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evolutionary design ecology

Archive for maps

Connecting the Dots…Out of Order.

The Institute for the Future’s (IFTF) 2010 Map of the Decade is part of their annual Ten-Year Forecast which uses foresight and scenario planning to help organizations navigate change. Entitled “The Future is a High-Resolution Game”, the research materials demonstrate the re-emergence of games as a systematic process for positive change.

Map of the Future
IFTF uses a variety of strategies to help groups understand and interpret macro-level trends across several functional areas including carbon, water, power, cities, and identity. The long term goal is to use these sensemaking activities to meet diverse economic, technological, social, political, and ecological challenges. For organizations it is often the case that the interpretation and implementation can be difficult to connect. As foresight and sensemaking tactics become better honed to organizations of different sizes, structures, and cultures, so will the tools that help dedicated individuals in organizations recognize emerging landscapes AND translate those insights into priorities.

One key in making these translations is the ability to connect macro level processes to micro level behaviors – and everything in between. IFTF took a different tactic towards games as a tool for their 2010 map of the decade, and I think it helps move us in that direction of positive change.

IFTF has been at the forefront of what some call gamification – the systematic use of game mechanics for the development of positive psychology, practice, action, and cooperative dynamics. As IFTF’s Director of Game Development describes, games are put together with a goal, rules, a feedback system and voluntary participation. So it’s pretty easy to see how game mechanics can connect with operational challenges such as problem solving, productivity, and personal growth within organizations.

Critics argue that in most organizations and real-world situations things are pretty fuzzy, conflicted, and confusing. Agreeing on goals, rules, feedback systems, and participation can be difficult obstacles to begin with. But I think that is why games are tools that help us move in positive directions. We don’t often want to spend too much of our time arguing over goals; we’d rather just get on with it, play/work hard, and feel good about what we accomplish.

Th polling organization Gallup conducts surveys among employees every year across thousands of organizations worldwide asking hundreds of questions. THREE of those questions where employees responded positively turn out to be the largest human factors for organizations that are successful.

  1. I have a commitment to quality.
  2. I know what my job and/or role is, and
  3. I trust my leadership.

Organizations are set up to accomplish a wide array of highly-complex tasks. No one person can keep track of everything. So in order to get things done, people have to simplify their overall cognitive load. They have to eliminate many conflicts and sources of confusion to deal with what they know and how it relates to new challenges. Game mechanics (goals, rules, feedback, participation) can be vectors for the above three factors, and more importantly they systematize them within organizational processes – something good human resource departments struggle to do everyday.

Think about it. I trust my leadership so I don’t always need to reevaluate the goals. Check. I know what my role is so the rules are clear. Check. I have a commitment to quality which means that I show up to participate and when I get feedback I self-correct to improve what I’m doing. Check.

I think the differences there have a lot to do with focus – of setting priorities and knowing what to spend one’s time on – especially when things go awry. We often get distracted, but even when we don’t human, social, and technological systems are always out of sync. Sometimes they connect and we may even experience periods of intense connectivity, creativity, and productivity. Albert-Laszlo Barabasi calls these bursts. So I suppose one of the benefits of the scenario platform IFTF uses is its ability to concentrate social interactions to achieve these bursts. We always need some latent time to process, connect, and search further. Maybe that’s why IFTF does the Map just once a year :)

One element of IFTF’s Map of the Decade is “The Happiness Kit”. It’s a platform for helping people ruminate on the kinds of transitions that could lead to more happiness in the world. There are a few standard tools of the foresight practice included like writing headlines from the future to identifying events that might shape or be shaped by the trends. There are also points where participants can identify new services, communities, and practices.

In science and technology sociologist Bruno Latour’s book Reassembling the Social, he looks specifically at groups, actions, objects, and facts as sources of uncertainty in the emergence of new technologies or innovation paradigms. These highly social elements tend to reveal themselves when controversies emerge. They help shape our future when, for example, a nuclear plant melts down and new groups, objects or facts insert themselves into society. Most recently at the Fukushima nuclear plant, it was formerly an established fact that the leaked radiation was 10% of Chernobyl disaster. Now as a society we are learning much more about nuclear radiation leakage models and their diversity when it is revealed that two different groups used two different models. The fact has been revised to 20%. We also know much more now about the safety mechanisms at nuclear facilities, especially the roles of strange monsters like emergency generators, vents, and containment vessels. Groups we never really paid attention to, methods of establishing facts, and objects with strange names all the sudden appear as important factors for how we think about the future. Kits like the IFTF Happiness Kit help us by working through some of them before they emerge from other events.

