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	<title>Design with Intent &#187; Entertainment</title>
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	<description>Design and human behaviour</description>
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		<title>Thoughts on the &#8216;fun theory&#8217;</title>
		<link>http://architectures.danlockton.co.uk/2009/11/03/thoughts-on-the-fun-theory/</link>
		<comments>http://architectures.danlockton.co.uk/2009/11/03/thoughts-on-the-fun-theory/#comments</comments>
		<pubDate>Tue, 03 Nov 2009 15:57:16 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[advertising]]></category>
		<category><![CDATA[Affective]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Do artifacts have politics?]]></category>
		<category><![CDATA[Emotion]]></category>
		<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[Environmental]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Norms]]></category>
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		<category><![CDATA[Sustainability]]></category>
		<category><![CDATA[Techniques of persuasion]]></category>
		<category><![CDATA[Urban]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[User Psychology]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1263</guid>
		<description><![CDATA[The &#8216;Piano Staircase&#8217; from Volkswagen&#8217;s thefuntheory.com The Fun Theory (Rolighetsteorin), a competition / campaign / initiative from Volkswagen Sweden &#8211; created by DDB Stockholm &#8211; has been getting a lot of attention in the last couple of weeks from both design-related people and other commentators with an interest in influencing behaviour: it presents a series [...]]]></description>
			<content:encoded><![CDATA[<p><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/2lXh2n0aPyw&#038;color1=0xb1b1b1&#038;color2=0xcfcfcf&#038;feature=player_embedded&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowScriptAccess" value="always"></param><embed src="http://www.youtube.com/v/2lXh2n0aPyw&#038;color1=0xb1b1b1&#038;color2=0xcfcfcf&#038;feature=player_embedded&#038;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="425" height="344"></embed></object><br />
<em>The &#8216;Piano Staircase&#8217; from Volkswagen&#8217;s <a href="http://www.thefuntheory.com/?q=expriment/pianotrappan">thefuntheory.com</a></em></p>
<p>The <a href="http://www.thefuntheory.com/">Fun Theory</a> (<a href="http://www.rolighetsteorin.se/">Rolighetsteorin</a>), a competition / campaign / initiative from Volkswagen Sweden &#8211; created by <a href="http://www.campaignlive.co.uk/theWork/news/945705">DDB Stockholm</a> &#8211; has been getting a lot of attention in the last couple of weeks from <a href="http://kimberleycrofts.wordpress.com/2009/10/16/behaviour-change-through-fun-theory/">both</a> <a href="http://nataliehanson.wordpress.com/2009/10/14/delightful-steps/">design-related</a> people and <a href="http://derrenbrown.co.uk/blog/2009/10/bottle-bank-arcade-small-rewards-change-behaviour/">other commentators with an interest in influencing behaviour</a>: it presents a series of clever &#8216;design interventions&#8217; aimed at influencing behaviour through making things &#8220;fun to do&#8221; &#8211; <a href="http://www.youtube.com/watch?v=2lXh2n0aPyw">taking the stairs instead of the escalator</a>, <a href="http://www.youtube.com/watch?v=zSiHjMU-MUo">recycling glass via a bottle bank</a> and <a href="http://www.youtube.com/watch?v=cbEKAwCoCKw">using a litter bin</a>. The stairs are turned into a giant piano keyboard, with audio accompaniment; the bottle bank is turned into an arcade game, with sound effects and scores prominently displayed; and the litter bin has a &#8220;deep pit&#8221; effect created through sound effects played as items are dropped into it. It&#8217;s exciting to see that exploring design for behaviour change is being so enthusiastically pursued and explored, especially by ad agencies, since &#8211; if we&#8217;re honest &#8211; advertisers have long been the most successful at influencing human behaviour effectively (in the contexts intended). There&#8217;s an awful lot designers can learn from this, but I digress&#8230; </p>
<p>As a provocation and inspiration to enter the <a href="http://www.thefuntheory.com/?q=rolighetsstipendiet">competition</a>, these are great projects. The competition itself is interesting because it encourages entrants to &#8220;find [their] own <em>evidence</em> for the theory that fun is best way to change behaviour for the better&#8221;, suggesting that entries with some kind of demonstrated / tested element are preferred over purely conceptual submissions (however clever they might be) which have often been a hallmark of creative design competitions in the past. While the examples created and tested for the campaign are by no means &#8220;controlled experiments&#8221; (e.g. the stats in the videos about the extra amount of rubbish or glass deposited give little context about the background levels of waste deposition in that area, whether people have gone out of their way to use the &#8216;special&#8217; bins, and so on), they do demonstrate very well the (perhaps obvious) effect that making something fun, or engaging, is a way to get people interested in using it. </p>
<p><a href="http://www.youtube.com/watch?v=zSiHjMU-MUo"><img src="http://danlockton.co.uk/research/images/bottlebank.jpg" alt="Bottle bank arcade" /></a><a href="http://www.youtube.com/watch?v=cbEKAwCoCKw"><img src="http://danlockton.co.uk/research/images/deepestbin.jpg" alt="World's deepest bin" /></a></p>
<p><strong>Triggers</strong></p>
<p>Going a bit deeper, though, into what &#8220;the theory of fun&#8221; might really mean, it&#8217;s clear there are a few different effects going on here. To use concepts from <a href="http://www.behaviormodel.org/">B J Fogg&#8217;s <strong>Behaviour Model</strong></a>, assuming the <em>ability</em> to use the stairs, bottle bank or bin is already there, the remaining factors are <em>motivation</em> and <em>triggers</em>. Motivation is, on some level, presumably also present in each case, in the sense that someone carrying bottles to be recycled already wants to get rid of them, someone standing at the bottom of the stairs or escalator wants to get to the top, and someone with a piece of litter in her hand wants to discard it somehow (even if that&#8217;s just on the ground).</p>
<p>(But note that if, for example, people start picking up litter from elsewhere in order to use the bin because they&#8217;re excited by it, or if &#8211; as in the video &#8211; kids run up and down the stairs to enjoy the effect, this is something slightly different: the motivation has changed from &#8220;I&#8217;m motivated to get rid of the litter in my hand&#8221; to &#8220;I&#8217;m motivated to keep playing with this thing.&#8221; While no doubt useful results, these are slightly different target behaviours to the ones expressed at the start of the videos. &#8220;Can we get more people to take the stairs over the escalator by making it fun to do?&#8221; is not quite the same as &#8220;Can we get people so interested in running up and down the stairs that they want to do it repeatedly?&#8221;)</p>
<p>So the <em>triggers</em> are what the interventions are really about redesigning: adding some feature or cue which causes people who already have the ability and the motivation to choose this particular way of getting out of the railway station to the street above, or disposing of litter, or recycling glass. All three examples deliberately, <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-visual/#prominence">prominently</a>, attract the interest of passers-by (&#8220;World&#8217;s deepest bin&#8221; graphics, otherwise incongruous black steps, illuminated 7-segment displays above the bottle bank) quite apart from the effect of seeing lots of <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#socialproof">other people</a> gathered around, or using something in an unusual way. </p>
<p>And once they&#8217;ve triggered someone to get involved, to use them, there are different elements that come into play in each example. For example, the bottle bank &#8211; by using a game <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-visual/#metaphors">metaphor</a> &#8211; effectively <a href="http://architectures.danlockton.co.uk/2009/07/10/cialdini-on-the-beach/">challenges the user into continuing</a> (perhaps even entering a <a href="http://austega.com/education/articles/flow.htm">flow state</a>, though this is surely more likely with the stairs) and gives <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#selfmonitoring">feedback</a> on how well you&#8217;re doing as well as a kind of <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#operant">reward</a>. The reward element is present in all three examples, in fact.</p>
<p>Perhaps the most relevant pattern in all these examples, and the &#8220;fun theory&#8221; concept itself, is that of <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#affective">emotional or affective engagement</a>. The user experience of each is designed to evoke an emotional response, to motivate engagement through enjoyment or delight &#8211; and this is an area of design where a lot of great (and commercially applicable) research work has been done, by people such as <a href="http://studiolab.io.tudelft.nl/desmet">Pieter Desmet</a> (whose <a href="http://studiolab.io.tudelft.nl/desmet/dissertation">doctoral dissertation</a> is a model for this kind of design research), <a href="http://www.patrickwjordan.com/">Pat Jordan</a>, <a href="http://www.design-emotion.com/marco-van-hout/">Marco van Hout</a>, <a href="http://www.affectivedesign.org/">Trevor van Gorp</a>, <a href="http://www.jnd.org/books.html#42">Don Norman</a> and <a href="http://affect.media.mit.edu/">MIT&#8217;s Affective Computing group</a>. Taking a slightly different slant, David Gargiulo&#8217;s work on <a href="http://www.coda.ac.nz/unitec_design_di/4/">creating drama through interaction design</a> (found via <a href="http://www.90percentofeverything.com/">Harry Brignull</a>&#8216;s <a href="http://twitter.com/harrybr">Twitter</a>) is also pertinent here, as is <a href="http://www.danpink.com/archives/category/emotionally-intelligent-signage">Daniel Pink&#8217;s collection of &#8216;emotionally intelligent signage&#8217;</a> (thanks to Larry Cheng for bringing this to my attention).</p>
<p><strong>What sort of behaviour change, though?</strong></p>
<p>I suppose the biggest and most obvious criticism of projects such as the Rolighetsteorin examples is that they are merely one-time gimmicks, that a novelty effect is the most (maybe <em>only</em>) significant thing at work here. It&#8217;s not possible to say whether this is true or not without carrying out a <a href="http://en.wikipedia.org/wiki/Longitudinal_study">longitudinal study</a> of the members of the public involved over a period of time, or of the actual installations themselves. Does having fun using the stairs once (when they&#8217;re a giant piano) translate into taking the (boring) normal stairs in preference to an escalator on other occasions? (i.e. does it lead to attitude or preference change?) Or does the effect go away when the fun stairs do? </p>
<p>It may be, of course, that interventions with explicitly pro-social <a href="http://www.bogost.com/books/persuasive_games.shtml">rhetoric</a> embedded in them (such as the bottle bank) have an effect which bleeds over into other areas of people&#8217;s lives: do they think more about the environment, or being less wasteful, in other contexts? Have attitudes been changed beyond simply the specific context of recycling glass bottles using this particular bottle bank?</p>
<p><img src="http://danlockton.co.uk/research/images/intillestairs1.jpg" alt="Project by Stephen Intille &#038; House_n, MIT" /><img src="http://danlockton.co.uk/research/images/intillestairs2.jpg" alt="Project by Stephen Intille &#038; House_n, MIT" /></p>
<p><strong>How others have done it</strong> </p>
<p>This campaign isn&#8217;t the first to have tried to address these problems through design, of course. Without researching too thoroughly, a few pieces of work spring to mind, and I&#8217;m sure there are many more. Stephen Intille, Ron MacNeil, Jason Nawyn and Jacob Hyman in <a href="http://architecture.mit.edu/house_n/projects.html#stairs">MIT&#8217;s House_n group</a> have done work using a sign with the &#8216;<a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#kairos">just-in-time</a>&#8216; message &#8220;Your heart needs exercise &#8211; here&#8217;s your chance&#8221; (<strong>shown above</strong>) positioned over the stairs in a subway, flashing in people&#8217;s line-of-sight as they approach the decision point (between taking stairs or escalator) linked to a system which can record the effects in terms of people actually making one choice or the other, and hence compare the effect the intervention actually has. As cited in <a href="http://web.media.mit.edu/~intille/papers-files/Intille03Ubihealth.pdf">this paper</a> [PDF], <a href="http://ajp.psychiatryonline.org/cgi/content/abstract/137/12/1540">previous research by K D Brownell, A J Stunkard, and J M Albaum</a>, using the same message, in a similar situation, but statically displayed for three weeks before being removed, demonstrated that some effect remains on people&#8217;s choice of the stairs for the next couple of months. (That is, the effect <em>didn&#8217;t</em> go away immediately when the sign did &#8211; though we can&#8217;t say whether that&#8217;s necessarily applicable to the piano stairs too.)</p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/dekort.png" alt="Persuasive Trash Cans by de Kort et al"/>Last year I mentioned Finland&#8217;s <a href="http://architectures.danlockton.co.uk/2008/07/12/thanks-for-the-rubbish/">&#8220;Kiitos, Tack, Thank you&#8221; bins</a>, and in the comments (which are well worth reading), Kaleberg mentioned <a href="http://architectures.danlockton.co.uk/2008/07/12/thanks-for-the-rubbish/#comment-214669">Parisian litter bins with SVP (s&#8217;il vous plaît) on them</a>; most notable here is the work of Yvonne de Kort, Teddy McCalley and Cees Midden at Eindhoven on &#8216;<a href="http://www.yvonnedekort.nl/pdfs/0013916507311035v1.pdf">persuasive trash cans</a>&#8216; [PDF], looking at the effects of different kinds of norms on littering behaviour, expressed through the design or messages used on litter bins (shown to the left here). </p>
