Benchmark UIA2023
Benchmark UIA2023
Support
Lab4U&Spaces
Living Lab of Interactive Urban Space Solutions
ATLAS
for the design of future senseable cities
Lab4U&Spaces
COPYRIGHT © 2022 LAB2PT
Hilde
P14.0
Stuttgart, Germany
P18.02 ITECH Research Dem. 18-19 Cop
London, United Kingdom P09
P15.04 Responsive Street Furniture P16
Montreal, Canada
Chicago, Illinois P11.01 21 Swings
P13.01 Array of Things
P14.01 TetraBIN
Atlanta, Georgia
P12.02 AirFIELD
Bilbao, Spain
P12.03 Birloki
Zaragoza, Spain
P08.01 Digital Water Pavilion
IV
13.04 beacons
eshelm, Germany
02 ActiWait
Singapore
P16.01 Project Bus Stop
V
VI
Index
I. Introduction 9
Urban Cyber-Physical Devices 10
Design of Urban Cyber-Physical Devices 10
The role of Urban Cyber-Physical Devices for sustainable Smart Cities 10
Three Urban Cyber-Physical Meta Concepts: Awareness, Digital Twin, Interface 11
Awareness11
Digital Twin 11
Interface12
The Context 18
Design Principles 20
Specific Functioning 23
Context24
Transformation 25
Issues27
III. References 31
IV. Case Studies 33
VII
8
I. Introduction
The role and meaning of public space in the occidental inhabit. The evolving technology allowed for new possibi-
city throughout history as evolved. Many of the activities lities of interaction between these two worlds and from
developed there suffered a process of specialization and real to virtual a gradient of mixed realities was created.
gave rise to architectonic typologies (e.g. the court, the Augmented Reality (AR), Internet of Things (IoT), Big Data
market or the parliament). Nonetheless, the public spa- and Digital Twin are technologies and concepts that seem
ces and typologies inherited from the past, kept a set of to be the sign under which Information and Communica-
fundamental functions both practical and symbolic: they tion Technology (ICT) are shaping the world around us.
are the place of the infrastructure that makes the city work A new networked digital layer is correlating all aspects of
and the milieu were our social and urban life unfolds. the human life and identity but also the built-environment
that surround us.
Throughout history, urban life has been supported by the
creation of devices that address human needs in such Similarly, to other advents related with technological inno-
spaces. These needs are dependent on the user while its vation, Architecture come late to the discussion and still
context vary with time, place and culture. They guarantee on a definition process of how to enhance the integration
the functioning of a shared public space, satisfying physi- of Cyber-Physical Devices (CPD) in the built-environment.
cal and symbolic/aesthetic needs, from comfort, privacy This also results in a sense of decluttering of the urban
or the support of economic or leisure activities, to the space, many infrastructures are taking its place in our
functioning of the city infrastructures. They range from personal smart devices leading to an unpolluted lands-
simple small objects like street furniture and signalling cape of the city. Roaming the urban realm is gradually
to architectonic objects like shading devices, kiosks or becoming a more and more personalized experience.
fountains that are the visible artefacts of cities hidden Maybe designers of the devices of the public space and
infrastructures. of the public space itself should acknowledge this change
by embracing the contemporary needs of the people who
At the beginning of the 21st century, a globalized world use the public space. This can be done by thinking how
was supported by the emergence of internet and the can we prepare the public space for a better use of these
world wide web, where most of the services were moved personal and collective cyber-physical devices.
to a non-physical space, parallel to the physical one we
9
Urban Cyber-Physical Devices that digitalizes the physical word, allows communication
and interaction and which actually performs the work. It
A Cyber-Physical Device (CPD) can be considered a devi- concerns mainly electronic engineering. CPD’s software
ce that operates through cyber-physical systems (CPS). includes all ICT platforms and apps that provide a digital
In this kind of devices, physical components and software service. It is the control intangible part of the object, with
are deeply intertwined enabling to get data of the built-en- both frontend and backend concerns. It concerns mainly
vironment, process it, and define actions through their software engineering.
reading. In other words, it has the capacity of adapt and
react according to its spatial and temporal context. Design should integrate all these components. Hardwa-
re components can be incorporated in CPD´s physique/
We consider CPD both as an individual device and a com- shape in several ways. They may be cancelled within the
ponent of a broader Cyber-Physical System (CPS). In this object or be visible and used as expressive elements in
case they can interact between each other in ways that design. Most of the CPDs are designed to communicate
change with their context. Ongoing advances in science or interact with some user and are provided with a user
and engineering expand the link between computational interface. This includes both input and output hardware,
and physical elements by means of intelligent mecha- software and communication/graphic design, and concer-
nisms, increasing the adaptability, autonomy, efficiency, ns mainly user interface design involving other disciplines
functionality, reliability, safety, and usability of cyber-phy- such as ergonomics and psychology. From the perspecti-
sical systems (Khaitan & McCalley, 2015). ve of the designer of the object, the user interface of the
In the context of the R&D project, the approach to the CPDs is a new problem mainly if interface hardware must
analysis of CPDs departs from design disciplines, namely exist at the surface of the object, accessible to the user. In
CPDs developed to assist urban live, public spaces or our case studies, the most common interface is a traditio-
management of city infrastructures — Urban Cyber-Phy- nal graphic user interface with a screen or a touchscreen,
sical Devices (UCPD) and Urban Cyber-Physical Systems but some examples interact physically with the world with
(UCPS). In this perspective, both the object, its relations tangible interface and gesture recognition.
to user and impacts on the site and society, are as impor-
tant as the technicalities of the system and ICT technolo-
gies. Urban Cyber-Physical Systems (UCPS) can be seen The role of Urban Cyber-Physical Devices for
as a class of what is been labelled as Cyber-Physical-So- sustainable Smart Cities
cial systems (CPSSs): the extension of Cyber-Physical sys-
tems (CPS) to seamlessly integrate cyber space, physical Considering the integration of CPD in urban context
space and social space (Pasandideh et al., 2022). (UCPD), the combination and coordination between the
physical public space, urban data and computational
knowledge, is tied to the concept of Smart City (or at least
to its technologic dimension). Although very propagated,
Design of Urban Cyber-Physical Devices there is no unique definition of Smart City. A tentative de-
finition of smart city implies an approach to urbanization
The design of UCPD and UCPS involves transdisciplinary that uses innovative technologies to enhance communi-
knowledge where ICT, cybernetics (sensors, cameras, ne- ty services and economic opportunities, improves city
tworks and IoT), mechatronics (robotics, actuators, etc.) infrastructure, reduces costs and resource consump-
or process science (Machine Learning and algorithms tion, and increases civic engagement (Halegoua, 2020).
for automatic shape recognition, i.e.) are combined with Smart cities are defined as smart both in the ways in
traditional design disciplines involving shape definition, which their governments harness technology as well as in
functionality and materiality. These CPDs are more or how they monitor, analyse, plan, and govern the city. They
less conspicuous objects deployed in our environment. are the product of mass urbanization, the contemporary
Even if they are to be concealed all of them present three society of knowledge and the fourth industrial revolution
components: the physique/shape, the hardware and the response to global problems that threaten our planet (Mi-
software. tchell, 2000).
