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Enlarge Your Consciousness in 4 Days 4 Free

xDxD.vs.xDxD > Input


“the most exciting attractions are between two opposites that never meet.” Andy Warhol

EYCI4D4F Diagram 1

EYCI4D4F Diagram 1

Introduction

In this essay, we describe the ideas which led us to participate to the “Enlarge Your Consciousness in 4 Days 4 Free” project, together with Mezzapelle-Deriu.

The mutation of the human being in contemporary times is characterized by drastic speed and by powerful, ubiquitous effects, which are transforming not only ourselves, but also the form and function of the whole planet, including the ways in which we learn, communicate, relate, work, think. And the ways in which we experience emotions.

Art is Open Source has often dealt with the theories and practices of human emotion.

Emotions are not “action”, yet they are the energy that creates action. They are the tool/effect through which we experience the world and with which we decide to take action, and in which direction.

And emotions have profoundly changed in the last decade or so, due to our renewed experience of the world, our re-built perception of space and time, our re-created ways of establishing presence, identity, relations, collaborations. Due to the digital membrane which has been covering all our planet and which is now becoming indistinguishable from the rest of the planet itself.

Multiple types of discussion can be started up while engaging these issues: from the most futuristic ones to the most critical. Incredible positive scenarios perfectly match horrible ones.

In this never-ending struggle between adoption and critique, we choose the way of Nature. The way of Nature, in the sense that it is useless and impossible for us human beings to “decide” what is natural, what is unnatural, what is good and what is bad. What we can do, as free human beings, is to observe the constant, fluid, continuous mutation which we experience, and adopt ethical approaches in making our own decisions.

Human beings, the planet and Nature, change, mutate. This mutation includes all the technologies, networks, dangers and opportunities which we’re currently facing. We can observe, try to gain the best possible understanding of things (from our point of view, determined by personal history, cultural background… ), share knowledge, information and perspectives with people, and act.

Enlarge Your Consciousness in 4 Days 4 Free is about this.

A project through which we reflect on the mutation of human emotions.

Background

The web is increasingly relied upon as a reflection of reality (Bray et al, 2007).

This fact gives rise to great challenges for human beings, who are in a state of great transformation of the ways in which they perceive their identity, privacy, relationships, societies, cities, and in which they perceive their presence and role in the planet.

Every action we perform in our daily lives has measurable effects in terms of digital information: wether we turn the lights on in our living room, buy an apple at the supermarket, use our mobile phone to contact our friends to decide to go to see a movie and, in possibly more explicit ways, whenever we study, work and entertain ourselves using one of the multiple internet-aware processes which have started to be progressively more present in our common routine.

It is possible to recognize the fact that a digital information membrane has covered the totality of our world (Pickles, 2004, Mitchell 2005, Zook & Graham 2007), mutating our perception of the spaces, times and modalities in which we conduct our lives.

It is possible to describe the emergence of novel forms of sensoriality through which we experience the world, deeply connected to digital interactions, technologies and networks, or even externalized onto digital devices. (McLuhan, 1964; de Kerckhove, 1997).

Simple experiments allow to gain awareness of this: a simple mobile phone call will force us to move through space in the case of absent network coverage, just as an additional sense outside of the conventional boundaries of our bodies and externalized onto the mobile phone which makes us aware of electromagnetic fields of specific ranges of frequency.

Just like our brains have shown to be able to mutate, to adapt to drastic effects due to impairment or damage (Doidge, 2007), we are experiencing deep changes due to this re-structuring of reality, to integrate the digital layers of the world into our common perception.

This process has already taken place to a certain degree, as we completely give for granted a series of manifestations of this part of our neo-reality in the tasks which we face each day.

Younger generations show distinct transformations in the ways in which they learn, focus, relate, collaborate, work (Turkle, 1995), and in the ways n which they perceive their own identity, privacy, and the definitions of public and private spaces (as in West, Lewis and Currie, 2009; Pearson, 2009; Thompson, 2011; among many others).

The continuous processes through which we simultaneously construct and experience our reality (de Certeau, 1984) see specific effects from these mutations, as our perception digitally changes, and our ways of constructing/interacting with the world progressively adopt digital tools and have digital characteristics.

For example, the idea of recognizing the urban environments described by Lynch in 1960 updates to the concept of Digiplace expressed by Zook and Graham in 2007.

In this, emotions play a crucial role.

In Myer’s definition (2004) emotion involves “physiological arousal, expressive behaviors, and conscious experience”. It is the way in which we relate to the world and the processes which take place in it: it is not action, but the thrust which creates it.

This centrality of emotions has led multiple scholars and practitioners to place the study of emotion at focal points in multiple disciplines, across Neurobiology, Social Sciences, Cognitive Sciences, Psychology, Computer Science, Robotics, Ethnography, Economy, Design, Architecture.

Theory of emotions is crucial in the analysis of organizational processes, design and multiple areas of communication.

Classical researches on the Theory of Emotions have produced multiple approaches and classifications, such as the ones found in Descartes (353, 1989 edition), Spinoza (1656, 2006 edition), Hobbes (1651, 1976 edition), Plutchik (1980), Elkman (1999) and Prinz (2004), describing evolutionary, social, psychological, dimensional and other types of models with reference to the general nature of human beings or to the specifics of different cultures around the planet.

EYCI4D4F Diagram 3

EYCI4D4F Diagram 3

Emotions are understood to be the turning point according to which we identify, use and create information.

“The central focus of a unified theory of information behavior is the process by which users adapt to the information environment and make use of it for personal and social purposes. By making this adaptation process explicit, the model reveals how the ubiquitous information environment can be viewed as an affective information environment because all information needs, seeking, reception, and use is processed through emotions.” Diane Nahl, Danila Bilal (2007)

Therefore, emotions are placed at the center of strategies and design processes, as both tools and measures of experience.

Our mutated perception of the world through technologies and networks has changed or emotional approaches, as well: the fact that we experience the world and that we enact our actions using digital tools (or, more in general, using modalities which have clearly identifiable digital characteristics, either directly or indirectly), also shifts our emotional domains online.

Designers have incorporated the affective dimensions of technology to the extent that the expression “emotional design” has become identified in ergonomics as “Kansei Engineering” or “pleasurable engineering” (Green & Jordan, 2002; Grimsaeth, 2005; Jordan, 2000).

