Archive for February 2009
Meaning and Things Pt. 2

stillborn-furniture
What dilemmas can we foresee at the outset when developing a system that acquires and communicates meaning through gesture, movement and morphology? By asking questions we invite ourselves into an exploration into theories of meaning, along with the relationships people inherit and build around objects and spaces through experience. Quite a networked onion really.
The notion forwarded by the conference organizers, that we can design semantics alone, in a ‘systematic and scientific way’, ignores the emergent, natural relationships that occur in the dynamic between human experience and the material world where meaning is cultivated.
“The symbol is not the sign that veils something everybody knows. Such is not its significance: on the contrary, it represents an attempt to elucidate, by means of analogy, something that still belongs entirely to the domain of the unknown or something that is yet to be. Imagination reveals to us, in the form of a more or less striking analogy, what is in the process of becoming. If we reduce this by analysis to something else universally known, we destroy the authentic value of the symbol; but to attribute hermeneutic significance to it conforms to its value and its meaning.” (Jung, 1953)
If meaning resides, and is latent in, possible relationships we may form, then the dominant emphasis on the artifact is insufficient. Rather, our attention belongs to the relationships and experiential processes that exist ‘in-between’. We need to move away from the notion of considering our objects and spaces as absolute reified things, instead seeing them as tools that afford potential roles and relationships. This step transforms the criteria by which we create, use and understand our objects. Such an outlook on our material world opens ‘things’ up to further interpretation and negotiation of ‘what they can be’, which is as malleable and dynamic as our intentions, desires and goals.
“In fact it can be asserted in the history of philosophy that, for example, the are no things, only properties or relations” (Bochenski)
As a cultural construct, the form of an artifact has the potential to both consecrate meaning, and to confound it. In essence, form has no meaning. (Thomas, 2006) Meaning is cultivated through the relationships that arise between the properties of things and the goals of people. (RH +Mc) Form is an invitation, a window to possible experiences which can give rise to a myriad of meanings. Events and actions, following no common rules, clarify temporary instances of meaning in the act of experience. The human production and attribution of meaning to objects and spaces can be seen as an untapped renewable resource. The spectrum of user-forged relationships offers an intangible inventory that can be tangibly expressed through the medium of things.
‘The meaning of a representation is the role of that representation in the cognitive life of the agent, e.g. in perception, thought and decision-making.’(Block)
Block asserts in this statement that the meaning of any-thing or non-thing is the life it lives in the lives of people. Meanings of things are malleable human constructions. It could be said then, with certainty, that meaning is emergent. An attempt to affix meaning to form neuters ones perception to see what it can do or be. A thing is as much a question, as it is a material solution to a given need or want to achieve something. The loss of this dialogue is essentially what is at stake.

Conventionally forms are inanimate participants in the effort to reify and manage meaning. [Graves-Brown] As they continually become recognizable references for former experiences where meaning was formed and transformed. Here artifacts, interfaces included, have a role in the production, preservation, recall and engagement with meaning. As differing worldviews, values, metal models and motivations evolve, they frame existing structures of meaning in different ways through the creation and socialization of things.

IED Cellphone
The fear is that the semantic tyranny of industrial age design of artifacts will be carried over into a new class of objects that offer a new range of affordances. People, seduced by the surface magic of black box material culture often do not participate in the vision of things, their purpose, their role, and their possibility. [Latour] The stealth danger is deploying technologies and products like a form of non-democratic legislation. Individuals who live in materialist cultures are deeply effected when products, services and technologies come to define patterns of social life and order. In the domain of every day experience, ‘live’ moments become a form of real estate. People then are continually faced with the prescription and ingestion of the prefabricated artificial experiences, presented as social constructions of what is, and what should be, without explicit opportunities or access to contribute in a meaningful way.
How then can we explore and prescribe the criteria of systems that are based on the way in which meaning is produced, perceived, transferred, preserved and obsolesced in situ. Can we design into objects the affordances and techniques to identify what humans attend to, choices they make, what behaviors and habits are being born. By considering the relationship of form to meaning while engaging in a critical and open-minded conversation about people as producers and vessels of meaning, we can assemble a deeper understanding, one that will inform the development of new species of form-as-interface, embedded in, and inseparable from, a dynamic “ecology of means and meaning”.
A successful language of form and movement cannot be designed. What is possible is the design of s platform in which user-based formal design, semantics and functions can emerge through negotiation.
Such a debate about the inherency of meaning in form could potentially overturn how we produce, interact with, and communicate our relationships with form. People continually contribute to objects through use and “misuse”. We may, as user-creators, begin to enrich product, service and environment interactions and make them much more intimately engaged in people’s everyday lives. Form-as-interface, to manufacturing-as-service, may reveal a whole new landscape of habiture that organizations did not know their existing things/products satisfy. Conversely, it may also reveal whole new platforms, product categories and territories that may contribute to the creation of new behaviors, habits and rituals. We may succeed in democratizing authorship of product functionality, beyond a small privileged priesthood of creators.
What are the properties and dynamics of the process of social emergence of meaning? And how then can we design in, from, and through this process?
Through discussing a series of weak signals we can begin to describe a system of behavior-enabling, experience-driven material production that is both empathetic and inclusive. A second objective is to identify new market opportunities associated with emerging technologies along with processes and models.
Hard Things, Soft Qualities. Pt1
Its been a while since Ive posted anything, Started an exciting new job, traveled a bit, and I’m back. Since I have been away, I’ve been writing a lot, and would like to get some things out as I move into new material. This ones called Hard Things Soft Qualities.
It has 5 parts:
- Beyond Form and Movement
- Meaning and Things
- Hard Things Soft Qualities
- Human Theater Object Audience
- Mass Innovation: Interface is Infrastructure