The CPD’s physique/shape includes the object structure The concept of Smart City embraces a set of dimensions:
and envelop and all the parts of the object which relate to Technology, Human, Institutional, Energy and Data Mana-
our body. It concerns mainly design, aesthetics and physi- gement. UCPDs play a major role in all of them through
cal ergonomics. CPD’s hardware includes all the electro- smart city technologic dimension, which is embedded in
nics, wiring and power supply. These are the components all the other dimensions. UCPDs are (i) sensible devices,
10
acting as hubs concentrating contextual urban data and environment (or the city).
broadcasting local or remote information; (ii) interactive
devises, acting as dynamic interfaces between the city, The smart city places people at its core, and all its tech-
the communities and the individual, pushing for aware- nological infrastructure aims at supporting urban life in
ness and involvement, and rewording it with real-time re- some dimension. The contemporary pressing challenges
actions; (iii) gateway devices, bridging cyber space, phy- of urbanity can only be dealt with the effort and active
sical space and social space, supporting the integration collaboration between all parts. Public space users in-
of institutional or individual life in those three separate creased awareness of such problems is a key factor to
spaces; and (iv) adaptable devices, pushing for design participation and engagement, and a main drive for the
solutions that address both large-scale or long-term so- implementation of ICT technology in this realm. Aware-
cietal emergences and small-scale short-term daily life ness is the first step to behavioural change and social
individuals concerns (Anwar et al., 2021). transformation.
From other perspective, the increase of machine aware-
ness is also a main goal in the development of CPDs,
Three Urban Cyber-Physical Meta Concepts: the IoT and ubiquitous computing. Developments in ICT
Awareness, Digital Twin, Interface technologies go in the direction of increasing not only
the machine’s awareness of its users but also machine’s
From a literature review on the design perspective on awareness of other machines and its environment. Res-
CPDs, and the process of elaboration of the Atlas itself, a ponsiveness, collaboration and communication between
set of framing meta concepts were synthetized regarding networks of automated devices keep alive a digitalised
UCPDs and their presence in public open space. Without world that seems to dispense with user’s intervention
the objective of reaching closed concepts or elaborate a (Pitt, 2015). Guided by AI and machine learning, these
deep theory, we identify the following: awareness, digital networks will potentially become self-regulated and in-
twin and interface. creasingly autonomous. These two perspectives on the
A survey of exemplary UCPD’s implemented in the public concept of awareness push each other and drive an as-
space was undertaken. This task resulted in the compila- cending spiral. Machine’s recorded human activity or en-
tion of an Atlas of examples, framing their design, urban vironmental data increases exponentially (Big Data). The
& infra-structural context of implementation and systems transformation of data into information and knowledge is
of interaction. in the base of the society of knowledge, which pushes to
more technological development. This ascending spiral
The survey and analysis of a set of case studies did not can be seen as a virtuous circle if this process leads to
have the intention of reaching closed concepts. Neverthe- more informed (aware) users and evidence-based deci-
less, three main meta concepts were identified that can sion making and design. The dependency of people from
help a reading of what is underneath the implementation ICT technologies feeds this circle and this exponentially
of Urban Cyber-Physical Devices: awareness, digital twin growing spiral of data. Of course this is both an oppor-
and interface. tunity and a threat. But awareness is also understood as
human knowledge, literacy and conscious use of machine
and participation in a virtual world built to deal with real
Awareness problems.
11
physical beings in the virtual world (Gelernter, 1992). We between man and machine, and between society and te-
equate this concept with ones like digital avatar, but stri- chnology, started to be considered into a new light since
pped down from all cyberspace escapist overtones. This the introduction of digital computing and the advent of the
relates also to conceptual models that refer to the fusion third industrial revolution. Currently the machine-machine
of the physical and the digital (virtual) worlds: Extended interfaces, represented by protocols and APIs, allow ma-
Reality, Metaverse, Supranet or Spatial Computing. This chines to communicate and networks to integrate.
last concept explicitly produces digital twins not only of
objects but also of people and locations and it is used e.g. Augment urban life support devices (i.e. UCPDs), are no
in digitally assisted living. Digital twins are integrated with longer static objects deployed in public space, but machi-
sensor data and software in a digital world that can be nes that consume energy and transform and/or deliver
observed, quantified and manipulated and that can also something. Equipped with sensors, actuators and interfa-
manipulate the real world. ces, UCPDs deliver some set of services and/or data. In
the realm of UCPDs intended to interact with lay people,
The use of mobile devices in friendly urban spaces for the user interface design represents an important topic
both twins (analogue and digital), makes public open in its project. It will have a great share of responsibility in
space to (re)gain significance, counteracting a sense of the engagement of people and the success of the object,
alienation from place, and a certain tendency to consi- and how it will act as a countermeasure for obsolescence.
der architecture to be vanishing. Most of the examples of From the perspective of the user, the interface becomes
UCPDs in the ATLAS have a more or less complex digital synonym of functioning (Dade-Robertson, 2013).
twin, allowed by their communication and interaction ca-
pabilities with a web server app. In the simplest cases Interface is the place where communication and interac-
the digital existence is represented by a unique ID in a tion happens, therefore it is the place where awareness
web server identifying a physical object equipped with rises. There is a subtle difference between communica-
sensors. tion and interaction: communication is the transmission
of information and can be one or bidirectional, on the
A convergence of the physical and digital worlds seems to other hand interaction implies a real effect and is always
be undeniable. But how apart the twins are it depends on bidirectional. Communication may or may not imply inte-
the thickness and the conspicuity of the interface. Inter- raction. There is a gradient between communication and
face, the place that separates but also enables communi- interaction in UCPDs’ user interfaces capabilities: from
cation and interaction, seems to us has a key concept in pure representation of data or visual media display, to
analysing UCPDs from the design perspective. real digital or physical interaction with the user.
In the simplest analysed case studies, a digital interface
is added to current urban objects, spaces or infrastructu-
Interface res, augmenting their functionality or simply using it as
From the perspectives of architectural and urban designs, host, in the other extreme all the object is an interface
the concept of interface, present in the idea of UCPDs is (like big floor screens). In reality, the most common user
of the most relevance. The concept of interface is an old interface is still a visual/graphic device: the screen, more
one in architecture. It is understood both as the symbo- often a touch screen.
lic boundary between public and private realms, and as UCPDs present a set of interfaces that we conceptually
the physical surface that’s separate two spaces of distinct frame in the interrelations between machine (or UCPD)
nature. Architecture in itself, and the building or design – Man (or User) – Environment (or City). In Figure 1 we
practice in general, could be understood as the art of table the relations between these entities, the interface
creating physical interfaces: products or objects design, that allows communication and interaction, the space
or virtual interfaces: processes or rules design (Baltazar, where those entities reside and the phenomena involved.
2017). The expressions urban space or architectonic spa- Through interfacing UCPDs are gateways between social,
ce would encompass both types of interfaces. cyber/virtual and physical spaces.
