Lièvre, Pluviôse, 228; Speculative design is still a thing and Warhammer is great.

What if Our World is Their Heaven?

I got around to pulling together the video from 'What if Our World is Their Heaven?' and uploaded it to Vimeo. I also stuck up some images and the text we used in the brief up on the Haunted Machines site. The whole workshop was based around the 'automated production and dissemination of images'; a phrase which, if you've spoken to me in the last month, you would have heard me use a lot. The talk here introduces some of the key ideas of the area and identifies some existing weak signals and indicators that could be used by the students to kick off their thinking.



Coming up

There's a quite a lot going on this month. Not least of which I'm doing a lot of actual teaching which is why this is a day late. I spent a while trying to pull together a Blender workshop for Eevee on Saturday but really couldn't find a way to make it do what I wanted it to do and do it in a way which was easily teachable. It's definitely really promising but at the moment there's just too many hoops to go through for an 'intro to Blender' class. 

Other than that is a bunch of speculative design stuff. I'm teaching MA Service Design students tomorrow with the old Critical Exploits and thanks to my old friend and colleague Radha Mistry have found myself on the jury for the Core 77 design awards for speculative design. The submission are open now until the end of March I think. It'll be interesting to see what people are playing with in the field. I suppose it's a field now.

On 28th February Natalie and I are presenting at Pre-histories and Futures of Machine Vision, an event put together by Joel McKim. Honestly I'm not 100% on what we're talking about yet but we've titled it 'What if Our World was Their Heaven?' again.

Channel recommendation – Warhammer and climate change

So I suppose the commonality about my viewing habits is I like watching people build things. Not in a Grand Designs way but in a really grounded craft-based way. The algorithm has pushed me recently into miniature painting which is very enjoyable to watch mostly for the remarkable amount of skill involved. Anyway, I came across Goobertown Hobbies and really like it. The guy has a good pace and voice in talking about what he's doing. However, about half way through he completely switches, turns out he's a biochemist and he wants to use his platform to engage people in talking about climate change. He talks in this one about becoming confident in who you are and what you believe – in his case that he likes Warhammer (which he was 'closeted' about for a long time) and is really concerned about the lack of public engagement with climate change. It's just a really lovely, non-aggressive, non-ranty way of calling for openness, honesty and meaningful conversation. Loved it. 



Ok. In the words of Mr Buckles: I love you. BYYYYEEEEEEEEEEE!!!!!

Marbre, Nivôse, 228: How do you know if you produced knowledge?

Sometimes it’s hard to think big when your weekly ambition is just to read all your emails. I tweaked the design of this thing again. Blogger's current favourite thing is not saving HTML changes so I have to edit offline then 'restore' the HTML. It’s been a few weeks since the last post and now we’re in a glorious new Gregorian decade so this is a long one, sorry.

There’s still a lot of these 'decade/year in review' things going out on the social networks where folks list what they consider to be achievements over the period. I won't be doing one, I feel pretty divided about them. It feels vainglorious, boastful and my internal logic suggests that getting things done is in and of itself the validation rather than having other people acknowledge that you did it. On the other hand, it’s been really nice reading all the incredible things that people have been up to in the face of what to many has been years of adversity and struggle. I don’t know. If you know me well you know that I feel ‘sticky’ about talking about my own work. I don’t like it because a) if it was any good it would speak for itself b) if it’s not good then it’s not worth talking about and I’m just taking up airspace from people doing good work which is why (barring one attempt) I never do these year/decade in review things. Anyway, moving on from thoughts that will inevitably land me in trouble on twitter dot com forward slash replies…

Upcoming: Reciprocal Studio - What if Our World is Their Heaven?


Today Natalie and I are starting teaching one of the Reciprocal Studios for MA Graphic Media Design at LCC as Haunted Machines. These are small, short and directed specialist briefs run by creative practitioners that the students can sign up to. We’ve decided to run it about automated image production and the imagination, inspired heavily by the work of Joel McKim but using Carl Di Salvo’s strategies for designerly responses. We’ll do our best to document outcomes and process as we go on the Irish microblog and Instagram (there’s no Haunted Machines Instagram, you just have to follow us as individuals).

How do you know if you produced knowledge?

I’m putting together the ‘methodology’ bit of my PhD. 'Methodology' is such a vague word but I’m summoning the courage to look at the work I’ve been doing the last three years and ask why I did it that way. At some point I decided that speculative and critical design wasn’t doing what I wanted intellectually as far as furthering discourse goes. But I’m forced to consider why I chose to switch into a more artistic approach as in Augury, Finite State Fantasia and Charismatic Megapigment. I’m pretty comfortable describing and arguing about how it’s still ‘designerly;’ I’m always considering legibility of communication, the audience’s needs and experiences and using technical strategies to steer thoughts and behaviours. And in terms of 'research for design' I subscribe to the idea that we learn from doing and I can talk more authoritatively about, for example, machine learning, by actually making something that plays around with machine learning than speculating on it at some intellectual and technical distance.

But then why is this artistic, installation-style approach of Augury, Charismatic Megapigment and Finite State Fantasia effective at engaging audiences. Some of the speculative design work I’ve done is quite measurable – it went into policy papers, was presented at the Hour of Commons etc. So why does weird-tech-art feel better. I put it out on Irish microblog Twitter dot com and got some nice responses when I asked if anyone knew of ways of measuring the impact of critical practice. A couple of folks got back in touch saying that it’s about how things influence the zeitgeist, enter the canon or start to steer conversation. I think this is perhaps the right lead so Ill head down that rabbit hole for a while. I got some good links to things as well which I’ve listed here:
I also figure I should chuck in Matt Malpass' Critical Design in Context and Carl Di Salvo's Design and the Construction of Publics as brilliant sources. Steph suggested that impact/change assumes a testable hypothesis which I can see a problem with when it comes to critical creative practice, but these projects are in some way hypothesised. For instance, to take Augury, a hypothesis might be; 'Can we have a different type of conversation about machine learning if we talk about it as a semi-occult thing in the context of thousands of years of occult practice?' How then, can I test that hypothesis; of course standing in the gallery led to conversations, and it got a little traction in articles and blogs, but does that change the cultural assimilation of machine learning?

It's much easier to blog about this stuff than write it up academically, that's for sure.

Voyager

I made some slow progress on Voyager over the break. Now that the Arduino knows where Voyager is relative to its position on Earth, the next stage is getting the Arduino to know where north is so it can make sure it’s pointing the right way. To do this I’m going to attach a BNO055 to the arm of the sign so that it will know what way it’s facing and at what angle it is. This is most important for when it first turns on and perhaps running occasional checks for drift.

Of course there’s always a little problem. In the image you can see the BNO055 using pins A4 and A5 for I2C communication with the Arduino Uno. I’d assumed that it would be the same pins on the Rev 2 (which I thought was just an Uno with a WiFi chip) but no, it actually has two special pins near the top of the digital pins for I2C stuff. So that was a few wasted hours trying to figure that out. The second problem is calibration. This takes a long time and requires moving the board around every time it turns on. Luckily Bohle Bots is a library that actually stores the calibration to the Arduino’s memory once done. Now that's all done I need to actually start making the thing so I can figure out where all the components will go and begin working on the motors. That's probably a little way off though, there's a lot of other things to do first. 

