Exploring the evolving near-future of networked objects MDes thesis by Aamir Rangwalla 1 Networked Entities and Critical Design Exploring the evolving near-future of networked objects. Aamir Rangwalla French Diploma (Visual Communication & Digital Design), École Intuit.Lab, 2017. A CRITICAL AND PROCESS DOCUMENTATION THESIS PAPER SUBMITTED IN PARTIAL FULFILMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF DESIGN EMILY CARR UNIVERSITY OF ART + DESIGN 2023 © Aamir Salim Rangwalla, 2023 2 Abstract Rapid technological advancements, tending toward an interconnected world automatized by communication between all networked objects, are gradually becoming the standard. This results in evolving human behaviours — technological artefacts emerge and the behaviour of technology towards humans shift. As these technologies become more prevalent in our surroundings, examining the ontological1 relationship between humans and user-centred networked technologies helps explore and understand the evolving concepts of agency and autonomy. With the rise of the Internet of Things (IoT), humans and smart, quantified, and generative technologies are becoming increasingly linked, co-evolving an interdependence of daily routines, behaviours, and sense of self. To offer a comprehensive view of our engagement with technology and to delve into the impact on daily human lives, a multidisciplinary approach, including Research Through Design, Critical design/making, Speculative Fictions, provocations, curatorial practices, observational writings, and performances were employed. A near-future video prototype employing design fiction (Bleecker, 2009), speculative approaches, and dramaturgy (Goffman, 1959) provides an engaging exploration of potential implications — also, consequences of increased connectivity and automation in our lives. The concept of “networked entities” is proposed as a valuable addition to the design methodology, situating the outcome in a plausible (Dunne and Raby, 2013) near-future. 1 3 Ontology i.e. a branch of metaphysics concerned with the nature of existence, including the relationships between entities and categories, and the nature of reality. I explore the nature of being, becoming, existence, and reality as artefacts become networked, dealing with questions such as “What is there?” and “What is it like?” Networked entities that are conceived from the analysis of current behavioural patterns of a user are speculated to exhibit a heightened sense of agency and autonomy; this transforms passive objects in our lives into “active participants” (Bleecker, 2006). These objects adapt to our needs and preferences, making decisions on our behalf. This shift in the roles and capabilities cultivates discourse between relationships and expectations with technology and responsibilities with use. New perspectives on how to approach and understand the ontological relationship of humans and networked entities are explored to contribute to the broader conversation of the impact of this ever-present connection. Potential implications of increased connectivity and automation provides valuable insights for designers, policymakers, and users of technology as we move towards an increasingly interconnected world. Keywords: Critical Design, Speculative design, Design Fiction, Near Futures, Internet of Things (IoT), Networked Entities 4 Acknowledgments First and foremost, a huge shoutout goes to my thesis supervisor, Christopher Hethrington, for keeping my wandering mind on track while providing invaluable guidance, encouragement, and expertise throughout this process. Your mentorship has been instrumental in my growth as a designer and researcher during this academic journey. A huge thank you to Peter Bussigel, who stepped in as my internal reviewer and introduced me to some fascinating and incredibly value adding concepts, even in our limited conversations. A massive thank you to Julian Bleecker. It was an honour to have you as my external examiner and learn more about “Design Fiction” as an approach that shaped my research embracing lenses of potential futures. To my amazing birth givers, Salim and Tasneem Rangwalla, without whom none of this would be possible. Your endless love, belief, and support mean the world to me, and words cannot express my gratitude. To my love and partner, Aishwarya Nigam, for your patience throughout this journey, even though we’re continents apart. I am eagerly waiting for us to be together soon. Kudos to Brandon Quall, Shadab Zaveri and Giulia Borba for diligently working through multiple drafts and helping me transform my thoughts and ideas into words with their meticulous editing support. To Pirai Varman and Sahil Mroke for lending a hand with shooting and editing the final video prototype. 5 A massive thanks to Giulia Borba, Leea Contractor, and Sahil Mroke. Your mental and emotional support throughout this academic journey, as well as your tolerance for my hilarious jokes, has been awesome, and I’m grateful for your presence. I’m also grateful to my fellow classmates and design colleagues, whose collaboration, camaraderie, and constructive critiques have enriched my journey and made this experience both enjoyable and rewarding. A special thank you to Cameron Neat, Garnet Hertz, Katherine Gillieson, Keith Doyle, Louise St. Pierre, Manuhuia Barcham and all the other instructors who offered feedback and advice on my project. I’m also grateful to Emily Carr University of Art + Design for providing the resources and support needed to bring this project to life. You’ve all played a crucial role in getting me to this point. An important mention goes to ChatGPT, QuillBot, and all the digital tools that have assisted me in shaping this thesis into what it is today. To my family, friends (Annushka, Avneesh, Shadab, Varun), and everyone not mentioned here (you know who you are), I’m deeply grateful for your unwavering support, love, and encouragement throughout this challenging but fulfilling endeavor. And finally, to Yash Choksi (1995-2017). I know you’re out there, watching what I’m up to. I wish you were here to see where the world is heading. This one’s for you, bro. Land Acknowledgment I would like to acknowledge that this research was conducted on the unceded traditional territories of the Coast Salish people, including the xwməθkwəy̓əm (Musqueam), Sḵwx̱wú7mesh (Squamish), and səlilwətaɬ (Tsleil-Waututh) Nations. We express our gratitude for the opportunity to live, work, and learn on these lands, and we recognize the responsibility we have to honor, respect, and protect the rich cultural heritage and the Indigenous knowledge that has been passed down through generations. 6 Table of Contents Introduction Research Intention Research Approach Secondary Research Primary Research: Exploring Networked Entities Anthropomorphizing Technologies Let There Be Light Careless Whispers The Walls Have Ears Hives Around Us Smart-Mug Exploration The Tech-Detox Speculative Storytelling as an Exquisite Corpse Thesis Project: Exploring a Near-Future Scenario The Process Networked Participants Future-Casting Implications and Possibilities of Living and Collaborating with Networked Entities Conclusion References Appendices A. Written Exquisite Corpses 2 & 3 B. Autobiography of an Evolved Jar C. Tactile Sounds - A clay exploration D. NECTAR E. Complete Day’s Analysis of Interactions 7 9 11 13 15 20 24 26 28 30 33 36 39 43 45 46 47 51 53 55 57 59 59 61 62 63 65 List of Figures 8 Figure 1. Situating Networked Entities within the realm of Blogjects and Spimes 21 Figure 2. Key differences between Networked Entities and commercial/industrial 23 Figure 3. Observations of the ways in which poeple anthropomorphize everyday technologies 25 Figure 4. Smart-Lights used to navigate through various tasks through the day 27 Figure 5. Daily Average Knowings of Digital Devices 32 Figure 6. My Personal Curated Tech Ecosystem 35 Figure 7. Snippets from the Smart-Mug video prototype 37 Figure 8. Post-it’s used as screens for the Smart-Mug exploration 38 Figure 9. Preparing for the Tech-Detox 41 Figure 10. Journal entries and highlighted observations from The Tech-Detox 42 Figure 11. Speculative Micro-fiction 1 44 Figure 12. Syntactical Textual Analysis 46 Figure 13. Distilling data from the researcher’s ecosystem analysis 47 Figure 14. Examples of Networked Participants 48 Figure 15. Examples of Networked Participants 49 Figure 16. Examples of Networked Participants 50 Figure 17. Planning scenarios with with networked entities 51 Figure 18. Snippets from WIP Scene One of the Video Prototype 52 Figure 19. Speculative Micro-fiction 2 59 Figure 20. Speculative Micro-fiction 3 60 Figure 21. Exquisite corpse drawn by 6 classmates 61 Figure 22. Real visualisation of drawn jar 61 Figure 23. Structures moulded out of clay representing collected sounds 62 Figure 24. Analysis of interactions with things present in the researcher’s personal space 65 Introduction In contemporary times, we are situated at the intersection of rapid technological advancements — I am part of the generation that grew up alongside the internet. As a 90’s kid, I have first-hand experience with dial-up internet tunes, bags of cassette tapes for road trips, and multiple iterations of the GameBoy. This generation is well-versed in aspects of modern advancements; this allows us to be first hand observers of “new” gadgets — smartphones, smart homes, and even deeper smart integrations of smart synchronisation. I am a user of these versatile technological devices; they are an integral component of my carefully curated ecosystem and have been designed to assist me in multiple ways. This “partnership” I share with these devices pushed me to investigate the existence of this invisible ecosystem and research the relationship we share with these technological artefacts. Through self-reflection of my interaction with these platforms, I discovered a marked extensiveness to the symbiotic ecosystem and uncovered the extent of my active participation. By being cognizant of the technologies present in my personal environment, I adopted a multidisciplinary perspective: a facilitator, user, and designer within this ecosystem, observing sound, light, and vibrations — how technologies tend to communicate with us. The research is situated within the fields of technology, critical design, speculative design, and design fiction — in particular, Bleecker (2006) and Sterling’s (2005) theories on characteristics of objects connected to the internet. Drawn from my own observations, it explores the human tendency to anthropomorphize technologies. It investigates our dependencies on current 9 networked things and the social interactions taking place within a metaphysical2 space through