All posts for category: Featured

Codifying Innovation at Apple

The creation of culture is about putting what’s inside on the outside. Some of the most inspirational figures in modern technology started off as dreamers, interested in exploring brave new technosocial paradigms by standing on the shoulders of cutting-edge ideas. But what happens when, a few decades into the game, it’s time to consider a succession plan?

In the pieces I’ve been writing here on <stabletalk>, I’ve been focusing on how the realization of new ideas often requires new toolkits. In many of my posts, I’ve referenced projects that run on hardware and software designed by Apple Inc., and it seemed like it was time to look at the company itself in the context of tools for innovation. I also figured that you were familiar enough with the aesthetics of Apple products, dear reader, to warrant the inclusion of some pun-tastic imagery.

How does a company like Apple, built upon pillars of design-driven innovation and countercultural business practice, approach the challenge of codifying and institutionalizing its values? While business analysts and cultural theoreticians concerned with the health of CEO Steve Jobs have been buzzing on the topic in the press, the codification of values and innovative process is already underway – inside and outside of Apple’s Cupertino campus.

Two years after my birthday, and last year: business innovation-as-usual.

I was born in 1982, in the midst of the Apple II era and the year when Steve Jobs was forced off the Lisa team and on to the Macintosh project. With a healthy interest in computers and technology, it made sense to me even in childhood that the social structures and institutions I would be drawn toward would explicitly concern themselves with the technologically defined aspects of our existence. While a generation above me argued about “Apple as a Religion” from the perspective of products and experiences they first encountered as adults, I think you really get to the heart of that discussion when talking to people who have experienced those products and experiences from childhood. Religion is a powerful force amongst converted adults… but it’s even more powerful when you get it from day one, right? A bit of research has even surfaced through the BBC noting similarities in neurological activity between people engaged in religious rituals and those engaged in the use / discussion / unboxing of Apple products.

While the Cult of Apple gets plenty of press, it’s also one of the ways in which Apple has indirectly (and that’s debatable) codified its values. This week marks the ten year anniversary of the company’s move into retail. It’s interesting to think about how the replacement of the Apple Store’s paper information sheets with iPads is meant to associate the company with innovative values in the minds of the young, who can be found in no small number huddled around MacBooks Air and Pro once the school bell rings. By providing a broader cultural context for its products, Apple has extended its realm of influence and relevance accordingly. If you’re into computers, Mac-vs-PC has been a “religious” debate that stands for much more than AltiVec engines, clickwheels, and advertisments featuring Justin Long. In this context, the seemingly spartan Apple Store becomes a church not only for retail consumerism (Bad!), but also for the valuation of design and innovation (Good!).

Organizationally, Apple has long been known as the corporate equivalent of a maximum security prison. For all of the cultural context the company enjoys, very little knowledge has escaped in terms of how things are actually run. I’ve known a few employees of Apple who were vocal about bad experiences resulting from the company’s misalignment with values assumed to be present from the outside, but it’s hard to get a conversation with anyone really enjoying it – they’re likely to be characterized by their total silence and ear-to-ear grins. It’s only been in the last few weeks that a snapshot of contemporary management structure and process at Apple has been revealed, in a fascinating article in Fortune by Adam Lashinsky (that you have to buy for $0.99 on the Kindle store, or for $4.99 as part of the issue on iPad)

Fortune's Apple Org. Chart images are behind a paywall... try one of these on for size.

Depending on how indulgent you are with your fanboy status, “Inside Apple” is either bleak or drool-inducing. It seems that the legends of Steve Jobs flipping out are very much accurate, and that his singular and legendary attention to detail is alive and well in spite of recent medical leave(s). On the other hand, Jobs’ affordance of evil genius-grade resources and opportunities to select crack teams also appears to be business-as-usual. One of the real gems of the article is an organizational chart unlike any you’ve seen for companies of Apple’s size. Instead of tiers of sprawl in upper management, there are really only a few layers: Steve Jobs, his cadre of VP’s, and pretty much everyone else.

A spiritual leader like Jobs, whose vision statements were inspired by tabs of acid and who steered the invention of at least five of the most notable technological products of the last forty years, is going to be awfully hard for a company like Apple to write into its operations manual. The article in Fortune explores how the company has been making attempts to build corporate courseware (which I don’t expect to see on iTunes University any time soon, although it would be the design and business curriculum of the century) that institutionalizes Jobs’ rhetorical explications of the meaning of life into something teams can learn from, outside of the reality distortion field.

 

One strategy for creating a more inside-out culture at Apple.

Apple’s operations revolve around a benevolent dictator of design, and are surrounded by a devoted fanbase of hundreds of millions. If cultural innovation is about putting what’s inside on the outside, Apple has plenty of work and opportunities ahead. For all of the tools the company has shipped, and for all of the tools required to develop them, Apple has never really opened up with regards to its process. As the so-called Second Coming of Steve Jobs (who has an official biography coming out next year) begins to wind down, it will be fascinating to look at how the company reconsiders and then formalizes its inner values, processes, and toolkits.

Security Toolkits

Earlier this week, Howard Schmidt (Cyber-Security Coordinator of the Obama Administration) launched the U.S. International Strategy for Cyberspace. Only days before, Howard Stringer (CEO, President, Chairman of Sony Corporation) announced his own cyber-security strategy of sorts.

Unfortunately, while Schmidt’s strategy was presented as pre-emptive, Stringer’s came in reaction to a real-world cyber-security disaster. As you might be aware if you watch the news or if Turismo and XIII make regular appearances in your vocabulary, Sony pulled the plug on their Playstation Network nearly a month ago following what could be the largest theft of personally identifiable information in history. While the Network was brought back online last week, and no credit card fraud has been confirmed, the fur has probably only started to fly. Lawsuits claiming damages in the billions are emerging from individual Network users as well as organized groups, and government reaction to the leak (and the systems put in place to deal with it) has been decidedly less than sunny.

The disaster Sony has on its hands reminds us that security systems and lockboxes are actively designed in competition with those who would break into them, and that in this digital age the need to innovate in the creation of new security toolkits is more pressing than ever. While the activists behind the group Anonymous (famous for its Operation Payback pseudo-political attacks on Visa, PayPal, and Sarah Palin) have denied responsibility for the attacks on Sony’s servers, it’s difficult to gauge the value of their statement when it comes from a globally distributed and largely decentralized organization. Thieves and hooligans alike are innovating with their tools, culturally and technologically, but what innovations on the horizon promise a more secure future for our personal digital information?

When awkward about introducing online anarchist groups, trust Know Your Meme.

The European Union and Google both announced last year that they were considering employing crowdsourcing tactics in their war on electronic crime… but both also seem to want to use the world’s part-time cyber-sleuths to point out bugs potentially relevant to sensitive user data systems, rather than actual B&E or theft.

The U.S. Office of Naval Research is rolling out a transmedia simulation experience this month that crowdsources solutions to Somali pirate hijacking scenarios, but they don’t appear to be moving in the direction of addressing e-crime directly, either. Mozilla and the open-source root of Google’s Chrome, Chromium, also engage in vigilante justice-style approaches to software security. Presumably a whole new ecology of web interfaces and experiences would be required in order to mobilize an online citizen justice force more directly in the war on electronic crime.

You can always count on xkcd to take the edge off of new tech.

Many in the online security game over the years have pointed to the potential significance of quantum computing technology to the realms of information security. Existing Advanced Encryption Standard keys of 128 or 256 bits have proven secure enough to stand up to most of today’s hackerly abuse, but the 56 bit DES keys that they replaced as recently as the late 1990′s can now be broken in just hours.