Things I learned this week:

  • I’m at the bit of the philosophy podcast about Jewish Andalusian ethics which is really good. I just heard all about Bahya Ibn Paquda (1050-112) who wrote the ‘Duties of The Heart’ which was a curiously accessible book on Aristotelean ethics in the context of the revealed Jewish texts. 
  • My commuter bike has a Sturmey-Archer coaster brake hub on it which hasn’t been shifting properly for the last few months. I finally decided to give it a look over and discovered that the cable just wasn’t moving in the housing. Easy enough to replace but along the way I learned that brake and gear cables are teflon-coated. So that was new. Not important, but new.
  • I went out for the first ride of the year at the weekend, intending to do the 80 mile loop from my place to Box Hill and back. What i learned was it was very cold. Which was fine once I got going. However, for some reason, the bolts holding the cleats on my right shoe protrude a little too far into the shoe and were literally conducting cold into my toes so they were numb for 41.9 miles. Again, not super interesting but true. I need to put some spacers on that little guy. 

Channel Game Recommendation

Amazingly, I haven't been on the YouTubes much over Christmas so don't have a new channel recommendation. I finished up playing This War of Mine and I don’t think I’ll go back for a second game. The game focuses on a group of survivors in a war-torn city and involves a mix of scavenging, crafting and occasionally fighting. It was really good at the beginning but a bit like with other resource management games, the middle-end is pretty repetitive. Once you’ve got your shelter set up and have all your crafting gear it’s mostly just a rinse and repeat job to manufacture and trade stuff. Also, the game is quite long for that amount of repetitiveness. So, on the recommendation of the Internet and Wes I went in to buy Disco Elysium for my Christmas game and HOLY SHIT what. a. game. 

I genuinely struggle to think of an indie story-driven RPG I’ve been so engaged with. It’s a small but super-rich world, everything appears to have meaning and connection, the writing is wonderful, the gameplay is tense and the world is weird af. You play an alcoholic, amnesiac detective in a surreal China Mieville-esque fictional city where you’re trying to figure out who killed a man who’s been hanged behind your hotel and also who the hell you are any why you tried to drink yourself to death. The character development works on different parts of your ‘self.’ Things like logic, rhetoric, drama, composure, electro-chemistry, empathy, reaction speed etc. What’s more, these different parts are also characters in the story, intervening in conversations to talk with you or bicker with each other, meaning that you most often fail to trust your self in the way that you make decisions. It’s a bleak, funny, horrifying, surreal and wonderful game which I can’t recommend enough. It's probably about 30 hours all in to get the full experience, so if you've got a couple of evenings, get on it. Amazing.


Érable á Sucre, Frimaire, 228: Project PROBE 2, All the Fun of the Fair

I redesigned the blog a little. I'm not super happy with it. Blogger is pretty pernickety but I've never really found a platform that isn't. One of the major issues is it just doens't do responsive design and paradoxically is really reluctant to be just simple. It's all about embedding images, drop shadows and widgets. Also, because it's from another era, it thinks 720px is 'extra wide' so I have to go through and manually resize each image in the HTML for 2019. Think about that as you're reading. A straight column of text with well-placed images is almost impossible.  Also, sorry but most of this is about Project PROBE. If you’re bored by maths and technical processes, turn away or scroll down to the bottom.

Project PROBE Voyager

I was writing this while trying to keep the nature of the project secret and realised that it was basically impossible. So, this is the project I’ve been working on; Voyager. It’s basically a two-axis sign using stepper motors that will point to Voyager I and display its distance.


Last week  I introduced the first bit of this which was testing out the Arduino Rev 2 that the whole thing is going to run off. As I wrote, it needs to be able to connect to the Internet and get its own orientation. So that it can point to where Voyager I relative to where it is. The second part which occupied a lot of the week has been working out the mathematics and geometry that will allow it to work. The process will be:
  1. During the setup, when booting, the Arduino will grab its location from the Unwired Labs Geolocation API. It only needs to do this once when turned on. 
  2. Then during setup it needs to calibrate the magnetometer and find magnetic north. 
  3. Then it's into the loop. First, grab the coordinates (right ascension and declination) and distance of Voyager 1 from here. via a simplified API. Luckily I already set one up for decline.online that I can probably piggy-back on. This only needs to be done every hour or so; the celestial coordinates of Voyager are pretty stable. 
  4. Run through the calculations that will use the right ascension and declination of Voyager with longitude, and latitude of the Arduino to work out an azimuth (heading) and altitude for Voyager from where it is.
  5. Using the magnetometer’s reading, turn the motors to point the right way.  

Astronomy Maths

This flow reads very simple but I can already see there’s a bunch of things to think about: The Arduino needs to know its datetime in order to work out the heading and altitude of Voyager and Arduinos have no internal clock. Though the speed is obviously consistent, it changes relative to Earth as we move in our orbit (and Earth rotation) towards it, and away. You can see this on the visualisation of decline.online. Anyway, I decided to run the whole thing through Excel to check the maths and inputs before finding a way to implement on Arduino. I’ll share all of these materials this once the project’s all wrapped up but I found this a useful way of checking how the numbers would work:

The two crucial numbers I need are the azimuth (or heading) and altitude of Voyager for the point of view of the Arduino’s longitude and latitude. I found these really useful guide to converting those coordinate systems through what reads as relatively simple trigonometry.

The first thing you need to do is calculate your Local Sidereal Time (LST). This is the time at your location relative to the movement of the celestial sphere rather than the sun. You can check out your sidereal time here but I wanted a way to calculated it on the Arduino without it storing an enormous lookup table. I used a mix of guides to help but this one was the most helpful since it has worked examples and uses a formula that gives accuracy to within 0.001 seconds over 100 years.

The first stage in calculating local sidereal time is to calculate the number of days (including fractions of a day) since a date called ‘J2000’ - this is midday on 1 January 2000 at Greenwich. From this you count the time that’s elapsed and then perform a function on it to get the sidereal time at your coordinates. Once you have Local Sidereal Time, you subtract the right ascension of Voyager to get an hour angle. Hold on to this idea because this is almost entirely where everything went wrong.

sin(altitude) = sin(δ) sin(φ) + cos(δ) cos(φ) cos(H)
cos(azimuth) = { sin(δ) - sin(φ) sin(a) } / cos(φ) cos(a)

You then take these two formula above, one for altitude and one for azimuth. With the hour angle (H), latitude (φ) and declination (δ) you can now calculate the altitude and once you have the altitude you can calculate the azimuth and (in theory), huzzah! (As below):


However, throughout this process I kept checking both the live ‘tracking’ planetarium and this calculator (which also has helpful documentation) using the same formulae and found they were getting totally different results every time.  If you talked to me at the tail end of last week then it would have been the only ting I was talking about. I spent hours tweaking the formulae and getting no closer.