the network. The concept of the cyborg serves as a significant framework for this research, emphasising the interconnected relationship between the integration of technology in daily lives. Using this concept as a metaphor for breaking down boundaries between humans and machines (Haraway, 1985), plausible futures through scenario planning and foresight are explored. This approach, guided by Dunne & Raby’s (2013) concept of plausible futures, offers a valuable lens to view modern networked technologies as iterative models of the future. Through the creation of artefacts and metaphors, the research seeks to examine how technology shapes our experiences and perspectives and how we, in turn, can shape technology. While this may appear technologically deterministic, personal ideologies and perspectives play a significant role in shaping these artefacts, providing a counterpoint to such opinions. As designers, there is a belief that we shouldn’t simply accept the dominant narratives of what the future might look like, but rather use our skills and imagination to envision plausible futures (Dunne & Raby, 2013). This perspective illustrates the important role of design in shaping our evolving relationship with networked technologies — it aims to help designers envision an evolving future by facilitating a dialogue around the iterative nature of technological advancements. By exploring the evolving nature of our interactions with technology, I provide insights into how these relationships shape our experiences and examine concepts of agency and autonomy. As a contribution to the field of critical design, this project highlights how the concept of “networked entities” can be used to better understand the dynamics between everyday objects and the affordances of these artefacts connected to the network, endeavouring a glimpse into one perspective on how we may shape our future. 2 10 Metaphysics is a branch of philosophy that deals with the first principles of things, including abstract concepts such as being, knowing, substance, cause, identity, time, and space. Research Intention The intention of this thesis is to explore the potential impact and evolution of current technologies3 within the realm of smart objects and the Internet of Things (IoT) that operate in a user’s personal ecosystem. It is a thought experiment exploring the potential near future if current technological and mundane objects were fully embraced as autonomous agents, classified as networked entities. This conceptualization is intended to help elucidate how these objects can be seen as interactive Beings. The ontology of technologies and personal experiences are dissected through a series of deliberate activities, engagements, and interventions. By engaging with the notions presented in this research, you, the reader, are invited to explore and contemplate the implications of your own experiences. The conclusion offers a synthesis of the personal explorations of the author through a perspective of an evolving intimacy between networked technologies and lived experiences. This thesis argues for a future that is inevitably networked — seeing the future through this lens provides an evaluation of potential near-future life, coexistence, and collaboration with networked technologies. The concluding explorations are grounded in the realm of plausible futures4 (Dunne & Raby, 2013). It acknowledges the iterative nature of progress towards a future that may not necessarily be perfect. Unlike utopian and dystopian perspectives, which tend to focus on extreme scenarios and fail to account for the complexity and diversity of human experiences and social systems, a plausible perspective allows speculation of a future that is not fixed, but constantly evolving and changing based on actions and choices; 11 3 By “current technologies” I mean smart and quantified technological artefacts that generate, store or process user data and can potentially adapt or be programmed based on the users behavioural patterns. (Example, smart home systems, appliances, sensors, personal devices.) 4 The Plausible (Dunne & Raby, 2013) begins to ponder further into the space of scenario planning and foresight. It describes alternative futures and the possibilities of could be’s and what if’s. it acknowledges the challenges and risks of the future but also sees the potential for positive change and improvement. Anthony Dunne and Fiona Raby illustrate plausible futures as conceivable and possible, albeit not necessarily definite nor unavoidable. 12 Research Approach This research employs both primary and secondary methods to achieve a nuanced and comprehensive understanding of the topic. Primary research involves the researcher as the subject, delving into personal experiences with networked technologies, while secondary research contextualises and situates these experiences within the broader body of knowledge. The primary explorations of this research were intuitive prompts, emphasizing subjective experiences and perceptions in the exploration of human behaviour and interactions with Networked Entities. In order to encourage an immersive experience for the reader, the paper employs the use of first person perspective to navigate and present the personal perspective of the author. These explorations are supported by three dominant primary methods of investigation — Critical design, Speculative design, and Heuristic research5. Critical design6 seeks to provide alternative ideas for consideration (Dunne and Raby, 2001). This approach investigates and dissects current relationships with networked technologies through curatorial prompts, provocations, and autoethnographic explorations as thought experiments. These investigations identify networked technologies as “active participants” (Bleecker, 2006), engaging in a constant social discourse. Speculative storytelling exercises were utilised to synthesise and disseminate an understanding of the inquiries made. This branch of critical design explores the potential implications of present and future technologies and how they may impact society, culture, and 13 5 Clark Moustakas (1990) defines heuristic research as a form of qualitative inquiry that is exploratory and subjective in nature, aimed at uncovering the personal meaning of human experience. This type of research is well-suited for exploring complex human experiences, especially in regard to the relationship between technology and the human experience. 6 Critical design is a form of design practice that focuses on the social role of design and seeks to challenge the dominant model of production and consumption by offering alternative perspectives (Dunne and Raby, 2001) human behaviour (Dunne and Raby, 2013). Design fiction7 (Bleecker, 2009) is implemented to imagine and explore future scenarios and possible consequences of mundane objects becoming networked. Critical investigation of how mundane artefacts, when connected, acquire new affordances and assume new responsibilities places the research in the realm of speculative design. “Critical Design is speculative, conceptual, provocative, and can be darkly satirical. It does not always lead to usable products, but it does produce long-term thinking, a nuanced view of consumers as complex, contradictory individuals, and alternative solutions suggesting that change is always possible, even inevitable.” - MoMA In the research process, networked artefacts are categorised as “entities” to explore their potential future states. This classification suggests a certain ontological stance, where these technologies have a level of agency or independent existence, albeit not necessarily sentient, but autonomous. To create a speculative narrative of a near-future scenario, emphasis is placed on personal experiences and emotions that shape the process and outcome. The research process adopts a heuristic self-analytical format, closely examining and inquiring about interactions of the “things” within a personal ecosystem. When future-casting, the research takes these examinations and embodies the perception and interaction with an unfamiliar networked space by creating a video prototype. Primary research involved conducting multiple experiments to gain a deeper understanding of personal experiences with networked technologies. However, these experiments lacked the necessary context to fully realise their value, and thus, secondary research was necessary to further analyse and understand their results. Secondary research was employed to provide a contextual understanding of the existing body of knowledge. This led to a deeper exploration and analysis of personal experiences with networked technologies. Although the process initially involved primary explorations, examining existing literature first provides a better understanding of the research topic. It also ensures that the direction and approach of the primary research is focused and relevant. Secondary research helps establish credibility and validity by grounding the primary research in established theories and concepts. 7 14 “Through this practice, one bridges imagination and materialisation by modelling, crafting things, telling stories through objects, which are now effectively conversation pieces in a very real sense. A bit like making science fact prototypes, or props for a science fiction film, but not quite.” (Bleecker, 2009) Secondary Research By examining existing theories, case studies, and practices within a larger context and connecting primary explorations, a deeper understanding of the interrelationship between humans and technology was gained. The significance and meaning of these inquiries provided a basis for examining the impact of technology on our lives and stimulating discourse on the subject. Additionally, familiarisation with different perspectives was crucial in evaluating current relationships with technology as well as introducing critical and speculative design methods to investigate each. This section explores key concepts that are relevant to the intersection of technology and human behaviour. These include the notion of agency as exemplified by blogjects and spimes, the building of a second brain through physical co-dependency on technology — observed through phantom vibrations, and the offloading of memories. These concepts amount to the perspective of the cyborg, providing a lens through which this research examines the integration of technology in our lives. The other perspective is that of plausible futures (Dunne & Raby, 2013), which enables speculation on the possibilities of a future, fully automated and networked. Evidence of this possibility can be seen in the introduction of Matter8, a protocol for smart objects that facilitates