The impacts of quantum computing on the online security game are twofold – the technology could make it significantly easier to quickly identify whether or not a message or packet of information has been compromised, but quantum computing’s advanced pattern-seeking computational capacity could also be put to use cracking today’s AES encryption keys in the blink of an eye. Even the McEliece cryptosystem, an algorithm designed for post-quantum cryptography, has trouble standing up to a brute force attack under certain circumstances.

BitCoin in use around the world. Clearly not popular at all.

The emergence of new and increasingly pervasive products and services built upon our personal digital information is a fascinating phenomenon to watch. While Sony’s information leak has been front-and-centre in the news of late, more and more attention is being paid to disruptive innovations like BitCoin, the distributed currency system created over two years ago by the mysterious Satoshi Nakamoto.

By going entirely digital with the currency itself, BitCoin enables completely anonymous and yet also decentralized transaction records and economic controls. While the system makes use of innovative applications of public key cryptography, its security and viability in the long term remains uncertain. What seems most interesting about BitCoin is its flexibility over time – given that the system is entirely digital already, what could be referred to as economic policy changes could be rolled out in a manner unfamiliar to fans of Lizzie the Deuce and Mack King. (Unfortunately, Canadian bills don’t slang-ify as well as their American counterparts)

Sony has room inside the PS3 design for one of these, right?

With currency looking like a candidate social technology for digitization, what could be next. LinkedIn’s potentially $4,000,000,000 IPO in progress, it’s hard to imagine that the other big social networks will be far behind. While swelling valuations and growth strategies are surely front-of-mind for these emerging business titans, I wonder how the information theft scandal that has plagued Sony this past month is forcing them to reconsider security strategies.

How many of these companies are allocating significant resources towards the creation of the new toolkits required to secure their information service ecosystems? What families of solutions will they employ? How many will follow in Sony’s footsteps and realize the dangers (real and reputational) of failing to innovate in terms of information security?

Trevor Haldenby is an interactive producer and photographer living in Toronto. He has attended Wilfrid Laurier University, Rhode Island School of Design, CFC Media Lab, and is presently completing a Master’s of Design in Strategic Foresight & Innovation at OCAD University.

Reading Between the Lines

From early alphabetic scrawls on papyrus and tree bark 5,000 years ago, to Retina Displays and multimedia interactivity; the book has certainly had an interesting history.

Last summer, Amazon reached a memorable tipping point for their online store, selling 143 Kindle-compatible ebooks for every 100 hardcover titles they shipped. People have been predicting this massive shift from analog to digital reading for at least forty years, but that’s not to say that there haven’t been fumbles (however innovative) along the way. The basic morphology of the Kindle draws significant inspiration from Alan Kay’s DoD-funded 1968 Dynabook concept; and even Kay says we haven’t arrived at a desirable enough design yet, from a software perspective. There are plenty of interesting pieces tracing the evolution of the Dynabook (in concept and technology) into the iAge; including a PhD thesis on technocultural transformations by John Maxwell, and a piece on Tom’s Hardware by Wolfgang Gruener.

At the end of the day, with OLPC’s, iPads, and Kindles taking over the world; it’s easy to see the PMP or eReader device itself as the tool enabling new directions and visions for reading. But if you furrow that brow of yours and peer between the lines, you’ll quickly find whole other systems at work. Support software and digital pre-press platforms are playing a huge part in shaping the future of books, and many of these technological toolkits are being written on-the-fly.

Let’s start this examination of the tools supporting innovation in reading by looking at the shiniest of resulting products.

Al Gore’s Our Choice from Push Pop Press on Vimeo.

Last week saw the launch of a digital adaptation of Al Gore’s most recent climate change opus, Our Choice. While the book was first put to print in 2009, this new iOS adaptation represents an overhaul of many aspects of its form and content, while preserving much of the original text intact. Not surprisingly, for a showcase of such quality and bravado, the AppBook (Bapp? Aook? We could really use a snappy neologism, here) was designed by Push Pop Press, a new company comprised of expats from Cupertino. Mike Matas, who has had the distinct pleasure of living the hired-by-Apple-at-age-19 dream, got his feet wet as an interface designer for Delicious Monster. His collaborator, Kimon Tsinteris, was responsible for interface elements within the iPhone’s Maps app. Their penchants for design and slick multimedia integration are well represented in Our Choice; whether you’re blowing into an iPad’s microphone to learn about how wind power provides base load while charging batteries (the folks at Smule must be thrilled to see the beginnings of a gust-interface API taking hold), or zooming your finger around the continental US in some of the coolest interactive infographics I’ve ever seen.

Insert obligatory joke about Gore's books blowing.... HERE.

Tim Flannery, ecologist and author, also has a new ebook out. Here on Earth offers many of the same forms of content interaction as Our Choice; in a slightly less futuristically minimal presentation, at twice the price. David Eagleman, neuroscientist wunderkind, has converted three of his most recent books into iOS-ready titles featuring video read-along segments and interactive visual elements. If you’re less interested in Why The Net Matters (a great however brief read, one of the issues that the full-length fully-interactive Our Choice tackles) and more into post-modern noir, check out Nick Cave’s The Death of Bunny Munro; the ebook seamlessly integrates the original text into a well-played audiobook version voiced by Mr. Bad Seed himself.

A Kickstarter project to bring Matthew Modine’s Full Metal Jacket Diary to interactive platforms is also looking very exciting – I just wish someone at Taschen would tackle an adaptation of the recently reprinted Stanley Kubrick’s Napoleon: The Greatest Movie Never Made.

While these products all share innovations and interfaces in common, each also offers a slightly different approach to the format; an evolutionary offshoot, if you will. Many of the design patterns introduced by paperbacks and mass-produced hardcovers are still intact and recognizable, but new patterns and modes of interaction are being introduced all the time. What’s notable about how this is taking place, I think, is how these new patterns and means of production are being introduced by independent ebook developers and big-business tool smiths alike.

Demo of navigation from Enhanced Editions on Vimeo.

While the works I introduced above have all been produced by small creative teams, most of those teams are actually in the business of toolkit creation, rather than one-off content adaptation. Push Pop Press, for all of its apparently exclusive affiliation with Al Gore, is dedicated to producing a platform for authors and publishers, not interactive experiences about climate change. Enhanced Editions, the company that produced one of Eagleman’s books (the delightful SUM: Forty Tales from the Afterlife) as well as Nick Cave’s, is also in the business of rolling out a platform for streamlining the adaptation of books into interactive experiences. With Barack Obama, David Suzuki, and Stephen King in their roster of clients; it’s safe to say they’re off to a good start. Arcade Sunshine Media and PopLeaf, designers of Eagleman’s Net and Flannery’s Earth, have structured their businesses similarly. There isn’t much transparency around their process, but these firms seem to represent the thriving cottage industry of independent tool designing storytellers quite effectively.

But that’s only one segment of the ebook economy… and debatably, it’s the sunnier territory. Adobe Systems, overlords of the digital content production landscape, has got its eyes on the ebook and digital magazine space as well, and the scale of their intended operation combined with the industry status of their tools has resulted in a view on their process with a slightly higher pixel-per-inch count.

They make it look so easy!

