Monthly Archives: June 2007

From Adobe Design Center’s Think Tank, May 2007

We live, it seems, in an age in which the long-standing and pleasingly crisp distinctions between what constitutes a “product” and what a “service” are beginning to break down. Even in the early days of this evolutionary shift, we can already see that the implications for both individual designers and the profession of design as a whole are likely to be deep and lasting.

Traditionally, a product was physical and discrete - something obviously demarcated in space but, equally, in time. The designer’s brief rarely extended to much more than the form of an object, at most encompassing the contours of its use immediately after purchase, and that extending only to a narrow range of scenarios and anticipated users. But driven by lightweight and ubiquitous networking, and the open standards it gives rise to, all of this has started to change: no longer can the designer of any product assume that it will stand on its own, autonomous and serenely uninvolved with the wider world, for its entire lifetime of use.

The already-classic example is, of course, the product-service ecology Apple devised for their iPod. Considering the close integration between iPod, the physical device, iTunes, the desktop application, and iTunes Music Store, the online environment, it’s clear that Apple understood relatively early on that the only way their contender would be likely to gain traction in an already crowded field of MP3 players was not to frame it as an MP3 player at all.

Their stroke of genius - and it’s easy to see it as such now, in retrospect, but most commentators missed it at the time - lay in positing the iPod not so much as a stand-alone device, but as the tangible presence in your life of a larger and much more ambitious experience. Apple grasped, before any of their competitors, that evoking a truly pleasurable experience of use transcended questions of the placement of controls or the sequence of menu items, as important as these things are. It required a consistency of conception extending from the moment you opened the iPod’s box for the first time to the way it felt to find new music for it on the iTunes service.

There are two nontrivial insights here, and maybe we’d benefit from unpacking them a little. The first is that the perceived quality of the iPod in use depends to an unusual extent on Apple’s framing what you’re actually buying from them holistically, at the level of the whole undertaking rather than that of its component parts - they get that the product is no longer an isolated entity, but a way of gaining access to content which might ultimately live elsewhere. The second is that getting this “product” right means accounting for your interactions with it across multiple channels, and even more importantly, over time.

In the iPod ecology, then, we have traditional industrial- and interaction-design concerns interwoven with elements which have more usually characterized the architecture of services. When you consider that such interweavings are becoming increasingly common in our day-to-day lives - you can grant an older cellphone entirely features by blowing updated firmware into it, while certain models of Lexus automobiles now come with a subscription to real-time traffic information - the time would appear to be ripe for a new kind of designer to take center stage.

What might we call such a person? Here’s a hint: it’s neither a “graphic” nor a “Web” nor even an “interaction” designer.

Toward the Total Experience

None of the shifts outlined above, mind you, have gone unnoticed by the broader digital design profession, nor has that profession been slow to recognize the potential opportunities involved. Over the past few years, the domain of practice known (if only briefly) as “user experience” has begun to accommodate the new realities on the ground, recasting itself as “experience design.”

Whether the emergence of a self-conscious experience design community reflects a canny land-grab on the part of a few visible and reasonably influential practitioners, an underlying recognition that our technosocial practices have transcended the rather limited model of the “user” ultimately derived from old-school human-computer interaction studies, boredom with a thoroughly mapped landscape, or something else entirely, it’s undeniably been a successful way of framing things.

As far back as 2001, no less authoritative a body than AIGA (”the professional association for design”) had lent its imprimatur to the fledgling field, with an AIGA conference defining experience design as being concerned with a product’s “entire lifecycle with a customer, from before they perceive the need to when they discard it.”

In the years since, the discourse of experience design has steadily gathered authority, offering as it does a way to wrestle and wrangle with the new complexity of the built environment and the objects we encounter in it. (In this, it parallels the emergence of actor-network theory in the academy, a line of thought that accounts for interactions between extended networks of people, ideas, technologies and artifacts. Something’s clearly in the air.)

On its face, this outlook has considerable appeal. There is still no better advice for design students than that offered by the 20th century architect Eliel Saarinen (father of Eero): that things should always be designed with reference to their “next larger context.” Experience design would appear to incorporate this recognition from the beginning, which would certainly better position it to respond to the manifold challenges of design for a networked world than more tactical arts.

But it turns out that there’s a serious flaw in this way of thinking. Ensuring that all phases and aspects of someone’s interaction with a product/service ecology align with the desired vision requires that something little short of total control be asserted over their choices. This, in turn, leaves little room for the self-evident (and lovely) messiness of our lives, not much in the way of flexibility should the scenario of use deviate to any significant degree from that contemplated at design time.

As it happens, another Apple product provides a perfect illustration of the potential pitfalls involved in such overly designed experiences - in this case, the cross-branded Nike+ iPod Sport Kit.

As envisioned, the Nike+ ecology consists of several physical products - a biotelemetric transponder, any of a range of Nike sneakers compatible with it, and an iPod nano - and an online environment where the results of one’s uploaded runs are subjected to a variety of mappings, visualizations and pseudo-statistical analyses. (The desktop iTunes application mediates the flow of data between device and Web site.)

One’s first few runs with Nike+ are smooth and pleasurable, replete with the kind of “thoughtful” touches that generally get lauded as good experience design - Lance Armstrong congratulating you every time your run time exceeds the previous personal best, and so on. But it rapidly becomes apparent that all the smoothness in the Nike+ experience comes at a cost, that it really clicks only if you and everything about the way you use the system conform fairly narrowly to an imaginary ideal.