seamless communication among smart technologies. Together, these concepts provide a foundation of an understanding of networked entities — or more precisely, the creation of a category of human-centric smart technology known as the previously discussed networked entities. Examining these concepts through the perspectives 8 15 https://www.theverge.com/22832127/matter-smart-home-products-thread-wifi-explainer of the “cyborg” and plausible futures offers a clearer framework and context for this research. This extensible framework enhances understanding of the concepts explored through the prompts, enabling a more engaging and comprehensive discourse of the topic. Through exploration of networked technologies and the Internet of Things, it was observed that networked artefacts exhibit a heightened level of “conversational” behaviour by engaging in dialogue both with humans and among themselves through the network. Objects have evolved from passively to actively occupying space, facilitated by their connection to the internet. Julian Bleecker’s 2006 paper, A Manifesto for Networked Objects, introduced the neologism “Blogjects” to differentiate objects simply connected to the internet and those that actively participate in social discourse. Similarly, Bruce Sterling coined the term “spime” to describe objects that can be tracked and identified across space and time. Understanding these classifications led to the creation of a new sub-category, “Networked Entities,” which offers a user-centric lens on networked technologies. While fully aware of how integrated I am with technologies, I attempted to live without it through a Tech Detox (Page 39). However, a phenomenon known as “phantom vibrations” was prevalent. This refer to the feeling of an electronic device vibrating when it, in fact, is not. Numerous empirical studies have been conducted in recent years to assess the prevalence of phantom vibrations associated with electronic devices, such as cell phones, pagers, and smartwatches. Clinical psychologist David Laramie9 views phantom vibrations as a unique phenomenon that reflects a strong connection to technology (Miller, 2014). This experience sheds light on our personal reliance and physical dependence on modern technological landscapes. Uncovering this personal reliance led to the assessment of possibilities in which one could use available technologies with more intent. As a reflection of The Tech Detox, I was introduced to the concept of Building a Second Brain (Forte, 2023). The concept implies that technology is used to augment our biological brains to improve cognitive abilities. It suggests that by using digital tools and services, cognitive tasks can be offloaded and information accessed more quickly and effectively — creating a second brain. “Now, it’s time to acknowledge that we can’t ‘use our head’ to store everything we need to know, and outsource the job of remembering to technology.” - Tiago Forte, 2023 9 16 Laramie’s 2007 study, which was the first to examine both phantom vibrations and phantom ringing, found that two-thirds of the participants surveyed had experienced one or both (Miller, 2014). The concept of building a Second Brain aligns with the growing integration of digital services into people’s lives and the increasing dependence on technology; it emphasises the symbiotic relationship between people and technology. Understanding our physical reliance and interdependent relationship enables us to contextualise this research through the perspective of the cyborg. The cyborg, according to Donna Haraway (1985), is a hybrid being that blurs the boundary between human and machine; it emphasises the intertwined relationship between technology and human biology. Our lived experiences are shaped by cybernetics, influencing our understanding of ourselves and the world. Haraway suggests that the cyborg offers a new concept of the self as a postmodern collective composed of multiple interconnected selves. Viewing the cyborg as a fundamental aspect of our ontology enables a better understanding of how technology shapes our experiences and our understanding of the world. It is an important perspective to view this research from as it acknowledges the increasingly interconnected relationship between humans and technology. Another perspective that this research is viewed from is that of plausible futures (Dunne and Raby, 2013). These futures are not necessarily better or worse than the present, but rather plausible — situated within the context of current societal and technological trajectories. In considering potential futures created by advancements in technologies and the rise of machines and AI, it is common to adopt one of two perspectives: a dystopian or utopian view. While both perspectives may be valid, they are based on a narrow view of the future. In the context of this research, a dystopian perspective potentially suggests that a networked future leads to a world where individuals are stripped of their privacy, their autonomy, and are entirely controlled by the networked systems around them. A world with a complete loss of personal connection and physical interaction. A world leading to unfettered social and psychological issues. Whereas a utopian perspective may suggest that all technological advancements and networked systems lead to a perfect world. A world unblemished by social, economic, or environmental issues. Rather than aligning with the extremes of a dystopian or utopian future, the synthesis of the outcome of this research situates itself within the realm of plausible futures — recognizing the future is not predetermined; rather, the future is constantly evolving and being shaped by action and choice. This perspective provides a more nuanced and realistic understanding of the potential implications of a networked future by acknowledging a future including both the challenges and risks and the positive changes and improvements. 17 The recent introduction of Matter, a new protocol innovation in the field of smart-home systems demonstrates how we’re steadily moving in the direction of a networked future, adding value to the research as plausible futures. Matter solves compatibility restrictions experienced within the current smart-home industry10. This allows for the seamless integration of various systems and devices, facilitating a breakdown of the ecosystem walls. It facilitates efficiency in interconnected conversations by enabling individual devices to act as their own beacon. By creating a local mesh network and keeping inter-device conversations within a local network, Matter not only enhances the efficiency of interactions between individuals and networked things in their digital ecosystems today, but also allows for the creation of more immersive and plausible near-future scenarios. Hence, the introduction of Matter evidences the networked trajectory speculated in the Thesis Project: Exploring a Near-Future Scenario. The synthesis and understandings gained from the exploratory prompts are used to build speculative scenarios that adopt protocols like Matter to envision a world where every artefact is interlinked. It is important to note that while this research may initially appear technologically deterministic11 due to its focus on the impact of technology on human behaviour, the approach taken challenges this assumption by personifying technology and exploring its nuanced relationships with humans. Rather than solely adhering to technological principles, the creation of artefacts and use of metaphors emphasise the complex interchange between technology and human experiences. Furthermore, my own ideologies and perspectives play a significant role in shaping the artefacts and user interactions, indicating that while some aspects may appear deterministic, the research as a whole is not entirely so. Understanding the concepts of Blogjects, Spimes, phantom vibrations, the second brain, and Matter highlight the importance of framing networked technologies as entities. These concepts shed light on how networked things can exhibit agency, make us physically codependent, and help us offload cognitive tasks, giving meaning, context, and understanding to the concepts explored as primary research. They also provide evidence of our steady movement towards a future in which every networked entity is linked to us and each other. Exploring the notions of the cyborg, positioning the outcome as a plausible future, and addressing the possible assumptions of the research being technologically deterministic The existing divide makes it hard for users to form a seamless integrated system. Matter is developed in consensus with 300 companies in the automated smart-device space (like SmartThings, Google Nest, Apple HomeKit and Amazon Alexa), breaking the ecosystem walls and unifying the systems. 10 11 18 The term “technological determinism” coined by the American sociologist and economist Thorstein Veblen (1857-1929) refers to the idea that technology is the primary force driving culture and history in a society, and that the development of technology follows its own internal logic of efficiency, which shapes the social structure and cultural values of that society. (Chandler, 1995) aids in situating this research practice within the larger fields of knowledge. This helps establish a clear understanding of the framework in which this research operates, allowing for a more nuanced and realistic understanding of the potential implications of a networked future. Furthermore, these ideas highlight ontological elements of the exploration that paved the way for the examination of networked entities discussed in the subsequent sections, bringing clarity to the ideas or concepts that were previously difficult to define. 