codesign athens course gentes
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Co-design methodology: how to design ICT products. Research in engineering, media and design.TRANSCRIPT
page 1 Telecom ParisTech Future challenges in sciences and technologies
FUTURE CHALLENGES IN SCIENCESAND TECHNOLOGIES
Co-Design: Shaping the future of ICTtechnologies and services
Isabelle Demeure - Computer Sciences and NetworksAnnie Gentès - Economics and Social Sciences
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Preamble: lecture objective
We:• An expert in media design (Annie Gentès)• An expert in distributed computer systems (Isabelle Demeure)
Have been collaborating on projects involving the design of newsoftware infractructures and innovative services
Consequently, we have developed a co-design interdisciplinaryapproach.
This lecture:• Defines design in the ICT field• Presents Transhumance, a French government funded project in which
we developed a new software infrastructure and innovative services• Uses Transhumance as a case study to expose the co-design
approach• Concludes on the effectiveness of this approach
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Design in the ICT field
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Design definition (s)
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Design(s) Common Points Techniques and materials Industrial production process Costs and market issues Legal aspects Forms (aesthetics) Ergonomics Social Status
Specificities Medias Contents and messages Symbolic signs (linguistic and
iconic) Interactions
media culture and communication strategy
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Inventing Communicating Digital Objects
Simondon - internal consistency
Simon - external consistency - environmental« feed back »
signes
enunciation
Communication strategies
Medias/ tools that shape- actions and interactions- access to information and legitimacyprocesses- Forms of communication andrepresentations (aesthetics)Intellectual technologies that modifylanguages and knowledge
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Communicating object : challenging theoreticalmodels on technical objects
The technical object : purposes, functions, environment
• To pursue internal consistency of the technical object (Simondon, Dumode d’existence des objets techniques)
• To develop the functions and systemic coherence with the environment(Simon, The Sciences of the Artificial)
Between technical and social dimensions : a specific milieu
• Media anticipate literacy and create new forms• Users always interpret and rewrite what is offered to their literacy (Yves
Jeanneret)• Art is in the eye of the beholder (Duchamp)
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Outline of Transhumance Project
The goal of the Transhumance project was to design asoftware platform (middleware) to support innovative services in thecontext of Mobile Ad-hoc Networks (aka MANet)
1- MANet ? 2- Transhumance platform 3- Demonstrator: a teasure hunting game « Team exploration » 4- Co-design methodology 5- Analysis and conclusions
page 9 Telecom ParisTech Future challenges in sciences and technologies
MANet ?
user1 user3user2
user4user5
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MANet: Mobile Adhoc Network
A MANet is a self configuringnetwork of mobile nodes connectedby wireless links• A node is at the same time a
terminal ... And a router
Consequences :• You may spontaneously form a
network of terminals withoutpreexisting infrastructure
• But• Communications may be
interrupted• Terminals may become isolated• You cannot rely on centralized
servers to deliver services
user1 user3user2
user4user5
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MANet gaming potential
Spontaneous network: mobile groups and lose registration Hop structure: new relation to space Localized contents and action No geo-localization but a network topology
AGFDB
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Three main promises of MANet technology
A new form of sociability based on physical proximity and looseprocedure of admission
A new organization of contents related to mobile times and spaces A gamut of MANet games suggestions• MANET games depend on the variety of urban mobility and sociability
page 13 Telecom ParisTech Future challenges in sciences and technologies
Transhumance platform
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Transhumance project challenges and objectives Design and prototype a middleware
platform• Over Mobile Ad-hoc Networks (MANet)• To support spontaneous collaborative
applications• Involving up to 20 PDAs, with wifi cards
in ad-hoc mode. Main challenge: topology evolves and
nodes may become out of reach. Consequences• Client/server model not adapted• Cannot rely on node reachability
Middleware key aspects:• Fully distributed solution• Event communication and data sharing
robust to disconnections• Presence service, group management
(collaboration)• Lightweight security mechanism
OS, Routing (OLSR)
Middleware
Applications (Chat,games, …)
API
Tresor hunting game(team exploration)
« MANet »
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Main Transhumance services
Communication system supporting messages with life duration(persistency).