These insightful comments from Nokia’s Chris Heathcote are spot on:

Designing for one person creates tight end-to-end services. But few companies control the complete end-to-end, and in fact, customers (people!) are wary – it’s normally an excuse to bleed more money out of people more regularly (“we can sell a product and a subscription!”) and to lock people in (how do you get your data our of Nike+?).

He’s absolutely correct, on all counts. In fact, most users will find that their experience is constrained in several ways:

- For quite awhile, the selection of shoes available to prospective Nike+ runners was quite limited: not merely to Beaverton’s own shoes, but to one particular line among their offerings. If you wanted to try Nike+ with, say, a pair of Nike Frees that imitate the biomechanics of running barefoot, you were out of luck.

Although Nike recently announced that all of their shoes would henceforth be fully compatible with the system, it may not matter; as it turns out, hacking Nike+ so it works with non-approved shoes is a simple matter of duct-taping the transponder to whatever trainers you already have lying around the house. That the system works equally fine with its input taped to an old pair of Adidas is an indication that this particular dimension of control was not definitive of the experience. This is a point to which we’ll be returning.

- The sense of needless constraint is, perhaps, equally imposing on the Apple side of the house: of all the available models of iPod, only the nano works with Nike+. Given that other models come equipped with the appropriate connector, there’s no obvious justification for this decision either.

- Nike+ motivates the runner by announcing the achievement of incremental performance goals - you’re reminded of elapsed run time at five-minute intervals, for example, in addition to when you’ve hit the halfway point. Apple has thought things through enough to realize that different people are motivated by different triggers, so they’ve at least provided a choice between male and female voice actors.

But the voiceovers are such an intimate presence that any offness in them registers disproportionately. Since the system affords no way to upload alternative motivators - a coach or drill instructor, a personal hero, a lover - this is likely to remain a sore point.

- What about users, and uses, of the system outside the envelope imagined by its designers? Nike+ feels unnecessarily over-optimized for a single kind of runner, and a single kind of run. (Heathcote nails it: “I can see the persona on the flipchart now,” and anyone who’s worked in the field for more than about ten minutes knows precisely what he’s talking about.)

There’s nothing in the system’s technical capabilities that prevents it being of utility to walkers, for example. They may not necessarily be as sexysweaty as the users featured on the Nike+ site, but would surely appreciate being able to take advantage of its pedometer and calorie-tracking features. Why exclude them, literally by design?

- Perhaps the deepest question facing the Nike+ online experience is that of the t dimension. Manufacturers like Sony and Nike who rely heavily on complicated, Flash-driven experience sites for their products often find the sites hard to maintain or update over anything beyond the short term.

By contrast, of course, for a great many of its adherents, running is a lifelong activity. Where will they turn in three years if Nike decides there’s no longer any percentage in supporting Nike+, or if the latest release of iTunes fails to mediate smoothly between device and site? Will they be forced into an expensive, exhausting cycle of multiple upgrades and compatibility hurdles, or, still worse, find themselves in a technological cul de sac? The more the desired brand experience relies on a concatenation of closed systems from different manufacturers, each of which is subject to revision (to say nothing of a realignment of corporate priorities), the less likely it is to survive intact over time.

As Heathcote suggests, many of these problems could be obviated by opening up the Nike+ platform, allowing people to swap in shoes and other components of their choosing, or even to build custom mashups of their own with the data it generates.

This is, admittedly, not likely to be terribly appealing advice from the point of view of those stakeholders committed to a heavily-branded experience. From this perspective, it’s an offering of Nike and Apple: why on earth should they design it so shoes or music players from other manufacturers work equally well?

But if the choice is between an overcontrol that will predictably result in an eventual breakdown, and a flexibility that admits other players but also affords more satisfying long-term outcomes, which would you rather have your brand associated with? In the final analysis, about all that can be said about end-to-end control of a multi-touchpoint customer interaction is that it results in a perfect experience….except, of course, for when it doesn’t.

Fast train to nowhere

Several years ago - and it was one of the first occasions I personally recall hearing the phrase “experience design,” now that I think about it - design firm IDEO presented their work on the design of Amtrak’s then-new high-speed service, Acela.

At the time, IDEO’s work on Acela could fairly be regarded as exemplary. They surely had the right instincts: originally engaged to design the cabin of a railway coach, they understood that the actual design challenge before them was significantly broader, that the form of the coach was merely a small part of what travelling by train is all about. Still more insightfully, in accordance with Eliel Saarinen’s wise counsel, they had situated that portion of the journey during which a customer was travelling on rails as merely the central segment of a far longer experiential arc.

IDEO divided this arc into ten distinct phases; their conception of an Acela trip began even before passengers had necessarily settled on travelling by train, accounted for the rituals of arriving at the station and purchasing tickets, and followed until they had transferred to another mode of transportation upon arrival at the destination.

The clear intention was to ensure that the customer interaction inscribed in each of these phases was designed to the same high standards as an IDEO mouse or shopping cart. But with the best of intentions, this way of thinking led Acela into error.

The assumptions embedded in the plan are too tightly coupled to one another. They feed from one to the next - remember the word - seamlessly, like brittle airline timetables so tightly scheduled that a delay anywhere in the densely-interwoven mesh of connections cascades through the entire system. When it all succeeds, it’s magnificent, but if any aspect of it fails, the whole thing falls apart.

