On Urban Markup: Frames Of Reference In
Location Models For Participatory Urbanism
by Malcolm McCullough
Associate Professor
Taubman College of Architecture and Planning
University of Michigan
2000 Bonisteel Boulevard
Ann Arbor, MI, 48109
U.S.A.
mmmc [@] umich [dot] edu
KEYWORDS
urbanism, embodiment, ability, ontology,
practice.
ABSTRACT
Phenomena such as embodiment, spatial
ability, scale, and persistent physical pattern
provide deep bases for a shift from universal
mobility toward a more socially-centered approach
to situated computing, and from merely positional
media toward a semantic component of location
models. The goal of this shift is to support the
agility with intentions in context that characterizes
rich urban life. This paper examines that change
as a challenge in bottom-up cultural processes,
and suggests "urban markup" as a way
to understand the goals in knowledge representation.
SITUATION: NEW MEDIA URBANISM
Inscriptions have characterized almost
all cities in history. Whether as grand expressions
carved in stone facades, mundane signage in the
streets, or the various props used by communities
of practice, an information layer has shaped urban
experience. Now that layer intensifies. Much as
electrification did for power infrastructure a
century before it, pervasive computing brings
mobility, precision, personalization, and embedding
to urban annotation.
The key change has been the capacity to provide,
through mobile and embedded systems, information
about places in those places. Urban information
has traditionally been held with limited access
in agencies such as tax assessors and insurance
underwriters. When consumable it has been with
a particular purpose built in, e.g. tourist guides
published by companies with a stake in increasing
automobile use. Now these constraints fall away.
This change is evident in the recent rush to indexing
(geocoding) many more kinds of spatial features
for much more variety of use. Locative media increase
access to geographic information, add flexibility
in filtering and presenting it according to activity,
and challenge us to annotate sites less obtrusively.
Mobile computing has obviously been key to this
change. Much of the world has gained its first
communications access with the handheld device.
In the process, the use of geographic information
systems (GIS) has spread beyond the office to
the field, as well as beyond civic and environmental
administration to a wider spectrum of business
and social uses. Some of the deepest information
design challenges in locative media involve delivering
geographic information from its heavier desktop
windowed forms to the lighter, thinner technologies
of mobile and embedded systems.
Usual notions of "ubiquitous" computing
leave the shift to the embodied world incomplete,
however.
In particular, an overemphasis on mobility assumes
access anytime, anyplace to a medium that is the
same everywhere, and that is otherwise little
changed from windows-and-pointers computing as
we know it. A preference for one-size-fits-all
graphical user interfaces precludes much of the
development of skillfully embodied practice that
invites escape beyond the desktop in the first
place. The notion that any device could have access
to the Internet overlooks how many devices interoperate
by use of much less communications overhead. The
emphasis on hardware that is stylishly worn or
carried neglects its counterpart that is invisibly
embedded into a site. The aggressive pursuit of
distributed workplaces and electronic commerce
denies the prospect, so evident among younger
populations, that the primary role of the net
is social and recreational [5]. The obsession
with messaging treats pervasive computing as yet
another attention-seeking medium in the foreground,
whereas the original idea of the move beyond the
desktop was to get computers out of the way, into
the background.
Consider background. Interaction designers know
that the ease and appeal of a task depend on its
context, within information flows, within organizations
and practices, and within physical and intentional
settings. The ability to interpret cues from contexts
becomes only more important as tasks multiply.
How we manage many streams of activity and information
in everyday life depends intensively on environment.
Configuring these contextual cues has always been
a main purpose of urban space. The way cities
have formed over long periods of time is tacitly
perceptible, and helps cue our instantaneous shifts
of intent [4]. Much as a multilingual speaker
might change languages in mid-sentence to emphasize
an idea, so in any variety of circumstances you
might change between work and play, socialization
and solitude, production and consumption, identification
and alienation, or onstage and offstage attitudes.
But such ability with environment depends on the
capacity to keep known and persistent cues ready
in the background. It is the persistence and embodiment
of the city that makes this possible. But who
decides when, where, and how locative media layer
onto this cultural memory device? As more and
more annotation occurs, does public space, (whose
decline has often been lamented lately) become
enriched or further cheapened by developments
in electronic media? After all, the city remains,
as Lewis Mumford put it, the most possible variety
in the least possible area, and as Aristotle put
it, the best means toward realizing our human
nature.
AGENDA: SITUATED SEMANTICS
Thus by now the main research problem
in ambient and social computing has become the
development of appropriate abstraction layers.
Encapsulations are necessary in the use of any
infrastructure — printing on your local
area network for instance - so that you notice
the only technology you need and receive only
the information that you want. Locative media
increase the need for abstractions that give scope;
otherwise the number of links possible even in
an ad-hoc and local setting may grow exponentially.