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As I looked around the room I found it difficult to imagine a purpose that could bring together such a motley crew of professionals; here were behavioral scientists; psychologists; sociologists; engineers; industrial, interface and experience designers; human-computer interaction researchers and tangible computing wizards gathered in the iconic setting of Eindhoven’s Ovoluon to discuss the future of how objects will communicate with us and with each other. Seductive demos and massive projection screens revealed a parade of impressive pong playing robots, shape shifting latex boxes, and Japanese kinematic vending machines. The work looked like engineering and smelled like art. Speakers championed prototyping and sketching, showed smashable alarm clocks and empathetic cell phones.
This kind of rare but not isolated event is becoming more frequent as multiple disciplines and professions begin to recognize the steps needed to create and care for tomorrow’s objects. Welcome to DeSForM, the second annual conference on the Design & Semantics of Form and Movement, a wunderkammer of strange things and larval theory exploring the virgin frontier of “dynamic object semantics.”
The purpose of this gathering, I learn, is to facilitate a dialogue between complementary schools of thought around object behavior. If an objects moves, changes shape, texture or color, what does it mean? A very intriguing and pre-timely subject in light of recent developments and conversations around ubiquitous computing, the real world web, the Internet of Things, “spimes” and ambient intelligence or whatever techfasionista title is hot right now. To “develop design semantics in a scientific and systematic way… focusing on the meanings conveyed by the products and how they behave” puts emphasis on the side of object expression, where there seems to be an equally fertile opportunity to explore object perception and observation. Right? Wheres the dialogue?
BEYOND FORM AND MOVEMENT
If objects have evolved new ways to ‘speak’, they are also acquiring, new ways to ‘listen’. More important is the roles these technologies will fill in their maturity. What might they sense, and how might they act upon their sensations in meaningful ways? How might this augment our senses, our physicality, reach and location.
In retrospect, DesFoRM could be considered a emergent signal of the blurring of the borders between software and hardware, wherby the nature of the object becomes a form of networked media. In this realm, objects also become textual, code; their layered semantics to be continually re-determined and evolved through time as behavior and custom becomes codified material objects. The ITU’s Digital Life report, and the Internet of Things report, record and foresee an increase in the pace and forms of innovation brought about by better systems of networked communication and access to authorship through the internet. Authorship, as an idea has expanded far beyond literature and the Internet, and now encompasses almost all vestiges of human creation as anyone can sit down and read/write reality, beginning with text and image, ending as matter, place, interaction and experience. Taken together, the following ideas proposed in this paper forms a system capable of offering a new form of innovation supportive of human behavior and technology that may come to comprise the emerging internet of things. Julian Bleecker of Near Future Labs recently stated in his Manufacturing paper for Share 2008,
“These are distinct kinds of digital objects that mix physical space, digital technology and design …. The weak signals suggest kinds of design-art-technology that are growing tired of the screen.” [Bleecker]
When objects shape-shift and change their properties to communicate something they become both screen and interface. The question here is, who will have the authority to deeply program these channels, to tinker, and how is this new form of ” hard content” created? Can we evade the illusion of empowerment and engage ‘object behavior’ in a manner that interfaces with, records and enhances, deep individual and collective narratives in everyday living? First and foremost this conference inspired me to start thinking about the kind of future infrastructure of material culture that could holistically address presence and the human experience, the production of meaning, computational perception and expression, and emerging manufacturing processes. Such an infrastructure could create a ‘new dialogue’ between people, artifacts and places. The purpose of this paper is to aggregate promising methods, models, processes, technologies and theories that form a new way of creating and thinking about our ‘stuff’ in a future were the lines between – will, desire, object use and manufacturing – begin to blur.
To the reader I would like to say, this paper is not intended to blindly evangelize about technology, but to explore how such developments might deeply affect the landscape of social life they are unfolding within. Reflecting on the origin of the term Technology in this context may serve as a humanizing starting point. ‘Technology’ comes from the Greek word Technologia, or ‘techne’ meaning ‘craft’, and ‘logia’ meaning ‘saying’. In the forward to The Technological Society, Robert Merton defined technique as, “any complex of standardized means for attaining a predetermined result” It is in this vein that I would like to focus on technology in so much as it is an expressive intersection between the personal and collective processes of situated goal-setting and the human refinement of actions to reach said goals. Technology is neutral, but this human process is a dynamic ballet of ever changing intents, values and beliefs. There exists an asymmetry that has come to contribute to the reification of things. People on the most part, are able to express verbally what they would like to craft, yet are unable to craft what they are able to say. The programming languages, engineering knowledge and equipment involved in the creation of today’s objects are not designed to be within the majorities reach in the same way that store shelves are.
Due to the highly relational discourse between material form development, software, interface, this discussion opens up the conversation much more broadly than interaction considerations. It opens up a series of questions about how people naturally engage with, transform and understand objects. What is potentially the most fruitful, mutually beneficial interface between people and artifacts and the organizations that produce them? Not so much how do we design a language of form and movement.
Most importantly, what are the what are the opportunities for ‘mass innovation’ in which the object becomes a platform of user sketching, annotation and user-guided creation?
Next: MEANING AND THINGS