That the whole thing has, in fact, fallen apart will be readily attested to by anyone who’s taken the Acela lately. Conceived as a competitor to world-class rail services of long standing, like France’s TGV and the Japanese shinkansen, the level of amenity Acela offers its passengers simply doesn’t even come close. From the frankly broken ticketing process, to the tatty waiting areas (it would be stretching credibility to call them “lounges”), to the flickering, dysfunctional arrival/departure screens, to the occasional surliness of onboard personnel, Acela is a system that has failed to uphold the minimal standards seasoned travellers expect from a would-be global contender. Even Korea’s KTX offers a more refined and a more pleasant intercity service.

Notice that these pitfalls have a commonality, that of maintenance. As originally devised, each of the components of the Acela proposition made perfect sense, but they have been allowed to degrade over time. Those that have defaulted drag down the perception of those left behind, until any clever touches there may be in the design of the train cabin or the station signage no longer even register against the net impression of hassle and irritation.

This tends to be a particularly acute issue wherever a designed ecology brings human beings face to face with one another: as things now stand, experience design’s Achilles heel is that contemporary American customer service standards are nowhere near the level of refinement routinely achieved by product and interactive designers. A combination of low wages, disinvestment in training, habitual recourse to offshoring, and deeper cultural factors has left American businesses without a large pool of workers motivated to provide customer service at the level routinely specified by designers. The result is that experiences seamless on paper break down badly the moment a human being enters the loop; the necessary follow-through simply isn’t there.

The suggestion here is not that these crucial interactions be left to chance, to design by committee or to the exigencies of the moment. But there are real limits on what a design organization can reasonably expect to achieve. Designers may well be able to specify the degree to which a seat reclines, the font in which a sign is set, or the sleek lines of a uniform - but not the behavior of the person in that uniform, and ultimately, that’s far more likely to determine the tenor of any experience. Acela’s lesson for experience designers is simple, one that most of us learned in childhood: don’t bite off more than you can chew.

Pumas for Achilles

People, of course, aren’t always the weakest link in a product/service ecology. Puma’s Trainaway line provides us with a perfect illustration of some the pitfalls that await when total experience designs cannot, for one reason or another, be carried through.

Ambitious in conception, Trainaway is positioned as sleek, lightweight running gear for whatever’s left of the jet set, specifically designed to help people maintain their fitness routines while travelling. In addition to the shoes and clothes, the ecology comprises a series of cardkey-sized, plasticized maps to running routes in major cities worldwide, slickly-produced SoundWalk MP3 audio guides, and alliances with suitably aspirational partners, such as the W hotel chain.

One of the most appealing aspects of Trainaway is that it’s clearly been conceived not simply as an integrated system of products but as a coherent experience. The trouble, as we’ve seen, is that such things are delicate, and delivering on them depends vitally on the smooth coordination of heterogeneous and inherently unstable components. In this instance, that smooth coordination is missing in multiple ways.

We’ve already seen how a lack of adequate employee preparation and training can undermine an experience proposition. When Puma’s own retail personnel don’t know how to explain or merchandise the Trainaway components on their own shelves, the augurs are not good, and indeed, it only gets worse when you visit a W hotel in an attempt to extend the Trainaway experience: the desk staff at New York’s W had never heard of the tie-in with Puma, and had absolutely no idea what if anything it required of them.

Such breakdowns in customer service are, by now, sadly predictable. But even at the raw level of product design, the necessary degree of follow-through is missing. The jacket has fittings and pockets for an integral fiber-optic safety lighting system that would admittedly be innovative, if the light source were anywhere to be found. (Despite being called out on the Web site as a product feature, neither customer service contacted via the site’s email form nor, again, the staff at Puma’s retail store were able to explain just how this feature is supposed to work.)

And then there are the blunders that only a self-conscious “experience” designer would make. The Trainaway shoe features an outboard slot for storage of your hotel’s cardkey; anyone who actually runs - even most nonrunners who spend a few minutes contemplating the question - would have a vivid sense for how rapidly and thoroughly this slot is going to be gunked up with the vile muck of street, path and trail. Given every possibility offered by an integrated collection, why on earth choose the bottom of the shoe for storage? This is the kind of too-clever-by-half “solution” that only someone trying to force-fit components into an imagined ecology would have introduced into the product development process.

Finally, the online components of the experience don’t appear to have been thought through with any particular clarity. However lavish, the audio guides are the kind of thing you listen to once, at most. A map of the Tiergarten does me little good should my travels happen to take me to Manila or Buenos Aires. And whatever other mistakes Apple and Nike may have made, the hassle involved in manually entering a long alphanumeric authorization code to download these goodies makes you positively nostalgic for the plug-and-play integration of Nike+.

Is Trainaway a complete disaster? No: at the end of the day, what you get for your money is still a perfectly serviceable array of running shoes and clothes. But it’s unclear, at best, if there’s actually any enhanced value to the consumer as a result of all the experience-design trappings. When so much time and effort are lavished on product, on advertising, on the design of a Web site, on maps and audioguides and other collateral, shouldn’t the ROI on tying these things together be more self-evident?

More fundamentally still, if the entire aim of the product/service is allowing you to maintain your fitness routine while travelling (”[m]ost often, even the best intentions result in gear that’s left idle, never making its way out of the suitcase”), we should ask ourselves whether design is even an appropriate response. This may simply be an issue that’s beyond the ability of an experience designer to affect.