<p>Work on the design of recycling bins is, I think, worthy of a post of its own, since it starts to touch more on perceived affordances (the shape of different kinds of slots, and so on) so I&#8217;ll get round to that at some point.</p>
<p><em>Many thanks to everyone who sent me the Fun Theory links, including <a href="http://www.kimberleycrofts.com/">Kimberley Crofts</a>, <a href="http://www.onlinesocialmarketing.com/">Brian Cugelman</a> and <a href="http://www.sociotechnicsolutions.com/">Dan Jenkins</a> (apologies if I&#8217;ve missed anyone out).</em> </p>
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		<title>Cialdini on the Beach</title>
		<link>http://architectures.danlockton.co.uk/2009/07/10/cialdini-on-the-beach/</link>
		<comments>http://architectures.danlockton.co.uk/2009/07/10/cialdini-on-the-beach/#comments</comments>
		<pubDate>Fri, 10 Jul 2009 11:03:04 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Affective]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design philosophy]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Emotion]]></category>
		<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[Good design]]></category>
		<category><![CDATA[Hidden persuaders]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Service design]]></category>
		<category><![CDATA[Techniques of persuasion]]></category>
		<category><![CDATA[US]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[User Psychology]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1179</guid>
		<description><![CDATA[Self-monitoring is one of the most common persuasive techniques used in interface design: basically, giving people feedback on what they&#8217;re doing and what they&#8217;ve done. There are lots of issues about which kinds of feedback work best, in what circumstances, pairing it with feedforward, i.e. &#8216;What would happen if I did this?&#8217; information, and so [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#selfmonitoring">Self-monitoring</a> is one of the most common persuasive techniques used in interface design: basically, giving people feedback on what they&#8217;re doing and what they&#8217;ve done. There are lots of issues about which kinds of feedback work best, in what circumstances, pairing it with <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#simulation">feedforward</a>, i.e. &#8216;What would happen if I did this?&#8217; information, and so on. My recent long post about <a href="http://architectures.danlockton.co.uk/2009/06/18/smart-meters-some-thoughts-from-a-design-point-of-view/">smart energy meters</a> looks at some of the ideas within a particular application.</p>
<p>But sometimes it takes an example that&#8217;s not at first sight a &#8216;user interface&#8217; or a &#8216;product&#8217; to highlight how much difference certain design techniques can make.</p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/targets_1.jpg" alt="Encouraging donations, Santa Barbara" />This unattended layout of things on the beach at Santa Barbara, California, soliciting donations, is an interface, too. It&#8217;s been designed, cleverly, both to invite passers-by to participate (by throwing coins from an adjacent walkway) and <em>to give them feedback</em> on their throwing ability.</p>
<p>That <strong>target</strong> &#8211; the bright red Folger&#8217;s tub on the bright red square of fabric in the middle of the white sheet &#8211; is a crucial way of engaging people and getting them to contribute. Who, throwing a coin, isn&#8217;t going to try and get it in the tub? (Unless you&#8217;re trying to knock over the vases or the little surfers.) And when you miss, you&#8217;re going to try again. And again. (I know I did.) You get entertainment and a challenge which seems like it&#8217;s worth pursuing, and you can see your track record.</p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/targets_2.jpg" alt="Encouraging donations, Santa Barbara" /></p>
<p>It mustn&#8217;t be <em>too</em> difficult. It&#8217;s <a href="http://austega.com/education/articles/flow.htm">Csíkszentmihályi&#8217;s <em>flow</em></a>, it&#8217;s fairground games theory applied to the simplest of begging sitations, but it works, in terms of getting people to contribute.  </p>
<p>What it shows me from a design point of view is that explicitly using <em>targets</em> ought to be included as a <a href="http://architectures.danlockton.co.uk/2009/04/06/the-design-with-intent-toolkit/">Design with Intent technique / pattern</a> in addition to related ones such as self-monitoring, in future versions of the toolkit. The target effect &#8211; and other game-related techniques &#8211; are sufficiently distinct to inspire plenty of design ideas on their own. </p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/targets_3.jpg" alt="Encouraging donations, Santa Barbara" /></p>
<p>Of course this particular setup also uses a number of other techniques &#8211; <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#affective">affective engagement</a> with the &#8216;Just Plain Hungry&#8217; card, <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#reciprocation">reciprocation</a> with the &#8216;Make a Wish&#8217; offer, <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-visual/#colour">colour &#038; contrast</a> and <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-visual/#prominence">prominence &#038; visibility</a> with the way the arrangement draws the eye, <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#operant">operant conditioning</a> in terms of a &#8216;reward&#8217; when you succeed (the wish, or a sense of satisfaction) and <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#socialproof">social proof</a> in the way that everyone can see that others have thrown coins (and even a note), and that <em>everyone can see you contributing when you throw your coins</em> (or if you decide not to) &#8211; a kind of peer <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-security/#surveillance">surveillance</a>. The plate of sand is an additional affective touch which also works well. </p>
<p>It&#8217;s almost like <a href="http://www.influenceatwork.com/CialdiniBiography.html">Robert</a> <a href="http://en.wikipedia.org/wiki/Robert_Cialdini">Cialdini</a> put the whole thing together.</p>
<p>It also makes me think it would be worth cataloguing the design techniques employed in the design of charity collecting boxes and games which offer donors (often children) something exciting or engaging in return for their money. I used to love <a href="http://www.spiralwishingwells.com/">spiral wishing wells</a> and, in general, <em>ones that did something</em> (like <a href="http://www.flickr.com/photos/64196730@N00/3200025946/in/set-72157612614176520/">this wonderful RSPCA example</a>, though from before my time). There have to be lessons there for other designers interested in engaging users and motivating them to contribute, or behave in a particular way.</p>
<p>I hope whoever set all that up on that beach in Santa Barbara made some money that day. It would have been well deserved.</p>
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		<title>Cleaning up with carpets</title>
		<link>http://architectures.danlockton.co.uk/2007/07/31/cleaning-up-with-carpets/</link>
		<comments>http://architectures.danlockton.co.uk/2007/07/31/cleaning-up-with-carpets/#comments</comments>
		<pubDate>Tue, 31 Jul 2007 11:25:02 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[advertising]]></category>
		<category><![CDATA[Architecture & urbanism]]></category>
		<category><![CDATA[Business model]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design philosophy]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Designed to be unpleasant]]></category>
		<category><![CDATA[Do artifacts have politics?]]></category>
		<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[Entropy]]></category>
		<category><![CDATA[Graphic design]]></category>
		<category><![CDATA[Hidden persuaders]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Propaganda]]></category>
		<category><![CDATA[Retail]]></category>
		<category><![CDATA[Sneaky]]></category>
		<category><![CDATA[Spatial]]></category>
		<category><![CDATA[Techniques of persuasion]]></category>
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		<description><![CDATA[Following the recent post looking at aspects of casino and slot machine design, in which I quoted William Choi and Antoine Sindhu&#8217;s study &#8211; &#8220;[Casino] carpeting is often purposefully jarring to the eyes, which draws customers’ gaze upwards toward the machines on the gambling floor&#8221; &#8211; Max Rangeley sends me a link to the Total [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.danlockton.co.uk/research/images/horrible_carpet_2.jpg" alt="Horrible carpet" /></p>
<p>Following the recent post looking at aspects of <a href="http://architectures.danlockton.co.uk/2007/07/20/learned-down-the-gambling-house/">casino and slot machine design</a>, in which I quoted William Choi and Antoine Sindhu&#8217;s study &#8211; &#8220;[Casino] carpeting is often purposefully jarring to the eyes, which draws customers’ gaze upwards toward the machines on the gambling floor&#8221; &#8211; Max Rangeley sends me a link to the <a href="http://influence-persuasion.blogspot.com/2006/12/why-do-casinos-have-horrible-carpets.html">Total Influence &#038; Persuasion blog, discussing casinos&#8217; carpeting strategy</a> in more detail:</p>
<blockquote><p>They don&#8217;t want you to look at the floor, they want you to look at the machines!<br />
&#8230; after some time you eyes get tired and need a rest. Normally they would be dawn to a area of dull colour that could be used as a &#8220;safe haven&#8221; (probably all done subconsciously). The ground is normally a good bet, yes?&#8230;.not in a casino. As soon as you look at the ground it is worse than the machines and your eyes want to move off somewhere else and hopefully toward one of these many waiting, flashing slot machines where you can slot in a few more quid.</p></blockquote>
<p>Indeed, casinos&#8217; grotesque carpet patterns are apparently fairly notorious &#8211; a couple of years ago <a href="http://www.boingboing.net/2005/06/15/casino_carpet_patter.html">Boing Boing pointed</a> to <a href="http://www.dieiscast.com/gallerycarpet.html">this fantastic gallery on Die Is Cast</a>, the website of Dr David G Schwartz, an authority on casino design, strategy, and evolution:</p>
<blockquote><p>Casino carpet is known as an exercise in deliberate bad taste that somehow encourages people to gamble.</p>
<p>In a strange way, though, it&#8217;s s sublime work of art, rivalling any expressionist canvas of the past century. Note the regal tones of Caesars Palace, the bountiful bouquet of Mandalay Place, the soft, almost abstract pointilism of Paris, all whispering, &#8220;gamble, gamble&#8221; just out of the range of consciousness as people walk to the nearest slot machine.</p></blockquote>
<p><img src="http://www.danlockton.co.uk/research/images/dieiscast_carpets.jpg" alt="Image from Die Is Cast" /><br /><em>A section of the<a href="http://www.dieiscast.com/gallerycarpet.html"> 9-page gallery of real casino carpet patterns at Die Is Cast</a>.</em></p>
<p><strong>Implications of this kind of thinking</strong></p>
<p>Are there examples from other fields where <strong>graphic design is deliberately used to repel the viewer</strong>, specifically in order <strong>to shift his or her focus</strong> somewhere more desirable? </p>
<p>In newspaper/magazine layout, one might think of company A using deliberately repellent/garish advertising graphics alongside company B&#8217;s ad, to shift the reader&#8217;s focus away from that page to the opposite page, where company A has a &#8216;proper&#8217; ad. Or the low-priced items on a menu or on a shelf might be surrounded by ugly/brash/over-busy graphics, so as to make shoppers look away to the area where the higher-priced items are. Maybe even an artist (or the gallery) deliberately positioning &#8216;ugly&#8217;/repellent work either side of the piece which it&#8217;s desirable for the visitor to focus on: in comparison, it is bound to look more attractive. </p>
<p>I have no evidence that this happens, but I&#8217;m assuming it has been used as a tactic at some point. </p>
<p>Does anyone have any real examples of this?</p>
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		<title>Learned down the gambling house</title>
		<link>http://architectures.danlockton.co.uk/2007/07/20/learned-down-the-gambling-house/</link>
		<comments>http://architectures.danlockton.co.uk/2007/07/20/learned-down-the-gambling-house/#comments</comments>
		<pubDate>Fri, 20 Jul 2007 20:04:06 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Addiction]]></category>
		<category><![CDATA[Architecture & urbanism]]></category>
		<category><![CDATA[Business model]]></category>
		<category><![CDATA[Consumer rights]]></category>
