15-01-26 Design of Emergent Interaction Systems the Seattle - - PDF document

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15-01-26 Design of Emergent Interaction Systems the Seattle - - PDF document

15-01-26 Design of Emergent Interaction Systems the Seattle Windshield Pitting Epidemic Suddenly a lot of people started to report that the windshield of their car has been damaged, they reported tiny pit marks in the glass. The


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— Design of Emergent Interaction Systems — — Design of Emergent Interaction Systems —

Suddenly a lot of people started to report that the windshield of their car has been damaged, they reported tiny pit marks in the

  • glass. The episode started on March 23, 1954. On April 14th the

police had logged over 3000 vehicles with pit marks. On April 16th the police logged 64 pitting complaints, and 10 on the 17th, but after that date, not a single further report was received. The police initially suspected vandals, but as the number increased, it soon became evident that this was not the right explanation. Speculations concerning sandflea eggs and atomic fallout from hydrogen bomb tests were spread. However an investigation a few years later determined that the pits had always existed. Influenced by the rumours and spurred by a few initial cases amplified by mass media, people started looking at instead of through their windshields.

the Seattle Windshield Pitting Epidemic

— Design of Emergent Interaction Systems —

Suddenly a lot of people started to report that the windshield of their car has been damaged, they reported tiny pit marks in the

  • glass. The episode started on March 23, 1954. On April 14th the

police had logged over 3000 vehicles with pit marks. On April 16th the police logged 64 pitting complaints, and 10 on the 17th, but after that date, not a single further report was received. The police initially suspected vandals, but as the number increased, it soon became evident that this was not the right explanation. Speculations concerning sandflea eggs and atomic fallout from hydrogen bomb tests were spread. However an investigation a few years later determined that the pits had always existed. Influenced by the rumours and spurred by a few initial cases amplified by mass media, people started looking at instead of through their windshields.

the Seattle Windshield Pitting Epidemic

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— Design of Emergent Interaction Systems —

Design of Emergent Interaction Systems

— Design of Emergent Interaction Systems —

Emergent Interaction Systems

Anders Broberg Department of Computing Science 2015-01-26

— Design of Emergent Interaction Systems —

Emergence

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— Design of Emergent Interaction Systems —

  • The collective or the social context plays a central role
  • An important part of our “decision procedure” utilize our

conception of:

  • the collective
  • other individuals
  • self-conception
  • Knowledge is social construction
  • we unify us around a conception of the truth
  • this “truth” rules our behavior.
  • Learning in this context is a social process, where we humans

interact with the environment to create our own conception.

The Social Animal

— Design of Emergent Interaction Systems —

  • We think with help of our environment.
  • Reminds us
  • Set us into a mood
  • Places have meanings that rule our behavior
  • Private, shared for a larger group or the whole society
  • Asynchronous communication
  • Associate places with information and messages
  • Meaning for the learning process
  • Spatial-based techniques to amplify our cognitive

capacity

  • Landmarks (egocentric or shared)

The Situated Animal

— Design of Emergent Interaction Systems —

  • Tools are simple artifacts
  • We use a broad spectrum of tools that seam to increase or

amplify the cognitive capacity

  • For example, we use:
  • maps to navigate or orientate
  • paper and pen to remember things or to communicate.
  • calendars or diaries to remember time-based events.
  • calculator to perform complicated calculations.
  • computers to perform more complicated calculations
  • Cognitive tools can be implemented
  • mental
  • physical
  • digital.

The Creative Animal

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— Design of Emergent Interaction Systems —

There is an ongoing process in the society, both at a technical and a social level. A process where mobility, closeness, and a “physicalistation” are three key concepts. This process increases the complexity in the information landscape, and thereby a process that increases the pressure

  • n the citizens. On the other hand this process gives us new

possibilities, both for us as citizens and for the developers of services.

Background

— Design of Emergent Interaction Systems —

The technical and social development in this scenario gives us the possibility and motives to develop location based memory aids, virtual beacons, virtual footprints, asynchronous location-based communication, visual interpretations of social behavior, etc. The social aspects and how we interact and communicate among individuals and the collective is an important part

  • Hence, systems with a shared feedback loop are natural

components. !

Implications

— Design of Emergent Interaction Systems —

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Emergent behaviours … are characterised by: ! Determined in a bottom-up way. ! The parts that are involved in determining the global behaviour are distributed in space. ! The global behaviour arises from local behaviour and the interaction on all levels and between levels. ! Can arise on all levels, and human beings is a good example for that.

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— Design of Emergent Interaction Systems —

— Proximity Based Tools

  • That Make us Smart —

! It is difficult to predict the global emerging behaviour by just inspecting the subparts. ! It is hard to decide which subparts to use to get a particular desired global emergent behaviour.

Emergenta Interaktionssystem

Emergent behaviours

— Design of Emergent Interaction Systems —

Design of Emergent Interaction Systems

— Design of Emergent Interaction Systems —

Emergent Interaction System

  • A kind of environment in which a number of individual

actors share some experience/phenomenon.

  • Data originating from the actors and their behaviour is

collected, transformed and fed back into the environment.

