Video, Human Computation

Human Computation [video]
http://video.google.com/videoplay?docid=-8246463980976635143
Luis von Ahn.  ABSTRACT Tasks like image recognition are trivial for humans, but continue to challenge even the most sophisticated computer programs. This talk introduces a paradigm for utilizing human processing power to solve problems that computers cannot yet solve. Traditional approaches to solving such problems focus on improving software. I advocate a novel approach: constructively channel human brainpower using computer games.
*Required Viewing

TheFace Book 2005-10-26 Talk
Description: Mark Zuckerberg, founder of TheFacebook, is interviewed by VC, Jim Breyer, Managing Partner of Accel. Mark describes what it was like to leave Harvard to venture into a business to build a social utility tool for college students around the world.
http://edcorner.stanford.edu/authorMaterialInfo.html?mid=1567
* Suggested Listening


Audio Reading, for Dec 4th

Connecting Common Experiences
Julio Vasconcellos, Armen Berjikly
Experience Project 58:06 11-14-07 MP3

Social Networking 3.0
Tony Perkins AlwaysOn Panel
Experience Project 58:06 11-14-07 MP3

All From Stanford Entrepreneurial Thought Leaders lecture series

ASSIGNMENT 3-FINAL PROJECT

The self-defined Final Project, serves as preparation for the MFA in Design and Technology Thesis Process, which begins in the third (fall) semester of work. The final individual project should be accompanied by a 5 to 10 page paper that describes the project’s research, precedents, evidence, and methodology as well as offer some conclusions about the design problem that was studied.

As a reminder, a Design and Technology thesis is:
i. A singular subject concerning Design, Technology and the Human Condition (Society);
ii. A subject that is debatable, controversial, thought-provoking;
iii. Where evidence and precedents are presented through arguments for or against the thesis (recognizing opposing points of view is critical);
iv. Evidence is made by the design student in a set of iterative experiments and finished projects to prove or disprove the thesis
v. Students should consider the context (historical, domain/field specific), content (concept and execution) and contribution (to the field and/or a group of people) of their thesis.
vi. This is a “mini-thesis” and the project scope needs to be small enough for the period of time allotted for all phases of the project: research, development, ideation, iteration/methodology testing, prototyping and final project. Documentation of the project should be through the use of websites or production notebooks and/or sketchbooks.


Assignment 3 Objectives:
1. Defining the central problem and design questions for your project
2. Your project can be made in any medium but it must address the broad definition of interface and the impact of design and technology on the production of the project.
3. Your research must combine both observational, primary and secondary research
4. You need to present your project on at least three delivery platforms.
5. The design questions of your project should be a continuation of ideas that you have explored in this studio or the C&C lecture.
6. What is the Big Idea that undergirds your project and its documentation?
7. What kinds of conclusions have you reached?
8. Can your project be exhibited in a public arena? Create your work so that it can become public.


PROCESS
Stage 1- Problem definition, Analysis and Research, Sketching, Ideation:


Nov 13th- Begin exploring domains

Explore Personal Motivations/Interests
Questions and/or Motivations:
Make a list of 2-4 primary questions that explain what it is that you are trying to discover. OR, illustrate the primary motivations for your work with design and technology. Your primary questions or motivations may contain a set of sub-questions/motivations as well.
Domains:
What are the domains/fields with which your project engages? List keywords, terms, phrases, concepts, industry-jargon, tags that illustrate these domains. What relationships exist between these domains? Illustrate the domains your project deals with in a
Venn diagram.
I
llustrations:
Prepare Include illustrations of your domains, interests, and/or motivations. Include keywords, tags, industry-jargon etc.... see:http://en.wikipedia.org/wiki/Venn_diagram
500-1000 words / 1-3 Venn Diagrams


Nov 15th- Continue exploring domains, more research. Library Visit:

Precedents and Research
Homework:
What are examples of work that share something in common with your motivations? These precedents can be contemporary or historical, can be drawn from the realms of design, technology, sociology, psychology, etc. In preparing this section of your document, please include the following information for each precedent discussed:
• title of work and author/designer/artist
• brief description of project
• relevance of the project to your motivations
I
llustrations:
Overlay Precedents on your Venn Diagrams
500-1000 words / 1-3 Venn Diagrams

Nov 20th- No Class
Nov 22th- Tofurky Day No Class

Nov 27th-

10 minute presentations.
Homework:
Apply motivations to a concept(s)
Summary:
Write a narrative description of the project(s). What is it, who is it designed for, what is it designed to do, what kind of technology does it explore, why should we care about it, where will we see or what is the project’s life beyond the classroom, how does it make a difference?
Illustrations:
Overlay your project on your Venn Diagram
500-1000 words / 1-3 Venn Diagrams / Other related images