The kit also works to identify the actors involved in these transitions – as well as the distribution of those that are happy and those that are not. Understanding the distribution and abundance of elements in a system is important when we consider that rare things may become more prevalent and ubiquitous things sometimes disappear. William Gibson is famously quoted, “The future is already here — it’s just not very evenly distributed.” As we consider technological diffusion, development, and knowledge-networking, one of the questions we have to ask is how the future can be more evenly distributed. I’m not sure I know the answer, but I think that getting more explicit about the social-technological-ecological networks that individuals live in can help. This graph of system elements in a rural farmer’s immediate grasp might be one step towards understanding, for example, the diffusion of organic farming methods and how they interlink with new sources of income and time for alternative activities.

Overall the thing I like the best about the map of the decade is its ability to use foresight methods while leaving open space for individual interpretations. Some scenario techniques can lead to overarching narratives which create sources of bias. In IFTF’s platform, it appears that participants are encouraged to apply the trends to their immediate organizations and processes (although I cannot be sure since I’m reading the product and not the use-context). My sense is that it’s more of a constructionist approach than the methods used by Royal Dutch Shell or the Global Business Network (for a critique see: Wright 2004; pdf) which define opposing axes and use those for story generation. The way IFTF does it is to throw out a variety of results, new ideas, patterns, and processes – allowing users to pick and choose where to apply them. It’s a more humble approach (if I may say so) that stems from the simple proposition that we can’t really predict what is going to happen and neither can we take everything into account. The point is attenuate our mental models towards things that we think will matter – so that when they become relevant – we notice them.

Still I think there are opportunities to bring greater resolution and hence greater relevance to the process. While the Map of the Future helps deal with actors and events, I think it gets less explicit in areas that matter a lot. More important than who or what is why. The goals that actors have lays out different sets of procedures for attaining those goals. So it’s important to demonstrate how goals and the ways that actors achieve those goals converge on other elements. For example, resources and boundaries are areas that can undergo rapid restructuring or remain relatively stable over time. Helping people make explicit predictions about the direction and magnitude of these changes is helpful for understand the complex dynamics of interacting systems.

Similarly, rules, conflicts, and the outcomes of conflicts are specific pivot points for change. What helps us navigate change well is being able to understand the implications on all side of those transformations. Whiles rules, conflicts, and outcomes are somewhat embedded in the IFTF process, how can we support thinking about how they would change and what changes they would bring in turn to the procedures or boundaries shared by different actors?

I think these additional elements can be added to these types of foresight exercises with little additional cost. And they yield a huge benefit of allowing the results and products of foresight exercises – namely the knowledge generated – to be transferred to the engineers that develop computational simulations. Actors, Goals, Procedures, Boundaries, Rules, Resources, Conflicts and Outcomes are all the basics of putting together agent-based simulation models that allow us to look at the interactions and assumptions of our exercises and turn it into sustained practice.

After all, wouldn’t it be really cool if the Future WAS a High Resolution Game?

You can find the Institute for the Future’s Research Materials in their online library. Plus it has really good graphic design — yea!

Gene Patent Map

The Distribution of Intellectual Property Claims on the Human Genome. Source Data: Jensen and Murray (2005) Intellectual Property Landscape of the Human Genome. Science 310:239.

Click on the image for a Processing animation of patent locations.

Click here for a zoomable version

Approximately one quarter of human genes are protected by intellectual property regulations. Little information about the number and distribution of gene patents is available in a manner empowering to members of the public. Existing gene patent resources rely almost exclusively on verbal search strategies for access in contrast to visual interfaces that promote exploration and discovery. This can be traced to the relative immateriality of genes which cannot be seen and whose effects are experienced through a web of medical, environmental, and social constructors.

One solution to this problem is to create a visual map of patent claims in the human genome. By representing the location, number, functional, and patent characteristics of genes, such a map could provide immediate visual access and cues for further investigation. Maps are created through the contributions of multiple constituencies and exist as objects for discussion, reflection, and mediation. Using patent data from the human genome developed by Jensen and Murray (Science 310: (2005) p239-240), we have started this project as a series of creative sketches. CAMBIA continues to update these data in accordance with current information.

