BLUSTR
Unthinking the thinkable.
What are the cultural precursors of brands and tags (symbols, crests, monads, memes, mythotypes), and how can these inform contemporary encounters in spaces?
Branded spaces are carefully controlled by particular commercial interests, configured through agreement between brand-holders and licensees (eg Easyjet’s inflight sale of Carte Noire coffee). What does unintended, conflicting and subversive branding interlaced with parasitic tags contribute to the qualities of a place as a site for human encounter?
The brandscape is characterised by movement from one brand context to another. Tagscapes seem to infiltrate this flow. How is this movement negotiated? How do brands and tags interact with each other and with interstitial, unbranded spaces?
What are the disruptive effects of mobile digital technologies on brand and the spatiality/temporality of place? How can these characteristics be brought into the design of branded and tagged meeting places? - From here. See also here.
From Ted M. Coopman, Toward a pervasive communication environment perspective (firstmonday 14.1)
Indeed, interaction design is design of perceived time. “Perceived” qualifier is superfluous if you happen to be an experientialist (good book on experientialism and on prototype theory of classification is “Women, Fire, and Dangerous Things” by Lakoff). Incidentally we perceive gravity too and can design to modify that perception.
Notice that attention is drawn to time intervals listed below when the time intervals are violated. Hence design of attention is related but narrower category than design of time.
To design time one needs to be aware of time properties. All times are approximate within one order of magnitude.
Time - Perception [*Example of interval perception*] - Possible underlying mechanism
0.1 second - perception of causation [“*Is this button sticky or what?”]*- eye saccade, low level neuron pattern activation - this interval is
important for nonchoppy animation
1 second - perception of interval of taking turns in conversation [“*Go open that Window already, will you*?”] - ?
10 seconds - attention span before it begins to drift from a single task [” I like the colors. And the point is?”] - low level pattern activation in neocortex - this particular interval is especially important in movie editing
All time intervals listed above are important for design of perceived system response time (see GUI Bloopers).
Attention span is important for interaction design of single layout. Recognition is somewhere in the above time scale.
1 min - recall, formation of mental model???, just guesses here
10-30 min - formation of flow experience: *[“I think I see where you going”, “Where was I?”, “What time is it?”, “Eureka!”*] - predictive pattern preactivation in higher layers of neocortex
1 day - short memory storage, formation of long term memory: [“*Who wrote that message about design of time yesterday?”]* - interaction of hippocampus and neocortex
1 week - learning simple skill [“*Gmail? What is it?”]:* Hebbian learning?
1 year - learning complex skill [“*Unix command interface? No problem*.”] - formation of significantly new patterns and propagation of stable patterns into lower levels of neocortex, Hebbian learning?
10 years - formation of values pattern [“*Who am I?” - a midlife crisis question*] - persistent neocortex patterns
Lifetime (100 years) - individual memory [” *Who was that bully in the high school?”]* - persistent neocortex patterns
Thousands of years - societal, cultural memory [“*Who is this God person anyway*?”] - storytelling
Millions of years - DNA memory: [“*Whom will I sleep with tonight?” - perennial question of selfish gene*] - “lizard” brain
- Oleh Kovalchuke, Scale of time perceptionI Have No Mouth, And I Must Screen Calls
brainstorming for possible tooth/tongue mobicomp interface - small iPhone-like mobicomp device that clips over tooth (apparently eye tooth best for audiphone-style device) - tilt sensor/accelerometer tracks head movement - spoken/whispered(/subvocal?) command interface from microphone - haptic tongue-controlled interface from moving tip of tongue against device - “click” by opening and closing mouth and variable pressure from clenching jaw - feedback in form of stimulation/taste/video through tongue (see TMBCHR link) - sound/music played through tooth/bone (see audiphone) - aesthetic “bonus”, iPhone meets grill/gold tooth see previous links from today for inspirado