Nov 29th-

10 minute presentations.
Homework:
Illustrate the Process. Illustrate how your concept would functions. Include: a narrative description of your process, key methods, sample sketches, user experience storyboards, diagrams, IA, Technological Solutions etc.
500-1500 words / 1-3 Venn Diagrams / Other related images

Stage 2-
Staging, Protyping, Experimenting, Iteration:


Dec 4th-

10 minute presentations.
Illustrative the Prototype, User Experience, and/or Recipe for Construction
Homework: Illustrate your ideal user experience. Provide refined IA illustrations, showing user experience and data flow. Build a recipe for making the concept.
500-1500 words / 1-3 Venn Diagrams / Other related images


Dec 6th-

User Feedback
Homework:
Conduct interview with potential users. Collect data on who your users' thought's matched your concept or predictions.
500-1500 words / Other related images

Dec 11th-

10 minute presentations.
Homework:
Combine, Redesign, Update document


Dec 13th-

10 minute presentations.
Homework:
Combine, Redesign, Update document

Stage 3
Documenting Postmortem

Dec 18th-

Crits
Turn in 5-10 page document which meet the above objectives. Turn in MLA reference and resources.


Dec 20th-

Crits
Turn in 5-10 page document which meet the above objectives. Turn in MLA reference and resources.

Produce a postmortem on your final project and make a formal presentation to your studio.

This post-mortem should be written in the form of a 5 to 10 page paper with Chicago Manual of Style references and documentation with a minimum of 20 sources of primary and secondary research. The final paper should posted to your site and should include an analysis and conclusions of the following:
1. Strengths (what did the solution do very well?)
2. Weaknesses (what could be done to improve the design?)
3. The design process (What were some of the key moments/decisions during the process? What were trouble spots?
4. Research precedents for your work. Whose work could be considered to be at the level of your peers? What can be learned from the projects of your peers? How are you countering or extending their work or the work of your precedents? Include visual examples of the projects described.
5. What can you conclude both from your experiments and the ones that you studied? What are open questions remaining to be answered?
6. Would your project make a good exhibition piece? Where would it be seen? If appropriate, submit your project to venues where it can be appreciated/critiqued by your peers..

Readings and Research to be collected in 5-10 page document with proper Chicago Manual of Style references


+++++++++++++++++++++++++++
+++FINAL PAPER OUTLINE: +++
+++++++++++++++++++++++++++


I. ABSTRACT
II. INTRODUCTION
III. BACKGROUND (artist statement)
IV. CONCEPTS (impetus/motivation/ /design/technology goal or socially-oriented goal)
V. RELATED WORK (situating in context/ identification of peers)
V1. METHODOLOGY (identification of techniques and valuation of approach)
VII. IMPLEMENTATION (both idealized design and prototyped solutions)
VIII. RESULTS (analysis, critical reflection, real-world application)
VIIII. CONCLUSION & FUTURE WORK (contribution)


+++++++++++++++++++++++++++++++++
+++FINAL PAPER GUIDE & NOTES: +++
+++++++++++++++++++++++++++++++++


1.
The paper would be a 5 -10 page research paper and should be posted to the student's Interface Studio website. Two copies of the papers should be printed out. One copy should handed into C&C lab instructors and one copy to the Interface Faculty.

2.
Because the paper will be written as an artist's statement that is also serving as the background and impetus for the Interface Studio final paper, you should reasearch and situate your work in the larger context of the kind of art/design you are producing for your final project in the Interface Studio. Questions to address are: Who are your peers? Who has made work that is like yours? Who are inspirations and precedents? With whom are you in dialogue? What are the pressing questions in your field/domain that needs to be addressed? How are you making a contribution to this field?

3.

The paper should include an analysis of the methodology and any conclusions and insights that were reached for the Interface solo project production.

4.
Papers should cover the following questions:
a. Strengths (what did the solution do very well?)
b. Weaknesses (what could be done to improve the design?)
c. The design process (What were some of the key moments/decisions during the process? What were trouble spots? )
d. Research precedents for the work. What can be learned from the projects of your peers/precedents? How are you countering or extending their work or the work of your precedents? Include visual examples of the precedents described. (Illustrations do not count toward the page length requirement).What can you conclude both from your project and the precedents that you studied? What are some open questions that your project attempted to solve that remain to be answered?
e. Would your project make a good exhibition piece? Where would it be seen?
f. If appropriate, submit your project and your writing to venues where it can be seen, appreciated, and critiqued by your peers and mentors.

