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IN THE BUBBLE JOHN THACKARA - witz cultural

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Locality 85<br />

At most industry presentations on technology of this type that I’ve ever<br />

been to, someone demonstrates a restaurant review service that enables<br />

reviews contributed by previous customers to be accessed by somebody<br />

outside the restaurant who is wondering whether to eat there. Many<br />

designers and media artists are convinced that there must be more to collaborative<br />

mapping than having lunch. In Europe, a concerted attempt to<br />

innovate imaginative location-based services was made by more than a<br />

hundred research institutions that participated during the late 1990s in<br />

projects that explored the notion of ‘‘territory as interface’’—new forms of<br />

social communication in homes, museums, streets, cafes, cars, and<br />

schools. 33 Research and design teams divided into two groups. One,<br />

dubbed ‘‘Connected Community,’’ looked at new interfaces and interaction<br />

paradigms aimed at the broad population. These included ‘‘computer<br />

support for real life’’: thinking of ways of augmenting everyday activity<br />

rather than replacing it with a synthetic virtual one. Projects with the<br />

theme ‘‘territory as interface’’ considered the whole territory of the community<br />

as interface and thus the relationship between real physical spaces<br />

and augmented ones. Researchers looked at ways to enable active participation,<br />

to make it just as easy for people to create and leave traces of information<br />

as it is to access that information on the Web. A second group<br />

of projects, under the rubric ‘‘Inhabited Information Spaces,’’ looked at<br />

ways to design and populate virtual environments in which ‘‘digital<br />

crowds’’ could gather to participate in art and entertainment or to learn<br />

things. Scenarios involved broadcast television linked to interactive local<br />

content; new sensorial tools for children to use to tell stories and share<br />

experiences; wireless devices for connecting children and parents; wearable<br />

agents; interest-based physical navigation devices; public information systems<br />

around a city; techniques to map and visualize information flows in<br />

a community; interfaces for specific users; avatar-inhabited television; way<br />

finding; exploration and social interaction within information spaces; and<br />

new forms of social interaction such as collective memories and oral-digital<br />

storytelling. Roger Coleman, who develops new service ideas for seniors at<br />

the Royal College of Art in London, draws a parallel with architecture:<br />

We know that the way you design buildings affects the relationships people have<br />

within them. The way they relate to each other, and the shape of physical space,<br />

affects the shape of relationships. Information has the same kind of potential in reverse.<br />

This opens up a new dimension of design—the aesthetics of relationships.

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