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U C, I Exploring the Role of Eciency Through Device Design T submitted in partial satisfaction of the requirements for the degree of M S in Information & Computer Science by Greg T. Elliott Thesis Committee: Professor Simon Penny, Chair Professor Paul Dourish Assistant Professor Bill Tomlinson 2007

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Page 1: Amazon S3 · The thesis of Greg T. Elliott is approved and is acceptable in quality and form for publication on microfilm: Committee Chair University of California, Irvine

U C,I

Exploring the Role of Efficiency Through Device Design

T

submitted in partial satisfaction of the requirementsfor the degree of

M S

in Information & Computer Science

by

Greg T. Elliott

Thesis Committee:Professor Simon Penny, Chair

Professor Paul DourishAssistant Professor Bill Tomlinson

2007

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c© 2007 Greg T. Elliott

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The thesis of Greg T. Elliottis approved and is acceptable in qualityand form for publication on microfilm:

Committee Chair

University of California, Irvine2007

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T C

L F

A

A T

1 D A A E R Efficiency L 11.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11.2 Personalizing Efficiency . . . . . . . . . . . . . . . . . . . . . . . . 31.3 Related Design Genre: “Slow Technology” . . . . . . . . . . . . 51.4 How Reflective Design, Ludic Design, and Critical Design can

benefit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71.5 Exploring Efficiency in the tradition of CTP . . . . . . . . . . . . 91.6 Abstract Discussions of Efficiency . . . . . . . . . . . . . . . . . . 101.7 The Drift Table: A good start . . . . . . . . . . . . . . . . . . . . 141.8 Early Cinema as an Exploration of Efficiency . . . . . . . . . . . . 161.9 Another proposed method: Interruption . . . . . . . . . . . . . . 161.10 Final Thoughts . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

2 H C T R , R , P I E 192.1 Software and Efficiency . . . . . . . . . . . . . . . . . . . . . . . . 192.2 A Brief History of the Effects of Technology on Efficiency . . . . . 292.3 Objectivity allows for the generalization of Efficiency . . . . . . . 31

3 E O S: T P C PS- 343.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 353.2 Summary of PersonalSoundtrack . . . . . . . . . . . . . . . . . . 373.3 Origins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 403.4 Machine Adaption and Symbiosis . . . . . . . . . . . . . . . . . 423.5 Mind, Body, Ears . . . . . . . . . . . . . . . . . . . . . . . . . . . 463.6 The Curse of ‘Context-Aware’ . . . . . . . . . . . . . . . . . . . . 483.7 Final Thoughts . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52

4 PS: E Efficiency I 544.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 544.2 What is PublicSoundtrack? . . . . . . . . . . . . . . . . . . . . . . 544.3 Private and Public Space . . . . . . . . . . . . . . . . . . . . . . . 574.4 Process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 654.5 Future Directions . . . . . . . . . . . . . . . . . . . . . . . . . . . 72

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5 T D 745.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 745.2 Design Achievements . . . . . . . . . . . . . . . . . . . . . . . . . 745.3 Hardware . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 755.4 Software and Networking . . . . . . . . . . . . . . . . . . . . . . 825.5 Control Flow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 955.6 Final Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97

6 C 98

A PS 107A.1 Abstract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107A.2 Keywords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108A.3 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108A.4 Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109A.5 Related Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111A.6 Tempo and Context-Aware Music . . . . . . . . . . . . . . . . . . 112A.7 Hardware . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113A.8 Software . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113A.9 User Evaluation in Progress . . . . . . . . . . . . . . . . . . . . . 115A.10 Future Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116A.11 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117A.12 Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . . 117

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L F

3.1 PersonalSoundtrack, 3rd Iteration . . . . . . . . . . . . . . . . . . 39

5.1 Schematic of Step-Detection Circuit . . . . . . . . . . . . . . . . . 785.2 Step-Detection Circuit . . . . . . . . . . . . . . . . . . . . . . . . 805.3 Abstract Hardware Component Breakdown . . . . . . . . . . . . 97

A.1 PersonalSoundtrack system diagram showing inputs, actions,and flow of control . . . . . . . . . . . . . . . . . . . . . . . . . . 109

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Acknowledgments

Simon Penny - Your philosophical and spiritual guidance made this workpossible. Thank you for not setting artificial limits on my ideas and forallowing me to explore them completely. Thank you for wonderful andenlightening discussions over coffee. Thank you for reminding me that I amand always will be an artist, first and foremost.

Paul Dourish - Your ability to crystallize my jumbled thoughts made thisdocument legible. Thank you for sending me a million and one papers,making me wonder how you found such obscure yet amazingly relevantwork. Thank you for teaching me how to write about complex andtroublesome issues.

Bill Tomlinson - Your dedication and insight helped me ground my work.Thank you for helping me see my own work in ways I hadn’t imagined.Thank you for being a lifeline when I got stuck in the mud. I will misswandering around Montreal around 2:00 AM.

David Kirsh - Thank you for everything you’ve done for me. I’ll leave it at thatsince there is too much for which to thank you.

Simon, Beatriz, Bill, Robert, Paul - Thank you for the ACE program. I willcherish this experience for the rest of my life.

Thank you to the Department of Information and Computer Science and theCalifornia Institute for Telecommunications and Information Technology forfunding my research.

Hanna - Thank you for being you. Thank you for talking with me as I workedthrough what must have felt like endless issues. Thank you for beinginterested in and helping me with the dregs of my ideas. Thank you for yourlove, support, and for making me laugh.

Aaron - Thanks for being my academic other half.

Dan - Thanks for bringing levity to the grim days. Actually, thanks for nothing.

Julie, Nyta & Pops, and the rest of the family - Thank you for always being therefor me.

Dad - I don’t know what I’d do without you. Thanks for being my best friend.

Mom - You are with me always. Words cannot express my gratitude.

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A T

Exploring the Role of Efficiency Through Device Design

By

Greg T. Elliott

Masters of Science in Information & Computer Science

University of California, Irvine, 2007

Professor Simon Penny, Chair

Despite the wealth of discussions about the ideology of efficiency (Efficiency),

individuals rarely reflect on how they personally define, evaluate, and act on

the ideology of efficiency. We have few ways to conceptualize Efficiency

without resorting to global economics, social theory, or user studies, and as

such it can be difficult to grasp how Efficiency impacts our daily tasks, thought

processes, and even moments of pleasure. The way I experience Efficiency is

potentially unique to me, not only because it impacts my life at the cultural

and individual level, but also because instantiations of Efficiency are subjective

and personal. Abstractly, we are all affected by this ideology similarly; in

practice, however, the ways it nuances my life are different than the ways it

nuances yours. Artistic practice allows us to ground the abstract

conceptualization of Efficiency in individual experience unique to each person.

I propose a genre of artifact design that allows the individual to explore the

role of Efficiency within the context of daily life, moving us away from abstract,

objective views of the ideology of efficiency.

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C 1

D A A E R Efficiency L

1.1 I

When we discuss the term efficiency, it is important to first separate efficiency

as ideology from efficiency as practice. The ideology of efficiency, from here

on referred to as Efficiency, is the grouping of a series of ideas that gives us the

impression of what ‘efficiency’ means. It is this abstract representation that

encompasses the many ways that Efficiency is instantiated in life. Often, when

we speak about Efficiency, we are referring to particular facets of the ideology.

In practice, Efficiency often takes shape as an influence in a production,

time-discipline, optimization, and cultural value. Production is made efficient

through the minimization of waste and the maximization of output.

Time-discipline is heavily dependent on Efficiency since it refers to the ways we

use, manage and construct expectations based on the measurement of time.

Optimization is a direct instantiation of Efficiency as the general notion that

any process can be analyzed and adjusted to improve the ratio of production

to waste. Cultural values that stem from Efficiency are expectations about the

overall benefit of Efficiency, the desire for it in processes and objects and

ourselves, and the ways inefficiency is not desirable.

While the role of Efficiency as both ideology and instantiation has been

well-traversed [78, 30, 5, 7, 47, 77, 69, 1], the rise of ubiquitous technology

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provides opportunities for a revived discussion of Efficiency. By embedding

computational technologies into the environment, we also embed the value

systems those technologies contain [79]. In the case of computational systems,

the primary value system is one of Efficiency. Our perceptions and

conceptualizations of the world are further influenced and shaped by these

value systems. This reveals the necessity for a close examination of what these

technological systems represent, as well as how we experience them on a

personal level. How is Efficiency felt by each of us, how do we perceive it, and

where do we find it in the context of daily life? Does Efficiency live only in

stereotypically work-based situations, or has it bled into other, more personal

aspects of life as well?

Despite the wealth of discussions about the ideology of efficiency,

individuals rarely reflect on how they personally define, evaluate, and act on

the ideology of efficiency. We have few ways to conceptualize Efficiency

without resorting to global economics, social theory, or user studies, and as

such it can be difficult to grasp how Efficiency impacts our daily tasks, thought

processes, and even moments of pleasure. The way I experience Efficiency is

potentially unique to me, not only because it impacts my life at the cultural

and individual level, but also because instantiations of Efficiency are subjective

and personal. While at an abstract level, we all are impacted by Efficiency in

roughly the same way, the ways it nuances my life are different than the ways it

nuances yours. Efficiency is easy to generalize away from personal experience,

as I will discuss, even when written about through personal narrative.

Artistic practice, however, allows us to ground Efficiency in individual

experience unique to each person. I propose a genre of artifact design that

allows the individual to explore the role of Efficiency within the context of daily

life, moving us away from the abstract, objective views of Efficiency.

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1.2 P Efficiency

While there are many ways Efficiency is talked and written about, the design

genre I propose here aims to help us define and contextualize Efficiency for

ourselves. Efficiency is felt in our lives not in abstract, objective ways, but in

concrete, subjective ways. In practice, instantiations of Efficiency are defined

and evaluated by the person(s) determining what is efficient through the

exclusion and inclusion of specific data [73]. It is a personal term by nature,

and yet our treatment of that term exists primarily in text that is abstracted

away from our personal experiences. I suggest designing objects that help us

examine the role of Efficiency through an exploration of its subjectivity and the

multiple definitions of Efficiency. That is, we can create objects that do not seek

(and aggressively refuse) a singular definition, and help us experience

Efficiency as the fuzzy, intimate, personal, and messy experience that it is.

It is important to note that the design genre I propose does not seek to pass

judgement on Efficiency. Instead, we can think of the proposed design genre as

an attempt to reveal how and when Efficiency influences us.

In addition, it is easy to assume that tasks indicate the presence of Efficiency.

For example, it’s doubtful that scenarios like ‘waiting at a bus stop’ or

‘listening to music’ make us think of Efficiency, but writing a thesis chapter

might. We may assume we know when we are being efficient, and that we

know when we are not. These are assumptions about the nature of efficiency

as an ideology that need to be deconstructed. What does waiting for a bus

imply? Does it imply boredom, wasting time, or filling time with trivial tasks?

These assumptions do not consider the reach of the ideology of efficiency. A

person waiting at a bus stop could be mentally reorganizing their schedule for

the next day or working out their finances. In that case, the person may feel

Efficiency as anxiety about doing ‘nothing,’ or as a need to do something with

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their idle time. We can’t assume that Efficiency is absent because the scenarios

are not stereotypically work-like. The nature of the ideology is that it worms

its way into everything, affecting each of us so intimately that perhaps we do

not recognize its influence anymore. I have heard stories of people that dance

in the shower to get their daily exercise when they have back-to-back meetings

all day. The obsession with Efficiency can shape what we do, how we think,

and how we perceive our world. By revealing these moments, each of which is

personal and likely unique to the individual, we begin to uncover the shape of

Efficiency and where it lives.

Efficiency is so pervasive that even the refusal to be efficient has meaning:

someone decides to sleep in late and finds joy in refusing to get up ‘on-time.’

The fact that one could react pleasurably indicates the ubiquity of Efficiency

where a resistance to the dominant ideology, in this case time-discipline, feels

good. Again, the presence of an efficiency ideology is not surprising or novel,

but it has not been explored well at such an intimate level.

Efficiency is embedded in culture through many channels, one of which is

increasing use of ubiquitous computational technologies. As I will discuss in

detail in the next chapter, the domain of computational technologies is born of

an efficiency ideology and perpetuates that value system through both how it

is constructed and what it produces. Efficiency is embedded in the values of

computation, and when we populate the world with software and hardware

objects we also populate the world with the value system [79], in this case with

Efficiency. We begin to perceive and construct our notion of the world through

the objects we interact with, where the values implicit in objects like laptops

shape the way I understand my world [79]. Many computational devices are

personal items that we interact with on a daily basis; each time we interact

with an efficient machine, we interact with its value system. The design of

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computational technologies to explore Efficiency re-appropriates this popular

channel for Efficiency dissemination, providing us with a means to question

and reflect on it.

1.3 R D G: “S T”

A design style called “Slow Technology” is a genre related to the one I

propose, but instead of exploring Efficiency through design seeks to avoid

Efficiency in design. Inherent in its rejection of efficient tool design are broad

assumptions about the ideology of efficiency. Because Slow Technology

proposes an alternative to the efficient computational devices that surround us

daily, it could benefit from a better understanding of how the efficiency of

those devices impacts us personally.

Slow Technology is the creation of computational designs for moments of

reflection as a reaction to the dominant paradigm of efficient tool design [35].

While in general this is not problematic, Hallnas and Redstrom’s justification

for its existence reveals outdated assumptions about the nature of Efficiency.

Slow Technology was developed because computer technology is no longer

limited to office workers and scientists, who primarily rely on it for the

efficient execution of tasks, and thus we need to reconsider how such

technology is designed [35]. They propose that outside of offices and labs we

should design for non-efficient experiences. Unfortunately, this assumes that

life outside the office is markedly different than life inside the office. For the

most part, that may be true (despite the two quickly converging); however,

Efficiency doesn’t live in the top drawer of your work desk - it follows you

home and influences every aspect of your life. Slow Technology is an attempt

to design for something other than efficiency, but perhaps before we tackle

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that challenge, we can benefit significantly from a consideration of how each

of us conceptualizes and puts into practice the ideology of efficiency, and the

ways in which we differ in that process. Slow Technology is a response to an

assumed perception of Efficiency, and designs that are alternative to that

assumption may not be alternative to a well-informed perception of Efficiency.

For example, Hallnas and Redstrom refer to Efficiency only in terms of

computational tools that make us more efficient at completing tasks. They

suggest Slow Technology as a means to help us stretch time, where efficient

tools help us shrink time (tasks take less time to complete and tools are quickly

learned and usable). As a design genre, Slow Technology invites us to reflect

on time itself, allowing us to elongate and play with it. And yet ‘efficient’ and

‘quick’ are related but not identical. Efficiency may be evaluated along the time

dimension, but it need not include that dimension. Sometimes efficiency is the

‘best’ solution given a set of resources (e.g. circuit design). Time is only one

way to slice Efficiency, and to pigeonhole efficient tools as those that reduce

time not only underestimates the nature of Efficiency, but also limits our

perception of how these tools influence us. Some tools are efficient because

they present data in a way that hopes to maximize our understanding and

ability to manipulate that data (there are too many software tools to list as

examples). Some tools cross into unusual areas, helping us achieve the most

efficient nap possible [67]. How are these notions of efficiency influencing us?

Designs that help us reflect on time do not relate to these kinds of efficient

computational tools. Hallnas and Redstrom clearly did not intend to explore

the realm of Efficiency with their designs, but instead hoped to inspire us to

slow down and help us reflect on both technology itself as well as time. Yet

their assumptions highlight our tendency to generalize and speak about

Efficiency in broad strokes, such as along the dimension of time, often ignoring

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the capacity for this ideology to structure our world. That kind of abstract

definition is created by looking at Efficiency through a keyhole. It is difficult to

generalize instantiations of Efficiency without creating an incomplete

representation because of its subjective and context-sensitive nature.

The point here is that in order to see where we’re going, we need to

understand where we’ve been. How can we propose alternatives to efficient

design when we know so little about how efficient design impacts our lives? If

the goal is to create artifacts that impact us in ways that are different than

efficient tools, we have to explore how efficient tools impacts us within the

context of everyday life. Reworking everyday artifacts to inspire intimate

reflection on Efficiency can help each of us uncover how the ideology of

efficiency acts as a scaffolding on which we construct our representations of

the world.

1.4 H R D, L D,

C D

Sengers’ Reflective Design, founded on other design genres [17, 18, 28],

focuses on exposing the value systems inherent in technological design. The

design genre I propose is not only critical for moving beyond the dominant

‘technology as a tool’ paradigm as Hallnas and Redstrom has attempted to do,

but also can benefit the work of Sengers, Dunne, Gaver, and others.

Instead of looking at reflection as a counter to Efficiency as in Slow

Technology, we might instead think of Efficiency as a structuring agent that

limits our ability to improve and implement alternative design genres.

Computational technologies are primarily designed and perceived as efficient,

functional tools [35]. Devices that promote reflection often cannot be

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categorized as a tool, and do not fit that hegemonic perception. As a result,

they can also be misunderstood or dismissed outright, similar to Sengers’

point that the ironic or subtle commentary in Critical Design can be easily

missed. The ideology of efficiency severely limits the acceptance and

understanding of technologies that do not function as tools, undermining

attempts to move beyond tool-based computational designs. We could

shoehorn reflection into tool-like objects, or, as Sengers suggests, employ

user-centered design; however, to successfully break the perception of the

computer as an efficient tool, we should expose the value system of

computational technologies that perpetuates Efficiency through everything

from circuit boards to designers. As I will touch on in the next section,

Efficiency is no longer confined to mass-production factories and offices, but is

embedded in our culture at an intimate level. In order to explore this value

system, we need to move beyond the abstracted visions of Efficiency and focus

on how it influences the personal, daily lives of people. By engaging the

public in a discussion, we may learn how Efficiency guides our lives in

tangible, contextualized ways. Using this foundation we can more effectively

loosen the grip of ‘technology as tool’ and clear a path for design genres like

Critical, Ludic, and Reflective Design, as well as Slow Technology.

It is worth mentioning that examining Efficiency follows Sengers’ advice,

where ‘... reflection on unconscious values embedded in computing and the

practices that it supports can and should be a core principle of technology

design.’ [70]. We can use reflective design to reveal the role of Efficiency,

opening it for further critique while simultaneously improving the foundation

and motivation for reflective design.

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1.5 E Efficiency CTP

My proposal is at the heart of critical technical practice [2, 3] 1, where we must

actively question our own design decisions and any shifts those decisions

take. In addition to choosing an alternate route, e.g. reflection instead of

Efficiency as we see in Slow Technology, we should question that alternate

route as it appears. That is, not only should we pursue ideas like Reflective

Design and its neighbors, but also we should interrogate why this type of

design has become a focus of the HCI community and others at this point in

time. Explicit in Reflective Design is a call for computer scientists and

computational designers to adopt and put to work the criticality of artistic

practice, further clarified in Leahu, et al.’s work with Sengers [49]. Along with

this push for criticality comes the responsibility to, in essence, question our need

for the adoption of criticality. Designs that allow us to reflect on Efficiency can

help us understand the desire for reflective design. This inevitably brings up

questions about the role of Efficiency, given its authoritative position in

computational design. Perhaps the emerging consumer markets for

ubiquitous computation have inspired a focus on alternative design genres.