With the release of Creative Suite 5.5 this week, Adobe has made a significant move into the digital content adaptation space. Building on what the company brought to market in the Creative Suite 5 version of InDesign, these new software applications are designed to unify the market around common platforms and compatibility matrices, while opening up some opportunities for experimentation to those who might be a bit nervous hiring ex-Apple interface engineers to re-imagine the future. Unfortunately, if you’re in the business of taking that interactive adaptation and selling it as a magazine, the book’s cosmopolitan cousin who doesn’t visit the farmhouse anymore, you’re in for a bit of a world of hurt. Elliot Jay Stocks, a designer from Bristol, recently broke down all of the costs involved in getting a digital magazine on to the virtual racks of Apple’s stores using Adobe’s infrastructure, and it’s not pretty – creators and publishers, regardless of their size, are looking at a minimum $10,000 payment to Adobe just to get the wheels in motion. Once you actually start selling subscriptions, Adobe has decided on rate of about $0.30 per issue sold and electronically delivered; as if Apple’s allegedly out-of-this-world 30% take wasn’t high enough already. If you work on Wired magazine, don’t worry… Adobe is picking up the tab for May 2011′s issue.

So... we're going to stick with that "Build Once / Deploy Everywhere" mantra?

But does all this spell the end of the ebook as we know it? WikiBooks is pushing out almost 2,400 open-content textbooks as of this morning; and while they do skimp on the engaging interactivity front, they’re available as DRM-free PDF’s. Blurb, one of the web’s largest houses of self-publication, released an app this week that provides users with tools to assemble their own photo and storybooks on the go. And while it may seem that slick and zoomy-pinchy app books are clearly the way forward into the future, a quick comparative scan of ebook formats on Wikipedia indicates a healthy and resilient diversity.

Perhaps in spite of all the power-plays taking place in the context of tools for enabling new ebook formats and experiences, it’s important to take a step back and remind ourselves to concentrate on the stories themselves. What scroll or hand-crafted book from the annals of history would you most like to see on an iDevice this year?* What kinds of stories do these new formats and production processes enable?

Trevor Haldenby is an interactive producer and photographer living in Toronto. He has attended Wilfrid Laurier University, Rhode Island School of Design, CFC Media Lab, and is presently completing a Master’s of Design in Strategic Foresight & Innovation at OCAD University.

* I welcome the “conspiracy theorist!” catcalls, and am eagerly envisioning a full-on cross-contextual interactive adaptation of the Voynich Manuscript, a famed 15th century ciphertext (or nude gardening guide) that has stumped codebreakers for more than 600 years.

Show Me The Money

In my recent posts, I’ve investigated a diversity of situations where the design, development, and execution of new ideas has required the creation of new toolkits. But there’s one tool I haven’t devoted much attention to, and in many cases it’s ultimately the one that matters: MONEY.

Whether the new idea you’re interested in realizing is robotic lunar exploration, an iPad case that doubles as a retro television, or an art project that takes over the city of Toronto from a bird’s-eye view; new systems for securing funding are emerging that go against the current of traditional models while bringing people together socially in familiar ways.

It wouldn't be an X PRIZE without the giant novelty cheque, and Burt Rutan's awesome sideburns.

Let’s start at the scale of very, very big projects. Inspired by the 1919 prize offered by hotelier Raymond Orteig to pilots daring to fly non-stop from New York to Paris, the first X PRIZE was announced in 1996. The $10,000,000 prize value was an increase over Orteig’s $25,000 purse in order to accomodate inflation and modern entrepeneurial standards, and the context shifted from the transatlantic to the sub-orbital; but in essence the system works in the same way. The X PRIZE Foundation’s mission is to stimulate “radical breakthroughs for the benefit of humanity“, and in the sixteen years since its inception, the Foundation has overseen the launch of six specific prize funds. Rewards for increased automobile fuel efficiency, genomic sequencing speed, and breakthroughs in oil spill cleanup have all been specifically articulated as X PRIZES that will be rewarded over the next few years.

Dr. Peter Diamandis discusses the origins of the X PRIZE.

But while the X PRIZE Foundation is dedicated to the benefit of humanity, it’s never shied away from emphasizing the advantage of competition over simple hand-outs of cash after a lengthy application process. In fact, whether you look at the 1919 Orteig prize (won eight years later by Charles Lindbergh) or the X PRIZE for sub-orbital spaceflight, competitive teams tend to spend 10-15 times as much money competing for the prize as there is in the pot handed over the victor. More than $100,000,000 was spent by the teams workshopping new technology to win the Ansari X PRIZE; something that surely pleases Dr. Peter Diamandis, the Foundation’s entrepreneurial founder and chairman. How much more money would have been spent by governments and other funding agencies in order to spur on the construction of SpaceShipOne? How much longer might it have taken the teams involved to reach their goal in a less explicitly competitive context? How likely is it that Virgin Galactic would be on its way towards a 2012 launch for the commercial spaceflight industry?

The Awesome Foundation's monthly prize.

On a much smaller scale, there is a new entrant to the idea-funding game operating right here in Toronto. The Awesome Foundation for the Arts and Sciences (originating in Boston, circa 2009) is dedicated not to the creation of stellar mining industries or biotechnological wonders, but to crowdsourcing… well, Awesomeness. The Toronto chapter launched this January, and announced its first winner on February 25th at the Drake Hotel. The process the Foundation has set in place is pretty straightforward. Every month, 10 enterprising Torontonians get together and review submissions of wacky art interventions, civically minded installations, and other projects of significant relevance to those of us with esoteric interests. These Awesome Trustees (including my friends Geoffrey MacDougall and Martin Ryan) then vote for a project they’re particularly fond of, pool together the cash they’ve contributed as monthly dues, staple it up in a paper bag, and hand it over to whichever creator wins the vote. $1,000, no strings attached, for a project relevant to the people of Toronto… think of the Awesome Foundation’s strategy as funding the smaller and more manageable “x’s” of the world, rather than the X PRIZE Foundation’s paradigm shifting challenges (and rampant capitalization).

Stephanie Avery receiving her $1,000 from an Awesome Trustee. Photo courtesy of Gerrit de Jonge.

The first project to receive Awesome Foundation funding in Toronto was a game called Connect-the-T-Dots, played via aerial photographs of a number of strategically placed painted circles across Parkdale’s roofs, and designed by Stephanie Avery. The second winner, announced last month, was Ken Butland of the Tourette Syndrome Foundation of Canada – his project is an online destination where people within the Tourette community can share the details of their tics with others. It’s a project idea that Ken has had trouble funding traditionally… exactly the kind of work that the Awesome Foundation is dedicated to enabling. April’s prize should be announced any day now, so stay tuned to the Foundation’s site, or submit your own idea for May!

From the very big to the relatively small, these are two examples of organizations imagining and implementing new funding structures and specific constraints in order to encourage innovation and creativity. But there’s a third entity that I think is worth mentioning here, and its runaway success can largely be attributed to its flexibility and openness.

No matter how hard Amazon and Kickstarter try, they can't keep the Canadians at bay!

Kickstarter is an online experiment with the threshold pledge approach to project funding. There are few limitations on the kinds of eligible projects, and everything from a statue of RoboCop for Detroit to a wristband case for the iPod nano has succeeded through Kickstarter funding. Project creators start by setting a goal for their project, as well as a timeline. If they raise the money they’ve asked for by the time the sand runs out, they walk away with 95% of the cash and all of their intellectual property intact. If they’re even a dollar short of their goal, none of the funds held in escrow are released – it’s an interesting way to encourage creators to maintain realistic expectations, and to necessitate meaningful engagement with hordes of pseudo-strangers throwing a dollar or twenty towards their projects.

