Analog Interactions

Life has been wonderful and busy. As a hobby I’ve recently gotten into physical computing, and now properly armed with an Arduino board and a pile of spare parts from Sparkfun and Radio Shack alike I’ve started kinda hacking electronics and building junk. So far I’ve got nothing impressive to show for my efforts, but I’ve been learning a lot about circuits and resistors and transistors and I find myself uttering things that I never in my life thought I would say. Like, “These 1/6 watt 330 ohm resistors are absolute pussies when it comes to waterboarding. I mean breadboarding.”

But see, here’s the thing. Recently I’ve taken an interest into analog interactions, those things in the physical world that you interact with every day. You know, switches and knobs and dials and levers and the like. Or at least, that you used to interact with everyday, until someone got it in their head that everything needs to be a touch-sensitive computer screen interactive kiosk management database-backed networked system utility Ronald Reagan.

Now, I like touch screens as much as the next guy, but as humans, as physical beings that live in a physical, tangible world, I feel that touch screens are pedantic and insulting to the sophisticated sense of touch that we have developed over millennia. Thus, I’ve grown interested in 19th and early 20th century interactions, from slot machines to cash registers to antique cameras, in order to develop a interaction vocabulary that is more rich, nuanced and tactile than the ones we are currently using.

Yes, I’m looking backward to help us see forward. As the wise James Lileks recently said, “You might want to take a look into that big storehouse we call THE PAST, because it’s full of interesting, useful items.” Indeed, I’m curious about ways to take these old “analog” interactions and apply them to modern digital systems in such a way that the digital experience all but evaporates. All that remains on your interface, your beautiful hardwood interface, is levers, knobs, switches, perhaps a rotary dial. Indeed, the user would be “interacting” with a database-backed networked system, but all they would “experience” would be the physical controls and physical readouts. Like the Wooden Mirror for instance, which is backed by a digital computing mechanism, even though the computer does not constitute the experiential qualities of the interaction.

So that’s what I’m investigating, and that’s why I’m suddenly so interested in Arduino. It’s by far the easiest system available for getting started in physical computing. I can plug in a series of LEDs and push buttons, and in no time at all write a tiny script that tells a microcontroller how to interact with these input and output mechanisms. It’s cool stuff, and it gets me thinking of interactive systems beyond the conventional screen, keyboard and mouse paradigm.

Over the weekend I took a long jaunt through Noe Valley, up Twin Peaks and then down into Dolores. I ducked into an antique store to help jog my inspiration, and soon discovered that nothing in the store cost less than $3,000. There was a painting on the wall priced at $80,000. I took shallow breaths, lest my foul proletariat breath peel the varnishes from the $7,000 end tables.

On my way out I struck up a conversation with Isak Lindenauer, the curator of this fine antique store, and we proceeded to have an hour-long conversation about unconventional turn-of-the-century lamp controls that he has encountered in his profession. He mentioned a lamp switch, put out by the Wirt company in 1906, that featured not one, but two pull-chains, that one could use to adjust the brightness of the bulb. A hundred-year-old dimmer switch. Brilliant.

On Sunday I went on a 20-mile bike ride, headed south and then west past Stern Grove and Lake Merced, and taking the Ocean Highway north back to more familiar territory. I stopped at a coffee shop and struck up a conversation with an old-timer, on account of my “I’ve Been To Duluth” shirt. He was fascinated by the incredible innovation of mechanical engineers during the 19th century, and so our conversation covered the wide expanse of steam engines and books of pressure calculations. Once again the topic of interactivity came up, and we discussed railroad circuitry and analog computing machines and other technologies that seemed to come before their time.

I’m no expert on these matters, but I believe that when two random encounters in rapid succession both lead to invigorating conversations about a subject that you were already jamming on, that this is indicative that you are, dare we say, onto something.

Why Today Was Awesome (a list)

Drove across the Golden Gate Bridge with Chris and John.

Saw houseboats.

Saw redwoods.

Ate a tasty smoked turkey and pesto sandwich.

Hiked around Point Reyes.

“Hipsters in the woods.”

Ran down a hill leaping off jumps, pretending I was on a dirt bike.

Photographed tiny flowers.

Saw a quail.

Climbed an enormous eucalyptus tree.

Played in the sand.

Dug tunnels in the sand.

Saw a whale.

Saw another whale.

Watched a crow try to steal away with a small child.

Smelled kelp.

Played with kelp.

Popped kelp.

Broke open kelp.

Dragged around heavy piles of kelp.

Bullwhip Kelp: nature’s beer bong.

Had a little too much fun playing with kelp.

Poked a jellyfish.

Got attacked by the ocean.

Took pictures of a snake, getting all up in his grill.

Inhaled a tasty Slushee from Seven’el.

Didn’t get eaten by bears (as we promised Peter).

Drove across the Golden Gate Bridge.

This is the most important thread to ever emerge out of the Internet.

HERE.

Sally and Tommy Are Biking Across Thailand!

And you can watch!

National Park!

Bikes!

Beach!

Sally!

Tommy!

Elephant!

Awesome!

Wow!

Ben And Travis Send The Nose In A Day

Meanwhile, all I’ve done this summer is fly over Yosemite.