5.
Citing Style: Chicago (Turabian) Manual of Style references and documentation with a minimum of 20 Works Reference and Works Cited of primary and secondary research are required. Precedents for your work resides not only on the Internet but also in books, magazines, journals, dissertations, etc.. You can use either in-text citation OR footnotes/endnotes. If appropriate, use document formats for peer-reviewed journals such as ACM. If you use Refworks (see the library page of my.newschool.edu) this will be a fairly painless process.

6.
The papers will be graded by BOTH C&C lab and Interface Major Studio Faculty. The separate grades for the papers are figured into the overall student's final semester grade in both C&C and Interface Major Studio. Just as a clarification: the grading process will not include careful sentence by sentence correction. Writing is rewriting. Students should get in the habit of writing every day. STUDENTS SHOULD TAKE THEIR PAPERS to the University Writing Center at 65 Fifth Avenue whether they have a native command of the English language or not. Writing Center tutors will be able to help them with general problems of their papers. Sentence-level correction should be done by having someone else, like a fellow student or trusted friend, proof-read the paper. Use of spell-checker is required-although this technology cannot always be trusted so the students should proof read the final version of the paper several times.

7.

At the end of the grading process, both papers should be handed into the department for review. There will be a designated box in the 10th floor office at 2 West 13th Street for this purpose. Papers will be available in the 10th floor office for pick-up at the end of the winter break.

Social Network Triangulation Assignment

Part 1: Observation
Pick an interactive (online or mobile) social network that you are a part of. Or, pick a social network that you are not a part of but are curious about. Using observation, find parts of the interface or experience-design that promotes triangulation among individuals or groups online. Look for non-obvious observations.
List 4-8 examples.
Provide a screen-capture of each interface when possible.

Part II: Research and Analysis
Find, read, and analysis 3-5 online articles which discuss innovations, triangulations, or cultural shifts cause or employed by social networks. Summarize your findings into a 4-6 paragraph response that captures points in the articles and your criticism of these points. Focus on one or two networks in specific, not on "social networking in general."

Mena Trott: Building a friendlier world through blogs

http://www.ted.com/talks/view/id/21

A Network of People

We Are the Web
http://www.wired.com/wired/archive/13.08/tech.html

Kids, the Internet, and Privacy
http://www.nymag.com/news/features/27341/index.html

Media about Online Media

Video Blogging and Online Video [in no order]:

This American Life, kids and cameras
http://link.brightcove.com/services/player/bcpid271557392?bctid=666401814

Youtubers:
http://www.youtube.com/watch?v=5M5qk1E-4z4

Internet People
http://www.youtube.com/watch?v=2pPCkhYMQgY
http://www.youtube.com/watch?v=5wQLDGShDA0

AskaNinja
http://www.youtube.com/watch?v=OEmss2lg-ug

Lonelygirl
http://www.youtube.com/watch?v=dZN-Wye4rDE
http://www.youtube.com/watch?v=AX3aSeHwf7A

ZeFrank

http://www.zefrank.com/

Rocketboom.com
http://www.rocketboom.com/vlog/
http://video.google.com/videosearch?num=10&so=4&q=rocketboom+duration%3Along&start=0
http://video.google.com/videoplay?docid=-3824597846516866250&q=rocketboom+duration%3Amedium&total=2509&start=0&num=10&so=4&type=search&plindex=9

Longtail-ed TV Ads and Content:
http://www.youtube.com/watch?v=PUEI7mm8M7Q

Public Access TV, the pre-net Youtube

http://www.youtube.com/watch?v=7uj8cHqLjeU

Games:
Sport Will Wright Demo
http://video.google.com/videoplay?docid=-262774490184348066

Gold From Thin Air: The Economy of Virtual Worlds
http://itc.conversationsnetwork.org/shows/detail772.html

Ivan Marovic
Breakaway Games, Co-Founder Otpor
http://itc.conversationsnetwork.org/shows/detail773.html

Steven Berlin Johnson
Author, "Everything Bad Is Good for You"
http://itc.conversationsnetwork.org/shows/detail774.html

Visit to Bobst, Nov 15th class 3:30pm

We have a class visit to Bobst on Nov 15th at 3:30pm.