Eventually I clocked that the problem in implementing these formulae all arose in the converting between the different coordinate conventions. Americans tend to use hours, minutes and seconds or degrees, minutes and seconds while Europeans tend to just use degrees. Because Europeans are sensible. Anyway, the whole time I had right ascension down as 17.whatever degrees when in fact it was 17.whatever hours! (eg. roughly around 250 degrees). Once that was multiplied by 15 (34 hours = 360 degrees) everything fell into place. 

A new API

So assuming this all works, the next stage was to build an API that would stream the distance, right ascension and declination to the Arduino. Luckily I can hack together the one I made for decline.online together. This uses Python’s Beautiful Soup to scrape HTML contents from URLs. This was a pretty straightforward presence, made significantly easier by the fact that, unlike decline.online, it doesn’t need continuous data and it’s getting everything from one source. (I'll post it up with the project when done as well.)

Crunching the numbers on Arduino. 

To recap, the idea is: when the Arduino is first turned on it grabs location data from Unwired Labs (you can only do this up to 100 times a day.) Once it has that it enters the loop where every minute or so it is calling time and date and celestial coordinates for Voyager. With these it can constantly calculate an adjusting heading and azimuth as the Earth and Voyager move. 

This is the version I started building here. Here you can see where the Arduino code grabs the time and date data from the API and begins calculating the Sidereal Time. ‘d’ is the total amount of time since J2000 which is the first number you need in the run of calculations. However, immediately, the project quickly ran up against the Arduino’s limited memory and ability to calculate big numbers. The serial monitor shows the numbers are rounded and inaccurate. Arduino does strange things to big numbers that I can’t fully grasp. I spent some time reading around different ways of encoding long numbers in the Arduino's memory but it seemed like it was going to be a lot more work than I really needed. Instead I decided to move the heavier calculations over to the python API on the server which would then give the Arduino a lot of the key components of what it needs to calculate the heading and azimuth.



Once I put the exact same calculations in Python and ran them from the server and found it was delivering results exactly the same as the Excel model with no loss of accuracy. However, the problem here is that the calculations require the longitude quite early on. But these can only be gathered from Unwired Labs 100 times a day and depends on the location. Essentially, there's no simple way of getting both Arduino's location and Voyager's location from the same source. However, playing around with the maths you can actually allow for the longitude and latitude at the very end of the process by adding it on to greenwich sidereal time once it’s been reduced to the range of 0-360 degrees rather than before reducing and get the same outcomes. This means we’re not sending numbers with dozens of digits to the Arduino which is where it struggles.

So in this version, a lot of the harder calculations are done-server side with the final numbers delivered to the Arduino so it’s not crunching the big numbers at the beginning of the process when you have to calculate sidereal time. Now the API sends the current sidereal time at Greenwich to which I simply add the longitude from Unwired Labs. Since in this model the maths the Arduino will be doing occur after the bigger numbers are crunched it means that the results are much more accurate without Arduino's memory issues. 


Then was then quite a lot of fiddling around to get the maths to run properly on the Arduino which actually turned out to be easier than I was expecting and finally I had the Arduino spitting out accurate and updating altitude and azimuth figures for Voyager! As you can see in the screenshot, the altitude and azimuth are not only accurate but adjusting minute-to-minute.

All The Fun of The Fair

Turns out that further down Alice Rawsthorne's Design as an Attitude that the author addresses some of the concerns I had about the way that design is popularly represented and consumed. Addressing the question of 'why make a chair about e-waste?' isn't quite achieved but there's a wonderful quote from Reyner Banham in 1967 writing for New Society: 
The area worst blighted by furniturization lies right under the human arse... Check the area under yours at this moment. That chances are that it is occupied by an object too pompous for the function performed, over-elaborate for the performance actually delivered, and uncomfortable anyhow.
She's quite scathing of the role of the commoditisation of design exemplified by the Salone and the cycnical appropriation of it by 'super-capitalists.' However, there's little work done to re-address the formation of an aesthetic sensibility based on what works at Salone at the cost of critical power. She mentions the role of other up and coming fairs; Eindhoven and Istanbul as counterpoints to the dry commercialism of Milan but it would be useful to see suggestions of how we might push back against Milan's creeping homogeny rather than run away from it.

Things I learned this week

  1. I learnt a good joke about a drowning man who asks God for help. (Ask me when you see me and I'll tell you.)
  2. I learnt a breathing exercise that reduces flight or fight response. I don't really suffer from this but I found it useful in controlling my body when tired. You have to imagine  cat on your belly and breathe in for four and out for eight. 
  3. I'm currently listening to the bit of the podcast about Avicenna. It's funny that I did some training this week where they were saying how in British culture, extolling what you're good at is seen as arrogance and you're expecting to constantly put yourself down. It was normal in the Islamic tradition for philosophers and thinkers to go on about how great, gifted and close to god they were so though in his writings he comes across as very arrogant; for instance, dismissing his learning of medicine as trivial and easy, it was pretty normal to do.

Channel Recommendation. 

An oldie but a goldie. The boys of Prepare to Try reformed about a year ago as RKG (Rory, Krupa, Gavin) As I spent my weekend coding I had their Dark Souls II series on in the background like a sort of deep background sound.


Pomme de Terre, Vendemiaire, 228 (Happy new year!)

The way I write these is that I keep an open note in which I write the beginning of sentences or ideas or just bullet points to then follow up on later. Toward the end of the last (academic) year I got in a good habit of taking half an hour first thing in the morning to expand on some of them so that by each Wednesday I generally had a good amount of information together ready to tidy up and post.

Since it’s been a couple of weeks since I last posted (for which I have no good excuse) there is an inordinate amount of half-formed ideas and auto-corrected scribblings below here in my notes which I’m loathe to drag up for risk of just retreading things that seemed important weeks ago. I suppose that’s what blogs are in a way, a repository for things that only occasionally retain importance beyond the immediate.

Charismatic Megapigment



If you’ve been following me on any of the social channels over the summer you will have seen the work I’ve been doing with Wesley Goatley and Charley Peters on a new collaborative project. Charismatic Megapigment is currently on exhibition at London College of Communication as part of Emergence for the London Design Festival. The project, which I describe in short-hand as ‘a robot reading a painting’ features a roving camera and screen that compare small sections of Charley’s paintings and drawing nearest-neighbour matches from a database of 102,000 images related to ‘green’ and all it’s implicit connotations. There’s more information on the project page here.

I have to say that it was easily one of the most pleasing and natural collaborations ever. Mine and Wesley’s practice has been explored through several collaborative projects and we tend to have an easy relationship with points of conflict only on important questions of outcome and form rather than on responsibility or authorship which can plague many poor working relationships. We tend to quickly divide up tasks based on how much we need to learn to get to where we need to be and work relatively independently, coming together regularly to update each other. With Charley we also fell into an easy collaboration mostly because the role of our expertise were so easily divisible; Charley to produce the painting, Wes and I to produce the machine. Consequently, I imagined most of the frictions might emerge from methodological differences: Charley is a formalist who produces beautiful images from an expert and innate sense of form, colour and shape while Wes and I are critical practitioners who privilege reason and rationale when we consider our aesthetic decisions.