		<category><![CDATA[Control]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design philosophy]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Do artifacts have politics?]]></category>
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		<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[Forcing functions]]></category>
		<category><![CDATA[Hidden persuaders]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Intrusive technology]]></category>
		<category><![CDATA[Philosophy of control]]></category>
		<category><![CDATA[Sneaky]]></category>
		<category><![CDATA[Spatial]]></category>
		<category><![CDATA[Techniques of persuasion]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[User Psychology]]></category>

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		<description><![CDATA[Michael Shanks&#8217; Ten Things class at Stanford &#8211; which looks like a brilliant application of anthropological and archaeological thinking to design and technology &#8211; generated a very interesting project by William Choi and Antoine Sindhu analysing the architectures of control (psychological and physical) designed into both slot machines, and casinos themselves. Slot machines From &#8216;The [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.danlockton.co.uk/research/images/fruitmachinereels.jpg" alt="Fruit machine reels" align="right" />Michael Shanks&#8217; <a href="http://shl.stanford.edu:3455/TenThings/11">Ten Things</a> class at Stanford &#8211; which looks like a brilliant application of anthropological and archaeological thinking to design and technology &#8211; generated a very interesting project by William Choi and Antoine Sindhu analysing the architectures of control (psychological and physical) designed into both <a href="http://shl.stanford.edu:3455/TenThings/1277">slot machines</a>, and <a href="http://shl.stanford.edu:3455/TenThings/1278">casinos themselves</a>.</p>
<p><strong>Slot machines</strong></p>
<p>From &#8216;<a href="http://shl.stanford.edu:3455/TenThings/1277">The psychology of the slot machine</a>&#8216;:</p>
<blockquote><p>[S]lot machines keep players engrossed through a psychological phenomenon known as operant conditioning. What psychologists call the “primary conditioning mechanism” is the inclusion of relatively small payouts in slot machine gameplay. These small payouts provide positive reinforcement to the player &#8230; the positive reinforcement provided by the small payouts causes people to continue repeating the behavior. The frequency of payouts is precisely fine-tuned and optimized—a payout rate that is any higher than absolutely necessary cuts down on the casino’s profits.</p>
<p>Slot machines do not stop with a single primary conditioning mechanism. Secondary mechanisms augment the excitement and incentive to continue playing. The most important of these is the inclusion of a system in the machine that yields a high frequency of “near misses,” or situations in which the player believes they have almost won. For example, the slot machine often displays two out of the three jackpot bars, a tremendously stimulating event which has greatly reinforced the player’s behavior at no cost to the casino.</p></blockquote>
<p>The article compares the positive reinforcement effect in humans to that shown by <a href="http://webspace.ship.edu/cgboer/skinner.html">B F Skinner</a>&#8216;s classic experiments with rats, where pressing a lever caused pellets to be dispensed, and where the mechanism was very quickly learned. Skinner&#8217;s work on <a href="http://seab.envmed.rochester.edu/jeab/articles/2004/jeab-82-03-0317.pdf">behaviour shaping</a> [PDF link] is of great relevance to my forthcoming PhD research, since it&#8217;s effectively about &#8216;teaching&#8217; (or &#8216;guiding&#8217;) the subject (which could be a rat, pigeon or end-user) towards a different set of behaviour, rather than actual coercion. This continuum between persuasion and outright control will, I suspect, be an important part of the research, although as a number of readers have pointed out in the comments here over the last couple of years, persuasion can be as much about control (in a psychological sense) as code or physical product or environmental architecture are in the world outside our minds.</p>
<p><strong>Casino design</strong></p>
<p>We&#8217;ve <a href="http://architectures.danlockton.co.uk/2006/10/05/casino-programmable/">looked briefly before at casino layouts and tricks</a>, inspired by <a href="http://www.37signals.com/svn/archives2/the_casino_experience.php">a piece on Signal vs Noise</a>, but Choi and Sindhu&#8217;s &#8216;<a href="http://shl.stanford.edu:3455/TenThings/1278">Analysis of casino design</a>&#8216; goes into fascinating detail:</p>
<blockquote><p>Casinos are generally designed so that patrons must walk through or at least around the periphery of several slot machine blocks to move around the casino, to maximize the customers’ exposure to the exciting sights and sounds of the slot machines, and especially of others winning on the machines &#8230; Casino planners know that slot players love to see and hear other people winning on nearby machines, because players hold it as evidence that money can be made on the machines. Thus casinos are designed to have the loosest machines in prominent areas deep within the gambling floor. Areas such as the ends of long rows or near walkways or elevated sections are generally where loose machines are placed. As people walk through the gambling floor, the sights and sounds of people playing on these more liberal machines draw other customers deeper into the slot machine block, where the machines are tighter.</p>
<p>&#8230;</p>
<p>In general, table players do not like the noise of slot machines because they find it distracting &#8230; At the same time, however, spouses or partners of table players will often wile away time playing at a nearby slot machine. Thus casinos are planned such that there are slot machines lining walkways around tables. However, these slots are always tight. This cuts down on the noise and distraction to table players, and makes sense because the majority of players on these machines are playing spontaneously, with little expectation of winning. This demonstrates to what degree casino layouts are optimized—in this case, to the point that a complex system is implemented simply to clean up loose change from spontaneous players. </p>
<p>In most Las Vegas casinos, there is a noticeable lack of natural light and of clocks. The gambling floor is always located away from the main entrance out onto the street to minimize the gamblers’ exposure to the outside world &#8230; those who are simply walking around the casino are more inclined to start using a machine, because their perceptions of time are manipulated by the design of the casino.</p>
<p>Other features of the casino, including the music, carpeting, and even the air conditioning system, are manipulated to the casino’s advantage. Studies have shown that carpeting is often purposefully jarring to the eyes, which draws customers’ gaze upwards toward the machines on the gambling floor. Music is usually mild and soothing, and plays on a continuous loop rather than individual songs, contributing to a trance-like feeling of warmth and comfort in the gamblers.</p></blockquote>
<p>Choi and Sindhu go on to discuss the use of coercive atmospherics (<a href="http://www.rushkoff.com/blog.php">Douglas Rushkoff</a>&#8216;s term) &#8211; things such as extra oxygen or pheromones pumped into the air &#8211; tactics which clearly <a href="http://www.pherolibrary.com/forum/showthread.php?t=10957">have been tried</a> &#8211; and <a href="http://www.innovations.eu.com/FishWrap/Jan-2004/14.htm">in retail environments</a> as well as casinos. Although <a href="http://www.ratevegas.com/blog/casino_design/">Hunter</a> pointed out in a comment on the <a href="http://www.37signals.com/svn/archives2/the_casino_experience.php">SvN post</a> that extra oxygen is not / no longer widely used by the major casinos, the Commercaire website is no longer online (<a href="http://web.archive.org/web/20040220091750/www.commercaire.com/technology.asp">Wayback copy here</a> &#8211; switch off images if you want to be able to read it!), and Commercaire&#8217;s manufacturers <a href="http://www.pherolibrary.com/forum/archive/index.php/t-10957.html">claim to have withdrawn their &#8216;controversial&#8217; product</a>, if the <a href="http://www.ncalg.org/Library/Bulletins/BOB%20V2N3%20May%2004.pdf">results claimed </a> [PDF link] &#8211; 42% increase in casino revenues &#8211; are real, then one might suspect the company has simply changed the way it markets the product (as <a href="http://www.spitting-image.net/archives/007084.html">the &#8216;Spitting Image&#8217; blog suggests here</a>).</p>
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		<title>The Terminal Bench</title>
		<link>http://architectures.danlockton.co.uk/2007/07/06/the-terminal-bench/</link>
		<comments>http://architectures.danlockton.co.uk/2007/07/06/the-terminal-bench/#comments</comments>
		<pubDate>Fri, 06 Jul 2007 00:03:12 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Architecture]]></category>
		<category><![CDATA[Architecture & urbanism]]></category>
		<category><![CDATA[Bad profits]]></category>
		<category><![CDATA[Ballardian]]></category>
		<category><![CDATA[Benches]]></category>
		<category><![CDATA[Britain]]></category>
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		<category><![CDATA[Design philosophy]]></category>
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		<category><![CDATA[London]]></category>
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		<category><![CDATA[Norms]]></category>
		<category><![CDATA[Philosophy of control]]></category>
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		<category><![CDATA[Retail]]></category>
		<category><![CDATA[Shopping]]></category>
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		<description><![CDATA[Mags L Halliday &#8211; author of the Doctor Who novel History 101 &#8211; let me know about an &#8216;interesting&#8217; design tactic being used at Heathrow&#8217;s Terminal 5. From the Guardian, by Julia Finch: Flying from the new Heathrow Terminal 5 and facing a lengthy delay? No worries. Take a seat and enjoy the spectacular views [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.danlockton.co.uk/research/images/heathrow1.jpg" alt="Heathrow: Skyport for the Seventies" /></p>
<p><a href="http://magslhalliday.co.uk/">Mags L Halliday</a> &#8211; author of the Doctor Who novel <em><a href="http://magslhalliday.co.uk/novels/h101-index.htm">History 101</a></em> &#8211; let me know about an &#8216;interesting&#8217; design tactic being used at <a href="http://en.wikipedia.org/wiki/London_Heathrow_Airport#Terminal_5">Heathrow&#8217;s Terminal 5</a>. From the <a href="http://arts.guardian.co.uk/art/news/story/0,,2103884,00.html"><em>Guardian</em>, by Julia Finch</a>:</p>
<blockquote><p>Flying from the new Heathrow Terminal 5 and facing a lengthy delay? No worries. Take a seat and enjoy the spectacular views through the glass walls: Windsor castle in one direction; the Wembley Arch, the London Eye and the Gherkin visible on the horizon in the other.</p>
<p>But you had better be quick, because the vast Richard Rogers-designed terminal, due to open at 4am on March 27 next year, has only 700 seats. That&#8217;s much less than two jumbo loads, in an airport designed to handle up to 30 million passengers a year.</p>
<p>There will be more chairs available but they will be inside cafes, bars and restaurants. Taking the weight off your feet will cost at least a cup of coffee.</p></blockquote>
<p>I suppose we should have expected this. If they weren&#8217;t actually going to remove the seats, they&#8217;d have used <a href="http://www.google.co.uk/search?q=site%3Aarchitectures.danlockton.co.uk+bench">uncomfortable benches</a> instead. In itself, it&#8217;s maybe not quite as manipulative as the <a href="http://architectures.danlockton.co.uk/2007/06/15/deliberately-creating-worry/">café deliberately creating worry to get customers to vacate their seats</a> that we looked at a few days ago, but as <a href="http://architectures.danlockton.co.uk/2007/06/15/deliberately-creating-worry/#comment-68599">Frankie Roberto commented</a>, &#8220;airports seem to be a fairly unique environment, and one that must be full of architectures of control.&#8221; </p>
<p><img src="http://www.danlockton.co.uk/research/images/heathrow2.jpg" alt="Heathrow: Skyport for the Seventies" /></p>
<p>Nevertheless, aside from the more obvious control elements of airport architecture &#8211; from <a href="http://architectures.danlockton.co.uk/2006/10/28/preventing-baggage-trolleys-going-down-the-escalator/">baggage trolley width restrictors</a> to the <a href="http://blog.phishme.com/2007/06/airport-security-i%e2%80%99m-pretty-sure-i-can-produce-3oz%e2%80%99s-if-liquids-or-gels-while-in-flight/">blind enforcement of arbitrary regulations</a>, the retailers themselves are keen to make the most of this unique environment and the combination of excitement, stress, tiredness, and above all, <em>confinement</em>, which the passengers are undergoing: </p>
<blockquote><p>The new terminal may have been heralded as a &#8220;cathedral to flight&#8221;, but with 23,225 sq metres (250,000 sq ft) of retail space, the equivalent of six typical Asda stores, it is actually going to be a temple to retail. Heathrow may be packed with shops, but when the £4.2bn Terminal 5 opens the airport&#8217;s total shopping space will increase by 50% overnight.</p>
<p>&#8230;</p>
<p>After security, two banks of double escalators will transport potential shoppers into a 2,787 sq metre (30,000 sq foot) World Duty Free store&#8230; Mark Riches, managing director of WDF, believes his new superstore has the best possible site to part passengers from their cash: &#8220;About 70% of passengers will come down those escalators&#8221;, he said, &#8220;and we will be ready&#8221;.</p>
