Stoffel 02.2003 | .Feel the Vibe - visceral channel of interaction |
cellipus
wearable interaction product
once you become a b/wearer
first you get a feel for what the subtle signals from cellipus tell you when there are no other people around (biofeedback)
second you get a feel for how the signals behave when you are with other people
third you get a feel for what the subtle signals mean when the cellipi around enable you to feel the signals from cellipi of other b/wearers (social-biofeedback)
finally, your awareness of the psycho-physiological interactions in a social setting has been raised and cellipus becomes redundant
cellipus
wearable interaction product
the product designed is the experience elicited, not so much its physical appearance
cellipus is a liminal object:
not part of you
nor part of your environment
but somewhere inbetween
cellipus is not:
a gadget
jewelery
a garment
cellipus is:
parasitic
symbiotic
sensuous
cellipus is a physical hypothesis in the development
process 'research through design'
ambient media
and corporal literacy
the product is an ambient medium that builds on and trains our corporal literacy
ambient media reside in the background or perifery of our
attention,
we focus on them when they behave out of the ordinary
our body is actively involved in processes of world making rather than a passive decoding machine
corporal literacy describes the abilities of the body to perceive, read and make sense of ourselves in relation to the world around us
feedback
and emergent behaviour
a channel conveying affect related physiological data between individuals augments the complex system of social dynamics
on an individual level the affect related feedback in its turn will influence a users' affective state
on group level the affective social biofeedback will influence individual affective states, thus influence the group interactions and dynamics
'insight in' group dynamics through 'experience of' affect related social biofeedback
a complex system of relatively simple entities folowing basic rules give rise to stunningly complex emergent behaviour (anthill, beehive, internet ...)
society and design
most products are developed driven by a technology push and aimed at bare functionality
this has given rise to unusable, frustrating and rude products
in my opinion this reflects the dominance of reason in western
(capitalist, modernist) society:
non-rational elements of the human psyche and resulting behaviour are deemed
inferior to logic and reason
this society also emphasizes the individual as an entity independent from its social environment
current social media
most media we use (e.g. telephone, mail, e-mail, chat, videoconference...)
support the exchange of intentional, verbal information,
but have low bandwidth with regard to the subtle sides of human interaction
most current media support 1-on-1 interactions
some recent developments look into amending those shortcomings
however, so far no integral approach was encountered
a human centered, context oriented approach to media development may enrich our experience of social life and help to (re-)discover stimulating aspects of our interactions.
cellipus
wearable interaction product
sits against the skin
takes the b/wearers' heartbeat
vibrates with every heartbeat
changes temperature with mood-swings
communicates beats and mood-swings with other b/wearers' cellipi
forms a channel of social biofeedback
human factors
core of group interactions seems to be affective
affective cues from our environment are for a large part autonomously communicated
stimuli from our environment are automatically appraised and evaluated
appraisal mechanisms are to some extent present at birth,
but also we can learn to attach new meanings to stimuli through experience
emotions play an important role in this processing and have an integrated effect on mental and physiological processes
assasment of feelings in ourselves to some extent are a form of internal biofeedback
.X
.Y
goal
of building functional prototypes
the design is part of a process of research through design
the product/system designed poses theses and questions, e.g.:
to what extent do people attach meaning to the new stimuli?
what meaning is attached?
what influence does the introduction of the system have on group dynamics?
...
in order to test the theses and iterate in the process of research through design, functioning prototypes were built
system overview
each product:
samples ECG- ElectroCardioGram
calculates HRV-HeartRateVariability (affect related derivative, based on powerspectral analysis)
communicates this data wirelessly with other products in its
vicinity
(each product is a node in an ad-hoc network)
combines heartbeat and maps these to a vibrating device
combines HRV values and maps a function of these to a peltierjunction element, which changes temperature
user-system interface
the visceral communication device has no buttons
the product interacts with its b/wearer autonomously
electrodes detect ECG
the b/wearer experiences two forms of feedback:
vibration, through an electro-mechanical device such as a pager-motor
temperature changes, through a peltier junction element which pumps heat from one face to another when current flows through it
our tactile senses are more sensitive in certain areas
system v.1b
the first set of prototypes was built around the 'pushpin computer' developed by Joshua Lifton at MIT Media Lab
electronics development and programming mainly by Stoffel
microcontroller:
cygnal 22Mhz uC with 2 onboard 10-bit A/D conversion around a 8051 core
wireless communication:
433Mhz, 64kbs radio transceiver from
radiometrix
power source:
two standard 9V batteries
feedback:
vibration through Tactillator
temperature change through 1'' peltier element
processing power was too little to perform local processing as well as provide radio communication
thus only individual feedback was established
system v.2b
the second set of prototypes was developed around two pic18F16xx microcontrollers, one for local processing and one for communications
electronics developed by Rob Luxen at ID-StudioLab
programming
by AadJan van der Helm at ID-StudioLab
microcontrollers:
picMicro 18F16xxx uC with onboard A/D conversion
power source:
Ultralife UBC44106102 4.2-3Vdc, 3800mAh, polymer rechargeable battery
feedback:
vibration through pager motor
temperature change through 1'' peltier element
development of this system halted at the same stage as system v.1b, seperately communication and local processing work, but not simultaneously
individual user test
system v.2b was used for individual user testing
users wore the prototypes for < 1 hour
users report:
if feedback is stable, the signals move to periphery of attention
people notice a connection between feedback and their arousal
feedback is experienced as very personal, and when it stops (unstability) worry is expressed
cellipus is seen as a being/entity, not a thing, unless it is unstable
group user test
the group user test was performed with four system v.2b prototypes
communication between prototypes was not established
users wore the devices for ~2 hours prior to the group session
some users report:
feedback moves between periphery and focus of attention depending on level
of variance in signal
feedback was reported as 'in some way' related to emotion
feedback was reported to seem to be coming from other test subjects (even though no communication was not established!)