Because computational technology has become increasingly individualized

2, bringing the value system of Efficiency into everyday artifacts, we can no

longer rely on generalized notions of Efficiency. We should analyze Efficiency

from the point of view of the public in everyday situations, where this

ideology lives. Ideas like ‘Slow Technology’ and Reflective Design provide a

starting framework for understanding what we might do instead of efficient

tool design, but there is a largely undiscussed issue of what we have done

1Though I agree with Sengers’ modification of CTP that it should occur throughout thedesign, instead of limiting it to solving technical impasse

2By this I mean the rapid transition from huge, corporate or governmental servers that noindividual could afford to the pocket-sized, customizable devices we have now

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with efficient tools. I mentioned earlier that Efficiency has been

well-considered in terms of economics, labor, capital, and even the term itself

and its roots in theology and spirituality [41], but the role of Efficiency on an

individual level is not adequately discussed. It is at that level that we may find

the most interesting effects of the ideology of efficiency, and from which may

come the largest catalyst for reflective design. The way this criticality is

reveled in our designs must be open for discussion not only between

designers, but also between users [70]. Technological devices provide the

perfect means to begin such an interrogation given their ubiquitous and

personal nature. We can piggyback on the pathway laid by efficient tools by

repurposing laptop software, iPods, cell phones, alarm clocks, televisions,

video game systems, traffic light cameras, etc. Since these devices are the

champions of efficient design that consistently propagate that value system,

reappropriating them may create significant cognitive dissonance in their

users. That dissonance is our opportunity to question the role of Efficiency.

While one might argue that we should wait for reflective design to mature

before that kind of analysis, I suggest that questioning a potential

paradigmatic shift is critical in its infancy. If we wait for it to embed itself in

design and establish a solid foundation, we may give up the ability to

successfully shape it and become aware of its assumptions.

1.6 A D Efficiency

The following section reviews a few ways Efficiency is discussed by other

authors, and how they can be improved by the design genre I propose.

Banta’s “Taylored Lives” [5] comes the closest to placing Efficiency in the

context of everyday activities, following the spread of the ideology of

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efficiency across the US. And while her narratives often seem to relate to

current trends, the book does not try to reveal the efficient practices that you,

the reader, engage in unconsciously. Instead, we as readers follow trends

throughout previous time periods from which we may or may not find

resonance in our own lives.

In the period Banta writes about, Efficiency was not concealed but laid bare

for all to see. Today, the move to optimize and streamline life is tucked away

in products and consumer trends. Always-on wireless technology helps us be

productive when away from the office, portable computers allow us to work

anywhere at any time, and even music is marketed in 3-minute sound bytes

that may test well in user studies. While we might feel free from the reigns of

Efficiency, empowered to work on our own schedules at our own times, we

have instead ingrained this ideology so deeply into our personal lives that we

are no longer aware of its presence in all but the most typical scenarios. To

truly generate awareness about our commitment to this ideology, we should

intervene in the processes and tasks that make up our lives, continuously

presenting opportunities for reflection on this hegemonic ideal. The “one best

way” has slipped underground, into the technology we buy and the trends we

follow.

In “Work, Time-Discipline, and Industrial Capitalism” [78], Thompson uses

narratives about people to ground his abstract discussion of time-based

efficiency, but as we will see with Kellheler, these narratives are limited by the

media. We learn about the influences of time-structured work and how time

became currency, and while we as readers can appreciate this evolution, we do

not learn to uncover the concrete moments in our own lives that reinforce that

value system. We are often unaware of how and when often Efficiency

influences us, because we have no tools for becoming aware in real-time.

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Thompson’s paper is even more abstracted away from the public because it

exists as an academic paper that requires a strong academic background to

unravel. It is, in a sense, impenetrable by the public and thus ineffective at

helping us explore this issue.

A more direct and personal exploration of Efficiency can come through

artifact design. Computational artifacts (mobile phones, laptops, alarm clocks,

software, etc.) do not reveal their commitment to Efficiency and how their use

guides our behavior, and Thompson’s abstractions do not provide us with the

tools to uncover them on our own. If we were to imbue our technical artifacts

with a reflection on Efficiency, with a questioning stance such that common

interactions with these devices raise the ambiguity and pervasiveness of the

ideology of efficiency, we might be able to realize and act more consciously on

moments of efficiency. Because computational devices are also pervasive (by

no small coincidence), they provide the perfect platform for reaching the

public at a direct level. Not to say that we want to refuse Efficiency, but instead

to become aware of its presence in everyday situations and thereby open it up

to questioning and discussion.

Even when authors discusses a highly detailed point of view of an

individual, we still do not achieve a personal exploration of Efficiency. Kelleher

discusses how Efficiency influences two factory workers: “To work work meant

to be disciplined ... Seamus’s glassblowing team exemplified it. They kept

their heads down at the factory and worked very quickly, almost in a unified

motion. They watched the clock constantly and measured, for themselves,

how long it took to make particular items of glassware. They always tried to

produce more, to prove themselves and what they called ‘our inventions,’ the

procedures they introduced to speed up production.” [42]. We can perhaps

understand how these workers felt, but it is nonetheless abstracted away from

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our own lives via the the era, the specific lives of the workers, the text on the

page, the language of the author, the specification of efficiency as quantity per

unit time, etc. Even if the person reading this text was a factory worker that

could relate fully to the narrative, the reader experiences this discussion out of

context. The author is defining and exploring Efficiency as she sees it unfold,

but we cannot assume the factory workers would explore it in a similar

manner. Furthermore, the scenario is stereotypically efficient, and does little to

reveal the unique moments in the reader’s (factory worker or otherwise) life

where Efficiency may live. By providing people with an object that allows them

to explore Efficiency in the moment, as that ideology is enacted and lived, we

effectively remove that layer of abstraction.

McCullough refers to communication as “low-bandwidth,” appealing

generally to the language of the sciences, specifically computer science and

engineering: “I do not argue that low-bandwidth communication is useful, but

instead point out that its use reshapes the dynamics between people.” [54].

That kind of phrasing reveals a way of framing the world under the value

system of computation, and makes sense only because we are used to likening

our world to computation and technology. A primary component in the values

of computation is Efficiency, and we should not ignore how much it influences

mediums like e-mail, text messaging, MySpace / Facebook-type messages, or

even cell phone calls. We should not generalize the impact of Efficiency on

people in these cases. For a given person Facebook may serve as a means of

inefficiency: a distraction from work, or a break between bouts of productivity.

For others it may be used to maintain networking between colleagues for the

benefit of jobs and opportunities, requiring little effort and time to sustain

friendships. In fact, the same system may be both a source of efficiency and

inefficiency for the same person depending on the context the tool is used in and

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the state of mind of the individual, and may differ entirely for a different person.

This is at the heart of examining the role of Efficiency at an intimate level. We

know very little about how this ideology works into mundane, trivial

moments, as well as non-trivial moments. One strategy for design might be to

piggy back on these forms of efficient communication and allow for moments

of reflection about Efficiency; that is, we could rework or modify these tools to

allow people to discover their own lived experience of Efficiency.

1.7 T D T: A

The Drift Table [28, 9] is perhaps the only example that almost fits an

exploration of Efficiency. This table provides a small hole in a table through

which a small part of a map is shown. Users can move the map in any

direction, but the map moves excruciatingly slowly. It becomes impossible to

use the map in the way one would conventionally use a map, instead

appealing to Ludic Design, the notion that humans are playful by nature [28].

It raises an interesting question about the role of Efficiency by simply being a

non-functional, inefficient map. This lack of functionality is both what makes

it useful as an example, but also limits how one might interrogate the role of

Efficiency. First, it succeeds by being so incredibly bad at accomplishing a task

while simultaneously appearing as if it has typical functionality. The primary

question of course is ‘If it doesn’t do anything, why should I use it?’ The

obsession with functionality in computational devices and the assumption

that they will help us ‘get something done’ reveals a lot about the influence of

Efficiency. The Drift Table’s packaging is important because coffee tables are

typically found in the home - an intimate and personal environment. As a

representation of Efficiency, computational technology changes the manner in

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which the home is perceived and personalize the ideology of efficiency. We’ve

seen this already with smart homes, smart kitchens, etc. [8]. Why is it that

adding an LCD screen to a coffee table instantly changes it from a coffee table

into a tool? Not surprisingly, as Hallnas and Redstrom say, it’s most likely the

dominance of the “computer as tool” paradigm. Typically, computers help us

get things done. The Drift Table allows us to reveal our commitment to

Efficiency by presenting itself as a representative of Efficiency and yet

aggressively breaking with that tradition. When asking questions of the Drift

Table like “What does it do?” and “How do I work it?” we find no answers.

Instead, the Drift Table allows us to interrogate the relevance of those

questions. The Drift Table presents no obvious improvements to life at home,

in the way that a more intelligent microwave might. It doesn’t help you do

anything faster, or better, or more accurately. Its presence helps us rethink how

we perceive computational technology, and is persuasive because it endows

typically non-technical objects with computation. It shows us how easy it is to

override previous perceptions of objects with notions of Efficiency. Coffee

tables are typically social centers, holding magazines, drinks, food, etc. And

while the coffee table is efficient at holding things (as are all tables), its usage

does not make us more efficient on the same scale as computational devices,

and it doesn’t radiate an ideology of efficiency in the same way as a cell phone.

All of these perceptions are immediately brushed aside when viewing the Drift

Table, as the LCD screen captures our attention and changes the entire table

into a computer. This transformation reveals the ideology of efficiency. Much

of the technology designed for smart homes overrides culture and tradition

[27, 8]. The Drift Table counteracts this tendency and opens it for questioning.

The Drift Table, while primarily a Critical Design, falls under the category

of Slow Technology in that it helps elongate time. Both the table and Slow

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Technology are instantiations of ways to examine the role of Efficiency, but

developing an inefficient device is only one method for questioning the role,

albeit the most obvious.

1.8 E C E Efficiency

O’Malley discusses the impact of the cinema on the cult of efficiency [60]. In

their own way, original movie theaters allowed the interrogation of the role of

Efficiency. Movie-goers were allowed to enter and leave the theater as they

wished, and movies ran all-day without obvious organization in time. The ‘...

early silent films threatened middle-class values, especially concerning time

and its productive use.’ [60] While it is interesting that early theaters

accidentally de-structured the reliance on Efficiency, it is more interesting that

the did so without appealing to inefficiency. In fact, this cinema-style probably

made people more efficient in seeing movies because they could come and go

as needed or allowed by their jobs, family constraints, etc. Movie-goers could

make optimal use of their free time given the lack of constraints in the cinema.

In this sense, the cinema questioned the role of Efficiency by making people

more efficient 3.

1.9 A : I

One method I propose for bringing to the surface the role of Efficiency is the

careful application of interruption. HCI and productively-oriented disciplines

3Efficiency, like statistics, can be skewed and evaluated along many dimensions, the selectionof which implies the bias of the one evaluating the efficiency of a system and the overall plasticityand subjectivity of efficiency. I describe this notion in further detail in Chapter 2. One mightfind a way to perceive of the Cinema as being inefficient (say from the point of view of thetheater itself), but my point here is that the interrogation of Efficiency through design need notrely on the promotion of inefficiency.

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tend to treat interruptions as a negative [55, 25, 61], causing breaks in work

and productivity. Even ‘Calm Technology’ and ‘Ambient Technology’ seek to

minimize interruptions by backgrounding information [82]. While today there

is clear demarcation between work and life, this was not always so, as I will

discuss in Chapter 2 [78]. What is considered an interruption today rests

heavily on the notion that work can be separated from the rest of one’s life, and

that an interruption in one’s work for the purpose of managing life is negative.

Furthermore, even interruptions regarding work that disrupt from work are

negative. The notion of interruptions as a negative in this context depend on

the idea that one seeks to achieve maximal productivity with minimal waste,

where an interruption is a ‘waste of time’ that reduces productivity.

By strategically using interruptions, I suggest that we can reveal an

underlying commitment to Efficiency not only in work, but also in everyday

situations. Being interrupted on the walk to class to play a game may be

highly annoying, but might also expose just how efficient we have become at

using our time. Or, even better, such an interruption might reveal how much

time we ‘waste’ (despite the cultural belief that Efficiency is positive).

1.10 F T

By designing to reveal Efficiency, not only do we bring the discussion of the

term to an individual level, but also we draw it from the abstract into the

concrete. We have seen how Efficiency is often discussed in texts and how that

technique, while critical to the knowledge about Efficiency, cannot provide the

grounding necessary to explore the ideology in day-to-day tasks. This chapter

has offered several examples of how one might intervene and question

Efficiency in different ways, and suggested how interruption may be used to

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penetrate the ideology as it guides our actions and thoughts. These

techniques, especially when instantiated in computational artifacts, can open

up the elusive and invisible ideology to further critique, analysis, and public

discussion.

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C 2

H C T R , R , P I E

“As the seventeenth century moves on the image of clock-work

extends, until, with Newton, it has engrossed the universe.”

- E.P. Thompson

In this chapter, I argue that our long tradition of an ideology of efficiency

has resulted in and is reinforced by computational technologies. This includes

the physical construction of hardware, the ability for these technologies to be

produced by and produce efficiency (embody and produce), the theoretical

frameworks within which software and hardware operate, and the tactical use

of non-technical language to propagate a devotion to Efficiency.

2.1 S Efficiency

Computational technologies, both hardware and software, are a natural result

of and strategically reinforce the tradition of Efficiency on several levels:

physical structure, theoretical framework, means of production, use of

language, and through the ways they are perceived and used. Unlike previous

systems, however, computational technologies both embody and produce

efficiency, reinforcing it both by construction and use. Chun argues that

software itself is an analog to ideology [11], but I argue here that

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computational technologies actually implement an ideology of efficiency.

Furthermore, “... software sustains and depoliticizes the notions of ideology

and ideology critique ... [people] attribute to software, metaphorically, greater

powers than have been attributed to ideology” [11]. I should clarify that one

can build a computer that does not rely on or promote Efficiency, but these

computers are typically not in use today (or are extremely marginalized). I

speak only of the dominant computing machines that have been in use since

the mid-20th century. That is, those that use circuit boards and software and

hardware algorithms.

2.1.1 P

We can grossly divide the physical constituents of a computer into software

and hardware, both of which carry forward the ideology of efficiency. While

software may not seem like a physical structure, it is stored physically and its

primary function is to manipulate voltages. The hardware provides the

foundation on which software is able to function. Furthermore, the storage of

code includes both the physical structure onto which it is stored (e.g.

hard-drive), as well as the format in which it is stored (e.g. compressed,

compiled, text, etc.). I will attempt to discuss each in its own terms, but the

discussion will bleed into both realms at times.

H

Computer hardware relies on extreme precision: first, in the construction of

parts (e.g. microprocessors), second, in the strict management of power, and

third, in the actual layout of the parts as they compose a circuit.

The mass-production of computer chips, memory, hard-drives, displays,

etc. relies on machine production rooted in the Industrial Revolution and

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inherits the ideology of efficiency from its roots. At this point, it is physically

impossible for a human to create a .65nm microprocessor without help from a

computer. We rely on other machines and their representation of Efficiency to

generate new computer parts, who in turn inherit the efficiency ideology.

Mass-production is dependent upon the ideals of Efficiency [5], and thus give,

in perhaps a small sense, its productions a tradition of Efficiency through

creation; however, often computer hardware is then used as a means to

improve the efficiency of mass-production by replacing inconsistent laborers,

achieving inhuman levels of precision, increasing hours of operation,

maintaining plant conditions, etc. In this way, computer hardware becomes a

producer of Efficiency, where it carries forward the tradition not only through

its own production, but also through that which it produces. Furthermore,

hardware is used in personal productivity applications, such as the writing of

this document. These concepts apply to software as well, as I will address

shortly.

At the micro level, the motherboard in my laptop depends entirely on

efficient power management designs and infrastructures. Voltage

management is of extreme importance to our volatile computational

technologies. They would not operate unless electricity was tightly controlled

and managed, as most systems require highly specific voltages ranges in order

to operate. From the lithium-ion battery, to the battery charger, to the wall

socket, to the generator, my laptop relies on a vast infrastructure of power

management. At each point, we find commitments to Efficiency. The batteries

size and heat have been reduced as much as possible (without inflating cost, of

course), and their power output and life-span have been maximized. These

design goals are important to both a company in that it wishes to minimize

cost while maximizing appeal to customers, and to the customer in that he/she

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desires lighter, smaller, longer-living devices that can operate faster processors

without burning their skin. Next, the battery charger is responsible for taking

as input a wildly powerful electrical signal and transforming into a very

precise output to my laptop’s battery. While size is an issue here as well, more

important is the precision of the chargers operation. If a charger wasted half

the energy it took as input in converting the signal to a more manageable form

for digital machines, it would be essentially a ‘broken’ charger. It is assumed

that the battery charger will efficiently manage and convert power, in that it

will waste little energy and provide optimal output and charge rate (the faster,

the better). Simply transmitting electricity along a grid is dependent upon the

reduction of waste - the signal must be insulated to ensure minimal loss of

power along its route to my home. Computer power management relies on a

vast infrastructure that is, by definition, invisible and thus difficult to reveal

[72]. Each of these steps has been critically influenced and shaped by a

devotion to, and the hegemonic position of, the efficiency ideology. Again, it is

not my intent to claim that these methods are unwelcome, but instead to

interrogate the roles Efficiency plays.

Finally, we find traces of Efficiency embedded directly into the design of a

circuit board. Setting aside the aesthetic and craft-like nature of trace-routing

and board layout, a primary concern is that of the length of traces and their

ability to transmit voltages with minimal loss. That is, the primary reason a

circuit board layout looks the way it does is a result of the designer’s attempts

to minimize wasted signal, striving for perfect noise-free signal transmission

(bringing to mind Shannon’s unfortunately titled “Theory of

Communication”). Boards that do not achieve near perfect signal efficiency

often do not work, or fail within a short period of time.

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A S, C, T

An interesting question arises: do inefficient, functional circuit boards exist?

This leads us to an important point about the ideology of efficiency,

specifically about objectivity and subjectivity: instantiations of Efficiency are

relational. The term is meaningless when talking about only one object. If I

build a circuit board by hand to the best of my ability, I could claim it efficient

and I would be right if no other circuit boards exist. The only way my board

becomes inefficient is if I or someone else develops a more efficient board to

which I can compare my previous design. The determination of efficiency

requires comparison, and in vacuum becomes useless. If we have only one

version of an item, it is and will always will be the most efficient version of

that item. What arises from this is a curious duality in nature of the term: on

the surface it is binary where a design can be efficient or inefficient; if it is not

the most efficient, it is inefficient since efficiency in its most general form refers

to maximal productivity and minimal wasted effort or expense. But in

groupings, one might speak in shades of efficiency: “My board is more

efficient than this one, but less efficient than that one.” The term’s subjectivity

becomes visible, and the contextual-nature of it is revealed. Thus, for a board

to function it must be somewhat efficient, but need not be the most efficient

design. The plasticity and context-sensitive nature of the word is troubling.

We can speak of a functioning board as being ‘just efficient enough’ to work. On

the surface, this statement seems strange given that Efficiency tends to imply

optimality, but such optimality is in fact a holdover from the objectivity

inappropriately granted to Efficiency. In fact, the terms ‘less efficient’ and

‘more efficient’ are more honest about the inherent subjectivity of the term.

