The Post-Industrial Design of Computational Materials
Marcelo Coelho MIT Media Lab 75 Amherst St., Cambridge marcelo@media.mit.edu Jamie Zigelbaum Zigelbaum + Coelho 359 Green St., Cambridge jamie@zigelbaumcoelho.com Joshua Kopin Zigelbaum + Coelho 359 Green St., Cambridge josh@zigelbaumcoelho.com
ABSTRACT In this paper we describe the development of Six-Forty by Four-Eighty: an art and design installation composed of 220 interactive lighting tiles. We discuss previous work that addresses the physicality of computation, our design and fabrication processes, technical implementation, the development of a novel technique for data transmission through the body, the pieces exhibition context and public response. By describing the interrelationship between these elements we hope to shed light into the forging of a post- industrial design practice that straddles the art, design and technology trichotomy. Author Keywords Art, post-industrial design, materiality, pixel, interface design. ACM Classification Keywords H.5.2 User Interfaces Theory and methods. General Terms Design. INTRODUCTION As computers progressively permeate our ecology of physical objects, the language of interaction once relegated to the world of GUIs now finds itself intertwined with the affordances of physical things. The result is the emergence of a new class of objects that are crafted with computational tools, carry within them embedded computers, and communicate and behave through the use of computational metaphors. This has fostered the development of an integrated and multidisciplinary design practice requiring a broad fluency across domains such as fine arts, industrial design, interface design, mechanical engineering, electrical engineering, and computer science. We have come to call this practice Post-Industrial Design.
Figure 1. Six-Forty by Four-Eighty. Six-Forty by Four-Eighty is an installation composed of 220 interactive lighting tiles and was presented at Design Miami/ Basel 2010 in conjunction with Art Basel in Basel, Switzerland. Through its form factor, interaction model and conceptual definitions, this work conveys to viewers a future in which computation will leave the confines of computer screens and spread itself onto the physical world. At a conceptual level, Six-Forty by Four-Eighty uses the metaphor of the pixel as the ambassador for computation, and more specifically, references how our tacit understanding of what computers are (and can be) is mediated by the prevalence of addressable displays. The pixel-tiles in Six-Forty by Four-Eighty can be packed into a grid as one would traditionally expect and be controlled in unison at the aggregate level, but can also break away from this grid, making the interaction physical and bringing focus to the particulate level. As users start rearranging and sculpting with this luminous medium, a new interaction model opens up, where it is possible to touch a pixel-tile to change its color and, most interestingly, it becomes possible to physically copy-and-paste color from two distinct pixel-tiles by using the users body as the information conduit. In a future in which computation is to become highly tangible, our bodies will have to play an intrinsic role in our ecology of computational objects. RELATED WORK The drive to turn pixels and computers into tangible, graspable artifacts is far from new and has continuously
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. TEI11, January 2226, 2011, Funchal, Portugal. Copyright 2011 ACM 978-1-4503-0478-8/11/01...$10.00. 253 pervaded the Human Computer Interaction consciousness, seeking new implementations and rationales as technological possibilities advance. In this section, we introduce a few noteworthy examples. An early example of this motivation is John Frazers Universal Constructor, which implements a working model of self-organizing interactive environment composed of stackable physical pixels [1]. In a similar vein is Kelly Heatons Physical Pixel Project, which focuses on the convergence of physical sculpting and computer animation by developing light orbs and cubes that are networked and respond to touch [2]. More recently, Susanne Seitingers Urban Pixels has brought these ideas to the scale of the city and implemented wireless, solar-powered lighting units that influence how we experience the city as a display [4]. In Six-Forty by Four-Eighty, we have chosen to focus on two fundamental aspects: (1) that physical pixels can concomitantly operate at global and local scales depending on the spatial proximity, perspective, and level of physical engagement of the user; and (2) that it is important for the users body to play a role in how the computation metaphors cross differing levels of perspective and engagement. In order to implement the physical copy-and-paste capability, we built upon two different works, namely: the Personal Area Network project developed by Thomas Zimmerman, wherein handshakes are used to transmit data between two users [6]; and Jay Silvers Drawdio, in which people can draw resistive networks with a paintbrush, and by touching different parts of such a drawing one can modulate a sound output [5]. Finally, by straddling the art, design and technology domains, we have drawn inspiration from the work of visual artist and photographer Vik Muniz, who composes images from unorthodox materials. Muniz provides viewers with an experience wherein the work presents a subject when viewed from far away, but reverts to its materiality when viewed up close, interlacing a deeper connection between the represented subject and the medium chosen to represent it. [3] DESIGN PRINCIPLES The design principles behind Six-Forty by Four-Eighty were elicited from the necessity to create a piece that could straddle the art, design and technology trichotomy chasm, while communicating to our audience the latent possibilities of physical computing. It was important that the piece (1) conveyed a strong conceptual motivation captured in its form factor, aesthetics, and exhibition context; (2) supported a utilitarian functionality that could be easily communicated to visitors; and (3) that the technology implemented could reveal and support the conceptual and functional motivations. Art Conceptually, Six-Forty by Four-Eighty examines the materiality of computation and a future where computers will leave the confines of screens and keyboards to become an integral part of the physical world. Since pixels and their graphical user interfaces are the way that most people understand what computers are, we have chosen to render pixels as independent physical objects. This creates an experience where visitors can touch and metaphorically break computation into pieces, acting as co-creators able to re-sculpt the work, and provides a gateway to discuss the larger conceptual idea. Design Functionally, Six-Forty by Four-Eighty can also be deployed in the home, doubling as a modular, interactive lighting system that supports a high degree of customization. This functional design role portrays a scenario where lighting becomes a personal experience, which one can physically interact with to create different ambience, moods and living environments.