With the introduction of cybernetic thinking into the field
of architecture and design, interfacing started to mean
also active control over the static building elements and
adaptable spaces. The debate on interfacing received a
new impulse in architecture and the building was con-
sidered a large scale CPD. The debates on the relation
12
Figure 1. Table depicting interrelations between machine (or UCPD) – Man (or User) – Environment (or City).
Interfaces cascade and nest like Matryoshka dolls. Every Cyber, Physical) at a lower level of interfacing (User-User,
physical, hardware or software system is mediated by an UCPD- UCPD, city-city).
interface layer: man interacts with CPDs via input and
output hardware, these are connected to other hardware In the technological mediated realm in which contempo-
pieces by standardized connectors/plugs and interfaces rary society exists, UCPDs are regarded as the interface
with OS through drivers, and devices interact in networks layer between a set of increasingly overlapping spaces
mediated by communication protocols and APIs. Physi- and interconnected networks: social networks, virtual in-
cally, and on another scale, many CPDs are interfaces formation networks and urban infrastructure networks.
between men and its environment (or the city). For ins- The conceptual diagram bellow (Figure 3) puts CPDs at
tance, in the ITECH DEMONSTRATOR’s interactive bench the heart of these network of networks linking real/physi-
canopy, the user moves the canopy surfaces by a touch cal, virtual/cyber and social spaces; and linking physical/
interface (or an app) in order to protect himself from sun analogue and digital twins.
light. The canopy can be conceived as the (architectonic)
interface between the user and its surrounding environ- City Structure
ment (or between a humanized and a wild environment). City Infrastructure
City Administration
Analog Twin
URBAN
SPACE
UCPD
ec
terfa
API
USER
r In
SPACE SPACE
Natural
APIs Language Internet Urban Space
Hyperlink Uran Life
Digital Twin Social Networks
Analog Twin
Apps
User Interface
Social Internet
Figure 2. Diagrammatic representation of the framework of concepts and relations Figure 3. Conceptual diagram with UCPDs as the central node of a network of net-
between User, UCPD and the City. works and as the gateway between physical, virtual/cyber and social spaces.
13
14
II. The Atlas of urban Cyber-Physical Devices
The ATLAS is a compilation of exemplar case studies, pre- . Design Principles;
sented as set of concise records with a unified description . Shape and Material;
and representation. It is not a simple list of projects. The
. Sensors (Data) and Connectivity Infrastructure Techno-
ATLAS dives into many of the aspects of a device’s develo-
logies;
pment and implementation. We didn’t find any document
that compiled and made a deep assessment of Urban . Specific Functioning;
Cyber-Physical Devices. Context (Figure 7):
15
Project Name P00.00
CONTEXT
Informative . Performative . Functional
Permanent . Ephemeral
Public . Private
Interior . Exterior
Small . Medium . Big
Mobile
SCOPE
Social
Governance
Environment
Mobility
Commercial
DESIGN PRINCIPLES
Figure 1.
New . Augmented
Add-on . Self-sufficient Project Name Development Team
Modular . Customizable . Open-Source
Emotional Design . Playable Location Year
Replicable Where Implemented or Tested / Other Locations 2000
One of a Kind . Prototype . Proof of Concept (Specify a Not Fixed Characteristic) (Type If “Not implemented” or Other Additional Information)
Associated Digital Platform
Connected Overview Development Nature
Independent Project / Research Project / Academic Project
Related Projects
Figure 4. Case Study page 1 structure; Figure 5. Case Study page 2 strucutre;
Figure 2. Figure 3.
Sensors (Data) and Connectivity Infrastructure Technologies Success Factors and Strategies to Counteract Obsolescence
Figure 6. Case Study page 3 structure; Figure 7. Case Study page 4 structure.
Lab4U&Spaces - Living Lab of Interactive Urban Space Solutions ATLAS of Urban Cyber-Physical Devices
16
. Mobile (devices that were designed to be moved easily cept (projects designed to showcase a new technology or
between places); concept, with no intent to be developed further);
. Associated Digital Platform (devices have an app or a
Scope: dedicated website to input or output information about
the project);
. Social (projects that influence societal issues such as in- . Connected (devices that are connected to any kind of
clusive designs, community gathering and cooperation); public network such as: Bluetooth, Wi-Fi, LoRa, Zigbee,
. Governance (devices that feed information for data dri- GPRS… or internal networks);
ven decision-making not only to governance agencies and
institutions but to the smaller business and service ma-
Sensing Capabilities:
nagements as well);
. Environment (UCPD that have an active and positive role . Environmental (temperature, humidity, chemical/gas,
in the preservation of the environment and sustainability ambient light and sound sensors);
as well as improvements on environmental comfort and . Tracking (optical, position/proximity, movement/displa-
sustainable habits incentives); cement or network-based tracking);
. Mobility (takes in projects that work around ways to im- . Physical (force/load, vibration, torque);
prove mobility in the cities, both transportation and pe-
. Vital (heart rate, blood pressure…);
destrians alike);
. Commercial (considered examples that have an impact
in a city’s economical spaces, not by selling the product Outputs:
itself nor the information generated by it); . Interactive (devices that have interactive user interfa-
Design Principles: ces);
. Typology: New (this typology reflects devices that are re- . Sense: Visual (usually through data visualization using
asonably recent concepts added to the public space that screens, lights or other forms of representation, this also
usually don’t have a defined form or term to describe it), includes smartphone outputs when the device has an As-
Augmented (there are stablished urban devices to which sociated Digital Platform), Sonorous (for soundscapes),
some sort of new functionality was added through the Kinaesthetic (devices that have moving parts that change
addition of digital technologies); the perception of space and devices that induce move-
. Support: Add-on (attaches itself to a host object for ment);
structural and infrastructure support), Self-Sufficient (in- . Immediacy: Direct (UCPD with an immediate response
dependent power supply); to inputs and showcase real-time data), Deferred (when
. Tailoring: Modular (considered when the device has mo- outputs takes effect in the future, as is the case of data for
dular parts, not when it can be clustered), Customizable governance or behavioural change initiatives);
(only when a device was made to be customized in physi-
cal or digital components, not when it has to be adapted
to do so), Open-Source (are easy to build and customize, Keywords are highlighted in the list according to their con-
DIY and open-source initiatives); nection to the subject. Each line contains one characte-
ristic (when it is binary) or a set of characteristics. Depen-
. Attachment: Emotional Design (UCPD that had a focus
ding on the case, each line can have more than one word
on its ability to create empathy, engagement and appro-
highlighted. In the end, we’ve envisioned a bird’s eye view
priation through shape, software and interface design),
of the project for the reader to go through before diving
Playable (installations and devices that gamify the urban
into the detailed information. In this page we can also find
space to make tasks and education more pleasant);
the References from that particular project.