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S

Efficiency as optimality is so embedded in the design of software that even a

programmer’s skill typically refers to his ability to create efficient code, where

software is a “means both of quality control and of disciplining programmers,

methods of cost accounting and estimation, methods of verification and

validation, techniques of quality assurance” [52]. Here, Efficiency takes subtle

forms such as the subjective speed of the program, the use of resources, the

compactness of written code, the overall size of the program, the readability of

code, etc. Inefficient programs are typically referred to as bad programs. If a

coder writes a program that uses 90% of a machine’s processor cycles while

producing minimal functionality, he has written bad code1. If a program uses

100% of a machine’s RAM regardless of the program, he has written bad code.

If a program ‘feels’ slow, regardless of functionality, or takes up 5 gigabytes of

space on the hard-drive while simply writing ‘Hello, world.’ to the screen, he

has written bad code. There are very few methods for evaluating software

development that do not rely on Efficiency. Even those evaluations that focus

on the usability of the software subscribe to a desire for Efficiency: HCI is a

field devoted primarily to fast, ‘natural’ interaction with machines. Here, the

less time it takes one to learn how to operate a piece of software, the better that

piece of software is. Of course there are exceptions to this rule, such as

emotional satisfaction, enjoyment factor, and other ‘non-technical’ evaluations,

but efficiency remains a primary measurement.

Often, software is advertised as a means to increase the productivity of the

user. Not only does the software itself conform to and reinforce Efficiency, but

also its function is often to help people become more efficient producers. In

1I exclude endeavors that may be pursued in a more artistic, critical technical practice [2]methodology, as my discussion of software focuses on its general use and conceptualization.

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the way that the use of efficient machines produces other, more efficient

machines, hardware/software systems designed for user productivity also

produce efficient producers. From Baudrillard [7], this effect extends not only

to work but also to leisure, as we’ve seen through video games [64] where

users compete for high scores, most wins, most kills, fastest runs, etc.

Hardware and software systems are often advertised as more precise for

gamers, providing less noise and higher scores. Typically, gaming skill is,

when stripped of all its dressing, the ability to produce the maximal output

(score). Software embodies the ideals of Efficiency through its value system,

and also is designed to elicit increased productivity from its users with

minimal waste (e.g. effort, time, etc.).

Additionally, there is a general rule of thumb in the programming

community: ‘Don’t reinvent the wheel.’ This rule applies to both hardware

and software. The idea is obvious, but beneath it lies a deeper commitment:

one should reuse code when possible as ‘tried-and-true’ code is often faster,

better tested, more reliable, more readable. That is, it uses fewer resources and

feels quicker, it has been debugged such that it has the fewest errors, and

should other programmers look at your code they will waste less effort

analyzing it. The premise is that in each case, a programmer should strive to

waste as little as possible, and achieve maximal productivity via reuse. Even

from the standpoint of development time, code reuse minimizes coding time.

Efficiency is embedded in the creation and usage of software. It is nearly

inescapable at this point, crossing work and leisure boundaries at will. The

effect of Efficiency on software and hardware is so profound that when one

designs for inefficiency, the product essentially becomes non-functional, like

the Drift Table [9].

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2.1.2 T

Algorithm design is evaluated in terms of Efficiency. Computer Science is

founded on the desire to produce algorithms that are both faster and reduce

resource use. The analysis of algorithms uses ‘Big-O’ notation, where the

optimality of an algorithm is judged based on how long it takes to complete in

a worst case scenario. Furthermore, an additional layer of how likely that

worst case is to occur is taken into account. For example, if an algorithm takes

O(x2), then in the worst case it will take exponential time to complete;

however, if in general it runs in O(1), or constant time, it may be acceptable to

use the algorithm if it is easier to implement. The primary means for

determining the usefulness of an algorithm is a mathematical determination of

its speed and resource use. Clearly, efficient algorithms are desirable and

inefficient algorithms are not. In general, ‘good’ programmers effectively use

efficient algorithms in their code.

2.1.3 T L

Efficiency has been embedded into unusual facets of software and hardware

design, particularly through the use of language. We’ve seen an example of

this in Day’s discussion of the ‘conduit metaphor,’ where the sheer abstraction

and vague sense of certain language allows for broad application of

mathematical and computational theory to domains far beyond their intended

target [12]. There is a unique use of the term ‘elegant’ when applied to this

technical domain, which actually works to identify the programmer’s style.

Elegant solutions are somewhat amorphous, but in general imply a clever

method for achieving efficiency. For example, an elegant piece of code may

solve a problem using only one array when one would typically uses several

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variables and arrays. In this case, the more judicious use of program memory

is smiled upon. The term extends to any solution that uses less of a resource

than would normally be required, be it processor cycles, threads, memory,

space, code lines, etc. The phrase elegance speaks to the style of the

programmer. This is fascinating because not only are programmers applauded

for efficient coding, but thy are also assigned an individual style based on the

ways they achieve that efficiency. Far beyond an objective measurement, the

term now stretches to include the programmer’s insight, creativity, and ability

to mold efficiency in unique ways. Elegant programmers are masters of

efficiency and optimization.

In the hardware world, elegance is applied in almost the same way where it

acts as a measure of style through efficient use of resources. One example

might be the ability to use only one layer on a PCB board using tactical traces

and clever layout, which reduces the cost of the board, the length of the traces,

and size. Another elegant choice might be to use the second layer only for

ground, allowing all ground traces to simply connect to the second layer

through vias and reduce the overall use of copper on the board, allowing for

better placement of pin outs, an increase of signal transmission integrity and

greater readability. In all cases, elegance refers to the reduction in use of

resources while providing maximal productivity.

By embedding itself in language, Efficiency is buried deeper into the

structure of computational technologies. While colleagues use terms like

elegant or clever, they are primarily referring to the design’s efficiency. This

ideology of efficiency is so entrenched in our notions of technology, it is

assumed that software and hardware systems should be efficient.

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2.1.4 E

It is important to discuss how our computational technologies are valued and

perceived because these technologies are embedded throughout our world

[79]. They can be embedded directly through physical devices and software,

theoretically through mathematical communication theories such as

Shannon’s [71], and metaphorically through an idea like the ‘conduit

metaphor.’ The effects of these technologies on our conceptualization of the

world are profound. Day argues that information theory was “... used to

extend the range of these notions across social and political space during the

period of the Cold War” [12]. Chun reveals how the female clerks that

operated the mechanics of computational machines, also known as ‘wrens,’

were subject to evaluation in terms of the machines they operated on: “This

man-machine synergy, or interactive real-time (rather than batch) processing,

treated Wrens and machines indistinguishably, while simultaneously relying

on the Wrens’ ability to respond to the mathematician’s orders” [11]. By

conflating computational technology and our environment, we conflate the

value systems as well. As the value systems of software and hardware merge

with other value systems, we see a reinforcement of the ideology of efficiency.

In one sense, computers are simply one more step in the maintenance of an

efficient ideology, but in another way actively promote Efficiency by acting as

both an embodiment of and producer of efficient behavior. It is vitally

important to bring to the surface computational value systems in order to

better understand how they impact us.

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2.2 A B H E T

Efficiency

It is important to highlight the progression of Efficiency through technology,

not just the ways it is embodied today. This brief history will track how

technological advances in time-discipline embodied and reinforced Efficiency.

Additionally, the roots of term itself have been carefully dissected [41] and as

such I will only delve into a discussion of its interpretation when necessary.

2.2.1 T Efficiency

The introduction of locally standardized time radically reshaped work

processes, shifting priorities and replacing evaluation methods. Their

existence helped reorient employers and laborers away from task-oriented

work, where task requirements were the structuring element, towards

time-based work. Thompson makes three points regarding this change:

task-oriented work places control and management in the hands of the laborer,

blurs the line between ‘work and life,’ and appears ‘wasteful and lacking

urgency’ to time-based laborers [78]. The introduction of clocks brought along

a means for abstracting labor away from the individual in a pseudo-Marxist

manner, where the “... employed experience a distinction between their

employer’s time and their ‘own time”’ [78]. Technical production, while not

the sole force behind this change [30], was a primary factor in its occurrence.

2.2.2 T

It is difficult to assess ‘waste’ in terms of production without a clear

demarcation between work and non-work, because waste implies an ability to

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judge when one is being unproductive. If life and work are intermixed in such

a way that it is difficult to discern one from the other, as in task-oriented work,

waste is highly difficult to assess. Efficiency is built upon the ideas of the

production without waste. Time-based labor allowed for the measurement of

waste, and as a result paved the way for an abstracted measurement of

efficiency. I will return to this concept later.

2.2.3 R-

Perhaps the most paradigmatic shift, however, was the re-conceptualization of

time itself [78]:

“And the employer must use the time of his labour, and see it is

not wasted: not the task but the value of time when reduced to

money is dominant. Time is now currency: it is not passed but

spent.”

Here we see the beginnings of ideals that hold true today. Time becomes a

basis for judging labor, simplifying evaluation of work by reducing it to

quantifiable measurements. Where before employers used subjective

measurements to compute timing of work, time-based evaluation provided

easily computable abstraction. Previously, subjective judgments of corn

density allowed employers to evaluate their laborers: “...if it be good thick and

fair standing corn, then [the laborer] may mow two acres, or two acres and a

half in a day; but if the corn be short and thin, then he may mow three ...” [78].

In contrast, even imprecise (as often they were) watches and clocks provide

the illusion of objective measurement through mechanical abstraction, where

production can be evaluated in terms of hourly rates.

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2.2.4 A Efficiency

In the spirit of craft, watchmakers refined their skills at producing exceedingly

accurate clocks, sometimes claiming variation of less than a second per two

years [78]. Such technological advances, perhaps unconsciously, strengthened

the role of Efficiency by improving the precision of abstraction. That is, as

watches became more precise, ‘objective’ measurement of performance

became more precise. Where before an imprecise clock left shades of gray for

interpretation, early 19th century watches removed what ambiguity remained

through sheer mechanical precision.

To put it another way, the objective representation of the world replaced the

subjective interpretation. A watch was accurate and not influenced by human

imprecision, and as such the onus of evaluation was focused on the abstracted

technology rather than the situated person.

The trend of technology towards greater precision, I contend, still exists

today and continues to reinforce the abstraction of efficiency and the

promotion of it as objective measurement. The most obvious example, as I

have noted, is that of computer software and hardware.

2.3 O

Efficiency

The illusion of objectivity of time, made available through technological

artifacts like clocks, paved the way for the evaluation of people and things in

terms of efficiency.

Jollands notes that “... in the context of the rationalist spirit of the

Enlightenment and the commercial activity of 18th century Europe, was

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applied more widely to the transient world. In doing so, the core meaning of

efficiency shifted from a theological, spiritual basis to a Western-scientific,

‘logical-positivist’ realm” [41]. I propose to add to this the false notion of

objectivity that is a part of the conceptualization of efficiency. That is,

instantiations of Efficiency are subjective interpretations, but are often

conceptualized as objective measurement (appealing to logical-positivism and

rationality). This idea alludes to Von Foerster’s notion that objectivity itself is

a delusion [64], but adds to that idea as the false sense of objectivity is what

allows Efficiency to exist as it does.

This ‘logical-positivist’ version of efficiency appears rational only under the

guise of objectivity and logical-positivism - that one can stand back from the

element being measured and judge waste and productivity. A personal

assessment of one’s own efficiency is irrational in that it allows no external

measurement for verification. Instantiations of Efficiency are bound to the

notion of objectivity by their construction through abstraction and a reliance

on external comparisons. I used the phrase ‘the guise of objectivity’ because

all interpretations of efficiency are subjective and context-dependent [73],

drawn from the observer and imposed on the participants.

For example, in a shoe factory, one might evaluate the factory as efficient if

the shoe production to material wasted ratio is desirable; however, one could

easily chose other criteria for determining efficiency, such as the number of

employees to shoe production ratio.

The criteria chosen in determining efficiency reflect the interests of those evaluating

a system’s efficiency, which is a subjective interpretation of the system.

Yet it is the illusion of objectivity that allows Efficiency to propose solutions

that are, as Taylor characterized it, “the one best way” [5].

Without presentation as objective measurement, the values of Efficiency

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change; we see that the concept itself is highly dependent on its presentation

as objective (despite its inherent subjectivity).

In the supposed objectivity presented by clocks, also we find that

reasonable measurements of efficiency filter the world in a way that hides the

complex structure of its elements. For example, an employer with a clock may

measure worker efficiency as the amount harvested per hour. While this

perspective is not wrong, it is clearly subjective. A laborer may be inefficient

in terms of harvest per hour ratios, but may be exceptionally efficient in terms

of long-term yield by paying attention to conditions and only harvesting in

areas that will not damage the soil. Efficiency operates within the false realm of

objectivity through which measurements are verifiable and repeatable,

ignoring the subjective exclusion of ‘inconvenient’ properties of the system.

In order to combat the treatment of Efficiency as abstract and objective, we

can rework and repurpose technological artifacts into objects that question the

existence of Efficiency. Where before technology helped reinforce and embody

that ideology, designing to reveal Efficiency in our lives re-appropriates

technology in an effort to demystify and contextualize this cloud of ideas as

real-world, tangible moments in each of our lives.

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C 3

E O S: TP CPS

Every object has a story. Objects of design are the result of a complex history

of iterations, design choices, motivations, assumptions, reworkings, impasses,

etc. In Reflective Design [70], we are encouraged to fuse reflection into design

allowing it to shape, motivate, and inform our work; as a result, the stories

behind reflectively-designed objects contain an even richer texture.

Regrettably, the story is seldom visible by inspection of an object alone, and

often is lost as the process of creation fades from the designer’s memory.

Critical Design tells its story by embedding alternate perspectives in the

actual design [[70][17][18]]; however, because this story is abstractly packaged

into the design itself, it is likely legible only to its creators. Ludic Design

promotes reflection through usage, where a story is told through interaction

with an object [28]. This story, however, is not the story of creation but a story

of interaction. Neither Critical Design nor Ludic Design provide users or

designers with a background story. Objects are presented as is, perhaps

accompanied by a user study or a few implications for design. I propose that

the simple act of telling an object’s story via autobiography greatly enhances

the practice of Reflective Design. Process reveals assumptions, philosophical

commitments, the significant role of intuition, and other nuances that may be

hidden from the creator, other designers and users. Additionally,

documentation of process may help prevent a misunderstanding or

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misappropriating of its Critical Design elements [70].

I’ll begin with a bit of 2nd order reflection on writing this chapter in the

next section. The third section moves into the origins of PersonalSoundtrack,

while the remainder of the chapter is broken into three main philosophical

motivations which serve to provide grounding and structure amidst the

disorganization inherent in documenting process.

3.1 I

Telling an object’s story is not so easy. This document is focused on the process

of creating my device, PersonalSoundtrack. I describe the origin of the idea,

my reflection throughout its evolution over time, my reluctance to

acknowledge its political stance, the accidental discovery of philosophical

underpinnings, and reasons behind choices for which my device has been

labeled ‘insufficient’ [[68][14]]. In developing this paper, not only did I

reacquaint myself with many of the project’s intricacies, but also I came to

terms with how difficult it is to describe the process of creation and reflection,

in part because the process is non-linear. For example, initial design decisions

are later contextualized by my updated perspective of the project, sometimes

reinforcing those initial decisions through unrelated justifications. Though I

conceptualize the device easily in my head, verbalizing that characterization

requires unpacking dense, ill-defined structures.

3.1.1 L W

Agre discusses how his technical training made it nearly impossible to

decipher non-technical works [3]. At the beginning of his journey, he

attempted to read philosophical works through a technical lens, which

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obfuscated the meaning. He was forced to develop new lenses in order to read

material outside his domain. Those in interdisciplinary work are no doubt

familiar with this experience, yet there was a new moment I had not

experienced during my interdisciplinary work until now. In writing this

chapter, I have found that (in keeping with appropriate metaphors) I have only

a few pencils with which I can write. My technical training has made me adept

at discussing technical internals, presenting my opinions as ‘objective,’ etc.

This chapter, however, is autobiographical, and as such frightens me. I find

myself constantly thrust against my technical training, deleting ‘I,’ ‘me,’ ‘my’

and replacing them with the ‘unbiased’ ‘We,’ ‘us,’ and ‘our’ (a curious

technique used regardless of the number of authors). I do so explicitly to

accept my individuality, and I take responsibility for my bias. When speaking

of the development of my ideas, I feel awkward writing about such personal

experiences. It is my writing ‘lens’ that leads me to devalue my personal

opinion and the story of my device. Nevertheless, I intentionally forgrounded

the bias of my work, prioritizing my opinion and personal motivations

regardless of their appropriateness in scientific texts. While the extent to

which I personalize this material may seem excessive to some readers, it is

done purposefully to question where such language is appropriate. This

writing style may seem excessively personal under the sciences, but somewhat

impersonal under the arts. Thus, a secondary goal of the remaining chapters is

to probe which styles of writing are acceptable when one is writing an

interdisciplinary thesis.

3.1.2 P B

This document needs a short preface, best stated by Agre [2]:

“In writing a personal narrative, I am assuming some risks. Few

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narratives of emergence from a technical worldview have been

written; perhaps the best is Mike Hales’ (1980) remarkable book

Living Thinkwork about his time as a manufacturing engineer

using operations research to design work processes for chemical

production workers. A sociological inquiry is normally expected to

have an explicit methodology. The very notion of methodology,

however, supposes that the investigator started out with a clear

critical consciousness and purpose, and the whole point of this

chapter is that my own consciousness and purpose took form

through a slow, painful, institutionally located, and historically

specific process.”

In accepting my bias, I’m heartened by the fact that Agre has already laid a

foundation for this process of autobiography.

3.2 S PS

Before this chapter can continue, it is important to know a bit about the device

I created. PersonalSoundtrack is a tiny music player - the third iteration is

approximately the same size an iPod Nano (Figure 1). It is a:

“...mobile music player that makes real-time choices of music

based on user pace. Standard playlists are non-interactive streams

of previously chosen music, insensitive to user context and

requiring explicit user input to find suitable songs. The

context-aware mobile music player described here works with its

owner’s library to select music in real-time... ” [24]

The device uses an accelerometer to detect pace and chooses songs by

comparing steps-per-minute (SPM) to beats-per-minute (BPM). To use the

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device, one simply places the device in his/her pocket, puts on earphones, and

begins moving. “Music is seamlessly matched to the user’s speed, putting the

user ‘in tune’ with the music. By continuously adapting to user pace, the

device remains ‘in tune’ with the user without explicit control...” [24]

In my previous paper, I discussed how the device is useful, laid out user

scenarios, compared it to related devices, revealed the hardware and software

components, and presented implications for future work. An early section of

the paper is devoted to justifying the device:

“Many users attempt to plan for mobile activity by pre-defining

playlists that correspond to specific activities or moods. From

Suchman [1], plans alone do not dictate actions, but instead

provide scaffolding that individuals can use to organize action.