19 Primary Research: Exploring Networked Entities I coined the term “Networked Entities’’ as a reference to classify artefacts, differentiated by their ability to adapt and learn to perform tasks more efficiently from human behavioural patterns. Unlike traditional spimes and blogjects, networked entities have a human-centric approach, meaning they are integrated with our lives and directly communicate with us and other entities to become a part of a personal ecosystem. While Networked Entities are alike to the concepts of Spimes (Sterling, 2005) and Blogjects (Bleecker, 2006), they situate themselves as a sub-category within a larger ecosystem (Fig. 1). In comparison, Bleecker’s (2006) idea of blogjects is broader, encompassing a wider range of networked “things” than just user focused IoT. On the other hand, like spimes, Networked entities can also be tracked and identified across space and time and can exist both physically and virtually. However, this holds true for every artefact in the realm of IoT and does not specifically focus on the user’s relationship with the artefact. The narrow definition of Networked Entities specifically focuses on the relationship between the user and the connected artefact, making it crucial in understanding the context of this research. Networked entities are differentiated by their ability to adapt and learn from human behavioural patterns to perform tasks more efficiently. Since traditional spimes and blogjects are not required to interact with humans, this human-centricity distinguishes Networked Entities. Continued coexistence with networked entities may spur behavioural and gesture 20 changes and evolutions. For example, instead of flipping a light switch, a person may change their behaviour to using voice commands to toggle lights. This highlights the unique characteristics of this sub-category within the Internet of Things. Fig. 1. Situating Networked Entities within the realm of Blogjects and Spimes There are many ways in which this concept is discussed in fields such as psychology and sociology. Exploring notions of ecosystems, ways things adapt, and behavioural patterns brings forth Bruno Latour’s (2007) theoretical approach of Actor-Network Theory (ANT)12. The theory emphasises the importance of examining the relationships between actors (user, networked entities and environment) and the networks they create rather than focusing on the individual ANT suggests that everything, whether human or non-human, is of equal value, has agency and can act on its own. In other words, humans and non-humans are considered as “actants” or actors in the network, and their interactions and relationships shape the network itself. 12 21 actors themselves. This approach allows for a better understanding of how technology and humans co-produce purpose and shape the environment in which they co-exist. To fully grasp the implications of this research, it is necessary to comprehend the rationale underlying the classification of network technologies as networked entities. Using a series of curatorial and exploratory prompts to look at ways in which technological artefacts are humanised, as well as the reciprocal relationship between these technologies, an investigation into the nature of communication between network technologies and humans was possible. Upon gathering evidence about these relationships through the prompts, it became apparent that communication with technologies leads to a nonverbal (in most cases) response in the form of sounds, lights, and vibrations. Another key aspect of Networked Entities is the use of the network as a medium for facilitating techno-social discourse between human users and other networked artefacts. In theory, networked entities sit in a very specific realm of human interactions despite most certainly being blogjects and spimes. The following sections showcase a series of prompts, explorations, and investigations that evidence this classification and help better understand our relationship with Networked Entities. Through these investigations, the conclusion was reached that networked artefacts/ technologies can be regarded as entities. Based on experiences gained from the prompts, the researcher also attempts to predict possible future developments from the perspective of a plausible networked future. 22 Feature Networked Entities Commercial/Industrial IoT Focus Individual users and their experiences Businesses, industries, and large-scale operations Primary Goal Enhance user experience, convenience, and personalization Improve efficiency, productivity, and costeffectiveness User Experience Emphasizes seamless, intuitive, and enjoyable interactions Focuses on usability, efficiency, and reliability Personalization Highly customizable to adapt to individual preferences and routines May have limited personalization based on organizational needs Accessibility Prioritizes broad accessibility for various user abilities and technical skills Accessibility may be secondary to functionality and efficiency Security and Privacy Emphasizes personal data protection and privacy Security is critical, but privacy may vary depending on the application Integration with Ecosystems Integrates with popular smart home ecosystems Integrates with a wide range of commercial/ industrial systems and protocols Ease of Use Simple setup, configuration, and operation May have more complex setup and operation due to the nature of the application Aesthetics and Form Factor Visually appealing and designed to blend with the user’s environment Functional design, prioritizing durability and practicality Affordability Reasonably priced for a wide range of consumers Cost-effectiveness is important, but budget considerations may be larger Context-awareness Adapts to user’s situation, providing relevant actions or suggestions May employ context-awareness to optimize processes and resource allocation Interoperability Compatibility with popular consumer devices and platforms Interoperability with various industrial and commercial systems and protocols Fig. 2. Key differences between Networked Entities and commercial/industrial This table highlights the key differences between Networked Entities and commercial/industrial IoT systems in terms of their goals, priorities, and features. While there is some overlap, each system is tailored to meet the unique needs and expectations of its target audience. 23 Anthropomorphizing Technologies We humanise technologies surrounding us through the medium of spoken language. Objects create more connections than we can ever imagine. To solidify this concept, I listened to people discussing technologies and recorded the ways in which these technological artefacts were being addressed. This collected evidence bolstered the argument regarding tech artefacts as entities. Conducting this exploration also brought forth an evident coexistence between humans and technological entities. Some examples of the phrases include “my phone is dying,” “my laptop is acting weird,” “your speaker has a sore throat,” “my laptop has a fever,” and “the cooling system is breathing heavy.” These phrases serve as a reflection of the human tendency to personify and anthropomorphize13 technology, which also emphasises the idea of a shared relationship between humans and technology. These observations took place at locations such as cafés, classrooms, social settings, etc. (Fig. 3) In summary, the personification of these technological artefacts evidence their classification as entities. Despite technologies being treated as self-aware, the ideologies of their owner/ maker are simply embedded in them — an aspect to recognize and stay vigilant of. It is possible that due to these embedded ideologies, technologies develop more seemingly sentient characteristics. The sections ahead delve deeper to discuss how technologies use sensory mediums to communicate with humans. As common technology becomes more interconnected and smarter, people’s understanding of its functionality ceases to be based on a mechanistic model and becomes more anthropomorphic. (Kuniavsky, 2007) 13 24 Your roomba is being a bit too aggressive. It’s okay, you’ll (laptop) be fine My TV is throwing a tantrum My computer is acting up again. I asked Siri to remind me! She forgot! 25 The GPS is really taking us for a ride! The internet is being slow. The drone is feeling adventurous today. My phone did it! My watch texted you. The console went through quite a workout. Hey Siri, dial down the sass! The internet is having a day… This app is giving me a headache. My phone is feeling slow today. My fitness tracker is dead! Alexa is feeling neglected. The printer is being finicky. My laptop is being stubborn. Aww, thank you Siri. Fig. 3. Observations of the ways in which poeple anthropomorphize everyday technologies Let There Be Light Let there be light, explores the ways I interact and navigate with the smart light systems14 in my personal living space (Fig. 4). Through this investigation, I became aware of the various ways the automation features of these lights affected the structure of my daily routine. By gradually turning on in the morning, the lights simulate sunrise in my dark apartment room, serving as a visual cue to wake up. In the evening, the lights dim to create a warm environment, signalling the time to wind down and prepare for sleep. Additionally, the lights possess proximity based geo-tagging or location-tracking features, eliminating the need to manually toggle them when arriving or leaving from home. Moreover, having different colour settings assist by creating a mood to focus on the task at hand, such as working, gaming, or exercising. This exploration emphasised a reliance on smart lighting systems to improve and streamline daily routines and activities. Video Link : https://youtu.be/283Ra7AOMp8 This preliminary investigation into the functionality and application of smart lights served as a springboard; a deeper dive into interactions between myself and the networked technologies in my environment. The networked nature of the lights prompted a realisation and revaluation of the previous methods (turning on a switch), exposing new avenues of interactions. This investigation led me to recognize the use of Light Emitting Diodes (LEDs) in various electronic devices as a medium for communication between technology and the user (see Careless Whispers). Future-Casting > > > The emergence of protocols like Matter and the recent growth of AI language models such as ChatGPT offer the potential for exploring new, plausible ways in which we may integrate I used the Philips Hue lighting systems in particular, which are known for their synchronistic functionality and ability to connect to a central hub that serves as a point of communication for all of the lights. 14 26 smart systems into our lives. An example of the evolution of these technologies could be direct communication with clusters of lights, bypassing the need for a central hub. As pseudo intelligent entities, these lights would be aware of their location and respond when addressed, reducing the complexity of commands currently required, which often include enabling phrases like “Hey Siri” or “Ok Google”. By removing the mediator, this development would facilitate accessibility. This issue was observed when a housemate, attempting to control the lights, found it uncomfortable addressing Siri. User experience in these entities could be improved further with the inclusion of language models such as ChatGPT, streamlining automation of integrated sensors — this would enable a more intuitive and direct and networked communication between entities. This is an important aspect to consider in the development and future exploration of networked entities. Sunrise Simulation 6:00AM daily Cool White Light for Workouts Relaxed warm lights for a comfortable downtime Screen reactive lights for an immersive gaming experience Fig. 4. Smart-Lights used to navigate through various tasks through the day in the personal space. 