Genes involved in human health, disease, and drug discovery tend to be heavily patented. A map would provide reasonably accessible information to non-specialists and help to scaffold conversations surrounding these issues. It is helps to document regions of positive selection, where specific genes are being disproportionately valued, by social and technological actors operating on human and non-human life processes.

Envirocasting: Adapting Global Weather Information for Local Risk Assessment

It’s not often that unfunded proposals make their way into disinfecting daylight. Sometimes you try again, and sometimes you just let them waste away among the dusty electrons of your hard drive.

I don’t know which category this one falls into, but I do feel it’s worth sharing and making public. Perhaps someone will even comment with improvements. I can only hope.

In any case, this proposal was dependent on a constellation of partnerships (and funding) to make the project move forward–at least from my perspective. Sometime a little cash can help develop needed projects and spur collaboration. This was a submission to the Knight News Challenge which is supposed to announce its winners sometime in mid-June. Since I know I’m already out of the running, there isn’t really a compelling reason not to share—but please tell me if there is!!!

envirocasting logo
Anyhow, here is most of it—-minus some names to protect the innocent—–except one: this logo was created by Zack Denfeld, and we’ve used it on a variety of projects.  For more, you should visit his launchpad.

Describe your project:
Envirocasting adapts global weather information to the cultural and operational needs of local [international disaster preparedness organization] branch offices and communities, supporting their risk assessment and preparedness needs. A wealth of information exists to support disaster preparedness, but a gap exists between the design of information services and their local use-contexts, limiting widespread use and effectiveness. The benefits of these information services are clear to local decision makers, and they are anxious to put the tools and news sources into practice.

However, exposure to digital news platforms is low, and the capacity to use them in decision making contexts is minimal as a result of this disconnect between design and use.

Envirocasting takes a design anthropology approach to inform the design, distribution, and acquisition of digital weather information services to local decision makers. Design anthropology seeks to understand the role of design artifacts and processes in defining what it means to be human. Using this approach, local patterns of information consumption and culture related to futures, information design, and technological metaphors can be identified, allowing for the design of appropriate services. Design principles as well as specific, local use-applications will aid in the distribution and assessment of weather forecast efficacy. Thus, weather news for risk assessment can flow more precipitously to decision makers, allowing them to coordinate the disaster preparedness efforts more quickly and strategically.

Simulation games for local communities will support learning and the application of information services in context. This provides use-case memories of the future and practice in managing uncertainty with minimal risk.

How will your project improve the way news and information are delivered to geographic communities?

Envirocasting aims to localize climate information by making it simple, non-technical, clear, easy to use, and as meaningful as possible. Maps are relevant when their colors, numbers, icons, and scales are relevant and supported by culture and context. Information that connects with specific actions can be used confidently in planning and decision making. Specific use-cases communicated by local communities will drive the development process and will help weave the digital media fabric with aesthetics, narratives, and metaphors. Games support critical thinking and social play to help decision makers and communities explore the dynamics of news and information-based decisions for climate-related disaster preparedness.

How is your idea innovative? (new or different from what already exists)

Envirocasting innovates by translating connections between design and use. When local conditions refract the design and dissemination of information from distant or multiple sources, innovation is an inherent byproduct. Envirocasting is designed with the mind in mind, understanding cultural legacies that influence the recognition of uncertainty and metaphors. It bridges experience, play, and interactions, creating memories of the future. The project identifies appropriate implementations of open-source digital information services and defines a set of prescriptive resources for innovating across disaster risk contexts and cultural processes based on abstractions and lessons from six local communities in three countries.

What unmet need does your proposal answer?

A fact-finding mission conducted surveys, interviews, meetings and workshops over two-month periods in 2008 and 2009.

Explicit unmet needs include:

  1. An Increase in the Accessibility and User-Friendliness of Climate Information Products
  2. New Products to Fill Information Gaps for Needs–Starting with Improved Flood Forecasting Tools
  3. Training in the Use of Climate Tools and How Climate Information Could Trigger Action Such as:
    • Learning to access and interpret climate information tools.
    • Learning how to monitor seasonal forecasts in conjunction with medium and short-term forecasts.
    • Understanding how to take gradated actions.
    • Channels of communication and decision-making to receive and take action based on time-sensitive climate information.