<p>He recognises he has a captive audience: <strong>&#8220;If we can&#8217;t sell to people who can&#8217;t leave the building, then there&#8217;s something wrong with us&#8221;</strong>.</p>
<p>Mr Riches, a former Marks &#038; Spencer executive, is planning &#8220;to put the glamour back into airport retailing&#8221; with plans for gleaming cosmetics counters and a central area reserved for beauty services such as manicures.</p>
<p>&#8220;We are moving away from just selling stuff to providing services. This should be real theatre,&#8221; he said.</p>
<p>He is also planning what he calls &#8220;contentainment&#8221; &#8211; the music will change according to where you are in the shop and a 14-metre-long &#8220;crystal curtain&#8221; &#8220;bigger than a double decker bus and thinner than a calculator&#8221; will show videos, advertising and sports events.</p></blockquote>
<p><img src="http://www.danlockton.co.uk/research/images/heathrow3.jpg" alt="Heathrow: Skyport for the Seventies" /></p>
<p>Everything about this story &#8211; from the location itself out on the bleak badlands between the M25 and A30, to the way the customers are coerced, channelled, mass-entertained and exploited, to the odd hyperbolic glee of Mr Riches&#8217; visions for his mini-empire &#8211; seems to scream <a href="http://www.ballardian.com">J G Ballard</a>. If <em><a href="http://www.ballardian.com/biblio-kingdom-come">Kingdom Come</a></em> hadn&#8217;t riffed off the <a href="http://en.wikipedia.org/wiki/Bentalls">Bentall</a> <a href="http://metrocentre.wordpress.com/2007/06/19/the-metro-centre-needs-you/">Centre</a>, it could surely have been about a Terminal 5.</p>
<p>Back to the practical aspects: the deliberate removal of public seating to force passengers to patronise restaurants and cafés is in no way isolated to Heathrow. In a coming post &#8211; also suggested by Mags &#8211; we&#8217;ll look at First Great Western&#8217;s policy of doing this in some of its railway stations, with none of the glitz of Terminal 5 but all of the cold-eyed distaste for the customer.</p>
<p><img src="http://www.danlockton.co.uk/research/images/heathrow4.jpg" alt="Heathrow: Skyport for the Seventies" /></p>
<p><em>Images from a leaflet published by the British Airports Authority, 1970. </em></p>
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		<title>Making exercise cooler</title>
		<link>http://architectures.danlockton.co.uk/2007/07/05/making-exercise-cooler/</link>
		<comments>http://architectures.danlockton.co.uk/2007/07/05/making-exercise-cooler/#comments</comments>
		<pubDate>Thu, 05 Jul 2007 00:23:05 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Brunel]]></category>
		<category><![CDATA[Children]]></category>
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		<description><![CDATA[Main image and above right: Snowdown aesthetic model; below right: Snowdown functional test rig prototype. Snowdown, by Matthew Barnett, is fantastic. Powered by a child exercising, moving the handle, it crushes ice cubes and compacts them to make snowballs. There are a lot of kids out there who would very much like one of these, [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.danlockton.co.uk/research/images/snowdown.jpg" alt="Snowdown, by Matthew Barnett" /><br /><em>Main image and above right: Snowdown aesthetic model; below right: Snowdown functional test rig prototype.</em></p>
<p><strong>Snowdown</strong>, by Matthew Barnett, is fantastic. Powered by a child exercising, moving the handle, it crushes ice cubes and compacts them to make snowballs. There are a lot of kids out there who would very much like one of these, at any time of year &#8211; summer especially. Shown last month at <a href="http://www.madeinbrunel.com/">Made in Brunel</a> &#8211; I hope Matthew finds a way to take the project forward.</p>
<p>Is the requiring-exercise-to-get-a-reward strategy an architecture of control? I think so, and I think this product exemplifies why and how it is possible to use &#8216;control&#8217; for the benefit of the user. Sure, society benefits when children grow up more healthily, but the children (and their parents) also benefit. And Snowdown actively <em>rewards</em> the user for his or her effort.</p>
<p>We&#8217;ve seen this thinking, specifically regarding encouraging exercise, embodied before on the blog in two products, as far as I can remember: <a href="http://architectures.danlockton.co.uk/?page_id=6#Square-Eyes">Gillian Swan&#8217;s <strong>Square-Eyes</strong></a> (also from Brunel), and, of course, the <a href="http://www.theentertrainer.com/"><strong>Entertrainer</strong></a>. Both of these use television as the &#8216;reward&#8217; for exercise &#8211; in the case of Square-Eyes, 100 steps on the special insole equate to 1 minute of TV time (controlled by a base station); with the Entertrainer, the user&#8217;s heart rate is monitored (you can set the level of exercise you want) and the TV&#8217;s <em>volume</em> is controlled, which is an interesting concept: you exercise watching the TV, keeping your heart rate <a href="http://www.theentertrainer.com/cms/content/view/10/25/">within the optimal range</a>:</p>
<blockquote><p>The chest strap heart monitor wirelessly relays your heart rate to the Entertrainer™.  The Entertrainer then determines if your heart rate is within, above, or below your target zone.  If your heart rate is low, the Entertrainer lowers the volume on your television (or other infrared remotely controlled device).  If your heart rate is within the target zone (range), the volume remains at a comfortable level.  If your heart rate is too high, the volume increases. </p></blockquote>
<p>Stanford&#8217;s Captology research group has also investigated exercise-promotion persuasive technology extensively (e.g. <a href="http://credibility.stanford.edu/captology/notebook/archives.new/2004/05/another_shot_at.html">here</a>)  but I&#8217;m not sure to what extent actual &#8216;control&#8217; is involved, as opposed to persuasion through making exercise more attractive/fun.</p>
<p><img src="http://www.danlockton.co.uk/research/images/square-eyes-1.jpg" alt="Square-Eyes by Gillian Swan" />&nbsp;<img src="http://www.danlockton.co.uk/research/images/square-eyes-2.jpg" alt="Square-Eyes by Gillian Swan" /><br /><em>Square-Eyes by <a href="http://www.sharperdesign.co.uk/gillianswan">Gillian Swan</a>, using special insoles and a control unit</em></p>
<p><img src="http://www.danlockton.co.uk/research/images/entertrainer.jpg" alt="Image from theentertrainer.com" /><br /><em>The Entertrainer (image from <a href="http://www.theentertrainer.com/cms/content/view/63/49/">theentertrainer.com</a>)</em></p>
<p>Nevertheless, with all the above examples, the element of control is very much something the user opts into (unless, say, parents were to force their kids to use Square-Eyes or have no TV) rather than having it imposed with no choice. The &#8216;code&#8217; is embedded in the product architecture, but you make a choice to use the product because you <em>want</em> the discipline it can help give you.</p>
<p>And again, Snowdown stands out, since it is <strong>something fun in itself</strong>. Indeed, it may be stretching it to see it as any more a control example than any other children&#8217;s toy which requires exercise (bicycle, trampoline, rollerskates, etc). If I hadn&#8217;t seen Matthew&#8217;s description which specifically highlighted the product&#8217;s ability to promote exercise in children, I probably wouldn&#8217;t have considered it in this light at all. And it&#8217;s perhaps this &#8216;mindless margin&#8217; (to quote <a href="http://www.mindlesseating.org/author_blog.htm">Brian Wansink</a>) of helping yourself while not feeling that you&#8217;re being &#8216;controlled&#8217;, which might lie behind positive, successful, ethical, useful applications of architectures of control in design as opposed to the generally anti-user spirit with which the majority are imbued.</p>
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		<title>More educational architectures of control: museums</title>
		<link>http://architectures.danlockton.co.uk/2007/01/30/more-educational-architectures-of-control-museums/</link>
		<comments>http://architectures.danlockton.co.uk/2007/01/30/more-educational-architectures-of-control-museums/#comments</comments>
		<pubDate>Mon, 29 Jan 2007 23:12:39 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Art making a point]]></category>
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		<guid isPermaLink="false">http://architectures.danlockton.co.uk/2007/01/30/more-educational-architectures-of-control-museums/</guid>
		<description><![CDATA[A &#8216;traditional&#8217; museum display cabinet in the Kremlin museum, Moscow. I liked the owl. Two very interesting posts from last week looked at the use of control in museum design &#8211; Frankie Roberto discusses trying to get children (in particular) to learn interactively, and Josh Clark has some thoughts on the way that museum and [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.danlockton.co.uk/research/images/museum_2.jpg" alt="A display case in the Kremlin museum, Moscow" /><br /><em>A &#8216;traditional&#8217; museum display cabinet in the Kremlin museum, Moscow. I liked the owl.</em></p>
<p>Two very interesting posts from last week looked at the use of control in museum design &#8211; <a href="http://www.frankieroberto.com/weblog/729.xhtml">Frankie Roberto</a> discusses trying to get children (in particular) to learn interactively, and <a href="http://beta.bigmedium.com/blog/design-path-of-least-resistance.shtml">Josh Clark</a> has some thoughts on the way that museum and gallery visitors can be encouraged to think more about the work on display.</p>
<p><strong>Slipping information into play</strong></p>
<p>Frankie &#8211; who <a href="http://www.frankieroberto.com/weblog/about.xhtml">works</a> for London&#8217;s Science Museum &#8211; <a href="http://www.frankieroberto.com/weblog/729.xhtml">notes</a> the approach of using interactive games or exhibits with forcing functions to (force?-)feed the user information whilst playing: users are &#8220;surreptitiously slipped educational information whilst they&#8217;re having fun&#8221;:</p>
<blockquote><p>Museums often try to force visitor behaviour in order to achieve learning outcomes, sometimes more successfully than others. A common example of this is a game &#8211; designed to appeal to children &#8211; which has factual text embedded within it. The &#8216;Mobile Mayhem&#8217; game included within our recent <a href="http://www.sciencemuseum.org.uk/antenna/deadringers/">Dead Ringers exhibition</a> is a typical example. The gameplay, essentially about pressing the right buttons at the right time, is bookended by some factual paragraphs about mobile phone recycling. By revealing the content word by word, and making the screens unskippable until the whole paragraph has been displayed, the player is meant to be forced to read the text, and hence to take in the new and educational information.</p></blockquote>
<p><img src="http://www.danlockton.co.uk/research/images/mobilemayhem.png" alt="Mobile Mayhem, from the Science Museum" /><br />
<img src="http://www.danlockton.co.uk/research/images/mobilemayhem2.png" alt="Mobile Mayhem, from the Science Museum" /><br /><em>The Mobile Mayhem game, from the Science Museum&#8217;s <a href="http://www.sciencemuseum.org.uk/antenna/deadringers/">Dead Ringers exhibition</a> website. In the screen shown in the first image, educational text appears word by word, forcing the reader to read it (or at least wait for it to be revealed) before proceeding to the actual game.</em></p>
<p>The word by word revealing of text is familiar from so many indistinguishable <a href="http://sethgodin.typepad.com/seths_blog/2007/01/really_bad_powe.html">Powerpoint presentations</a> (usually accompanied by that awful typewriter noise, of course), and seeing it used in a &#8216;control&#8217; context makes me wonder how many speakers/lecturers/managers intentionally (even if subconsciously) reveal their dull text or bullet points word by word so that the audience is forced to stick with the information in the order it&#8217;s presented and not read (or think) ahead? I&#8217;ve had a few teachers and lecturers in my time who used a bit of paper to cover up parts of OHP transparencies they didn&#8217;t want us to read yet, in the hope that we&#8217;d pay more attention to what they were saying, and I remember how much that used to irritate me (I <em>like</em> reading ahead!), but I understand why they did it.</p>
<p>Relating back to my recent look at <a href="http://architectures.danlockton.co.uk/2007/01/21/education-forcing-functions-and-understanding/"><strong>forcing functions in textbooks</strong></a>, Frankie makes the point that:</p>
<blockquote><p>The problem is, of course, that it&#8217;s not that difficult to ignore the education and just focus on the game&#8230; it&#8217;s pretty impossible for software to actually evaluate educational &#8216;understanding&#8217;, and so attempting to force can be somewhat disingenuous.</p></blockquote>
<p>[As an aside - and this is something I really should develop in a separate post - there does, equally, come a point where <em>our</em> understanding of how <em>other people</em> understand ideas and concepts makes a one size-fits-all evaluation very difficult. I expect someone has done a study like this (I do hope so - I'd love to read it), but wouldn't it be fascinating to find out whether certain ways of understanding (or visualising) certain concepts help certain people think laterally and draw conclusions that others have missed? For example, this is <a href="http://blog.sciam.com/index.php?title=richard_feynman_perceived_letters_in_col">Richard Feynman</a>, in 'It's as Simple as One, Two, Three':</p>