So what might a more approproate ambit for design look like, in the context of complex networked product/service ecologies? How might someone interested in providing people with consistently high-quality experiences address the problems of overly brittle planning suffered, to different degrees, by Nike+, Acela and Trainaway? Some useful hints might be gleaned from domains as close to design as architecture - and as seemingly distant as cybernetics.

Conversations, not control

We’ve seen that highly designed experiences tend to suffer from a consistent range of limitations: physical components that are brittle, unreliable, or not delivered to specification to begin with; difficulties integrating those components with online environments, with desktop or mobile applications, and with human participants; and finally, the inherent unpredictability of any attempt to maintain consistent feel across technosocial systems of heterogeneous type and nature.

Could it be that more headway will ultimately be made when designers conceive of desired experiences as overarching but essentially open narratives, into which individual consumers can insert or demount components at will?

In architecture, the idea of maintaining precise control over the specification of an infrastructural framework, while ceding control over local circumstances to the user, is one with a respectable pedigree, so much so that it has historically appeared in a variety of places, times and guises.

The “kit of parts” approach - in which theoretically endless cities are generated by plugging housing, recreation, and production modules into circulation networks, like the pieces of some gigantic children’s construction set - is most often associated with the delightfully high-flying British collective of the 1960s known as Archigram. Similar tendencies characterized the work of Archigram’s direct Japanese contemporaries, the Metabolists.

Other architects went further still. Constant Nieuwenhuis’ New Babylon, Yona Friedman’s Spatial City and Cedric Price’s Fun Palace all envisioned immense open bays in which finer-grained control of the environment was left to individuals, or small groups. Meanwhile, Reyner Banham and the other prophets of “non-plan” architecture proposed that all but the most vestigial urban planning be done away with, the better to allow a community to find its own most vibrant mode of spatial expression.

There will be a great deal that contemporary experience designers can take from these examples, especially their sense of the continual, shifting, delicate negotiations between the overall perception of an ecology, and how that perception is locally inflected by the input of participants. (Similar ideas can be found in the thought of cybernetician Gordon Pask, who constructed human-computer interactions not as sterile control and feedback loops, but as “conversations” among a shifting retinue of observers and participants both technical and human.) Implicit in many of these visions is a stance that only in a loose and forgiving framework - what we might think of as an “underspecified” one - can the really valuable experiences happen.

There’s a tacit model underneath what is being proposed here, and if it seems familiar, it should: it’s the Internet. Years of working with the Internet and with the World Wide Web built on top of it have accustomed us to a logic of “small pieces, loosely joined,” in which the network is open-ended, effortlessly extensible, and robustly resilient to the failure of individual system components. Finally, this logic has begun to filter out into our experiences of the physical world - and imagine how much better offerings like Nike+ would be if they fully embraced it.

If absolutely top-shelf design organizations like IDEO and Apple are unable to fully encompass the challenges of everyday life in the real world, how much less so their less able peers? How, for example, would the Nike+ experience feel if its various touchpoints had been devised by Microsoft, the same institution that brought you Clippy, the Blue Screen of Death and the DRM-hobbled Zune? Isn’t it better, then, to open these systems up - to provide the APIs and other hooks that would allow people to configure them to their own liking?

This goes beyond William Gibson’s oft-quoted and unimpeachably correct observation that “the street finds its own uses for things,” toward the recognition that designers cannot, even in principle, encompass at design time the full range of uses to which their work will be put. In some respects, too, this is what human-computer interaction guru Don Norman is alluding to, when he argues that the person formerly known to experience design as the “user,” “customer,” or “consumer” needs to be understood as a human being before designers can do their work properly. Any other approach, he reasons, risks treating this person as an instrumental component, not as someone capable of fully participatory co-creation.

Norman is, of course, right, as far as he goes, but he doesn’t go nearly far enough. Truly making room for human prerogatives in the context of heavily-designed product/service hybrids means that, wherever possible, such systems ought to allow people to swap their own desired components in and out at will, to pull data out in a useful format, and to preserve value even where one or more component has broken down.

Does this mean that there is no justified role for the experience designer? No, of course not. Ultimately, though, the best solution may be to plan for people configuring their own experiences - the same distinction reflected in the title of Dan Saffer’s recent book (Designing for Interaction) vis à vis that of Bill Moggridge (Designing Interactions). This may seem like semantic pedantry, mere quibbling, but the difference is crucial: people are already organizers and designers of experience par excellence. Why not let them continue to be?

And this leads us, finally, to the concept not of the seamlessness of designed experience, but of “beautiful seams.”

This term was coined by the late Mark Weiser, a pioneer of ubiquitous computing and the Chief Technologist at what was at the time the Xerox Palo Alto Research Center. Instead of the discourse of smooth, distinction-obliterating, disempowering seamlessness which was then (and is to a significant degree still) dominant in discussions of ubiquitous information processing systems, Weiser wanted to offer users ways to reach into and configure the systems they encountered; ideally, such seams would afford moments of pleasure, revelation and beauty.

Regrettably, Weiser never fully developed this notion, but others have taken it and run with it. And this in turn suggests a valid and a valuable, if relatively minimalist, role for the experience designer: crafting the seams between the distributed components of a product/service, such that they enhance the perception of the whole. This means limiting the ambition of the designer to those aspects of the experience most likely to be definitive, which most require and would best benefit from expert guidance and intervention.

In the long run, providing for high-quality experiences in a deeply networked age means having the humility to know when our efforts are most welcome…and when, as designers, we must let go.