However, these imagined frictions never materialised which is a great sign of respect and admiration for alternative forms of practice which is what these type of things should be about. Equally, while Instagramming the process I found a supportive and insight full group of co-practitioners eager to offer advice and insight. One of those projects that makes you feel good about what you’re doing rather than like a bad person for talking about what you love.

At some point I will be doing a proper write up for the PhD. This may in fact help me get back into that process. Like many others before me I have an enormous document and workload in my peripheral vision that I’ve committed to spending eight hours a week working on. Opening it up on Monday I struggled for forty-five minutes to find an entry point to this block of text I produced a year ago, like trying to storm a crumbling but heterogenous fortress.

I also imagined I might find the time to document the technical process of Charismatic Megapigment in some detail so that others might find it useful as I found the blog posts and wikis of others useful in my own production and technical development. However I’ve since forgotten most of it and don’t think I’d do as good a job. If you’re interested in pursuing something similar I worked most of it from this kit and using these tutorials. Thanks to their authors.

What else

Aside from Charismatic Megapigment, I moved house and have spent some time playing Assassins Creed Odyssey. We have to agree that the Assassins’s Creed series is ludicrous and stupid. Frankly it’s also rather poorly designed. The mechanics haven’t ever really changed and in fact the game feels so bloated with bolt-on features that it’s very hard sometime to enjoy the core principles: sneaking around, exploring and well, assassinating. The fetch-questing gamification of this latest one is getting very close to putting the nail in the coffin for me. In the post-Red-Dead-2 world (which admittedly I never finished) it seems lazy to just cash in on a franchise re-hashing the same mechanics with added feature-loading. However, the draw is in the scale, beauty and most importantly the history. I’m sure you know I’m a history buff and Assassin’s Creed games with their historical settings are a good place to learn about new bits of history, even if you have to spend some time unpicking the apocrypha. However, the good folks at Ubisoft seem to have stripped out the history entirely for this one. With Origins (the previous one) they removed the encyclopaedia bit of the games which I assume I was the only person to look at and read. However, they kept a ‘historical tour’ mode which retained some of the features. With this one, there’s no contextualisation whatsoever. So as you meet characters like Herodotus, Sophocles and Pericles expecting some meta-exposition on their lives, you get nothing. Worse still, as you meet other characters who you’ve never heard of, you wonder if they are in fact significant figures. Consequently for every ten minutes I play I spend thirty minutes on Wikipedia.

Anyway, this frustration is tempered by returning to read some Borges. I’m writing a chapter for a book on smart things and design and with my co-author, Kristina Andersen, we were talking about precedents for ‘smart things’ in fiction and I finally decided to crack the spine on the US edition of the collected Borges Fictions I’ve had sat around for years. I’ve read all of Borges’ fictions over the years but it’s a pleasure to indulge in the pithy, humorous and fantastical world of his stories all in one go, particularly having since learned a lot more about the history of Argentina and South America through the Revolutions podcast.

Channel Recommendation

Probably because of all the geometry I was looking up for Charismatic Megapigment, the algorithm steered me towards maths over the summer and I found this great channel; 3Blue1Brown which explores some complex and not so complex mathematical things. The one that got me into it was this explanation of one of the International Mathematics Olympiad’s most apparently simple but difficult issues. Enjoy.



There are some notes that remain worth exploring. Some thoughts on this year’s Ars Electronica and some other events I’ve been to but I will leave them for later. Ciao. x

Sainfoin, Floreal, 227

I'm back from holiday after a few days driving around Lake Como and cavorting in Venice for my friend's birthday. I'm not very good at switching mindsets so it took me about three days to get into a relaxed groove and three days before leaving I started thinking about work again. So there was about forty-five minutes in the middle where I was relaxed.

Five Problems
Last week I posted a writeup of the talk I gave at the Speculative Futures meetup in London. Loads of folks read and shared which is great and no-one (at least publicly or to me) expressed outrage at the thoughtlessness of my polemics. It sort of refreshes my faith in the version of Twitter we had where it was fun and supportive before the vicious McCarthyist version we have now. It's funny that in a week it had almost as many reads as my original Critical Exploits writeup from six years ago.

Six years ago feels a Hitchcock zoom away. I suppose it demonstrates some sort of consistency in thought that I've kept it going that long and that the practice has expanded and grown so much since - sometimes for the better, sometimes not. I'm delivering Critical Exploits this afternoon to some students in fact and it always elicits a fun discussion.

It's a conversation I'm keen to continue and something I'm exploring actively in my PhD (when I have time) so having feedback from folks was super useful and I'm always grateful for links to other texts or examples of projects that I can measure my ideas against so please keep them coming.

decline.online


decline.online is cooked and on the table! I've just uploaded and launched a working version (2.2) and I'm really happy with it. I made a last minute decision last night to do some redesigning and remove the black border that was sitting over everything before. There were a couple of other more technical and conceptual things that I've been working through and will have to continuously evolve as it grows:

  • Dealing with the growing data set is going to be the most pressing problem. The background scraper runs every four hours which means it will rapidly start to become quite heavy. I've implemented a fixed-width visualisation for the line charts so that they scroll left to go back in time but I'll have to keep an eye on how that feels as the amount of data grows. I played around with a click-to-zoom feature so that you could click on a text line and it would zoom to show you the whole historical record but I couldn't get it running right. 
  • I put in some static sources – links to PDFs, maps and so on that are interesting but not necessarily scrape-able. There's much more of these than scrape-able data sets so I need to be careful to not go overboard with these and stick with the idea of building a historical record that can be visualised in single data points. 
  • I've tested in Chrome and Safari on various screens but who knows what type of problems will occur as people start to play with it. 
  • I also need data sources. I've got a list of things to investigate and see what I can do but I want more from other people. If there are things you'd like to see or data sources you know of let me know and I'll run them into an update for version three if I can. 
Building this again was a whole learning process and I got to grips with some things I've never done before, particularly working with Python for web-scraping (comparatively easy) and using d3 (often very frustrating.) As it keeps growing I'll try and make the most of the opportunity to keep learning new things. Send links, send feedback. 

That's it
Like I say I was on holiday so this week I'm catching up with paperwork and finishing off a little project for Haunted Machines which might launch soon and I can tell you about then. I'm going to be at the Graphic Design Educator's Network event next Wednesday at the RCA. It'll be interesting to see what the movers and shakers of graphics are thinking about. 

Love you. x

Finite State Fantasia at De Brakke Grond

The Finite Stata Fantasia is on exhibition at the moment as part of On Alchemy and Magic, a continuation of the original The Act of Magic show at STUK, Leuven now at De Brakke Grond in Amsterdam. I've made some pretty significant changes to the functioning of it for this iteration


The format of the installation has been changed to fit the space. From the beginning we were faced with the problem of not actually being able to fit the room inside De Brakke Grond. Including projector throw, the full installation requires around ten square meters of space. Instead the project had to be refigured. This was an opportunity to address some of the failings in the original installations. The most significant being that it was hard to 'get.'