<blockquote><p>When I see equations, I see the letters in colors - I don't know why. As I'm talking, I see vague pictures of Bessel functions... with light-tan <em>j</em>s, slightly violet-bluish <em>n</em>s and dark brown <em>x</em>s flying around. And I wonder what the hell it must look like to the students.</p></blockquote>
<p>I first noted that quote down a few years ago when reading a collection of Feynman's essays, as I'd always had the same kind of very mild grapheme-colour syn&#230;sthesia that the quote implies, but I wonder whether the phenomenon actually <em>helped</em> Feynman structure mentally and remember mathematical concepts? And can we learn from it in designing educational systems? Anyway, I'll come back to that idea in a future, more relevant, post!]</p>
<p><strong>Encouraging visitors to think</strong></p>
<p><img src="http://www.danlockton.co.uk/research/images/gallery1.jpg" alt="Beldam Gallery, Uxbridge, 2002" />&nbsp;<img src="http://www.danlockton.co.uk/research/images/gallery2.jpg" alt="The Foundry, London, 2006" /><br /><em>Left: When issued with a booklet explaining artwork on display, many visitors walk around reading this before forming their own impressions of the work. This is an <a href="http://216.239.59.104/search?q=cache:luZglwBl86wJ:cms.brunel.ac.uk/about/pubfac/artscentre/oldexhibitions+%22visual+thinking&#038;strip=1">exhibition</a> at Uxbridge&#8217;s Beldam Gallery in 2002. Right: Displaying work with </em>no<em> explanatory text, captions or booklets compels visitors to make their own judgments and form their own interpretations of the work (or ignore it, but that&#8217;s something of a judgment in itself). This is <a href="http://nervoussquirrel.com/">Dave Cranmer&#8217;s Pixelly Paintings</a> at <a href="http://www.foundry.tv/">the Foundry</a>, London, in 2002.</em> </p>
<p><a href="http://beta.bigmedium.com/blog/design-path-of-least-resistance.shtml">Josh&#8217;s post</a> argues that many museums and galleries would better fulfil their educational and inspirational potential if they encouraged visitors to think more about what they are looking at, rather than spoon-feeding them information and an &#8216;established&#8217; opinion &#8211; especially pertinent to art:</p>
<blockquote><p>My wife Ellen is an art historian and a professional museumgoer. She tells me that museum visitors commonly spend more time reading wall texts than looking at the art&#8230; It’s a law of interface behavior that users will always follow the path of least resistance. Looking at art is hard. Many find it intimidating, unfamiliar, uncomfortable. It’s easier to read wall text, go shopping or listen to audio commentary than it is to actually face down the work itself.</p>
<p>The interface is broken.</p>
<p>The support materials should be less prominent. What a work “means” or why it’s “important” is second-order information. The important experience is simply to look at the work, to absorb its sensual impact. Respond to it, rather than study it like a schoolbook. For lots of visitors, though, the support materials seem to distract, reducing the time that visitors take to reflect on the works.</p>
<p>The design question: How do you get people to consider the art instead of plunging into its documentation?</p></blockquote>
<p>As Josh notes, <a href="http://www.37signals.com/svn/archives2/titles_and_the_typical_museum_experience.php">there are designers who think entirely the opposite</a>, and long for more structured lead-ins in galleries, with the artwork&#8217;s title and rationale defined clearly up-front. (The always-interesting David Friedman <a href="http://www.ironicsans.com/2007/01/idea_paintings_of_descriptions.html">subverts the concept further</a>.)</p>
<p>I can see both points of view. When I was very young I used to get frustrated visiting &#8216;traditional&#8217; museums that really interested me (mostly motor museums and those with technology) because there was rarely a pre-defined route around them, and I wanted to see <em>everything</em>. When you&#8217;re a little kid, zig-zagging across a room from one side to the other to make sure you don&#8217;t miss anything out can be difficult, especially when every other visitor is much taller than you and the room seems intimidatingly large. I remember thinking how a museum with displays only along one wall, so that you had to look at them in a certain order, would be good. Now, of course, I would tend to see that as excessive control, and want to be able to miss out things that don&#8217;t interest me, and indeed, form my own interpretations of what&#8217;s on display.  </p>
<p>Josh goes on to give the example of a fairly simple compromise which both allows the visitor to form his or her own interpretations of the work, and to read interpretations if desired: </p>
<blockquote><p>I think that it would be better to make wall text <em>less</em> prominent, encouraging visitors to spend their time with the art instead.</p>
<p>The modern art museum in Paris, the <a href="http://www.centrepompidou.fr/">Centre Pompidou</a>, uses an architecture of control that does just that. Each gallery has a stand with a set of cards offering commentary on the works in the gallery. The wall text is limited only to title, artist and materials. The behavior of museumgoers changes: People walk into the gallery, and spend time with the works. Afterward, those who are curious to learn more go retrieve a card and return to look at the works some more after reading about them.</p>
<p>The educational and background materials are still there, but presented in a way that still encourages people to confront the works first.</p></blockquote>
<p>It&#8217;s interesting that this really does apparently change people&#8217;s behavior. (An alternative might be to have more information under a hinged flap on the wall or a pedestal so that only those who want/feel the need to have an established opinion on the piece end up reading it. Or perhaps even the title, artist and materials could be listed under the flap, so that visitors who want to form entirely independent opinions aren&#8217;t even swayed by the pieces&#8217; titles or the artists&#8217; names.)</p>
<p>Would you feel cheated if you visited an art gallery and there were no interpretation or explanation of the pieces available <em>at all</em>? Before it became so well-known, how many people picked up <em>The Catcher In the Rye</em> (with its <a href="http://members.home.nl/wolthuis/salinger.htm">famously sparse blurb-less covers</a>) from a library shelf and put it back, unable to make a commitment to reading it without having an idea what it was about?</p>
<p>Of course, the argument can shift considerably when the subject is a museum dedicated to educating visitors about the exhibits and why they are important, rather than an art gallery, but the principle that Josh outlines of the visitor interfacing (as it were) directly with the exhibit, whether that&#8217;s a painting (and the interfacing is figuring out one&#8217;s own response to it) or a hands-on science experiment, or anything in between, has a good degree of commonality. The &#8216;middle man&#8217;, the filter of best-fit interpretation drawn up to fit on the standard-size card and fit standard-size opinions, is stripped out.</p>
<p>The Science Museum does a fantastic job of explaining concepts and opening visitors&#8217; eyes to things they actively want to understand, but may never have known how to approach before. It doesn&#8217;t tell them <em>how</em> to think about something, but allows them to find out things they didn&#8217;t know, and thing more about the things they thought they did know. There is a difference. Bristol&#8217;s <em><a href="http://www.exploratory.org.uk/">Exploratory</a></em>, sadly now closed, was immensely inspirational to me as a child: this was somewhere where all learning was through actual interaction with the (mostly physics-based) <s>exhibits</s> <a href="http://www.exploratory.org.uk/philosophy/why_plore.htm">plores</a>.</p>
<p>As we&#8217;ve noted before, much of education is about changing behaviour, even if we define the behaviour we want to change as &#8220;being ignorant&#8221;. Control is one way of attempting to force a change in behaviour, manipulative persuasion is another (<a href="http://architectures.danlockton.co.uk/2007/01/10/shaping-behaviour-part-2/#comment-30895">thanks Toby</a>) but allowing people to learn <strong>because something interests them</strong> cuts out the necessity to use force or deceit. If you can make something interesting, you overcome the resistance.</p>
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		<title>Splitting up articles to increase page views</title>
		<link>http://architectures.danlockton.co.uk/2006/10/10/splitting-up-articles-to-increase-page-views/</link>
		<comments>http://architectures.danlockton.co.uk/2006/10/10/splitting-up-articles-to-increase-page-views/#comments</comments>
		<pubDate>Tue, 10 Oct 2006 08:42:33 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Bad design]]></category>
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		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=137</guid>
		<description><![CDATA[Jason Kottke notes the now-near universal practice of splitting newspaper &#038; magazine articles online into multiple pages: &#8220;&#8230;it&#8217;s some sort of &#8220;best practice&#8221; that we readers let them get away with so they can boost pageviews and advertising revenue at the expense of user experience, but The New Yorker was the last bastion of good [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.danlockton.co.uk/research/images/nextpage.png" alt="Next page" /></p>
<p>Jason Kottke notes the now-near universal practice of <a href="http://www.kottke.org/remainder/06/10/11972.html">splitting newspaper &#038; magazine articles online into multiple pages</a>:</p>
<blockquote><p>&#8220;&#8230;it&#8217;s some sort of &#8220;best practice&#8221; that we readers let them get away with so they can boost pageviews and advertising revenue at the expense of user experience, but The New Yorker was the last bastion of good behavior on this issue and I loved them for it. This is a perfect example of an <a href="http://architectures.danlockton.co.uk">architecture of control in design</a> and <a href="http://www.uninnovate.com/">uninnovation</a>.&#8221;</p></blockquote>
<p>It does ring true: I almost routinely now click on &#8216;print-friendly version&#8217; when reading articles online, regardless of whether I&#8217;m going to be printing them, just so that I get an uninterrupted page without having to wait for a new set of ads and peripheral clutter to load at multiple interruption points while reading the article. It also makes it a lot easier to save a copy (single file) rather than having to save multiple pages. Surely the advantage of reading online is that the page layout need not follow print media&#8217;s restrictions; so long as the article is mostly text it will be quick to download a long page.</p>
<p>Nevertheless, I can see that psychologically, an article which <em>looks</em> shorter may be glanced at by a casual reader &#8211; who may then become interested enough to continue &#8211; whereas one which looks longer may be ignored completely. This may be an additional explanation to the &#8216;increase page views therefore advertising revenue&#8217; intention. I don&#8217;t know.</p>
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		<title>Casino programmable*</title>
		<link>http://architectures.danlockton.co.uk/2006/10/05/casino-programmable/</link>
		<comments>http://architectures.danlockton.co.uk/2006/10/05/casino-programmable/#comments</comments>
		<pubDate>Thu, 05 Oct 2006 16:34:14 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Architecture]]></category>
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		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=134</guid>
		<description><![CDATA[Signal vs Noise talks about the casino experience &#8211; a world awash with designed-in architectures of control, both physical and psychological (and physiological, perhaps), truly environments designed specifically to manipulate and reinforce certain behaviour, from maze-like layouts (intentional route obfuscation &#8211; perhaps even more so than in supermarkets) to the deliberate funnelling of winners past [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.danlockton.co.uk/research/images/casinoroyale.jpg" alt="Part of the cover of a late-60s Pan edition of Casino Royale" /></p>
<p><a href="http://www.37signals.com/svn/archives2/the_casino_experience.php">Signal vs Noise talks about the casino experience</a> &#8211; a world awash with designed-in architectures of control, both physical and psychological (and physiological, perhaps), truly environments designed specifically to manipulate and reinforce certain behaviour, from maze-like layouts (intentional route obfuscation &#8211; perhaps even more so than in <a href="http://architectures.danlockton.co.uk/?p=67"><strong>supermarkets</strong></a>) to the deliberate funnelling of winners past many other places to spend their chips on the way to the cashier&#8217;s window.</p>
<p>While the commenters (including &#8216;Hunter&#8217; who runs <a href="http://www.ratevegas.com/blog/">a blog on casino design</a>) attempt to clarify/debunk some of the more legendary &#8216;casino tricks&#8217; including restricting daylight and pumping extra oxygen onto the floor, it&#8217;s clear that an enormous <a href="http://www.friedmandesign.com/book.html">wealth of expertise</a> has developed over the years to maximise the control of players and thus maximise casinos&#8217; takings.</p>