. Replicable (when a device is not “Tied to Place” and it’s
possible to reproduce and apply it (with no alterations)
to a different context, this refers to the device, not the
The second page situates the example with an introduc-
technology);
tory sheet with general information. Each record is identi-
. Oneness: One of a Kind (includes devices designed to fied by the project’s official name, the code, development
be unique, usually artistic expressions), Prototype (unique team and team members, location, year, a set of ke-
devices that are the in the first development phases with ywords, references and related projects (inside the docu-
the intention to be produced in quantities), Proof of Con- ment). An Overview topic describes the project by the de-
17
velopment team’s own words. It is also reported whether Topics are as follows:
the project had any kind of third-party Participation (apart
from the development teams) and its Development Natu-
Context Diagram: A diagram graphically depicts (with
re, as in an Independent, Research or Academic Project.
relative fidelity) the urban context type and scale that the
device is attached to and synthetizes the functioning of
the device contextualized in its urban context and scale.
The Object
Here are organized the main design features and func-
tions of the objects. Stress in exerted in the relations be- Context: Small description of the context the system
tween the physical and digital components of the device, is applied to, including urban, cultural and geographical
and the functioning of its associated interface. Topics are context such as: public space typology (indoor or outdoor,
as follows: street, square, alley). How does it appear to the people
in the urban space? What’s its scale and implantation?
Is it seamless? Is it more hardware or software focused.
Design Principles: A small description of the principles What kind of interaction does it have with the surrounding
of design and implementation. Was it designed to be a environ¬ment and with the people around it?
permanent or ephemeral addition to the public space? Is
it modular and in any way customizable? Is it replicable,
scalable and adaptable or tied to a specific place? Is it Transformation: Analysis of the device’s contribution
dependent on an associated app, website or data visu- and influence over contemporary pressing matters such
alization platform? Was it designed as a new object to as: energy and water waste, resource and infrastructure
fulfil a contemporary need of the public space? Was it an management, mobility, citizen engagement, well-being.
added technology to an existing concept that suggested What changes are possible to identify in the public space
a redesign? Or is it an add-on to an object, service or upon implementation. And what long-term or not direct
infrastructure? (data informed decisions) changes, spatially, formally or
in citizen behaviour and interaction can be expected?
Shape and Material: Descriptive paragraph of the
tangible scope of the object such as: dimension, general Success Factors and Strategies to Counteract
shape, composition, material composition, connections, Obsolescence: In this topic we discuss characteristi-
structural design. cs, design principles or development and implementa-
tion approaches that help make this particular project
a success (how do we determine success?). How were
Sensors and Connectivity Infrastructure Techno- the most common public space implementation issues
logies: A detailed list of all implemented sensors and (scepticism, safety, privacy and vandalism) considered
kind of data collected as well as the connectivity infras- and tackled?
tructure technology, betwe¬en similar objects, with ser-
vers or with personal devices (Cloud, Fog, Edge, etc.).
Issues: A speculative overview around what are the ob-
ject’s main issues considering possible obsolescence,
Specific Functioning: A summary of the functioning utopic visions, over-dependency on technology, service or
of the hardware or software including connectivity infras- object, sustainability, production and considerations on
tructure, technologies and interaction and data flow. the real need of that added technological artefact to the
built environment.
The Context
The object is applied to a specific context, here, the pre- Rationale for the selection of case studies
sence of cyber physical technologies and interactive devi-
ces in the public space is addressed. The focus is in the The rationale behind the selection of the collected exam-
urban contexts in which this objects are deployed and in ples followed a series of principles backing the main goal:
the influence they exert in the design and functioning of to portrait the diversity of situations and scales, and the
these spaces, and how communities/users relate to te- several strategies and degrees of incorporation of digital
chnological artefacts in urban space and affect liveliness. technologies in cyber physical devices for public space.
18
Priority was given to objects with a conspicuous physical
existence that support typical human needs in such spa-
ces (mobility, comfort, security, etc.), and to implemen-
ted/prototyped design objects over untested concepts,
purely artistic interventions or “digital only” initiatives.
In general, the examples set should be eclectic, and try
to go beyond smart city functionalist implementations,
capturing some research based examples that use digital
technologies in innovative ways. It is also mandatory for
all the examples to have some sort of sensing, communi-
cation, interactivity or adaptability capacity that augments
its performance in the physical world and extends its exis-
tence to the virtual real. Interaction must be considered
as a feature of the selected projects. It should be able to
react to stimuli from its surrounding environment, people
or other connected devices.
Cross Readings
In this section we do a cross reading from case studies’
records following the template structure and topics as
they we defined above. We intended to give a clearer pic-
ture of the main problems, common solutions and affini-
ties between projects.
In Figure 8 it is graphically shown, per topic and for all
examples, the relative weight of the terms as they were
highlighted in the Preview first pages of each record. The
darker the greyscale, the greater the sum of the referen-
ces to that term.
Overview
Selected examples are contemporary with the present
dissemination of internet and mobile digital technologies,
spanning a time period of 13 years (2008 – 2020). The
year with more examples is 2015 (5 examples), followed
by 2013 (4 examples) and 2012 (3 examples). The em- Figure 8. Main terms weights, per topic, for all case studies
(Case Study page 1: Preview).
phasis in this period reflects a bias towards the availability
of information: remarkable examples of this period had cess and also the prevalence of academic and research
more time to spread; but it could also hint to the upwelling based projects. Two institution stand out: MIT, referred
of a focus on the digital/cyber components (over the phy- in 5 projects: COPENHAGEN WHEEL, UNDERWORLDS,
sical) of UCPDs, on the digital twin over the analogue. FUTURE FOOD DISTRICT (MIT SENSEable City Lab), DI-
Dates refer to the year of the devices’ development or its GITAL WATER PAVILION (MIT Media Laboratory/Smart
first deployment in a real setting. Subsequent revisions Cities Group) and BENCHMARK (MIT Civic Data Design
and deployments are common: we have confirmed that Lab); and Gehl Architects referred in 2 projects: TREE.0
UNDERWORLDS case study was installed four times, and and BENCHMARK. Following the location of main acade-
BENCHMARK, MURMUR WALL and BIRLOKI three. mic institutions and cities with stronger urban research
and experimental dynamics, the city where most exam-
The size of the development teams, the majority over 15 ples are located is Boston/Cambridge with 4, followed by
people, reflects the multidisciplinarity of the design pro- Chicago, Milan, Barcelona, Copenhagen and Singapore
19
with 2. The country with most developed or implemented of a “New Typology” of urban furniture. Their repetition
examples is by far USA (13); in Europe things are more and increasingly defined form and purpose indicate the
scattered: Spain and Germany with 3, Austria, Italy and acceptance and establishment of these new kind of ob-
Denmark with 2; but the number of events is balanced jects.
between Europe (15) and North America (14). This seems
to follow a Eurocentric (or occidental) bias that can be While the ATLAS focuses on devices that populate the
depicted in the world map at the beginning of the ATLAS. urban realm, the Urban Cyber-Physical Devices, where
China, Korea and Japan are certainty UCPDs examples’ it’s expected that most examples have a public status and
sources that needs to be explored in future work, as well are collectively used, smart personal objects have been
South American countries like Brazil or Chile. around for some time now. These private and public envi-
ronments are merging where it comes to data; people are
The greater number of projects are Independent in their gathering information form their quotidian and sharing it
Development Nature, but approximately half (13) are aca- in public platforms. Only two of the gathered projects,
demic or research based, and the same number is di- both Sensor Boxes (SMART CITIZEN KIT, COPENHAGEN
rectly target to industrial or commercial implementation. WHEEL), are fully personal devices and both work with
The most case studies (17) are not Participatory in nature open-data strategies to inform and empower people from
(i.e. involving the users in any sort of co-design), but half the source. This means that, although its property is pri-
are the result of public institutions’ association. In any vate and its use personal, the data produced is publicly
case the implementation of Independent projects in the shared, stimulating the development of virtual communi-
public space involves the implicit support of public insti- ties of aware users.
tutions like the Municipalities or Universities.