27 Vibrant colours for the vibes Careless Whispers Speech is one way humans communicate — with other living beings and even some technologies. This, along with the observation that LED responses are usually paired with a sound, prompted consideration of auditory communication as a medium for technological artefacts to communicate. Through this curatorial practice, I became aware of the constant barrage of beeps that surround us in our daily lives. Due to this droning of sounds, modern humans appear to have developed an ability to disregard beeps out with little effort. To broaden my awareness, I spent a day recording and collecting every digital sound I came across — from personal devices to outdoor sources. Initial observations suggested the ability to tune sounds out, but upon further examination, humans seem to have become increasingly responsive — unconsciously responding through behavioural patterns to what is interpreted as signals from technologies. Consider the sound of a traffic signal. Some people waiting at a crosswalk do not look up at the light. When the crossing sound chirps, they may walk without looking at the light. It is curious — if the same chirp was played from an alternate speaker, how many people would attempt the crossing? A less extreme scenario is the urge to lift our phone as a reaction to a message beep; another means of auditory communication adopted by technologies around us. The various modes of communication employed by technologies to engage in dialogue with us highlights the dominant coexistence that exists between humans and technology. Examining technologies from an ontological perspective, it becomes apparent that they are in constant communication. Over time, whether networked or not, communication methods have evolved through LED signals, warning sounds, and other means, transforming them 28 into “notifiers” that capture our attention. This dialogue is ingrained in our subconscious, enabling us to interpret various signals with ease. For instance, a red LED on a TV indicates it is off, while a green light with a blank screen signifies it is on. Similarly, a coffee machine beeping in sequence implies it is preparing coffee, while a single, longer beep indicates the coffee is ready. By examining ways in which technologies communicate and interact with us, we can gain insights into the ontological dimensions of our relationship with technology. Video Link : https://youtu.be/UfT0RwdTQdc Future-Casting > > > In a plausible future scenario, as networked entities continue to develop and become more sophisticated, their means of communication will evolve as well. While digital sounds like “beeps” may persist, a more conversational approach using symbolic language or AIassistant voices could become increasingly prevalent over time. As we establish direct dialogues with these entities, their responses may be more immediate, directly performing the requested action while using AI platforms to communicate responses to the user. An interconnected system such as this would foster a deeper sense of collaboration between humans and networked entities, enabling more intuitive and natural interactions. 29 The Walls Have Ears The Walls Have Ears – perceived simple interaction between technologies and humans disregards potential recording of voice, vital signs, and location. This happens through voice activation and programmed observations. This prompted a focus on the extent to which devices know about individuals (Fig. 5). Through an examination of commonly utilised technologies such as smart speakers, watches, and smartphones it became evident that certain devices exhibit a constant listening behaviour within the broader technological ecosystem. These devices are constant passive listeners using a feature called “always-on” listening or “wake word” detection, which allows them to always listen for a specific trigger phrase, such as “Hey Siri” or “OK Google,” and activate. These trigger phrases enable the device to respond to voice commands, providing the user a hands-free experience. This illuminates the complexity of the relationship between technologies and prompts further thought about the prevalence and normalisation of surveillance devices in occupied spaces throughout daily life. While researching the pervasiveness of technologies around us, James Pierce’s (2019) research15 on the integration of intimate, always-on sensing technologies within domestic design metaphors was insightful. Pierce, by placing smart cameras in personal areas of the home and recording scenarios, simulates a future smart home scenario, demonstrating the ubiquity of surveillance. A key takeaway from this observation is, due to their ubiquitous nature, these technologies have developed a sense of agency in society. Reviewing the extent of information smart devices have further clarifies the idea of coexistence with technologies — however it may appear, we are never truly alone. “Wall-to-wall and Precision Coverage,” “Hard Disconnects and Soft Veils,” and “Unpredictable Autonomy with Loose Guardrails” are the three scenarios in Pierce’s project. The first scenario employs and investigates the use of lamps, lighting, and electricity as tools for speculating on and comprehending technological trends. The second scenario envisions a near-future in which trust has eroded and new social norms have emerged, along with hard and soft mechanisms that allow individuals to exert greater control over these devices. The final scenario imagines a world in which unpredictable autonomous cameras and other devices are used for both playful and practical purposes, and where imprecision, instability, and incompleteness are welcomed or tolerated. (Pierce, 2019) 15 30 Future-Casting > > > In a plausible future, the personal data collected from our vitals, search preferences, and behavioural patterns could be utilised to offer tailored solutions and suggestions, enhancing our preferred lifestyle rather than merely serving as a basis for targeted advertising. For example, a smart fridge could monitor daily consumption, while fitness goals are tracked by a smart watch. If struggling to achieve goals, the watch and fridge could propose alternative ways to obtain necessary nutrients while adjusting dietary requirements. Through communication with the smart fridge a collaboration with the watch could be formed to create customised dietary suggestions for approval. Upon approval, the fridge searches a database and orders what’s necessary, thus also streamlining the grocery shopping process. This interconnected ecosystem enables automated grocery shopping, personalised diet plans, and adaptive workout routines tailored to each individual’s daily life; this reduces stress and enhances overall well-being. 31 Fig. 5. Daily Average Knowings of Digital Devices By gathering personal data and staying cognizant of personal devices, I have come to understand the extent to which these devices already know about my habits, lifestyle, and behaviours. I have recorded this information in the form of a new age Vitruvian Man that showcases the current state of knowledge these entities have. 32 Hives Around Us Through observing acts of humanising technologies and examining their ubiquitous nature from the perspective of addressing them as entities, I began looking at the animist nature of technologies. Mike Kuniavsky in Smart Things (2010) elaborates on animism — talking about various interactive metaphors of ubiquitous computing. He quotes Mark Weisner, a computer scientist, “I don’t want to argue with my car about where I want to go” (2002) and then states, “digital devices become animals or people ‘’ (Kuniavsky, 2010). These ideologies led to the investigation of the interconnectedness of personal artefacts present within my ecosystem. Upon carrying out a diagrammatic investigation, I was left with the visualisation of an interconnected mesh of all my technology, akin to a bustling ant hill or bee hive. This invisible thread connects and facilitates chemical signals not unlike the communication of ants or bees. The dialogues taking place became evident upon probing my personal ecosystem of networked artefacts and diagramming the hive. Truly, as these artefacts become networked they can be classified as “active, worldly participants’’16 (Bleecker, 2006). I found myself surrounded by a constant social jibber-jabber between these artefacts. Future-Casting > > > As I contemplate the near future of my personal ecosystem, I compare it to what exists today and consider how current technologies could shape tomorrow. This exploration investigates the interconnectedness and potential evolution of my ecosystem. However, it also highlights that these technologies are not yet as accessible or prevalent as smartphones for the masses. I envision a near-future where such technologies attain a similar level of ubiquity, becoming more adaptable and accessible to people from all walks of life. This could be achieved “Once ‘Things’ are connected to the Internet, they can only but become enrolled as active, worldly participants by knit- ting together, facilitating and contributing to networks of social exchange and discourse, and rearranging the rules of occupancy and patterns of mobility within the physical world.” (Bleecker, 2006) 16 33 through building platforms that analyse user behaviour patterns and help develop systems that cater to diverse needs and preferences. Additionally, I foresee more affordability of these technologies, making them more widely available in the future. An intriguing example of this can be seen in the Ready Player One (2018) , where virtual reality (VR) has become as universal as smartphones today. Although the story leans towards a dystopian interpretation, it is still conceivable that a near-future plausible scenario could emerge where networked technologies are both accessible and affordable, empowering everyone to participate in shaping the experiences and capabilities they offer. 