<p>A couple of months ago, <a href="http://blog.xcott.com/?p=17">Scott Craver</a> mentioned another interesting casino trick: </p>
<blockquote><p>&#8220;This casino had a cell-phone blocker, and of course our conference room would have no wi-fi. Apparently the goal is to attract people to machines and disconnect them from everything else in the world. From the gambling areas you cannot tell if it is day or night. And the way everything was designed to suck people in had all the subtlety of a mousetrap.&#8221;</p></blockquote>
<p>(Despite spending most of my formative years reading the James Bond books over and over again, and being fascinated by Thomas Bass&#8217;s <em><a href="http://www.amazon.co.uk/Newtonian-Casino-Penguin-Press-Science/dp/0140145931/sr=1-1/qid=1160065368/ref=sr_1_1/026-9511541-8623651?ie=UTF8&#038;s=books">The Newtonian Casino</a></em>, I&#8217;ve only ever actually been in one &#8216;proper&#8217; casino, in London, and I spent most of that time watching a friend play blackjack and trying to apply what I could remember from <em><a href="http://www.amazon.co.uk/Bringing-Down-House-Students-Millions/dp/0099468239/sr=1-2/qid=1160065520/ref=sr_1_2/026-9511541-8623651?ie=UTF8&#038;s=books">Bringing Down The House</a></em>, so I&#8217;m not really very familiar with the subject. But it&#8217;s extremely interesting, and worthy of more research &#8211; and comparison with other &#8216;public&#8217; environments.) </p>
<p><em>*Yeah, it&#8217;s a calculated pun!</em></p>
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		<title>&#8216;Secret alarm becomes dance track&#8217;</title>
		<link>http://architectures.danlockton.co.uk/2006/09/28/secret-alarm-becomes-dance-track/</link>
		<comments>http://architectures.danlockton.co.uk/2006/09/28/secret-alarm-becomes-dance-track/#comments</comments>
		<pubDate>Thu, 28 Sep 2006 17:09:32 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[1984]]></category>
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		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=124</guid>
		<description><![CDATA[The Mosquito sound has been mixed (sort of) into a dance track: &#8220;&#8230;the sound is being used in a dance track, Buzzin&#8217;, with secret melodies only young ears can hear. &#8230; Simon Morris from Compound Security said: &#8220;Following the success of the ringtone, a lot of people were asking us to do a bit more, [...]]]></description>
			<content:encoded><![CDATA[<p>The <a href="http://architectures.danlockton.co.uk/?s=mosquito&#038;submit=Go">Mosquito</a> sound has been mixed (sort of) into <a href="http://news.bbc.co.uk/1/hi/wales/south_east/5382324.stm">a dance track</a>: </p>
<blockquote><p>&#8220;&#8230;the sound is being used in a dance track, Buzzin&#8217;, with secret melodies only young ears can hear.</p>
<p>&#8230;</p>
<p>Simon Morris from Compound Security said: &#8220;Following the success of the ringtone, a lot of people were asking us to do a bit more, so we got together with the producers Melodi and they came up with a full-length track.</p>
<p>&#8220;It has two harmonies &#8211; one that everyone can hear and one that only young people can hear.</p>
<p>&#8220;But it works well together or separate,&#8221; he added.&#8221;</p></blockquote>
<p>There&#8217;s a clip linked from the BBC story, or <a href="mms://wm.bbc.net.uk/news/media/news_web/video/40545000/bb/40545855_bb_16x9.wmv">here</a> directly (WMV format). Can&#8217;t say the &#8220;secret melodies&#8221; are especially exciting (and yes, I <em>can</em> hear it!) but I suppose it&#8217;s a clever idea. There could be some interesting <a href="http://en.wikipedia.org/wiki/Steganography">steganographic</a> possibilities, and indeed it could be used for <a href="http://blog.orgday.org/2006/05/25/teen-buzz/#comment-11397">&#8216;cheating in tests&#8217; as Jason Thomas puts it here</a>.</p>
<p>This is the same Simon Morris who&#8217;s <a href="http://architectures.danlockton.co.uk/?p=56"><strong>quoted in an earlier BBC story</strong></a> as saying that teenagers (in general) don&#8217;t have a right &#8220;to congregate for no specific purpose&#8221;, so it&#8217;s interesting to see him getting involved with young peoples&#8217; music. Nevertheless, I can see the dilemma that Compound Security are in: they&#8217;ve created something designed to be unpleasant for teenagers, but are also capitalising on its potential appeal to teenagers. It&#8217;s clever, if rather inconsistent branding practice.</p>
]]></content:encoded>
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		<item>
		<title>Uninnovate &#8211; engineering products to do less</title>
		<link>http://architectures.danlockton.co.uk/2006/09/10/uninnovate-engineering-products-to-do-less/</link>
		<comments>http://architectures.danlockton.co.uk/2006/09/10/uninnovate-engineering-products-to-do-less/#comments</comments>
		<pubDate>Sun, 10 Sep 2006 22:26:15 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Bad design]]></category>
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		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=113</guid>
		<description><![CDATA[Image from uninnovate.com I&#8217;ve just come across a very interesting new blog, uninnovate.com, which focuses on the phenomenon of &#8220;engineering expensive features into a product for which there is no market demand in order to make the product do less.&#8221; The first few posts tackle &#8216;Three legends of uninnovation&#8216; (the iPod&#8217;s copy restrictions, Sony&#8217;s mp3-less [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.danlockton.co.uk/research/images/uninnovate.jpg" alt="Uninnovate.com" /><br /><em>Image from <a href="http://www.uninnovate.com">uninnovate.com</a></em></p>
<p>I&#8217;ve just come across a very interesting new blog, <a href="http://www.uninnovate.com">uninnovate.com</a>, which focuses on the phenomenon of &#8220;<strong>engineering expensive features into a product for which there is no market demand in order to make the product do less</strong>.&#8221; The first few posts tackle &#8216;<a href="http://www.uninnovate.com/2006/09/06/the-legends-of-uninnovation/">Three legends of uninnovation</a>&#8216; (the iPod&#8217;s copy restrictions, Sony&#8217;s mp3-less Walkman, and Verizon&#8217;s rent-seeking on Bluetooth features), <a href="http://www.uninnovate.com/2006/09/07/microsoft-thinks-removing-features-is-44-times-more-urgent-than-fixing-critical-security-holes/">Microsoft&#8217;s priorities</a> (patching DRM flaws vs. security flaws that actually damage users), <a href="http://www.uninnovate.com/2006/09/08/amazon-spends-over-a-year-developing-movie-download-service-then-shackles-it-with-absurd-restrictions-4/">Amazon&#8217;s absurd new Unbox &#8216;service&#8217;</a> and <a href="http://www.uninnovate.com/2006/09/10/trusted-computing-for-cell-phones-debuts-wednesday/">&#8216;Trusted&#8217; computing for mobile phones</a>. The perspective is refreshingly clear: no customer woke up wanting these &#8216;features&#8217;, yet companies direct vast efforts towards developing them. </p>
<p>In a sense the &#8216;uninnovation&#8217; concept is a similar idea to a large proportion of the architectures of control in products I&#8217;ve been examining on this site over the last year, especially <a href="http://architectures.danlockton.co.uk/?cat=18&#038;submit=Go"><strong>DRM</strong></a> and DRM-related <a href="http://architectures.danlockton.co.uk/?p=101"><strong>lock-ins</strong></a>, though with a slightly different emphasis: I&#8217;ve chosen to look at it all from a &#8216;control&#8217; point of view (features are being designed in &#8211; or out &#8211; with the express intention of manipulating and restricting users&#8217; behaviour, usually for commercial ends, but also political or social).</p>
<p><a href="http://www.uninnovate.com/">Uninnovate</a> looks to be a great blog to watch &#8211; not sure who&#8217;s behind it, but the analysis is spot-on and the examples lucidly explained.</p>
]]></content:encoded>
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		<item>
		<title>Some links: miscellaneous, pertinent to architectures of control</title>
		<link>http://architectures.danlockton.co.uk/2006/09/01/some-links-miscellaneous-pertinent-to-architectures-of-control/</link>
		<comments>http://architectures.danlockton.co.uk/2006/09/01/some-links-miscellaneous-pertinent-to-architectures-of-control/#comments</comments>
		<pubDate>Fri, 01 Sep 2006 17:53:49 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[1984]]></category>
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		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=111</guid>
		<description><![CDATA[Ulises Mejias on &#8216;Confinement, Education and the Control Society&#8217; &#8211; fascinating commentary on Deleuze&#8217;s societies of control and how the instant communication and &#8216;life-long learning&#8217; potential (and, I guess, everyware) of the internet age may facilitate control and repression: &#8220;This is the paradox of social media that has been bothering me lately: an &#8216;empowering&#8217; media [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://ideant.typepad.com/ideant/2006/08/confinement_edu.html">Ulises Mejias on &#8216;Confinement, Education and the Control Society&#8217;</a> &#8211; fascinating commentary on <a href="http://architectures.danlockton.co.uk/?p=28"><strong>Deleuze&#8217;s societies of control</strong></a> and how the instant communication and &#8216;life-long learning&#8217; potential (and, I guess, <a href="http://architectures.danlockton.co.uk/?p=93"><strong>everyware</strong></a>) of the internet age may facilitate control and repression:</p>
<blockquote><p>&#8220;This is the paradox of social media that has been bothering me lately: an &#8216;empowering&#8217; media that provides increased opportunities for communication, education and online participation, but which at the same time further isolates individuals and aggregates them into masses —more prone to control, and by extension more prone to discipline.&#8221;</p></blockquote>
<hr />
<p><a href="http://ask.slashdot.org/article.pl?sid=06/08/30/0145228">Slashdot on &#8216;A working economy without DRM?&#8217;</a> &#8211; same debate as ever, but some very insightful comments</p>
<hr />
<p><a href="http://ask.slashdot.org/article.pl?sid=06/08/31/1759252">Slashdot on &#8216;Explaining DRM to a less-experienced PC user&#8217;</a> &#8211; I particularly like SmallFurryCreature&#8217;s <a href="http://ask.slashdot.org/comments.pl?sid=195491&#038;cid=16022303">&#8216;Sugar cube&#8217; analogy</a></p>
<hr />
<p><a href="http://www.copyrightmyths.org/promise">&#8216;The Promise of a Post-Copyright World&#8217; by Karl Fogel</a> &#8211; extremely clear analysis of the history of copyright and, especially, the way it has been presented to the public over the centuries</p>
<hr />
<p>(Via <a href="http://www.boingboing.net/2006/09/01/heartrate_activated_.html">BoingBoing</a>) <a href="http://www.theentertrainer.com/">The Entertrainer</a> &#8211; a heart monitor-linked TV controller: your TV stays on with the volume at a usable level only while you keep exercising at the required rate. Similar concept to Gillian Swan&#8217;s <a href="http://architectures.danlockton.co.uk/?page_id=6#Square-Eyes"><strong>Square-Eyes</strong></a></p>
]]></content:encoded>
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		<item>
		<title>Some interesting aspects of built-in obsolescence</title>
		<link>http://architectures.danlockton.co.uk/2006/09/01/some-interesting-aspects-of-built-in-obsolescence/</link>
		<comments>http://architectures.danlockton.co.uk/2006/09/01/some-interesting-aspects-of-built-in-obsolescence/#comments</comments>
		<pubDate>Fri, 01 Sep 2006 15:21:23 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Arbitrary]]></category>
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		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=110</guid>
		<description><![CDATA[This San Francisco Chronicle review of Giles Slade&#8217;s Made to Break: Technology and Obsolescence in America (which I&#8217;ve just ordered and look forward to reading and reviewing here in due course) mentions some interesting aspects of built-in (planned) obsolescence &#8211; and planned failure &#8211; in technology and product design: &#8220;A new machine that does something [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.danlockton.co.uk/research/images/skip.jpg" alt="A lot of wasted computing power" /></p>
<p>This <em>San Francisco Chronicle</em> <a href="http://www.sfgate.com/cgi-bin/article.cgi?f=/c/a/2006/05/21/RVGGBIP6GP1.DTL&#038;feed=rss.business">review </a> of Giles Slade&#8217;s <em><a href="http://www.amazon.co.uk/exec/obidos/ASIN/0674022033/danlocktoindu-21">Made to Break: Technology and Obsolescence in America</a></em> (which I&#8217;ve just ordered and look forward to reading and reviewing here in due course) mentions some interesting aspects of built-in (planned) obsolescence &#8211; and planned failure &#8211; in technology and product design:<br />
<span id="more-110"></span></p>
<blockquote><p>&#8220;A new machine that does something different (the PC), or adds new capability (cell phone versus land line) or adds new features (cell phones with Internet, etc.) is an obvious incentive for a consumer to replace the old machine. But besides the apparent progress of the new and improved, there are other factors that encourage consumers to buy and rapidly throw away products.</p>