Background

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— Design of Emergent Interaction Systems —

  • The defining requirement of emergent interaction is that this

feedback has some noticeable and interesting effect on the behaviour of the individuals and the collective

  • That something ‘emerges’ in the interactions between the

individuals, the collective, and the shared phenomenon as a result of introducing the feedback mechanism.

  • The immediate effect may be enhancement of the individual

experience

  • With resulting effects on the individual’s behaviour, choice of

action, and so on.

  • The immediate effect can also be some kind of change in the
  • bserved, shared phenomenon.

Interaction

Background

— Design of Emergent Interaction Systems — — Design of Emergent Interaction Systems —

Emergent Interaction Model

Compile and Compute Administration External input/output Actor PID Application Feedback Weight functions Shared phenomenon f (...) f (...) f (...) Data

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— Design of Emergent Interaction Systems —

Go With the Flow

Time Size Level of centralisation

Centuries Instant Day Single individuals Earth's population City, region Centralised Decentralised

— Design of Emergent Interaction Systems —

Virtual Event

Time Size Level of centralisation

Centuries Instant Day Single individuals Earth's population City, region Centralised Decentralised

— Design of Emergent Interaction Systems —

Sport Event

Time Size Level of centralisation

Centuries Instant Day Single individuals Earth's population City, region Centralised Decentralised

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— Design of Emergent Interaction Systems —

Design

Is it really possible to design emergence? Is it possible to design the unexpected?

It may seem that designed emergence is a contradiction in terms.

Background

— Design of Emergent Interaction Systems —

Design

Unpredictable outcome is inherent in the concept of emergence, but what we might be able to do is to design for emergence.

Background

— Design of Emergent Interaction Systems —

From Natural to Digital

! The amount and variety of data that is possible to collect and the speed of collection are radically increased. ! The feedback loops can be speeded up many orders of magnitude, and it possible to control and dynamically vary response times. ! Manipulation of the weight functions gives a relatively simple way to control the behaviour of the system. ! New possibilities to design and control the feedback function, without any real limit to the complexity. ! Continuously updated environment models can be used to study and simulate collective behaviour.

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— Design of Emergent Interaction Systems —

— Proximity Based Tools

  • That Make us Smart —

Application Areas

Knowledge Society Events Exercising Events Home Activity Events Professional Events Public Space Events Political Events Communication Events Arena Events Community Events

— Design of Emergent Interaction Systems — — Design of Emergent Interaction Systems —

— Proximity Based Tools

  • That Make us Smart —

Implications of EIS

! Emergent interaction systems are hard to design ! High Costs ! Technical hard ! Foresee the resulting behaviour ! Worries about A 1984 or Big Brother Scenario ! Security issues ! Integrity issues ! Misuse of the basic techniques ! Critical Mass ! Shared phenomena

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— Design of Emergent Interaction Systems —

Privacy, Personal Winnings and Trust

  • What are we willing

to give up for it?

  • Benefit versus risk
  • Threats to privacy
  • Risks
  • Databases inherent

problems

  • IT Ethics
  • Ways to silence critics
  • Protection against

snooping and sniffing

  • ”Social gaming”

– ”I love bees” – ”Collective Actions” – ”Online gaming”

  • Personalization

– Member cards/clubs – Self Scanning – Information Filtering/Retrieval

  • Security

– Air ports

Privacy & Integrity

— Design of Emergent Interaction Systems —

Privacy, Personal Winnings and Trust Privacy & Integrity

Two questions important to study: – What is the relationship between trust, privacy and personal winnings? – How much are people willing to “loosen up” their personal idea

  • f privacy and integrity in

different situations or contexts?

— Design of Emergent Interaction Systems —

Emergent Interaction Systems Communitys

  • Tectonic systems
  • This kind of systems is to high degree

systems without or with local/regional principles of organisation - the emergens of behaviour, organsiations, etc is central.

  • Social systems
  • The kind systems are intended for community

and interaction within the collective

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— Design of Emergent Interaction Systems —

Sociological perspective Communitys

  • A community is a construction or a model
  • …a sociocultural construction
  • That means, a collection:
  • Human behavior
  • Interaction
  • Behavior based on shared/common
  • expectations, values, beliefs, opinions

— Design of Emergent Interaction Systems —

The six dimensions… Communitys

  • All cultures/communities have these six

dimensions

  • Technical
  • Economical
  • Political
  • Social
  • Ethic-values
  • Values and views

— Design of Emergent Interaction Systems —

The six dimensions… Communitys

  • Learned from "birth" ...
  • "if you do not learn you're dead"
  • Exists in all forms of human cultures
  • All six dimensions “are linked together”
  • Change in one, inevitable impact on all other

dimensions are more or less

  • Experience, allows one to predict how various

changes will affect

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— Design of Emergent Interaction Systems —

Design of EIS

Iterative design Designers as on-line actors Participatory design Focus on the overall behaviour Simulation as a tool for designer Simulated behaviour as natural part of the system

Background

— Design of Emergent Interaction Systems —

The big challenge…