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A robotic world


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Presentation on the internet of things for Hyper Island

Presentation on the internet of things for Hyper Island

Published in: Design, Technology

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  • An electronic world retribalises man 5:00
  • Transcript

    • 1. A robotic world Thoughts on the world of the internet of things. designswarm // RIG London
    • 2. Internet of things Letting the internet & technology change our relationship to the physical world through complex interactions. It affects how we tell stories , how we build new economies on top of data and shapes decision-making about ourselves and our environment.
    • 3. Stories
    • 4. “ An electronic world re-tribalises man” Marshall McLuhan in 1968
    • 5. We are our networks
    • 6. We are our networked devices
    • 7. Everything has a story The initial version of ThingLink (circa 2007) was a coded way of attaching information to the physical world.
    • 8. But who is it for? Mir:ror was founded by Violet to use RFID stickers to attach digital content to objects. Largely replaced by semacodes at the moment.
    • 9. How we create stories The initial version of Stickybits (2009) allowed you to associate content or links with bar codes.
    • 10. Stories about our work Using older device interfaces to connect to a local network. this will dissapear to be replaced by a smart phone.
    • 11. Stories that count The current version of ThingLink (2010) allows you to encode content or links on images and see the stats.
    • 12. Data & decisions
    • 13. We are data When people are lead to understand each other in terms of parameters, how do we build long-term interactions.
    • 14. Data for the unhealthy Fitbit is an exercise and sleep tracker that talks to your laptop quickly and easily.
    • 15.  
    • 16.  
    • 17. We are a match Online dating continues to mathematicise serendipity.
    • 18. Selling transparency vs privacy Privacy will be worth a lot of money.
    • 19. Data in the future RFID implants for recreational / security purposes are getting common. They are free for dogs after all.
    • 20. Data will replace us Data is driving generative online personalities seeing the end of empty marketing personas.
    • 21.  
    • 22. Lying will become difficult Infrastructures will adapt quickly.
    • 23. A losing industrial system The disappearance of jobs based on paperwork.
    • 24. New economies & new products
    • 25. Data for the environment We have access to more information about our surroundings than ever before.
    • 26. Or create products that allow a market to develop quickly because of ease Of use.
    • 27. Data for near future policy The trick is to make that data tell a story, change policy, highlight a problem. Geiger counters are impossible to find online now.
    • 28. Mobile The mobile app market will swallow the market of specialised products for amateurs.
    • 29. Physical social media
    • 30. Branded talismans What is the function of these objects as objects that allow us to connect or identify with ourselves and each other. What do they say about us?
    • 31. *poke* We understand physical gestures in terms of digital interactions and we apply that distortion creatively.
    • 32. LikeLight The DIY project lights up a physical button when people like a page on FB
    • 33. Like card Renault connected an RFID card to a FB page “like” at a car show
    • 34. Open data Open knowledge Open conversations
    • 35. Data leads to knowledge When you teach people new things, they will build applications you did not think was possible. That’s how innovation happens now.
    • 36.  
    • 37. > Rolodex example
    • 38. > Speak & Spell example
    • 39.  
    • 40.  
    • 41. > N900 Snowboard demo
    • 42.  
    • 43.  
    • 44. Q&As
    • 45. -How much does it cost? -More than you think but less than a TV ad.
    • 46. -How do I know how many people have interacted with the installation, object, environment? -Get them to interact first or measure footfall. >Hyper Island example
    • 47. -If you know who is in a room, how do you talk to them without being creepy? -Get them to interact first. Check-ins, not Bluetooth probing.
    • 48. -If you know how many people are in the room, how does your interaction change? -Design for one and design for many.
    • 49. -If your interaction can be recorded how do you handle privacy? -Offer options in the same way you would in a digital context.
    • 50. -Why augment a physical object? -Think of why a connection to the internet matters or when it doesn’t. > digital foosball example
    • 51. Get product designers & hackers involved. Think of the long tail of a campaign. Think of the internet as a source of input & output
    • 52. Thanks @iotwatch [email_address] [email_address] designswarm // RIG London