<p>Changes in style (the annual model change adopted by the auto industry being the best-known example) and appeals to status encouraged by massive advertising are major forms of &#8220;psychological obsolescence,&#8221; specifically designed to create demand for new versions of old and still usable products. But another way of selling new machines at a faster rate is to make sure the old ones break down sooner. This practice of &#8220;death-dating&#8221; is what most people think of when they hear the term &#8220;planned obsolescence.&#8221;</p>
<p>&#8230;</p>
<p>Slade discovered a much earlier instance in a 1932 pamphlet by real estate broker Bernard London, who was arguing in favor of it [planned obsolescence]. The Depression may seem a weird time to propose that things break down as soon as possible, but London was looking at it from the producer&#8217;s standpoint. If people could be induced to replace things sooner, he reasoned, sales and jobs would increase, and the economy would improve. London seemed to want to go so far as to <strong>make planned obsolescence a legal requirement</strong>.</p>
<p>London wasn&#8217;t entirely alone &#8212; there were advocates of all kinds of obsolescence to stimulate the 1930s economy. Slade notes several industries where manufacturers knew how to death-date their technologies, usually with less durable materials, and they did so, with the additional excuse of cutting costs and the price.&#8221;</p></blockquote>
<p>The discussion of the US&#8217;s mounting levels of electronic waste from rapid replacement cycles contains an intriguing aside:</p>
<blockquote><p>&#8220;Things are likely to get much worse in the near future, thanks to better enforcement of the international ban on exporting hazardous waste expected in coming years (<strong>$100 bills taped to the inside of inspected cartons currently help grease this activity</strong>, Slade notes), and especially due to the <strong>FCC-mandated switch to high definition TV</strong> in 2007, which may result in millions of suddenly junked televisions. &#8220;This one-time disposal of &#8216;brown goods&#8217; will, alone, more than double the hazardous waste problem in North America.&#8221;
</p></blockquote>
<p>Are artificial, government-mandated fillips to hardware retailers, such as the HDTV switch noted above, or the <a href="http://www.digitaltelevision.gov.uk/dig_switchover/wtdigswitchover_home.html">analogue TV switch-off in the UK</a>, something we should be worried about, both from an environmental point of view, and as members of the public interested in how our governments&#8217; decisions may be &#8216;influenced&#8217; by certain large businesses?</p>
<p>After all, in the Bernard London case, manufacturing (and R&#038;D and engineering) jobs would have been created or preserved in a time of great need for the US, but in our own age, the millions of new pieces of equipment being shipped from China will provide many fewer direct benefits for the countries whose citizens are cajoled into purchasing them. </p>
<p>See also <a href="http://architectures.danlockton.co.uk/?p=96"><strong>Feature deletion for environmental reasons</strong></a> and <strong><a href="http://architectures.danlockton.co.uk/?page_id=19">Case study: Optimum Lifetime Products</a></strong>.</p>
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		<title>Use of RFID in DRM</title>
		<link>http://architectures.danlockton.co.uk/2006/08/22/use-of-rfid-in-drm/</link>
		<comments>http://architectures.danlockton.co.uk/2006/08/22/use-of-rfid-in-drm/#comments</comments>
		<pubDate>Tue, 22 Aug 2006 08:54:10 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Analog hole]]></category>
		<category><![CDATA[Audio]]></category>
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		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=102</guid>
		<description><![CDATA[Via Dave Farber&#8217;s Interesting People, a brief New Scientist article outlines Sony&#8217;s continuing obsession with restricting and controlling its customers (the last one didn&#8217;t go too well): &#8220;A patent filed by Sony last week suggests it may once again be considering preventing consumers making &#8220;too many&#8221; back-up copies of its CDs&#8230; Sony&#8217;s latest idea is [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.danlockton.co.uk/research/images/microwaved_cd.jpg" alt="A CD with its functionality destroyed using GHz-range radio frequencies" /></p>
<p>Via Dave Farber&#8217;s <a href="http://www.interesting-people.org/"><em>Interesting People</em></a>, a brief <a href="http://www.newscientisttech.com/channel/tech/dn9728.html"><em>New Scientist article</em></a> outlines Sony&#8217;s continuing obsession with restricting and controlling its customers (<a href="http://www.eff.org/IP/DRM/Sony-BMG/">the last one didn&#8217;t go too well</a>):</p>
<blockquote><p>&#8220;A patent filed by Sony last week suggests it may once again be considering preventing consumers making &#8220;too many&#8221; back-up copies of its CDs&#8230;</p>
<p>Sony&#8217;s latest idea is to place a piece of monitoring hardware inside the CD. Its patent suggests embedding a radio-frequency ID chip that could be interrogated wirelessly by a PC or CD player. The chip would record the number of times the disc was copied and prevent further recordings once it reached the limit. The device could also be fitted to DVDs. Whether Sony will turn the patent idea into reality remains to be seen.&#8221;</p></blockquote>
<p><span id="more-102"></span><br />
Of course this will require new CD players and CD-ROM drives with the ability to read, write to and act on the signal from the RFID chip &#8211; which means its impact may not be very significant. </p>
<p>It&#8217;s not clear whether the &#8220;permitted&#8221; copies have to be made onto &#8220;chipped&#8221; Sony-authorised discs (otherwise the technology seems rather pointless, as people will just make copies of the un-protected copies instead of repeated copies of the original) &#8211; if this <em>is</em> the case, then is this not just a sly &#8220;razor blade model&#8221; or &#8220;PRM&#8221; (in <a href="http://www.freedom-to-tinker.com/?p=1053">Ed Felten&#8217;s phrase</a>) attempt to make Sony CD-writers require the purchase of Sony chipped blank CDs in order to copy music? </p>
<p>And would this break the <a href="http://en.wikipedia.org/wiki/Rainbow_Books">Orange Book standard</a> for CD-Rs?</p>
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		<title>Feature deletion for environmental reasons</title>
		<link>http://architectures.danlockton.co.uk/2006/07/27/feature-deletion-for-environmental-reasons/</link>
		<comments>http://architectures.danlockton.co.uk/2006/07/27/feature-deletion-for-environmental-reasons/#comments</comments>
		<pubDate>Thu, 27 Jul 2006 09:38:41 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Britain]]></category>
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		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=96</guid>
		<description><![CDATA[From the Sunday Times, &#8216;Standby buttons face axe to curb energy waste&#8217;: &#8220;Ministers want to do away with the standby buttons that allow [users] to flick their TVs and other electronic gadgets on and off while moving barely a muscle&#8230; Figures&#8230; show that gadgets left unnecessarily on standby or connected to chargers squander electricity worth [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.danlockton.co.uk/research/images/powerbutton.jpg" alt="A power button, well-used in this case" /></p>
<p>From the Sunday Times, <a href="http://www.timesonline.co.uk/article/0,,2087-2261983,00.html">&#8216;Standby buttons face axe to curb energy waste&#8217;</a>: </p>
<blockquote><p>&#8220;Ministers want to do away with the standby buttons that allow [users] to flick their TVs and other electronic gadgets on and off while moving barely a muscle&#8230; <span id="more-96"></span></p>
<p>Figures&#8230; show that gadgets left unnecessarily on standby or connected to chargers squander electricity worth £740m each year and are responsible for 4m tonnes of excess carbon dioxide emissions each year.</p>
<p>The biggest culprits are not televisions but stereo systems, responsible for £290m of wasted energy, followed by video recorders, £175m, televisions, £88m, games consoles, £70m, computer monitors, £41m, DVD players, £19m, and set-top boxes, £11m. Mobile phone chargers left plugged in unnecessarily waste £47m of electricity each year, enough to supply 66,000 homes.</p>
<p>The government has rejected one proposal, from the energy company Scottish Power, that standby buttons on existing electrical products be removed or disabled. But it will work with manufacturers to &#8216;design out&#8217; standby buttons from new products&#8230; One likely recommendation for some products is that they be designed to switch themselves off.&#8221;</p></blockquote>
<p>This seems a fairly sensible application of control within the design process, with the &#8216;feature deletion&#8217; being done to fulfil socially beneficial intentions rather than <a href="http://architectures.danlockton.co.uk/?p=85"><strong>purely commercial</strong></a> ones. The less energy devices use, the less money the customer spends on electricity, as well as reducing the environmental impact. </p>
<p>Nevertheless, <strong>there are millions of people for whom a standby button is a very useful &#8211; or even essential &#8211; design feature</strong>. If you&#8217;re confined to bed, or a static chair for most of your day, whether through disability, long-term illness or simply age, that remote control button (on the TV, radio or even the room lighting) is a godsend. One would hope that from an inclusive design point of view, there will still be such devices available, and &#8211; if I&#8217;m honest &#8211; I think they should still be available to everybody, if desired. There should be no need to &#8216;prove&#8217; disability in order to buy a TV with a remote control standby function.</p>
<p>An alternative is, of course, a remote control/standby system that doesn&#8217;t use anywhere near so much power when the device is on standby. <a href="http://www.doctorenergy.co.uk/acatalog/INTELLIGENT_EXTENSIONS.html">A clever range of current-limiting gang sockets are already available</a> which detect the amount of current a device actually needs to draw when on standby, and limits that which it can draw to precisely that. Alternatively, we might design products so the &#8216;standby&#8217; signal from the remote control is intercepted by an entirely separate, DC circuit, maybe battery-powered and drawing a minuscule current, which then switches the mains on and off using a relay when required.</p>
<p>The government proposals are &#8211; on the face of it &#8211; <em>largely</em> a rare case of a &#8216;win-win&#8217; architecture of control (see <a href="http://architectures.danlockton.co.uk/?page_id=8"><strong>diagram</strong></a>), though of course we need to consider the effects of the manufacture and distribution of so many millions more products (and probably, the disposal of the old ones). If we argue that this would have happened anyway (which is surely true) then the effect will be better than if the replacement devices had no environmental considerations going into their design, but this is the kind of situation where a full life-cycle analysis would be very useful.</p>
<p>See also <a href="http://architectures.danlockton.co.uk/?page_id=19"><strong>Case study: Optimum lifetime products</strong></a>.</p>
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		<slash:comments>6</slash:comments>
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		<title>ABC wants to disable fast-forwarding on digital video recorders</title>
		<link>http://architectures.danlockton.co.uk/2006/07/08/abc-wants-to-disable-fast-forwarding-on-digital-video-recorders/</link>
		<comments>http://architectures.danlockton.co.uk/2006/07/08/abc-wants-to-disable-fast-forwarding-on-digital-video-recorders/#comments</comments>
		<pubDate>Sat, 08 Jul 2006 18:01:14 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Arbitrary]]></category>
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		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=85</guid>
		<description><![CDATA[Via BoingBoing: ABC Looks Beyond Upfront To DVR, Commercial Ratings Issues (needs you to sign in &#8211; use username &#8216;wasteoftime&#8217;, password &#8216;wasteoftime&#8217;): &#8220;ABC HAS HELD DISCUSSIONS ON the use of technology that would disable the fast-forward button on DVRs, according to ABC President of Advertising Sales Mike Shaw, with the primary goal to allow TV [...]]]></description>
			<content:encoded><![CDATA[<p>Via <a href="http://www.boingboing.net/2006/07/07/abc_wants_to_disable.html">BoingBoing</a>: </p>
<p><a href="http://publications.mediapost.com/index.cfm?fuseaction=Articles.showArticle&#038;art_aid=45264">ABC Looks Beyond Upfront To DVR, Commercial Ratings Issues</a> (needs you to sign in &#8211; use username &#8216;wasteoftime&#8217;, password &#8216;wasteoftime&#8217;):</p>
<blockquote><p>&#8220;ABC HAS HELD DISCUSSIONS ON the use of technology that would disable the fast-forward button on DVRs, according to ABC President of Advertising Sales Mike Shaw, with the primary goal to allow TV commercials to run as intended.</p>
<p>&#8230;</p>
<p>Shaw also threw cold water on the idea that neutering the fast-forward option would result in a consumer backlash. He suggested that consumers prefer DVRs for their ability to facilitate on-demand viewing and not ad-zapping&#8211;and <strong>consumers might warm to the idea that anytime viewing brings with it a tradeoff in the form of unavoidable commercial viewing.</strong></p>
