The Accomplice

Hijacked data in CAD

Some of my entries are going to seem like they just don’t belong here. I realize that. I post entries on applied art, virtual reality, and rapid prototyping technology, and a fair number of you probably don’t see how I connect those things; especially if you’re only looking at a particular type of entry (e.g. “meatspace”).

I like to think of it as a kind of spiderweb-in-progress. I see these strands between disciplines, the increasingly dense interactions we all have on almost every level both real and abstract, and read things that seem to confirm I’m not entirely off-base. One such thing I’ve read is Seth Godin’s (Idea Virus) blog entry for today. From his entry:

That’s what marketers do. We have the “placebo affect.” (* The knack for creating placebos.) Of course, we need to persuade ourselves that it’s morally and ethically and financially okay to participate in something as unmeasurable as the placebo effect. The effect is controversial and it goes largely unspoken. Very rarely do we come to meetings and say, “well, here’s our cool new PBX for Fortune 1000 companies. It’s exactly the same as the last model, except the phones are designed by frog design so they’re cooler and more approachable and people are more likely to invest a few minutes in learning how to use them, so customer satisfaction will go up and we’ll sell more, even though it’s precisely the same technology we were selling yesterday.”

His comment brings to mind an interview with architect Peter Eisenman (you know, the guy who did that Berlin museum thing the press was talking about not long ago). I’m referring to this part (punctuation corrected):

Archinect: I just mean making it pretty as opposed to ugly.
Eisenman: I don’t know if I would say it’s “pretty”.
Archinect: I liked it, and I don’t mean “pretty” as an insult.
Eisenman: OK. Let’s say, making it something that people take notice of, that causes them to say, I like it or I don’t like it.
Archinect: That improves the built environment.
Eisenman: Yes. OK.

Any trip over to the Core77 design forums will likely yield some ongoing flame war over terms like “pretty” and “styling” and “design” that’s not too dissimilar to the above exchange. Designers are very conscious of this “placebo affect“. We are – to use his term – accomplices.

But now allow me to connect this back to a recent entry I made called “Selling the Experience“:

Friend: Can you imagine that? Someone paid like a $100 for this sword-thing and it’s not even real! It’s nothing. Make believe. It only exists in the game.
Me: You need to think about it differently.
Friend: But it doesn’t make any sense. They’re buying nothing!
Me: What do you buy when you get tickets to a baseball game? Or a concert?

The metaverse is – to borrow Mr. Godin’s term – a “storyteller’s” world (and that’s not just for Marketing, but for anyone… especially Content Creators). I’ve certainly pushed that side of it because of disconnects like my friendly exchange above. Average consumers (the one Mr. Godin is saying Marketing lies to) have been so effectively “placebo-ized”, they can’t tell what they’re buying anymore! To me, consumer behavior is more like an addiction, and too many of them are working and spending in something akin to a kind of lab-rat-on-speed experiment gone awry. Heaven forbid we should tell them what I’m going to say next.

The metaverse is not just an ethereal “storyteller’s” world. It’s a world comprised of data. Just look at the reasons Marketing people are salivating over it. The tracking data is orders of magnitude better than trying to count eyeballs watching a television screen. And in a 3D interface (which is what those videogames really are), that data goes well beyond just “hits” or “click-throughs”- it’s comprised of “vectors” and “3D positional data”. And here’s the important part: that data can be converted into more than just marketing statistics. It can be converted into real product; something you can hold… in the flesh. The Story made Real.

The image above is a screen capture from Pro/ENGINEER CAD, perhaps the most widely used product development 3D application for design and manufacturing. That object is a piece of a virtual game object “captured” from id’s Quake 3 videogame (the barrel of a Rocket Launcher). It was not created in my CAD application. It was not ripped from the game files. I “hijacked” the data streaming to my monitor using a freely available tool. And now, if I desired, I could manipulate the data and create a real product.

Imagine now that I’m in the Long Tail, with a home fabrication unit and an eBay store. Things start to get really interesting, don’t they?