And don’t take my word for it:

What will you have changed by the end of your project?

More-Measurable outcomes:

  • Prototypes that adapt weather information services to local use-contexts.
  • Documents that communicate design processes for cross-cultural communication.
  • Heuristics or ‘rules-of-thumb’ for the design of climate information services for risk assessment.
  • Country and local use-context reports that document specific patterns of information acquisition and behavior.
  • Relevance of climate information for local decision-makers.
  • Ability to align information with decision and action.
  • A folktaxonomy of climate information and categories for creating a cultural consensus model (CCM) to realize translations in cognition and practice among cultural contexts.
  • An index of context-specific actions and the values associated with them.

Less-measurable outcomes:

  • Perception of the design process and innovation pathways for news and information about climate-driven risks.
  • The relationship between information providers, researchers, designers, policy makers, and implementing offices providing the opportunity for continued support, training and dialogue necessary to realize the potential benefits of using climate information.
  • Channels of communication between information providers and decision makers and between decision makers and community constituents (incl. digital information services).
  • The scope of the implementing organizations to conduct cross-cultural research and information adaptation projects.

How will you measure progress and ultimately success?
The uses of weather and hazard preparedness information can be measured using surveys, interviews, meetings and workshops and compared to current estimates of use and use cases, but those data are useful differently for different people including the decision-makers, their constituents, their supporting agencies, and funders of this project. Thus, we intend to cast progress in varied terms for the different stakeholders and partners.

Some of these guiding questions include:

  • What are the iterations, changes, and improvements to existing systems?
  • What does the trajectory of individual decision-maker’s tasks or questioning look like?
  • How do other elements of the media ecology change and what stakeholders are invoked or leveraged in the process?

Success, on the other hand, is more elusive. Disasters are sporadic and may not always afford a direct link between information effectiveness and risk reduction. However, existing case studies show that these types of information, when combined with specific actions, can lead to significant reductions in both the vulnerability and negative effects of a disaster such as flooding. The key to assessment it to engage in a continual processes where we value choices and transitions in practice. The design of this project take into account the high-stakes involved in the decision-making and information uses by providing opportunities for both high stakes (post-hazard) and low stakes (simulation-games) assessment.

Do you see any risk in the development of your project?

The biggest risk at present is that the organizations listed do not have a history of working together (this is indicated by the generic names rather than their proper ones), but this is also where the opportunity exists. The leadership (particularly of the larger orgs) is wary of their participation in the project without first-hand knowledge of all partners and/or certain funding. This conversation is ongoing at the time of this application and continues to develop. If the proposal moves through to the next round, we should at that point be able to name each of the partners in more specific terms.

Supply-side risks (design-mediated)

  • Inability to generate meaning either through lack of empathy or translation of needs to designers
  • Research products are not absorbed and implemented during the design processes because they are non-normative, unclear for direct application, left uncommunicated, or other
  • Partner coalition denatures from lack of shared goals or mental models
  • Emphasis on technological development or information diversification over use-context and user needs
  • Existing insights, stakeholders, and methods are unknown or unengaged
  • Irrelevance, inability, or non-linkage of digital mediums and meaningful information services
  • Cultural heterogenetiy too great for scaling of appropriate information services
  • Ability and capacity of project managers to recognize and adapt to other sources of risk
  • Expertise of project partners is missing or unleveraged
  • Translation of local use-contexts into primary research is distorted or biased

Demand-side risks (user-mediated)

  • Low frequency acquisition of technology platforms, information services, and/or symbolic systems
  • Scripting of use and application to local decision making is unclear
  • Appropriation for local use-cases is nonexistent
  • Assembly does not fit into the local context of everyday life
  • Cannot be integrated into normal practices, culture, and concerns
  • Practice with information and platform is sparse

What is your marketing plan? How will people learn about what you are doing?

The conduits for marketing are, in many respects, already in place. The organizational structure and extent of [intl. disaster preparedness agency] branch offices will facilitate branding and distribution using existing networks of community organization, tactical planning, and response offices. Though the value of the services should be self-evident in the design and cognitive acquisition of the services, the goal is to help users to practice using and applying these information services. We also recognize that aesthetic values can elevate the recognition of value and the maintenance of that value through everyday use. Thus, arriving at these values will be a principle objective for all participants.