Inspired by Nurri’s Insa talk a few weeks back, I’ve been giving renewed thought to issues of classification, categorization, taxonomy and sorting of late. I know it’s not everybody’s cup of tea, but it’s still a question of enduring interest for me, personally and occasionally even professionally: how do people decide what category a given object belongs to? What constitutes centrality to a category? And why are some things still more than others “boundary objects” that seem to different observers to have entirely divergent characteristics or essences?

These are intractable questions even when applied to discrete material objects, but they spiral dizzyingly out of control when the “object” in question in something squishy…like, say, a blog. If you want an illustration of this, there’s no better place to turn than the social bookmarking service del.icio.us. Here’s a perfect example, one that’ll likely be familiar enough to you that you’ll grok my point easily, whatever your interest or lack of same in broader questions of taxonomy:

All of the following 386 people bookmarked what is essentially the same page to del.icio.us, the home page of my old v-2.org site:
- 42 who bookmarked http://www.v-2.org/index.php;
- 212 who bookmarked http://www.v-2.org/;
- 67 who bookmarked http://v-2.org/;
- and 65 who bookmarked http://v-2.org/index.php.

You’d think that with fairly robust samples to work from, all groups would agree what the site was about. This turns out to be largely the case:
- the first group thought the site was about design, architecture, usability;
- the second (and by far the largest) group thought it concerned design, blog, usability;
- the third and fourth both characterize it using the words design, architecture, blog.

There’s obviously a high degree of overlap here: “design” appears atop all four lists, and, indeed, the site’s creator regards that as a perfectly accurate description. But what has always fascinated me, especially with such relatively generous sample sizes, is that there should be any variation at all between groups. Descriptors IA, everyware, inspiration, and theory appear in some but not all of the groups, and there are even outliers like web2.0, which appear under only one heading. Why is it that all six people who (bizarrely, in my personal opinion) tagged the site web2.0 chose to save the http://v-2.org/ URL? What accounts for this?

Time seems to play some role. Bookmarks for http://www.v-2.org/ (the group of 212) go back a full eighteen months earlier than any of the other variants, all of which start up in April or May of ‘04. (This is another mystery to me, because as far as I’m aware all of those URLs returned the identical home page for the entire period under consideration.) The earlier bookmarkers were far more likely to characterize the site as a blog or as relating to IA, and that seems to make sense - I talked about those things a lot more back in the day. So a logical first-pass guess might be that bookmarkers on del.icio.us are accurately tracking the site’s content as it changed over time.

On the other hand, though, none of the cohort who bookmarked http://v-2.org/index.php (i.e. preponderantly, more recently) thought the site had to do with everyware, during a period when it began to focus on just that - and not a single one of them was apparently inspired either, despite the appearance of that descriptor under two of the other headings, once fairly close to the top. There’s no logic that I could discern that might account for this.

This is just a single example, but you can find other good ones if you poke around del.icio.us some. In my ignorance, I almost want to assert this as a general, if loose, principle of all such bottom-up taxonomies: there is something operating that looks an awful lot like sensitive dependence on initial conditions, and different subgroups of a larger cohort - though apparently homogenous in composition - will eventually diverge significantly in their characterization of a given object.

People who know a lot more than me about classification and taxonomy are, of course, invited to blow this pet theory of mine to tiny little chunks. I’m still curious, though, what might produce such a divergent spread of descriptions for what remained essentially the same object at all times in question.

See? The New York Times is still good for something! Here’s a wonderful little piece on the NYPD’s use of various kinds of siren sound, which succeeds on a couple of levels.

First, I don’t know about you, but this kind of thing is inherently fascinating to me. It’s a demystification of something that any New Yorker literally experiences each and every day of their life, has probably wondered about, at least idly, but that few would think to inquire into.

Fewer still, of course, would have the resources and credentials to engage the Police Department in a friendly conversation about siren strategies, and that’s the second reason why I was so chuffed with this piece. This is what a great city paper should be doing for its readers: using its access to get at places they can’t, giving them informational tools and resources that would ordinarily be beyond reach. Reporters should be asking, digging, probing, dissecting out the apparently mundane workings of the municipal apparatus.

If this article happens to be a benign and toothless example, it’s still just enough to make me feel like the Times hasn’t lost the instinct completely; I’m reminded of their explication of the NYPD’s other menacingly opaque gift to the city, the critical response surge. (It’s also a perfect use of multimedia tools and the online channel to deliver news that a printed paper simply could not, but that’s a different story.)

For me, the heart of the piece was this beautifully Cageian assertion: “Every time you hear that distinct and invasive wail…chances are the police officer behind it has made a deliberate, even aesthetic choice.” It also turns out that there’s a logic behind the unnerving change-up in siren sounds we’re all so familiar with: avoiding the “wash-out effect,” in which two or more cars arriving at an incident collide, because their reliance on a single frequency of siren noise has made their drivers unable to hear one another. I don’t mind admitting that these two pieces of information will change the way I perceive the sounds of my city, however subtly, and that’s kind of a neat thing for an article to be able to do.

Here are the various sirens mentioned in the piece:
- the yelp, which is apparently used as a vehicle approaches an intersection;
- the standard-issue wail;
- the “hi-lo,” with its European insinuation of boxy little Polizei cars hurtling over rainslick, cobbled streets;
- the fast or “priority” siren;
- the airhorn;
- and the newest candidate for accession to the car’s standard complement, a low-frequency provocation called the Rumbler. (This last is unsettlingly reminiscent of the notional crowd-disruption technique we used to call “brown noise” during my days in PSYOP; I leave the reader to speculate as to its likely use in enforcing “free-speech zones,” etc.)

