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FRONTIERS of INTERACTION 2011
20 e 21 Giugno 2011
OTEL, a Firenze
Frontiers of Interaction is a hybrid show that attracts inspiring international speakers and Italian talents, creating a bridge between Europe and Silicon Valley (digital cultural “hot spots” around the world) .
Local and international speakers.
Multidisciplinary audience of managers, researchers and media professionals.
A passionate cream of the crop team of organizers.
The unusual format creates an immersive experience featuring music, interactive and artistic installations, demo sites and keynotes, and makes it an ideal venue for thinkers and doers, innovators and academics, early adopters and long-term geeks.
Le tractor pulling est un sport mécanique pratiqué principalement aux États-Unis, en Australie, et en Europe du Nord.
À la fin du XIXe siècle, les fermiers américains se lançaient des défis pour prouver la force de leurs chevaux de trait. Ils attelaient une porte de grange à un cheval et les fermiers montaient les uns après les autres sur la porte jusqu'à obtenir l'arrêt du cheval. Le cheval pouvant tirer le plus de personnes sur la plus grande distance était gagnant. Cette discipline, appelée Horse pulling (en), se pratique toujours aujourd'hui avec des lests de béton.
Des engins motorisés sont utilisés pour la première fois en 1929 pour un tel exercice dans le Missouri et l'Ohio. En 1969, la National Tractor Pullers Association (NTPA) est fondée par des représentants de huit États pour structurer la discipline aux États-Unis.
En Australie, le premier évènement de tractor pulling se tient en 1976.
En France, le tractor pulling apparait en 1983 à Neuville-aux-Bois (Loiret) puis à Amboise (Indre-et-Loire).
Contrairement aux dragsters, avec lesquels on compare parfois ce sport, le but n'est pas tant d'aller vite que d'aller loin.
Il s'agit de tracter une remorque à masse variable le plus loin possible, jusqu'au Full-Pull (100 mètres). La remorque se compose d'un godet destiné à recevoir des masses, ce godet avance pour appuyer de plus en plus vers l'avant, de fait la remorque devient un traîneau en quelques secondes. La remorque atteint même en fin de course une position de bêche (elle entre dans le sol de plusieurs centimètres).
La remorque, homologuée, doit pouvoir arrêter les meilleurs tracteurs avant les 100 mètres, et dans la catégorie 4,5 tonnes certains tracteurs atteignent les 12 000 chevaux. Les machines de compétitions les plus puissantes ne ressemblent que peu aux tracteurs agricoles.
La plupart du temps les moteurs viennent de l'aéronautique comme des moteurs en étoile ou des V12, mais on trouve aussi parfois des moteurs d'origine automobile de type V8. Pour la catégorie Pro-stock les blocs moteurs sont ceux d'origine. Le nombre de moteurs et la cylindrée ne sont limités. Certains tracteurs dépassent les 145 dB pendant un run.
Les réservoirs sont très petits, autour des 30 à 40 litres. Dans certains cas cette quantité est presque intégralement consommée sur un seul run.
Project: Interaction wall
Location: Teatro Vascello – Rome, Italy
Client: BOX 3 Art Fetival
Project team: Paolo Emilio Bellisario, Cristian Cellini, Andrea Cingoli, Francesca Fontana
Year: 2009
Phase: concept design and executive project | built
photo: Elena Marchese
Street scene in which multiple groups of people are interacting with each other. Only the local businessmen seem to be alone and in a hurry.
Blast from the past ... I discussed Pub interaction model at slashdot journal and jos social interface design forums way back in 2004SEP09.
Summary
Pub interaction model aids scanning of topic information. Is it good enough to copy existing models?
Message
In my many travels into SIC (Social interactive community) sites that I have noticed a re-occuring interaction model that takes advantage of everyday interaction models most would be familiar with. I call it the 'Pub interaction model'. It probably has some fancy technical name [0]. But for the sake of argument, Pub [1] will do.
What was the last time you went to a Pub (party, class or lunchroom are equally good alternatives)? Imagine walking into the Pub for the first time. Think of the questions you ask yourself as you enter the room?