Following the installations at STUK and STRP I'd interviewed the curators and various people associated with the project to gain feedback. This problem of not 'getting it' was addressed both times and is a self-contradictory problem. The piece is, to a degree, intentionally meant to alienate viewers. The sounds it makes are harsh at inhuman, the space is illegible. The project is meant to put the viewer inside the sensorium of a machine and for them to experience alienation and cognitive dissonance as the machine represented its interpretation of the space. I've always been hesitant as to how much explanation need to be given. Sometimes 'an invisible machine is moving around the space and making a point every time it hits something, including you' is enough to indicate what the audience is seeing and hearing, sometimes it requires deeper explanation. One thing that always came out was a need to understand what this process added up to. It's clear from the motion and dynamics of the presentation that something is happening, but what is the end result?


An example of a remeshed simulation from the second iteration of the project at STRP. 

At STRP I took the data produced form each simulation and ran it through an incredibly arduous rendering pipeline to produce re-meshes of the space. These meshes were made by taking the points produced in each simulation, calculating their normals - roughly, the direction the point faces - and running various different remeshing algorithms in MeshLab to get a model out of the other side.

This had a significant effect on audience interaction with the piece. During the last weekend of the STRP Biennale, the outputs were printed and, according to the feedback, the audience were immediately drawing comparisons and similarities between the two spaces. Both are inherently cuboid and indicate a relationship and it once the idea of the invisible machine is seeded, it's easy to see the connection.

For De Brakke Grond I decided to make this process live. This would give me the opportunity to break the process down into its constituent parts and draw a direct connection between them. For the Unity parts; the simulation and the point cloud, this is a relatively simple procedure of moving cameras around. The remeshing was more complex and relied on a lot of Python to connect Unity's output to Blender (I'm forever grateful to whoever instigated the idea of being able to right click on any Blender object to grab its Python code.) Additionally, a script is running in FFMPEG, which packages the images produced by each Blender render into a video file every day.

One simulation sped up 600%. The real simulation time is one hour. 

An example of a remesh, sped up significantly.

The obvious loss with this setup was the interactivity. Without the room to enter, there was no way to introduce human obstacles that play with the mesh and affect the way the machine is interacting with the space. To make sure that the simulations were varied and interesting, we introduced a script to the simulation that generated between zero and three random objects every simulation. These are simple shapes - cubes, cylinders, cones, spheres - generated at random that interfere with the space. In the above video you can in fact see the two spheres that were generated for that simulation in the last few seconds of the remeshing.

The piece therefore became more 'explanatory.' It's easy to see how the first screen leads to the second and the second to the third. As previously noted however, there are significant deviation which make little sense from the programming side. In the video above for instance, the machine appears to become 'stuck' to the surface of one of the spheres in the simulation. This results in a knotting of the space around increasingly smaller and denser movements. The way the Blender Point Cloud Skinner algorithm works is that it weights points that are closer together heavier and gives them preference, so the entire mesh appears to start knotting and contorting around the trapped machine.

The concern here is also that the piece is too explanatory. The conceptual basis of building an experiential installation that intentionally tries to alienate human beings is lost on something that is essentially a debugging tool for human legibility.

Next year The Finite State Fantasia may be worked up into a much larger version but for now, after De Brakke Grond it's being parked. Working with simulation tools as a way to bring ideas of computation into an experiential installation was an interesting new approach but I'm not entirely satisfied by the audience-facing nature of it. All the iterations are a way to create dialogue with other humans, using the machine as a prop, and I'm more interested in examining the critical structures of the machines themselves in a wide historical context - why certain machines are a certain way, what does this indicate about future shapes of human space?

I, Renderer.

I recently came across Alan Warburton's new short video essay Spectacle, Speculation, Spam, it's pretty comprehensive and understandable breakdown of how software itself is a unifying point of theory and practice. Using the tool as the means of production invites you to theorise on what it means to be using that tool in a critical way. It's worth watching because there's a lot of nuance in the argument and it's something that in my practice I spend a lot of time thinking about. I'm kind of in to opening up and talking about the tools used in art and design production, not in an open-source way but more because I think those tools have an interesting relationship of being shaped and shaping their application. The project I'm working on at the moment is a simulation of a simulation of a machine inside a gallery. I made the conscious decision to very visibly realise what it is to the audience - none of the working will be hidden, nor will the fact that it's essentially just a simulation running on Unity and not a 'real' machine at the highest level. This is a way of opening up the layers of production to the audience, not presenting a spectacle (though I hope it will be spectacular) but as  a kind of Pompidou Centre effect.

Art-Labour

Warburton also raises the vexed problem of labour. Though this new project is built in Unity, I didn't build it. I've dabbled in Unity but am nowhere near experienced enough to build what I envisioned to the degree of production I'd be happy with so I've employed someone else and have taken a more directorial role. This is a first for me, I've always done 95% of the labour on my projects - barring extremely specialist services like industrial 3D printing or where assembling a team is necessary like film-making. I was faced with the problem of wanting to do something new and ambitious that was outside my skill set but also not having the time to actually learn those new skills, so I had to bite the bullet and get in someone else.

Rather than a one-way relationship, the result has been a lot of interesting critical conversations between myself and the Unity developer as a result of our understandings of how different software packages work. My 3D software expertise is in Blender (where I would say I'm at a high level of skill) while his in Unity. We've ended up spending a lot of time in discussion about the different ways these software packages work out things like physics, particles and even basics like colours. It's exactly these kind of base level operating structures that I find great points of critical enquiry in working with software: why does Unity render particles such-and-such a way and Blender in such-and-such a way? I'm not going to go into a big software comparison, this isn't that type of blog but it leads to interesting questions about who these packages are for and why they were designed that way and by who? They're both free but in different ways; They both offer similar functions but for different outcomes and so on.

Another interesting point on the problem of art-labour is that I'm working with a developer normally used to games. These games need to be made quick and dirty but look slick and polished. They need to go straight to user's phones and devices so inconsistencies and bugs need to be removed and ironed out. In my work, I'm trying to bring out exactly these software flaws and allow the audience to see the simulation fail and break which I think is a cognitive dissonance for employment, reminding me of Jeremy Hutchinson's Err. project; 'I want you to make something for me but it's fine if it doesn't work.' I've been inviting the developer to leave unintentional flaws in the simulation setup, if it gets stuck or glitches and resets early then that tells us much more about these technologies than faking it does.



Protorenderer

I've never been able to draw (everybody says that and everyone else says that everyone else can draw), I suppose what I mean is; I was always frustrated with my inability at drawing to properly represent my ideas at any more than the most basic, diagrammatic level. When I was at the RCA I decided to play around with 3D printing and a classmate showed me Blender as a way to quickly knock it up. After that I started playing around with it to make my own models of things, not as renders in themselves but as ways to think about objects and their physicality. I enjoyed rotating around them, zooming in, catching different angles and trying to get the thing on screen to fit with what I imagined. This new project, before even hitting Unity had me building a dozen iterations of the setup and functional behaviour in a model of the exhibition space (see above) as a way to think about audience impressions and experience as well as work out very technical constraints like projector throws.