In order to increase domain knowledge, the outcomes can be shared among the participants, their centers, and via professional and interest networks including the design research community which actively engages with similar project goals. Because some of the project partners include university centers, schools and research organizations, the outcomes will be shared with emerging professionals including graduate students and visiting fellows.

Tactically, the marketing plan for simulation game-based training is slightly more difficult because it requires additional preparation, training, and presentation. Nonetheless, with a bit of effort, these games will reinforce the marketing strategy for the primary goal of adapting weather information using the same local community branch office network structure. We also expect to develop videos that demonstrate our process as well as the use and value of the informations service under construction. But ultimately, the best marketing will be the effectiveness of the adaptation process.

Is this a one-time experiment or do you think it will continue after the grant? If it is to be self-sustainable, what’s the plan for making that happen?

Envirocasting is the application of a process to translate meaning across cultural contexts with relevance for local concerns. We do not view it as an experimental process so much and an underutilized one. Luckily, there are many resources, case studies, and additional expertise to draw from in the process. Our goal is to assemble them and to draw the pieces together into relevant platforms and prototypes for weather information services.

The project will accomplish this goal as a one-time research project that will publicly document its methods and outcomes as guides so that they can be applied in new use-contexts and for wider information arrays. We fully expect that the different project partners will continue to apply the work and experience in varied ways after the initial project, although they may carry it out to their own ends.

Our method for fostering rhizomatic-like dissemination of the results (and thus, sustainability) is to link with additional strategic partners whose networks span varied social groups, languages, use-contexts, and concerns. Furthermore, the acquisition and integration of the research (as well as the information services it supports) can be broadly advocated from a policy perspective because successes arise from its application and benefit in specific, local communities. The overall plan for sustainability is to demonstrate that these information service platforms reduce risk by enabling decisive action before pending hazards become disasters. If this is demonstrated, sustainability will ensue, even if not in the form described in this proposal.


Anthropogenic Biomes

Where People Live
Where People Live
Anthropogenic Biomes as a Region for Research in Evolutionary Design Ecology
Many systems of classification for regions ignore the integration of human influence and ecosystem form, process, and diversity. This situation was common when I was in school and we learned about different ecological regions that were described largely by vegetation type and the weather patterns.  A definition of region that is based on many interactions between society and nature, including perspectives  on global patterns of sustained direct human interaction with ecosystems, may be appropriate for weighing studies of human health, its interactions, and driving factors. Anthropogenic biome describes a recent and perhaps better system of regional classification than have previous definitions (Ellis and Ramankutty, 2008) which have tended towards pure forms of nature or the separation of nature and society.

Anthropogenic Biomes: Definition
Anthropogenic biomes are similar to ecological biomes: they describe patterns of vegetation, climate, and ecosystem processes. However, they also take into account the anthropogenic influences of land use and population density on ecosystem processes. Ellis and Ramankutty characterize anthropogenic biomes as heterogeneous landscape mosaics, combining a variety of different land uses and land covers. Some of this heterogeneity is driven by natural landscape variation, as well as human enhancement of natural landscape (e.g. intensive agriculture) and human created landscape (e.g. construction of settlements and transportation systems).

The Regional Classification System they developed is as Follows (Ellis and Ramankutty, 2008):
Dense Settlements: Urban, Dense Settlements

Villages: Rice Villages, Irrigated Villages, Cropped and Pastoral Villages, Rainfed Villages, Rainfed Mosaic Villages

Croplands: Irrigated Cropland, Residential Rainfed Mosaic, Populated Irrigated Cropland, Populated Rainfed Cropland, Remote Cropland

Rangelands: Rangelands, Populated Rangeland, Remote Rangeland

Forested: Populated Forests, Remote Forests

Wildlands: Wild Forest, Sparse Forest, Barren

Of Earth’s 6.4 billion human inhabitants:
40% live in dense settlements biomes (82% urban population),
40% live in village biomes (38% urban),
15% live in cropland biomes (7% urban), and
5% live in rangeland biomes (5% urban)
0.6% live in forested biomes.

Asia and Oceania have the most diversity in the distribution of these regions around the world.

Global Anthropogenic Biomes

Further refinement is possible (Alessa and Chapin, 2008) by resolving distributions of social values, dietary patterns, movement patterns, resource use and between local and regional scales, inter alia.