Figure 3. Pixel-tiles as a lighting system in the home. Technology Technically, it was important to back the conceptual and functional aspects of the piece with technology that brings people into the computing experience and where their physical presence plays a role in the behavior and interaction of the pixel-tiles. To achieve this, we developed and implemented a novel technique where peoples bodies are used as a conduit for serial data, literally acting as a wire to transfer information from one pixel-tile to another and allowing the human body to become an integral part of the computation and communication process. When touched with one hand for a short period of time, the pixel- tile starts pulsing to indicate its transmission state and starts transmitting its color through the persons hand. By keeping the first hand in place and touching other pixel- tiles, the color is transferred from one pixel-tile to another, creating a form of physical copy-and-paste. 254 INTERACTION MODEL Six-Forty by Four-Eightys only form of output is the light produced by an RGB LED housed inside of the case, while user input happens through touch and an infrared remote control. This simple system allows people to interact with it in four different ways: (1) The pixel-tiles are magnetic and can be rearranged on a ferrous surface; (2) Touching a pixel-tile makes it cycle through a color palette; (3) Touching a pixel-tile and holding, while using your other hand to touch other pixel-tiles, copy-and-pastes color from one pixel-tile to another; (4) The remote control allows users to control a pixel-tiles animation by changing the speed and sharpness in which they pulse a certain color. Additionally, it allows users to switch between a warm or a cool color palette. In order to bring together these distinct interaction modalities into a cohesive interaction experience, the affordances are broken down into micro and macro behaviors and the light quality is designed under the constraints of a physical model, which furthers the understanding of these pixel-tiles as a physical material. Micro Behavior: The Particulate Level At the micro scale, the pixel-tiles are designed to be interacted with in exclusively physical ways. First, a person needs to be within arms reach of the tiles, which facilitates a sense of becoming surrounded by the installation and losing the sense of scale and behavior of the sum arrangement. From this standpoint, the tiles can be grabbed and moved around into different arrangements, and by touching their screens it is possible to make their colors change. Finally, by sequentially touching two pixel-tiles at the same time, it is possible to physically copy-and-paste their colors from one to another. At this micro scale, the pixel-tiles act as an interactive particulate and their behavior is highly supported by the physical model programmed into the light animation. Macro Behavior: The Aggregate Level When a user steps back from the micro level, taking a more distanced and macro perspective of the installation, the intimate physicality melts away. The three-dimensionality of the cases disappear into darkness and the viewer sees only floating squares of light animating in unison. The macro behavior requires users to control the installation as an aggregate through an infrared remote control. The pixel- tiles acting together foster the emergence of behaviors that cannot be perceived when one is standing up close. Additionally, the directionality of the IR beam preserves the sense of direct control but shifts its scope from operating onto a single pixel-tile to acting upon the computational substrate as a whole. Physical Model Conceptually, Six-Forty by Four-Eighty is about computation and physicality. Its form references the rectangular field of color most people associate with the pixel and its behavior evokes materiality. The outstanding material property constructed by the embedded firmware, in our case, was the color of the light emanating from the pixel-tile and the ways this color changed in response to touch. Because ordinary material properties tend to be instantaneously evident and consistent, care was taken to make the properties constructed by the computation similarly responsive and consistent. For example, clock rates were chosen to ensure the light did not flicker and that the system responded quickly to touch. The software was structured asynchronously to maintain responsiveness. In addition, the constructed properties were designed to be as similar as possible to the properties of common materials. Specifically, when a touch is detected, the lights brightness changes according to an exponential decay model, which was based on the behavior of incandescent light bulbs and the human retina, but also simulates the experience of elastically deforming a soft object with applied pressure. PROCESS AND TECHNOLOGY