According to Don Norman, “the focus of emotional design is to make our lives more pleasurable” (Van Hout, 2004).

Yet the experience in the merged analog-digital reality which emerges from the observation of the contemporary world is profoundly different than the precedent one.

“When reading fiction or watching a movie we enter the imaginary world even if we remain aware of its imaginary nature. We suspend disbelief and though, on one level, we accept the fictional reality of the characters, on another we recognize that the situation is make-believe. In cyberspace this recognition is often absent.” Aharon Ben-Ze’ev, 2004.

This comment from Ben-Ze’ev describes in synthesis the different directions according to which the observation of human experience can move along.

In the observation of emotions, it is possible to observe how a constructivist approach is used in experience by human beings.

Identity, public/private spaces, privacy, are all the object of personal creation, thanks to the characteristics of the media and tools which take part to the process.

The possibility of freely creating digital content and to attach it to objects and spaces, transforms the world into a public, accessible, free read/write platform (Iaconesi, Persico, 2011).

This modality progressively takes onto our daily lives.

As Turkle (1995) tells us, the users who are “logged on to one MUD or another for at least forty hours a week. It seems misleading to call what [they do] there playing. [they spend their] time constructing a life that is more expansive than the one [they live] in physical reality.”

 

Enlarge Your Consciousness

Enlarge Your Consciousness in 4 Days 4 Free grabs emotions in real-time from social networks and uses them to gain better understanding of the way human beings have transformed  by using digital technologies and networks.

A real-time process has been designed to extract real-time public information from multiple social networks. Specifically, the following social networks are used:

  • Twitter
  • Facebook
  • Flickr
  • FourSquare

Each social network requires specific modalities to be able to read information from it.

For example Twitter allows usage of public APIs of multiple types to query its real-time systems and access information that can be freely used in applications and mash-ups, as long as a series of requirements are met (including correct mentioning of sources, presentation details, the enforcement of restrictions to the types of allowed practices to be performed using the data, etc. ). Using these APIs it is possible to capture, in real-time, the content produced by users relative to specific keywords, timeframes, geographical locations, hashtags etc. .

Foursquare offers a similar mechanism, allowing developers to access real-time data using public APIs. Using these techniques it is possible to extract real-time information about the places people visit (check-ins), the information they value or suggest (tips) and other information which can be easily inferred by analyzing data (for example, great deals  of information can be understood by analyzing the times and time-patterns according to which people access different locations, characterising them as work-places, entertainment venues, commercial places etc).

Flickr also offers extensive support to developers, allowing them to access a variety of APIs which permit multiple types of real-time searches and the creation of wonderful meta-services.

Facebook is the most difficult social network from which to harvest information without breaking any law :)  

While it offers multiple forms of integration to other applications (e.g.: the possibility for users to connect their social network presence to online applications, thus obtaining a variety of different results) Facebook seems to be oriented in ways according to which all possibility to systematically observe societies and communities remain its sole possibility.

Luckily, this enforcement is not too strict, and, together with our lawyers and with the support of the international developer community (including some people at Facebook itself, who have been proved to be very helpful in this, even at our explicit statement that “we are trying to produce a system which lawfully extracts information about the emotions of online users, for non-commercial goals, in respect to your terms of service, and with the sole objective of producing tools for art and scientific research”).

It turns out that by using a combination of the functions offered by the Graph API and with a careful dosage of tuning, it is possible to capture, anonymize and process information from Facebook, in ways which have been proved very useful for our research.

Several automatic processes have been setup to capture information from the aforementioned social networks using these techniques.

The texts, comments, tips, image/video captions published by online users were anonymized and processed using Natural Language Analysis.

Multiple techniques have been developed and documented to analyze textual information to be able to extract from it valuable information.

It is now common practice to process texts to extract information regarding the emotions and issues engaged by user contributions to online discussions, even sometimes being able to identify the places which are being discussed, even when explicit geographical coordinates are not provided in the payload of the messages by using GPS or Assisted GPS technologies.

In EYCI4D4F we decided to avoid using keywords-based analysis, as it often leads to multiple problems:

  • words are often used in multiple ways, which cause erroneous interpretation
  • words are invented all the time, even by simply using creative spelling for them
  • human beings are really creative, and tend to express emotions in multiple ways
  • the same words in two different cultures can represent entirely different meanings

Information is processed using Natural Language Analysis by applying techniques which have been inferred by existing highly effective techniques, such as the ones described in the researches of Gentile/Lanfranchi/others, Leidner/Lieberman, Quin/Xiao/others, Shi/Baker mentioned in the references at the bottom of this article.

The processing techniques were prepared using a set of linguistic templates (similar to regular expressions) created in 29 languages to identify syntactical/structural text patterns which would highlight the user expressing an emotional condition.

This approach led us to being able to systematically filter out with a high level of success (around 93%) messages expressing emotions.

Using a large vocabulary (this, too, in 29 languages, including around 25000 elements) of words which are related to the specific emotions, we have in this way been able to classify 16 base emotions according to Robert Plutchik’s classification. In the obtained classification each message was associated to a weighting parameter according to which a certain emotion was expressed. Each message could be associated to more than one emotion (in accordance with Plutchik’s classification which sees complex emotions being represented as linear combinations of base ones).

The results, thus, looked like:

[user XYZ][message KWX][JOY:n1; SURPRISE: n2...]

In this structure:

  • XYZ is an anonymized version of the user identification strings used on social networks
  • KWX is a reference number of the content, to be able to identify user activity and relational activity
  • n1, n2… are numbers from 1 to 1000 describing the intensity according to which the single emotion has been identified in the message

This information was continuously captured from social networks.

A series of services was designed to that they could be periodically queried (polling) to get constant updated on the most recent emotions that were captured from social networks.

These services were used to pilot a series of information visualizations and a physical installation.

A first visualization was the one shown in the video below:

Here, messages are shown at the top of the screen, together with the color blocks representing the emotions which were found in the message.

As soon as a new message is captures, it is added to the central visualization, and connected through color-coded curves to the blocks representing the single base emotions. If the message expresses complex emotions, more than one connection is made.

At the bottom, a bar graph shows the recent intensities of the base emotions. The values of the bar graph are used in an additive sound synthesis process to generate the everchanging sounds which could be heard at the exhibit at BTF Gallery in Bologna for the presentation of the project.