Open-source, open-data but also data visualization play a
major role in the objective of the DIY examples, and are
also crucial for artistic and performative examples that
Design Principles feed from internet data to convey information to the public
The most common case we came across in our search in a ludic manner. The importance of data can also be
of UCPDs were remediated or augmented typologies of seen in the high percentage of cases that have Associated
well-established urban objects, such as benches or street Digital Platforms. Roughly half of the projects have a di-
lamps. These have been a part or our built environment gital presence inseparable from the device’s functioning.
for a long period of time due to their “basic” necessity These may vary from data input, output or even control of
in the design of a comfortable, safe and pleasing urban the device itself through the Digital Twin.
space. Now they face the inevitability of digital technology The virtual presence of the devices has impact in the
advance. These augmented objects, with new functions physical body of the device. In an inertly multidisciplinary
and capabilities, try to fulfil contemporary management approach, the design of urban devices has to cope with
and sustainability goals by adding themselves to a ne- the extension of the object’s infrastructure to accommo-
twork of Cyber-Physical Devices. date ICT devices, and the extension of physical ergonomi-
One noteworthy example is the kiosk that, even though cs to user interface design. These passive objects beco-
it’s is not the most basic of urban additions, is one that me machines that need energy, integrate hardware and
has been around for some time and is ever-evolving. Both software in its shape and external user’s devices in its
kiosk-like devices in this Atlas (SMART POLE, BIRLOKI) ICT system.
share most of the same characteristics, verticality, modu- Despite the fact that most of the CPDs are designed to
larity, screens, environmental sensing, etc. which make be autonomous objects, even if belonging to a network of
them “smart” versions of the classic urban kiosk. devices, it’s possible to find “urban prosthesis”: Add-on
Although it’s presumptuous to consider anything as a devices that need to be attached to a host. In a tentative
“new” typology of urban furniture, it’s possible to identify to balance the need for new infrastructural and functional
a few examples. Although rarely, due to the recent time- elements in some of these devices, they can expand host
-frame where they are emerging, new devices with stab- object’s functionality (ACTIWAIT, COPENHAGEN WHEEL)
le characteristics are accept as stablished items of the or simply use them as support or energy source (ARRAY
public space. From the manifold UCPDs we’ve collected, OF THINGS).
“Sensor Boxes” (SMART CITIZEN KIT, COPENHAGEN Our attention was in part focused in emerging design so-
WHEEL, ARRAY OF THINGS, BENCHMARK) and “Tree lutions. These are mainly materialized in objects as Proo-
Structures” (TREE.0) seem to gather the characteristics fs of Concept of some technology or idea (e.g. DIGITAL
20
WATER PAVILION, ITECH DEMONSTRATOR); prototypes sign itself. Data can be collected or/and consumed by
of potential industrial design objects (RESPONSIVE STRE- CPDs. AIRFIELD and MURMUR WALL are cases of CPDs
ET FURNITURE); or devices with a strong open-source that only consume internet data to produce alternative
and DIY nature that, even if replicable, they are planned data visualizations, while ARRAY OF THINGS only collects
to be produced in small quantities of highly personalized data. In both these cases, communication is one directio-
assemblies. Art works or spatial installations fall into a nal, based on sole inputs or sole outputs, and the inter-
fourth category. These are, by definition, One of a Kind face (if it exists) is passive. More often, the devices we’ve
designs (THE HEART OF THE CITY, AIRFIELD, PUZZLE collected are equipped with sensors and interfaces with
FACADE). These kind of performative devices and in- interaction capabilities and are meant to be part of a sys-
terventions, are mainly ephemeral and produced in the tem of networked devices. They can collect, consume and
context of an event and, therefore, tied to the place they display data or (hyper)media content as well as connect
were thought for, they are not meant to be replicated, to personal devices (RESPONSIVE STREET FURNITURE,
even though some could be. COPENHAGEN WHEEL, BEACONS) and/or a central ser-
ver (AIRFIELD, FUTURE FOOD DISTRICT). Here, commu-
Replication is made possible by the ease of adaptation nication is bidirectional allowing for remote data storage,
one CPD offers. This adaptation can be achieved by diffe- management and maintenance of the individual devices
rent design strategies. Modularity and customization play and the system as a whole, integrating them in the Inter-
a major role in the design of the analysed CPDs and usu- net of Things.
ally go hand-in-hand. These two design principles apply
both to the formal design of the object, its hardware and
the associated interface app or provided service. They
can also be seen as signs of uncertainty of how to achie- Shape and Material
ve the right solution or configuration of parts in tentative One can say that every UCPD in the set of examples, phy-
approximations to the design of UCPDs. Because there is sically, integrates into a main body, a hardware system
still a superfluous number of functionalities in these devi- and an energy supply system. The main body is made
ces, the flexibility attained by modularity doesn’t seem to by structural casing and fixing parts; the hardware sys-
be able to completely counteract redundancy. In the case tem is constituted by boards, electronic components (e.g.
of more industrial solutions like the SMARTPOLE, custo- sensors, microcontrollers, antennas), input and output
mization is partial and constrained to a set of predefined user interface devices and cabling; and the energy supply
modular parts. On the other hand, DIY cases (SMART CI- system includes electric components for the connection
TIZEN KIT, BENCHMARK) are, in principle, customizable of the device to the power grid, or its production in-place,
by the ability of remodelling an initial open-source design power supply units and batteries. Tentative experiments
and to extend it at will. are made to seamless integrate parts or systems: shell-li-
Ludic and Emotional Design are two other major design ke objects integrate structure and casing and solar panels
strategies to increase user interaction and engagement and experiments on material properties use casing mate-
with the objects, the services or social goals. Playful- rials to conduit energy (ITECH DEMONSTRATOR).
ness and conscious manipulation of emotional process In most cases, hardware components (apart from inter-
are used to increase social interaction, participation and face output devices) are totally hidden as they are fragile.
awareness of some problems, or the potential of new te- But in SMART CITIZEN KIT it is used in an expressive way
chnologies to solve them, in a rewarding and joyful way. and in other cases it is all you can see and the object
These strategies can be applied both to the object, the is reduced to its electronic and functional elements (UN-
digital interface and media content that is presented by DERWORLDS) or hidden behind the user interface (INTE-
the devices. RACTIVE SCREEN).
