Advertisement

Funology 2 pp 225-240 | Cite as

Reorienting Geolocation Data Through Mischievous Design

  • Ben KirmanEmail author
  • Conor Linehan
  • Shaun Lawson
Chapter
Part of the Human–Computer Interaction Series book series (HCIS)

Abstract

The increasing capability of smart mobile devices to use geolocation and networking has resulted in a proliferation of digital mobile computing services that respond to the social and physical places we visit as we move through the world. This chapter reports and comments on a series of four provocative design projects undertaken in order to better understand location data as material comprising complex social, psychological, and physical properties, and to problematise the growing trend of services uncritically built upon these data. We describe how approaching these goals in a playful and mischievous manner allowed us to explore surprising, jarring or under-reported qualities of geolocation data. In each project, the design process began with ideation around the subversion of stereotypical uses of this data. Working prototypes were designed and implemented using contemporary hardware and software services. Through playing, using, or reading about these prototypes in the media, participants raised new questions and new concerns about how location data is mediated by smart devices, which were developed further in subsequent projects. We believe that this series of projects highlights the value of mischief and fun as a valid design position through which to explore sociocultural aspects of new technologies.

Notes

Acknowledgements

Special thanks to Andrew Garbett, the lead developer on Fearsquare, and all other former members of the Lincoln Social Computing Research Centre (LiSC).