Thus, users attempt to follow previous plans while continuously

adapting their actions to the environment [2]. Pre-defined playlists

cannot adapt to such ever-changing situations without explicit user

input. Manually selecting music requires both user attention and

memory when mobile navigation inherently demands the majority

of user resources [2]. Context-aware playlists that automatically

choose music in real-time and in response to user movement, can

better match the unpredictability of mobile activity.” [24]

Not included in this previous paper, however, was a discussion of the

iteration process. This was done not because the iteration process was not

interesting, but because it was not suitable for a technical or scientific

discussion. There was no place for what is the content of this paper. As a

result, the motivations and socio-political implications of the device were not

represented. In my focus on the end result, on justifying its existence, and

presenting a valid user study, the reflective process and philosophical nature

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Figure 3.1: PersonalSoundtrack, 3rd Iteration

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of the device was marginalized. In terms of Ludic Design the device creates

reflection via usage, but again the process of creation and design is

ill-represented. Furthermore, to discuss the process of development only in

terms of the final product can be disadvantageous as the device may or may

not successfully represent that which was pursued. Without a story of process,

critical discussions of the device are not privy to the assumptions or

motivations in a meaningful way. Many assumptions of the designer may not

be explicitly visible through the object or its use alone. To go a step further,

many assumptions of the designer may not be visible to the designer

him/herself. Instead, by unravelling and verbalizing the process, it is my hope

that the motivations become as important as the success or failure of the

device if only to invite deeper critical conversations between designers and

users. Even if in creating this document I don’t reveal additional assumptions

to myself, some may become obvious to you.

3.3 O

Several years ago, my original idea for PersonalSoundtrack centered around

driving, not walking. I loved to drive. It was a passion of mine, and I often

spent time slaving over music CD’s for my car. When the right song came on

at the right time, the adrenaline rush was addictive. Sadly, the discs I created

seldom had the ‘right’ kind of music. At the time, I wasn’t sure why they

weren’t what I wanted and attempted to improve the situation by creating my

own music.

I wrote and recorded a set of songs that might be appropriate for driving

(aptly titled “Driving Music”). I sat at my computer and attempted to imagine

driving scenarios such as waiting at a red light, speeding on the freeway, local

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commuting, accelerating, etc. For each scenario I thought of, I wrote a piece

that I felt fit that scenario. For example, waiting at a red light was represented

as a single hi-hat with minimal drums and quiet atmospheric effects, where

high-speed freeway driving was characterized by upbeat, intense, semi-frantic

tracks. Once the music was written and burned to disc, I memorized the

locations of each track type. When driving, if pulled up to a red light, I quickly

switched to the track titled “Waiting at a red light.” I actually continued

manually changing tracks in an attempt to create semi-contextualized music

and test my idea. Obviously, this method was temporary and was instantly

irritating.

A few years later, I attempted to convert this idea into a semi-automated

form. From a technical standpoint, it was difficult to automate my previous

manual selection of songs. I thought I needed to sense speed and movement in

a way that correlated to the music. I didn’t know how to measure the speed of

the car in a general way, and didn’t want to rip my car apart to get a reading.

Image-processing of the speedometer was not elegant, and a mechanism to

measure pedal distance was beyond my skills. Surprisingly, this technical

limitation was hiding a deeper flawed assumption.

3.3.1 P I S B

As I go through my process and re-encounter what I did, I see issues that were

invisible to me before. I was having trouble imagining how to correlate the

car’s speed and movement to song choice. Surely, there was some algorithm

that would play the ‘correct’ song, I just wasn’t smart enough to figure it out,

right? The idea of a ‘correct’ song was a fundamentally flawed aspiration.

What I was looking for was a way to interpret and put to work an ill-defined

space of context, to divine from data a sense of appropriateness. I didn’t want

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to have song speed correlate to car speed, I wanted to choose an ‘appropriate’

song. As I’ve said, I wrote this off as technical limitation, but I see it now as

primarily a philosophical limitation. To assume that a bodiless computer

could interpret and predict personalized context via a series of data

dimensions was untenable [16]. You might be thinking, doesn’t

PersonalSoundtrack attempt to do the same thing? After all, it simples

correlates song speed to step speed. The important difference is that

PersonalSoundtrack does not claim to choose ‘appropriate’ songs, instead it

offers music that is directly connected to bodily movement. It’s a subtle

distinction that I will discuss further in the final section.

3.3.2 T V, P U

After deciding that a car version was out of the question, I chose to work with

walking and running because it seemed more technically viable. I assumed I

would return to the driving version as my technical skills increased; however,

as the project progressed technically and theoretically, I remained committed

to a body-based version for reasons far beyond technical limitations (only in

part because of the context issue above). Though a driving version became

technically available at later stages, it became philosophically unworkable.

3.4 M A S

One of the primary goals of the project evolved into the desire to create a

visceral interface based on a user’s unique ways of navigating the world. This

happened in part because my lack of technical skill forced me to create an

interface based on user pace, and in part because of my background in HCI

(resulting in a general desire to create interesting interfaces).

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I saw the potential to embrace a user’s unique gait. At the time, this was

desirable because users would easily be able to use the device if they knew

how to walk; the device would be as easy to learn as a pedometer. Children,

young adults, adults and seniors have had no trouble using the device with

nothing more than a one-sentence description of what it does. This basic

principle is still valuable in terms of HCI, but has also flowered and found

support in theoretical canon. Specifically, the machine was primed to do more

adaptation than the human. Let’s unpack that idea.

3.4.1 A D

Typically, people are required to adapt to computer interfaces. The most

obvious example of this is the computer keyboard, where user adaption to a

static interface is represented on several levels. First, the physical shape of the

keyboard is generalized; it is ‘one-size-fits-all.’ None of the unique attributes

of my physical body are taken into account, such as the size of my hands, or

the reach or strength of my fingers. I am forced to wrap myself around the

keyboard, often contorting my hands into painful positions. Second, the

QWERTY layout was specifically designed to impede the ability of the user,

again forcing users to employ bizarre combinations of movements in order to

type common words (despite the advancement of DVORAK and other key

mappings, my laptop still uses a QWERTY layout) [31].

3.4.2 A H N-AM

Even worse, the concept of the keyboard-screen-pointer (e.g. the Graphical

User Interface, or GUI) was initially developed in 1958 with the intent to use

humans as militaristic band-aids for the S.A.G.E. air defense system [19]. The

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role of the human was to adapt to the machine and solve problems it could

not. Humans were hardware components in a larger circuit. Adaption fell on

the shoulders of humans, while machines simply provided an unchanging

interface. The machine didn’t have to know anything about the soldiers - the

soliders were required to learn everything about the machine. Interestingly

enough, these two paradigms used by the military in the 50’s are still in place

today. My laptop’s interface is based directly off the S.A.G.E. system’s

interface, and my computer does not adapt to me (I learn it).

3.4.3 A S

PersonalSoundtrack offered, instead, a symbiotic relationship with a machine.

The burden of adaption was placed primarily on the machine, and adaption

by the human was voluntary. When both adapt to each other, the system

becomes homeostatic where human and machine settle on points of stability.

Furthermore, the system does not exist without machine adaption - it is a a

core commitment of the device.

If PersonalSoundtrack had been created in the spirit of S.A.G.E. and the

keyboard, it would require its users to walk in a very specific way in order to

function. This, of course, sounds as ridiculous as it should. Imagine, for a

moment, a city of people all walking in exactly the same manner. We each

have a unique gait, and we should not be forced to modify this gait in order to

use a piece of technology. Settling into this philosophy, it became increasingly

clear how often I am forced to change my behavior in order to interface with

technology. We often modify our behaviors and ways of working in order to use

computational devices. PersonalSoundtrack represents, then, an attempt to

break from the hegemonic paradigm of non-adaptive machines. At a

fundamental level, the project began to take on a deeper philosophical

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structure, where the technology existed primarily as a theoretical scaffolding.

Returning to the original, car-based version of PersonalSoundtrack, it

becomes clear why that idea is given this new theoretical commitment. In

order to adapt directly to the personal walking style of each user, the machine

needed to be coupled directly to that user. By adapting to a user’s footsteps

instead of a car’s general speed or movement, the device becomes a direct

extension of the body. That is, the computer becomes a meaningfully

embodied technology, where the body is fundamentally and directly

connected to the machine. A device that tracks a car’s speed and/or movement

is not breaking the paradigm of adaption because said device is adapting to

the user’s interface with the car. That is, the user has already learned the

mechanisms of operating the car and is limited by them. The car’s interface

acts as an insulating layer in which we lose the unique traits of different

individuals. PersonalSoundtrack exploits and welcomes unique physical

interactions that are not embraced by the car. For example, to drive a car one

learns how to press pedals and turn the wheel. A steering wheel and pedals is

non-adaptive, and requires users to adjust themselves to the its controls

(adaptive controls in a car are often rudimentary, such as seat adjustment). If

PersonalSoundtrack adapted to the output of the car’s movement, it would be

adapting to the user’s adaptation to the car.

A driving version excises a primary theoretical motivation for the

development of the device. It is interesting to note that this motivation was

not present in the device’s infancy. Though the technical limitation initiated

me turn toward a body-based interface, it was a deeper drive for embodiment

that caused me to remain with the the current version.

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3.5 M, B, E

I’m not clear as to when this next philosophical issue arose. I’m sure it

occurred during testing, most likely during the completion of the first

prototype in 2005. In any case, during usage I began comparing

PersonalSoundtrack to typical MP3 players. Non-adaptive portable music

players (e.g. iPod) ignore the body 1 The experience is cerebral; one listens

with their ears only. As acceptable as that idea may appear, it was quite

unusual for me the first time I experienced it. Trained primarily as a musician,

experiencing music without tapping my feet or hands, closing my eyes, or

moving my head in time with the beat, was foreign and extremely frustrating.

I could have tapped my hand or moved my head to the beat of the song while

walking but, since the tempos hardly matched, it was a bit difficult to do.

Over time, I adjusted and learned to listen to music without my body.

When I began using PersonalSoundtrack in my everyday life, I stumbled onto

an additional perspective: the device relied on both mind and body. This

perspective was revealed not by designing, building, or analyzing the device,

but by using it. As in Ludic Design, the usage caused reflection; however, the

reflective effects impacted me, the designer, during development.

During that time, I was involved in Simon Penny’s interdisciplinary theory

seminar [63]. In it, we discussed the commitment to Cartesian philosophy by

traditional A.I. and computer systems. That is, the mind/body split that had

irritated me grew out of a long tradition of prioritizing the mind, both

phenomenologically [[16][46][80]] and through situated cognition

[[75][48][38]].

It was no coincidence that the body was relegated to the background, as

1Apple recently introduced the Nike+iPod system. This interesting opportunity for em-bodiment is ignored. The Nike+iPod system in no way detracts from the commitment todisembodied experience. It is simply a digitally-enhanced, complicated pedometer.

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that ideology was deeply rooted in the discipline of computer science and

engineering.

3.5.1 A P M D

Suddenly, I found myself entrenched in a heated political and philosophical

debate during attempts to simply debug my device. I only wished to see if it

was working, and now I was forced to deal with much larger issues.

Did I want to argue that computational devices should embrace the body as

well as the mind? Did I want to take a strong political stance against the

tradition of Western culture? My intent had never been to construct a talking

point for that theory, or any specific theory for that matter. It felt misleading to

simply present the device as a potential advancement in HCI (which I did

[24]), and ignore the complicated social implications. Given my involvement

in an interdisciplinary program, I was encouraged to take on challenges like

this. I accepted the politics inherit in my project.

While the device had become theoretically interesting in terms of adaption,

it wasn’t until this point that I began to retro-actively re-characterize the

project. This was a critical moment for the project and myself. During

development, my decisions had primarily been based on technical reasoning

and intuition; however, if I was to critique a fundamental assumption of

Western culture and its impact on technology, all previous design decisions

must now be evaluated using this new non-technical lens.

My original design was significantly more ‘context-aware,’ and with this

new lens I became increasingly uncomfortable with the choices I had made.

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3.6 T C ‘C-A’

The first prototype was unnecessarily more complex than the current version.

The laptop-based prototype used Java and had plenty of processing speed and

memory to accommodate complex programs. My first program only used

location to determine which music to play. Using the PlaceLab [39] libraries for

Java, an alternative to GPS that uses wireless routers to triangulate position, I

provided an interface for users to manually define their location. For example,

if I was in the offices at A.C.E., the program would pick up the routers nearby

and ask me to classify my location. I would type in something meaningful to

myself, such as ‘my office.’ On my way home, as the device found new routers

and lost known ones, it would again ask me to classify my location. Once my

typical locations were manually classified, I could go through my library and

choose which songs I felt fit each context. So perhaps I like downbeat and jazz

at my office. I would simply label all those songs ‘office’ using this program.

Then, as I walked around and switched from location to location, I would get

different types of music based on the area I was in.

I then decided that since my location was used to choose music, what about

my footsteps? After adding that into the equation, I picked up a bluetooth

accelerometer and wrote some simple routines to pick up my steps.

Everything worked ok, but it needed something. It need more context. I set

out to enhance this music device by giving it access to other information. I

wanted to add in weather detection, so that I could classify different types of

music based on the current weather. I was excited that I could have Funk-Jazz

pop up if the forecast was bright and sunny. I developed a plan to have it

detect other devices and alter music based on those data points. I was context

crazed. And after a few critiques and discussions about the device, I took a

step back. For some reason, I didn’t feel right about all this context. What does

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my location really have to do with the type of music I want to listen to? Do I

really want to codify all these classifications? What does it mean if I carve up

my environment into digital areas? The computer scientist in me was at war

with the musician in me. The scientist was enthralled with digitally

augmenting the world around me, but the musician was wary of looking at

the world like that. Music was about experience, about emotion, about getting

into a groove. None of the context I used (or imposed) had anything to do

with why I loved music. It had the effect of hollowing out the experience.

About this time, the A.I. issues discussed earlier began to arise. I

questioned the assumption that more context was better, that the context I was

deriving was meaningful, that any of it had anything to do with music. Lastly,

I started thinking about making this device a non-laptop version. All the

power, battery life, memory, and interfaces would be gone. What would I use?

How would I even go about creating a small version of this monstrosity with

all its wireless tentacles and data mining?

When my projects get out of control, I have a tendency to reduce. Perhaps

that’s my HCI training, or just a style of work, but I immediately started

removing everything that was expendable. At this point, I hated the location

classification. It required Java libraries and large amounts of data storage.

Philosophically, I didn’t agree with what it said about the world. I dumped the

weather idea and the detection of other devices. I was left with step detection.

There was something fascinating about that experience that I couldn’t explain.

With all this talk of mind/body splits, it seemed like it might be worthwhile.

After all, it was the only feature left.

What bothered many of my classmates was the way my device interpreted

steps as context. What if I like running to slow songs? I heard many variants

on that question, and perhaps out of desperation settled on my answer: this

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device wasn’t about finding the music you want to listen to (as is often seen as

a negative in my field [49]), it was about presenting an alternative way to

interface with a computer and your music. For a while I had been attempting

to play appropriate songs, but maybe that wasn’t an interesting pursuit. How

could I possibly determine which songs you want to hear, anyway? My

statement now, is, ‘I don’t feel that a machine can determine what a person

wants to hear at any arbitrary moment, nor would I want one to if it could.’

My perspective on the project shifted significantly. No longer was I concerned

with choosing music, but instead was concerned with helping people

experience their music in a different way. My musician side was happy with

the idea that music would be felt physically and embodied the way it was for

me. My HCI side was happy that the interface was easy to learn, and my

Computer Science side was happy with inverting the metaphors of adaption

[3]. My intuition about context was supported through a seminal paper by

Dourish, which I read some time later [15].

3.6.1 SM: T D C D

Two citations have already taken PersonalSoundtrack as an attempt to choose

appropriate songs [68][14], not only missing the subtlety of the Critical Design

elements of PersonalSoundtrack, but also using it as “... evidence of support

for the very values on which I hope to cause critical reflection” [70]. This is

perhaps my fault, as I mentioned the word ‘inappropriate’ during the

discussion of a simple learning mechanism. Unfortunately, I used the phrase

‘context-aware’ in the title of my paper only as a means to make the paper

easily understandable by the CHI community. My CHI paper focuses on the

idea of being ‘in-tune’ with the music via one’s body, not having music be

‘in-tune’ with one’s life (the designers of XPod go so far as to say the XPod

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picks ‘correct’ music) [14]. PersonalSoundtrack is a direct refutation of both of

these works.

Both the XPod and LifeTrak attempt to choose the ‘correct’ music to play

given a user’s context. Unlike these two, PersonalSoundtrack does not play

‘correct’ music given one’s pace, but instead plays songs that have a physical

connection to the user. These songs may or may not be what the user wants to

listen to, but that isn’t the point. The connection between the user’s speed and

the song speed is a way to bridge a fundamental attribute of music to a

fundamental attribute of human movement. It is a project about embodiment,

not about a smarter MP3-player. The project actively refuses the idea that a

machine could choose the ‘right’ song at the ‘right’ time, and lays bare its

simple connection between user and music. Instead of hiding behind complex

algorithms and mysterious choices of music, it is obvious how songs are

chosen in PersonalSoundtrack and that I, as a designer, take responsibility for

that connection. XPod and LifeTrak still carry the bias of the designer, despite

the efforts to hide that bias behind additional AI, but whisk it away beneath

the computational complexity. PersonalSoundtrack is explicit about the bias of

its designer, revealing it through usage: once you understand that song speed

matches foot speed, it’s quite easy to see that such a connection was my choice

as a designer to program, not the handiwork of a a smart MP3-player.

Both the XPod and LifeTrak attempt to choose the ‘correct’ music to play

given a user’s context using several complicated methods for determining

what the user wants to hear. Unlike these two, PersonalSoundtrack does not

play ‘correct’ music given one’s pace, but instead plays songs that have a

physical connection to the user. Furthermore, the premise of my previous

paper was that the interface is embodied and refuses to impose context on its

user. There is no ‘correct’ song, only one that matches what your body is doing

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at that moment - nothing more. The connection between the user’s speed and

the song speed is a way to bridge a fundamental attribute of music to a

fundamental attribute of human movement. It chooses songs that match one’s

pace, creating a blindingly obvious causality (whether desirable or not) and

purposeful ambiguity around the type of song, its emotional meaning, etc.

It was left for the user to create his or her own context from the songs chosen, where

they felt physically connected enough to draw mental connections. I never meant to

imply that PersonalSoundtrack picks songs one wants to hear; instead, I wanted to

state that the device presents music in a way that is meaningful to the body, and thus

to the mind.

In writing this document, one goal was to present my work in a way that

reveals the motivations for its construction. The CHI paper was written using

CHI terminology, formatted with learning mechanisms and user studies, and

as a result presents the work in a way that is conducive to CHI but easily

misconstrued.

3.7 F T

The story behind PersonalSoundtrack goes back two years, revolves around

my introduction and settling into interdisciplinary culture, contains three

design iterations informed by several philosophical and political

commitments.

Until now, this story did not exist.

Only a month ago I couldn’t remember how events had transpired to result

in my device. Often, I had to go back and contextualize previous sections as

more memories came to me. The process of documenting a process is painful

and slow.

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Staring at the PersonalSoundtrack on my desk, I see only a glimpse into an

entire world of thought and meaning. The device is a representation of

process, not an articulation of it. Now, however, I am able to reread this

document, and reflect on it in ways I could not reflect on the device itself.