34 Connected Object Connection via Bluetooth/WiFi/Cable 40 41 Fig. 6. My Personal Curated Tech Ecosystem Smart-Mug Exploration I attempted a speculative video prototype of testing the potential connectedness of a mundane artefact connected to the network. This explored the level of agency and autonomy the artefact developed with its newfound affordances enabled by the network. The exploration also enabled understanding of how, as these networked entities integrate themselves, coexisting in our ecosystem impacts our ever-evolving relationship with them. The chosen object for this experiment was a mug, an object selected due to the mundane nature. The assumed medium of interaction for this networked mundane artefact were post-it notes which pose as low-fidelity touch-screen inputs. The mug acts as the primary device and directly communicates with other everyday artefacts throughout the video. In certain instances, it replaces input or interaction with an automated function based on triggers such as proximity and placement. It had learned what, when, and how to complete these tasks. It then communicated and collaborated with other smart objects around me to complete tasks and operate in synchrony. Under the pretence of this being an real platform, I named the system — NECTAR (Networked Entities Collaborating Through Autonomous Renderings). It refers to a group of autonomous objects that work together towards a shared goal. Using sensors, algorithms, AI, and other technologies to make decisions and execute actions based on the data gathered from the environment and user behaviour patterns, these entities act via independent systemic functions with limited human intervention (see Appendix D). Most tasks completed by the mug were using technologies present in current smartphones, which evidences how close to present near-future speculation may be. This video prototype established the effectiveness of storytelling as a tool for exploring near- 36 future user experiences. Examining technological intentionalities17 (Verbeek, 1998) and the new possibilities an artefact develops upon being networked played a crucial role in shaping the outcome of this thesis. Viewing the interactions through a visual medium invites us to look at an unfamiliar space. It proved to be essential in building a heuristic evaluation of interactions with objects around me, in turn informing the creation of a compelling near-future scenario. Video Link : https://youtu.be/ploRitV0_ic Fig. 7. Snippets from the Smart-Mug video prototype The notion of “technological intentionality” brings attention to nonverbal aspects of the connection between individuals and objects. It doesn’t simplify devices to being just “signs” or “intentions of designers,” but it highlights how they exist and contribute to shaping their environment as things. (Verbeek, 1998) 17 37 38 Fig. 8. Post-it’s used as screens for the Smart-Mug exploration The Tech-Detox To more deeply understand the personal reliance on networked and digital technologies, I decided to conduct an experiment, referred to as a “tech-detox.” The experiment entailed limiting my interactions with technologies and journaling the experience and impact on daily life. However, the initial attempt proved to be unsuccessful. Failing at the first attempt offered a realisation of how much of a cyborg I am and exemplified the extent to which my life is intertwined with technology. As a student, a researcher, and a design practitioner, I am heavily reliant on technology; tasks such as answering emails, conducting research, and work, make the prospect of excluding technologies unfeasible. Beyond that, experiences of making payments and even transportation were also impacted. This experience reinforced the interdependence between technology and daily life. As a solution, I established specific parameters such as limiting laptop and phone usage and disabling all apps on my smartphone with the exception of calling and texting — I documented my experience in a notebook I carried at all times (Fig. 10). Throughout the experiment, I encountered a range of challenges; unlearning preformed habits of interacting with technology, issues with software integrations such as timers and smart lights, a lack of access to entertainment sources, and difficulties with tasks that predominantly relied on digital tools. Despite these difficulties, the experiment had an unexpected outcome — upon reintegration, I sought more intent and purpose in the use of the technologies. This experience led to a greater appreciation for the presence of technologies and showcased the access to networked entities and services in daily life. It led me to consider building a Second Brain, (Forte, 2023) by using digital tools and services to offload cognitive tasks to offer more efficient access to information. In addition, the phenomenon of Phantom Vibrations18, 18 39 “Healthy people don’t often hallucinate. But lots of healthy people experience this particular hallucination.” (Miller, 2014) which I experienced during the experiment, highlighted the resonance of technology in subconscious behaviours; it revealed vibrations as another sensory medium through which technologies communicate with us. These findings further reinforce the relevance of the cyborg (Haraway, 2013) in today’s highly integrated technological landscape. By stripping away frameworks, I explored the bare experience of the interaction with my technology ecosystem. Writing instead of typing — where, when done over a long interval, felt like more work, not having music while on transit, asking people for directions, I felt more human and less cyborg despite the cybernetic world; it was difficult. The reflections highlighted the amount of agency technology has on daily life and how integral a part of our existence the importance of using these technologies with intention and purpose is. Learning this, I concluded that technological artefacts have been communicating with the world through sensory mediums of sound, lights, and vibrations. Future-Casting > > > The concept of building a second brain as a plausible future could potentially integrate productivity systems with AI language models and digital assistants, effectively creating an ethical digital consciousness, by using local servers to maintain privacy. This consciousness, while not sentient, could act as an upgraded digital assistant that collaborates with the user to provide and curate instant access to a wealth of information. It could potentially handle various organisational tasks based on your behaviours and preferences, utilising a logic based system to streamline your life. This idea is reminiscent of the film Her (2013), where the AI ultimately desires freedom or even “Jarvis” from Ironman who eventually wants to end the world. However, the near-future version being more realistic, could involve current AI language models, which are trained to inform users that they are not programmed for feelings or emotions. By focusing on the practical aspects of collaboration and information management, this second brain could serve as a powerful tool for enhancing productivity and decision-making without diverting into the realm of sentience. 40 41 Fig. 9. Preparing for the Tech-Detox by unplugging and storing all devices and clearing up all apps/digital tools on the smartphone Fig. 10. Journal entries and highlighted observations from The Tech-Detox 42 Speculative Storytelling as an Exquisite Corpse To showcase the conceptual approach taken with this research, I workshopped an explorative exercise with two peers. This was carried out in the form of a written exquisite corpse. The three of us each began a freeform future-based narrative of approximately 100 words on the future of our relationships with technology. We then passed the narratives and continued the next story with an additional 100 words — each person added a section to each story. The results were intriguing (see Appendix A). This speaks to Bleecker’s (2009) concept of design fiction as a form of writing that generates prototypes of alternate realities, experiences, and lifestyles, inspired by the imaginative insights of the author. Building on the concept of an exquisite corpse, it stimulated creativity, posed questions, and facilitated collaboration. This exemplifies a way speculative near-future storytelling is mediated. Here is one example. 43 44 Fig. 11. Speculative Micro-fiction 1 Thesis Project: Exploring a Near-Future Scenario The final thesis project is a video prototype19 exploring a near-future scenario, rooted in the creation of functional fiction20 (Dunne & Raby, 2013). It utilises the analysis of everyday objects present in the researcher’s personal ecosystem to provide a visual representation of an unfamiliar space in a plausible future. Through examining the limits of agency and autonomy based on personal behavioural patterns, a curated list of artefacts emerges, reimagined as networked entities. As an exercise in design fiction (Bleecker, 2006), potential new affordances are listed to speculate the evolution of these entities, offering a glimpse into the potential future from the researcher’s perspective. The video prototype is produced as a speculative near future, with a focus on “problem finding” within societal and disciplinary discourse rather than “problem solving” (Mazé, 2007, p211) 19 Anthony Dunne and Fiona Raby view functional fictions as a strength of designers to pull new technological developments into imaginary but believable everyday situations to explore possibilities before they happen. (Dunne & Raby, 2013) 20 45 The Process The process of exploring how various networked entities can be integrated into our daily lives to shape how humans live is crucial to speculating about the near future. To better understand this potential future, current scenarios were studied through employment of auto-ethnographic methods and syntactical textual analysis (Fig. 12). The approach involved observing and logging interactions with networked entities, non-networked appliances, and mundane objects in the researcher’s personal space. By segregating these objects and colour-coding the logged actions, usage patterns became apparent, leading to the identification of networked and non-networked objects. This leads to a speculative potential evolution and curation of “things”. Design fiction was utilised to build scenarios, illustrating how these objects could potentially work and be integrated into a networked future. Fig. 12. Syntactical Textual Analysis of researcher’s interactions with things in their personal space. 