab kickoff at http://expolab.net/eng/?p=362
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Click here to download the full design brief


Jan 20, 2010
Virtual prototyping finds real value for auto interiors
There are a couple of articles out today about how Ford Motor Company is using virtual prototyping to design cars.
This is exactly how Tech Virtual aims to apply virtual testing to museum exhibits.
Via: http://www.prnewswire.com/news-releases/ford-united-space-alliance
Exerpt:
"Engineers at United Space Alliance (USA) and Ford Motor Company are sharing their animation software experiences to create virtual reality simulations that benefit both astronauts and drivers.
Ford is applying virtual reality animation software that is used by movie animators and video game creators to improve real-life driving situations before the first prototype is even built. In an immersive Virtual Evaluation lab (iVE), Ford engineers create virtual vehicles complete with exterior views.
Engineers for United Space Alliance, the prime Space Shuttle contractor, are using the same technology at the Kennedy Space Center to help build future space vehicles safer and more efficiently. Current applications include using the technology to track and characterize launch debris during ascent. Past applications include developing processes to more efficiently remove and re-install the reinforced carbon-carbon panels on the Space Shuttle wing leading edges.
"In this virtual environment, we can evaluate early vehicle designs against a backdrop of virtual conditions and literally experience a vehicle from someone else's vantage point before it is built, helping us to create a car, truck or crossover that provides the perfect environment for the driver and its occupants," said Elizabeth Baron, Ford's Virtual Reality and Advanced Visualization Technical Specialist."
Via: http://www.prnewswire.com/news-releases/ford-united-space-alliance
And some more articles at:
http://www.reliableplant.com/Read/22302/Ford-Space-Alliance-share-expertise
http://finchannel.com/news_flash/
http://www.ford.com/about-ford/news-announcements

Jan 18, 2010
Emergent design, concepts and thought at Expolab kickoff event
Expolab held their kickoff event at Citilab on Thursday January 14.
The full account is at http://expolab.net/eng/?p=338
Citilab is kicking Expolab off strong with their event last week.
Mix 31 people, a batch of images and raw materials and a batch of questions about technology and it's impace and what do you get? Expolab!
Facilitators Ramon Sanguesa, Astrid Lubsen and Irene Lapuente led the group through some interesting prototyping sessions in which otherwise inert objects became infused with meaning and context. The concepts seem incredibly alive and relevant....

* the evolution from analog to digital.
* the change from hanging pictures on a wall to hanging them on platforms such as Flickr
* an analogy between a football team and the possibilities of working together that Internet gives you.
* senior citizens sending mobile messages that were even more extremely abbreviated than those of their
grandchildren
* a debate on the advantages and disadvantages of e-books
* the dangers of immersion when you leave the pot boling
* is exploration still exploration with GPS?
* “Today we need to measure everything”
* advocates of chaos, people who were at ease with it and find it a positive force being more vocal.
* which senses do you lose in online environments? Which do you gain?
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Click here to download the full design brief
- Bob Ketner
Jan 15, 2010
Rapid prototyping an entire museum gallery
During summer and fall 2009, The Tech Virtual utilized virtual environments to prototype a gallery renovation at The Tech Museum in San Jose.
After the basic prototype was produced, designers were able to renovate the space quickly, to produce an "after" view of the plan. Through this process we are able to compare versions and receive feedback from users during the process.

Artist and Second Life designer Kyle Walker built the blank prototype from photographs and measurements.

We began with a scaled floorplan and worked just on the areas needed.

A few textures were added, mostly paying attention to the interior color schemes.

Doors were added and the interior space began to take shape.
The virual space often seems a bit smaller than the real space due to the camera position.

A cieling texture was added, photographed from the real location.
.
The cieling was made transparent on top, so that a view into the space remained possible.

Proportions were carefully extrapolated from the real room.

Subtle textures add to the realism, such as adding shadow elements and shine to objects.

One pre-existing exhibit was fabricated as well, the "Multi-step Machine".

Developers could obtain an entire "blank" room, then renovate it.
Wally Oyen prepares to develop from the bare walls.

The completed room is nearly indistinguishable in photographs from the real room without close inspection.

Elements such as basic furniture can be placed to determine space.


The curator and designer set about to renovate the space. With a clear vision they were able to do this within a few hours.
These are conceptual visuals for now, and helped to set the tone of the approach.