During my writing I’ve attempted to determine if this chapter could have been

written during design. I am inclined to say no. Perhaps a better method

would be to keep a notebook of design choices and the motivations for them,

epiphanies, theories and their context, etc. Not only would this provide a

useful (though limited) history of reflective design, it might also aid the

process of reflective design itself. That is, having to write down the

motivations for a design choice forces one to consider that choice in a reflective

manner.

If we are to embed reflection into design, we cannot rely on an end-product

to convey our reflection. That is not to say one should not build something -

reflection via use is also good practice. However, I suggest that one of the

greatest tools of reflective designers is a commitment to describing process as

well as developing product.

Every object has a story, and it is the responsibility of the designer to tell it.

Otherwise, deep meaning and reflection may fade from memory, or, worse,

may be retold by someone else.

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C 4

PS: EEfficiency I

4.1 I

PublicSoundtrack is my first attempt to create a device that helps the

individual explore the role of Efficiency within the context of everyday events,

the theory proposed in Chapters 1 and 2. The device and theory were

developed simultaneously, where developments in the theory would lead to

developments in the device and vice versa. Similar to Chapter 3, this chapter

will follow the process and motivations behind PublicSoundtrack, but will

also expand on the ways in which the project supports or contradicts an

exploration of Efficiency, and future directions for the project.

4.2 W PS?

PublicSoundtrack is a collection of custom portable music players (e.g. iPod)

that interrupt you and invite you to ‘waste time.’ I use scare quotes around the

phrase ‘waste time’ because the notion of wasting time is one this project seeks

to unpack. The idea is to take advantage of the ubiquity of portable music

players and re-appropriate their daily usage to help us explore Efficiency in

daily activities.

Publicsoundtrack starts with an ordinary MP3-player and equips it with

Bluetooth and the ability to detect your footsteps. In action, when you pass by

someone wearing a PublicSoundtrack device, the music player uses Bluetooth

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to detect that person and sounds an alarm that lets you know you’re near

another listener. Once the alarm sounds, whatever you were listening to

previously is paused. In order to turn you music back on, you need to tap or

dance the same tempo as the listener you are near. It acts like an unscheduled,

semi-voluntary moment to interact with someone. By semi-voluntary I mean

that the device decides when the dance is available, but the users decide if

they want to engage it or not. The interaction is not completely voluntary, nor

is it completely involuntary. Tempo is determined by beats-per-minute, so if

you tap your foot once every second, your tempo is 60 beats-per-minute. If the

other listener is tapping faster or slower than you, nothing happens; however,

once you two decide on and collectively tap one tempo, say 60

beats-per-minute, each of your music players chooses and plays a song at 60

beats-per-minute. The catch is that each of you hears a song from your own

library. Neither of you can hear what the other person hears; instead you

listen to your own music as it is synched up to another’s music. You can end

this simple interaction by walking away. These ad-hoc social interactions can

be as large as six people or as small as two, but all group members must

cooperate and tap the same tempo. The system is forgiving enough to allow

individual expression as long as all individuals remain close to the group’s

beat, so that those that feel inspired can dance as they like.

4.2.1 S A: B S

Imagine a person, let’s call her Julie, waiting at a bus stop listening to her

music player. A second person, Bob, also wearing a music player, is on his

way to the same bus stop. Bob takes a seat at the bus stop, when an alarm

sounds and his music is paused. The same happens to Julie. At this point, they

can either ignore each other and continue whatever they were doing

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previously, or they can take a moment to tap a collective beat to turn their

music back on. Once the music has resumed, they can again go back to

ignoring each other, or engage the system further by interacting longer or by

promoting the interaction to dancing. After a few minutes of interaction, a bus

pulls up and Julie gets on. Bob waits for the next bus. As Julie leaves, the short

interaction is over and they each go back to what they were doing.

4.2.2 S B: L

Three students are working independently in a library, and one is listening to

her music player. A second student decides to listen to music, pulls out her

music player and puts it on. At that moment, an alarm sounds in both

students headphones. The students look around, trying to figure out whose

music player is causing the interruption. Once they find each other, they can

either ignore each other and sit in silence or tap a collective beat. They can tap

from their seats, subtlety, without disturbing others. If additional students

notice these two, they may decide to put on their music players and join the

interaction. They can do this from across the room without getting up because

the range of the device is approximately a 20 feet radius. Other students may

enter the library already wearing their music player and will be instantly

thrust into the ad-hoc social interaction. Each time a new person joins, the

entire group must resynchronize and agree on a collective tempo. Student can

leave without affecting the group, and eventually the group session dies out as

the students return to their work.

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4.2.3 S C: S

While the previous two scenarios are interesting, there are somewhat

idealistic. The most common use of PublicSoundtrack would be when it is

ignored. Two people pass by each other on the stairs, each listening to their

music player. One is on the way home, one is on the way out. The alarm

sounds. They pause for a moment, consider stopping and continue on with

their lives. Once out of range, their music will resume and the interruption

will be over. In this case, the alarm serves as a reminder that each has better

things to do than spend a moment interacting with a stranger.

4.3 P P S

One might wonder why I am writing about Efficiency and not about private

and public space, social interaction, etc. PublicSoundtrack evolved to have

two layers: the interrogation of Efficiency and the juxtaposition of private space

within public space. This thesis primarily covers the first, though I will touch

on the second in the section on future directions. It’s useful to dissect the

project and reveal how the layers interact. The interruption and opportunity

to ‘waste time’ support an exploration of Efficiency, while the collective beat

tapping and ad-hoc dance circle supports an exploration of private and public

spaces. That is, interruptions into everyday events provide us with a moment

to reflect on those events, and dancing to a group beat while hearing

individual music re-sensitizes us to the way our private life is often put on

display for public viewing.

In the next section, I will discuss how PublicSoundtrack both supports and

betrays an exploration of Efficiency at an embodied and personal level.

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4.3.1 A I E Efficiency

In Chapter 2, I touched on how we might use interruption to highlight

moments of efficiency. Through the careful application of interruption, we

might be able to puncture one’s thought process and allow them to mentally

poke around that moment. Because we can’t be sure how or when we are

involved in the ideology of efficiency, one way to start discovery is to allow for

spontaneous interruption that does not rely on pre-conceptions about

Efficiency. If we as participants in the ideology of efficiency try to identify

when we are being efficient, we’re victims of the assumptions and bias toward

Efficiency we are trying to uncover. So, you and I might assume the ideology of

efficiency is wrangled into obvious areas of life, such as at the office or while

doing dishes. Unfortunately, this assumption fails to account for the

pervasiveness of Efficiency, where a walk on the beach can be more used

productively or a vacation includes an optimal amount of sight-seeing.

PublicSoundtrack does not attempt to categorize situations as efficient, seeking

to identify and interrupt certain tasks, but instead interrupts regardless of

context. That means that any task, be it mental or physical can be interrupted.

If this system sought to pinpoint only efficient situations, it would reflect my

perception of what Efficiency is and betray the idea that each of us defines and

experiences Efficiency differently. How could I know when you are are being

influenced by Efficiency? I might guess accurately if I confined the detection of

efficient behavior to offices and laptops, but then the project is boring and

useless - we know plenty about the influence of Efficiency in those spaces.

With PublicSoundtrack, if you happen to walk by someone with the device

an interruption occurs. Interaction also varies depending on signal strength

and interference, meaning it’s even less likely to predict when the alarm may

sound. While it’s true that we may predictably run into certain people along

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our daily routes, when and where these interactions occur are subject to the

individual lives of each person.

I’m not purporting that PublicSoundtrack is free of bias, but rather that it

does not propose or act on pre-defined situations and rules for determining

Efficiency situations. This task is left to the users, so that they may interpret the

interruption as they wish. Furthermore, because PublicSoundtrack is housed

in a pocket-sized package it is difficult or impossible to detect visually. A pair

of headphones signals the possibility of an interaction but does not guarantee

it, for the reasons just listed: signal strength, the lives of other listeners, that

they are wearing PublicSoundtrack and not an iPod, etc. This foundation of

indiscriminate interruption (excluding the obvious constraint that users must

be wearing one of my custom music players) allows us to uncover efficient

behavior because the system can foreground itself in any situation regardless

of how we conceptualize that situation, be it twiddling our thumbs or trying to

catch the subway to work.

Once an interruption has occurred, we have the opportunity to invoke

reflection on the task that was interrupted. This is the difficult bit and

unfortunately PublicSoundtrack is not as successful here as I had hoped. The

issue, of course, is how didactic to be. We could interrupt and simply ask

someone “How are you being efficient right now?” This is unhelpful for

several reasons. First, the question is unwieldy because we have few mental

tools for conceptualizing Efficiency at such a personal level (the development

of which is a tangential goal of this project). Second, as Sengers [70] notes, in

general, we want to avoid that kind of didactic preaching. PublicSoundtrack

employs an alternate method by exploiting the tension caused by the

interruption of potentially efficient behavior. It heightens the anxiety created

by the interruption by asking the user to stop their previous task in order to

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engage a new one. That is, it brings to the surface the tension between

finishing what you were doing and engaging the interruptive interaction. By

interrupting you, and presenting an opportunity to do something else,

PublicSoundtrack foregrounds the tension created by the disruption of

Efficiency (if the behavior that was interrupted was efficient in some way).

Additionally, because the interaction that is offered is playful, quick and easy

to engage and the interruption caused stops previously playing music, one

must actively choose to not interact and remain in silence until nearby

listeners move out of range. It sets up a scenario that makes it difficult to

ignore anxiety and tension.

To further enhance agitation, PublicSoundtrack leaves it up to the users to

decide when to stop. This is important for an individualized experience of

Efficiency because it may take longer for some to feel anxious than others.

Open-ended interaction increases anxiety by forcing users into awkward

social situations. The interaction does not have winners and losers, nor does it

have a point-system or a clear-cut ending. Halfway through an interaction,

users might drift back to thinking about what they were doing previously,

wondering when the ‘game’ will end. This increases anxiety as well as leads

the user into a more reflective state in which they worry about how to handle

the awkward moment.

As I discussed in detail in Chapter 2 and earlier here, we can’t assume that

trivial scenarios like waiting at a bus stop are free of Efficiency. If Julie from the

bus stop had been mentally sorting and planning important events for

tomorrow, an interruption could be incredibly distracting and cause a

significant amount of anxiety. Julie might think to herself that she doesn’t

have a time for this distraction; here, PublicSoundtrack has successfully

highlighted what may be a moment of efficiency.

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Julie may, instead, be shy and not want to engage a stranger. There are

dozens are reasons why someone may not engage the device, such as shyness,

social training to avoid strangers, fear for safety around strangers, feeling too

tired, feeling angry about a job interview, etc. While these issues are a problem

with PublicSoundtrack, I can only hope to cause some users to reflect on

Efficiency, not all.

The point is to draw to the surface how and when the ideology of efficiency

is influencing us, not at a later date but within the moment. Perhaps Julie was

not aware she was being efficient with respect to time at a bus stop. By

highlighting it we draw her attention to it. Creating a palpable sense of

Efficiency draws it out of the abstract, and out of economics, capitalism and

social politics. Putting the ideology on display and revealing it in the context

of one’s life, even in trivial situations, are the first steps toward defining what

Efficiency means at a personal level.

Surprisingly, PublicSoundtrack works best when people don’t have time to

interact with each other. The alarm can serve as a reminder that they have no

time to ‘waste,’ have other things to do, or schedules to keep. The interaction

exists only as potential that is not fulfilled, serving as a source of reflection that

may grow stronger as the reminders occur more frequently.

That’s all well and good if these moments cause the user to think about

Efficiency or productivity, but what if they don’t?

4.3.2 I

Perhaps it’s not necessary to say, but PublicSoundtrack is an attempt to

explore Efficiency and by no means a definitive example. It succeeds in some

ways, and flounders in others. First, there are no guarantees that interactions

will cause reflection on Efficiency. Second, the interaction offered may be

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misinterpreted or may overshadow the larger point, a symptom of Critical

Design in general [70]. Third, users might game the system and use it only

when they wish to such that interruptions no longer cause tension. Lastly,

music listening is not typically an efficient activity and therefore not may be

worthwhile to interrupt if one is looking for the influence of Efficiency.

First, PublicSoundtrack offers no guarantee for reflection on Efficiency. This

is only an issue if we frame it in the world of computer science, where devices

are often evaluated by functionality; however, we need to be careful when

applying computer science evaluations to artistic computational devices like

PublicSoundtrack. Despite its appearance as a standard electronic gadget, it is

an artistic piece that follows the spirit of “Device Art” [45]. Furthermore, it

uses that framework to dig at the role of Efficiency. Electronic gadgets that look

like PublicSoundtrack are typically judged based on what they help us

accomplish, with the hope that they can help us complete tasks faster or easier

or make our lives better. PublicSoundtrack, while packaged as a consumer

gadget, does not offer a way to make one’s life better or easier. Instead of

helping one accomplish a task, it functions by interrupting other tasks. It is

antagonistic towards Efficiency, making its users less productive and derailing

optimization. PublicSoundtrack is positioned between Faux Technology and

Device Art. This allows it to penetrate daily life, where users can see

themselves using it. At the same time, in usage it calls into question the

existence of devices like itself and asks users to think about what these devices

do for us. Specifically, it offers reflection on how computational devices

reinforce Efficiency through increased productivity and optimization, and by

proxy the role of Efficiency in one’s lives.

Second, despite my best efforts (as I’ll discuss in the section on process), the

interaction or ‘game’ PublicSoundtrack offers tends to take precedence over

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the interruption. This contributes not only to the way it is perceived by users,

but also to the way it is received during presentation. The interruption may

reveal efficient behavior and ignite tension, while the interaction is intended to

focuses that tension. The ‘game’ I first designed was far more complicated,

and I deliberately simplified the interaction in order to focus attention on

anxiety. I don’t feel the simplification was sufficient because the interaction

still focuses attention on tension as much as on social awkwardness.

The interaction had to be enticing and easy to engage in order for it to serve

as a source of tension. That is, if the experience PublicSoundtrack presented

was too annoying or demanding, it may never be used even if users were

willing to make time to use it. The argument can be made that the current

interaction is too annoying, and does detract from the reflection. I tend to

agree, but was unable to design a more fitting experience. The problem was to

design interactions that were engaging but not too engaging. Several

possibilities for fixing this issue came up during development, as I’ll discuss

shortly.

Third, users might game PublicSoundtrack, only using it when they wanted

to use it. This is actually less of a problem than it appears. Even if one could

section out areas where they would expect usage, they would have to turn off

the device whenever he/she didn’t want to be interrupted. That would require

users to not listen to music in the majority of scenarios they already do - public

places - or carry around two portable music players. If the alarm sounds, users

can simply move out of range of each other within a minute (at which point

their music resumes). Given that, significant changes in current behavior

seems unlikely. Second, if a user did decide to hunt for other players, there’s

no guarantee those users want to be interrupted. For the users being

interrupted by the gaming user, PublicSoundtrack functions as it should. It

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only functions differently for the user hunting down others, and even then

he/she is essentially increasing the number of potential interactions, not

necessarily increasing the probability that others want to make time for an

interaction. For groups of friends that wish to meet at certain times to engage

in the synchronized dance, almost every computational device is susceptible

to that kind of aggressive re-appropriation. Even if a group of friends found a

spot to use the system as they wished, a stranger could easily walk by and be

added to the circle, interrupting the friends’ scheduled dance circle. So, while

it’s possible for users to re-appropriate the system, it’s by no means fool-proof

and attempting to design out that kind of repurposing is a losing battle in

general (not to mention that re-purposing is often interesting); however, I

would be interested in the ways users might accomplish this, and what that

says about either the the project or efficient behavior.

Lastly, we might assume that invading someone who is listening to music

will not interrupt efficient behavior, given that listening to music is typically a

non-optimizable, non-efficient behavior. This is understandable, but ignores

the context in which portable music players are used. These players are used

in multiple scenarios, amidst a myriad of tasks, as either background music,

traveling music, working music, etc. The act of listening to a portable music

device for the sake of listening to music rarely happens in isolation. iPods are

small and portable because people take these devices with them, to

accompany them during other events in their lives. The act of listening to

music does not constrain other tasks being performed by the user, and just

because someone is listening to music doesn’t mean we can assume they are

not multi-tasking. I sit writing this chapter at a coffee shop because I have a

half-hour to kill, and instead of twiddling my thumbs or staring at the sky, I’ve

decided to write. I happen to be listening to my iPod. If this music player I’m

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listening to were a PublicSoundtrack device, an interruption right now would

definitely be interrupting my efficient behavior to optimize my time.

So, while PublicSoundtrack is by no means a ideal, the main issues it suffers

from are not unreasonable. Its existence can catalyze other projects or a

general interest in the exploration of Efficiency.

4.4 P

This section details the process and motivations for PublicSoundtrack,

including but not limited to the design process and why I sought to discuss

Efficiency.

4.4.1 M U B

PublicSoundtrack is based off the platform I used for PersonalSoundtrack. I

originally purchased the Gumstix motherboards with the Bluetooth chip so

that I could troubleshoot and debug my code wirelessly. The only other

method for directly interacting with the Gumstix was via a serial board that

was large and not usable in a final version. Once I had finished

PersonalSoundtrack, I began thinking about how I could take advantage of the

wireless functionality. Projects like tunA [6] used wireless technology for

transmitting actual music, but I wasn’t interested in spreading my music to

strangers. PersonalSoundtrack had been developed to be intensely isolating,

focusing the user’s attention inward to the body and on physical connections

to music. With PublicSoundtrack, I sought to make a project that included the

social aspects of walking in public, in ways that differed from SonicCity [53]

and tunA.

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4.4.2 F D

My initial idea was to create a multi-player game based on the concepts from

PersonalSoundtrack. I thought this would be interesting because the device

could use only aural cues, allowing users to keep their eyes on the world

instead of burying their heads in 3” screens. I spent a significant amount of

time developing one such game, though ultimately it wasn’t finished because

the project wasn’t interesting enough for a thesis project at ACE. The game I

designed was an aurally-augmented version of tag, that used Bluetooth as a

means to detect and communicate between players. Similar to

PublicSoundtrack, an alarm would sound and interrupt listeners when other

PublicSoundtrack users were nearby, at which point a game of tag was offered

to the users. If users engaged the game, a seeker and runner were

automatically chosen by the system and announced to the users via their

headphones. As the game began, music was chosen and matched to the each

user’s pace. The music heard by each user would respond to different

elements of the chase. For instance, if the runner was running slower than the

chaser, the runner’s music might become more intense. If the runner was

faster than the chaser, the runner might hear more joyous music and the chaser

would hear more depressing music. Either way, the music would be matched

to pace and enhance the game. The system also had support for multiple

teammates. If several chasers were following a single runner, the runner’s

music might become frantic while the team of chasers would hear their

pre-chosen “team song.” If a runner hid behind a wall and stopped moving,

his music might get quiet and suspenseful, where the chaser’s music could

help him/her find the hiding runner. The music played was governed by a

simple set of rules based on pace and distance to other players, which was

determined via signal strength. As I developed this project, I was also

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documenting and writing about the theories behind PersonalSoundtrack. It

was through that documentation process that I begin investigating Efficiency.

4.4.3 I O

I didn’t develop an obsession with Efficiency overnight - the process matured

over the course of a year and half. During the development of

PersonalSoundtrack, I noticed a few computer scientists developing

technology similar to PersonalSoundtrack. Their approaches were

technologically similar but subscribed to radically different philosophies.