Why Anthropogenic Biomes Matter for Public Health and Other Forms of Research
Anthropogenic biomes are a more accurate description of broad ecological patterns than are systems that exclusively describe vegetation patterns based on variations in climate and geology. Likewise, anthropogenic biomes may be better at representing patterns of human interactions with the environment and describing the driving factors in health outcomes. There are multiple reasons for this that stem from the varied roles that ecosystem, climate, cultural, and social relationships enact in dialogue with each other.

Anthropogenic biomes differ substantially in terms of basic ecosystem processes (eg carbon emissions, reactive nitrogen) and ecosystem biodiversity. These factors in turn affect the relative availability of resources for that region, including and especially ecosystem services like clean air and water and nutrient availability for agriculture.  Furthermore, they must necessarily feed back into human ways of knowing and interacting with the environment.

Anthropogenic biomes can be connected to global patterns of ecosystem processes, along with anticipated future increases in human influence on ecosystems and the associated health outcomes due to climate change-driven risk factors.

Genome by environment interactions may be particularly relevant at this scale of interaction. The region definition is appropriate to human movement patterns and thus exposure to sources of chronic and acute risk from disease and consumption patterns.

The land use type itself determines a wide variety of factors including interactions with other humans, livestock, dietary consumption, levels of hydration, energy intensity, and other factors.

Culture, ethnicity, and language are also important in response to land use and domestic patterns of consumption ranging from food use and taboos, communication of lifestyle and health options, provisioning of nutrition, water, and energy, availability, and the use of technology to process and maintain different lifestyle patterns.

In each of these regional definitions, the interactions between landscape and human activity affects affluence, access to health care, and political regulation which suggests that these are are other possible subdivisions since these regions correspond to human social, transport, technological, and social networks–especially in dense settlements versus villages and remote areas.

For these reasons, anthropogenic biomes may provide more of a mosaic-like image from which to base categorizations used by clinical and other studies of health compared to political and continental boundaries which conventionalize migration barriers and tribal relationships. Geographic and political definitions will slowly shift, leaving only historical genetic signatures. Furthermore, anthro biomes are not specific to any particular disease or health outcome. They may encompass suites of infection and disease patterning where behavior, exposure, risk, and land use are correlated. They may also be indicative of linked health outcomes at the physiological level where, for example, musculoskeletal disorders and endocrine system perturbations are bound by human-influenced ecosystem interactions.  Or they may suggest psychological correlates, linking cognition and landscape to disease and health risks.

The main point to consider is that ecological relationships, including land use and human infrastructure development, script behavior and consumption in ways that drive health outcomes. Understanding human influenced ecosystem patterns helps us identify areas of positive feedback between health risks, land use, population density, and the construction of everyday life.

References
Alessa, L., & Chapin, F. S. (2008). Anthropogenic biomes: a key contribution to earth-system science. Trends in Ecology & Evolution, 23(10), 529–531.

Ellis, E. C., & Ramankutty, N. (2008). Putting people in the map: anthropogenic biomes of the world. Frontiers in Ecology and the Environment, 6(8), 439–447.

Watercasting Day 2

The first day was organized to enumerate problems and the criteria by which to evaluate responses to those problems. The second day focused on our responses as ‘designers’ and the methods that we could use to find tactical responses to the difficult problems posed by water (and the lack thereof).
water water everywhere
We began by discussing what it is that designers do. I asked students what is is that artists and designers do? I asked the students to describe what they felt was their strongest characteristic as an artist/ designer. Surprisingly, almost all of them described characteristics that were domain-free and overwhelmingly social. I showed them Burt’s (2002) concept from sociology of a network entrepreneur, and we used his assessment tool to see how individual personalities and the class as a whole tended towards network entrepreneurship.

We continued by discussing Bowker and Star’s (1999) article about classifications an boundary objects. I expanded the initial discussion by showing them examples according to Star and Griesemer’s four types of boundary objects. We came to realize that boundary objects do and could play an important role in mediating different groups, particularly those that might have conflicting goals.
spigot
We concluded the morning session by sharing candidate solutions to the difficult problems posed by water. A couple of these dealt with making groundwater (and its hidden concerns) visible ‘above the ground’. This would be a metaphor to build on later that day.