We will be posting more before and after photos of this process on this blog.
Still more can be found in the photo gallery section at http://thetechvirtual.org/photo-gallery
Jan 14, 2010
Account of Expolab warm up session from January 13
On January 13, Irene Lapuente and the Expolab team arranged a "a warm-up" for their January 14 workshop launching Expolab. They've posted a very thourough account at http://expolab.net/eng/?p=333 and some photos at http://boc.citilabblog.com/?p=642 (English)

Photos by Citilab
Participants sat at tables and put together objects to begin thinking about exhibitions. This was tied into discussion about ways the internet as changed society and interacting with exhibitions and artifacts. "Learning by doing", and "real time" and the idea of enabling visitors to work with the entire layout of Expolab.
The complete post is at http://expolab.net/eng/?p=333
If you'd like to engage with this unique process online, we'll be hosting a version of the entire experiment you can find the project page at http://thetechvirtual.org/projects/expolab
and in Second Life at
http://world.secondlife.com/place/dd8974fe-6c94-56a8-0511-6e1f7b6222e7 just click "Visit this Location".
More to come!
- Bob Ketner
Jan 13, 2010
"Expolab" launches tomorrow in Barcelona
Citilab is launching their experimental participatory project "Expolab" on January 14
Citilab Cornella is launching their experimental participatory project " Expolab" (http://expolab.net/eng) tomorrow. You can participate in the experiment from anywhere via http://thetechvirtual.org/projects/expolab
This fascinating project will, "present how digital technologies have changed different aspects of our lives. It will be organized around six areas of interest. For each one a new physical exhibit will be designed and created. On the six areas different ways of exhibition will be developed reflecting different perspectives on the concept of exhibition from contemplative and passive to to participatory and active." You can read the full description at http://expolab.net/eng/?page_id=105
As they write, Expolab is a laboratory for creating new interactive exhibitions involving technology, innovation, science and design, which form the core of Citilab's activities. It will portray a general perspective on the evolution of exhibtions from "contemplative" and discursive modes exhibits to participatory ones. Expolab is in itself an experiment in participatory exhibition creation and it will involve user both online and offline.
Perhaps most interesting is that they will be applying design research to exhibition design and creation through Expolab.
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Click here to download the full design brief
"Expolab" will be created through external developers
and designers, using The Tech Virtual as a collaboration tool to collect the entries for the expolab kiosks. More on this and the submission details at: http://thetechvirtual.org/projects/expolab
"Exploring interactions between materials, curators, and users in science and technology exhibitions"
“From contemplation to participation and beyond...”
Subtopics:
The internet has changed the way we...
1. Share memories
2. Connect
3. Travel through time and space
4. Work
5. Experience safety
Phases for each subtopic:
Expolab will explore 5 steps or phases within each subtopic.
1. Observe (see things, read text)
2. Interact (communicate/input)
3. Participate (create or build something)
4. Citilab (synthesis of 1-3)
5. Future (what could the future of these look like?)

Each theme will be built around a square thee-walled 'kiosk'. (Photos to be added soon).
Exhibit
designs should explore the 5 steps within
a subtopic, and around a cube of sized 6.5 feet (2 meters) per side.
Within the 'kiosk', the interaction and user experience is important.
How can we show the evolution of these types of interactions?
About the exhibits:
A
total of six exhibits stationed in "islands" with five sections each.
Three or four will be positioned in a large space at the entrance of
Citilab of approximately 130 square feet (40 square meters) and two or
three in smaller locations of approximately. 50-65 square feet (15-20
square meters) each in the first and second floor of Citilab. The
intention is to really use the virtual exhibit designs in the physical
exhibition. Depending on the feasibility of the winning concept this
will be a close translation or an interpretation.
Thinking
about interactives: How does presentation of interactives evolve from
artifacts to books and computer manuals, interactive blackboards,
possibly connecting to blogs/Flikr, Twitter etc, possibly a workshop
with Second Life and how internet has changed their lives, maybe make
a circuit with wires, Maybe a question with 3 different ways to solve
it. There can be many ways to explore the evolution of the topics.
More questions to explore in the exhibits:
- What is an exhibition?
- How does the internet change education, communication, audiovisual arts, museums, programming?
- Citilab is interested in the impact of the evolution of technology on
peoples' lives, and how it influences their thinking and behavior.
About Citilab
Citilab-Cornellà
is an experimental centre for the convergence between the new Internet
generation and the new Knowledge Society. It is a workspace dedicated
to activating, stimulating and expanding creative and innovative
capacity in entrepreneurs' technology, companies, and citizens of the
Knowledge Society.
Citilab-Cornellà is orientated to the
promotion of Social Internet-related projects and pays special
attention on the evolution of new places, concepts and methodologies
related to the impulse of the Information Society and the new economy
of telecentres, living labs and e- learning.
Therefore, Citilab-Cornellà is:
• a centre for spreading and training on the TIC technologies and its organization and knowledge creation paradigms.
• a Research Centre on new technologies and social and managerial innovation that rides on them.
•
an entrepreneurial centre for the development of companies arisen from
the knowledge generated at Citilab-Cornellà, both technological and
organizational.
Expolab website
Expolab on ![]()
Expolab on ![]()
Start your own Expolab project here:
Jan 12, 2010
Tech Virtual at CLS West 2010
On January 9 Rob Stephenson and Bob Ketner of Tech Virtual attended Community Leadership Summit (CLSWest).
Rob led a session on the Program for the Future challenge at both CLS and Ignite in the evening. Sam Hahn, Aaditya Bhatia, Claudia Brenner, and Rich Reader of Program for the Future were also in attendance.