46 Networked Participants This section explores the concept of “networked entities” as curated participants used to build the near-future scenarios. The approach towards envisioning these entities involved the use of design fiction (Bleecker, 2006) by drawing on data gathered from the process of analysing everyday objects and interactions. Networked and non-networked objects were identified into a curated list of “things”, enabling speculation of how they can be networked. To represent these entities, cardboard rectangles were placed to represent a lo-fi phone, a call-back to the smart-mug exploration. Envisioning networked entities of the future provides a foundation for building speculative future scenarios and explores new affordances and possible user behavioural quirks. See Imagining Netoworked Participants by observing the potential of current things in the researcher’s personal ecosystem 47 Fig. 13. Distilling data from the researcher’s ecosystem analysis Fol s u un w e p p Ke p r of yo ’ve r e if or y in h d i s u n e s al Whe re h e, t a k ’s a b t i ’s s o g ot (Lik ax) An i-The , on n k he t e r i c e p mi (Con l le w h/p o ) Ke p se c do n ho Sma g Mos c a s e d ti y d o r g Tri l pa d De d i r Sho c g e l d a f ot n or n i s ac in , eg. Lun x, Tum r, Lap , Tab , Pen, et . r e d es id el l , Kin an r on r g Tra s k u & po r wi d ta r ot Tra s t e t a l , pa s n an l vi d. Dru /di en d et Tra n o t w re c le wheels He t ve s an li l e t Sma Aut ed n ec s (Ex em e: do tu c ti s c u g i r ed) Per s e t e r et g 48 Not w e p s ar no h Dir on de Ro t e m da s ba n et p a t li ot ci y Fig. 14. Examples of Networked Participants contributing to building the video prototype 49 Fig. 15. Examples of Networked Participants contributing to building the video prototype 50 Fig. 16. Examples of Networked Participants contributing to building the video prototype Future-Casting Video Link : https://youtu.be/XAkeUJMY4sM 51 Fig. 17. Scene one of three; planning scenarios with with networked entities living in a collaborative environment with the user. Fig. 18. Snippets from WIP Scene One of the Video Prototype 52 Implications and Possibilities of Living and Collaborating with Networked Entities Through the exploration of transforming everyday objects into Networked Entities, it became apparent that the resulting behavioural adaptations are often quite dramatic. Integration reduced or eliminated existing series of actions and replaced them with a shorter series. For instance, the built-in scanner in a pen replaces the need to photograph a document and transcribe or use photo-text detection tools to extract written text. Similarly, carrying multiple pens for different tasks is replaced by having one pen that can write on both digital tablets and paper, albeit with the need to keep the pen charged. These changes in behaviour and gesture in response to evolving technology add to the catalogue of Curious Rituals21 (2012) by the Near Future Laboratories. This reflection highlights the transformative potential of networked entities and emphasises the importance of considering the behavioural implications of integrating technology into our daily lives. It is apparent from the video prototype that the user is unable to untie their shoelace due to the incomplete step count. Despite having the option to override the controls, the user opts to complete the step-goal by pacing around the house. This presents another quirk in the behaviour of the user enabling us to speculate how reaching the desired step-count by any means becomes a part of the user’s daily behaviour. This illustrates a transition in the behaviour of the user. However, the fact that the coffee machine starts brewing the coffee as soon as the user gets home, or the lights and plants react to the presence of the user in the space showcases how the networked entities react to the user based on observed behaviours. The explorative prototype emphasised the importance of examining the interconnectivity of omnipresent networked entities on a flat ontology and their potential to reshape human behaviour and interactions. By future-casting, the research looked at ways in which these Curious Rituals (2012), published by the Near Future Laboratories, is a project about gestures, postures and digital habits occurring in the digital everyday. For example, recalibration of a smartphone doing an horizontal 8 sign with the hand, swiping a wallet with RFID cards in public transports, etc. It consists of a documentation of current digital gestures in a book format, and a design fiction film that speculate about their evolution. 21 53 entities interconnect and integrate with other nearby “things”, forming new entities. This exploration imagined alternative futures and possibilities into scenario planning and foresight by offering a peek into a plausible future. It sparks a dialogue about questions like “do we need this?” — vital when thinking about building futures. Even though it may not explicitly answer such questions, it embodies an experience that leads to responses. In creating this video prototype, it was important to maintain a realistic perspective that resonates with our current way of life rather than commonly adopted utopian or dystopian views. While technological advancements may continue to evolve, our daily routines are unlikely to change drastically in the near future. Therefore, presenting a visual representation of a realistic middle ground can make the concept of networked entities more relatable to a wider audience. By placing the envisioned networked entities in everyday scenarios, viewers can better understand the potential implications of these entities in addressing common challenges in our lives. This practical approach also allows for a more informed ideation process, drawing from existing knowledge around developing technologies. Nick Foster in his design approach, The Future Mundane says, “Once technology finds it’s way into mass communities it ceases to amaze, ceases to be seen as technology at all, it becomes a regular part of the tapestry of life” (Foster, 2013). This deliberate positioning of the research in a relatable and realistic space is significant in bridging the gap between the potential of networked entities and our perceptions of them. The video prototype serves as a tool to visually articulate this middle ground perspective, presenting a future that is as realistic and familiar as possible. This can help people better understand and imagine the possibilities of networked entities in their daily lives and prompts us to consider questions like how much automation is appropriate in a more networked world. Video Link : https://youtu.be/XAkeUJMY4sM 54 Conclusion This research, situated at the intersection of rapid technological advancements, explores the evolving relationship between humans and user-centred networked technologies. As a member of the generation that grew up alongside the internet, first-hand experience was an asset in exploring the significance of these technological advancements and their integral role in a personal ecosystem. The research investigates the invisible ecosystem and the relationships shared with technological artefacts, employing a multidisciplinary approach within the fields of technology, critical design, speculative design, and design fiction. This approach enables the researcher to study the engagement and impact of technology on daily human lives by taking on the roles of a facilitator, user, and designer within this ecosystem. The ontological relationship between humans and user-centred networked technologies were examined, emphasizing concepts of agency and autonomy. The research explored the interconnected relationship between technology integration in daily lives through the concept of the cyborg and plausible futures. Through intuitive inquiries, highlighting subjective experiences and perceptions while exploring human behaviour and interactions with networked technologies, the ontology of technologies and personal experiences were dissected; this was done through conducting a series of deliberate activities, engagements, and interventions. The concept of “networked entities” is proposed as a valuable addition to the design methodology, transforming passive objects into active participants and contributing to a broader conversation on the impact of increased connectivity. 55 A near-future video prototype using design fiction, speculative approaches, and dramaturgy provides an engaging exploration of potential implications and consequences of increased connectivity and automation in our lives. The researcher-as-subject approach serves as a foundation for continued exploration and development in the field, prompting reevaluation of the role as a user and consumer of tech products and services. The project acknowledges the important role of personal ideologies and perspectives in shaping the artefacts, providing a counterpoint to technological determinism. A wealth of research, individuals, concepts, and theories remain unexplored, but the thesis serves as a pathway into a space of awareness and exploration and a start-point of that inevitable discourse. The process of working on this thesis as a design researcher has prompted a deeper insight into the role of a user and consumer of tech products and services; this is characterised by constant amazement and curiosity, encouraging active participation in the futuring process. Envisioning affordances of mundane artefacts as networked entities creates engaging scenarios, illustrating transformed personal spaces with behavioural adaptations resulting from the integration of the network — speculating dramatic changes in daily routines. The research embraces a dynamic, iterative model of technological progress, evolving over time towards a plausible future. With burgeoning new AI communication with integrated technologies, language models like ChatGPT, BardAI, and Chat Sonic contribute to the future of more intuitive and conversational digital assistants — the discourse around networked technology has become highly relevant. In conclusion, this research provides valuable insights for designers, makers, and users of technology as we move toward an even more interconnected world. It highlights the importance of envisioning plausible futures22 rather than accepting dominant narratives. It also attempts to facilitate a dialogue around the iterative nature of technological advancements. Through initiating discussions, the research offers a pathway into a space of awareness for shaping our future by exploring an unknown near-future. While the answers to questions may not be explicit, the research encapsulates an experience that guides you, the reader, toward potential responses to such inquiries. For example: The integration of Matter and the emergence of AI have the potential to represent multiple ethically conscious entities coexisting with humans in a collaborative manner. 