Here below is a sample of a few minutes of the generated sounds:

EYCI4D4F generative sounds

another visualization can be seen in the following video:

Here each block represents a single emotion, as captured in real-time from social networks. In the visualization each block was very small, and it gave a sense of the enormous amount of data which was being captured.

Another visualization allowed to understand the sequences of emotions which were expressed by users:

EYCI4D4F diagram 4

EYCI4D4F diagram 4

Here three levels showed how one emotion evolved into another for multiple used in the most recent few minutes, effectively showing the trends of complex emotions expressed by individuals.

A further visualization showed the geographical distributions of emotions around the world:

EYCI4D4F diagram 2

EYCI4D4F diagram 2

 

The information about the most recent emotions received from the harvesting system was transformed into signals which powered the motion of the installation.

In the installation 16 jellies were created and associated to two intensity levels of the 8 base emotions in Plutchik’s classification.

EYCI4D4F installation

EYCI4D4F installation

Each jelly was installed onto a silicon base and a step motor was connected to its bottom , so that it would receive a mechanical stimulation from it.

Whenever an emotion was sensed, a signal was sent to the respective motor, thus causing the vibration of the jelly.

A video projector mounted on the ceiling of the exhibition space projected onto the jelly the profile image of the user who generated the emotion.

EYCI4D4F installation

EYCI4D4F installation

The result was a matrix showing in real-time the expression of emotions on social networks, through a suggestive, poetic physical visualization, also alluding to the variability and instability of human emotions through the typology of the motion of jellies.

 

Conclusions

One aspect of this project was considered striking from everyone involved: it seemed incredible how substantially easy it had been to capture and process all this information from unaware internet users.

The captured information was public, to all effect. Yet the messages publicly expressed on social networks engage important themes, and describe to a high level of detail the approaches which each user adopts in confronting to news, relationships and multiple subjects, also describing the users’ tastes, likes, dislikes, wishes, desires and, as we have learned, emotions.

This “public intimacy” represents a fundamental issue for research and discussion of the contemporary era, also because it represents the main driver of online service providers’ business models: the possibility to harvest, process, classify and sell this information in multiple ways still represents the biggest money-making methodology which is available to anyone deciding to create a business using technologies and networks.

The modalities according to which this information is captured is also remarkable.

Internet users continuously sign complicated “Terms of Service” agreements when they access online services: these texts are complex and long, and people read them only rarely and understand them even less.

While there is a general understanding about the fact that the information produced through our behavior is the object of business of service providers, this notion substantially gets lost during what is perceived to be a public, open, transparent set of platforms, in which people perform common routine activity without worrying too much about what implication their actions could have.

To remark these issues, we decided to add a final part to the project.

EYCI4D4F users for sale at 9.99 euros

EYCI4D4F users for sale at 9.99 euros

A set of boxes was designed to contain the profile of a single, random social network user. 100 hundred boxes of this type were produced, randomly selecting users whose emotions came up while processing data for the visualizations and installation.

Each box contained a link and a QRCode. They led to an address at which a small interface showed the profile image of the user (but without showing any other data which could be used to identify him/her/it) together with the list of the most recent emotions expressed on social networks.

The user was transformed into a sort of social-network-mediated-tamagotchi.

We put the boxes on sale for 9.99 euros.

EYCI4D4F users on sale

EYCI4D4F users on sale

 

Users on sale for 9.99 euros. Business as usual. 

 

REFERENCES

 

  • Ben-Ze’ev, A. (2004) Love online: emotions on the internet. Cambridge: Cambridge University Press.
  • Bray, D. A., Chidambaram, L., Epstein, M., Hill, T., Thomas, D., Venkatsubramanyan, S., Watson, R. T. (2007). The Web as a Digital Reflection of Reality. Communications of the Association for Information Systems, Vol. 18, No. 28. Available at SSRN: http://ssrn.com/abstract=961088
  • de Certeau, M. (1984). The Practice of Everyday Life. Berkeley: University of California Press.
  • de Kerckhove, D. (1997). The Skin of Culture: investigating the new electronic reality. UK: Kogan Page Publishers.
  • de Spinoza, B. (2006). The Ethics. Fairford: Echo Library.
  • Descartes, R. (1989). The passions of the soul. Indianapolis: Hackett Publishing.
  • Doidge, N. (2007). The Brain that Changes Itself: Stories of Personal Triumph from the frontiers of brain science. USA: Viking.
  • Elkman, P. (1999). Handbook of Cognition and Emotion. Sussex: John Wiley & Sons.
  • Gentile, L., Lanfranchi, V., Mazumdar, S., Ciravegna, F. (2011). Extracting Semantic User Networks from Informal Communication Exchanges, in The Semantic Web. ISWC 2011, Lecture Notes in Computer Science, Volume 7031/2011, pp. 209-224. New York: Springer Link.
  • Green, W. S., Jordan, P. W. (Eds.) (2002). Pleasure with products: Beyond usability. New York: Taylor & Francis.
  • Grismaeth, K. (2005). Kansei engineering: Linking emotions and product features. Accessed December 15, 2011, from http://www.ivt.ntnu.no/ipd/fag/PD9/2005/artikler/PD9%20Kansei%20Engineering%20K_Grimsath.pdf
  • Hobbes, T. (1976). Leviathan. Forgotten Books. Accessed January 12, 2012, from http://www.forgottenbooks.org/info/9781605069777
  • Iaconesi, S. , Persico, O. (2011). RWR Read/Write Reality Vol. 1. Rome: FakePress Publishing.
  • Jordan, P.W. (2000). Designing pleasurable products: An introduction to the new human factors. Philadelphia: Taylor & Francis.
  • Leidner, J. L., Lieberman, M. D. (2011). Detecting geographical references in the form of place names and associated spatial natural language. SIGSPATIAL Special, Newsletter, Special Issue, Volume 3, Issue 2, pp. 5-11. New York: ACM.
  • Lynch, K. (1960). The image of the city. Cambridge Mass., USA: MIT Press.
  • McLuhan, M. (1964). Understanding Media: the extensions of Man. Canada: MCGraw-Hill.
  • Mitchell, W. (2005). Placing words: symbols, space, and the city. Cambridge Mass., USA: MIT Press.
  • Myers, David G. (2004). Theories of Emotion. Psychology: Seventh Edition. New York, NY: Worth Publishers
  • Nahl, D., Bilal, D. (2007). Information and emotion: the emergent affective paradigm in information behavior research and theory. Medford, New Jersey: Information Today, Inc.
  • Pearson, E. (2009). All the World Wide Web’s a stage: The performance of identity in online social networks. First Monday, Vol. 14, N. 3. Chicago: University of Illinois Press.
  • Pickles, J. (2004). A history of spaces: cartographic reason, mapping, and the geo-coded world. New York, USA: Routledge.
  • Plutchik, R. (1980). Emotion: Theory, research and experience: Vol. 1. Theories of emotion. New York: Academoc.
  • Prinz, J. (2004). Gut Reactions: A Perceptual Theory of Emotion. Oxford: Oxford University Press.
  • Quin, T., Xiao, R., Fang, L., Xie, X., Zhang, L. (2010). An efficient location extraction algorithm by leveraging web contextual information. GIS ’10 Proceedings of the 18th SIGSPATIAL International Conference on Advances in Geographic Information Systems, pp. 53-60. 2010. New York: ACM.
  • Shi, G., Barker, K. (2011). Thematic data extraction from Web for GIS and applications. Spatial Data Mining and Geographical Knowledge Services (ICSDM), 2011 IEEE International Conference on, Proceedings, pp. 273-278. Fuzhou: IEEE.
  • Thompson, J. B. (2011). Shifting Boundaries of Public and Private Life. Theory, Culture & Society, Vol. 28, N. 4. Cambridge, UK: Sage.
  • Turkle, S. (1995) Life on the screen: identity in the age of the Internet. New York: Simon & Shuster.
  • Van Hout, M (2004). Getting emotional with… Donald Norman. Design & Emotion. Accessed December 15, 2011, from www.design-emotion.com/2004/12/15/getting-emotional-with-donald-norman
  • West, A., Lewis, J., Currie, P. (2009). Students’ Facebook ‘friends’: public and private spheres. New York: Taylor & Francis.
  • Zook, M., Graham, M. (2007). From Cyberspace to DigiPlace: Visibility in an Age of Information and Mobility. In H. J. Miller (Ed.), Societies and Cities in the Age of Instant Access. London, UK: Springer.
  • Zook, M., Graham, M. (2007). Mapping DigiPlace: Geocoded Internet Data and the Representation of Place. Environment and Planning: Planning and Design, 34. doi: 10.1068/b3311