Jan 06, 2010
SLActions Conference to be held at Tech Museum in San Jose, CA Sept. 24 and 25, 2009

On Sept. 24 and 25, 2009 the SLActions academic conference (http://www.slactions.org) on virtual worlds will be held at The Tech Museum (http://www.thetech.org) in San Jose, CA.
The conference program is available at: http://www.slactions.org/slactions.php?s=ProgrammeSlactions
Registration is open and available at: http://www.slactions.org/slactions.php?s=Local_Chapters_Berkeley-USA
The event will be composed of simultaneous meetings in Rio Grande do Sul and São Paulo (Brazil), Jyväskylä (Finland), Hong Kong (China), Tel-Aviv (Israel), Braga (Portugal), Manchester (UK), Austin, TX and San Jose, CA (USA). Those who cannot attend a physical chapter meeting may attend virtually through the New Media Consortium Conference Center (http://slurl.com/secondlife/NMC%20Conference%20Center/210/19/51/) and should register at: http://www.slactions.org/slactions.php?s=Registration.
The fast-paced 2-day schedule (http://www.slactions.org/slactions.php?s=ProgrammeSlactions) is organized into 20 minute segments of virtual worlds research results on such topics as:
"The use of Second Life to share knowledge in Graphic Design, Game Design and Visual Arts classrooms" by Marcos Pereira
"Brands and Consumption in Virtual Worlds" by Ioanna Nikolaou, Shona Bettany and Gretchen Larsen
"A phenomenographic study about the future of the electronic commerce in the Second Life" by Martine Bernardo and Leonel Morgado
The San Jose chapter of the conference is organized locally by Sneha Veeragoudar Harrell (http://edrl.berkeley.edu/people/sneha/) who will be presenting on "Second Life: Offering Marginalized Youth a Second Chance" on Sept. 24.
San Jose location hosting sponsored by The Tech Museum via The Tech Virtual (http://www.thetechvirtual.org) project.
We hope you can join us for this unique and fascinating set of virtual world research presentations!
Bob Ketner
May 08, 2009
Marc Koska, inventor of Star Syringe to speak in Second Life