Other researchers, whose work followed mine sought to use user-pace-based

music as means to optimize your workout, or help you achieve a ‘perfect’ run

[14, 68, 59]. That is, they had you set up playlists ahead of time with planned

heartrates and speeds, such that when you went out on a run your music

would follow tempos that helped you achieve maximally-beneficial runs. I

couldn’t put my finger on it, but the absolute last thing I wanted to create with

PersonalSoundtrack was a gym-optimizer. It was after this moment of contrast

that I realize how PersonalSoundtrack could in fact help someone be less

efficient, allowing them to become physically absorbed in the music as it

followed them, encouraging meandering and ‘wasting’ time. Instead of

developing playlists ahead of time to plan out a perfect run,

PersonalSoundtrack had no concept of a playlist, and simply followed

whatever physical movements you were inclined to make. In fact, one of the

primary reasons I developed PersonalSoundtrack was because pre-defined

playlists are created in a completely different context than the context in which

they are experience [24]. If anything, a pre-defined playlists were

philosophically refused by my project, where they were touted as an feature in

other projects. At this point, I became emotionally involved in distinguishing

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my work from the perception of it as a gym-trainer.

If that wasn’t enough, just before my first publication on

PersonalSoundtrack, I had been in talks with Simon Penny about how difficult

the project was to analyze using typical Computer Science metaphors (this still

holds true). The closest either of us came was a description using 2nd-order

cybernetics metaphors such as Walter’s turtles, the Ashby’s Homeostat or Beer

and Pask’s U-Machine [81, 65], and so began exploring what seemed to be the

primary underpinnings of Computer Science metaphors. In addition to

Input/Output Theory and Control Theory, Efficiency seemed fused to

computation. I became increasingly intrigued by the general ideology of

efficiency: it seemed important not only to designers, but also deeply

integrated in the culture of the computer. The more I explored this realm, the

more I felt a strong desire to explore this idea through artistic design.

Before summer of 2006, I began looking into how Efficiency was integrated

into our culture and felt it was not confined to work only but influenced our

notions of play as well. Our notions of life in general were largely defined by

Efficiency [8, 78, 5], which meant our notions of play were also affected. Bell

and Kaye discussed how Efficiency has become a way to design life and how

computational devices were recruited as tools for and objects of the homes of

the future. Penny further explored how play is influenced by efficiency and

optimization [64].

Meanwhile, the multi-player tag game was taking shape and I noticed it

had the potential to mix work and play in ways that could help us rethink

those categorizations. Since it was an audio-based device, the kind that is

often used to accompany both work and play, I saw an opportunity to delve

further into this issue via the project. If the tag game was impromptu and not

initiated by the user, could it invade moments of work and inject a moment of

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play? The goal would be to explore how work and play might be connected

via the ideology of efficiency, where efficiency was a way to evaluate and

conceptualize both subjects. I was eager to fit my project into the scope of

Efficiency, but I decided that the issue of work versus play was tangential,

though related, to Efficiency. I needed to hone my focus on Efficiency itself, and

exploring it. The next step was to figure out just what I meant when I spoke of

Efficiency.

4.4.4 W E?

I never had a satisfying answer to that question. I could not explain what I

meant in a way that made sense to everyone. If I resorted to personal anecdote

then my audience could relate, but I couldn’t formalize a definition. This

puzzled me. Often, it was clear that particular instantiations of Efficiency were

subjective and specific to each case, and yet I was trying to talk about it

generally. I couldn’t figure out how we could have a sense of Efficiency, but not

be able to talk precisely about it in the context our lives. Part of the problem

was my inability to explain myself, but additionally, economic, socio-political,

or mathematical facets of Efficiency were difficult to apply to my life in a way

that felt meaningful. So I broadened my scope until I was left with a nearly

useless definition: the maximum output with the least waste. The more

abstract I became, the less useful my definition became. What I didn’t realize

was that I should have been focusing more on personal anecdote and less on

abstraction. How can Efficiency impact us every day, our actions, thoughts, and

choices, and yet none of us really has a any sense of what Efficiency means in

that context? This question plagued me as I continued the development of my

project.

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4.4.5 R

By now I had ditched the aural-enhanced tag game, and set out to interrogate

what could be done after an interruption that would start poking at Efficiency -

whatever I meant by that term. I had assumed that the interaction that

occurred after the interruption should be fun, but in several discussions it

seemed impossible to interrupt someone and then ask them to have fun. This

still holds true with the final version of PublicSoundtrack, as I think this

system of devices is mildly annoying in usage. I developed a less structured

game that sought to disrupt with other people that might be behaving

efficiently. PersonalSoundtrack acted as a passive system for inefficiency via

meandering, and PublicSoundtrack became a more aggressive attempt to

derail efficient behavior. The first idea along these lines was a game where

players could stomp the ground and send out virtual shockwaves to nearby

listeners and temporarily disrupt their music. So, if two listeners walked by

each other, the alarm would go off, and they could stomp the ground to

‘bump’ the song the other person was listening to. A ‘bump’ meant speeding

up or slowing down the other person’s music by a few beats-per-minute. The

idea here was that users could aurally disrupt other users as a representation

of the mental disruption from what they were doing previously. This behavior

was fully-functional. In theory, it seemed fun, but in practice it was a little

boring. I have not given up on it, but something about it did not feel right.

Eventually, I decided to add in a cooperative version, where users could tap

the same beat and listen to different songs synched up to that beat. Now I had

a disruptive mode and a cooperative mode. Each mode could be entered or

left at any time, such that if all users were cooperating any user could decide

to stop cooperating and disrupt the others and ‘bump’ their music. The

interactions of cooperation and disruption became a little complicated and I

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preferred the cooperative mode. I ended up removing the disruption

completely.

4.4.6 I S T R D

I happened on a paper called “Slow Technology” by Hallnas and Redstrom

[35], which proposed designing for reflection instead of Efficiency. It was a

primarily an alternative design strategy instead of an unpacking of Efficiency.

It was clearly related, but didn’t give me a way to think about Efficiency on a

personal level. Sengers’ “Reflective Design” interested me because it brought

computational devices into the world of the individual and presented

scenarios for reflection. Sengers, Agre, and others made a general call for

technologists and designers to design for reflection and laid out how one

might do that.

After months of thinking about Reflective Design and Slow Technology, I

realized that I already had all the pieces in front of me and just had to put

them together. First of all, instantiations of Efficiency are a subjective in

evaluation. Second, it is difficult to explore the subjectivity of the term via the

writing of someone else, especially when that writing deals with global scale.

Third, I was busy building a personal computational device that could invade

its user’s personal life. Fourth, Reflective Design and Slow Technology talked

about using computational devices for reflection.

Once I put these pieces together, I realized that I had trouble explaining

what I meant by Efficiency because I was looking for a abstract characterization

of highly personal events. That is, I knew what it meant to me, in the context

of my life since I’d spent so long thinking about it, but I didn’t know what it

meant to anyone else. This situation felt odd because, as I’d read many times,

the ideology of efficiency clearly affects many of us if not all of us on a daily

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basis. And yet it was difficult to talk about at that level. At that point I realized

that “What do you mean by Efficiency?” should be rephrased as “How does

each of us conceptualize Efficiency in our lives?” and that very question should

be the focus of the device. I thought of this right around the time I was

removing the disruption mode from the device. I felt that the interruption

alarm plus the cooperative tapping could cause people to feel tension between

their previous task and a trivial, goofy interaction with a stranger. The

cooperative tapping was easy to engage, silly, not too annoying, and trivial to

encourage participation.

4.5 F D

There are a few options that might help PublicSoundtrack better explore

Efficiency. First, I might look at making the system more didactic without

sacrificing artistic quality. I had debated long about adding an aural timer that

would tell the users how long they had spent dancing with a stranger. This

might heighten the anxiety and clarify the area of reflection, but may cross the

line of preaching to the audience. Another option is to, instead of offering an

annoying or mildly entertaining interaction, offer a highly engaging and

enticing interaction. The point of this would be to aggressively derail users

from their previous task with the hope that once they get back to what they

were doing, they feel guilty, depressed, or anxious that they had ‘wasted’ that

time. This strategy is more masochistic but potentially effective. The difficulty

would be separating it from other activities people use to ‘waste’ time.

The primary future of PublicSoundtrack lies in delving into the way it

combines the private and public spaces. This will likely include the removal of

the interruption alarm, and a modification of music synchronization. At the

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time of writing this, I’m working on developing a more passive system that

would synchronize people on the street without large modifications to what

they were already listening to. For instance, imagine a busy street where a

quarter of the people walking are stepping in synch with each other, listening

to music at the same speed, all without their knowledge. Their headphones

might flash when they step such that at first, everyone’s headphones flash

spastically because no one is in synch. Slowly, as they are automatically,

passively synchronized to each other, the lights begin to flash in time with

each other, until all headphones on that section of street flash at the same

tempo. Because PublicSoundtrack currently includes in it the

PersonalSoundtrack technology, such that when users are not near other

listeners, the device becomes PersonalSoundtrack, users of PublicSoundtrack

version two would always have their music synchronized to their pace, and

now their pace would also be synchronized to everyone else near them

without the interruptions used in version one. This project would seek to

sensitize us to the way we live in private worlds while navigating public

spaces, inviting reflection and discussion about the ways we juxtapose and

navigate these spaces simultaneously everyday.

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C 5

T D

5.1 I

Technically, PublicSoundtrack can be broken down into three major sections:

hardware, software and networking, control flow. What follows is a technical

description of how I developed PublicSoundtrack, including schemata,

diagrams, code, and sketches. Because PublicSoundtrack is based off

PersonalSoundtrack’s design, much of the discussion will span both projects.

Though kept to a minimum, I will sometimes delve into significant issues

encountered during production that instigated design decisions.

5.2 D A

In moving from PersonalSoundtrack to PublicSoundtrack, I achieved several

design goals:

1. Power solution that requires a single-cell Lithium-Ion battery

2. Pocket-sized

3. Externally-based OS that resists corruption, is easily replaced, and

plug-and-play

4. Reduction of computational load on Gumstix

5. Custom circuit for measuring steps that is cheap, light, requires little

power, and be robust, and fits 1”x1” x .15” space

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6. Custom circuit must accurately detect steps in less rigid and stable

environments (pockets instead of belt)

7. Cost of all parts must be below $250

5.3 H

The hardware component of PublicSoundtrack includes the modification of

Gumstix motherboards and audioboards [33, 32], the development of a custom

step-detection circuit, and the miniaturization of PersonalSoundtrack.

5.3.1 C

When developing PersonalSoundtrack, I decided to use the Gumstix

motherboards because they are extremely small, low-cost, moderately

low-power boards that run linux. This meant I had greater choice in

developing the software, and left open the potential for cross-platform

development, as well as source code that was meaningful to other

programming communities. The Arduino board [4] was considered because of

its moderate size, but it bulky components not suited for this application.

The Gumstix motherboards use on-board flash memory to store the

operating system - an extremely light-weight modified Linux kernel similar to

Familiar [51]. A separate audio board, Audiostix2, was purchased to support

audio out. The motherboard includes an Infineon Bluetooth chip. The boards

require 3.5V - 5V and, with Bluetooth enabled, run for approximately 5-6

hours on a 900mA lithium-ion battery.

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5.3.2 M

To develop the pocket-sized version, I had to cut the previous thickness down

to 1/4 the size of PersonalSoundtrack and reduce its height and width to the

size of the Gumstix audio board. I did this by removing the Compact Flash

board and replacing it with motherboard-based MMC storage, using li-ion

batteries, creating a custom step-detection circuit that is the size of a silver

dollar, and rewriting the code to compensate for the excessive vibrations as a

result of the device being placed in the pocket. PersonalSoundtrack was

securely fastened to the waist with a large belt, which helped minimize noise

on the accelerometer. While this works, and other developers rely on

armbands and such for accurate accelerometer data, I wasn’t satisfied with

being forced to wear a belt or armband. The pocket version only requires

vertical orientation, and works fine while being bounced off the leg during

walking. Unfortunately, the largest part of the device is the antenna used for

bluetooth communication. I have found a flat bluetooth antenna, and am

looking into replacing the current antenna. Horizontal orientation will be

compensated for in subsequent versions.

In the following sections I discuss how I was able to miniaturize the system.

5.3.3 P

The first modification necessary was a portable power source.

PersonalSoundtrack used four (4) AAA rechargeable nickel-cadmium

batteries. These batteries took up a significant amount of space, and thus for

PublicSoundtrack I used a 900mA 3.7V Lithium-Ion flat battery from

SparkFun [21]. This battery was wired to the main power terminal, using the

alternate ground terminal so that the Gumstix could use non-portable 5V

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wall-wart power supplies, if necessary, without requiring one to de-solder the

Lithium-Ion battery. Though I could have used larger batteries (¿ 900mA) to

achieve longer life, I severely restricted myself with regard to the size of the

final product. Because I wanted PublicSoundtrack to be easy to imagine as a

standard electronic product, I needed to compete with the size of modern

portable audio players (e.g. iPod Nano).

5.3.4 C, -

Second, I developed a custom circuit onto which I could offload extremely

time-sensitive operations. In PersonalSoundtrack, none of these

high-frequency operations were offloaded, and resulted in occasional

computational “hiccups” and mediocre battery life. For PublicSoundtrack, a

primary goal was to reduce computation on the Gumstix boards significantly.

The custom circuit (Figure 2) primarily includes a 16F648A PIC [56] chip and a

2-axis accelerometer breakout board [22]. This particular PIC chip is capable of

UART transmission at TTL voltages, allowing it to speak easily with the

Gumstix, whose STUART interface also ran at TTL. The most computationally

expensive operation in the system was reading data from the accelerometer.

The accelerometer reports approximately 100 times per second, easily enough

to overload the Gumstix operating system given the overhead of running an

operating system. The PIC chip, on the other hand, running at only 20Mhz, is

able to read from the accelerometer at that high-rate without issue.

Once the PIC chip was set to read from the accelerometer, there was still the

issue of serial transmission. If the PIC chip simply sent across all of the data it

read from the accelerometer, we would not have improved the overall system

at all. Instead, the PIC chip needed to intelligently interpret the data from the

accelerometer and speak with the Gumstix motherboard as infrequently as

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Figure 5.1: Schematic of Step-Detection Circuit

possible. This, clearly, became a software issue and I will cover that in the

software section. The PIC chip reads data from the accelerometer, determines

if a step has occurred, and if it has, sends time-independent data representing

that step. In this way, delays in the serial line are not important because the

data being sent is decoupled from the time it was sent. The complete circuit

required a few additional components, such as a 18.432Mhz crystal to be used

as a reference clock for serial transmission, capacitors on the crystal to stabilize

the clock, and a standard 10pF capacitor across power and ground to stabilize

the incoming power from the battery. I designed this circuit with significant

help from Tom Jennings, who helped me understand the basic needs for the

crystals and capacitors, as well as guiding me through the debugging of the

circuit design. Once the breadboard version of the circuit was functional, I set

out to design the final version.

An additional constraint on the final board was overall size. The Gumstix

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boards leave little room for additional components, and the Lithium-Ion

battery was approximately 70% of the length of the motherboard. This left a 1”

by 1” square of space for the custom circuit, and only .15” inches of height.

Due to time constraints, I was unable to complete an SMT (surface-mount)

in-circuit programming design. I was forced to use non-SMT components and

hand-solder this 1” square component. I cut off the pins for the PIC chip, and

developed several layouts in an attempt to fit these size constraints.

I continually worked to improve the layout, as shown in Figure 1, but in the

end non-SMT boards of that size tend to look like a rat’s nest in spite of the

best layouts. Serial connections, transmission (TX) and ground were wired

from the PIC chip to the gumstix board’s STUART pins. The Gumstix pins

were microscopic, and required special fine wire. In my experience, that wire

lost transmission power if it was strung too long, and so I used the fine wire

only for the quarter-inch off of the Gumstix and used heavier threaded wire

for the remaining distance.

5.3.5 P R

In addition to powering the Gumstix boards, I also needed to power the

accelerometer and additional custom circuits. Not only did this mean

additional wiring to both components, which required creative threading and

wire distribution, but also it required a verification that the Lithium-Ion

battery would effectively power all components. The PIC chip datasheet states

that it runs at 20Mhz at 4V, and the serial and accelerometer reading was

carefully tuned to that clock rate on the order of microseconds. While not

guaranteed to run at 20Mhz at less than 4V, the custom circuit I developed

runs consistently at 20Mhz despite the Lithium-Ion battery providing slightly

less than 4V ( 3.75V). Additionally, the accelerometer required 3-6V. After

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Figure 5.2: Step-Detection Circuit

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testing the system with the 3.7V Lithium-Ion battery, it appeared to work

correctly. Fortunately, the system did not require any additional manipulation

or conversion of voltage in order to power all components.

5.3.6 R

The battery was soldered through the Gumstix board to a sliding on-off switch,

where the switch simply disconnects the positive rail; however, because the

battery was soldered in, it was difficult to recharge. While my SMT circuit

design included the Max1555 [13] chip for in-circuit recharging of the battery,

the non-SMT circuit barely fit in the space under the motherboard as it was -

there was no room for the Max1555 chip. To solve this issue, I wired ground

and power to two broken off DIP pins which I embedded in the wood of the

final package (Figure 2). I purchased a small pre-soldered Max1555 recharging

circuit [23] to which I soldered the male DIP pins. The purchased recharging

circuit allowed for 5V wall wart power source. The final recharging was quite

tidy and plugged directly into PublicSoundtrack for easy recharging.

5.3.7 U-P

Finally, a problem that plagued both PersonalSoundtrack and

PublicSoundtrack was the through-hole audio jack. The Gumstix boards use

components that are easily broken off after several months of usage. The

audio-in jack was the most susceptible to damage given that one often plugs

headphones into and out of portable music devices with varying degrees of

care. Even worse, if the audio jack was ripped off, the traces in the board were

nearly impossible to resolder at my skill level. Additionally, because the audio

jack is on the side of the motherboard, it would require the headphones to jack

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into the long side of the final product, making it nearly impossible to place in

the pocket as I had planned. To solve this issue, I purchased a separate 1/8”

panel-mount audio jack and soldered it to the back of the on-board audio jack

using flexible wire. The panel-mount audio jack could be easily mounted to

the final packaging, and any trauma suffered by that jack was not translated to

the board itself, allowing me to repair or replace the panel-mount jack as

needed. This also allowed me to mount the audio jack in a more opportune

place on the final package, at the short end on the top end of

PublicSoundtrack, such that the headphone jack stuck up out of the pocket.

5.4 S N

The software and networking aspect of PublicSoundtrack was considerably

challenging primarily because of the immaturity of the Gumstix platform. The

Gumstix is a highly-customized product despite its underpinnings in Linux

and well-documented hardware parts. There were five distinct software

efforts: customization and compilation of the Linux kernel, running the main

operating system from an SD flash card instead of the on-board flash memory,

the main application, plugins and modules for the main application, and the

step-detection circuit software.