In covering my Everyware talks, reporters will very often latch onto the one part of the presentation they know their audience will grok immediately, which is the passage where I talk about the inevitability of system crashes, defaults and BSODs afflicting computationally-enhanced everyday objects.

This has given rise to some unfortunate headlines (the worst such was, I no joke you brah, “Geek Author Sees Crashing Toilets”) and the occasional oversimplification, but it’s not such a bad takeaway either. The only problem has been that I’ve always been forced to refer to this unpleasant contingency as a potential pitfall, not having any documented episodes of same to point people at.

Well, it may not be a toilet, but here it is: a crashed elevator, in all its glory. This, my friends: this is what we have to look forward to in the brave new world of everyware. This, and so very much more. (Link via Curbed.)

Quickly: just finished taping a brief interview with Reuters TV’s Laura Wells on everyware and privacy. The piece is scheduled to air sometime next week - more details as I get ‘em. How many pounds does video add, again?

but almost all of the new stuff in Leopard seems kinda, I dunno…pointless?

A reflective, 3D Dock? Graphics-ridden HTML mail? Funhouse effects for conversations in iChat AV? How on earth will any of these make my life easier, streamline my workflow, improve my experience? The jury’s out until I’ve actually had a chance to feel my way around, but I have a bad, bad feeling about this.

Adding insult to injury is that these new features are showcased on an equally new apple.com, the information architecture of which is a mess. Case in point: each of the above facets of the Leopard experience appears in a tour presented in stateless AJAX, so there’s no way I could link directly to them even if I wanted to. Or check the rather unbalanced slider here, which wants (and fails) to unite accessories, Macs, applications and servers under one heading.

While you’re there, see if you can’t figure out for me just what else is going on on the page. I think it’s admirable that Apple wants to maintain a simple, reasonably intuitive URL structure (”/mac,” “/itunes,” and so on), but it’s only been able to do so at the expense of stuffing each one of those accessibly-named pages to the bursting point. These pages are just plain busy: way too much for the eye to take in, for the mind to comprehend.

The result? Like I say: a mess. I sure hope this is just a transitional moment.

(The optimist’s interpretation is, of course, that Apple’s been so busy cramming the iPhone full of ultra-hyper-peta awesomeness that other projects have taken a back seat. Uh huh.)

I just finished watching my new copy of Tati’s Playtime for the second time, Mike having hipped me that it would reward close, sustained and purposive engagement.

He’s absolutely right, too: there’s so much going on in the apparent disorder of each frame that I cannot imagine anyone catching even half of it upon first viewing. Even knowing what to expect, though, after seeing the film a second time I still found myself hungry for insight beyond that offered by the primary text itself, something that might frame and contextualize what’s up on the screen, so naturally I turned first to the materials Criterion’s included in the two-disk set.

Unlike some Criterion editions, where the pamphlet you get approaches the average graduate thesis in length and ambition, Playtime features only a brief essay, by the Chicago Reader’s chief film critic Jonathan Rosenbaum. Despite the brevity of Rosenbaum’s commentary, though, parts of it were so provocative that I want to quote it here at length:

Mobile phones have sadly made the sense of public urban space as it exists in Playtime almost archaic, a kind of lost paradise. The utopian vision of shared space that informs the latter scenes - beginning in the new Royal Garden restaurant at night and continuing the next morning in a drugstore and on the streets of Paris - is made unthinkable by mobile phones, whose use can be said to constitute both a depletion and a form of denial of public space, especially because the people using them tend to ignore the other people in immediate physical proximity to them. Nevertheless, given his capacity to keep abreast of social changes, I have little doubt that Tati, if he were alive today, could and probably would construct wonderful gags involving the use of these phones. And if he were making Playtime now, I suspect he’d most likely be inventing gags for the [film's] first part that involved mobile phones, and then would have to find ways of destroying or disempowering them to make way for the second part.

There are a few notable things about this argument. Firstly, to my mind it’s about as clear a restatement as one is ever likely to find of the conventional humanist position on the impact of mobile technology on metropolitan experience. Though I’d differ from Rosenbaum in laying the blame on the mobile phone exclusively - the problems he identifies go back at least as far as the original Sony Walkman - I think many of us who consider questions of urban life and mobile technology from a nominally user-centered perspective would have to cop to holding some version of it.

But secondly, it’s striking to me that Rosenbaum explicitly asserts that mobile phones (and here I believe we can safely read “any mobile or ambient interactive potential”) must be destroyed or disempowered before any kind of sensed solidarity between user/citizens can again take root in the city. If you’ve seen the film, you’ll recognize that for Rosenbaum any hope for the (re-?)emergence of such solidarity is located in and identified with the extended restaurant sequence, during which all sorts of physical and social barriers literally collapse, and “the customers and the employees of the Royal Garden eventually manage to carve out a common social investment in an establishment that’s gradually disintegrating around them.”

What Rosenbaum is clearly decrying here is the asymmetry that haunts mobile interactions and tends to undermine psychic investment in the immediate physical landscape. I’ve generally referred to what happens when someone moves through the city while simultaneously engaged in some kind of remote interaction as “multiple adjacency,” but of course it’s really no such thing: so far, at least, only one mode of spatial experience can be privileged at a given time in any such interaction.

