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THE NEW ECOLOGY OF SYSTEMS
Technology is becoming increasingly prevalent in our material world. In the future, mobile phones and networked objects and spaces will be ubiquitously embedded into our environments and products. In fact, it is already happening today with increasingly sophisticated cell phones that allow for entertainment services such as mobile tv, GPS and photo-enabled “tag and scanning”, and payment services. In addition, the technology is spilling over into new tangible forms such as wearables (interactive clothing), interactive retail, and an entire plethora of blue-tooth enabled devices that we wear, carry, or use in our environments. This world, according to science fiction writer and visionary Bruce Sterling, is called the “internet of things” in which computer technology interleaves our physical world of material objects and re-defines the relationships between people, our tools, and our possessions.
Sterling argues that, “there are six key factors shaping the future of material objects:
- Interactive chips that can label objects with unique ID
- Local and global positioning systems that can determine the location of tagged objects
- Powerful search engines, particularly for local searches -- a Google for finding things around you [in our material world]
- 3D virtual design of objects
- Rapid prototyping production and fabricators
- Cradle to cradle manufacturing, zero-emissions production, ‘design for disassembly,’ and ‘a new kind of death for objects.’” (worldchanging archives)
What does all of this mean for designers? We are moving beyond designing for just another handheld device with a screen on it toward alternative systems of objects and environments.“’Protocrat’ is the term Bruce coins for the creative, community-minded individuals who will participate in the realization of these solutions; a group of inventors, venture capitalists, journalists, and designers. [He] uses the phrase: ‘the actual is the new virtual’ to describe one of the ways that design will become the norm as far as solutions to the big problem.” (it conversations)
In addition, not only is the concept of the internet spilling into material objects, our objects and environments are becoming smarter and seamlessly networked. Philip Van Allen's "The New Ecology of Things" describes this. "With massive RFID tagging and the deployment of smart networked sensors and wireless personal information devices, a new ecology of things is developing. How will people and things interact in this fluid environment of tangible artifacts and the data-spheres that surround them? Who will determine how this interaction works?" (van allen, net) And how do we design for these systems? Gone are the days of the lone designer. This emerging technological infrastructure requires a more sophisticated approach to design, which understands social interactions, networking, integrated systems, communication and examines potential experiences within a social context.
The New Ecology of Things is becoming the New Ecology of Systems. An example of a system is Apple's iPod music system. Not only does it include a device (the iPod) but it includes software (iTunes), services, content and an entire technological infrastructure. But the iPod still needs to be manually connected to a computer to exchange any data. Building on Van Allen's notion of the "New Ecology of Things", what happens when the iPod is networked to other iPods and the environment in which it is in? This adds yet another layer of complexity to the system and evolves the New Ecology of Things into the New Ecology of Systems. How do we design ecologies of systems that are increasingly complex?
This is a challenge for designers. (quote from NET): "We are dealing with a subject that is technologically highly complex, yet it will have a revolutionary impact on how we will interact in the near future with objects, services, our built environment and with each other. We will make the attempt to match a new technology with needs, uses and applications that have yet to be defined. Translating our thoughts into convincing and tangible scenarios will be a main design challenge." As the New Ecology of Systems become increasingly more complex with an infinite number of variables, how do we design these systems toward successful solutions? This thesis explores the question and results in a new design practice that encourages collaboration and guides design teams in the ideation, evaluation, and communication phases of the design process called "Experiential Prototyping".
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