What Makes a City Smart? :: Interaction Design and the Future Hybrid City

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What Makes a City Smart? :: Interaction Design and the Future Hybrid City Michael Smyth Centre for Interaction Design Edinburgh Napier University, UK @michael_smyth Friday, 1 March 13

description

Presentation in Split, Croatia, Dec 2012.

Transcript of What Makes a City Smart? :: Interaction Design and the Future Hybrid City

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What Makes a City Smart? :: Interaction Design and the Future Hybrid City

Michael SmythCentre for Interaction DesignEdinburgh Napier University, UK@michael_smyth

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We live in a world where everything seems possible and as a consequence have lost the sense of wonder.

Branko Lukic, NonObject, MIT Press (2011)

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Where do these moments of design inspiration come from?

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One method favoured by Interaction Designers is ethnography.

Observation that aims to provide insight into work, culture and behavioural practices.

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A tension between the pressure of solution-focused design practice and ethnography’s concern with meanings and culture.

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Critical Design acts as a catalyst or provocation for thought (Anthony Dunne, 1999).

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Critical Design challenges our assumptions and preconceptions about the role that products and services play in everyday life.

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Street Art (Tom Welsh, 2009).

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Video as a way of understanding the design space.

Layers of meaning.

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Defining trend for the first half of this century is the growth of urbanisation.

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Today, half of the world’s population, 3 billion people live in urban areas.

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How do people interact with technologyin the urban environment?

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How do we gather data from the environment?

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How does the environment gather information about citizens?

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As pervasive technologies become increasingly prevalent, will this change our relationship with the city?

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What happens when we have no choice about how and when we interact?

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No such thing as a Smart City.

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It is the individuals who inhabit cities that make them smart.

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Individuals as creators and sharers of data.

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Yellow Arrow Project (2004)

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a cartography of the intimate & the everyday

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Derive App :: Cachucho (2012)

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Dead Drops :: Aram Bartholl (2010)

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Trash|Track :: MIT Lab (2009)

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The Copenhagan Wheel :: Senseable City Lab, MIT (2009)

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Ingress :: Niantic Labs (2012)

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AR game that encourages players to input data about physical monuments.

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The hybrid city is characterised by increasing layers of data.

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A human centred approach to Urban Interaction Design gives the opportunity to re-think what intelligent connected communities of the future might actually look like.

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urbanIxD :: EU FP7 Coordination Action (2013)

www.urbanixd.eu@urbanixd

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www.michael-smyth.co.ukwww.urbanixd.eu

@michael_smyth@urbanixd

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