While Kickstarter is one of many sites funding creative projects through micropatronage (a term popularized by Jason Kottke, but ironically coined by an anonymous contributor), and undoubtedly one of the most successful, one of its innovations has unfortunately left Canadians out in the cold in terms of presenting and selling their own projects. Kickstarter holds donor funds in escrow using Amazon’s Flexible Payment Service (often acronymized, perhaps just to confuse gamers), and the service is incompatible with addresses outside of the United States. We Canucks can always use IndieGoGo, but it remains to be seen whether the success of crowdfunded projects is determined by the number of eyeballs they get from site regulars, or slick social media campaigns.

Donate quietly, or there will be trouble.

Focusing on the very big, the very small, and the flexibly in-between; new tools for funding new kinds of creative endeavours seem to be erupting all around us. Some rely on the capital stores of large corporations, some on the kindness of strangers, and others still on the critical insights of small groups of trustees. While all three of these models embrace new structures to encourage fascinating new ideas, it’s interesting to note how each one has also drawn inspiration from historical precedent. Lindbergh’s transatlantic flight might not have taken place for another decade without the Orteig Prize, and patrons like the trustees of the Awesome Foundation have been around as long as incentives for them to give back to their communities. Even Mozart relied on sales of subscriptions to produce his symphonies, an approach that eventually evolved into the Street Performer Protocol and its various offshoots.

At the end of the day, I wonder what sorts of tools we might utilize to stimulate innovation in the field of funding systems themselves. Would it make sense to abstract the X PRIZE model, and concoct a reward for the funding agency that can produce the most consistently lucrative or societally beneficial projects? If you feel you’ve figured out a good way to articulate this particular challenge, you should consider submitting it to the X PRIZE Foundation.

In the meantime, perhaps we’d make the best use of our time and resources convincing American friends to start Kickstarter projects dedicated to lobbying Amazon to roll out an international version of its payment service…

Trevor Haldenby is an interactive producer and photographer living in Toronto. He has attended Wilfrid Laurier University, Rhode Island School of Design, CFC Media Lab, and is presently completing a Master’s of Design in Strategic Foresight & Innovation at OCAD University.

Political Partytime

While last week’s leaders debates stirred the pot on a number of issues relevant to Canadians, one of the most prominent topics was the state of affairs in terms of democracy in this country. Messieurs Layton, Harper, Ignatieff, and Duceppe certainly made a point of interrogating each others parties in the context of state secrecy, democratic values, and proportional voting systems; as they should. But what’s unfortunate is that given the event’s unique situation as a public four-way brawl (complete with conciliatory handshakes), there’s little time for “h-t-t-p, colon, slash, slash, w-w…” shout-outs or personal references to the hugely diverse audiences at home across the country.

Last autumn, Dave Meslin of the Toronto Public Space Committee and the municipal voter reform organization Better Ballots, gave a talk at TEDx Toronto on the Antidote to Apathy around political engagement:

Dave’s talk is about the barriers (mostly designed) to political engagement that we have to overcome (psychologically and organizationally) in order to build a better future. It also got me thinking about specific technological tools that may ultimately be required to realize a new vision of how we engage politically.

A screenshot from PoliTwitter – Jack Layton would be an awesome weatherman.

Most people that I talk to about the upcoming federal and provincial elections have a few key policy points up their sleeves, possibly just to keep the fire of the conversation kindled. I admit that I don’t possess much more than a cosmetic understanding of many of the issues up for discussion, I’m loosely familiar with the Green Party’s foresight-driven policy approach, and I’m not a member of Tory Nation. But with the diversity of social media tools and information practices currently on the horizon, everything around candidate and policy presentation is seemingly up for reinvention. PoliTwitter, a site collecting the social media artifacts generated by parties across the spectrum, is an indicator of things to come. The Conservative Party’s smear-site against Michael Ignatieff is another groan-inducing signal from a future where transmedia celebrity politics are as pervasive in Canada as in the United States.

The CBC's Wordle-facilitated Debate Word Cloud

Data visualization techniques are making whole new sets of information around policy accessible to citizenry; and with the semantic web lurking around the corner, we’re sure to see more and more meta-information feeding into the public discussion around policy development. Think about how interesting it is that a primary form of engagement with policy in this year’s federal election is a series of tag clouds produced by the CBC and SkepticNorth. The Canadian government’s nascent commitment to Open Data is sure to open up more exciting opportunities down the road. DataLibre has a great roundup of open data tools relevant to the upcoming election.

At least they didn't call it an Android...

If anything represents the peak of integration between social media and politics it’s the creation of a virtual avatar representing policy… and running as an independent, of course. That’s right, a clever campaign by OpenMedia.ca has resulted in the candidacy of the Internet. OpenMedia.ca is making an interesting move with their characterization of an issue, taking a deep dive into a realm previously only associated with online entertainment. It’s safe to say that engaging audiences has got to be in the net neutrality reformist’s handbook, when the Minister of Industry is a quick draw with policy on Twitter.

When it comes to engaging citizens with policy and platform, new and often seemingly novel socio-technical trends are enabling massive change… or at least the possibility for it. Unfortunately, when it comes to orchestrating massive change on election day itself, things move more slowly.

The clip-art in this Elections Canada doc. doesn't exactly leave me thinking "Innovation!"

Electronic ballot technology has been used at the municipal level in Canada since the 1990′s, but it still isn’t deployed at a provincial or federal level in spite of recent dialogue. Early last year; Elections Canada helped organize the Canada-Europe Transatlantic Dialogue to discuss Internet voting, and what Canada could learn from European countries. While it seems that the will is there to move electronic voting into the spotlight in Canada, it’s at least a few years off.

Non-governmental organizations are also making use of social media to try and sway the vote you’ll scratch out on paper in a few weeks. Project Democracy, an organization dedicated to working against the Conservative Party by assisting strategic voting, has popped up all over Facebook asking me to Amp My Vote. Last year’s DIY Citizenship Conference (amusingly sponsored by the Centre for the Study of the United States, at the University of Toronto) engaged citizens on many issues surrounding technology, democracy, and the role of the citizen. They’ve posted a load of great videos and write-ups on their website.

Cedric Sam's visualization of party donation sources.

One of the most interesting things about our political systems is that they operate cyclically. As a result, no matter what part of the process you step in at, you’ve got an opportunity to get involved. Voting influences policy creation, which influences opportunities to engage with representatives, which influence the vote next round. Systems that operate based on defined cycles are well suited to change through designed (or voted) interventions.

Whether you’re voting on May 2nd, learning about party policies and platforms through a new lens, or engaging your MP on Twitter, realizing a new vision for our country need not be a bureaucratic nightmare.

Trevor Haldenby is an interactive producer and photographer living in Toronto. He has attended Wilfrid Laurier University, Rhode Island School of Design, CFC Media Lab, and is presently completing a Master’s of Design in Strategic Foresight & Innovation at OCAD University.

Frontline Documentary

On January 12th 2010, violent earthquakes ripped through the earth’s crust 13 kilometres beneath southern Haiti. Hundreds of thousands of people lost their lives, and millions more were displaced from their homes. Massive collapses took place across health care, transportation, and communications infrastructure systems. Within hours, this world ripped apart was descended upon by a sea of visitors from across the globe. Supplies and rescue personnel from the Dominican Republic arrived in Haiti alongside their equivalents from Iceland, China, Qatar, and Canada. One of the groups that arrived in Port-au-Prince on January 15th was made up of members of the Red Cross Field Assessment and Coordination Team (FACT).