In a jet.

Even from there, it looked pretty cool. I couldn’t see these guys from my vantage point 20,000 feet in the air, though, and since they did this a month ago and I flew over Yosemite this weekend and I cannot see back in time when I fly in a plane, we are fortunate that they brought a camera and filmed their exploits.

Yes. You should watch their videos. And probably start doing some pushups in the morning.

Bears! Part 1. Watch it all. Be patient. Don’t skip around.

Bears! Part 2. Ben and Travis recall the past few hours of their day.

El Capitan. “Aid climbing sucks. Aid climbing really sucks bad.”

The Nose In A Day. Travis talks, ten hours into the climb.

The Nose In A Day. Pitch 25. 1:00 in the morning. Spirits low.

The Nose In A Day. Summit. Daylight. Delirium.

Astroman. “That fall is terrifying. And I’ve taken it five times.”

Fairview Dome Attempt. “This is Kill-Ben-And-Travis Weather.”

“The Other Chris”

Huzzah! This morning I published my first post to the Adaptive Path weblog, and people have been stoked on it all day. I’ve been working on designing the iPhone application to go along with the smart.fm learning website, and a large part of my contribution to the project so far has been sketching. Sketching, sketching, sketching.

I talk about it all in the post, but I can summarize it here as well. Smart.fm has a series of awesome learning games, based on heavy research into human psychology, that are designed to help you learn and retain facts. They have totally hit a sweet spot with people trying to learn other languages, and with the iPhone app we wanted to help people continue their learning, any place, any time. Their existing web-based games feature a sort of “flash cards on steroids” rhythm, which turns out to be a great functional description, but a poor metaphor for their actual gamelike feel. Thus, our goal with the iPhone app is to design something that perhaps resembles index cards at its most basic level, but from an experiential standpoint is a hell of a lot more fun.

Interaction Metaphor Explorations

And so, we began exploring metaphors. What makes something fun? What makes something gamelike? Alexa and Dan turned me loose with my sketchbook, and I began brainstorming enormous lists around such concepts as the materiality of the gamespace, the movements people perform to interact with the artifacts in the game, and how to best represent time and progress. I generated dozens and dozens of ideas, drawing inspiration from dollar store games to radio dials to Wooly Willy. Throughout my thought process I roughed these guys out on paper, giving ourselves a constant stream of tangible artifacts to look at, reflect on, believe in, or challenge. I talk about this process a bit more in this video, where I walk through my sketchbook with Chris and John, my fellow summer associates.

From these explorations I brought a few ideas up into a bit more coherence, which I talk about here:

"Your World" Concept

We shared all this work with the client, who is absolutely stoked with it. In their blog post regarding this project they speak of a “super-talented summer associate” who produced some pretty cool visual explorations, but when they say that I wonder if they have me confused with Dave Pederson (a.k.a. “The Other Chris”, a.k.a. “The Mysterious Fourth Intern”).

Again, the thread at the Adaptive Path blog can fill you in on all the details. Needless to day, it is an absolute delight working with the fine folks at Cerego, and it is all thanks to them that we can be so open about our process in designing their iPhone app.

Origami Frogs

origami-frogs

Not to mention knitting graffiti.

Cool stuff.

Proof that the new iPhone has a secret front-facing camera!

Proof that the new iPhone has a secret front-facing camera!

That Apple can activate remotely!

…why else would they tell you to wave your phone around like an idiot?

Meanwhile, back at the farm…

Rock the Garden

I flew back to Minnesota for the weekend to catch Rock the Garden with Kate. We were too busy filling up on beer and wine to catch much of Solid Gold and Yeasayer, but Calexico was a sweet breath of hot desert air blown in from the Great American Southwest. Then, The Decemberists played The Hazards of Love in its entirety, rendering me a weeping ball of blubbery, emotional goo for sixty minutes. They followed it up with a killer encore, which had me trying to reel my jaw back up into my face.

Those cats can play, man. They’re the real deal. Kate proposed we move to Portland because, you know, The Decemberists are from Portland, and I believe she makes a sound argument. Moving to a particular town in order to be closer to your favorite band that otherwise tours nationally on a regular basis makes complete sense.

But.

Last night we (kinda, sorta) invited ourselves over to a dinner party at the Ingman Estate, where our tremendous peals of laughter dared set off car alarms in the street. We discussed such things as Super Fantastic tomatoes, sucker-popping, and a brilliant marketing campaign for propane.

We ate and drank and laughed and talked until the wee hours of the night, and this morning Kate and I woke up bright and early so we could get new iPhones. It’s a good thing we got a head start on the project, because we ended up traveling to three locations and spending four hours getting our plan in shape. Luckily we scored an incredibly helpful representative at the AT&T store, who got us all squared away after an hour of tireless effort.

Kate dropped me off at the Minneapolis airport where I spent a good half-hour going through security, and I made it to San Francisco just in time for a most-experiential ride on the BART. The doors didn’t work properly, the conductor spoke in an awkward and confusing cadence, they rebooted the train computer by shutting off power for a minute, and a homeless fellow panhandled us on the train. Which is mighty bold. Seriously, San Francisco has standards.

I love my job.

Get it while it's cake!