The problem of contextual scope is much more
difficult than problems in global positioning
systems (GPS). Locative media can involve many
more inferences than usual GIS queries have done.
This can work by site — for example you
might turn off your phone while in a theater.
Representing activity can become much more ambiguous
than representing static features. Even within
just the latter, much more needs to happen by
proximity — such as that which is in view
or within urbanists’ favorite measure, the
five-minute walk.
Increasingly, then, the challenge of locative
media is an ontology challenge [1, 2, 9, 17].
Recent work in topics such as object GIS, geographic
markup language (GML), radio frequency identification
(RFID) tagging, and distributed environmental
sensing, to name a few, generally lead the way
to the need for a shared conceptual semantic structure
(which is all that ontology means in some information
technology applications) for contexts. Knowledge
representations might begin with position, but
then extend to categories of sites, operations
of context-based tasks, and more general inferences
about more specific activity domains, e.g. conference
room, stadium, hotel lobby, express lane [17].
The goal of "urban markup" is a way
to characterize this complex problem as a bottom-up
rather than top-down process - that is, like the
World Wide Web, to invite many more people to
become authors and producers, and offers many
more filters for those who remain consumers. A
bottom-up approach addresses how people play,
appropriate, and occasionally resist the situations
they encounter.
The ability to juggle frames of reference seems
an important step toward that goal. Having a more
substantial semantic abstraction of frames of
reference should help in developing different
cultures of mobile and embedded computing for
difference domains of activity. For example, tourism
has developed its own spectrum of spatial representations,
and these are far more differentiate by outlook
and niche than they were just a decade ago. Even
without significant ontological standards and
practices yet, the move toward urban markup goes
beyond usual assumptions about navigation. Consider
three components of this change.
- Beyond universality: Fixed and embedded objects
must modify mobile interactivity locally. If the
metaphor of "human cursor in the city"
has any relevance, then what you "roll over"
must affect what you do. Well-tuned accumulations
of technology create islands of better engagement
— not just islands of better bandwidth.
Where you go affects how you interact.
- Beyond positioning: the GPS and WiFi (802.11)
systems behind the rise of locative media are
only the beginning. At least until Europe’s
Galileo turns on, GPS remains notoriously prone
to shadow and scatter among large buildings. WiFi
systems have been demonstrated for distance triangulation
where coverage is thorough enough [3]. But in
some situations, it is quicker and easier to read
a nearby tag than to triangulate your coordinates.
Or more to the point, tags and coordinates serve
complementary purposes. (Figure 2 illustrates
different representations of location).
- Beyond static description: More difficult still,
locative media involve tasks and domains. Commonly-held
geographic representations, such as a street grid
commonly found in an object GIS, provide only
the top-level orientation. Locative media must
somehow also recognize that context can be a dynamic
production of engaged activities, and not just
a preexisting arrangement of destinations [13].
For robustness, multiple streams of positions,
tags, and sensor fusions might have to be corroborated.
The use of tagging in locative media raises privacy
issues. How much are you willing to declare what
you are doing to obtain relevant data?
Meeting these challenges has the incentive of
richer locative media experience: not just finding
the proverbial nearby Thai restaurant; but also
polling for who of your friends is nearby and
hungry; not just being scanned by EZ Pass on a
bridge, but also signaling an embedded guestbook
on a sidewalk as a form of sport; not just wayfinding
for the tourists, but also the recreational exercise
of spatial and kinesthetic intelligences for the
inhabitants. The latter include might street games
such as capture-the-flag, environmental learning
such as local plant identification, historic perspectives
such as then-and-now images, everyday logistics
such as food shopping, and ethnic representations
such as neighborhood lore. Treating people as
if they DO have a spatial mental model and favorite
local artifacts has richer cultural implications
than assuming that just about everybody is lost.
SUBSTRATE: EMBODIED ENGAGEMENT
Underlying this drive toward the exercise
of spatial ability, the discipline of interaction
design has made foundational changes in the understanding
of activity in context. As reflected by so much
recent emphasis on embodiment, contextual factors
matter more than early researchers in interactivity
had anticipated [14]. Obviously the study of purposeful
activity has long risen past the creed of mechanical
efficiency that once dominated machine design;
for although the counting of keystrokes in goal-directed
operations has provided quantitative checks and
balances against too-familiar software bloat,
it has not accounted well enough for the frames
of reference.
More recent activity theory describes a more
intrinsic unity of context, activity, and intentionality.
Ethnographers remind us that experts do not follow
rules so much as they play their settings. As
people learn from their settings, they come to
associate them with particular states of intent.
This is important because it causes engagement
of context to be, as Nardi [16] has best explained
it, "about" something. Interfaces not
only assist tasks, but also represent them. Available
possibilities do not have to compete for our limited
attention when they can be apprehended in known
intentional contexts as background.