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February 12, 2012

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A Philips Exec Shares The Keys To An Improbable, Design-Led Turnaround

Kevin McCullagh > Input


Anyone who blithely believes that the return on investment on design is self-evident needs to explain the decline of Philips. In the mid-Noughties, the electronics company boasted 650 designers on its books, more than Samsung at the time. Yet, since a high point in 2008, its stock value has halved. It was no surprise, then, when last year, on Sean Carney’s first day as Philips’s design chief, the CEO took him to one side and told him straight that he was less than convinced about the value of design.


The Fidelio music dock, which has led an unlikely market turnaround for Philips.

Carney is a no-nonsense Brit, with an international corporate pedigree. Most notably, he served as design director at Electrolux in Sweden and Italy, and was group director of experience design at Hewlett Packard’s Imaging and Printing Group in San Diego before being hired away by Philips. Bringing the entrepreneurial spirit he experienced on the West Coast into the 120-year-old Dutch company is very much part of his mission.

His diagnosis of the situation at Philips was that design could improve the company’s standing if it were better integrated with the business. In his words, design was too far removed from “the heat of the battle.” So he gave his design teams the objective of “moving the needle” to help Philips win more business and improve its Net Promoter Score. He set about changing the CEO’s mind by connecting design to different parts of the business.

Carney, who leads 400-plus creatives within Philips, has encouraged his teams to forge new links with departments such as corporate strategy, technology research, new business development, and country sales organizations. As well as breaking out of the bureaucratic structures around design, which were, in his view, the root of the problem, he emphasizes the need for a more networked and expansive view of how design functions. ‘We’re moving from designing individual product experiences to designing wider ecosystems,’ he says. Under his leadership, Philips has gone from designing health-care devices to working alongside its business development teams to devise elements that span a hospital patient’s entire care cycle. His work with corporate strategy often revolves around thinking more widely about new revenue streams.

Another initiative has been to loosen the ties of the design HQ in Eindhoven over the seven regional design studios. Not only are they closer to regional preferences and trends but are also better plugged into specialist technology and industry clusters. Carney is giving them more autonomy and coaxing them to take the lead in more initiatives.

At an executional level, he has also relaxed Philips’s brand guidelines to be more sensitive to regional and category contexts. Effective design languages hit the sweet spot between engaging consumers, expressing brand values, and being aware of category conventions. He gave the example of Philips’s packaging, which was overly consistent across categories as diverse as health care and personal audio, to the extent that it didn’t always sit comfortably or credibly on certain shelves.

Carney now has a story to tell that should soften his CEO’s scepticism. Two years after launch, the Philips Fidelio range of music docks recently displaced Bose from top spot in the European market. This feat was achieved in a category that both Apple and Sony have failed in (remember Apple’s iPod Hi-Fi?). It’s also safe to say that few consumers would have associated the Philips’ brand with audio credentials before the launch of the first model in 2010. However, the docks have picked up hi-fi and design awards, thanks to careful finishes and intuitive UI details. More importantly, it’s selling. And it may not be a one-hit wonder, having been joined recently by the retro L1 headphones, which have garnered good reviews. If Carney moves more needles in this direction, he’ll soon have a much bigger turnaround story to tell.

Sean Carney will give a keynote presentation at the Product Design and Innovation conference in London on May 29-30. For info on attending, click here.

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May 17, 2012

Whether the weather

Mark Sinclair > Input


At the National Institute of Standards and Technology in Gaithersburg, Maryland (US) there is a large south facing wall that looks like it might be a piece of abstract public art. Made from 2,352 different samples of stone it is in fact a testing wall where the effects of the weather on building materials are measured…

The wall was built in 1948 in Washington, DC, before being moved to the NIST site in Gaithersburg in 1977. It contains stone from 47 US states and 16 other countries – from varieties of basalt and bluestone, to marble, limestone, sandstone and tuff.