User group with common interest ... In support of collaboration.• Security provided at group level (not individuals)• Services made available within a group
Lightweight security mechanism based on trust shared by group members
Data sharing space where group members may place their data to sharethem
Multi-user chat, voting service, presence service, service discovery
Energy management system that allows to degrade the functions ofTranshumance in order to lengthen battery life.
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State of the art
No commercial solution available About 10 research projects, such as: ex : PROEM, JMobiPeer,
SELMA, XMIDDLE, STEAM, Infoware … None proposes an integrated solution including all Transhumance
functionalities
Energy management
Lightweight MANet fit securitymechanism
No servers
Robust to disconnections (eventservice, data sharing)
Group management
Event system (“publish-subscribe”)
Resource discivery (presence,services, data)
Data sharing
Strong pointsFunctionalities reused
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Functional architecture
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Terminalmanagement User managemt
Routing
Augmented routing
Transport
Event service
Presence
Gestion
des
groupes
Identification
Services
Chat, Vote ...
Data sharing
File
transfer
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Applications
Application
managemen
t
Hardware and
software
profiles
Data, global
policies
Local
policies
User
preferences
Security
profile
Service
Announce/discovery services
communications
Identity, presence, hw,
management ...
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Demonstrator: a treasure hunting game« Team exploration »
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Demonstrator: a compromise ...
Both a demonstrating object• .... and a way to communicate on innovative technical aspects of the
project A game:• ...interest, attractivity, gameplay
A way to mature technical aspects• ... as well as a way to integrate a new technology in users practice ...
An object that should trigger reactions from users• ... as well as from researchers
… in any case• ... Not a finished product !!!!
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Game perimeter: the Butte-aux-Cailles.At the top of the screen: chat areaOn the left of the screen: 5 photos (1 blured).
Objective : locate each photo in a grid cell. If 4photos are located the 5th one is unveiled andshows the final location.
Game duration : 30 mn. The 4 photos change every10 mn if no photo has been foundTree showing presence and distance to other users-challenge: keep playing with unstable connections-Interest of developing strategies to scatter andreunitereunite
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4- Codesign methodology
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Co design Approach
Design the demonstrator and the platform in parallel 2 kinds of actors: ICT specialists and media specialists• Mix competences to a point (social and semiotical analyses, platform technical
specifications).
Cross their vues to:• Encourage analysis and explicitation of choices• Come up with ideas of new functionalities. From two sources: technical
research, design research (families of objects, similarity in situations andinterfaces, history of media, services and interfaces…)
• Include new and traditional literacy of users• Develop a demonstrator that is seamfully designed so as to explicit the cultural
and technical choices• Develop a creative evaluation based on a wide range of expertise and hands
on tests
This in spite of the difficulties generated by interdisciplinarity:- Background, vocabulary, practices ... Often very different from one area to another
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Co-design methodology in waterfall researchprojects
Requirementsdocuments
userscenarii
PlatformSpecifications& interfacedesign
Demonstrator prototype
Creative evaluation
PlatformDesign
Platformprototype
DemonstratorSpecifications& interface design
Demonstratordesign
PlatformTests
DemonstratorTests
xxx Phase in which media andICT specialists cooperate
xxx Phase by ICT specialists
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Seamful design of the demonstrator
The demonstrator has
To show the fact that even though there is no network infrastructurepeople are connected or have been connected: tree of connections
To manage the tension between the dispersal of players and theirbunching together while creating the game board: the map
To provide tools that contribute to the proof of concept but alsomake sense in the game scenario: chat, vote system
To provide an application that leads people to move, communicate,and share data: the treasure hunt scenario
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How to assess an emerging technology?
A specific object: the demonstrator. Neither a produce nor aprototype
A specific “open” design: to help us imagine, define, materialize thetechnology
A specific question: what is the potential of this technology A specific assessment: creative assessment based on users
involvement and imagination
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Five step creative assessment
Discovery and explanation of the device and technology First interview on users’ habits: drawing the user’s portrait Manipulation and use of the interface: explicit on going comments-
the thinking aloud method Evaluation of the experience Exploration of potential use
page 27 Telecom ParisTech Future challenges in sciences and technologies
conclusion
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