And as long as the user isn’t stumbling into open manholes or trying, all Frogger-like, to survive having waded into multiple lanes of traffic, we can be pretty sure the privileged mode is not the one through which he or she is moving physically: if “cyberspace is where you are when you’re on the phone,” it sure as hell’s also the “place” you are when you’re indulging your Blackberry habit.

For a variety of reasons, it’s difficult if not impossible to participate in both of these realms at once, to the clear detriment of street life. Rosenbaum’s solution would appear to be the relatively maximalist one of somehow force-disabling the mobile device, allowing the physical city to reassert its prerogatives. (At least, this is what he suggests happen within the confines of an imagined filmic experience; I don’t want anyone to think I’ve taken this piece of writing as a literal policy statement, and I’m not at all convinced he’d endorse the same logic IRL.)

This line of argument is increasingly striking me as misplaced. Instead of surrendering to the determinism at its core, wouldn’t it be better to ask ourselves if the city can still be a meaningful platform for solidarity, whatever that word means? And if we answer in the affirmative, how might the technologies daily metropolitan experience is now founded on give rise to same, both as designed and used in ways that cut against the intentions of their designers? (This is, of course, the project of The City is Here For You To Use.)

Of course, poor Jonathan Rosenbaum can’t be held responsible for any of my free-associative ranting. Nevertheless, I’d insist that any from here on out, any project aimed at the restoration and enhancement of a meaningful urban public sphere that treats mobile interactivity as the enemy is already a loser.

Via Streetsblog, here’s a timely warning (complete with vivid picture) that new NYC bike racks may not be up to the task of keeping your ride where you last left it.

As someone who’s lost no fewer than five bikes to malefactors in the last twenty years (and three of those fully and properly secured with the toughest available, NYC-grade Kryptonite lock at the time of their theft), I’ve always understood that there are limits to how trustworthy any mooring is. There’s always a chance, when you tuck your helmet under your arm and walk away, that you’ll come back to nothing but little curls of shattered lock on the sidewalk - but this is ridiculous. The point of failure shouldn’t be the rack itself.

Almost - almost - makes me wonder if the weak-ass rack wasn’t simply an elaborate ruse on the part of motivated thieves. Y’know: emplace a plausible-looking rack, wait until it’s filled up with sweet rides, knock rack over…PROFIT. I guess that’s what a few years in PSYOP will do to your mind.

Anyway, let the rider beware. Riding this town was already enough of a challenge before some joker threw this contingency into the mix.

- There are at least three standout tracks on LCD Soundsystem’s latest (”Someone Great” and “New York I Love You” being the others), but it’s the nasally locomotive snarkrush of “North American Scum” which supplied the internal soundtrack to my recent travels through various mime-ridden nations.

- Speaking of which. I picked up Farshid Moussavi and Michael Kubo’s standout The Function of Ornament at the equally wonderful La Hune bookstore in Paris. The book’s an illustrated taxonomy of building envelopes, and also quite a bit more than that; I set about writing a description of it, but found that the commentary already offered here surpassed in depth and insight everything I had been able to say. Rate this one a “strong buy.”

- Dan Hill’s Postopolis roundup on City of Sound. But for the evident physical discomfort occasioned by the Storefront sweatbox - mentioned without exception by everyone who was there - I’m kicking myself for being out of town, because it’s obvious I missed something really special. Kudos at one remove to Geoff and the other organizers.

- I finally caught The Lives of Others on the flight back from Seoul - in fact, I had to watch it twice, because United’s execrably obsolete video system cut out at literally the pivotal moment, first time around. The film itself I found surprisingly schematic and predictable, carried on the wings of some nifty acting, and redeemed by its final line. But then there’s the look. Oh, the look. “Ostalgie” doesn’t begin to capture it. Is it wrong if the primary emotion I carried away from the film was the desire to live in Wiesler the Stasi Hauptmann’s apartment?

- Similar emotions on finally getting to see Jacques Tati’s legendary Playtime, in the gorgeous Criterion Collection reissue, viz. the desire to crawl into the film and take up residence there. Perverse, I know, since Tati was sending up the various foibles of the High Modernist city he called into being…but it reads as temptation to me, mmmm, from the flight bags to the boxy little cars to the endless planes of glass. The color tone, too, all cool bluegreys and greygreens: yes and again yes. (Do these last two items imply that my aesthetic sense is better developed than my ethical one? Hmm.)

This last trip to Korea, one of Nurri’s best friends showed us her new apartment, a seventh-floor studio in an outlying new town recently developed by the Doosan conglomerate. (Yes, “town” and “developed.” Not overly ambitious for an entity that offers up everything from wine and surface-to-air missiles - natürlich - to a baseball team.)

Both apartment and building were nice, sure…cozy, clean, convenient, plenty of free parking. But the town in which they’re nestled? That threw me off-balance quite badly, for reasons that will become evident.

The well-tuned suburb

I have to confess that it seemed to be a surpassingly lovely place to come home to, by any standard. The main street is a stroll-worthy promenade as generously lined with trees in full leaf as with open-air cafés and one-off boutiques; it reminded me of some iconic stretch of an Upper West Side avenue, coldbloodedly optimized for QOL. The local supermarket is an outpost of New Zealand’s Huckleberry Farms chain, where every gorgeous, unpackaged leaf of organic lettuce lies misted on a bed of a very few other specimens of same (and commands a commensurate price). And if the visage of Big Jesus looming over the freeway exit ramp is a bit unsettling, you can almost forgive that - it’s easy to imagine that life here can seem like nothing less than an unfolding of beatitudes.