The members of the Red Cross FACT Team had come to Haiti to manage and oversee logistics around the international disaster recovery. But they also brought with them a team of photographers and filmmakers, as well as a web content producer. The first group was intended to produce a three-part documentary for TVO on the challenges FACT faced in stabilizing the situation, and the second unit was dedicated to capturing additional individual and social stories for a set of interactive segments.

The documentary team attached to the FACT was capturing the chaos and upturned humanity of Haiti in the weeks following the earthquake for a project called Inside Disaster: Haiti – a densely populated and excellently designed multimedia information resource on the Haiti earthquake, and ongoing recovery efforts. Inside Disaster provides clean and understandable data on the history of humanitarian aid; media assets presenting objective views of the disaster; and interactive mini-documentaries exploring the experiences of survivors, journalists, and NGO workers.

This week, I had the opportunity to sit down with Inside Disaster’s Web Field Producer, Nicolas Jolliet. We discussed his involvement in the project, and his understanding of the relationship between innovation and the evolving media landscape.

Presently, Nico is spending his spare hours pioneering the integration of numerous robotic and sensing technologies into a tool he has (in collaboration with whole communities of independent filmmakers) been dreaming of for years. After relocating to a nearby park, he demonstrated his newest creation to me: a helicopter-mounted DSLR camera rig capable of lifting several kilograms of equipment to altitudes of thousands of feet. While the rotors spin too noisily to let him track the birds migrating through Toronto this time of year, his helicopter (I suppose it’s technically a hexicopter) will be an invaluable tool for documentary production. The tool provides high quality HD footage (check out a tropical demo video on YouTube) along GPS-routed paths, at a meaningfully human scale that has previously been difficult to negotiate in the field – higher than a dolly or third-story window, and lower than a helicopter. It’s easy to find more adaptations of technological tools for the frontlines of filmmaking in a blog post Nico published for Inside Disaster, before the earthquake in Haiti even determined the project’s setting.

I shot this video of Nico testing out his hexicopter in a Toronto park.

Many new documentary filmmaking technologies, from super-light camera rigs to DIY cranes and follow-focus units, have emerged out of lead-user communities. Eric von Hippel coined that term in 1986 in reference to groups of hobbyists doing a better job designing products than product designers. Some of the earliest innovations in 35mm adapters for HD camcorders came out of indie filmmaker messageboards and fora. Companies like Redrock and Zacuto quickly realized that a product category had emerged, and that they could make quite a bit of money selling premium versions of what the cutting-edge filmmakers had identified as offering a significant competitive advantage. The DSLR revolution in independent filmmaking is presently closing the loop – offering the look-and-feel of 35mm cinema at a relatively low price, with minimal hassle (depending on your preference for P mode over M). Nico built a mind-blowing customized collapsible crane and dolly system for a documentary he shot in the Amazon a few years ago, but apparently you can already buy one that’s lighter (if not on your wallet) from one of the big DSLR rig manufacturers. There’s a great interactive slideshow on the Inside Disaster site that explores some technology specifically adapted for disaster recovery, as well.

One of the most interesting things I learned about Inside Disaster from Nico was how the crew challenged themselves to compress documentary workflows into live journalistic timelines. To produce content for the Inside Disaster website and social media channels, Nico was working 24-hour shifts of concept development, travel, filming, editing, writing, compression, blogging, and transmission. While documentaries used to be associated with months or years of incubation prior to release, new expectations in an age of always-on media have condensed the equipment and responsibilities of entire film crews down into the hands (and backpacks) of a single operator. Nico claims that backgrounds in languages, musical performance and production, photography, writing, and filmmaking helped land him the job as Field Producer.

In a recent piece for Point of View magazine, Katie McKenna, the producer of Inside Disaster, noted that the project launched in two phases – one entirely dedicated to logistics and pre-positioning within social media networks, and another dedicated to storytelling from teams in Haiti with a long tail made up of resequenced content for branching online interactive experiences. But while open-sourcing the marketing and distribution is one way to embrace emerging toolkits in documentary production, open-sourcing the production and storytelling is something altogether different.

In the world of ethnographic research, everything exists within a cultural context. In isolated or marginalized communities, just getting a realistic research understanding of the landscape in which cultural values are situated can be a difficult task. Photovoice, a participatory research method pioneered in the late 1990’s by Caroline Wang and Mary Anne Burris, operates through the provision of cameras to these communities in hopes that the process of taking and analyzing pictures will stimulate the community to engage in critical dialogue around the opportunities and challenges it faces. In a way, photovoice represents an evolution of the documentary form in the direction of open-source ideation and production. Inside Disaster hails from a different lineage, but broke new ground in other ways relative to the social commons. All of the photos and footage that Nico transmitted each night from Haiti are available under Creative Commons licenses from Flickr and YouTube. While there is plenty of context from frontline journalism and documentary cinema surrounding the Inside Disaster content, open-source status is itself a significant challenge to the patterns and structures of mainstream media.

Discussing these topics in Nico’s Toronto studio, it was difficult not to let my mind wander to the feedback loops linking new innovations and the tools that support them. Guitars and mixing equipment undulate across one of Nico’s walls, and a fully realized robotics bay juts from the other. While inspecting his newest hexicopter prototype (comprised of firmware, structural elements, and sensors tweaked from upon the shoulders of thousands of collaborating un-experts online), I asked Nico how he would feel about me outing him as a closet engineer. He laughed, and told me that it’s not really about engineering, it’s about using new tools to reach new levels of quality in production values and accessibility. “It’s about creating a Steven Spielberg film from your backpack.”

This year, Inside Disaster provided the world with unmatched views of a human and natural disaster. In order to meld the traditions and techniques of journalism and storytelling with the realities of an always-on media landscape, Nicholas Jolliet and the production team of Inside Disaster brought new innovations not only to their vision for documentary storytelling, but also to the tools required to realize it.

Trevor Haldenby is a producer and photographer living in Toronto. He has attended Wilfrid Laurier University, Rhode Island School of Design, CFC Media Lab, and is presently completing a Master’s of Design in Strategic Foresight & Innovation at OCAD University.

Windows Home & International Edition

"Neighbourhood Watch" by Sean Yelland, courtesy of Ingram Gallery

Out My Window won the 2011 Interactive Emmy for Digital Non-Fiction, the inaugural IDFA DocLab Award for Digital Storytelling, and is available along with other HIGHRISE projects on the NFB’s site: http://highrise.nfb.ca/

For the past year I’ve had the opportunity to collaborate with the National Film Board of Canada on the marketing of a project called Out My Window. Directed by Filmmaker in Residence Katerina Cizek, the project is one of the first to launch under the umbrella of the HIGHRISE program at the NFB; a multiyear and multimedia exploration into vertical living in the global suburbs. Out My Window is comprised of several 360º virtual environments representing highrise apartments in 13 cities around the world, and explores how people living in similar architectural structures around the world have customized their space in response to physical, psychological, social, and political factors.

Led by veteran production and coordination teams at the NFB, and brought to life through the creative input of dozens of artists and technicians around the world, Out My Window is a flagship production for the Film Board (an institution internationally renowned for its documentary content) and for Canada. The project advocates Canadian values around storytelling, equity, and diversity while meaningfully engaging with global audiences.

What drew me to the project was how it represented an attempt, sometimes explicit and sometimes emergent, to experiment using multiple systems at the foundation of documentary cinema, all at once: production technique, distribution strategy, and audience engagement. During the creation of Out My Window, all of these “tools” that support documentary projects were rounded up and brought in for analysis, and in many cases, reinvention.