I was led to read up on the NIST Test Wall and its steadfast research into the effects of weathering (as you do) after photographer Thom Atkinson sent over some of his recent pictures of English pavements, or rather of pavement repairs. Perhaps as ordinary a subject matter as you’re likely to find.

But the aged asphalt in his photographs shows the recognisable signs of deterioration and the subsequent fixes made over the years. The use of new materials, usually in a much brighter, blacker hue than that of the existing well-trodden pavement, mean that the flooring takes on that familiar urban scarring, with the cracks, cuts, fill-ins and repairs building up across one another.

Simple as they are, Atkinson’s images record the imperfections of the streets, the marks of things being dug up and replaced; of electrics being tinkered with, water and gas pipes changed. They reveal that something even as robust as the surface of the street is never stable: when they’re not being bashed up by the weather, like that pixellated wall in Maryland, we’re busy taking them apart ourselves.

The series English Pavement Repairs is on Atkinson’s blog at thomatkinson.tumblr.com. His main website is thomatkinson.com.

 

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May 17, 2012

Researchers Glean Deep UI Lessons From A Haptic Steering Wheel

Mark Wilson > Input


We’re not supposed to text while driving. That makes sense–it diverts your eyes and mental attention elsewhere. But what about your average turn-by-turn GPS screen? It’s sort of the same idea, no? So especially for seniors on the road, how do we design effective tools to not only get from point A to point B, but to get them there more safely?

Professor SeungJun Kim from Carnegie Mellon’s Human Computer Interaction Institute is playing with new ideas to improve the driving performance of the elderly. In his most recent, still unpublished paper ‘Route Guidance Modality for Elder Driver Navigation,’ Kim shares details of his study in which he tested the performance of both young and old drivers with the assistance of audio cues (“turn left!”), visual cues (think Google Maps navigation) and a special steering wheel that would vibrate to signal the next turn.

(The wheel is of particular note: it was built in a partnership of AT&T. It uses 20 individual motors and a liberal layer of memory foam to create a wheel that vibrates in distinct areas. To signal a left turn, the wheel created an animated vibration of a counterclockwise turn, like a snake passing between your fingers.)

I’ve had a chance to read through the paper, and the findings are fascinating. Kim’s goal was to find a sweet spot of assistance, one where all of these tools (modals) could assist a driver without either taking their attention off the road or weighing down the brain too much in what researchers call “cognitive load.” So he tested all sorts of combinations of modals to see which worked both best and least intrusively–audio and visual, haptic and audio, audio and visual and haptic, and, of course, each of these techniques on their own.

What he found was can probably be applied to products and UIs of all types:

  1. 1. In almost all cases, modals worked best in combination than they did alone, in terms of user preference, cognitive load and actual task performance.
  2. 2. Seniors performed best with audio plus haptics (and audio plus visual)
  3. 3. Seniors preferred audio feedback above all other types of feedback.
  4. 4. Seniors performed worst/had the most cognitive load when fed everything all at once (audio plus visuals plus haptic)
  5. 5. Younger people performed best/had the least cognitive load when fed everything all at once.
  6. 6. Younger people preferred visuals and audio (but they were wrong to–they actually performed WORST under these conditions).

Plus, this gem from the article is particularly fun:

71% of elder drivers thought the auditory modality was the most useful and 59% thought the visual modality was the most annoying. In contrast, 63% of younger drivers thought the visual modality was most useful and 50% of them thought the auditory modality was most annoying. Both groups ranked haptic feedback between auditory and visual feedback.

Kim’s ultimate finding shows that we shouldn’t design in-car navigation the same way for youth and the elderly. Young people performed better with more information being thrown their way. Older people clearly had a penchant for audio over visual cues. But there was a unifying piece: Both groups benefited from haptic feedback. Humans clearly love touch.

It would be interesting if Kim ran this same study 30 years from now. While younger people always kick butt in general cognitive testing (sadly, the mind’s raw horsepower begins a steady decline starting in your early 20s), I’m curious how much of that is actually playing a role in modal preference. In other words, do seniors perform better with less information being thrown at them because their minds can no longer process it, or because today’s young people have been trained to multitask from birth? Is it nature or nurture playing a role here? Kim’s paper doesn’t hazard a guess, but I will.

The seniors of tomorrow will perform better with three types of feedback. But the youth of tomorrow will be able to juggle four, five or six. And in the meantime, there’s no reason we shouldn’t be customizing all sorts of user interfaces–from inside a cars to inside our phones–to accommodate one’s age.

[Image: nito/Shutterstock]

[Hat tip: Core77]

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May 17, 2012

M^C^O

Silvio Lorusso > Input


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May 17, 2012

MIT Creates Amazing UI From Levitating Orbs

Mark Wilson > Input


Anyone else see The Avengers? Just like in Iron Man 1 and 2, Tony Stark has the coolest interactive 3-D displays. He can pull a digital wireframe out of a set of blueprints or wrap an exoskeleton around his arm. Those moments aren’t just sci-fi fun; they’re full of visionary ideas to explore and manipulate objects in 3-D space. Except for one thing…how would Stark feel all of these objects to move them around? In reality, he’d be touching nothing but air.

Jinha Lee, from the Tangible Media Group of the MIT Media Lab, has been playing with the idea of manipulating real floating objects in 3-D space to create a truly tactile user interface. His prototype is called the ZeroN, and it will drop your jaw when you see it working for the first (and second and third) time.

It’s essentially a small field in which gravity doesn’t overcome an object. Through the efforts of finely tuned electromagnetism, a user can place a metal ball in midair as easily as they’d place something on a shelf. The ball can be repositioned by hand or by computer, it can be animated on a path, and with the help of software, it can even serve as a virtual camera or light source in a 3-D scene (a sort of 3-D animation suite that you can touch).

“There is something fundamental behind motivations to liberate physical matter from gravity and enable control. The motivation has existed as a shared dream amongst humans for millennia. It is an idea found in mythologies, desired by alchemists, and visualized in Science Fiction movies,” Lee tells Co.Design. “I have aspired to create a space where we can experience a glimpse of this future. A space where materials are free from gravitational constraints and controllable through computing technologies.”