Marc Koska inventor of Star Syringe (http://www.starsyringe.com/home.html) and Tech Awards laureate (http://www.techawards.org/laureates/stories/index.php?id=202) will be visiting The Tech Museum and The Tech Virtual on Monday, May 11.
Koska developed non-reusable syringe technology to stop the medical transmission of blood-borne diseases.
In developing countries, syringes are re-used an average of seven times, often because hospitals unknowingly purchase used products. Needle re-use transmits more than 23 million cases of Hepatitis B and C and 250,000 cases of HIV to patients each year.
Marc Koska invented a safety syringe that automatically prevents re-use. A fine ring is etched inside the K1 syringe barrel, and a disk on the plunger locks into the ring so that an emptied syringe cannot be re-used. The K1 syringe costs the same as standard models and its design is openly licensed to manufacturers. To date, over one billion K1 syringes have been made, saving an estimated 3 million lives.
Join us for an interactive session with Mr. Koska, discussing invention, innovation, and other topics.
This event will be held in Second Life at: http://slurl.com/secondlife/The%20Tech/104/133/38
More about Marc Koska at:
(http://www.starsyringe.com/home.html)
and
(http://www.techawards.org/2008videos/Marc_Koska.mov)
Event Details:
Date: Monday, May 11, 2009
Time: 11:30AM - 12:00PM
Location: (http://slurl.com/secondlife/The%20Tech/104/133/38)
May 05, 2009
Tech Challenge 2010 announced: "International Space Station Mission: Space Junk"
During the Tech Challenge 2009 (http://techchallenge.thetech.org/) event on April 25, Tech Challenge Director Bill Fisher announced that the topic of the 2010 Tech Challenge will be "International Space Station Mission: Space Junk". The challenge will involve attaching thrusters to a moving satellite suspended in air. Looks like this will be another flying machine/projectile style challenge, but more details will be forthcoming on it later from the Tech Challenge team.
What it means for Tech Virtual developers is that the Tech Challenge
will not be using any of the submitted projects from our project
challenge (http://thetechvirtual.org/projects/tech-challenge/)
for 2010. There were about 17 entries, and a few more "sketch" entries
started in the Second Life environment. There's a full list List of
projects submitted at: (http://thetechvirtual.org/projects/tech-challenge/).
Even though there were lots of great entries towards this, the
requirements for putting together a Tech Challenge are very stringent,
and we learned some of these details while well into the competition.
For example, each team has to set up their solutions or "rigs" in 2
minutes, and then they only have 3 minutes to attempt the challenge. There are many reasons why it takes a team of experienced engineers
several meetings to nail down the details of each Tech Challenge - it
has to be executable in an action packed way, involve specific learning
standards, and be extensible to educational programs run by the museum. So in a way, I'm not surprised that we were unable to garner a fully implementable solution on this one. Bill is going to get back to us if plans for future years include any of the submissions.
I'll be photographing the entries from this round, uploading them, and encourage you to include them in your portfolio. The topic of "Design Challenge Learning" is growing, and it's a good time to align with it.
-Bob Ketner
Apr 29, 2009
The Tech Virtual Hosts Online Training and Conference for Museum Professionals during May and June
The Tech Virtual Hosts Online Training for Museum Professionals during May and June
The
Tech Virtual, The Tech Museum of Innovation's "open source" exhibit
development program will host a series of free trainings specifically
for museum professionals during May and June, 2009.
Registration is required and open now at http://techvirtualtraining.eventbrite.com
The
purpose of these trainings is to open The Tech Virtual's collaborative
exhibit design platform to additional museums as a new resource saving
method of exhibit development.
These online sessions are
intended for curators, exhibit designers, exhibit engineers, managers
or other employees at museums, cultural or technology institutions of all sizes. The trainings will cover a
number of topics and enable the curator to leverage the benefits of the
platform. Trainings will be conducted in English. Registration is
required. Admittance will be preferred for employees or volunteers of a named museum
institution. For other institutions, or interested individuals, please therwise contact the team at http://thetechvirtual.org/help/contact-info to request
exception. Registration is limited to 20 participants per session.
Through enrolling in the program, curators can work with exhibit designers from a
wide range of expertise and will have the ability to prototype exhibit concepts and
actual designs, using shared online workspaces. The core of the program
is http://www.thetechvirtual.org online workspaces with additional prototyping sessions hosted in
the virtual world of Second Life at http://tinyurl.com/TheTech2-Office
Times, online locations, and registration can all be accessed at http://techvirtualtraining.eventbrite.com , or through the link on our main page, http://www.thetechvirtual.org
Requirements for webinar:
Operating system: Windows XP/Vista/2003/2000, Mac, Linux
Browser: Firefox 1.5/2/3, IE 6/7, Sarari 2/3
Adobe Flash 9 or higher (http://get.adobe.com/flashplayer/)
Optional requirements:
If you would like to participate in the meetings using a desktop share (optional)
Dimdim plugin (Windows and Mac OSX only)
(http://www.dimdim.com/support/dimdim_tools.html)
If you would like to participate in online exhibit design (optional)
3D exhibit design
(http://secondlife.com/support/downloads.php) (http://secondlife.com/support/sysreqs.php)
Apr 22, 2009
Template for exhibit components
We've been pulling together this list to bring some order to the exhibit development process. Many of these fields are already part of the exhibit (project) creation process here on http://www.thetechvirtual.org. The list below goes into much greater detail.
I've found it helps to just start filling in the blanks, and in doing so, you may see your exhibit take shape before your eyes.
What have we missed? Let me know! http://thetechvirtual.org/help/contact-info
This could also be placed on your project's wiki page, or on a seperate webpage for seperate "iterations".
Check it out!
Major database fields for an exhibit
Exhibition: What exhibition was this exhibit initiated for?
Sub-topic: What sub-topic is the exhibit about?
Status: Exhibit life cycle stage
Project Title: A creative, unique working title.
Big Idea: In one sentence, what is the point of the exhibit?
Description: More extensive, physical description of exhibit.
Leader: Project designed by and attributed to whom?
Key technology: What key hardware or software is at the center of this exhibit?
Interactivity: What do visitors do, see, press, hear, feel?
Backstory: A story about the historic and socio-cultural background of the exhibit
Target Audience: kids, parents, adults w/o kids, teachers, tourists
Project Assets: Videos, still photos, sound files to be used in the exhibit itself.
Artifacts: What non-interactive objects, if any, are on display?
URL: Link to the exhibit's Website
Webpages: Web content associated with this exhibit
TechTag data: what data, if any, is linked to by TechTag?
Future Layer: How can we "future proof" the exhibit?
Basic Science: Education Layer - Primary science - Learning objective
Text: Signage text used in this exhibit
Relevant Curriculum Standards: What educational objectives the exhibit relates to.
Curriculum Packages: Resources for educators (lesson plans, etc.) around the exhibit topic.
Engineering Documents: EODs (engineering operational documents), sketches, blueprints, CAD models, bills of materials, code
-Bob Ketner
Apr 17, 2009
Phone + software = augmented reality museum
On doing some web searches today, I located this paper: http://membres-liglab.imag.fr/donsez/pub/publi/icps08-nfcmuseum.pdf
The paper states that it was presented at the 2008 International Conference on the Physics of Semiconductors (http://www.icps2008.org/) by researchers at LIG Laboratory, of Universite Joseph Fourier (www.ujf-grenoble.fr/) , in France. It describes the use of a software program (apparently open source) which is downloaded to a museum visitor's phone, enabling interactivity and tracking during the museum visit. I thought the graphic might help to form ideas about making similar experiences, or someone may find a way to incorporate their program.