Instruction Set for Strangers Schedule

Stage 1- Problem definition, Ethnographic Research, Analysis (1 week)
This project explores interface as a connector between people in socially mobile contexts. Working in  teams of 2, you will monitor and record a space selected by your studio for a minimum of 24 hours.  Selected spaces must be one that can be crossed in no more than 5 seconds by someone moving at a walking pace.  As an “ethnographic researcher” you will be paying attention to modes of interaction within  the space, as well as physical, social, personal, spatial, and cultural behaviors. Monitor the space for a  minimum of 24 hours; document and share the results of your documentation; consider multiple strategies  for recording the action/interaction between people/groups in the space. Define the parameters of the design problem you are addressing. Go to the library and research your assumptions and consider alternatives.

Oct 4th --- Introduction
Break into groups of 4. Choose a space. Map the space and its use over time, over 12 hours, in team of two. What kinds of patterns arise from your observations? What is the definition of a stranger in this space? How do strangers communicate?  What are the mode of interaction within the space.

Read "Social Life of Urban Space"

Oct 9th
Present Raw Findings of Studies.
Break into groups, discuss project's next steps, how to formally present your research. Experiment with creative way to display your research. Try time-lapse video.
Read "Social Life of Urban Spaces"

Oct 11th
Discuss and present your findings in a formal 10-15 minute presentation.
Meet in groups, Discuss how to approach Stage 2.
Read:  What do Prototypes Prototype

Download Prototypes.pdf

Stage 2-Create non-textual instruction sets for a public space
Create an instruction set for strangers that augments some aspects of interaction you’ve observed (person-to- person, person-to-group, or group to group) and document it. Push to maximize or minimize the effect of
the interaction that your observational or other research revealed. This augmentation, or invitation to participate must be non-textual in that it cannot rely on textual language for communication. Instead, explore audio, gestural, and visual means of expression. Observe the context and scenarios for the instruction sets. What are the intentions and assumptions that you are making for the instruction set?  Document (video-tape, photography, observation, notation, sketching). Map and sketch an instruction set  hierarchy. What are the narratives that emerge out of the context? Write the narrative. Who are the characters? What is the back story? What are the "aesthetics of interaction"? Why this instruction set?

Oct 15 Create 5-9 Prototypes "Proposals"
Discuss the Prototyping process, including techniques and others' work.  Work in groups to conceptualize your prototypes.

Read : Chapter 2, Chap2.m4a  
Read: Understanding Comics, Chapter 3 - 6

Oct 18 Present 4-9 Prototype concepts, discuss in class. Present Prototypes with just enough fidelity to get the idea across.

Stage 3-Prototyping, Testing, Iterating, Documenting
Collaborate with your partner to make at least three, preferably 5-9, iterations of your design and its implementation. Record the public’s reaction to your instruction sets. Your experiments should last over 12 hours total over the week.

What are the successful/unsuccessful parts of the iterations? What can be concluded from your successes and mis-calculations? Were your assumptions correct? How did your instruction set take time, volume of traffic, scale of the iteration, scale of the space into consideration? Collect your observations.

Oct 22-25 Install Prototype
Install prototypes. Make a minimum of 3 iterative re-designs.  Document the "experience interface" you created, how/if it was used or experienced. Use the project objectives to collect insights.  Discuss progress in class. Show rough data collection

Read: Understanding Comics, Chapter 6 - 9

Postmortem
Produce a postmortem on your final design and make a formal presentation to your studio. This postmortem should be written and posted to your site and should include an analysis and conclusions of the  following:
1. Strengths (what did the solution do very well?)
2. Weaknesses  (what could be done to improve the design?)
3. The design process (What were some of the key moments/decisions during the process? What  were trouble spots? How did the collaboration play out? Who took on what roles and how were decisions made or conflicts resolved?
4. Include your analysis of at least 2 new media public space instruction sets that are related to your project. Critique these projects in relation to your own: how are they similar or different? What can be learned from these projects if you were to evolve your design further? Include visual examples of the projects described, as well as information on who produced them, when, where, and why.
5. What can you conclude both from your experiments and the ones that you studied? What are open questions remaining to be answered?
6. Can your project be applied to other public spaces? Does it travel well?
7. Would your project make a good exhibition piece? Where would it be seen? If appropriate, submit your project to venues where it can be appreciated by other groups of people.Oct 30th

Oct 30th
Create presentation material and finalize  your findings.  Present your observations and findings.

Read: Life in between Buildings
Read: The Holding Power of Computer Games

Nov 1
Formal Presentations with Guest Critics

Idea 2007

Idea2007
http://ideaconference.org/program.html

Computation Students 2008

December 2007

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