The central interface of Out My Window seems elegantly simple: 360º panoramas of apartments in highrise towers all over the world, within which viewers can interact with objects, people, or views of the cities outside. Most of the people who I’ve shown the piece to over the last several months have remarked at how simple to understand and engaging the panoramic interface is. Asking those same people to explain how they might actually go about filming that 360º panoramic action shot tends to result in a bit of head-scratching.

The wizardry behind Out My Window’s innovative interface came out of a collaboration with the Dutch 360º camera company yellowBird (they also happen to have the best domain name ever: http://www.yellowbirdsdonthavewingsbuttheyflytomakeyouexperiencea3dreality.com). While Stanley Kubrick utilized an f/0.7 lens (allegedly machined for use in U2 spy-planes) to film his epic Barry Lyndon using natural light; and James Cameron developed the Pace/Cameron Fusion Camera System to bring the virtual world of Pandora to life in Avatar; it’s unusual for a group of filmmakers to reinvent the technology with which they capture their scene for a one-off project. But experiments in technology is a part of what Highrise is all about. Some of the content at the heart of Out My Window has already been adapted into a physical installation called StorySpace (in collaboration with the CFC Media Lab, of all institutions… I swear that I’m not part of any recursive linking conspiracy). The living panoramic visuals are probably the aspect of the project that most directly illustrates how its execution was dependent on innovative uses of new tools.

But for all of its benefits, access to new production technology certainly isn’t something to be assumed or taken for granted. Aside from the NFB’s working relationship with yellowBird, creative collaboration with freelance photographers from 13 cities was central to the production of Out My Window. Musicians that appear on the project’s soundtrack were also as much participants in the film’s creation as subjects for its cameras and microphones. I came to the project as a fan of digital storytelling interested in thinking about big issues, and I was welcomed aboard the team to help define strategies for engaging audiences new kinds of media experiences.

In the human research field, there has been an effort in play for decades to recast subjects as participants – it’s at the core of the evolution of modern research ethics. But to see the same shift occurring in documentary production – of subjects and audiences into active co-creators – is exciting. Last week, Kat Cizek posted to the Highrise blog about the interplay between technology and citizen journalism in the Los Angeles Riots of 1992.

A flurry of online activity emerged last month when Paleofuture posted part of a 1987 OMNI Magazine interview about the future of cinema with Roger Ebert. Most of the ruckus was due to the accuracy that seemed to be attached to some of Mr. Ebert’s forecasts about then-emerging revolutions in entertainment. One of his forecasts is particularly interesting, I think because it’s the one we most easily forget to remember as a huge leap – the sheer diversity of cinematic content we have access to, through the Internet (or even Netflix, Canadian content agreements be-damned). What Ebert was most excited about in terms of the digital cinema revolution ahead was how films would no longer only open in a handful of cities around the world. They would open everywhere, in homes and on the go, to roars of applause from Non-Angelinos everywhere. Out My Window is a decidedly international story, and it’s (appropriately) available, online and free-of-charge, to audiences equally scattered across the globe.

Of all the systematic “tools” that act as the foundations of documentary, the one presently under the most intense reinvention is actually the audience. Global audiences are great, but globally connected creative audiences are even better. Out My Window: PARTICIPATE, a side project to the original documentary, invites people from all over the world to contribute views and stories from out their windows to the experience; widening the net of contributors to the project, and ultimately resulting in a completely different viewer experience. Photos and stories submitted to the Flickr Participate pool are fed into an interface on the NFB’s site allowing visitors to interact with a tapestry of views on the world by window-framed image, keyword text, or landscape colour.

While Out My Window is highly innovative in terms of its experience and packaged form, its release also highlighted one of the key benefits of an adaptive online documentary: the option to respond to relevant “Black Swan Events” (an idea developed by Nassim Nicholas Taleb to reference high-impact events that are extremely difficult to predict with much accuracy) on the global stage. Participate has had a number of submissions inviting online viewers into the surging unrest in Alexandria earlier this year, as well as the resulting celebrations in Tahrir Square.

If you haven’t experienced Out My Window yet, I recommend you dim the lights, come to terms with your fear of heights, and get ready for a moving and deeply innovative interactive experience.

Thanks to Ingram Gallery for letting me show off some of Sean Yelland’s work (on display right now in a great show at 45 Avenue Road). Special thanks to Katerina Cizek, Gerry Flahive, and Sarah Arruda for entertaining my questions about cinema and/or the breadth of social media these past several months!

Trevor Haldenby is a producer and photographer living in Toronto. He has attended Wilfrid Laurier University, Rhode Island School of Design, CFC Media Lab, and is presently completing a Master’s of Design in Strategic Foresight & Innovation at OCAD University.

Retro Activity

It seems like wherever I go these days, I wind up looking at the past. Half of the photos my friends share on Facebook and Twitter are run through a gamut of filters to look like they were shot in 1969 (that’s even the name of one of Hipstamatic’s workflows), and now the same thing is happening with video thanks to apps like 8mm Vintage Camera.

While a major trend of late in digital content creation tools has been the retro styling of interfaces and artifacts, the last several years of PC and console gaming could be seen as a pilgrimage in the opposite direction. Solid Snake, Nico Bellic, and Nathan Drake all furrow their blemished brows and glower at us menacingly in 1080p… at least Master Chief had the decency to put on a helmet.

But not all games operate within this paradigm of photorealism – there are families of titles evolving on the plains outside of the Uncanny Valley, and groups of developers more interested in experimenting with gameplay than participating in the arms race of shader technology.

A great example of this trend towards retro visuals is the Swedish indie juggernaut known as Minecraft. The premise of the game is simple – wake up in a wilderness, prance about exploring for most of the day, find a way to build shelter before nightfall, avoid becoming dogfood for a menagerie of roving monsters – but the really interesting stuff at work in Minecraft is in the context of sandbox gameplay and open collaboration. You can work with friends online to architect elaborate in-game underground fortresses, treehouses, or even working arithmetic logic units; but everything you build has to be crafted from natural substances mined from the world around you and represented by blocks about one foot by one foot in size. While the world of Minecraft is vast, it’s also quite graphically granular. The experience looks and feels more like the result of some macabre mash-up of panspermia and Tetris than other sandbox games like Garry’s Mod, Little Big Planet, or Second Life. The easiest way to describe Minecraft’s gameplay to newcomers is as a digital version of Lego… a version where each block must be carefully smelted from elusive minerals at the core of the earth.

Trevor Haldenby's Minecraft Kingdom

My Minecraft Kingdom... not so meta-meta.

What could have compelled the game’s creator Markus “Notch” Persson to employ such a distinctly retro style in the creation of such an innovative game? And what features of the game are responsible for the sale of more than 1.8 million units in the last year?

Performance
Minecraft is built and sold as a Java application. As many have discovered, it runs in a corporate web browser approximately as well as it will on a dedicated gaming rig. 1999‘s Quake III finally moved into the browser as “Quake Live” last year after heavy modifications, but Minecraft was there from the start by drawing in the thousands of blocks making up each world dynamically and by not using particularly elaborate textures. You can customize your in-game character on the minecraft.net site using a 32×32 pixel image… about a third the size of what made for a decent LiveJournal icon ten years ago.

Familiarity
It seems like it’s often assumed that hyper-real graphics will feel good because they’re similar to how we perceive the world with the HD cameras embedded in our faces. The purveyors of gigabyte-packing graphics cards surely presume that visual accuracy is what’s behind the verisimilitude of a good gaming experience. But what about those of us who grew up under the supervision of the Super Mario Brothers and a 12” TV, or their ancestors from the Old Country of Atari? I think it stands to reason that 8-bit graphics and simplistic animations make the average 20 or 30-something gamer feel more at home than anisotropic filters.