An hour spent walking around convinced me that everything I thought I knew about how to evoke superior urban experience is open to serious question, or is at least so fiercely local as to be irrelevant here. Because none of this - bike paths, organic markets, iced cappuccinos, noodling jazz combos - was here two years ago. This was rice fields. Everything I’m marveling at was magicked into existence by Doosan and its partners in commerce and government.

And not a shred of it has anything to do with the facts on the ground that so complicate life in just about any city I can think of. There isn’t any visible class, ethnic or racial tension. There isn’t any zero-sum jockeying for scarce civic resources of space, quiet and fresh air. Unusually so for Korea, there isn’t any dirt, overspill or evident disorder. There are - or at least appear to be, upon initial but sensitive inspection - no fault lines. Every last soul looks good, everybody dresses well (in a mode I think of as branded and fully global upper-middle-class), the sheer happiness of the place is a tangible thing. I promise you from personal experience: the plutocrats of Worth Avenue don’t truly have it any nicer, in the end.

I’ve invoked Robert Moses before, in my writing about Korea, but I doubt even Big Bad Bob ever dreamed this big. Despite the seeming emphasis on mixed-use amenity and core walkability, there’s precious little from the standard-issue New Urbanist playbook, either - the scale is titanic compared to their piddling, partial efforts, and the dizzingly crenelated, self-contained conapt towers make an utter hash of any notion of “architecture and landscape design that celebrate local history, climate, ecology, and building practice.”

What’s an urbanist of my ilk to say to all of that? “No, here, you need a little more grit and ‘authenticity’ in your lives”? So what if the life on view has little enough to do with the ordinary processes of civic engagement, as these things are understood in the Jacobite canon? So what if this city-as-lifestyle-as-service is something consumed, as opposed to something participated in? What would raising any such claims do but complicate the swift and smooth delivery of services to the people who have engaged them?

Give the people what they want

One of the fundamental tenets of anarchist thought, as I understand it, has always been that it’s the people who live in a place who are best able to determine its appropriate disposition. The locals here don’t seem to be losing any sleep over the fact that in this case, they’ve chosen to do so through the intercessionary agency of a gigantic business entity whose decisions they have next to no control over. So why should I?

It’s my problem that the skepticism is palpably quivering inside me, wanting to snark, wanting to Pronounce that the happiness here must - must - be predicated on injustice, chaos and misery somewhere else, if not local, present and heavily repressed. But I can’t bring myself to do it.

And not so much because I didn’t want to be the one to piss in the punchbowl, but because I couldn’t muster up the piss to do it with. What am I gonna tell these people, that they’re doing it “wrong”? No, they’ve obviously gotten something very difficult very right, to the highly evident satisfaction of all users, and if their solution is prima facie unrealizable in the context of contemporary Western civilization, then it almost makes me wonder if it isn’t Western civilization that could use a few tweaks.

Let me make myself absolutely clear: I could never live in a place like this and be happy. I’m too morbid, too perverse, maybe too broken. I like a little risk, a little difficulty, even, occasionally, a smidge of danger in my life; they remind me I’m alive, and afford me the darkly glamorous (if cheap and self-congratulatory) little thrill of having willingly exposed myself to them.

What’s more, democracy - which I think of as a process that attempts to balance interests through a satisficing churn of discourse, deliberation and disputation on the part of nearly all of the members of a community - is something that runs deep in me. But for most of the people on the planet, most all of the time, I can only imagine that the natural response to such desiderata would be feh and double feh. Not when they’d get in the way of the effortless parking, the professionally-built lattes and the RFID-badged security.

No, my best guess is that an overwhelming majority of people on Earth would give their eyeteeth to live in a place like this. Who am I to quibble?

It means 4ever and that’s a mighty long time

Atop one of the larger buildings of central Seoul, there’s (inevitably) a huge, brilliant video billboard advertising one of Doosan’s peers among the chaebol - Samsung, if memory serves. And just as inevitably, it bears a slogan in English: Happy Forever.

These words in this particular conjunction strike me, of course, as Orwellian, even creepily Stepfordian. They all-but-literally send a chill running down my spine. Above and beyond that, when I honestly try to imagine it, a state of being “happy forever” strikes me as something impractical, even undesirable - although, again, figuring out just why this is certainly falls under the heading of “my issue.” I believe three things, though: these words accurately capture a mass aspiration in the contemporary Korean soul. They’re meant literally. And they’re meant seriously.

Flipping through the Cyworld sites of our Korean friends and acquaintances, what strikes me is how very often the English word “happy” appears as both a description and an ambition. “Happy” seems to be, to these particular Koreans, what “dream” was to so many of the Japanese folks I knew in my time in Tokyo. But where “dream” generally suggests a state that’s aspirational, if not eternally deferred, “happy” is a state that someone might reasonably expect to achieve in the course of ordinary existence. The new wrinkle is the “forever” part, but that’s something the chaebol seem to have a bead on, at least in its temporal aspects.

Listening to the children playing in the shelter of a pleasantly shaded courtyard here, amidst all the trappings of the Affluent Society Korean style, it’s easy to imagine that the balance of their lives will unfold as serenely and as generously as a late-spring day, in material and spiritual registers both. That the superior intelligence of the market coupled to the benign neglect of the state cannot help but converge on the optimal solution for urban living. That happiness is truly something to which one might subscribe; that most if not all will be able to do so; and that it will all last.

If only they could get the rest of the world to cooperate.