5.4.1 O

The Gumstix motherboards are shipped with a pre-installed Linux kernel that

contains many modules, but did not include many that I needed - namely,

Python, bluetooth and audio libraries, etc. In order to customize the kernel,

one checks out a particular revision from the Gumstix SVN and customizes the

kernel as you would do any Linux flavor. This process is split into kernel

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modification, which is the inclusion and exclusion of kernel-level libraries and

drivers, and the modification of the library files, programs, and library files in

the operating system itself. The process was maddeningly slow given that

changes had to be recompiled and re-flashed onto the Gumstix motherboard.

That process averaged 30 minutes using a Compact Flash card, and even

longer using serial transfer. The Gumstix-flavor of linux is updated daily, and

often include desirable features but, unfortunately, also include numerous

bugs. For example, when I began PersonalSoundtrack the latest revision had

broken Bluetooth and Compact Flash support. I had to walk back through

each revision (of which there were well over 1000 at the time) until I found one

that was broken in an acceptable way. Furthermore, there was almost no

documentation available and all help was limited to the mailing-list only.

Direct contact with the developers is helpful for specific questions, but not

very helpful for general guidance.

Unfortunately, many of the audio drivers and library files were not

automatically included in the image despite their inclusion in both the kernel

and OS. There was a long process of tracking down each file that was

incorrectly omitted from the build. These files ranged from the blatantly

obvious (libao.so) to the rare(libreadline.so). Furthermore, the OS was flashed

to on-board memory in the form of a read-only compressed image making it

impossible to make even trivial tweaks. The process was so laborious that I

currently have stored in multiple locations the configuration files for five

different revisions based on what is broken in each, as well as the entire 2GB

build of each. In spite of my detailed “how-to” that I wrote during this

process, I’m afraid that if I revisit the process I may have to start over mentally

and programmatically in order to get everything just right.

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5.4.2 I - -

Using on-board flash memory is ok to a degree, but it suffers from significant

drawbacks and thus I sought to work around it if possible. First, Replacing an

OS image is slow and requires archaic commands that are difficult to

remember and each has the potential to completely brick the Gumstix

motherboard. These commands are hand-typed into the Uboot terminal, and

each command should be double-checked to prevent devastating mistakes.

For example, if one accidentally overwrites the first sector of the

flash-memory, the entire motherboard needs to be factory re-flashed (unless

one happens to have a JTAG programmer handy). The command “protect on

1:0-1” tells Uboot to not overwrite the protected sector, but “protect on 1:1-0”

allows the critical section to be overwritten. This kind of risk is unnecessary.

Second, the image needs to be properly unmounted before a power off or it

can corrupt the entire OS, including all custom files. If this happens, one has

no choice but to reflash the OS using the 15-30 minute process. This is due to

the fact that the Gumstix uses the JFFS2 format [40] which requires complete

and consistent cleanup before powering down. This meant that if the batteries

died, the entire Gumstix could become corrupted. This happened often.

Again, this was unacceptable. Third, uncompressing and reading the JFFS2

image is an excruciatingly slow process - a process that is executed each time

the Gumstix is powered on. Because the Gumstix does not support any type of

sleep mode, only its automatic low-power idle mode, it is often powered

down completely to save battery. A full boot using the on-board flash memory

often took as long as a full minute. For comparison, most portable audio

players wake from sleep in under 5 seconds, and the iPod can awake within 1

second. Even slow mobile phones rarely take longer than 30 seconds to boot.

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5.4.3 P OS

To resolve these issues, I decided to move the OS onto a more convenient

memory location. While PersonalSoundtrack used Compact Flash to store

audio files, PublicSoundtrack uses MMC instead. It turned out that a Gumstix

developer had hacked together a way to boot a development OS from the

MMC card. Using modified versions of his scripts, it became possible to boot a

fully functional, read-write OS from the MMC card. This process, however,

required a custom ramdisk image and custom startup scripts to bypass the

JFFS2 boot process. These tasks were terribly tedious and even easier to ruin

than the previous OS compilation. Furthermore, the only revision that

supported this special boot process did not support the Bluez bluetooth

libraries. I had to patch the old revision with updates from the newer versions

in order to reinstate it. Once this process was complete, however, all of

aforementioned issues went away. First, I no longer need to interface with

Uboot in order to replace the OS: I could pull out the MMC card from the

Gumstix, plug it into my laptop, and copy over a pre-compiled and

compressed version in less than 5 seconds. Second, the OS image stored on the

MMC card was not compressed using the JFFS2 format and thus could be

uncompressed and read completely in about 2 seconds, as compared to the

previous 20 seconds. Third, the new image format was not as susceptible to

corruption, but even if it does become corrupt, replacing the image is as easy

as copying a file to the MMC card. Additionally, there were other benefits of

using the MMC-based OS. For PublicSoundtrack, I needed multiple devices.

Instead of having to go through a complicated installation and initialization

process as is necessary with the JFFS2-based OS, I could simply copy over the

OS and program files to the MMC card, plug it in, and turn it on. The Gumstix

was up and running within 30 seconds. Also, this made it very easy for others

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to install when I put instructions online. Users could simply download an

archive of files, uncompress it, and copy to their MMC card, stick it in the

Gumstix, and everything would work as it should. This was now a good

solution from both a hardware and software standpoint.

5.4.4 T

The main application was written in Python for two reasons: the Gumstix

boards have Python in the buildroot by default, I wanted to learn Python, and

Python supports modules written in almost any language. That last item was

particularly helpful in case I needed to do audio file decoding or other

real-time computationally intensive processes. While Python is very powerful,

it cannot compete with the pure speed of C at it’s current state. Furthermore,

Python had many modules that would be useful for my application, such as a

SQL database interface, a Bluez interface, an AO interface, and MP3 decoding

interface. The application uses the model-view-controller principles, though

obviously modified given that the device has no visual interface. There is a

central controller file that handles all communication through the application,

such that no modules speak directly to each other. That is, the audio player

portion knows nothing of the step detection portion, such that I need to

change only the Controller file if I want to modify interactions.

D

The application is broken into four main parts: controller, music playing, step

detection, and bluetooth networking. The controller is, as I said responsible

for communication, but acts as the main decision center, where it decides

when and by how much to time-stretch the music, when to change songs,

when to connect to other devices, etc. The music playing module handles the

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MP3 decoding using PyMad [83], plays or pauses music, and performs the

actual time-stretching. The step-detection module was much larger in

PersonalSoundtrack than it is in PublicSoundtrack. This is because much of

the step detection code was offloaded to the external PIC chip in

PublicSoundtrack. Thus, the current step detection module on the Gumstix

board does basic averaging of the user’s pace based on the data sent by the

PIC chip, and exists primarily to act as a serial interface for the PIC chip. The

step detection module is in charge of alerting the ‘controller’ class when a step

has been detected.

The bluetooth module sets up and handles all bluetooth network

connections, including a server, multiple clients, and asynchronous

transmission and receiving of data. The bluez API for the gumstix limits a

server to 5 clients. To handle asynchronous data transfer, each time a client

connects to a device, a new thread is started for reading from that client.

Reading from a client is a blocking call, but because that block exists in a

separate thread, it does not impact the rest of the program. These read threads

are started and killed only when clients connect or disconnect, so they scale

well with demand. The bluetooth network is capable of killing off a client if

the client is powered off or if the client move too far away simply by checking

for read errors. On average, a disconnect takes around 10 seconds. Each

device is able to detect devices up to 20 feet away.

A -

Time-stretching is achieved using very inexpensive operations that produce

mediocre sound quality. To speed up a song, each group of decoded music is

artificially shortened slightly, and to slow down a song, each group of decoded

music is artificially lengthened. This method is acceptable for +/-3BPM

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changes, but does shift the pitch and introduces musical artifacts that can be

noticed by a keen listener. I looked into using proprietary time-stretching

algorithms, but most required non-ARM chips and thus were not available to

me. I was resistant to time-stretching in general because it typically reduces

sound quality and generally interferes with what the artist had intended to

produce. Thus, I felt the limitation imposed by my amateur time-stretching

was acceptable.

M BPM

Instead of using automatic-beat detection algorithms which often fail to work

accurately, I decided to rely on my own ability to tap the beat of a song. I sat

down one night and tapped out the beat of 100 of my favorite songs. I stored

this data in the standard MP3 ID3 tag, so that the information would be

non-proprietary. Using an exporter I wrote for iTunes, a SQLite database is

constructed from these songs and the BPM tag is stored as a field in the

database. A user’s pace is calculated and then a query is performed on the

database. All songs within a few BPM of the user’s pace are selected and

played in random order. Additionally, songs that are multiples of the user’s

pace are also selected. If the user’s pace is 100 steps-per-minute, songs will be

chosen near 50 beat-per-minute, 100 beat-per-minute, and 200 beat-per-minute.

This admittedly low-tech solution to beat detection is intentional.

MusicBrainz.org is a site that houses meta-data for songs, and uses a digital

audio-fingerprint to match a song with the correct meta-data (artist, title, year,

etc.). They have a cross-platform software tool that will scan your music

library and update the tags on all songs and uses an audio-fingerprint instead

of the current meta-deta in your music’s tags to identify the tracks. I have

spoken with the developers of this site and they are planning to add a BPM tag

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later this year. This would support a community-maintained BPM

information for many tracks, such that eventually the MusicBrainz software

tool could automatically update the BPM tag on all your music. I find this idea

much more promising than the hope that software will be able to analyze

music and correctly determine BPM data. MusicBrainz works because people

take the time to submit meta-data, and there’s no reason to think the BPM data

would be any different.

5.4.5 P

PublicSoundtrack relies on several open-source python libraries: pyMad,

pyAO, pySQL, pySerial, and pyBluez [83, 10, 36, 50, 37]. In order to use these

libraries, they had to be cross-compiled for the Gumstix’s ARM instruction set.

Some libraries were plug-and-play, such as pySerial. Any python libraries that

do not rely on C or other languages were fully compatible without

modification. pyAO was difficult to integrate because of previous issues with

missing library files. pySQL, pyMad, and pyBluez however required

cross-compilation. Unfortunately, the cross-compiler that is built with the

Gumstix Linux variant was unable to process the python scripts; however, by

unpacking the C files and toying with options I was able to manually compile

the files and pack them back into the package for use on the Gumstix. This

issue affected many users, and as such I have made my cross-compiled

versions of these libraries available for other developers via my website.

5.4.6 S-

The goal of this circuit was to read the pulse-wave modulation data from the

accelerometer, determine if a step had occurred, and send out data that was

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time-independent over serial to the Gumstix. In addition to these goals, I was

able to program the PIC chip to dynamically sensitize to both the

accelerometer and the user. All of the code for the PIC chip was written in

assembly.

I used accelerometers that report a pulse-wave approximately 130 times per

second. This wave can be used to determine the acceleration applied using the

ratio between the ‘on’ and ‘off’ sections of the pulse. The first method was to

have the PIC check the accelerometer, and increment a counter for as long as

the accelerometer was sending a ‘1.’ When the accelerometer stopped sending

a ‘1’ and began sending a ‘0,’ the PIC chip would increment a separate counter.

That process would indicate a single pulse. Afterwards, the two counters

could be used to compute the ratio and thus the acceleration. The problem

with this method is that in assembly, variables are only allowed to be 0-256.

Given that the PIC chip has no overhead, it was able to check the accelerometer

approximately 20k times per second. In order to get meaningful data, the first

step was to slow down the PIC chip. I set a delay of 5 microseconds between

reads, which was still extremely precise but avoided overflowing my counters.

Unfortunately, division in assembly is unpleasant. Without access to a C

compiler for my PIC chip, I found a workaround. I threw away the ‘off’ half of

the PWM and set a static threshold for the ‘on’ portion. So, if the PWM was

‘on’ for more than 70 counts, the acceleration was strong enough to count as a

step. The danger here is that this method doesn’t take into account the

variability of the accelerometer as a hardware component that is greatly

affected by temperature and humidity. The accelerometers aren’t guaranteed

to have a standard pulse-length, but they are guaranteed to have a standard

ratio. That is, the total length of a pulse will vary between accelerometers, but

the ratio between ‘on’ and ‘off’ will not. I ended up solving this problem

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without using the ratio, which I’ll come to shortly.

I hooked up an LED to test the circuit, and found that it often flashed

several times for each bounce, often so fast I could only see it after recording

the circuit with a camera. The issue was that a the data received from the

accelerometer during walking looks like data from a seismograph or a lie

detector. Each step is not distinct but instead has multiple peaks and troughs.

Thus, the PWM was exceeding the threshold multiple times for a single step.

I tried several complicated algorithms to chart the peaks and troughs, look

intelligently for the ‘real’ peak and failed. I resorted to the static threshold

with which I had started. The basic problem is that after I detect the step, I

need to stop paying attention to the accelerometer for a short time. My first

solution was to set a delay of 250ms after a step was detected. If one was to

step every 250ms, one would be running at 300 steps-per-minute which is an

extremely high-rate of running. The idea behind this solution was that most

people won’t be olympic sprinters, so a ceiling of 300 steps-per-minute seems

reasonable (for reference, some of the fastest music averages around 200

beats-per-minute). Unfortunately, this delay introduced a non-linear output,

where 60 samples read and 120 samples read were not related as they should

be. If a step is detected every 60 samples, that is, 60 pulses from the

accelerometer go by before we detect another step, then theoretically 120

samples should give us twice the BPM of 60 samples. In fact, 140 BPM allowed

60 samples to be read between steps, and 40BPM allowed 120 samples to be

read, where I was expecting 140 BPM / 60 samples and 70 BPM / 120 samples.

This non-linearity was caused by the delay of 250ms I had used to filter out

extra steps. I had assumed that the same number of samples would be read in

250ms regardless of the acceleration applied to the accelerometer. In reality,

the delay was not reliably timed. Instead, I decided to use simpler logic: if a

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step was detected, I check the number of samples that have been read since the

last step detected, and if that number of samples is not humanly possible, I

ignore the step. That means instead of delaying, I let the PIC go back to

reading from the accelerometer, and though it may detect a single step five or

six times, it won’t do anything about the extra steps since too few samples

have been read since the last step.

The PIC chip is set to send serial data to the Gumstix only when a step is

detected. Since it filters out bogus steps, the maximum rate of transmission is

300 steps-per-minute, or five times per second. On average, we can expect

transmissions near two or three times per second. This is easily digestible for

the Gumstix. Furthermore, the Gumstix sends a single number that is not

dependent on transmission speed or time. When the PIC chip detects a step, it

sends across how many samples it read since the last step. The Gumstix then

converts the samples read into steps-per-minute, and calculates and averages

the user pace. This solution frees up the Gumstix to spend the majority of its

time playing music and handling network communications.

Lastly, the PIC chip’s sensitivity was based on a hard-coded number that

was insensitive to the user and the unique pulse length of the accelerometer. I

wanted the PIC chip to calibrate itself to its own hardware, and then being

able to sensitize and de-sensitize itself to its user. It may not need mentioning,

but each of us walks with a different amount of force depending on our

weight, the shoes we are wearing, the speed we are moving, and a whole set of

other items. Without dynamic sensitivity, the step-detector wasn’t doing an

acceptable job. Because I cannot divide on the PIC chip, I cannot average.

Instead of trying to take a global approach as one might do with significant

computation power available in most modern computers, I took a local

approach. We know the step-detector is too sensitive when it registers steps at

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the maximum allowed steps-per-minute, 300. We know this because if we set

the accelerometer to be as sensitive as possible, a hard step will produce

devastating acceleration that may result in more than twenty detected steps.

Thus, even despite the filtering done on the PIC chip, a normal hard step on a

sensitive accelerometer may cause two or three steps at 300 BPM, the

maximum allowed by the code. If we define a 300BPM step detection as ‘too

sensitive,’ we now have a way to determine how sensitive the system is.

As a point of clarification, the accelerometer is always +/-1.5G, but I have

set a threshold for the PWM that defines what counts as a step. If I move that

threshold too high, none of the pulses will increment the counter higher than

the threshold, and the system will be completely insensitive. If I set the

threshold too low, every pulse will be above the threshold counter and thus

count as a step, so that the system is completely sensitive. What I wanted was

a way to adjust that threshold dynamically, based on the data from the

accelerometer.

To accomplish this, I set up a history of the last five steps. Each time a step

occurs, the earliest step is removed and the latest is added to the top of the

stack. And, each time a step occurs, I check the past five steps and look for

steps near the maximum allowable step-speed. If there are any steps near the

maximum, we can conclude that a bounce occurred. At this point, the history

of steps is clear, and the threshold is incremented by one. If another bounce is

detected, the threshold is incremented by one again, and so on until no more

bounces occur. Conversely, we need the system to re-sensitize quickly should

the user start walking softly, walk on a softer surface, slow down, etc. To

accomplish this, re-sensitization occurs only in large jumps. If the system has

not seen a step from a user in more than one second (as counted by the

samples read from the accelerometer), it will decrement the threshold by five.

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It will continue in this fashion until it detects a step, at which point it ratchet

up the threshold until no additional bounces are detected. The system can

move from completely desensitized to completely sensitized in two seconds,

and can desensitize to the perfect sensitivity in only two to three steps. Finally,

if a bounce has been detected, the PIC chip will not send that bounce or the

next two steps. This means that while the PIC chip is adjusting, no data is sent

to the Gumstix and the music playing is not modified. This eliminates the

transmission of bogus data and further minimizes the computational load of

the Gumstix.

This same system is used to calibrate to the accelerometer, compensating

for temperature and humidity. When PublicSoundtrack is first powered on,

the threshold starts at zero and is ratcheted up almost immediately to the

point at which no more ‘bounces’ occur. At a threshold of zero, every pulse

from the accelerometer will cause a step, such that every step is at the

maximum allowable rate. Once the threshold moves high enough, idle

accelerometer activity will no longer cause a step, the system will set the

current threshold as its baseline, and will never sensitize past that point. The

calibration process takes less than one second, and is often too fast to see.

PublicSoundtrack was meant to detect both the left and the right footsteps,

but after months of usage I feel that method works best when the device is

mounted in the center of the body. In order for it to be placed in the pocket on

either the left or the right side, the system needs to automatically desensitize

itself only a few extra points after finding a stability point. That would allow it

to detect steps only from the foot of the side it is on. Because songs are chosen

that are multiples of the user pace, (100 steps-per-minute results in the same

set of songs as 50 steps-per-minute), none of the other code would have to

change. I would like to implement this in the future.

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5.5 C F

The basic flow of control contains two states: in the first state, there are no

other devices nearby, so PublicSoundtrack functions identically to

PersonalSoundtrack. A step is detected, pace is calculated, a song is chosen,

and with each subsequent step the song speed is compared to the pace. If the

pace has changed radically for long enough, a new song is chosen. If the pace

is only slightly different, the song is time-stretched to match the pace, then

slowly moves back toward the original pace, continually drawing the user

back to the original song speed.

When other devices are detected, PublicSoundtrack pauses the music,

resets everything it knows about the user’s pace, and waits. As the user starts

to tap or move, each step is distributed as a single number to all other nearby

devices. The data sent is a single number, e.g. 100, where 100 means 100

steps-per-minute. This data is not time-dependent, such that if the 100 is sent

too slowly or more quickly than anticipated, the system is not impacted.