We note that, in our case studies, most ludic devices (21 The vast majority of devices is of small to medium scale
SWINGS, RESPONSIVE PUBLIC SPACE, ACTIWAIT, AUG- (considering human scale). The smaller example is BEA-
MENTED SPACES) are not connected to any network of CON, several units fit in the palm of your hand and the
devices or the internet alone, and no data is stored. This biggest would be the INTERACTIVE FAÇADE which uses
could be valuable information to study both the effects of a building façade as a graphical user interface (although
CPD deployment in public space and their acceptance in the physical input device is as small as a Rubik’s cube).
the urban realm. For these ludic approaches or more go- Shapes tend to be very boxy and rectilinear or angular,
al-oriented ones, communication system, data and data with only a few organic shapes (BIRLOKI, HEART OF THE
visualization (or representation) become a part of the de- CITY); some installations present metaphorical shapes,
21
such as a tree (TREE.0), a heart (HEART OF THE CITY) data from the internet in a kind of surrogate sensing. The
or animal wings (ITECH RESEARCH DEMONSTRATOR); most used sensors in ATLAS’ UCPDs example set are en-
and in general are to be made lightweight. Sustainability vironmental status sensors and user interaction sensors.
concerns are addressed variably, but in general, the choi- In some examples, it was not possible to determine the
ce of ecologic, recycled or recyclable materials it is not specific type of sensor from the available information: for
a main concern and the set of examples do not portrait example, environmental conditions or the presence of a
apprehensions on energetic autonomy or in-place renewa- user is said to be sensed but no information exists on how
ble energy production, although several refer to it and the- it was achieved.
re are a variety of other UCPDs exploring these concerns.
Tracking can be done in various ways, with cameras (AR-
Autonomous larger devices or installations (SMART RAY OF THINGS, BENCHMARK), GPS (BENCHMARK),
POLE, PROJECT BUS STOP) have to support themsel- triangulating positioning of Bluetooth devices people
ves and have considerations on stability, foundations or carry (BEACONS, RESPONSIVE STREET FURNITURE),
anchoring; some smaller devices are simply attached to pressure sensors (INTERACTIVE SCREEN) or even Wi-Fi.
other objects (ACTIWAIT, ARRAY OF THINGS) and others Normal GPS in BENCHMARK example was deemed to be
are free standing and made to be moved (BENCHMARK). inappropriate to determine location. It standard accuracy
Larger CPDs are usually made through more traditional of approximately 5m is not enough to work with in the
processes and use common materials like: steel, fibre scale of that project and it fall-back to camera images and
glass or plastic moulds. This is linked to the fact that most computer vision to do the task.
of the devices are to be deployed outdoor, so integrity, du-
rability, safety, weatherproofing and antivandalic conside- With the developments of machine learning and computer
rations have to be accounted for and the used materials vision, imaging seems to become the main means for lo-
must guarantee their durability in all aspects. The depth calizing and tracking of objects or human movement, ges-
on which these considerations have impact on the design ture and expression in outdoors urban space, giving qua-
and choice of materials, depends on where they are to be litative data besides location or duration (BENCHMARK).
deployed, how long they are to be in use or the stage of The ARRAY OF THINGS’ camera is equipped with edge
development. In modular devices, watertight and vanda- computing capabilities addressing concerns on personal
lism precautions are addressed by the simplicity of fixture and local data security and bandwidth overburden. As an
and connectors between the elements. alternative to computer vision, spatial performative exam-
ples like RESPONSIVE PUBLIC SPACE and AUGMENTED
Several examples use digital fabrication technologies be- SPACES use Microsoft Kinetic cameras for taking advan-
cause they are prototypes or have a DIY nature. They ran- tage of its multi-tracking depth-sensing capabilities and
ge from high tech to low tech: ITECH DEMONSTRATOR software technology that enables advanced gesture re-
uses an experimental process and an exclusive material: cognition, facial recognition and voice recognition. These
robotic arm tape-laying carbon fibre, that is inherent to two examples are not connected to any network.
this proof of concept; and DIY initiatives use standard
plastic 3D printing (SMART CITIZEN KIT) or CNC milled In general, physical sensitivity, which include force, load,
plywood boards (BENCHMARK) and have great concerns torque, strain and pressure sensors, is tied to performati-
on the ease of fabrication, assemblage and reproducibili- ve devices (TREE.0, INTERACTIVE SCREEN, 21 SWINGS).
ty. This extends to hardware and mainly Arduino boards, Pressure sensors are also used both in touch screens of
where micro-controllers and components are used as a smart kiosks like examples (BIRLOKI, SMART POLE) and
simple way of deploying cheap and customizable electro- in BENCHMARK as a way to determine use status of its
nics while in more “hand crafted” examples, the set of movable benches. Interactive touch screens range from
sensors are simply deployed in a waterproof Sensor Box small tablet like screens sensing the pressure of a finger
casing these Arduino boards. (e.g. BIRLOKI, SMART POLE), to very big floor screens
sensing the pressure of users’ body (INTERACTIVE SCRE-
EN). One example, THE HEART OF THE CITY, collects
vital signs from the user, but this is not a common data
Sensors and Connectivity to be gathered in the public space. Nonetheless the pre-
Most of the examples are equipped with some kind of sence of this kind of sensors could be important for beha-
sensors and can collect data in real-time. Nonetheless vioural change by transmitting health consciousness di-
ACTIWAIT and PROJECT BUS STOP have no sensing ca- rectly in the public space. ITECH DEMONSTRATOR aims
pabilities, and AIRFIELD and MURMUR WALL simulate at the seamless integration of sensors and actuators in its
a near real-time sensing capability by collecting sensed kinetic structure and material. Sensors are used to sen-
22
se itself (and not the external environment): integrated attention. In an overcrowded space with too many such
material conductivity is sensed as touch interface, and CPDs this could lead to a dispersion of attention by the
accelerometers are used to determine the motion of the user and deploying of these devices should be planned.
structure and inform a digital twin.
Only a few projects don’t need people interaction to fulfil
Sensor data can be used locally, instantly and immedia- their complete function (SMART CITIZEN KIT, AIRFIELD,
tely discarded, mainly in art and performative installations MURMUR WALL). Their main functions are to collect and
(INTERACTIVE SCREEN, RESPONSIVE PUBLIC SPACE, store data and/or to communicate it, and lay person has
THE HEART OF THE CITY), or recorded in a web server a passive relation with the object. Some of these don’t
using a row or pre-processed format if CPDs’ nodes have use sensors but collect data from the internet and are
edge computing capabilities. a kind of augmented or mixed reality objects reacting to
online activity in a more or less real-time and interactive
More complex UCPD’s like spatial installations (PUZZLE way.