from: http://membres-liglab.imag.fr/donsez/pub/publi/icps08-nfcmuseum.pdf
- Bob Ketner
Apr 03, 2009
Inspiration for designing new interfaces and experiences
Last week somone forwarded a link of a TED (http://www.ted.com) talk about a wearable interface "Pattie Maes & Pranav Mistry: Unveiling the "Sixth Sense" (http://www.ted.com/index.php/talks/pattie_maes_demos_the_sixth_sense.html).
I found that their project is part of the "Fluid Interfaces Group" at MIT (http://ambient.media.mit.edu/projects.php?action=details&id=68). This technology and design department is producing amazing new configurations using some commonplace pieces of technology such as cell phones, cell phone cameras, Bluetooth earpieces, mini-projectors, LED lights and the like. Take a look at these projects at http://ambient.media.mit.edu/projects.php
Although highly experimental, these are invaluable looks at some of the things we might find commonplace in just a few years. In planning for the Art - Film - Music - Games exhibition (http://thetechvirtual.org/projects/creative-engines), we have an opportunity to consider the uses of these types of interactive experiences in a museum setting. Anything you use in an exhibit design has to be robust enough to withstand heavy use and abuse. Maybe this setting could also provide a useful testing environment for some of these new types of interactions, as the museum environment is by definition a highly controlled one.
So take a look and consider, how can I use interactions or objects like these to produce interactive experiences that engage and educate? Consider what kinds of interfaces may be available in a few years - even if they are only prototypes now? What if we take even one of these ideas to their next logical steps?
I particularly found these interesting:
Embodied Emergence: explores how simple localized interactions between elements of a system can sometime result in unexpected complex patterns.
http://ambient.media.mit.edu/projects.php?action=details&id=41
Invisible Media: augments objects to make them
sensitive to, and able to inform, the focus of our attention.
http://ambient.media.mit.edu/projects.php?action=details&id=13
Siftables: aims to enable people to interact with information and media
in a physical, natural manner.
http://ambient.media.mit.edu/projects.php?action=details&id=35
Surflex: a programmable surface for the design and visualization of physical objects and spaces.
http://ambient.media.mit.edu/projects.php?action=details&id=55
Take a look at some of these projects and then prototype one of your own at:
http://thetechvirtual.org/projects/creative-engines/creative-engines-projects
- Bob K.
Mar 24, 2009
Design iterations sought for 3 proposed exhibits about silicon chips
We're looking for 3 design iterations for the proposed exhibits below. Deadline noon March 30, 2009 !
Hello Tech Virtual Designers,
We received notice that some folks
here are working on up to 3 exhibits based around computer chip
history, performance, and Moore's Law. Each one has a rough outline
already, but what's missing is an interface, a basic design structure
of the actual interactive exhibit. That's where you come in! We're looking for a few good prototypes of how these could actually look.
Take
a look at the descriptions below of the proposed exhibits. How would
these be structured in the real world, as an exhibit? What would the
visitor actually do, touch, and interact with to get these points
across? How can these exhibits be built so as to be intuitive and
aesthetically pleasing? Get out your sketchpads - then prototype in
Second Life if you can. I was able to get "funding" of L$10,000 for
designs that get developed and produced.
There's a short
turn-around time on this request - it's due noon Monday March 30. So,
this is for people who are serious about their designs. We'll
photograph the designs and put them in a list of options. These
options will be viewed by a curatorial team. If the reviewing team
likes the design presented, and it's ok'd for development, we're
offering L$10,000 (approx. ~ $38. at prevailing exchange rates).
Because
the
design descriptions are already written up for these, simply click the
tiny button at the very bottom of the project pages to "request to join
the project". The project concepts are:
"Multi-Core Manager": http://thetechvirtual.org/projects/creative-engines/creative-engines-projects/multi-core-manager
"Leap-Ahead": http://thetechvirtual.org/projects/creative-engines/creative-engines-projects/leap-ahead
"Artifact-Silicon": http://thetechvirtual.org/projects/creative-engines/creative-engines-projects/artifact-silicon
Then you will be able to add your sketches or other content to the
existing project work area. When you are ready to prototype in Second
Life contact Bob Ketner at rketner[at]thetech.org for a space.
Give it a go! As always exhibits used are credited under Creative
Commons attribution license. As always, if no designs are used they
will merely stay in "suggested" status. Have
great ideas for exhibits about silicon chips, Moore's Law and the
miniaturization of silicon and other semi-conductor materials? You can
always add these as well under the "chips" sub-topic at http://thetechvirtual.org/projects/creative-engines/creative-engines-projects. We're starting with these original 3 because the curatorial group already liked the approaches.
Let
me know any questions, and hopefully we can get yes/no answers soon on
these proposed exhibits! I'm also hoping it will illustrate how