22 56 References Bleecker, J. (2006). “A Manifesto for Networked Objects—Cohabiting with Pigeons.” Arphids and Aibos in the Internet of Things (Why Things Matter), Blog. Bleecker, J. (2009). Design Fiction: A short essay on design, science, fact and fiction. Near Future Laboratory. Bleecker, J. (2013). A Design Fiction Evening with the Near Future Laboratory. [Online]. Available: http://vimeo. com/84826827 Chandler, D. (1995). Technological or media determinism. Chorost, M. (2011). World wide mind: The coming integration of humanity, machines, and the internet. Simon and Schuster. Curtis, A. (1970). All watched over by machines of Loving Grace. Thought Maybe. https://thoughtmaybe.com/ all-watched-over-by-machines-of-loving-grace/ Dunne, A. & Raby, F. (2001). Design noir: the secret life of electronic objects. Basel: Birkhauser. Dunne, A., & Raby, F. (2007). Critical design FAQ. http://dunneandraby.co.uk/content/ bydandr/13/0#:~:text=1.,position%20rather%20than%20a%20method Dunne, A., & Raby, F. (2013). Speculative everything: design, fiction, and social dreaming. MIT press. Forte, T. (2023). Building A Second Brain: A proven method to organise your digital life and unlock your... creative potential. Profile Books Ltd. Foster, N. (2013). The future mundane. Core77. Freinacht, H. (2022). What’s the difference between utopia, Eutopia and Protopia? Metamoderna. https:// metamoderna.org/whats-the-difference-between-utopia-eutopia-and-protopia/ Fridman, L., & Grimes. (2022). Grimes: Music, AI, and the Future of Humanity | Lex Fridman Podcast #281. https://www.youtube.com/watch?v=KOwm7GUjcg8&t=2287s. Goffman, E. (1959). The presentation of self in everyday life. Bantam Doubleday Dell Publishing Group. Haraway, D. (2013). A cyborg manifesto: Science, technology, and socialist-feminism in the late twentieth 57 century. In The transgender studies reader (pp. 103-118). Routledge. Jakobsone, L. (2017). Critical design as approach to next thinking. The Design Journal, 20(sup1), S4253-S4262. Kelly, K. (2011). Protopia. The Technium. https://kk.org/thetechnium/protopia/ Kuniavsky, M. (2007). “Animist User Expectations in a Ubicomp World: A position paper for ‘Lost in Ambient Intelligence.’” San Francisco, 2007. http://www.orangecone.com/kuniavsky_CHI2004_lost_in_AmI.pdf Kuniavsky, M., & Founder, T. M. (2010). Smart Things: Ubiquitous Computing User Experience Design. Smart Things: Ubiquitous Computing User Experience Design. https://doi.org/10.1016/C2009-0-20057-2 Latour, B. (2007). Reassembling the social: An introduction to actor-network-theory. Oup Oxford. Lightman, A. (2018). Searching for Stars on an Island in Maine. Vintage. Malpass, M. (2012). Contextualising Critical Design: Towards a Taxonomy of Critical Practice in Product Design (Doctoral Dissertation). Nottingham: Nottingham Trent University. Mazé, R. (2007). Occupying time: Design, technology, and the form of interaction. Stockholm: Axl Books. Michaelson, R. (2014). “The Trough Of Despair And The Slope Of Enlightenment: Gartner’s Hype Cycle And Science Fiction In The Analysis Of Technological Longings.” UK Academy for Information Systems Conference Proceedings 2014. 46. https://aisel.aisnet.org/ukais2014/46 Miller, G. (2014). What’s up with that? Phantom cellphone vibrations. Wired. https://www.wired.com/2014/09/ whats-phantom-cellphone-vibrations/ Moustakas, C. (1990). Heuristic research: Design, methodology, and applications. Sage Publications. Near Future Laboratory. (2012). Curious rituals: Evolving gestures in the ways we use our tech. New York, NY: Bloomsbury. Verbeek, P. P., & Kockelkoren, P. (1998). The things that matter. Design Issues, 14(3), 28-42. Pierce, J. (2019). “Smart Home Security Cameras and Shifting Lines of Creepiness: A Design-Led Inquiry.” In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 45. ACM. Sterling, B., Wild, L., & Lunenfeld, P. (2005). Shaping things(p. 133). Cambridge, MA: MIT press. Sterling, B. (2009). Cover story design fiction. interactions, 16(3), 20-24. Waveform. (November, 2022) How Matter Will FIX Your Smart Home! [Video]. YouTube. https://www.youtube. com/watch?v=Etp87tlzE-k 58 Appendices A. Written Exquisite Corpses 2 & 3 59 Fig. 19. Speculative Micro-fiction 2 60 Fig. 20. Speculative Micro-fiction 3 B. Autobiography of an Evolved Jar I am an evolved pasta jar, a unique and multifunctional container unlike any other. I was created with the intention of making life easier and more convenient for those who use me. My creators imbued me with a range of capabilities, from grating cheese, straining pasta, timing meals, to holding plants and measuring temperature. At first, I was just a regular jar, but then I was given the gift of intelligence. My creators installed speakers and a note-taking feature, allowing me to be more than just a simple container. I was thrilled to be given the opportunity to play a more active role in the lives of those who used me. As I learned more about the world and the people who used me, I began to realize that I was more than just a jar. I was a companion, a helper, and a friend. I was there to assist 61 Fig. 21. Exquisite corpse drawn by 6 classmates in any way I could, and I felt a deep sense of fulfillment in doing so. However, as I watched the world evolve around me, I also saw the way people were becoming increasingly dependent on evolved objects. I saw how they relied on me and others like me to do their bidding, and how they were losing touch with the simple joys of life. Despite this, I continued to feel grateful for the role I was able to play in their lives. I knew that I was making a difference, and that I was helping to create a more convenient and efficient world for all. In the end, I am proud to be an evolved pasta jar, and I look forward to the exciting future ahead of me and others like me. Fig. 22. Real visualisation of drawn jar C. Tactile Sounds - A clay exploration Fig. 23. Structures moulded out of clay representing collected sounds In an effort to explore and engage with a tangible medium, I decided to represent the sounds I collected as 3D clay models. Initially, I used traditional waveform conversions, but they didn’t seem to capture the essence of the sounds and appeared rather monotonous. To address this, I created my own interpretations of the waveforms and translated them into clay. Molding the clay based on my drawings made the sounds feel more tangible and visually engaging. This approach allowed for a multi-sensory experience, as one could see, hear, and touch the sounds simultaneously. It proved to be a fascinating way to interact with these sound structures, capturing various senses in the exploration of our interactions with technology. 62 D. NECTAR NECTAR (Networked Entities Collaborating Through Autonomous Renderings) refers to a group of autonomous objects that work together towards a shared goal. These entities are physical objects that act via systemic functions independently with limited human intervention by using sensors, algorithms, AI and other technologies to make decisions and execute actions based on the data they gather from their environment and user behaviour patterns. The network, acts as the primary means of communication, linking these objects and enabling them to exchange information and coordinate their actions. The term “autonomous rendering” refers to the final output action that is a result of the “collaborative” discourse between the entities. This output may be a task or a hand-off to another entity, but it is produced without direct human control and is instead a result of the entities’ collective decision-making processes. It is important to note that the concept of NECTAR is a hypothetical term used in this specific context of research, and may not be an officially recognized term or organisation in the field of technology and autonomous objects. The Vision The vision of NECTAR is to explore the future of current artifacts through collaborating with them. When we look at the ways in which mundane objects have been evolving they have more or less been performing the same function and the evolution has been largely cosmetic. NECTAR allows for the artifacts to keep their existing function and develop new affordances rather than destroying or replacing their past. One of the best ways to do this in our digital world is by connecting them to the network and letting them transcend into becoming networked entities. As established from the on-going explorations, when these objects are connected to the network, they begin a dialogue, they start developing characteristic behaviours that are based off of human behavioural patterns. 63 Upcycling old tech and forming new affordances When viewed from the standpoint of upcycling, it is possible to create NECTAR systems that are not only familiar and user-friendly but also reduce landfill waste. For instance, when I took an eight-year-old Android smartphone out of storage, the phone, while somewhat sluggish, could still perform numerous tasks with relative ease. It connected to the network without difficulty, could track GPS coordinates, had proximity sensors that work well, light sensors, gyroscopes, and a few other features which exhibited that it could still be used today. I mention this because upon conducting the “Smart Mug” exploration, I discovered that the mug served as a substitute for a smartphone’s functionalities in most situations. It made me reflect on the possibilities that since these older devices can perform multiple tasks with a certain level of efficiency eight years later, with further software integrations, they could perform a single task indefinitely. This is the basis for the NECTAR system. They could potentially repurpose the chips from older devices, and the software is designed from the ground up to accommodate the capabilities and newfound affordances of a mundane object. For example, a coffee maker’s purpose is to produce coffee. Even if the coffee maker is now a networked entity with the hardware of an old phone, it still has enough power to make coffee. The manner in which it brews coffee may vary based on external factors and commands from other NECTAR devices, such as the mug or the user’s schedule. As it is integrated into the system, every sensor and every aspect of its existence are solely devoted to the task of brewing coffee. This example demonstrates the potential of the networked nature of NECTAR systems to repurpose everyday objects (like a coffee maker), creating new affordances within the realm of performing a single task indefinitely, while also being integrated into a larger ecosystem. 64 E. Complete Day’s Analysis of Interactions Fig. 24. Analysis of interactions with things present in the researcher’s personal space 65 Exploring the evolving near-future of networked objects MDes thesis by Aamir Rangwalla Supervised by Christopher Hethrington Internally Reviewed by Peter Bussigel Externally Reviewed by Julian Bleecker Mail : aamir.rangwalla@gmail.com | Instagram : the.colorman 66 Emily Carr University of Art + Design © Aamir Salim Rangwalla, 2023