My first render from 88.7 Stories From The First Transnational Traders - 2011-ish?

This is less of a product-design process than a cinematic process. I've always thought about things cinematically and have previously written somewhere or other about how cinematic visuals so easily slip into popular culture and so make a powerful vehicle for designers. The purpose of rendering for me is to get an impression of the thing with one-order of reality removed, as in cinema. The shot above is probably the first render I ever did. It's terrible. But at the time I was overjoyed. It contains millions of faces and only about 3 materials. I teach students Blender and I think one of the hardest conceptual jumps to make is that you're not trying to model reality - you're faking reality. Game engines use this technique all the time with things like clipping distance and object cutoffs to lower processing power on things that are far away. You can't tell from this image but in that glass room at the back are dozens of hand modelled office chairs that no one can ever see but suck up valuable processing time. I had yet to learn my own lessons.



So rendering became a method of prototyping. Most of my projects now involve Blender in some stage of their production, in some, for their entirety. The remake of 88.7 was an entirely rendered 28 minute film and performance. With that project I didn't want to do something that 'represented' the fiction I'd come up with but something that augmented it, offering a more interpretive eye into the characters who's stories I was reading. 'The Manager' is all gold and clockwork, 'The Engineer' a ghostly schematic-like first-person view point, 'The Trader' has a sea of data and we only ever see flickering fluorescent lights for the scientist as she gazes at the ceiling wondering about her situation.



Watching Mephitic Air, made with Wesley Goatley, who's also doing the sound for the new project (another skill and theory set I haven't time to become expert in) is just over 30 minutes of rendered pollution data. Taking something that is classically 'immaterial' (in popular discourse, not reality) and giving it the illusion of materiality which is totally simulated. This influenced our decision to project on thin dust sheets rather than hard projector screens. Walking around it you could never fully grasp the shape of what was happening, just a vague sense of motion and change with the occasional explosion of visuals and sound. The materials are close representations of the substances we were aestheticising at room temperature. Things never normally seen in isolation because they're too small, volatile and diluted, suddenly made hard and irreal.

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It's also a little bit of a concern of comfort. Through my practice, I've found the tautology that 'you end up doing what you do' really applies. I once spent a year writing and all I got was people asking me to do writing. I now find rendering so comfortable that I seem to always turn to it whenever anything new comes along. That's fine for prototyping but a part of this new project is pushing it aside once it comes to production. Instead of producing a render, which can only ever live on screen or paper, producing an 'artwork' in the fullest sense - with the optimum tools for the ideas, that it's less about the methods of production and what they represent than what the thing is itself. I think my attachment to rendering would make that otherwise impossible. The benefit of unifying practice and theory through the critical use of software (or whatever tools) only goes so far before they start to obfuscate the ideas you're trying to talk about in the first place - yet another difficult balance to strike.

I'm probably going to write and think more about why I render as time progresses and I've done endless little bits of writing on it. It's a hard skill, I wouldn't say there's a rendering package apart form maybe SketchUp that you could pick up and get running with in a day, there's some really interesting conceptual barriers to get round when working with 3D on a 2D screen which lead to difficulties that are more than just learning functionality.
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The Finite-State Fantasia 1

I’ve been chipping away at a commission for the last few months which isn’t yet announced but I’d like to write about nonetheless. (You may have seen in my last missive that I promised my PhD supervisor I’d write about what I was doing and why. Hereby I announce a return to regular blogging. Although I only get time to sit in front of a computer while travelling so I join you from the Eurostar.) Part of this process is to bring together all the disparate aspects of what I’m doing into something I can practice and work through and someday call a PhD. Consequently, this post serves as something of a rationalisation of how it ties in to a lot of the things I’ve been doing over the 12 months-ish, especially as I try and figure out what my practice is for the next 5 years. I’m going to introduce and try and frame some of the areas of my research interests and what I”m doing about it before introducing the plan for the project in the next post and hoping, student-like, to document the process of its growth over the next few months here before finally reflecting on what happened and how it worked. Or not.

Magic and Technology 

This new project initially started as a response to some of the thinking about technology and the occult I’ve been doing, mostly under the guise of Haunted Machines. This ongoing project with Natalie Kane is currently in its largest and most ambitious manifestation - as a year-long program of event throughout 2017 centred on the Impakt festival in Utrecht, Netherlands. Of course, I have to work out what exactly it is about this line of thinking that appeals to me beyond it’s obvious aesthetic appeal.



While at a panel discussion last night Nicolas Nova prodded me on what the importance of this type of ‘hauntological’ thinking is and why it works. From where it stands now I can see three reasons for the appeal. Firstly, it’s using the tools of the master against them. It’s an out-and-out seizing of the narrative of ‘magic’ and ‘enchantment’ that occupy popular and corporate narratives about what technology is and what it’s for. When that world that you’re trying to critique turns to those metaphors it feels only apt to do the same as if to stretch the analogy even further.

Secondly, magic and the occult has deep and powerful and well-proven ties to politics and powers structures. Skipping over for a moment, all the complex anthropology about what spiritualism and the supernatural actually are, there’s no doubt that they have been used as levers of power in different ways. I’m currently engaged in reading about the classification and examination of Japanese ‘wonder’ in the 19th century and finding the narrative dominated by the politics of a gradually-opening Japan a neat parallel to many political shifts today.

Thirdly, it’s a method of examining ’cultural assimilation.’ I can’t remember where I originally heard the phrase I now use almost daily (I suspect, like most other things Gell) but using the occult as a metaphor is a powerful way of breaking cognitive barriers to have livelier and critical discourses. Whatever your cultural background, we all have a conception of ‘magic’ where we might not have one of ‘packet switching’ or even something ‘ownership.’ A recent paper I read pointed out the ludicrousness of abstract concepts like ‘the market,’ ‘the cloud’ and ‘publics’ being acceptable forms of decision-making orientating bodies but magic, the spiritual and the supernatural which has as equally real and present artefacts and effects being excluded.

But at the route of Haunted Machines is a critique of dominant narratives of technology, seizing a narrative to build powerful analogies to challenge the loudest voices of progress, innovation, disruption etc. etc. etc. So I don’t suppose Haunted Machines is about the occult any more than Animal Farm is about agricultural technologies. Haunted Machines is about power, design, art, technology and the outsider as well as how, for my conception of it, machines are becoming totems of power that dazzle us with trickery.

Rendering 

I’ve been talking about rendering and CGI for a little while. I’m by no means an expert and my skill level is incomparable to other practitioners but I’ve been noticing that I’ve been using it more and more in my practice and have, through doing so, been thinking about why. The obvious appeal is in its ease of use. With Blender as a free platform, even with a steep learning curve, one can be producing good quality images and animation quite quickly and cheaply. This in itself is a major point of interest. I presented a paper at TU Delft last week, which I’ll publish on here in the next week or so, in which I discussed the potentials for such an amazing tool outside of its current applications.