As Dourish [7, 8] has most thoroughly explored
it, phenomenological theories argue that abstract
categories are often things that need to be imposed
on the world through our interactions with it
and with each other, rather than things that exist
within it. Context arises as an occasion of an
activity, through consensus about representations,
especially of embodied phenomena. Quite often
those embodiments emerge intrinsically from interactions
— such as on a market day in an urban plaza.
The phenomenology of embodiment has distinct
expression in everyday architecture and urbanism.
The proportions, image, and embellishments of
the body are reflected in the proportions, image,
and embellishments of buildings. Scale, which
is perhaps the most essential trait in architecture,
is brokered carefully by time-tested formal types
in urbanism. Lobbies, courtyards, walk-ups, assembly
halls, conference tables, service counters, stairways,
arcades, and promenades all reflect embodiment.
Changing the scale of any of these alters its
reality. Maintaining and interpreting any of these
over multiple human lifetimes, i.e., culturally,
slowly grounds perceptivity and shapes predispositions
[14].
Embodiment, culturally and philosophically interpreted,
has thus become a cornerstone for the projects
of pervasive computing and locative media. Perhaps
the essential trait of this condition is internalization.
As expressed for example in Piaget’s classic
theories of developmental learning, mental representations
grow more from manipulation than from mimesis
— embodied interactions surpass visual perceptions
in the cumulative construction of abilities [8].
Then as expressed in Gardner’s [10] classic
theory of multiple intelligences, spatial and
kinesthetic abilities intermingle with, for example,
linguistic or logico-mathematical abilities, in
a manner that rewards active shifts in frame of
reference.
Accumulated environmental experience appears
beneficial to the assimilation of some new activities
as well as to the enjoyment of habitual ones.
Arrangements of tools, props, and process ephemera
become second-nature. Periphery, as the seminal
version of pervasive computing so well understood
it, is about creating an information context in
which things are brought to deliberative attention
only when necessary. Spatial mental models of
well-tuned peripheries not only make activities
more effective, but also can make them more satisfying.
Physical and intentional frames of reference unite;
a rich context represents and invites a particular
practice. To interact amid a community of practice
is to see the world according to the expertise
held there [18].
Persistent structures, whether symbolic or physical,
facilitate developmental learning of differences
in protocols. The process of "construct adjustment"
thought so central to this learning operates largely
on frames of reference [11, 14, 16]. Spatial mental
models assist many forms of activity comprehension
- common examples include counting, crafting,
and storytelling. Increasingly it is understood
that the mental models so essential to usability
are quite often spatial or situational.
The wayfinding operations so often studied by
behavioralists and built as locative media applications
only begin to tap embodied predispositions. Deeper
experiences are available in the play of interpersonal
distances, participation in the sites of knowledge
communities, and in the recreational application
of haptic masteries, to name a few [14].
The city’s institutions, official and unofficial,
confer identity on those who take part in them,
largely by means of context cues, spatial analogies,
and social navigations [6]. Its persistent structures
provide an effective armature not only for personal,
organization and social memory, but also for intent.
Engaging these through locative media presents
fertile ground for cultural production.
CONCLUSION: PLAYING YOUR STREAMS
Each of us now belongs to multiple places
and communities, partially, by degree [12, 14,
15]. Individually and socially, we manage our
many such associations in daily life in increasingly
mediated ways. Our ability to manage streams of
information, goods, and services indirectly and
asynchronously has become vital, and much more
extensive [15]. Locative media let us combine
these mediations with organizations in space.
That in turn combines many senses of the word
"architecture". For although the information
technologies of any era presumably construct nonmaterial
cultural spaces, they have generally transformed
urban experience rather than abandoned it. History
provides us with few instances of communication
causing de-urbanization. New forms of communication
more often attach as new layers to the forms and
flows of the city. Interplays of social construction
and technological determinism produce their richest
effects there. Activity there is less mechanistic
than many researchers’ models have assumed;
the law of unintended consequences holds more
broadly. For those who cherish cultural unpredictability,
the good life remains an urban life.
CAPTIONS
Figure 1. Not just solo mobility: Storyboard
project titles from author’s recent design
seminars graphed by location and participation.
Figure 2. Not just coordinates: Semantic tags
and process targets as components of location
models.
_____________________________
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AUTHOR BIOGRAPHY
Malcolm McCullough is a design
educator at the University of Michigan. Prior
to joining the faculty there, McCullough served
at Carnegie Mellon; and for 10 years at Harvard.
He has experienced Silicon Valley briefly as a
product manager at early Autodesk and later as
a visitor-in-residence at Xerox PARC. His 1996
book *Abstracting Craft* found an interdisciplinary
audience for the creative work practices behind
the digital economy, including those of artists,
urbanists, environmental psychologists, digital
fabricators, and usability professionals. His
latest book, *Digital Ground - Architecture, Pervasive
Computing, and Environmental Knowing*, offers
a theory of place for interaction design.
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