Mechanics in Focus
When you’re playing a photorealistic 3D title you’re probably going to invest less effort into considerations of underlying gameplay mechanics than you might if you were enjoying a basement romp in a refrigerator box. Games defined by shiny pretty things certainly have a time and place, but when you’re playing a title that deliberately immerses you in a lo-fi look-and-feel, you’re more likely to be pleasantly surprised by the ingenuity or complexity of the mechanics at work.

Kenfagerdotcom's Minecraft Kingdom

Kenfagerdotcom's Minecraft Kingdom... meta-meta to the power of meta.

Minecraft isn’t alone in utilizing retro graphics to get audiences engaged, before challenging them with innovative gameplay concepts. Jason Rohrer and Daniel Benmergui are both developer-artistes putting out engaging and genre-busting titles with beautiful 8-bit looks.

Screenshot from Jason Rohrer's PASSAGE

Screenshot from Jason Rohrer's PASSAGE

If you’re hungry for a particularly well-executed experiment in innovation through nostalgia, there’s a brand new Toronto-bred iPad title you’ve got to check out: Superbrothers: Sword & Sworcery EP, a collaboration between Capybara Games, the Superbrothers squad of visual artists, and Jim Guthrie. If you spent any time with Sierra’s King’s Quest in 1990 (itself a visual retooling of the Adventure Game Interpreter 1984 original, rebooted once more last year), you’ll feel eerily at home here. But after only a few minutes of play it becomes clear that Sw&Sw is about experimenting with social gaming features that the retro aesthetic might have prevented you from anticipating. For instance, all of the game’s dialogue takes place in the form of 140-or-fewer letter exchanges – enabling players to tweet conversations as they progress, from within the game’s HUD. It’s quite a clever little innovation, allowing players to share their progress through a game that doesn’t quite align with the High Scores ‘n Headshots model of friendly competition familiar to many console gamers. Even the title of the game is displayed on my iPad’s home screen as a hashtag.

Superbrothers Sword & Sworcery EP Screenshot

Screenshot from Superbrothers: Sword & Sworcery EP

Could Capybara have gotten away with encouraging Sw&Sw players to tweet their progress in a photorealistic first-person shooter version of the game? Possibly. Could they have maintained as much of the delightfully corny Your Highness-esque dialogue with such an approach? Perhaps. But could they have made audiences from 15 to 35 feel immediately comfortable with the title while embracing its innovative idiosyncrasies? I’m skeptical.

For a particular group of gamers born in the final decades of the 20th century, 8-bit is the definitive visual vernacular – the lingua franca spoken by fans of racing, RPG, and shoot-em-up titles alike. Perhaps these audiences simply take comfort in the styles associated with a particular era of game development (just as classic rock inevitably trumps auto-tune in the minds of members of my parents’ generation), or perhaps there are valuable lessons to be learned here about how innovation can emerge from the juxtaposition of new ideas with the obviously ancient.

Trevor Haldenby is a producer and photographer living in Toronto. He has attended Wilfrid Laurier University, Rhode Island School of Design, CFC Media Lab, and is presently completing a Master’s of Design in Strategic Foresight & Innovation at OCAD University.

Musea and Media

If you live in Toronto, you might be familiar with the renovations that have taken place over the last several years at the Royal Ontario Museum. A $270,000,000 budget resulted in an expansion opening up a total of nearly 388,000 square feet of redesigned exhibition space. If you’ve visited the Art Gallery of Ontario since they attempted a similar renovation, you might have learned that it cost them nearly the same amount of money to build a hall out of Douglas Fir as it cost the ROM to build one of awkward glass crystals. Inside both institutions LCD screens dot the halls, and in the AGO’s elevators, video installations by Vera Frenkel break up (or help hold) the silence between visitors to the espresso bar.

But in the shadow of these enormous structural renovations, dramatic changes to the interactive experiences on offer have been few and far between.

Museums are places that inspire a sense of grandeur in the context of human, and natural, history. But modern museums and art galleries are also institutions racing to keep pace with ever-accelerating advances in the uptake of digital technologies. The museum is a unique cultural artifact that acts as our interface with the deep past, with timeframes rarely considered in our day-to-day lives. But in relation to the ancient systems with which they interface, museums are actually rather young. The first museums in Europe began materializing only 500 years ago. The first public museum, the Louvre, opened a good 280 years after that. The “Golden Age” that museums have named in their honour, like the Mesozoic of the dinosaurs, is bordered by the late 1800’s and the First World War.

But the huge advances that have come in the last 50 years of digital technology, scientific practice, and design have created a strange situation for museums. As leading-edge innovation and research shifted to universities over the course of the 20th century, museums went from being centres of scientific research to institutions facing real existential dilemmata. If emerging technologies and scientific advances offered better insight into the past, museums would have to innovate and refresh exhibitions at a faster rate. And if audiences came to expect technology they’d experienced elsewhere within the museum’s walls, they would have to leap into a sprint in completely new fields of interpretation.

Museums have a number of unique relationships to digital media, some resulting from the their unique situation as a tool for interfacing with deep time; physically, informationally, and procedurally.

  • Museums have digital media artworks or artifacts in their collections.
  • Museums are among the institutions that will oversee the curation of the emergence of digital media.
  • Museums make broad use of digital media in the design of exhibitions and interpretive displays.

Some of the most interesting exhibitions or tools in museums and galleries today take a look at how these three unique ties can be brought together, or strummed in harmony. The traditional toolkits of museum operators, designers, and audiences are evolving.

The Google Art Project, launched earlier this year, allows web surfers to head inside 17 famous museums and galleries around the world using Street View technology. Over 1,000 high-resolution (some of them excruciatingly high resolution) artworks can be accessed through the service, and they are all accessible through either a catalogue or from a virtual wall of the museum in which they reside. The influence services like this will have on the museum industry in the medium term is difficult to forecast. Will a technology company wind up becoming a dominant museum designer, in an interesting flip of the curation of media history by cultural institutions? Will curators and technicians begin preparing works solely for online exhibition? Will artists respond to this shift in curatorial process by creating more and more gigapixel artifacts that live on an external hard drive rather than in the rafters of the few remaining Queen West lofts?

Within the stacked halls of MoMA in New York City, another interesting approach to revising the interactive experience of the museum has just been unveiled.

Microsoft Digital Art is a system designed to emulate the experience of painting on canvas, using a variety of different media. “Digital Art” (an interesting name to decide upon, given the recent trademark spats between MSFT and AAPL over generic terms like “App” and “Windows”) introduces to the high-end museum space an unusual and sometimes uncomfortable element: user-generated content. When I designed Painting The Myth: The Mystery of Tom Thomson with a group of collaborators at the CFC Media Lab in 2004, our efforts were concentrated on creating a new opportunity for museum and gallery audiences to engage with works in an institution’s collection. Painting The Myth told the story of a famous Canadian painter’s mysterious death, while enabling users young and old to paint through one of his works, as he would have painted it nearly one hundred years ago.

Microsoft Digital Art, by enabling visitors to paint their own digital masterpieces, affords museums the opportunity to acquire, curate, and utilize digital media in a single device.

With the three units MoMA has been loaned through the end of August, they could encourage the creation of tens of thousands of original artistic works. It is not clear from Microsoft’s mammoth Terms of Use whether or not painters retain ownership of their works, or if the cycle between creation and institutional acquisition in the art world is compressing similarly to the time between paradigm-shifting technological advancements.