Interviewing Lee, I realized he’s one-part scientist, one-part philosopher. He sees mankind’s ongoing battle against gravity as a poetic parallel to our survival: “We set out to travel across the universe and to develop bio-technologies that resist the natural fall of our bodies to earth. At some level, we are all trying to defy gravity,” he explains. But at the same time, he concisely explains the design of ZeroN–a design that’s so conceptually simple, you may wonder why no one thought of it first.

Whereas we are captivated by this empty pocket of air, Lee has hidden the real magic just above where there’s a 3-D actuator housing an electromagnet. It’s this arm that provides the perfectly tuned magnetic loop (requiring a specialized circuit built by Rehmi Post from MIT’s Center for Bits and Atoms), to keep the ball stable. But to drag that ball around lateral space, the actuator actually just repositions itself, moving in tandem with object, and keeping an eye out on its position with 3D infrared cameras (as you see in the Kinect).

It looks like magic, but it’s largely a mechanical process, powered by a robot in a box holding one of the world’s smartest magnets. But knowing that doesn’t change the ZeroN’s incredible capabilities. “ZeroN can remember how it has been moved. Physical motions of people can be collected in this medium to preserve and play them back indefinitely. When the users move and release the ZeroN, it continues to float and starts to move along the same path. This allows a unique, tangible record of a user’s physical presence and motion which will continue to exist even after the death of the person,” Lee explains. “With this functionality, ZeroN can be adopted in many applications: animation prototyping, physics simulation/education, and 3-D design studios etc. Many of the control that users had to have with mouse and a screen can be tangible and more intuitive.”

As of now, the concept has been proven, and Lee is already focusing on scale. Ditching the mechanical actuator for solenoids could enable the ZeroN to hold and reposition several objects at once (and I’m guessing that this move to solid state electronics would make the idea far more reproducible to boot). But the efforts certainly seem worthwhile. So long as we have hands, we’ll want to touch things. And so long as we have imaginations, we’ll want to grasp that which is just out of our reach. Or as Lee, the scientist-philosopher puts it:

“I think it is important for all of us to reflect on what our essence is, and discuss what kind of world we would like to live in as a human. Asking ‘what if’ questions and prototyping such futures can bring the future a bit closer.”

[Hat tip: designboom]

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May 17, 2012

LIFO

Claudio Franco Netto Pletsch > Input


http://www.lifo.gr/

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May 17, 2012

PORT

Claudio Franco Netto Pletsch > Input


http://port-magazine.com/

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May 17, 2012

FRICOTE

Claudio Franco Netto Pletsch > Input


http://www.fricote.fr/magazine/

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May 17, 2012

La costellazione del caprotoro / Abcasia

Guest > Input


Fazil’ Abdulovič Iskander è nato nel 1929 a Sukhumi, la capitale dell’Abcasia.

Ma che roba è l’Abcasia? L’Abcasia è una piccola regione della Georgia, da qualche anno divenuta repubblica autonoma, e Iskander è considerato il suo cantore. Nonostante scriva in russo. E abbia pubblicato i suoi libri in Russia. E abbia spesso criticato la volontà secessionista dell’Abcasia.

Insomma è considerato il cantore dell’Abcasia più dai russi che dagli abcasi. In ogni caso è uno scrittore di lingua russa i cui libri, spassosissimi, raccontano il suo paese visto dalla Russia.

La Costellazione del Caprotoro (Sozvezdie kozlotura), uscito nel 1966, è il suo esordio letterario. E fa molto ridere.

Il romanzo racconta in poche pagine una montatura, una farsa scientifica, ovvero la nascita di un ibrido, un incrocio tra una capra e un toro che dovrebbe apportare enormi benefici all’economia agricola locale. La bestia in questione, povero caprone, diventa il protagonista di un kolchoz (azienda agricola sovietica) grazie alla fama regalatagli da un’intraprendente giornalista di una piccola testata di provincia.

Di profilo il muso del caprotoro assomigliava al viso di un nobile decaduto, con il labbro inferiore che sporgeva in un’espressione di profondo scetticismo.

Il bestione, il caprotoro, non è solo un bestione ma è anche l’immagine di un periodo storico. Il “periodo della farsa”, in Unione Sovietica, è stata un’epoca caratterizzata da una serie di scoperte scientifiche fasulle, il più delle volte insensate, che avrebbero dovuto dimostrare il talento innovativo degli scienziati sovietici. Il più noto di questi ciarlatani fu Lysenko, famoso per l’affermazione i miei esperimenti non sono ripetibili perché sono geniali.

La costellazione del caprotoro racconta quest’epoca, in cui le difficoltà economiche sovietiche venivano nascoste sotto il tappeto del partito, e racconta anche gli abitanti e le tradizioni patriarcali della Repubblica di Abcasia. Soprattutto la famosissima ospitalità degli Abreki, montanari del Caucaso che combatterono prima lo Zar e poi l’Armata Rossa.

L’anno scorso sono stato a Svanetija – cominciò a raccontare il capitano soffiando verso il soffitto una boccata di fumo -. Il capo della polizia locale organizzò un banchetto in mio onore e dopo aver mangiato e bevuto mi regalò un cervo vivo.

E la loro raffinata cortesia nell’offrirti da bere.

Che io possa disseppellire le vecchie ossa di mio padre e darle in pasto a un branco di cani luridi e fetidi se non ti deciderai a sollevare quel bicchiere […] Le vecchie ossa di mio padre! Ai luridi cani!

A quanto pare Fazil’ pensa che l’umorismo sia un buono strumento per smarcarsi dal terrore della nomenklatura moscovita (номенклатура). Raccontando il rapporto tra l’apparato burocratico sovietico e i metodi della stampa per diffondere la propaganda, La costellazione del caprotoro descrive la distanza che separa questa piccola repubblica caucasica dal sistema centralizzato sovietico, nonostante gli abcasi sembrino decisi, o meglio rassegnati, a convivere con l’assurda realtà imposta dal potere di Mosca. Qui, tra le montagne caucasiche dell’Abcasia, troverai la saggezza simile all’ingenuità, la cortesia simile alla maleducazione e la cultura contadina dei montanari, che pare simile alla vecchia cultura contadina dei montanari di tutto il mondo. Solo che in Abcasia, o per lo meno nell’Abcasia di Fazil’, la logica sembra zoppicare come una vecchia con un secchio di latte in mano.