quickly designs can be prototyped.... let's see what we can come up
with in less than a week.
Thanks and see you soon,
Bob Ketner
(aka. Agent Heliosense)
Also described at: http://thetechvirtual.org/projects/design-brief-chips-topic
----------------------------------------
Exhibit concept 1:
"Multi-Core Manager"
http://thetechvirtual.org/projects/creative-engines/creative-engines-projects/multi-core-manager
Big Idea: Visitors play the role of a type of "task manager"
processing a flow of data using historical, current, and future chips.
Key Technology: The evolution of chips --- “historic times” to the future.
The
Interactive: The visitor sees a flow of processes on an LED or similar
screen, simulating data flowing through the computer (i.e.,
10101010101011100011000 or similar). Visitors are able to switch
between processors starting with 1 transistor, up to multi-core to
handle data flow. A time indicator shows the amount of clock time
required to process data using the various chips. Switching the data
speed and processing device illustrates the processing power of the
chips. The user will also experience overheating, power consumption
concerns and the limits of Moore's law. Consider inclusion of
different types of devices as well.
Materials: (suggested)
Steel or aluminum switches, LED panels, plastic knobs, particle
board/wood/aluminum base, steel plate mount to floor, display monitors
and approximately one minute of video to accompany exhibit.
Future
Layer: Expand as needed to include new versions of chips. Add
simulation of virtualization or handling of web traffic from multiple
low end devices (i.e, smart meter, net-enabled toaster, etc.).
Online:
Tech Tag result indicating, “You processed "x" amount of data in "n"
timeframe using "x" chips. You are a great production scheduler!”
Artifact: Historical and or modern chips, video display and appropriate explanatory signage.
----------------------------------------
Exhibit concept 2:
“Leap Ahead”
http://thetechvirtual.org/projects/creative-engines/creative-engines-projects/leap-ahead
Big Idea:The visitor learns the implication of Moore's law and plans a business based on future computing ability.
Key Technology: Evolution of chip capacity, materials, and capabilities.
The
Interactive: Visitors are presented with a rotating dial which selects
chips to process data. The dial includes future capacity (as displayed
by Moore's law into 2025+). A selection of capacities for "what will
be possible" is also presented. The user must match chip capacities as
they expand their business, considering what services are needed. The
business is derived from a list of possibilities. Option to create
devices or networks of devices based on capacity. Correctly
matching the business requirements with processor capacity earns a
Silicon Valley “Entrepreneur” rating on one’s Tech Tag page.
Materials: (suggested) Steel or aluminum switches, LED panels, plastic
knobs, particle board/wood/aluminum base, steel plate mount to floor,
display monitors and approximately one minute of video to accompany
exhibit.
Future Layer: Add simulation of future chips as technology changes.
Online: Tech Tag starts session; business failures and successes are logged.
Artifact: “Chip” samples, video display and appropriate explanatory signage.
Basic Science: Futuristic thinking with skill variables.
----------------------------------------
Exhibit concept 3:
“Artifact Silicon”
http://thetechvirtual.org/projects/creative-engines/creative-engines-projects/artifact-silicon
Big Idea: Learn about the source, nature, and limits of silicon's
physical properties and how future materials may address current
technology limitations.
Key Technology: Various materials used for chip manufacture.
The
Interactive: The visitor is presented with materials (actual or
simulated). He must test the carrying capacity vs. scale of
applications. Materials may be placed in plexi blocks which can be
moved in and out of the testing position. Dials increase or decrease
electron flow. A switch changes to optical data transmission. Certain
materials cannot transmit light or process photons. Test results are
summarized upon exiting the space and are available online.
Materials: (suggested) Steel or aluminum switches, LED panels, plastic
knobs, particle board/wood/aluminum base, steel plate mount to floor,
display monitors and approximately one minute of video to accompany
exhibit.
Story:
Processing capacity of silicon is limited based on the line width of
the circuits. These are reaching the limits of natural laws. Optical
computing and nanotechnology provide promising alternatives.
Future Layer: Add new materials and challenges to the simulation.
Online: Companion exhibit and video shows materials and contains information about each.
Artifact: Pieces of silicon and chip samples
Basic Science: Conductivity, atomic and molecular structure of materials. Structure of chips.
----------------------------------------
Mar 21, 2009
Program for the Future: An Invitation to Innovation
This article from The Tech Museum's Tech Connect Magazine January 2009, and placed here so that it is available online.
The Tech Museum Tech Connect Magazine: "Program for the Future: An Invitation to Innovation"
By Bob Ketner January, 2009
Program
for the Future: An Invitation to Innovation
On December 8
and 9, 2008 The Tech hosted a major summit and workshop based around
the topic of "Collective Intelligence". The purpose of the
conference was to set the stage for the next wave of collective
intelligence tools - innovations that enable people and computers to
