Tout sur la géolocalisation et les médias géolocalisés, Nicolas Nova

Couv-Media-Geo
Les médias géolocalisés, le livre de référence sur la géolocalisation, les GPS et leurs enjeux

256 pages

Juin 2009

ISBN-13: 978-2916571201

Collection : Innovation

23,90 euros TTC

 

Dans toutes les conversations distantes, la question « t’es où ? » est devenue aussi importante que la raison de l’appel. Mais très vite, d’autres questions sont apparues : « où suis je exactement ? Qu’est ce qu’il y a à proximité ? Qui ? »
La localisation est devenue un enjeu majeur, à la fois technologique, économique, et même social et politique, au travers de ce qui s’appelle désormais les médias géolocalisés. Mais ceux-ci provoquent des attentes démesurées quant aux changements qu’ils peuvent réellement entraîner…

Et les acteurs de ce secteur nous promettent des nouveaux usages supposés améliorer notre quotidien de façon spectaculaire : en cas d’accident, les secours pourront immédiatement localiser un blessé ; le promeneur ou un automobiliste égaré retrouveront leur chemin ; un SMS indiquera la présence d’un ami dans le quartier où l’on passe sa soirée ; nous serons guidés vers les places de parking disponibles à proximité de notre prochain rendez-vous ; au cours d’une randonnée la nature se transformera en encyclopédie vivante et chaque ruine, chaque vestige, seront identifiés, leur histoire sera racontée via notre mobile qui nous permettra aussi visualiser en direct les déplacements de nos enfants et les escapades de nos animaux domestiques…
Depuis les années 2000, nous avons ainsi vu se succéder des annonces de services nous promettant de révolutionner notre rapport aux autres et à l’espace. Mais ces nouveaux usages sont le plus souvent retardés ou très limités par des problèmes tant techniques que sociaux.
Au-delà des discours formatés, l’auteur – reconnu internationalement pour ses recherches sur les usages de la technologie – répond sans détour, de façon claire, complète et abordable à toutes les questions et les problématiques que soulèvent les médias géolocalisés.
Il identifie, révèle et permet de comprendre les implications que ces technologies auront véritablement dans notre quotidien, en expliquant comment et pour qui. Il propose des pistes concrètes et réalistes pour des usages encore inexplorés.

Nicolas Nova est chercheur, consultant et prospectiviste pour Lift Lab, et mène des recherches sur l’ergonomie et les usages des technologies. Après une formation en sciences cognitives et en interaction homme-machine, il a réalisé une thèse à l’EPFL (École polytechnique fédérale de Lausanne) sur le thème des médias et services géolocalisés. Nicolas Nova est également responsable éditorial de Lift, conférence internationale sur l’innovation et les changements technologiques

 


"a Pop-Up Sensor Nail Salon" - Thu, 17 Jul 2014

"The Future of Wearable Services: A Proposal for a Pop-Up Sensor Nail Salon" is an intriguing design studio project conducted by Kristina Ortega at Art Center College of Design in Pasadena, in the Media Design Practices program. It addresses the adoption of wearables, which shouldn't rely on a "one size fits all" approach as "context and specificity matter". Such starting point led the team to focus on nail art and how to embed sensors into layers of a gel manicure.

Useless Wearables (Photo: Kristina Ortega)

Useless Wearables (Photo: Kristina Ortega)

The website described the process they adopted:

For the first part of the lab we designed wearables with the idea that they would be "useless". This was our first version of our nail service, which we called "ritual nail". We experimented with form, 3D printing cats with LEDs embedded in them and embedding a nano pixel into the nail. [...] After our first round of making we decided to take a research trip to a nail art salon. While we were there we were fascinated by the process and negotiation that took place between the technician and the client. We really discovered the place of the service in the process. What would technicians look like in a electronically embedded salon service? The process of making prototypes, some with "sensor extensions" others made extremely brittle from the z corp 3D plaster printer. [...] We tested out five sensored options during a workshop/ user test [...] After user testing our early prototypes we decided that our project wasn't so much about the electronics embedded into nails, but more about the new services that will grow out of the need for wearables that can be specific and customizable. The new question is: who are the technicians in a new electronic fully customizable salon? We stopped looking for a solution and started looking for scenarios.

popup1

Why do I blog this? The topic (wearables) and the way it's addressed via nail art is interesting. I take the project as a relevant counterpart to lots of boring-and-utilitarian products or prototypes. Plus, the design process (with the useless-to-useful move) is curious, and somehow typical as an assignment.

 

 

queue norm - Sat, 12 Jul 2014
queue-mtl1 queue-mtl2

A fascinating line observed in Montreal, QC.

Why do I blog this? Simply because it highlights a cultural use of space that is different than other places.

"why we made this" - Wed, 09 Jul 2014
lululemon

Why do I blog this? I'm not necessarily a big brand advocate, nor a fan of Lulu Lemon. However, I'm fascinated by the way their products come with such USP-oriented "why we made this" tags. Obviously, the answers are sometimes so-so (#1 and #3 overlap here) but I would certainly find fascinating to see ANY product around us with similar labelling. It's perhaps an intriguing assignment to ask workshop participants.

Resurgence of early software? - Fri, 27 Jun 2014

Currently reading “Software Takes Command” by Lev Manovich, i’m fascinated by the part where he explains the lack of interest about the history of cultural computing by our cultural institutions and computer industry itself. He explains that a possible reason for this lies in the absence of profits from the old software by current companies, unlike, say, Hollywood which "continues to receive profits from old movies as it reissues them in new formats (VHS, DVD, HD, Blu-ray disks, etc)”. The most intriguing part corresponds to this affirmation that I find super intriguing:

"given that consumer culture systematically exploits adults’ nostalgia for the cultural experiences of their teenage and youth years, it is actually surprising that early software versions were not seen as a market opportunity.”

I guess that’s quite common in the video game industry, see for instance the release of yet-another-version of Eric Chahi’s Another World, but what about other types of software ? What would that entail ? Which software would you pick?

Why do I blog this? Thats looks like a good design fiction angle, and alternatively, a curious assignments for marketing students: how would you sell the resurgence of Quark X Press and Mac Paint ?

Paper-based video games - Tue, 10 Jun 2014

"my son has limited screen time so he plays @PlantsvsZombies on paper" says Boian Tzonev in an insightful tweet.

At some point, I'll have to investigate this. A phenomenon that always fascinates me: how players use paper as a (brick-and-mortar?) substitute to video games when devices are not available, or as a complement (for taking notes, drawings maps, etc.).

Another example of paper video game found on boing boing

Another example of paper video game found on boing boing

Why do I blog this? This is definitely fascinating. Not just because you see kids' fantasies and ways to change mediums. It's intriguing because it reveals how a game mechanic, or a graphic pattern, circulates and mutates to create a curious experience. I've seen once kids playing together on paper and I enjoyed observing how they "filled the gap", how the absence of the mighty computer was turned into creative engine.

Plus, I find this interesting because it obviously leads to curious game design propositions, and bc it makes me think of how to take this into consideration in video game design itself: how would you enable the other persons around a player to use paper to improve the game? Can one create a game in which the person holding the controller needs a friend to use a hand-drawn map to help her?

Besides, no one here thought of booklets with video game grids, Zelda open world maps in B&W versions, Super Mario Sunshine levels... with weird paper game mechanics so that players can "interact" with them? I'm pretty sure this exist. The Star Wars starfighter battle book series is a good start but still...

Update: another curious example found here, it looks like UX prototyping.

Update: another curious example found here, it looks like UX prototyping.

Les Médias Géolocalisés

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