Il caprotoro: il nostro orgoglio. Presiede la conferenza Vachtang Bočua, dottore in archeologia, membro effettivo della Società per la Diffusione delle Conoscenze Scientifiche e Politiche, presidente dell’Associazione per la Conservazione dei Monumenti Antichi. Alla conferenza seguirà la proiezione del film La Maschera di ferro.

La costellazione del caprotoro, di Fazil’ Iskander, è edito da Sellerio (1988). Ha 196 p. e costa circa 7 carte.



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May 17, 2012

Seventy ways to start a novel

Mark Sinclair > Input


Neil Donnelly‘s treatment of the opening page of Great Expectations evokes the layout of a tabloid newspaper

In GraphicDesign&‘s first book, Page 1: Great Expectations, 70 designers reinterpret the opening page of the Charles Dickens classic. The results reveal much about the decisions designer’s face in setting any text, and what effect these choices have on reader experience…

Perhaps one of the more unlikely, certainly more experimental, tie-ins with this year’s Dickens bicentenary, the decision to dissect the opening of his 1861 novel came about because of the references to lettering on its first page. At the beginning of the story, Pip Pirrip’s search for clues towards his own identity has led him to imagine how his parents might have looked, based on the shapes of the letterforms on their tombstones. (“The shape of the letters on my father’s, gave me an odd idea that he was a square, stout, dark man, with curly black hair.”)

So in Page 1: Great Expectations, what may at first seem like rather a repetitive read, the opening page of the novel really serves as the sample material from which the designers work from, with each interpretation of the page offering up a different approach and affect.

Using Caslon, A Practice For Everyday Life built on the symbolism contained within the opening; the obelisk glyphs standing for the five gravestones of Pip’s siblings

While there are, perhaps understandably, a number of examples that take a conventional approach to the typography – set in a range of faces from Caslon (above) and Arnhem Pro Blond, to Fabiol and Miller – there is also a range of more outlandish and conceptual approaches, which occasionally push the boundaries of legibility, let alone a sense of linear narrative. But more often these experiments explore the wider notions of reader interaction and even challenge the preconceptions we bring to the experience of reading.

Julian Morey (abc-xyz) used Helvetica Neue 65 Medium to reimagine Dickens for tablet devices

In Aaron Merrigan and Fred North‘s concept, for example, the text is set over both halves of the page, but readers have to read along with a friend sat opposite, in order to read each alternate word of the sentences. Jon Barnbrook meanwhile, tongue firmly in cheek, has reorganised the words of the opening page in terms of their frequency, the grammar structure, and the use of sentiment which might manipulate the reader’s emotions.

Susanne Dechant has detached the words from the page and rearranged them in alphabetical order, so the opening line runs as “a a a a a a a Above all Also am an and and and and and”. Vivóeusébio studio, however, reduced the page to its initial word, “My”, apparently as a way of “emphasising Pip’s great expectations and delaying the readers’.”

Ian Noble set his text in Mrs Eaves and used symbols to convey a second level of information about the relationships in the novel

Individually, many of these unconventional approaches could appear just a touch indulgent, but as part of a collection of treatments they work as another (esoteric) voice in the larger mix, and as an interesting counterpoint to the more straightforward and accessible versions of the text.

Workshop’s approach was to create a ‘tipped in’ version of All The Year Round, the weekly journal in which Dickens’ novel was first serialised

And some approaches tell us more about the life of the text itself. Alexander Cooper and Rose Gridneff of Workshop, for example, reference the genesis of Dickens’ novel, which first appeared in the weekly publication, All The Year Round. When the story came to be published in book form, the first edition didn’t sell particularly well so publishers Chapman and Hill ‘tipped in’ replacement title pages stating that these were new editions, when in fact they were actually from the existing print run. By the end of 1861, Workshop explain, five of these so called ‘new’ editions of Great Expectations had been published.

In looking at the novel’s movement from an ephemeral state (a weekly magazine) to a more permanent one (a bound book), Workshop address how the format of a text, let alone how that text is displayed, informs a reading. As with the other 69 versions that tell of Pip’s first reading of the gravestone letterforms, context is everything.

Page 1: Great Expectations is published by GraphicDesign& and is currently available for the offer price of £12.50 from graphicdesignand.com. After May 26 the book will be £15. The CR iPad app will also be showing a selection of different treatments from the book very soon.

 

CR for the iPad
Read in-depth features and analysis plus exclusive iPad-only content in the Creative Review iPad App. Longer, more in-depth features than we run on the blog, portfolios of great, full-screen images and hi-res video. If the blog is about news, comment and debate, the iPad is about inspiration, viewing and reading. As well as providing exclusive, iPad-only content, the app will also update with new content throughout each month. Try a free sample issue here


CR in Print
The May issue of Creative Review is the biggest in our 32-year history, with over 200 pages of great content. This speial double issue contains all the selected work for this year’s Annual, our juried showcase of the finest work of the past 12 months. In addition, the May issue contains features on the enduring appeal of John Berger’s Ways of Seeing, a fantastic interview with the irrepressible George Lois, Rick Poynor on the V&A’s British Design show, a preview of the controversial new Stedelijk Museum identity and a report from Flatstock, the US gig poster festival. Plus, in Monograph this month, TwoPoints.net show our subcribers around the pick of Barcelona’s creative scene.

If you would like to buy this issue and are based in the UK, you can search for your nearest stockist here. Based outside the UK? Simply call +44(0)207 292 3703 to find your nearest stockist. Better yet, subscribe to CR for a year here and save yourself almost 30% on the printed magazine.

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May 17, 2012

Music, Film, TV: How social media changed the entertainment experience

BrianSolis > Input


Behavior counts for everything. Studying it is just the beginning of course. In order to understand and eventually steer behavior, we must translate activity into insights and in turn, translate insights into actionable strategies and programs. The Hollywood Reporter recently published an exclusive poll about social media led by market research firm Penn Schoen Berland. As the report opens, THR notes, “There’s a sea change afoot in how Americans discover and consume entertainment.”

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May 17, 2012

Noted #36. Marius Watz, Paul Bommer, info, dogs in cars & vanity Tweet publishing.

Eye contributor > Input


P1060960 (crop)

Here are a few links that caught our attention over the past few weeks.

Paul Bommer’s faux tiles from his recent show.
(See Paul’s illustrations to ‘7 forms of design enquiry’ in Eye 82.)