When a device receives step information, that pace is compared to the local

pace. If they are close enough the local system begins to countdown to playing

a song. If the users can step at a similar pace for approximately 4-6 steps music

will play. Each incoming step is compared to the local pace, and if any one of

them is not synchronized with the local pace, the countdown is reset. That

means that all nearby players must tap the same tempo, and that if one of

them fails or changes tempo everyone’s counter is reset. Since everyone has a

local counter, and all steps are received within 2ms or less, everyone’s local

counter stays more or less synchronized. They all are privy to the same data,

and thus will act on it in the same way in a reasonably short amount of time.

Once a tempo has been established and music is playing, the system will

attempt to time-shift each person’s music to match the group. Time-shifting is

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done without any digital knowledge of the music playing other than its BPM.

In a two person example, if they have established a beat of 100BPM, both

songs that play are at 100BPM, but their beats will most likely not occur at the

same point in time. Without time-shifting, the participants would experience

“beating,” where they are always off from each other by the same amount. To

time-shift the music, the Controller class timestamps when steps are detected

and received from other devices. That is, if I step before you, my timestamp

will be earlier than your step, which has a later timestamp. Using this

information, we can adjust the music. We have to assume that most of the time

people can tap a beat, but the system is quite graceful when handling those

that can’t, don’t, or forget to for several moments. If your step landed before

mine, my device will speed me up very slightly since I stepped after you.

Likewise, your device will detect that you stepped before me and will slow

you down slightly. Each device time-stretches the song for only a quarter of a

second for 1/2 a BPM. This change is nearly imperceptible by the user, and is

similar to a DJ momentarily spinning a record faster or slowing it down.

The result is that users tap their foot to the song in their headphones, and

within a few seconds they will be aligned with the other person’s steps. Once

users feel synched up, they may dance or move to their own music for a bit

without worrying much about synchronization. Since people aren’t robots,

their steps will often vary a lot and they will likely end up desynchronized

over time. At this point, users would need to focus for a few seconds and let

the system re-synchronize their steps. The normal, expected pattern of usage

would be this back and forth between synchronization and

de-synchronization.

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5.6 F N

Future versions may not require the Gumstix boards (Figure 3), which would

allow for more compact size and fewer hardware restrictions. I have drawn up

an abstract hardware component breakdown that would use several

microcontrollers in place of the Gumstix operating system. This kind of deep

specialization was too intensive to be completed during schooling, though I

look forward to attempting it in the future.

Figure 5.3: Abstract Hardware Component Breakdown

The PublicSoundtrack platform is one I plan to continue work on, both in a

continuation of the PublicSoundtrack philosophy as well as in other projects.

As a technical canvas, this platform is a robust, wireless, expandable,

rechargeable and re-creatable mobile device that runs Linux, allowing it to be

customized and adapted for many unique purposes.

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C 6

C

The rise of ubiquitous technology provides opportunities for a revived

discussion of Efficiency. Specifically, by embedding computational technologies

into the environment, whose primary value system is one of Efficiency, we also

embed the value systems those technologies contain [79]. Despite the wealth

of discussions of Efficiency, the term is rarely explored directly by the

individual, where the individual reflects on how they define, evaluate, and act

on the ideology of efficiency in his/her own way. We may assume we know

when we are being efficient, and that we know when we are not; however,

these assumptions fail to account for the pervasiveness of Efficiency, where a

walk on the beach can be used productively or a vacation is expected to

include an optimum amount of sight-seeing. These assumptions about the

nature of efficiency as an ideology need to be deconstructed, yet we have few

ways to conceptualize Efficiency without resorting to global economics, social

theory, or user studies. Thus, it can be difficult to grasp how Efficiency impacts

our daily tasks, thought processes, and even moments of pleasure.

How is Efficiency felt by each of us, how do we perceive it, and where do we

find it? How does each of us conceptualize Efficiency in our lives? Artistic

practice allows us to ground these questions about Efficiency in individual

experience. I have proposed a genre of artifact design that allows the

individual to explore the role of Efficiency within the context of his/her daily

life, moving us away from the abstract, objective views of Efficiency.

This thesis contains several examples of how artists and technologists

might designs artifacts that question Efficiency, including the careful

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application of interruption. These techniques, especially when instantiated in

computational artifacts, can open up the elusive and invisible ideology to

further critique, analysis, and public discussion.

I have discussed foundational design genres in this area, such as those by

Hallnas and Redstrom and Sengers. While designing for purposes other than

those that serve Efficiency is important, we should not position reflection as a

counter to Efficiency. Instead, we can think of Efficiency as a structuring agent

that limits our ability to improve and implement alternative design genres.

The design genre I suggest can help us loosen the grip the ‘technology as tool’

hegemony and clear a path for design genres like Critical, Ludic, and

Reflective Design, as well as Slow Technology.

I have attempted to put into practice these theories about Efficiency with

projects like PersonalSoundtrack and PublicSoundtrack. The first,

PersonalSoundtrack, is intensely isolating, focusing the user’s attention

inward to the body and on physical connections to music. The second,

PublicSoundtrack, aggressively forces the user’s attention outward onto

strangers. PersonalSoundtrack explored Efficiency through the passive refusal

of optimization and the support of meandering and wandering, though it was

not initially intended to support the design genre of this thesis. It served as a

catalyst for the second project, PublicSoundtrack, which aggressively brought

to the surface a reflection on Efficiency by interrupting its users and creating a

tension between a trivial, brief interaction and the user’s previous task.

PublicSoundtrack is an attempt to explore Efficiency and not a definitive

example. It is my hope that projects like the Drift Table, PersonalSoundtrack

and PublicSoundtrack can act as inspiration for other artists interested in

exploring Efficiency through computational artifacts.

Future work on Publicsoundtrack will involve an exploration of how it

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explores the private and public spaces. Forthcoming versions seek to sensitize

us to the way we live in private worlds while navigating public spaces,

inviting reflection and discussion about the ways we juxtapose and navigate

these spaces simultaneously everyday.

We have seen how Efficiency is often discussed in texts and how that

technique, while critical to the knowledge about Efficiency, cannot provide the

grounding necessary to explore the ideology in day-to-day tasks.

Computational artifacts that are used in real-time can draw to the surface how

and when the ideology of efficiency is influencing us, not at a later date but

within the moment. Technological devices like the Drift Table,

PersonalSoundtrack and PublicSoundtrack provide the means to begin an

interrogation of Efficiency given their ubiquitous and personal nature. Since

computational devices are the champions of efficient design that propagate the

value system of Efficiency, re-appropriating them may create significant

cognitive dissonance in their users. That dissonance is our opportunity to

question the role of Efficiency. By designing to reveal Efficiency, we

contextualize the discussion of the ideology within our daily lives, giving us

the tools to critique it from an individual perspective.

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[15] P. Dourish. Where the Action Is: The Foundations of Embodied Interaction.MIT Press, 2001.

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A A

PS:C-

Previously Published: G. Elliott and B. Tomlinson. Personalsoundtrack:

Context-aware playlists that adapt to user pace. In CHI 06 extended abstracts on

Human factors in computing systems, April 22-27 2006.

A.1 A

This paper describes a mobile music player, PersonalSoundtrack, that makes

real-time choices of music based on user pace. Standard playlists are

non-interactive streams of previously chosen music, insensitive to user context

and requiring explicit user input to find suitable songs. The context-aware

mobile music player described here works with its owners library to select

music in real-time based on a taxonomy of attributes and contextual

information derived from an accelerometer connected wirelessly to a laptop

carried under the arm. We are in the process of evaluating this prototype with

25 users who will compare the systems context-sensitive playlist to random

shuffle. On the basis of user feedback and analysis, a hand-held device will be

implemented for testing in less constrained mobile scenarios.

PersonalSoundtrack allows users to experience their music with both mind

and body, providing a unique embodied experience of their personal music

library. In mobile environments where attention is a limited resource, users

can spend less time deciding what music to enjoy and more time enjoying it.

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A.2 K

Interaction design, interactive music, mobility, wearable computing,

emotional state, inherent feedback ACM Classification Keywords H.5.2

Information interfaces and presentation (e.g., HCI): User Interfaces

A.3 I

Portable music players (e.g. the iPod) allow users to listen to music in multiple

mobile scenarios. They listen on the way to class, on the subway, during bike

rides, jogs, or workouts, etc. Many users attempt to plan for mobile activity by

pre-defining playlists that correspond to specific activities or moods. From

Suchman [75], plans alone do not dictate actions, but instead provide

scaffolding that individuals can use to organize action. Thus, users attempt to

follow previous plans while continuously adapting their actions to the

environment [76]. Pre-defined playlists cannot adapt to such ever-changing

situations without explicit user input. Manually selecting music requires both

user attention and memory when mobile navigation inherently demands the

majority of user resources [76]. Context-aware playlists that automatically

choose music in real-time and in response to user movement, can better match

the unpredictability of mobile activity. By monitoring user pace, the mobile

music player becomes a personal DJ that automatically slows, speeds, and

changes songs to match the user’s movement.

The system described here detects user pace and chooses songs by

comparing SPM (steps-per-minute) to BPM (beats per minute). To start the

music, a user holds the system, places earphones on, and begins walking.

Music is seamlessly matched to the users speed, putting the user in tune with

the music. By continuously adapting to user pace, the device remains in tune

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with its user without explicit control; however, PersonalSoundtrack uses a

simple mechanism to learn inappropriate song choices should users decide to

explicitly skip songs.

Figure A.1: PersonalSoundtrack system diagram showing inputs, actions, andflow of control

A.4 S

PersonalSoundtrack can adjust to many scenarios, providing unique personal

experiences using familiar music. Feedback received from beta testers inspired

the following hypothetical scenarios:

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A.4.1 M J

A woman grabs her headphones and heads out for an early morning jog. She

begins a warm-up walk and with each step music fades in to match her pace.

Each beat of the song occurs when she takes a step, synchronizing her with her

music. As she speeds to a jog, the music matches her pace by cross-fading into

a faster song. Suddenly she feels a surge of energy and decides to sprint to end

her jog. The device chooses an upbeat song that emotionally fuels her sprint.

She slows to a casual walk to cool down, and the music slows and adapts. Her

music has reflected her morning workout, providing a pleasing emotional and

physical experience beyond a simple jog.

A.4.2 IW

Bored on his 10-minute walk to the subway, a man has neither time nor desire

to stop walking and create a playlist; however, randomly selected music is less

than satisfying. He is not sure what he wants to hear, so he chooses the

context-aware playlist and a song begins to play. While the song is not his

favorite, he doesnt mind hearing it. As he walks, he notices he is walking to

the beat of the song, or rather, the beat is reflecting his steps. He begins to

enjoy the nuances as each step coincides with a bass pluck or a kick drum hit.

His attention drifts back to the world around him, allowing the music to adapt

to him as he walks.

A.4.3 L

Leaving in a hurry, a boy walks quickly toward the bus stop. Music fades in at

a heightened tempo, increasing his anxiety and speed. As he nears the bus

stop, he notices the bus has already arrived. Fearing he might miss it, he runs

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to catch it. His quick steps cause the music to change to a maddeningly fast

song as he races to stop the bus. Reaching the doors just in time, he grabs a

seat and relaxes as his music cross-fades into a slower beat.

A.5 RW

Many researchers have created innovative, context-aware music devices. Maz

and Jacobs [53] developed SonicCity: a wearable jacket that sensed light,

noise, movement, and proximity to algorithmically generate music in response

to the environment. While the users movement was used to introduce

randomness or set initial tempo, music was primarily generated in response to

environmental input [53, 29], rather than selected from a users music library

based on user context as in this project. Strachan et al. [74] designed gpsTunes,

an mp3 player that uses mobile GPS to guide users to locations by panning

and changing music volume. Bassoli et al. [6] created the tunA project which

allows users to listen to what other nearby users are listening to using

hand-held devices.

Drawing inspiration from SonicCity, we applied a modified notion of

embodied music interaction to pop culture. By playing music from the users

library of songs, PersonalSoundtrack integrates with the existing and

successful iPod platform. This greatly extends the reach and accessibility of

the project, as it can easily be incorporated into everyday use. SonicCity

algorithmically generates music, acting as a digital instrument that relies on

the creativity of its user, making it less suited for general use.

Furthermore, SonicCity and tunA rely on external factors for context, so

that music primarily reflects the environment. In contrast,

PersonalSoundtrack prioritizes personal movement in determining context.

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This is useful in two ways: public and private use is appropriate, and the

musical experience is intimately tied to the user. The system provides a novel

personal experience of ones music, where the user is always in tune with their

music without conscious effort. Neither attention nor visual interface is

required, making it ideal for mobile contexts. Control is implicit and highly

personal: music is chosen to match whatever pace the user finds comfortable.

A.6 T C-AM

Mobile devices often suffer from the limitations of user attention and poor

integration into the environment [43, 62]. At home, one can take time to

carefully select songs to play; in mobile contexts, attention is a limited resource

that results in short bursts of attention [62, 58]. Given this mobile constraint,

automatic music selection is possible by appealing to the affective system, that

can quickly assess valence without conscious thought [44]. The affective

system responds well to tempo and rhythm as they strongly influence human

emotion [26]. Based on the dimensional model of emotion [66],

PersonalSoundtrack follows a three-dimensional version (Arousal, Valence,

Stance) [20] where tempo (arousal) directly affects enjoyment and receptivity

(valence and stance). The device attempts to synchronize user arousal with

music tempo to promote positive valence and open stance. When users

explicitly skip songs, the device learns and modifies future selections. This

simple learning mechanism is described below.

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A.7 H

The prototype has been implemented using a Mac laptop and a Bluetooth

accelerometer for rapid testing and development. Mac laptops are an ideal

environment for testing as they support wireless Ethernet, Bluetooth, and

multiple programming languages. Since many people are accustomed to

walking while carrying a laptop, it does not impose an undue burden on beta

testers that might skew reactions. We have plans to develop a hand-held

version based on the Gumstix [34] platform. We use a 3-axis Freescale

MMA7260Q accelerometer, reporting at a rate of 150hz with a sensitivity of

1.5+-g. A simple pedometer was tested, but was significantly less accurate

than the accelerometer.

A wireless accelerometer allowed the designers to test multiple placements

for accurate user pace detection. Popular iPod holding areas were examined,

such as hip, arm, and pocket, as well as novel holding areas such as wrist,

shoulder, and ankle. Hip placement of the accelerometer was the most reliable

and accurate. Wrist and ankle movements heavily depend on gait, while arm

and pocket locations decrease sensitivity. User steps are detected by

measuring subtle impact along the vertical axis of the body, working well with

high-impact (running) and low-impact (bicycling) movement. Software

controls are used to normalize noisy data.

A.8 S

Initial software was written in Java, using the Quicktime for Java API for

sound, and the PlaceLab API [39] for wireless access point detection. While

not discussed explicitly in this paper, location detection is implemented and its

potential use is being explored. An HSQL database imports and stores the

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users iTunes library, WiFi access points, song probabilities, etc. In processing

output from the accelerometer, several sensitivity controls were needed. First,

two thresholds were required for changing a songs rate and for changing

songs. Second, a moving average of SPM was needed to find the perceived

user pace, versus the actual user pace. Precisely timed and typical user steps

lead to SPM variations near 5 BPM and 15BPM respectively, due to physical

gait and environmental obstacles. As a result, the perceived SPM is

determined by a system that is difficult to influence at first, but becomes easier

to change if the users pace change is consistent. Random fluctuations in SPM

have little influence on perceived SPM, while consistent changes (e.g.

changing from walking to running) strongly influence perceived SPM. Third,

after beta testing, it was determined that many users felt they were walking

in-time to the music, but technically were moving too fast or too slow. The

system should not punish users who, within reason, believe they are walking

to the beat but are not, nor should it assume the user is wrong. The device

determines if the user is unable to walk to the songs BPM, or if the user has

purposefully changed pace. This was solved by averaging the users previous

fifteen steps. If the average pace is stable and within the range required to

change songs, the music will not change because the system assumes the user

believes they are walking to the beat. Surprisingly, it is desirable that the

system is highly insensitive to most pace changes, while remaining sensitive to

deliberate pace changes.

This software is appropriate for walking, jogging, running, biking, jump

rope, etc. Certain activities such as biking may require a BPM that is slower

than actual pedal revolution (SPM), as pedal revolutions might be

disproportionately faster than walking or running. This issue will be

addressed in future work.

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The devices used a simple machine learning approach to affect the

probability of songs being played based on the following equation

p = 100 − 25s + t (A.1)

where p is the likelihood of a song being played, s is the number of times

the song has been skipped within the first fifteen seconds of play, and t is the

total number of song choices made by the device that session. We plan to

explore more complex learning mechanisms [57] that use variables such as

location, terrain, time of day, weather, etc.

A simple graphical interface provides two controls: one to adjust the

devices sensitivity, and one to skip songs. In the final prototype, the Next Song

button will be implemented in hardware, and a hardware version of the

sensitivity control may be included depending on the user study.

A.9 U E P

To evaluate this project, the experimental hypothesis is that the selection

mechanism will produce results that are more appealing to people than

random shuffle. In order to test this hypothesis, we added an option to

PersonalSoundtrack that allows it to play randomly shuffled music instead of

pace-matched songs. Each user carries a laptop under his/her arm, while

listening to headphones plugged in to it. The accelerometer is worn on the

waist. This same interface can play both random shuffle and pace-matched

songs, so subjects cannot differentiate song selection based on interface.

We plan to observe the behavior of 25 college students in their everyday

environments. Subjects bring in their music library for use in the experiment,

and BPM is hand-calculated for a subset of songs. Subjects are asked to walk

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to three specific points on the UCI campus while listening to music, each walk

lasting about 10 minutes. The experimenter rides ahead and waits for the

subject at each point. While each session is different, all are located in the same

general area as the others. The device randomly chooses to use random or

pace-matched playlist for the first session, and the non-chosen playlist for the

second session. For the final session, subjects are asked to choose to hear

music in the style of session one or session two. In each walk, users can skip

songs as often as they like.

After the final walk, subjects are interviewed and asked why they chose one

style over the other, how they felt about mid-song transitions, etc. During the

session, the number of songs skipped is recorded for comparison. This data

will be used to help understand the devices behavior given the users explicit

actions.

A.10 FW

Upon completion of the user study, the researchers will finish a second

prototype: a hand-held Gumstix device. Modifications will include interaction

revisions, such as how the device interprets pace, how it learns from implicit

and explicit interaction, and if it should change music only near the end of a

song.

With the hand-held prototype, the investigators will begin a second user

study that will compare the PersonalSoundtrack to random shuffle, radio, and

user-defined playlists for several activities such as walking, running, and

biking. This iterative design process will provide a more complete

understanding of how useful and effective the device is in complex scenarios.

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A.11 C

This project seeks to create a context-aware device that can meaningfully

adapt to users without requiring their adaption to the device. It uses simple

contextual cues to provide a more personal experience, adapting to the user on

an intimate level. Because PersonalSoundtrack requires a trivial amount of

learning from its users, it is immediately viable for nearly all age groups and

user types.

Our digital and physical tools can significantly shape the way we work and

play. It is important to explore devices that adapt to our unique work practices

in order to improve HCI. PersonalSoundtrack does not require users to change

how they walk, but attempts to change itself based on the users unique

walking pattern. We hope this device provides a simple example of an

adaptive machine that successfully functions in the real world with minimal

user learning.

A.12 A

We thank Bonnie Nardi, David Kirsh and the ACE (Arts Computation

Engineering) Program at UCI.

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