2004-02-10 Finding the Right Moment - Fluidtime: Timing Tools for Social Networks http://conferences.oreillynet.com/cs/et2004/view/e_sess/4668 Michael Kieslinger and Molly Wright Steenson from Ivrea in Italy. example of a carton of milk that is labeled as going off overnight: we've built -- "a culture of representation of time and changes that isn't really what's going on in nature" [heh. the difference between no-loophole and loopholed interface-shapes.] over time, amount of communication before actual meeting or event [Goffman encounter] has increased: from 1 letter, to phoning to arrange 'this evening' then texting to iterate to an actual time as it gets closer. soon, he says, the information will stream continuously. trafficlight in India example: instead of red/green there's a timer to say when it'll change. binary gets smoothed, over time. from clock time to fluid time. fluid time is about time coordination as affected by time concepts, event type, social network roles, mood and so on. chronos vs kairos in Robert Levine's 'The geography of time' http://www.spiritualityhealth.com/newsh/items/bookreview/item_1209.html [this also looks interesting http://www.amazon.co.uk/exec/obidos/ASIN/0226981525 'Time Maps: Collective Memory and the Social Shape of the Past'] in scenario 1: roles in negotiating an event, social network roles: time manager, connector, time juggler in scenario 2: 13 sms, wondering time 2 hours, meeting time 1 minute. different models for arranging a time: point shift coordination/ progressive coordination. [now follows some social research looking at an actual group, how they organise their time and their different roles.] using this research, social network roles are found: leader, organizer, connector, manager. they can tell who these people tend to connect to, what they tend to do in the groups. [this is important. how small groups self-organise. doesn't this need to be taken into account with meeting requests in Outlook?] communication and confirmation are the important things for making plans. [that's feedback loops, essentially. you need massively re-entrant systems in order for a group mind to evolve. cf universe of consciousness.] [these guys are *really* good, btw. I'd like to see these slides again, a little slower. it's a good overview of their project.] so an example: doing a laundry service for students. if you go check your laundry too early or too late that's bad. arrangement laundry times is needed too. the server takes care of re-arrangements: asking users whether their timeslot can be shifted around. runs over SMS or with mobile phone applications. two parameters: 1. day density. if there aren't many people using the washing machines, you don't need critical reminders. 2. punctuality. it remembers how punctual you are and changes reminders based on that. (and reminders aren't "stick to the calendar", they're reminding you of social obligation) (they poll the washing machines every minute to see how long is left.) there's an ambient device too that's wall mounted for awareness of washing machine activity from far away. summary: "real life is messy" [they're teaching at an interaction design college about social network dynamics, ethnography etc. proper social software stuff. this conference appears to be all object 2nd order cybernetics: it's not just the nodes, it's the structure of the group, how humans work, and how we make the group model of the constructed system a better fit to reality.] question: personality models come from psychology? apparently these personalities in fluidtime come from a mix of many different studies. myers-briggs etc. matt jones asks about this manifesting in infrastructure, and how that affects space and cities. nice example in the answer: in the country, the back window of the house lets you have an awareness that the bus is coming. nick sweeney: do the tools change the people? yes: there are mechanisms for time managers to sort of time squanderers. [this is the bonabeau probe figuring out how to work the black box interface. unintuitive strategies to have disproportionate effect. like the googlebomb topographic successes.] [what's really cool about this is that 2 years ago social software was really flakey and all about random stuff and not really anywhere. now - like this - it's at the point where microsoft could employ social software interaction designers and it would improve their software and the lives of users. big shift!] # Fluidtime http://www.fluidtime.net/ Fluidtime gallery http://www.interaction-ivrea.it/en/gallery/fluidtime/index.asp This presentation: http://www.girlwonder.com/presentations/Social-Fluidtime.pdf