FACADE, RESPONSIVE PUBLIC SPACE) are made of se-
veral devices and have some sort of “intranet” connecti- Even fewer examples present an independent functioning
vity as a closed system. However, most of the examples from the user, delivering no direct service or experience
are equipped with some kind of bidirectional “internet” to people in public space. In reality its direct users are
communication capability, and are able to connect to institutions and their aim is to support city infrastructu-
other devices in a network system. Most of art objects re. Their presence tends to meld in the cityscape, as a
and spatial installations are one of a kind and don’t have too familiar or too small object to be noticed (e.g. ARRAY
communication capabilities (21 SWINGS, THE HEART OF OF THINGS nodes), or to vanish completely, like UNDE-
THE CITY, INTERACTIVE SCREEN), or are simply unidi- RWORLDS. This latter example has a completely autono-
rectional connected to the web (MURMUR WALL, AIR- mous behaviour using sensors to drive itself and not to
FIELD). BEACONS are also unidirectional, broadcasting interact with users, and it is also the only project that
their universally unique identifier to be picked up by ne- doesn’t gather the data in situ, instead collects samples
arby devices. to be analysed latter.
In more complex systems, Wireless Wide Area Networks In most cases interaction happens trough sound and li-
(WWANs) are used to connect the devices dispersed in ghtscapes when proximity of the user is sensed. These
the city between themselves in a mesh-like grid (BIRLOKI) convey information and emotion and are mostly used in
or to send sensor data to a web server and remotely ma- performative installations such as RESPONSIVE PUBLIC
nage and maintain the systems of devices in a star-like SPACE, TETRABIN, THE HEART OF THE CITY, MUR-
grid (ARRAY OF THINGS). These can use mobile commu- MUR WALL, PUZZLE FAÇADE, AUGMENTED SPACES
nication or alternative IoT oriented networks like LoRa and TREE.0. This last example responds actively to the
and NB-IoT. SMART POLE has both in order to increase environment status, consuming sensor data in real-time
network resilience. This device works also as an WI-FI and acting as a “transducer” converting human activi-
Hotspot providing local Wi-Fi coverage and connectivity ty into in-place sound and light outputs. Other environ-
to personal mobile devices, besides near-field communi- ment data gathering devices only showcase sensor data
cation (NFC) for contactless payments. Nonetheless, con- in traditional visual and tabular forms after some sort of
nectivity between personal mobile devices and CPDs is communication and/or information processing (BIRLOKI,
mainly achieved by pairing a Bluetooth/BLE (BEACONS, SMART CITIZEN KIT, COPENHAGEN WHEEL, ARRAY OF
RESPONSIVE STREET FURNITURE) or ZigBee (to be ins- THINGS).
talled in the future of UNDERWORLDS) to a wireless ad
hoc personal area network. Common actions like dropping rubbish into a trashcan
are transformed into play, or invitations to play, by aug-
mented devices aiming at environment and pedestrian
security education (TETRABIN, ACTIWAIT). In order to in-
Specific Functioning crease interaction with CPDs in public space, and give it
Interaction with the presented CPDs is for the most cases a distinctive character, the user interfaces try to escape
stimulated, and cooperation from the user is fundamen- the common personal computer experience. Interfaces
tal for the best experience and outputs (21 SWINGS, AC- are design at the scale of street, all body may be used to
TIWAIT, RESPONSIVE PUBLIC SPACE). Devices like THE interact, synesthetic experiences are proposed and alter-
HEART OF THE CITY and TETRABIN, have a predefined native ways of displaying information are looked for.
standby mode of the interface that tries to capture user’s In PUZZLE FAÇADE the interface input device is an unu-
23
sual object (an augmented Rubik cube) and the output spaces raises pressing questions on data management
device the entire facades of a building; 21 SWINGS, RES- and long-term sustainability: data security, legal usage,
PONSIVE PUBLIC SPACE, INTERACTIVE SCREEN use communication networks overload, data storage capacity
whole the human body and motion as input and FUTURE and energy consumption to maintain systems and increa-
FOOD DISTRICT detects arms motion and gesture recog- sing volumes of data backups.
nition; TREE.0 gives a combined sensorial experience mi-
xing motion, sound and light; and MURMUR, AIRFIELD, In most examples personal and site data is mainly se-
HEART OF THE CITY display information in novel ways cured by web server secure access (BIRLOKI, BEN-
at a public scale. Nonetheless, the most used interface CHMARK). Only ARRAY OF THINGS has edge computing
systems are still conventional screens or touch screens. capability, which ensures data anonymization at the outer
In the INTERACTIVE SCREEN example, the latter reaches nodes of the network and reduced volumes of data to be
big dimensions, turning into a public event the media transmitted and stored.
spectacle activated by the stepping of pedestrians over it.
Personal devices are used to engage user in interaction, Context
and CPDs integrate them in networked systems using
QR-codes, Beacon, Bluetooth or other means of wireless Most of the collected examples on UCPDs are deployed
communication between devices. This interaction media- outdoors, but in some cases (INTERACTIVE SCREEN,
ted by personal devices and Apps can be more or less FUTURE FOOD DISTRICT, AIRFIELD) the installations are
conscientious or unconscientious and more or less active deeply connected to indoor activities and entertainment
or passive. In simple cases personal devices are used or even locate indifferently out or indoors like the SMART
has digital identifiers with no need of user intervention CITIZEN KIT. Others, on the other hand are placed inside
(after register, agreements, etc.), like in the BEACON and the city’s infrastructure (UNDERWORLDS), in the sewage
the RESPONSIVE STREET FURNITURE systems. This last system in this case.
example provides a very personalized experience of the
These ludic indoor devices are both placed in wide inte-
public space with such a simple mechanism.
rior squares that potentiate the interaction experience. In
All the examples that interact directly with users use a general overview, most devices are designed to interact
multimedia devices (light, sound, images, text) with the with pedestrians directly instead of cars or traffic. Becau-
exception of the ITECH DEMONSTRATOR. Movement or se of that, these devices are installed mostly in public
animation is simulated in conventional or unconventional spaces seeking for high activity or pedestrian flow, such
screens (DIGTAL WATER, AIRFIELD) with sound and light as squares, boulevards or placed in important street inter-
projections, but in a physical sense they are static. Only section. Projects like 21 SWINGS, RESPONSIVE PUBLIC
the ITECH DEMONSTRATOR has moving parts and actu- SPACE and ACTIWAIT, have a clear intention of engaging
ators, responding to user input, via a seamless integrated multiple people to work towards a common goal. The-
touch interface, with real physical movement of its kinetic se have a focus on the citizen inclusion and interaction
structure. through collective efforts.