be connected so that collectively they act more intelligently than
individuals, groups or computers have ever done before. Produced in
conjunction with the MIT Museum, Adobe Systems, Stanford Media X, the
New Media Consortium and others; the conference brought together
computing legends, new innovators, and thinkers from around the world
for a truly global event.
The event dates were chosen to
coincide with the 40th anniversary of Doug Engelbart's 90 minute
"Mother of All Demos" in which he introduced the world to
the innovations of the computer mouse, file folders, copy and paste,
and word processing. The demo was the world debut of the
foundations of modern computing that we take for granted today.
Forty years later, Program for the Future asks the question: what's
next?
The 2 day conference featured talks by Tom Malone of the
MIT Center for Collective Intelligence, Hiroshi Ishii of the MIT
Media Lab, Peter Friess, President of The Tech Museum, Peter Norvig
of Google, and appearances by tech luminaries such as Steve Wozniak,
co-founder of Apple and Doug Engelbart himself. The highly
interactive conference featured brainstorming sessions, real-time
surveys, roundtable discussions, panels, and a complete parallel
event held in the virtual world of Second Life. In all, over 250
local participants and over 3,000 virtual attendees
participated.
Perhaps more important than the conference
itself, Program for the Future is now focused on finding new
collective intelligence tools, and working to enable the next wave of
innovators to network and develop new solutions. Not limited to
techhies, Program for the Future is inviting people from all
backgrounds to contribute to this worldwide challenge - to design new
tools that enable us to work collectively on complex problems.
This
search takes the form of an annual design challenge to find new ideas
– even simple ideas – that help people work better and smarter
together in some important area. The challenge is to develop a
practical method, tool or technology that connects people so that
they collectively act more intelligently.
What comes to
mind when you think about the future of interactivity? If you
were to be transported to the year 2048, what do you think they would
say is the most important thing that improved collective working
since the days of the computer interfaces we have now? We're
welcoming people to join Program for the Future by submitting entries
to this challenge, then illustrate them using our Tech Virtual
platform. Winning entries may be displayed at The Tech, the MIT
Museum and other participating museums as exhibits prototyped in the
program. It might sound far-fetched - but you just might have some
insight that will help develop the future.
In 1968
Doug Engelbart dreamed of technology and tools that increased our
Collective Intelligence and delivered a stunning example of how it
works. Now it's up to us to take up the challenge. Please
join Program for the Future online at
http://www.programforthefuture.org
- Bob Ketner January, 2009
Mar 20, 2009
The Tech Virtual opens new connections to museums and universities
This article is from Tech Museum of Innovation Tech Connect Magazine February, 2009 and placed here so that it is available online.
Tech Museum of Innovation Tech Connect Magazine: "The Tech Virtual opens new connections to museums and universities"
"The museum no longer stops at the walls of this institution", Tech Museum President Peter Friess has said. Indeed, the museum forms the basis of the community that extends far beyond San Jose and even California, to wherever its programs find interest and participants. Last month, this community became a lot larger.
During December, The Tech Virtual launched Program for the Future (http://www.programforthefuture.org) in a collaborative venture with the MIT Museum, Stanford University's Media X, Adobe Systems, and scores of dedicated volunteers and enthusiasts. This 2 day conference used the 40th anniversary of Doug Engelbart's "Mother of All Demos" as a springboard to inspire and discover the next breakthrough innovations in software and collaboration. In 1968, Doug first demonstrated the computer mouse, file folders, word processing, and the keyboard-screen interface we all use today. Program for the Future asks, "what's next?" and challenges us to think - "what do we need now to solve the big problems we collectively face?".
Part contest, part experiment, the Program for the Future challenge and call to action is motivating students from countries such as Singapore and China to participate. "The response has been amazing" says Mei Lin Fung, a core organizer of Program for the Future or "PFTF".
"Partners, museums, professors and student teams can all play a significant and meaningful role in this challenge" she said in a recent email. Students from game and software design classes at Humboldt State University in Northern California have also been early contributors to this topic.
The main way these students will be participating is by adding a "project" to The Tech Virtual's online platform. Each project gets started under a distinct category, organized by museum exhibition or challenge topics. Projects can become collaborative ventures, with team members contributing different skills, or may be the work of one person. Successful projects may go on to become museum exhibits, interactive museum activities, or in the case of Program for the Future, potential innovations. By participation, contributors make their content available for use at science and technology centers worldwide.