Seth Godin talks about having an accomplice. I wonder if he realizes just how far that extends. I also hope that in this brave new world, the word “partner” becomes more appropriate than “accomplice”.

Dangerous Handbag

Flytrap Handbag

I should preface this entry with two comments:

1) the RepRap project about which I’ve previously posted is part of the Centre for Biomimetic and Natural Technology. Consequently, I’ve been reading increasing traffic on the subject of biomimicry.

2) I’ve always been fascinated by carnivorous plants (pitcher plants, sundews, and of course the Venus fly-trap) and as an industrial design student I even had a toy concept based on these things.

That said, via MoCo Loco I’ve come across a fun site. Eenamaria is a start-up handbag boutique specializing in biomimetically-influenced handbags. Very cool. Now just wait until they become functional… purse snatchers beware.

The Wizard’s Toys

Screenshot from Wizard of Funk

To be honest, I don’t pay as much attention to Sony’s Eyetoy as I probably should. Not that new interfaces aren’t interesting. They certainly are. It’s just that I’ve been waiting for that Power Glove-VR Goggle style 3D interface the title character from the movie Johnny Mnemonic whips out to retrieve data from a hotel fax machine(!) in Beijing. Guess I’ve been blinded, so to speak. Anyway, although it’s not a major product hit afaik (edit – at over 5 million sold according to reports, I guess it’s doing pretty good), it does seem like the Eyetoy is carving a nice niche for itself. Case in point is this entry over on Gamesblog:

Despite the proliferation of rap, guns and cars there were a few examples of gaming innovation tucked away in the darker corners of the E3 show-floor. One of these was Wizard of Funk, the world’s first, get this, EyeToy RPG.

Maybe I need to go back and listen to Eyetoy creator Richard Mark’s 2004 talk at Accelerating Change. The SLFuture Salon has a blog entry with links, so if you want to catch it, here’s that entry.

Did P&G Rewrite History Here?

In the late 90’s I was working at a well-known and very well-respected company. It was the kind of company that attracted impressive individuals from other, well-known and well-respected companies. One such person came from Procter & Gamble to take over as the (lone) VP of Marketing.

The first thing this newcomer did was schedule every member of every product development team for training; every project manager, every marketer, every project engineer, every industrial designer spent two solid days learning this new development tool. What kind of training you ask? Well, the kind of training that supposedly appeared at P&G a couple years later in 2000, as suggested in the Newsweek article, “Going Home With the Customers” (Link). From the article:

Claudia Kotchka, a 27-year P&G veteran, as the company’s first vice president for design innovation and strategy. And one of Kotchka’s first acts was to embed top designers in brand teams to help rethink not just the superficials – graphics, packaging, product design – but, more importantly, how consumers experience products.

Kotchka now teams with such outside design firms as Palo Alto, Calif.-based IDEO. Their m.o.? Don’t interview consumers – go home with them. Observe, for example, how they use diapers.

(Note for later reference that Tide is listed as an example of a product lacking innovation.)

I’m not saying Kotchka didn’t spearhead this. For all I know she was working with or for the person my former employer hired and moved up the ladder in her place; or, more likely, was her superior and was the reason for the defection. But from what I recall, we were being trained (in 1998) to do what P&G was supposedly already doing!

Further, we were told it was this consumer observation practice that led to P&G’s Tide detergent bottles being modified in order to prevent liquid from running down the sides of the bottle after consumers used the provided measuring cap (discovered, my “encounter” training class was informed, when a team member noticed a consumer had “permanently” placed a towel down near the clothes washer so she could set a drippy bottle somewhere and not make a mess).

We called it “Home Encounters” or something like that, and it was both great training and a wonderful development tool. But if what they’re reporting on wasn’t in successful use at P&G before 2000, I’d really like to know what they’re doing.

XBox 360 Design Process

When people there were asked what company might have made the console, they guessed Sony or Apple. That thrilled Microsoft executives.

*sigh*

Doesn’t Microsoft already make products? Don’t those have a design language and strategy behind them? What happened?

Read the full spiel here. Via Blue’s News.