- How do you choose which group you want to join?
- How do you strike up a conversation with complete newcomers?
- How do you splice a question into the discussion?
The list goes on. Can you see the similiarity between entering a Pub, finding a suitable group, topic and engauging in conversation AND choosing what group, topic to reply in a JOSSID forum? [2]
But how does this relate to software design and SID? [3] Well I actively look for 'Pub' like interaction models as a way to quickly choose what forum I might be able to interact. I can quickly scan the room visually (whos in the room, what topic groups are operating) and aurally (who is saying what) then dive in.
In terms of software lets look at some examples.
Applications
Email clients are a common example. In Thunderbird [4] and Outlook Express for example you can filter your inboxes (walk into the pub and label social groups), then scan the number of topics (listen to the conversation) to see number of emails. FogBUGZ [5] also uses the Pub model when showing a customer problem. Allowing the person(s) responsible to see the whole discussion at a glance (though in the past) to resolve a customer support issue.
Websites
Social interaction sites such as Slashdot or Perlmonks the Pub model I look for here is the slashdot front page [6] or Perlmonk Monastery gates [7]. Both mechanisms allow me to see what groups are discussing what threads and allowing me to make decisions.
Another example where this model is used is blogs (soap box sites). The example here is Monologue [8]. I can quickly scan the site with the Pub model to see if theres a worthy topic to read. There is no feedback on this site (hence the term soap box) but I can see the person talking, scan the topics and skip the noise [9].
But is copying existing models good enough?
'... a particular state of the neurones in the brain is more likely to be followed by another specific state than by a random state ...' [10].
Edward de Bono argues in his book, 'New thinking for the new millennium' [10], that patterns or paths that are built you are less likely to change.
Conclusion
'... the downside of patterns is that once we have set them up we are trapped by them ... we also need the ability to challenge these patterns from time to time in order to set up better patterns ...' [11]
This may be a new field of software development so avoid the trap of simply replacing existing social models, roles or modes of interaction. While you have the chance, don't be constrained by 'old' patterns or paths we observe. Experiment and develop better group interaction models instead. While I find the Pub model advantageous to use and software developer continue to implement them, are we are missing out on designing better social interactions instead of accepting some possibly inferior alternative(s)?
References
[0] Aggregator (eg: news aggregator)
en.wikipedia.org/wiki/News_aggregator
[1] Public house or Pub.
[2] 'Joel On Software Social Interface Design' forum.
[3] Social Interface design
[4] Mozilla Thunderbird email client
www.mozilla.org/products/thunderbird/
[5] FogBugz customer screencap
www.fogcreek.com/FogBUGZ/KB/images/customerCase-large.gif
[6] Slashdot front page
[7] Current monastic discussions on Perl
www.perlmonks.org/index.pl?node_id=131
[8] Mono blog is Monologue
[9] For example, Todd Berman: Responding to a Response
codeblogs.ximian.com/blogs/tberman/archives/000330.html
[10] New Thinking for the New Millennium, Edward de Bono, P14 Viking Press, 1999.
[11] New Thinking for the New Millennium, et.,al. PP14-16.
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The Streets of Suzhou, China
Lens - Leica Elmarit-M 28mm 2.8
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Equilibria is a site-specific info-game installed in Venice’s Rialto market area, where people come every evening to relax and drink, and incorporates some of its site’s historic features. A line of ‘stepping stones’, it tests the player’s mental and physical state, and provides entertainment for bystanders.
"Equilibria" is a project from "Signals in Space" an interaction design studio course in the graduate programme in Communication and Multimedia Design in the Faculty of Design and Arts, Iuav University of Venice, 2009/10.
Gillian Crampton Smith
Facoltà di Design e Arti
IUAV Università di Venezia
cell + 39 335 134 1660
Gillian Crampton Smith
Philip Tabor
San Marco 2818
30124 Venezia, Italy
tel + 39 041 522 1838
cell + 39 335 134 1660
cell + 39 3466 73 53 73