In the afternoon, I showed them Paris: Invisible City and navigated through the multimedia map- a demonstration of all that helps to construct Paris as a city. With this in hand, we questioned how we come to describe the components of a city and how existing ways of seeing are, perhaps, constrained by existing representations. We discussed sex differences in navigation as one example relating to how maps are rendered and what it means for cognitive justice. We started to see that all of the components of a city- its water systems, street systems, entertainment systems- are constructed in numerous places and not just at the sites of consumption. water transport

As the afternoon waned, we adjourned to the water cooler in the corner of the room where we were able to have a refreshing drink and a new perspective on the networks that supported our taking that sip. We reflected and surmised deeply all of the actions and passing of signs, documents, and behaviors that are needed to make sure that the water cooler is there when we need it, that it tells a particular story, and what we miss when we take is existence for granted. WE connected it to the electricity plant, to the staff that keep it clean and full of water, to a history associating the color blue with water, to the friendliness of ‘eco friendly’ technology, to the construction people who built the building, to the architects and the central planning board whose permits probably had something to do with the fact that it was in the southwest corner and very near the bathrooms whose water systems run all alongside the building there.un-stackable, slow for distribution, good for the hips

We all shared what technical skills we had after that…from illustration, film shooting and editing, writing, 3-D rendering, and so on. We decided that we would make boundary objects as our designs and solutions for creating awareness and solving problems associated with water’s future. We decided we would make films to share our scenarios because they carry stories and build empathy. We decided that we would be like the tide, starting from shore and moving out to sea, returning to shore with our collections and documentation, moving back out again during the interim, and then back again…to sea what we can see.

Mapping Emerging Infectious Disease

HealthMap

A project called HealthMap (http://www.healthmap.org) makes epidemiological information available to all corners of the world via the web. As reported in the July issue of PLoS Medicine, it extracts, categorizes, filters and integrates a variety of Web-based data sources, even analyzing blogs, listservs, chatrooms, and online news reports as sources for monitoring global health.

The idea is that people’s discussion can serve as signals of disease outbreaks which can then be scraped and fed to a map…

Brownstein JS, Freifeld CC, Reis BY, Mandl KD (2008) Surveillance Sans Frontières: Internet-Based Emerging Infectious Disease Intelligence and the HealthMap Project. PLoS Med 5(7): e151 doi:10.1371/journal.pmed.0050151

Mapping Controversies

This is a nice compilation of resources assembled for a course entitled MAPPING CONTROVERSIES in MIT’s STS program. The course focuses “…on developing aptitudes for combining multiple ways of knowing: textual interpretation, intensive search in heterogeneous databases, and design tasks; all of which point to the invention of new tools of representation for an increasingly complex environment.

Sounds fun.

Addendum:  you can also view an explanatory video about Mapping Controversies, narrated by Bruno Latour

Th Distribution of Intellectual Property Claims on the Human Genome

Here is a sketch I made showing the locations and extent of intellectual property claims on 22 chromosomes and the X and Y. These data are from 2005. The extent is larger today.

Click on the image to visit the full-size sketch.

Geography for Development

Screenshot of one of the mapunity community interfaces.
Last week I visited the Mapunity folks who are building projects at NSRCEL in the Indian Institute of Management, Bangalore. They are a really great, super-keen group dedicated to building IT solutions for the purposes of development…often using geographic systems as a segue to action. I think they are most well-known for their work on the Bangalore Traffic Information System, which, if you’ve visited Bangalore recently, you know how bad the traffic is here.

The Mapunity folks are creating tools for users to make their own maps for whatever purpose they choose. The ones I like the most are these, dealing with innovation in rural parts of India. Here is where local, user based solutions to problems like disease control in cumin crops or remedies for animal wounds can be mapped to particular areas and described.

http://honeybee.mapunity.org/main
and a regional innovation listing here: http://ruralinnovations.mapunity.org/main

More projects are in the works, and they were working on a new interface even as we talked. Go check them out…maybe even create your own community!

Finally, an intelligent viewfinder for genomic information

I ran across this today while searching for some mitochondrial gene information. It’s the MitoWheel (re:blogged via pimm). Gábor Zsurka, a mitochondrial geneticist, produced it in flash with actionscript.

click image to visit

When compared to, say, The National Center for Biotechnology Information’s mapviewer of human mitochondria, the difference and accessibility are unmistakable.

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