References

  1. Alptraum L (2016) Apple’s health app now tracks sexual activity, and that’s a big opportunity, Motherboard Oct 23rd 2016. Retrieved from: https://motherboard.vice.com/en_us/article/apples-health-app-now-tracks-sexual-activityand-thats-a-big-opportunity
  2. Auge M (1995) Non-places: an introduction to an anthropology of supermodernity. Verso, LondonGoogle Scholar
  3. Backstrom L (2013) News feed FYI: a window into news feed. Facebook. Retrieved from: https://www.facebook.com/business/news/News-Feed-FYI-A-Window-Into-News-Feed
  4. Ballard JG (1997) Airports: the true cities of the 21st century. Blueprint, Sept 1997. http://www.utne.com/politics/homeiswherethehangaris
  5. Bardzell J, Bardzell S (2013) What is critical about critical design? In: Proceedings of the SIGCHI conference on human factors in computing systems. ACM, pp 3297–3306Google Scholar
  6. Blythe M, Wright P (2004) Introduction: from usability to enjoyment. In: Funology. Kluwer Academic Publishers, pp 13–19Google Scholar
  7. Bonner BB, Hjelm CT, Jones TA, John EOI, Perkins DB, Sunrise R&D Holdings LLC (2010) Method of tracking the real time location of shoppers, associates, managers and vendors through a communication multi-network within a store. U.S. Patent 7,739,157Google Scholar
  8. Boulos MNK, Brewer AC, Karimkhani C, Buller DB, Dellavalle RP (2014) Mobile medical and health apps: state of the art, concerns, regulatory control and certification. Online J Public Health Inform 5(3)Google Scholar
  9. Brooks M (ed) (2016) Chance: the science and secrets of luck, randomness and probability. Hachette, UKGoogle Scholar
  10. Brown M (2011) Police.uk shows street-by-street data on local crimes. Wired UK, 1st Feb 2011. Retrieved from: http://www.wired.co.uk/article/police-uk-crime-maps
  11. Bullock D, Haseman R, Wasson J, Spitler R (2010) Automated measurement of wait times at airport security: deployment at Indianapolis International Airport, Indiana. Trans Res Rec: J Trans Res Board 2177:60–68CrossRefGoogle Scholar
  12. Casey S (2011) Tagging amongst friends: an exploration of social media exchange on mobile devices. PhD thesis, University of Lincoln, UKGoogle Scholar
  13. City of York Council (2016) Fixed penalty notices—dog fouling [Dataset]. Retrieved from https://data.gov.uk/dataset/kpi-fpn01a
  14. Crang M (2002) Between places: producing hubs, flows and networks. Environ Plann A 34:569–574CrossRefGoogle Scholar
  15. de Lange C (2012) Let’s get lost: apps that help you wander to happiness. In: New scientist, August 2012. Online: https://www.newscientist.com/article/mg21528792.500-lets-get-lost-apps-that-help-you-wander-to-happiness/
  16. Dewey C (2014) The many problems with SketchFactor, the new crime Crowdsourcing App that some are calling racist. Washington Post, 12Google Scholar
  17. DiSalvo C (2012) Adversarial design. MIT PressGoogle Scholar
  18. Dourish P (2004a) Where the action is: the foundations of embodied interaction. MIT pressGoogle Scholar
  19. Dourish P (2004b) What we talk about when we talk about context. Pers Ubiquit Comput 8(1):19–30CrossRefGoogle Scholar
  20. Dunlop H (2011) Honda and guardian news & media team up to find cultural engineers of the future. Retrieved from: https://www.theguardian.com/gnm-press-office/gnm-team-up-with-honda
  21. Dunne A, Raby F (2001) Design noir: the secret life of electronic objects. Springer Science & Business MediaGoogle Scholar
  22. Dunne A, Raby F (2013) Speculative everything: design, fiction, and social dreaming. MIT PressGoogle Scholar
  23. Flanagan M (2009) Critical play: radical game design. MIT pressGoogle Scholar
  24. Foucault M, Miskowiec J (1986) Of other spaces. Diacritics 16(1):22–27CrossRefGoogle Scholar
  25. Frayling C (1993) Research in art and design. RCA Res Pap 1:1Google Scholar
  26. Garbett A, Wardman JK, Kirman B, Linehan C, Lawson S (2014) Anti-social media: communicating risk through open data, crime maps and locative media. In: Proceedings of HCI Korea (HCIK’15). Hanbit Media, Inc., South Korea, pp 145–152Google Scholar
  27. Gaver WW, Beaver J, Benford S (2003) Ambiguity as a resource for design. In: Proceedings of the SIGCHI conference on human factors in computing systems. ACM, pp 233–240Google Scholar
  28. Glassner B (2010) The culture of fear: why Americans are afraid of the wrong things: crime, drugs, minorities, teen moms, killer kids, mutant microbes, plane crashes, road rage, & so much more. Basic booksGoogle Scholar
  29. Grindr (2009) Grindr—Gay Chat, meet & data [Mobile application software]. Retrieved from: https://www.grindr.com/
  30. Home Office (2010) ASB incidents, crimes and outcomes [Dataset for England, Wales and Northern Ireland, 2010–2017]. Retrieved from: https://data.police.uk/about/
  31. Kellerman A (2008) International airports: passengers in an environment of ‘authorities’. Mobilities 3(1):161–178CrossRefGoogle Scholar
  32. Kirman B, Linehan C, Lawson S (2012a) Blowtooth: a provocative pervasive game for smuggling virtual drugs through real airport security. Pers Ubiquit Comput 16(6):767–775CrossRefGoogle Scholar
  33. Kirman B, Lineham C, Lawson S (2012b) Exploring mischief and mayhem in social computing or: how we learned to stop worrying and love the trolls. In: CHI’12 Extended abstracts on human factors in computing systems. ACM, pp 121–130Google Scholar
  34. Löwgren J, Stolterman E (2004) Thoughtful interaction design: a design perspective on information technology. MIT PressGoogle Scholar
  35. Márquez Segura, E. (2016) Embodied core mechanics. Designing for movement-based co-located play. Uppsala Studies in Human-Computer Interaction 3. Department of Informatics and Media, Uppsala, 174 ppGoogle Scholar
  36. Montola M, Stenros J, Waern A (2009) Pervasive games: theory and design. Morgan Kaufmann Publishers Inc.Google Scholar
  37. Moore K (2014) The passenger and the player: blowtooth and the subversion of airport space. Media Fields J 1:8Google Scholar
  38. Olivier P, Wright P (2015) Digital civics: taking a local turn. Interactions 22(4):61–63CrossRefGoogle Scholar
  39. Prado L, Oliveira P (2014) Questioning the ‘critical’ in speculative & critical design. Medium. Retrieved from: https://medium.com/a-parede/questioning-the-critical-in-speculative-critical-design-5a355cac2ca4
  40. Rayle L, Shaheen S, Chan N, Dai D, Cervero R (2014) App-based, on-demand ride services: comparing taxi and ridesourcing trips and user characteristics in San Francisco University of California Transportation Center (UCTC). University of California, Berkeley, United StatesGoogle Scholar
  41. Shaya G (2004) The Flaneur, the Badaud, and the making of a mass public in France, circa 1860–1910. Am Hist Rev 109(1):41–77CrossRefGoogle Scholar
  42. Tinder (2012) Tinder [Mobile application software]. Retrieved from: https://www.gotinder.com/
  43. Tonkinwise C (2015) Just design. Being dogmatic about defining speculative critical design future fiction. Medium. Retrieved from: https://medium.com/@camerontw/just-design-b1f97cb3996f
  44. Weiser M (1991) The computer for the 21st century. Sci Am 265(3):94–104CrossRefGoogle Scholar
  45. Wetherspoon (2017) Wetherspoon order and pay [Mobile application software]. Retrieved from: https://www.jdwetherspoon.com/pubs/order-and-pay-app
  46. Zimmerman J, Forlizzi J, Evenson S (2007) Research through design as a method for interaction design research in HCI. In: Proceedings of the SIGCHI conference on Human factors in computing systems. ACM, pp 493–502Google Scholar

Copyright information

© Springer International Publishing AG, part of Springer Nature 2018

Authors and Affiliations

  1. 1.University of YorkYork, EnglandUK
  2. 2.University College CorkCorkRepublic of Ireland
  3. 3.Northumbria UniversityNewcastle upon Tyne, EnglandUK

Personalised recommendations