Briefly: Rendering software has largely been the preserve of cinema, advertisers and architects. Consequently, these fields which generally lack much in the way of quality wider social critique (sorry architects, it’s true, you know it, I know it) have the monopoly on visualising and imagining the future. Either they need to get better at pluralising or we need more renders. There’s loads of artists and other practitioners starting to do this and I’ve been keeping my eye out for more. The other interesting point of renders is the actual technical methodology. The computing power required to create believable realities is shrinking rapidly. I could create an image that would fool you into thinking it was real in minutes. This has drastic implications of fields critiquing technology and culture. I point you to the return of Moriarty in Star Trek TNG. Not only could this present an enormous power lever for deceit and trickery but it leads to a genuine question I’ve posed before elsewhere.



Additionally, technically the process is very interesting. Rendering only works at close-high resolution. I could create a 10m x 10m tile of water pretty realistically but it doesn’t scale. The trick only works close up. The haptic and materiality of it are really dynamic and interesting and counterintuitive. Light doesn’t really work the way you think it does, air is really important. Things aren’t made the same surfaces you thought they were. Wesley Goatley explored this a little bit in Watching Mephitic Air, but I keep coming back to the very real material and technical qualities of rendering software as sites of technological critique. There’s also dialogue between how machines see and then create that works through rendering (lit. ‘to redeem/return’) where how a machine ‘builds’ a model of the world is an aspect of its perception of it.

What’s it doing? 

This is the final and biggest part for this specific project. And I think it ties particularly into Haunted Machines. The brief of this project is about trying to de-mistify the magic, fear and horror around seemingly intelligent, autonomous objects by getting inside the machine. What is the world when you have only infra-red sensors with a range of 1.5m that flash 67 times second returning two discrete data points? A totally non-integrated sensorium. Our work in Haunted Machines has shown over and over again that we create narratives that animate devices, systems and services in order to make sense of the cognitive phenomena of machines we are totally and utterly incapable of comprehending. The perfect focal point for this idea is the question ‘What’s it doing?’ A question you probably ask quite regularly, sometimes even gendering it with ‘What’s he/she doing?’ At this exact point we alot agency, will and, I suspect, at the back of our minds, consciousness to the machine.

For now, I’m buying into the theory proposed by Herman von Helmholtz that the brain is a ‘prediction machine:’ The model of the world we have and consciously hold is a ‘best guess’ based on available information. Getting chewy about these words is important (and Goatley specifically chews me out about getting them wrong.) Information is the reduction of uncertainty. Senses are input devices and perception is where these senses are integrated into a model. In fact, several theories attempting to solve the ‘hard problem’ of consciousness propose that consciousness exists simply as integrated perception in animals. We don’t see colour and form as separate and see an object as integrated in all our senses where a machine senses them as separate points.

But the words don’t fit, the stories aren’t right. To be honest a fair bit of me is getting annoyed with ‘machine vision’ projects that show nothing more than the debugging screen. What is the ontological experience of being a machine? Even the word ‘experience’ and ‘ontological’ are problematic here. Can I affect a first-person sympathetic perspective of the machine? Is it worth it?

The point is to tackle a major thrust of my PhD work - that treating ‘smart’ and ‘networked’ objects as if they are more gadgets and office furniture isn’t good enough. It isn’t good enough for things that act on your world and have their own ‘worldview’ (no they don’t, I know) to be glossed over ‘as magical’ while being so many different things to so many different agents. It isn’t good enough for things that you don’t ‘wholly’ own in the Japanese sense of in where you can’t comprehend the entire chain of cause and effect that might dictate actions. Machines exist as 'not-nothings' things that aren't conscious and humans but things that aren't simply tools or other objects. It's reconciling their 'not-nothingness' with how we build our perceptions of them into a lived experience that more often than not delivers them as 'non-integrated perceptive cognates' that I'm going to try and do.

Reflections on Helsinki

This is the blog post I wrote for the British Council and Helsinki International Artist's Project. It will be published on both their sites shortly. At the bottom, I've also included a recently published video interview I did for the Finnish Institute about the residency.

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There was a point sat in my studio in Helsinki's Kaapelitehdas (Cable Factory) while trying to coax a small, hacked Chinese WiFi router into doing my bidding that I considered the irony of my position. The massive Shoreditch-in-a-box Kaapelitehdas cultural centre was, prior to its conversion and during the mid-twentieth century, charged with the manufacture of electric and telephone cables and here I was earnestly and doggedly pursuing a line of research into alternate forms of communication network with just a laptop, eight or nine cups of tea and a cheap Chinese router at 3AM.


This wasn't the only cultural shock of a month in Helsinki. I haven't done a residency in a long time, due mostly to the nature of being an active designer and artist; the week-to-week improvisation of activities and short-notice assignments. Taking a blanket period from this is almost unworkable. Moving from highly-social working environments with a web of dependencies and relationships to one where I was a relative stranger, in a strange city with no deadlines, no dependencies, no demands was daunting for the first week. I found myself sleeping until midday and staying up sometimes until daybreak, lost in my own small projects.

There's also the shock of the city itself. Helsinki is a stunning city, especially in the summer, but one of what Dan HIll, formerly of Finalnd's SITRA calls 'absolute flatness.' A few hundred thousand people of relative homogeny spread over a metropolitan sprawl. I realised how used I was to London's dense slow-motion apocalypse; the devastating hypocrisy of the politics and the horrific inequality and injustices of London's new-found position as the one of the world's least liveable cities.

My mission while in Helsinki was largely to mingle, to talk to people, to build bridges between my own practice and Helsinki during the hyper-activity of Helsinki Design Week. Some of the designers I spoke to found the 'flatness' of Finland in itself incredibly frustrating; challenging the status quo was hard if not impossible and they felt that Finland spent more time revering its dead design and architecture heroes than looking for new and exciting renegades working on the fringes.


The incredible Heslinki Design Market during Helsinki Design Week, hundreds of small design companies and thousands of visitors.

That said, Helsinki has an incredible and legendary design history, breeding some of modernisms' greatest creators and works. Looking at the Design Market - a central highlight of the Design Week - I was taken aback by the vibrancy and fervour for home-grown design. Everything from small home brands to international startups with clever products was present amongst what must have been hundreds of stalls and thousands of visitors and nothing was bad. Wondering around, none of it had the nauseating charm of kitsch amateurism. It was all beautifully worked and finished, well produced and solid, from tableware to chairs. But that in itself was a stalling point: From tableware to chairs. Perhaps a part of FInland's 'flatness' is that it doesn't have to deal with the urgent political questions that London's design scene is having to, sitting as it is at the eye of a storm of global political change. If you're looking for some of the most beautiful, well-produced tableware and charis in the western world then look no further. If you're looking to have your politics challenged, you'll have to dig.

And dig I did. One of my first contacts was Martti Kalliala, Martti and Jenna Sutela are architect-designers from Helsinki responsible for one of my favourite books, Sternberg Press's Finland: The Welfare Game; a series of speculative fictions of how Finland might proceed into the future. This book has been a big part of my practice for the last few years and meeting Martti, it was also interesting to see that our work was moving in similar directions despite having never met or spoken before. Martti and Jenna represent a real fringe in the Helsinki design scene, of practitioners crossing areas of architecture, design, art and technology with a highly political mindset, something that's now relatively common in London. One of the side effects of the excellent education system is the inadvertant siloing of professions which has apparently made collaboration and crossovers rare.