<p>&#8220;I&#8217;m not so sure that the whole issue really is one of commercial avoidance,&#8221; Shaw said. &#8220;It really is a matter of convenience&#8211;so you don&#8217;t miss your favorite show. And quite frankly, we&#8217;re just training a new generation of viewers to skip commercials because they can. I&#8217;m not sure that the driving reason to get a DVR in the first place is just to skip commercials. I don&#8217;t fundamentally believe that. <strong>People can understand in order to have convenience and on-demand (options), that you can&#8217;t skip commercials.</strong>&#8220;</p></blockquote>
<p>It&#8217;s hardly worth commenting on this (without going off on a rant), except to note that <a href="http://architectures.danlockton.co.uk/?p=61"><strong>maybe he should be talking to Philips</strong></a>&#8230;</p>
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		<title>Neuros: &#8216;Freedom by Design&#8217;</title>
		<link>http://architectures.danlockton.co.uk/2006/07/05/neuros-freedom-by-design/</link>
		<comments>http://architectures.danlockton.co.uk/2006/07/05/neuros-freedom-by-design/#comments</comments>
		<pubDate>Wed, 05 Jul 2006 21:58:06 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
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		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=84</guid>
		<description><![CDATA[Following on from the last post about the Neuros MPEG4 recorder, looking on the Neuros website reveals something pretty unusual for a company involved in consumer product design &#8211; a clear statement of design philosophy, &#8216;What do we stand for?&#8217; that&#8217;s heavy on content and light on vague rhetoric: &#8220;Your Digital Rights and Why They’re [...]]]></description>
			<content:encoded><![CDATA[<p>Following on from the last post about the <a href="http://architectures.danlockton.co.uk/?p=83"><strong>Neuros MPEG4 recorder</strong></a>, looking on the Neuros website reveals something pretty unusual for a company involved in consumer product design &#8211; a clear statement of design philosophy, <a href="http://www.neurosaudio.com/press/freedom.asp">&#8216;What do we stand for?&#8217;</a> that&#8217;s heavy on content and light on vague rhetoric:</p>
<blockquote><p>&#8220;<strong>Your Digital Rights and Why They’re Important to You</strong></p>
<p>Throughout the history of technology, Hollywood has fought innovation at every turn. Even technologies that benefit the studios, and that we take for granted, exist only because someone fought the studios for their very existence</p>
<p>&#8230; </p>
<p>The more such legislation [e.g. Analog Hole Bill] gets passed, the less innovation consumers will see, and the fewer options you will have for enjoying your content</p>
<p>&#8230;.</p>
<p>There are two opposing forces at odds here. On the one hand, there are exciting new technologies that offer more and more choices for consumers to access and enjoy digital media when and where they want it. On the other, there is Big Media and a few of its powerful allies working behind the scenes to limit consumer choices to when and where they want it. How this all plays out will depend on how the rest of us respond in the coming days, weeks and months.&#8221;</p></blockquote>
<p>The statement even exhorts customers to get involved with the <a href="http://www.eff.org/">EFF</a> and to get in touch with their elected representatives, which is again a great initiative. </p>
<p>This is just the kind of intelligent engagement by product designers &#038; engineers with the political implications of &#8211; and influences on &#8211; their work for which I&#8217;ve been looking throughout the &#8216;Architectures of Control&#8217; project. Whether it meets the kind of criteria proposed by Jennie Winhall&#8217;s &#8216;<a href="http://architectures.danlockton.co.uk/?p=63"><strong>Is Design Political?</strong></a>&#8216;, I don&#8217;t know, but by standing up for users&#8217; rights in such an open and frank way, and indeed structuring its business around that philosophy, Neuros seems a lot closer to real user-centred design than the <a href="http://chittahchattah.blogspot.com/2006/06/here-we-go-again-being-all-responsible.html">vague waffle </a>so often promulgated as such.</p>
<p>Impressive.</p>
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		<title>EFF: Another Endangered Gizmo &#8211; the Neuros MPEG4 Recorder 2</title>
		<link>http://architectures.danlockton.co.uk/2006/07/05/eff-another-endangered-gizmo-the-neuros-mpeg4-recorder-2/</link>
		<comments>http://architectures.danlockton.co.uk/2006/07/05/eff-another-endangered-gizmo-the-neuros-mpeg4-recorder-2/#comments</comments>
		<pubDate>Wed, 05 Jul 2006 21:31:26 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Analog hole]]></category>
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		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=83</guid>
		<description><![CDATA[Image adapted from Neuros website Via EFF DeepLinks, details of the Neuros MPEG4 Recorder 2, a product specifically designed to allow users to break through the arbitrary architectures of control imposed by other video devices and formats, and hence make the most of the content you own: &#8220;[It] digitizes analog video output and records it [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.danlockton.co.uk/research/images/neuros_1.gif" alt="Neuros diagram" /><br /><em>Image adapted from <a href="http://www.neurosaudio.com/store/product.asp?catalog%5Fname=DigitalInnovationsCatalog&#038;product%5Fid=4030200&#038;keyword=psp&#038;searchcat=products&#038;cookie%5Ftest=1">Neuros website</a></em></p>
<p>Via <a href="http://www.eff.org/deeplinks/archives/004778.php">EFF DeepLinks</a>, details of the Neuros MPEG4 Recorder 2, a product specifically designed to allow users to break through the arbitrary architectures of control imposed by other video devices and formats, and hence make the most of the content you own:</p>
<blockquote><p>&#8220;[It] digitizes analog video output and records it to a CF card or a memory stick in MPEG4 format. The video can then be put on your computer, burned to DVD, moved to your video iPod, or slotted right into your Sony PSP. You can also output video to a display device from the R2.</p>
<p>In turn, the R2 helps you make legitimate use of your media and lawfully escape DRM restrictions&#8230;</p>
<p>    * Free your recorded TV content: TiVo and other PVRs restrict moving recorded video to other devices. The DMCA limits removing these DRM locks, and, if the broadcast flag proposal passes, these restrictions will get even worse. Regardless, you can lawfully use the R2 to create a DRM-free copy, recording straight from your TV or TiVo.</p>
<p>    * Free your DVDs: DVD ripping software is widely available, but using it to rip a film to your computer and video iPod may violate the DMCA. The R2 gives you a legal (albeit more cumbersome) alternative. Similarly, though region-free DVD players are available, you can use the R2 to help create a region-free copy of the movie itself.</p>
<p>    * Free your VHS tapes: You&#8217;ve probably faced the unhappy choice between rebuying your VHS collection on DRM-restricted DVDs or lugging around a legacy player. The R2 helps you liberate your movies from their VHS chains.&#8221;</p></blockquote>
<p>Of course, the R2 device&#8217;s legality &#8211; as a video <a href="http://architectures.danlockton.co.uk/?page_id=5#analoguehole"><strong>analogue-to-digital converter</strong></a> &#8211; is threatened by proposed US legislation aimed at &#8216;<a href="http://architectures.danlockton.co.uk/?p=31"><strong>plugging the analogue hole</strong></a>&#8216;, hence its &#8216;<a href="http://www.eff.org/endangered/">endangered gizmo</a>&#8216; status applied by the Electronic Frontier Foundation. This would seem to be a case where a device really has been designed with the users&#8217; needs and convenience uppermost in mind, yet it may be ruled out of existence by a legislature which listens more to (certain) corporate lobbying than to its own citizens.</p>
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		<title>&#8216;Labels on digital content should spell out how easy it is to move from gadget to gadget&#8217;</title>
		<link>http://architectures.danlockton.co.uk/2006/06/05/labels-on-digital-content-should-spell-out-how-easy-it-is-to-move-from-gadget-to-gadget/</link>
		<comments>http://architectures.danlockton.co.uk/2006/06/05/labels-on-digital-content-should-spell-out-how-easy-it-is-to-move-from-gadget-to-gadget/#comments</comments>
		<pubDate>Mon, 05 Jun 2006 09:00:30 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Analog hole]]></category>
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		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=76</guid>
		<description><![CDATA[A warning label mockup* The BBC is reporting that the All Party Internet Group (APIG), a cross-party group of MPs, has made some intelligent &#8211; and interesting &#8211; recommendations about explaining DRM more fully to consumers: &#8220;The MPs&#8217; report made several recommendations and called on the Office of Fair Trading hasten the introduction of labelling [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.danlockton.co.uk/research/images/cd_label.jpg" alt="A DRM warning label mockup." /><br /><em>A warning label mockup*</em> </p>
<p>The BBC is <a href="http://news.bbc.co.uk/1/hi/technology/5041684.stm">reporting </a> that the <a href="http://www.apig.org.uk/current-activities/apig-inquiry-into-digital-rights-management.html">All Party Internet Group (APIG)</a>, a cross-party group of MPs, has made some intelligent &#8211; and interesting &#8211; recommendations about explaining DRM more fully to consumers:</p>
<blockquote><p>&#8220;The MPs&#8217; report made several recommendations and called on the Office of Fair Trading hasten the introduction of labelling regulations that would let people know what they can do with music and movies they buy online or offline.</p>
<p><strong>This would ensure that it was &#8220;crystal clear&#8221; to consumers what freedom they have to use the content they are purchasing and what would happen if they do something outlawed by the protection system.</strong></p>
<p>The same labelling systems would also spell out what happened in the event of a maker of DRM technology going bust, if a protection system became obsolete or if gadgets to play the content are replaced.</p>
<p><span id="more-76"></span><br />
&#8230;</p>
<p>The report also called for the makers of DRM systems to be made aware of the consequences of using aggressive copy protection systems [e.g. the Sony-BMG nightmare].&#8221;</p></blockquote>
<p>I wonder what the proposed labelling system will entail? Will it be very simple, or will it need to spell out to consumers the rights the law gives them in order to them point out how this particular DRM&#8217;d CD or download is restricting them? </p>
<p>In short, do we need a programme of educating consumers about their rights before a labelling system will be useful?</p>
<p>The <a href="http://www.openrightsgroup.org/">Open Rights Group</a>&#8216;s <a href="http://strange.corante.com/">Suw Charman</a> is quoted in the BBC story:</p>
<blockquote><p>&#8220;&#8221;The technologies are extending beyond the law they are supposed to uphold.&#8221;</p>
<p>&#8230;</p>
<p>She said that DRM was less about protecting copyright and more about creating a system in which people rent rather than own the media they spend money on.</p>
<p>&#8220;We think people rightly feel that once they buy something, it stays bought,&#8221; she said.&#8221;</p></blockquote>
<p>APIG&#8217;s group secretary is the <a href="http://www.apig.org.uk/apig-officers/earl-of-erroll.html">Earl of Erroll</a>, <a href="http://architectures.danlockton.co.uk/?p=46"><strong>an insightful quote</strong></a> of whose I blogged about a few months ago. It&#8217;s worth repeating in this context, as APIG&#8217;s work here goes some way to remedying the problem he highlights:</p>
<blockquote><p>“If no members of either house know anything about IT, then bureaucrats will take control of our lives, or pretend they can do things they can’t.”</p></blockquote>
<p>Hopefully APIG can continue their work in educating politicians, as well as the public, about the implications of restrictive technology. </p>
<p>*Not owning any DRM&#8217;d music, I used a recent CD purchase, the excellent Great Days of Sail (now <a href="http://www.moomu.com/yozushi/v1.1/listen.html">Yo Zushi</a>) album, for the mockup image. An alternative style of label might be those distributed by <a href="http://www.downhillbattle.org">Downhill Battle</a> and <a href="http://www.magnetbox.com/riaa/">RIAA Radar</a>:</p>
<p><img src="http://www.danlockton.co.uk/research/images/db_label.jpg" alt="Downhill Battle label" /><br />Image from <a href="http://www.downhillbattle.org/">Downhill Battle</a>.</p>
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		<title>High frequency wave files back up again</title>
		<link>http://architectures.danlockton.co.uk/2006/05/31/high-frequency-wave-files-back-up-again/</link>
		<comments>http://architectures.danlockton.co.uk/2006/05/31/high-frequency-wave-files-back-up-again/#comments</comments>
		<pubDate>Wed, 31 May 2006 19:44:17 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
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		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=75</guid>
		<description><![CDATA[They&#8217;re back up (well, the wave files anyway), thanks to the Internet Archive.]]></description>
			<content:encoded><![CDATA[<p><a href="http://architectures.danlockton.co.uk/?p=72"><strong>They&#8217;re back up</strong></a> (well, the wave files anyway), thanks to the Internet Archive. </p>
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