Figure 4. Injection molded cases with diffuser-ITO composite. Six-Forty by Four-Eighty is composed of 220 pixel-tiles, which are 3 x 3 x 1.5 boxes injection molded from ABS/Polycarbonate white polymer and covered by a special light diffuser and ITO (indium tin oxide) glass composite. Each pixel-tile is outfitted with a lithium polymer rechargeable battery, rare earth magnets so it can be attached to ferrous surfaces and a custom-designed circuit board responsible for its interactive behavior and functionality.The diffuser-ITO composite was created by layering flashed opal diffusive glass and Pilkington TEC 7 conductive glass (a glass infused with ITO while molten). The edges of the composite were covered with a conductive copper vinyl that was connected to our sensing and data transmission circuits. Hardware Six-Forty by Four-Eightys technical innovation is the ability of a pixel-tile to transmit its color state to other tiles through the human body. To accomplish this, we use the 255 diffuser-ITO composite as an electrode for capacitive touch sensing, data transmission (TX) and reception (RX), providing users with a minimal and simple interface that can handle multiple functionalities. An AVR microcontroller cycles between the three different modes alternating between sensing and data receiving when a touch is not being detected and sensing and transmission when touch is detected. The most challenging aspect of this design was to ensure consistent UART data reception that was free of noise and unaffected by the circuits large stray capacitance. This required the use of a two-step analog amplifier, buffering and a common ground between the pixel-tiles shared through a steel back plate and spring-loaded pin located at the bottom of all cases. The capacitive sensor was implemented through loading mode, where the charge and discharge frequency is controlled through firmware, allowing us to easily calibrate its sensitivity. The aggregate interaction was implemented by using an infrared receiver at an interrupt port, which allowed people to control and modulate several pixel-tiles at a time. INSTALLATION Six-Forty by Four-Eighty was commissioned as a new work by Design Miami/ Basel to be featured at their yearly design fair in Basel, Switzerland. The attendance of this type of fair is comprised primarily of collectors, dealers, critics, artists and designers, who are not particularly familiar with technological artifacts that operate outside of the consumer electronics industry. Moreover, work shown in this environment is rarely meant to be touched or interacted with; on the contrary, touching is highly discouraged.
Figure 6. Six-Forty by Four-Eighty at Design Miami/ Basel. The piece was installed in a dark room covered with black oxidized steel so that it was possible to attach the pixel-tiles anywhere. From our observations, visitors initial impression was to approach the piece and observe it, completely unaware of its interactive possibilities. After observing others interact with the piece or being instructed to do so, a visceral connection with the tiles started to develop. First, visitors tried to grasp the full extent of its functionality, gaining control of its behavior and color, similar to how we observe and physically explore a new material weve never encountered before. After this exploration stage was overcome, then the piece became a tool for co-creation, and visitors used it to create their own designs and arrangements, continuously transitioning between the micro and macro interaction levels. CONCLUSION AND FUTURE WORK As with any design work, the possibilities for improvement and directions for future work are seemingly endless. At a first instance, the ability to locate the physical position of the pixel-tiles in space would allow for video display and a whole new range of interactions. Additionally, new materials and form factors (shape and size of the pixel-tiles) would open new interaction spaces and use scenarios. ACKNOWLEDGMENTS We would like to acknowledge Ambra Medda, Wava Carpenter and the Design Miami team for supporting this work. Many colleagues have helped with the design and realization of Six-Forty by Four-Eighty, specifically: Varun Perumal, Madeleine Claire Elish, Ryan Wistort, Jeff Lieberman, Mark Feldmeier, Jay Silver, Aaron Zinman, Jean-Baptiste Labrune, Natan Linder, David Merrill, Seth Hunter, Pol Pla, Nicholas Zigelbaum, Emma Lazrove, Silas Maniatis, Grace Escano, Alexander Dawson, Pat Lian, Dylan Rykerson, Juan Gorris and Catherine McMahon. Finally, we would like to acknowledge W Hotels for supporting the Designer of the Future Award and Professor Pattie Maes and the MIT Media Lab for providing the support, inspiration and infrastructure without which this work would not have been possible. REFERENCES 1. Frazer, J. (1995) An Evolutionary Architecture. Architectural Association Publications. 2. Heaton, K. (2000). Physical Pixel. MIT Media Lab Thesis. 3. Muniz, V. (2005) Reflex: A Vik Muniz Primer. Aperture. 4. Seitinger, S., Perry, D. S., and Mitchell, W. J. (2009) Urban pixels: painting the city with light. In Proceedings of the 27th international Conference on Human Factors in Computing Systems. CHI '09. ACM, New York, NY, 839-848. 5. Silver, J. S. (2009) Nature as interface: MacGyver'ing and Martha-Stewart'ing interactivity with trees, pencils, grandpa, even the kitchen sink. In Proc. of the 7 th ACM Conference on Creativity and Cognition. C&C '09. ACM, New York, NY, 483-484. 6. Zimmerman, Thomas. (1995) Personal Area Networks (PAN): Near-Field Intra-Body Communication. MIT Media Lab Thesis. 256