Helsinki's Urban Workshop, an actual working maker space.

Later I made a trip to the Urban Workshop, a maker space in central Helsinki near the central station. Maker spaces, no matter how one feels about them (and I'm most often I'm skeptical) mark an important change in the design world. The ability to rapidly produce small scale one-off designs without the need for time or great expertise are a marked shift in the system that supports design, one with many unanswered questions and one that is responsible for at least a handful of the things on display at Helsinki Design Week. Walking into the Urban Workshop, expecting the usual sneering grubby white males, making in-jokes and maliciously belittling newcomers, I was overjoyed by what I found: A gender-balanced group of staff and attendees with ages running from the ten or so seniors being taught how to use iPads to the teens on the video editing suite. A genuinely open environment for anyone to use with an actual sense of community: 3D printers, laser cutters, a small CNC machine, high-end computers, classes, workshops, lectures and exhibitions. This was the dream of maker spaces that never quite ported to the jealously competitive neo-liberal environs of London. I asked how much 3D printing was;

'40 cents'
'Sorry, how much is the 3D printer to use?'
'40 cents'
'40 cents?'
'40 cents'
'For how long?'
"However long, it's 40 cents.'

I think there was excited profanity at that point. One of the biggest barriers to these spaces, apart from the sneering white men, is the cost. Though not expensive, £50 for something that might not work is a big risk for austerity culture. The reason for this amazing maker culture is that the spaces are supported by the libraries. Staff time is paid for and managed by the state and so the only cost is materials. I found a similar story at Aalto University's maker space which was open to the public once a week but with public university funding.

As an ex-pat friend of mine now living in Helsinki told me towards the end of my stay; 'Remember libraries? They actually work here.'

Later I visited Aalto's Media Lab, a semi-legendary technology and design research hub up in Espoo. The work the students were pursuing was interesting and thoughtful. I sat in on a sound arts class and asked the students where they came from; there were engineers, graphic designers, artists, a handful of musicians and linguists. Though I found the range of students and their interests surprising, I was most interested in what I saw on screen - from Day 0 the students are taught open-source software. While in London, the entrenched system of lobbying from software companies results in only being able to train students in hardware and software they have to pay thousands for once they graduate, the state-backed education system was teaching the students cutting-edge open source stuff, which they were actively developing.


The Design District is Helsinki's design hub, full of boutique stores and stunning works. Very occasionally you find an odd juxtaposition.

It's easy to do, as I did at first, to look at Helsinki's design scene and see it as a bit backwards, a bit reliant on the names of dead designers and established traditions. The cutting-edge is there, but in unexpected ways, and much of that edge is pushed by the state, from open-source software education to maker spaces that work like they do in the fantasies. There's criticism of course, and designers and architects attempting to emulate the violent froth and churn of London find themselves frustrated but there's an inexorable and subtle advance of change sweeping Helsinki that steps lightly across the whole city without the obnoxious showiness of London's burning lights.

Seen on the wall of Putte's Pizzeria.

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Below is a video interview with the Finnish Institute about the residency:

Notes 21: The Return.

I have returned from Finland with a quick stopover in Venice for the UrbanIxD symposium and it's straight back to work. Teaching starts next week with greeting new students on Tuesday. I'm excited to be surrounded by people again from the calming but at times trying solidarity of my Finnish exile. However, it is crushing to be back into the slow-motion apocalypse in London after spending time in such a beautiful and wholesome city.

I'll be writing a post about my time in Finland which will appear here and in various other places, particularly the blogs of the sponsors and hosts in the next few days. There's also an interview with the Finnish Institute which I'll post when it's out. 

Digital Sketch


Towards the end of my time I topped off another Digital Sketch. This one is based on a favourite Japanese print of mine, The Komuso by Wada Sanzo (1940) (above). I was reminded of it while reading Alastair Reynolds' Revelation Space which features a character who dresses as a Komuso. The Komuso were notable monks in that they were allowed to move with relative freedom around feudal Japan which made them excellent spies and assassins.


Internet of 404
Following the end of BERG, I began thinking a lot about this new type of object that the Internet of Things would leave behind. Discarded toasters, smart fridges and autonomous cars with their startup service layer suddenly extinct will litter the future landscape. I though it would be a good idea to document this as it happened so I've started a tumblr at FormerInternetOfThings.tumblr.com where I'm totally up for taking suggestions. There really aren't many examples of these ghost-less machines yet. But I think in the months to come we'll begin to see more and more of them. Please email or submit things though, for full credit of course.

Web Directions South 2014
This is the thing I'm most looking forward to at the moment. Doing the keynote at Web Directions South 2014 with some pretty luminary folks on October 30th-31st. Monopoly of Legitimate Use is also being shown. I'm doing a new talk called 'Haunted Machines':

The relationship we have with our technology is becoming divorced from the master-slave relationship predicted by the past and marketed by the present. As our technology becomes more advanced and more connected, it begins to act on our behalf out of our control and often without us knowing. It begins to construct and project realities and worlds that we couldn't have predicted for. This talk will outline and consider some of the side-effects and conflicts that have risen from pervasive networked technology and show indications of how artists, designers and technologists begin to critique and combat them.

It's Nice That Social
I'm taking part in the It's Nice That Social at the Design Museum with the designers in residence on October 14th. I'll be doing a little bit of a chat about my work and doing some sort of discussion.

Into Your Hands at Z33
Into Your Hands Are They Delivered is on exhibition at Z33 in Hasselt for a while as part of what looks like a pretty damn luminary show - Future Fictions. The rest of the Blueprints For The Unknown projects are there too.

Extinction Marathon at The Serpentine
I'll be taking part in the Extinction Marathon at the Serpentine on October 18th. We're going to be looking at The Ongoing Collapse sight and potentially speeding it up, using it a little more collaboratively and adding some new data sources over the live weekend. Still need to tighten up the PHP anyway. Thing moves like a tanker.

Monopoly of Legitimate Use at Aesthetica Short Film Festival
MoLU is being shown as part of the Aesthetica Short Film Festival in York November 6th - 9th. If you're 'tup north then it looks like a great festival and a load of good stuff on. Unfortunately I'm away in Brussels for...

KIKK Brussels
I'll be giving a talk at KIKK Brussels after my time in Australia and Singapore. It's less time so will probably be a shorter version of the Web Directions talk with a little bit of Critical Exploits thrown in.

Yeah this is going to be one of the busiest and most intense months in a while, which is refreshing after being away so long. There's also still more news that I can't quite full-beam broadcast yet but you probably already know or at least have inklings about. One day I'll make this thing more than just 'what I'm doing at the moment' and actually offer some considered opinions on things. Until that point I've been greatly enjoying the plethora of mailing lists and daily bites that people have begun to start using. I can only read in envy.

Love.