Also joining The Tech Virtual in 2009 will be an upper level design class from San Francisco State University. Taught by Professor Jane Veeder, "Advanced Projects in Visual Communication Design" or "DAI 627" provides semester long immersion in virtual world design methods. The students will benefit from having a real world example and tie-in to their course topic, and The Tech Virtual will benefit from bringing in highly motivated digital designers of varying backgrounds just in time for the opening of the (tentatively titled) "Creative Engines of Silicon Valley" exhibition topic (see next article).
Able to encompass many approaches to exhibit design about digital media, the exhibition will be a major focus in the coming months. Designing such an adventurous set of exhibits requires inputs from many angles, and contributions from a more diverse group of specialists than could be found on any individual museum's staff. Requiring skills in concept and visual design, graphical interaction, entertainment and serious game design, product design using virtual prototyping and testing, education and learning, producing interactive exhibits on the topic of digital arts aligns seamlessly with the goals of the class.
"The good thing about this (Tech Virtual) is that students from a variety of disciplines and with a great variety in skills can participate and bring their existing interests into the projects", said Jane on a recent visit to The Tech. Students will benefit from a visit from the exhibition's curator, Matt Bittani. Each will be allotted space to design and prototype their concepts on the Tech Virtual's online platform.
Bob Ketner, Virtual Community Manager says, "I think we will find a perfect partnership in matching the needs of museums and the goals of design students. The experimental nature of this exhibition makes it all the more relevant to emerging artists, designers, or museum professionals." The topic opens for projects January 26.
Meanwhile, The Tech Virtual has recently discussed collaborative projects with some of the most famous and innovative museums, and technology projects as word has spread about the platform. It's likely that some of these will become fully formed projects yielding real results for the museums which can participate. "The beauty of The Tech Virtual is that it is a platform that allows for both real-time meetings as well as asynchronous collaboration," says Curator Rob Stephenson. "These partnerships will be truly global in nature, not at all limited to geographic boundaries. There's no need to work alone, when you can get invaluable input and insight from collaborators worldwide."
To reach even more museums, a panel appearance is set for The Western Museums Association Annual Meeting in October, and plans for many more partnerships are forming as the needs for the Creative Engines exhibition become clear. The Tech Virtual is working to connect visitors to the museum and its programs, wherever or whenever they may wish to interact and learn. As part of this "museum about the future" there's only one way to proceed - and that's into the digital frontier itself.
- Bob Ketner February, 2009
Feb 23, 2009
Rapid Prototyping the Future
How The Tech Virtual enables rapid prototyping of museum exhibits and other content.
What if you were able to design, test, and get feedback about something you wanted to create, without ever buying any parts or using any glue, nails, or electronics? Then, what if you were able to change the color, shape, or size of those designs in just a few minutes? Well this is the vision of The Tech Virtual and now, all these abilities are being applied to the process of museum exhibit design.
During the course of this project, The Tech has been approached by architects, geneticists, professors, graphic designers, 3D modelers, hobbyists, and programmers with ideas for museum exhibits. In this way, a talent base far larger than any one museum could be able to employ can work on designing educational museum content. These contributors are also able to build their own best asset - a relevant portfolio of work - as they add to The Tech Virtual's "open source" batch of concepts and ideas which any member museum can utilize.
Let's take a look at how it works with
a concrete example. Emil So, Senior Engineer at The Tech Museum had
an inspiration for the design of an exhibit for the "Energy"
gallery section. Emil rapidly sketched his idea on paper, and shared
it with Rob Stephenson, Curator of The Tech Virtual. Within a 1 hour
building session online, intern Kyle Walker was able to make a 3D
model of the exhibit idea - complete with realistic scale and color.
With a few more details, that model could become fully operational,
as a virtual representation for what a visitor might actually
experience using the exhibit.

In the design world, hand sketching
remains the most immediate method of quickly "downloading"
ideas from your imagination to share with others. We call this "rapid
prototyping" because many ideas (usually around 20 or more) can
be rapidly considered for a specific project such as a museum
exhibit. Taken a step further, using the virtual world of Second
Life, this rapid prototyping becomes not only collaborative and three
dimensional, but also shareable with a worldwide group.
Have exhibit
ideas of your own? If you can write it, sketch it, and upload it, The
Tech Virtual is the place to share it!
Get your own account at http://thetechvirtual.org/createMember