Microsoft Digital Art’s presence at MoMA seems indicative of the museum’s commitment to curating the history and evolution of digital media. Talk To Me, an exhibition opening at MoMA this July, will focus on the nature of the dialogue between human beings and the objects we’ve created. The exhibition’s site is a mildly confusing and hyper-categorized list of projects and ideas, but here and there you can get some real insight into the ideas behind the show. The curators see Talk To Me as an exhibition about the relationship between form, function, and meaning. Dead languages of innovation and metrics of techno-cultural impact will be on display in the museum alongside early daguerrotypes (some with an eerie meta-meta feel to them). MoMA isn’t necessarily trying to create another Massive Change with Talk To Me, but the exhibition has potential.

But in displaying Microsoft Digital Art, MoMA is also making a few interesting statements about the role of large institutions in rolling out digital interfaces to their collections. I think it’s telling that the museum is using Digital Art to enable user-generated content creation rather than a more engaging experience with the works in its collection. This says to me that while they think digital toys are fun, and by all means at home in the Material Lab, they’re not necessarily going to replace the LCD screens and more traditional interpretive displays scattered around the rest of the museum. Although less trendy, those traditional displays are hot media; and although it employs cutting-edge technology and big brand power, the Microsoft Digital Art system is cool… that’s McLuhan cool, not auto-tune cool. Hot media are best used for dealing explicitly with the artifacts in the collection, whether in the form of a digital audio player with tour information or a plaque. Cool media are best rolled out as creative interventions, engaging experiences ultimately divorced from the collection of the institution itself. The Virtual Museum of Canada put out a call a few weeks ago for proposals dealing with augmented reality, geo-location, and various museum collections across the country… so perhaps there is still hope for exciting innovation in digital interpretation closer to home.

In a recent piece on Rhizome, Michelle Kasprzak kicked off a great conversation on cultural institutions in an age of intangible culture. Through an examination of recent attempts at creating virtual museums, Kasprzak interrogates the nature of the museum, and how recent online incarnations such as Adobe’s Museum of Digital Media have used the word itself as a signifier for the culturally authentic. Is this what happens when we start keeping all of our deep-time lenses in a single basket, so to speak? What are the consequences of concentrating our thinking about history and artifacts into one word – museum – which can then be tossed about and attached to cultural institutions of all sorts?

Standards are emerging around what makes a 21st century museum “good” – but it’s unlikely we’ll arrive at a monocultural agreement any time soon. The very activities that used to be tended to exclusively by museums and galleries (or by the very wealthy with a fondness for the esoteric or macabre) – historical and natural artifact collection, preservation, interpretation, contextualization – are rapidly being taken up by the masses. Wikipedia is a museum of sorts, but of ideas as much as physical artifacts. Flickr may not be the best gallery in the world, but it certainly has one of the largest collections. As Michelle Kasprzak noted in her article, the US Library of Congress welcomed billions of tweets into its digital archive last year… and they had the good sense to announce the decision via Twitter.

In my previous post, I advocated the idea that designing something new often requires a new toolkit. It’s been very interesting for me to consider museums in this context… as institutions responsible for preserving our relationship with deep time in an engaging, accessible and decidedly modern manner. Ever-accelerating evolutions in technology as well as the changing expectations of diverse audiences must make the decision-making process in any modern museum even more complicated.

Trevor Haldenby is a producer and photographer living in Toronto. He has attended Wilfrid Laurier University, Rhode Island School of Design, CFC Media Lab, and is presently completing a Master’s of Design in Strategic Foresight & Innovation at OCAD University.

FEATURED ALUMNUS: ANITA DORON

anita

ANITA DORON,
INTERACTIVE FEATURE FILM PROGRAM ALUMNUS, CFC MEDIA LAB

Anita’s Doron’s productions are within the realm of groundbreaking. She has been described as a surrealist filmmaker and documentarian, and has had her hand in many impressive transmedia productions and has justifiably been recognized by many prestigious institutes and festivals around the world.

Anita was born in Transcarpathia of the former Soviet Union. Her first feature film was an environmental protest piece, which raised the ire of the Soviet bureaucracy. An impressive feat for a 12 year old.

By her early-twenties, Anita wrote and directed short films “Not a Fish Story” (2002) and “Elliot Smelliot” (2004) premiering them at the Toronto International Film Festival in 2003 and 2004 respectively. As well, “Not a Fish Story” received a Banff Rookie Award nomination for the Short Drama category in 2003.

In 2005, Anita wrote and directed her first feature, “The End of Silence” starring Sarah Harmer. Since its premiere at the Whistler Film Festival 2005, the film has screened at NXNE 2006 and The Kingston Canadian Film Festival 2006, and won several awards including “Best in Show” at Toronto’s Female Eye Film Festival 2006, and “Best Feature” at the Canadian Filmmakers Festival 2006. It has also received International awards including “Best Foreign Film” at the Tahoe/Reno Film Festival 2006, “Spirit of Moondance Award” at Hollywood’s Moondance Film Festival 2006, as well, it was the sole recipient of finishing funds for narrative films from LA-based Women In Film Org. “The End of Silence” was also shortlisted by the Venice International Film Festival as one of the Top 5 Canadian feature films of 2005 as well as the Sundance Film Festival 2006. It was broadcast on TMN and distributed by Mongrel Media as part of the prestigious Festival Collection.

Also in 2006, Anita signed with “235 Films” as a music video director, handling artists such as Sarah Harmer, The Miniatures, Willie Venant, Prairie Oyster, Theresa Sokyrka and Octoberman. Anita was co-cinematographer as well as director in Theresa Sokyrka’s music video “Sandy Eyes”, which debuted on MuchMusic’s Top Ten Countdown in 2007.

In 2008, with the CFC Media Lab and the National Film Board of Canada, Anita wrote and directed “Late Fragment”, North America’s first interactive feature film and the official selection of SXSW and the Toronto International Film Festival in 2008. “Late Fragment” went on to also screen at Motovun Film Festival, San Jose’s Zero 1, and Cannes’ Future of Cinema. It was released by Mongrel Media in 2008 and was also featured in Wired Magazine in December of that year.

Also in 2008, Anita received development funding from Telefilm Canada for her feature film adaptation of the novel by Richard Van Camp entitled “The Lesser Blessed”, produced by Christina Piovesan, First Generation Films, and Telefilm Canada.

In 2009, Anita created “Roma Dreams”, a transmedia project selected for Banff Centre’s Interactive Project Lab. “Roma Dreams” is a television series in development with Serendipity Point Films/Entertainment One. Also in 2009, Anita directed short documentaries for Canadian artists Damian Abraham and Sebastian Graingerof, as part of CitySonic, which world premiered at the Toronto International Film Festival and exhibited at Nuit Blanche.

As if that’s not enough, Anita is currently in post production for feature film, “Louise Del Mar” a magic realism comedy set in Mexico as well as “Europa, East”, a minimalist political drama set in Budapest, Hungary. “Europa, East” had its world premiere at the 2010 International Film Festival Rotterdam to three sold out screenings.

And she’s not slowing down. Anita is currently in production for an interactive musical feature film, produced by Ana Serrano and the CFC Media Lab. The prototype for this project participated in the Banff New Media Institute’s “Interactive Screen” showcase.

Anita is compelled to revolutionize audience experience by producing beautifully rendered transmedia stories and narratives. She is wise beyond her years, has a genuine excitement for learning, and is a proud recipient of a 2010 TED Fellowship.

Visit Anita’s Website here.