Easel.ly (currently in beta) aims to make attractive infographics online.

A new form of ‘vanity publishing’ – Tweetghetto is a slightly mad Italian project to turn Tweets into posters (below).

Above: Tweet-encrusted poster sent to Eye by Better Nouveau.

Marius Watz’s work on the world’s longest façade (350m) at the Taman Anggrek complex in Jakarta (thanks to Golan Levin for this link).

Photographer Martin Usborne has a Kickstarter project to make a photobook of Dogs in Cars (below). See Martin’s article, ‘Who (didn’t) let the dogs out’ on the Eye blog in October 2010.

Marius Watz’s work on the world’s longest façade (350m) at the Taman Anggrek complex in Jakarta (thanks to Golan Levin for this link).

Eye is the world’s most beautiful and collectable graphic design journal, published quarterly for professional designers, students and anyone interested in critical, informed writing about graphic design and visual culture. It’s available from all good design bookshops and online at the Eye shop, where you can buy subscriptions and single issues. Eye 82 is out now – you can browse a visual sampler at Eye before you buy on Issuu.

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May 17, 2012

Julien

Typography Served Featured Projects > Input



Julien is a playful geometric display typeface loosely inspired by the early 20th century avant-garde. It is based on elementary shapes and includes multiple variants of each letter (over 1000 glyphs per style), as well as intelligent OpenType scripts that select glyphs to create the best word shapes. Julien is a unicase typeface in which upper case and lower case letters are mixed together.

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May 17, 2012

“Everything’s Gonna Be Alright” documentary on Greek graphic design by Designrep…

FF3300 > FF3300, Input, Output, Pensatoio


“Everything’s Gonna Be Alright” documentary on Greek graphic design by Designreport Greece, Anastasios Koupantsis and Alexandros Michalakopoulos: https://vimeo.com/35955897

un documento prodotto in Grecia, oggi.


Everything's Gonna Be Alright – English Subtitles
vimeo.com
The Designreport Greece is a design research project of "labor visuell", a unit of the Department of Design at the University Of Applied Sciences Düsseldorf/Germany. In 2010, Anastasios Koupantsis and Alexandros Michalakopoulos examined during a several-month…

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May 17, 2012

Per un pugno di miliardi di dollari: Facebook grafo sociale, Google grafo della conoscenza

Luca De Biase > Input


Tutti si rendono conto che la quotazione in borsa di Facebook è un punto di svolta. Può essere il culmine di una bolla speculativa? Oppure la prova che dietro il nuovo boom delle aziende internettiane c’è vera carne al fuoco? Purtroppo sono vere entrambe le cose: la finanza viaggia per i fatti suoi e sta speculando senza pietà, mentre la carne al fuoco c’è e viaggia con i tempi della realtà:

1. Facebook arriva con i suoi 100 miliardi di valutazione sulle ali di altre valutazioni molto elevate: Instagram vale un miliardo, Evernote vale un miliardo, ora anche Pinterest vale un miliardo. La storia che la finanza autoreferenziale sta raccontando è chiara: se quelle piccole aziende valgono tanto, Facebook vale molto di più.

2. La realtà è che Facebook fattura poco e guadagna poco per valere 100 miliardi. La pubblicità su Google funziona meglio perché spesso si riceve in coerenza con il flusso delle attività degli utenti. Su Facebook è talvolta un’interruzione della conversazione. Con la sola pubblicità Facebook potrebbe faticare. Se questo è vero (sono ipotesi non certezze), allora o Facebook riuscirà a trovare un nuovo modello di business o sarà un flop dal punto di vista finanziario. (Vedi Dixon, AllthingsD, Epicenter)

3. Facebook potrebbe trovare un nuovo modello di business trasformandosi in pieno in una piattaforma sulla quale girano apps che vendono prodotti o servizi e danno una quota a Facebook. Su questo piano, Facebook si trasformerebbe in una piattaforma che ospita applicazioni per l’ecommerce, per i viaggi, per i giochi e quant’altro, pensate per utilizzare proprio le relazioni tra le persone “amiche” su Facebook. In questo caso, i soldi che Facebook potrebbe fare sono una quantità sterminata. Ma è una visione della quale si hanno soltanto alcuni primi segnali. E non è detto che funzioni, finché Facebook non ha un servizio mobile vero e degno di questo nome.

Google, come del resto Amazon e Apple, tenta di trasformarsi sempre più esplicitamente in una piattaforma. E Facebook, si può star certi, farà altrettanto. La forza di Facebook come piattaforma poggia su una tecnologia relativamente banale e sull’enorme e non banale valore generato dalle attività degli utenti: la piattaforma di Facebook è il grafo sociale. Google, come vediamo dalle notizie di oggi, è una piattaforma che poggia sul grafo della conoscenza. Sarà più solido il primo o il secondo per fondare un sistema capace di durare nel tempo? E man mano che queste piattaforme, come spesso succede, tenteranno di mantenere le persone per un tempo sempre più lungo al loro interno, non nasceranno delle alternative? Facebook e Google fanno pubbliche relazioni basate sulla loro missione eticamente corretta, anche perché devono convincere le persone a fidarsi di loro: ma le critiche e le paure che questi giganti suscitano sono importanti. Potremmo cominciare a immaginare un mondo con meno Google e Facebook?

La bolla, se è bolla, scoppierà, purtroppo. Il valore d’uso e l’innovazione continueranno invece a costruire un nuovo paradigma di vita sociale, culturale ed economica. Meglio saperlo e agire di conseguenza.

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May 17, 2012

Why are so many men pregnant?

Kim Rees > Input


Garbage in, garbage out the old adage goes. Nigel Hawkes, Director of Straight Statistics, describes a sort of statistical whistleblowing letter to the British Medical Journal.

A team from Imperial College found that in 2009-10, nearly 20,000 adults were coded as having attended paediatric outpatient services, and 3,000 patients under 19 were apparently treated in geriatric clinics. Even more striking, between 15,000 and 20,000 men have been admitted to obstetric wards each year since 2003, and almost 10,000 to gynaecology wards.

It’s hard to put your faith in analysis, visualization, policy, and anything else that comes out of data with reports like these. With human error being a known issue, we have to find better ways of inputting and double-checking data. Unfortunate mistakes at the outset only lead to bigger problems down the line.

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May 17, 2012