Many of the examples are systems of several CPDs for- While both kind of devices (ludic or functional) are mainly
ming communication networks. Their sensor or user sur- implemented in tumultuous areas of the city, informative
vey data is collect to be stored, analysed and returned and functional devices (BIRLOKI, SMART POLE) are usu-
locally and privately to the user as information, or globally ally placed on “main streets” along-side roads while per-
and publicly to society as open-data or to institutions as formative ones (RESPONSIVE PUBLIC SPACE, TREE.0,
closed-data (BIRLOKI, SMART POLE). Communication THE HEART OF THE CITY) tend to go deeper in the city’s
networks mostly form a star topology with a central web fabric, into parks, museums, markets and leisure open
server (or extended star with personal devices connec- areas. However, some CPDs are installed in segregated
ted locally to nodes by Bluetooth). The storage of data spaces, aiming at their activation like the AUGMENTED
is normally done remotely in a web server, which provi- SPACES, BENCHMARK or BIRLOKI. From these exam-
des also the managing tools, but some examples have ples, only AUGMENTED SPACES project is meant to be
a local SD card if working offline: SMART CITIZEN KIT, inserted into places where people don’t usually go, to lure
BENCHMARK. people and make those spaces safer. On a broader scale,
PROJECT BUS STOP and DIGITAL WATER PAVILLION for
In the footsteps of what is called the Big Data phenome- instance, are located in specific experimental areas dedi-
na, the huge amounts of data collected by CPDs in public cated to the development of “future” smart cities, each
24
in its respective city. Although all CPD do have a place, a sustainable initiatives. With a few exceptions, all devices
context, it’s possible to identify a few exemplary projects transform the city by changing the way people live in the
that are not site specific (SMART CITIZEN KIT, COPENHA- space, TETRABIN, changed the space by changing itself
GEN WHEEL, BENCHMARK) as they are mobile and can as a trashcan or RESPONSIVE STREET FURNITURE, for
be used (as they are) in various contexts. instance, has improved city infrastructures, making the
streets where it is installed, safer and more inclusive. The
There’s a clear focus on Research projects for this ATLAS UCPDs have the ability to bring interest to deactivated
of urban Cyber-physical Devices. Many of which gave or monotonous spaces. They can activate segregated
place to independent initiatives as part of star-up invest- spaces by creating points of interest around the device
ments, or sole developments which, in turn, meant that or providing safer spaces (SMART POLE, AUGMENTES
devices were installed for short periods of time. This is the SPACES).
case of CPDs that resulted directly from research projects
(ITECH RESEARCH DEMONSTRATOR, BENCHMARK, Performative installations tend to have more immediate
AUGMENTED SPACES) that were also implemented in the effects in the urban spatial perception while more func-
respective universities or school campuses open areas tional and informative nature installations usually work in
to be used publicly and tested. Most artistic installations long-term change solutions. These artworks and spatial
(PUZZLE FAÇADE, THE HEART OF THE CITY, MURMUR installations (21 SWINGS, TETRABIN) work as a pretext
WALL) presence was also limited to short time spans in for social interaction around their own concepts. “Play”
public spaces due to their lack of urban life considera- in the public space (PUZZLE FAÇADE) is a strategy used
tions like safety or vandalism. not just to attract the younger citizens but all ages. Citizen
curiosity and experimentation can be fuelled by any kind
of device, educating or entertaining. It can attract due
Transformation to its technology, playability, information given or utility,
simply by showing something they haven’t seen before in
Transformation of the public realm can be achieved in a way they haven’t seen before.
many ways and through different strategies. In a broa-
der approach, it’s possible to identify six different kinds of These technologies are making the customization of the
transformation: physical presence/imposition, informed public space possible. Instruments like BEACONS for
decision-making (citizen and governance), behavioural example, allow the adaptation of personalized informa-
change, social interaction, facilitated quotidian tasks and tion to each individual but also our physical needs in par-
activated urban setting. ticular situations, as in the case of RESPONSIVE STREET
FURNITURE. In the end, the biggest transformation may
In a lot of the examples in the ATLAS, transformation is be changing the way we deal with city issues, from a res-
not achieved in a direct way by altering physical or even ponsive to a proactive way.
spatial characteristics of the site, but rather in an indirect
form, through behaviour change or data-informed public
space design decisions. The transformation in the way Success Factors and Strtegies to Counteract
we design, manage and govern our cities is achieved by Obsolescence
this information-driven decision-making and is most com-
monly tied to data collection devices such as ARRAY OF UCPDs are a relative recent propose to public space,
THINGS or BENCHMARK that allow us to better unders- mainly those dedicated to personal user interaction, and
tand how the physical realm is used. a new field of research for independent developers. It’s
maybe too soon to understand if any of the presented
Although some projects have an iconic physical presence UCPDs is actually a success, but we synthetize a set of
(DIGITAL WATER PAVILION, THE HEART OF THE CITY, aspects we consider promising.
TREE.0) their transformation results from subtle inter-
ventions, focused in stimulating urban life and public As with any other project or enterprise, opportunity dy-
space usage by fomenting social interaction and longer namics are basic factors for success: localisation in the
presence in public space. The main result from the im- city and within the street or square where UCPDs are de-
plementation of CPDs in the urban realm is in the human ployed makes then easily accessible to potential users;
behaviour scope. Awareness is the key word: awareness and timing of the intervention in relation to economic
of other people, awareness of environmental and socie- opportunities and city modernization strategies. Public
tal problems, awareness of technological potentials and opinion awareness, people engagement with their city’s
threats. Behavioural change is the core goal of all the problems and open-mindedness to novelty and techno-
25
logy, are also important factor on the peoples’ will to in- success of UCPDs, along the development of useful digi-
teract with the devices. ACTIVEWAIT is a good example tal services. Perceived usefulness and continuous func-
of the coordination of these factors showing a precise tioning and updating of these services, feeds or media
relation between location and the offered service, in this content, creates voluntary engagement and interaction.
way neutralising obsolescence. Success factors are also Inclusive design in public space is a great vein for the
tied to the benefits that CPDs may bring to the processes use of CPDs. People of all origins or conditions and with
of public space renewal. For instance, the possibility of access (or not) to personal technologic devices should
replacing old or inefficient street furniture, building over be able to enjoy and take part of the advances of the
existing city infrastructure and unclogging the space con- “smart-city”. This is the case for almost all of the projects
veying an image of modernity and a sense of security featured here but with special reference to RESPONSIVE
(SMART POLE, RESPONSIVE PUBLIC SPACE). STREET FURNITURE and AUGMENTED SPACES that by
eliminating the need for interface made it possible for
The objects design quality is also a key factor for success anyone to engage with it.
and obsolescence counteracting. A device that can adapt
to any context because it is independent from the place it Examples explore natural, user-friendly interfaces and
was implemented is prone to “live longer”. Using useful intuitive functioning, seemingly integrating interface de-
and ergonomic solutions (with people needs in mind) and vices in the object or personal devices in the system’s
appropriate shapes and materials (with place and object network. Natural human movement or gestures triggers
demands in mind) facilitates the adoption of this kind of interaction, and in the limit the interface is erased and no
devices. Other factors on people acceptance come from conscientious action is required to activate the services
providing enjoyable experiences and perceived utility. (RESPONSIVE PUBLIC SPACE). Interactions that do not
impose themselves to the current experience of the public
As most of the examples are to be placed outdoors, design space and services tend to be better accepted (e.g. in
principles are guided to user and installation safety, wea- FUTURE FOOD DISTRICT we can still shop as we would
therproofing, durability and anti-vandalism. Other design in any other supermarket, using the device is optional).
principles are adopted in several examples and pointed Likewise, personal devices that are easy to install and use
out as best practices: structural and energetic autonomy, are more successful (COPENHAGEN WHEEL and SMART
low and easy maintenance (e.g. PROJECT BUS STOP), CITIZEN KIT). In the development of the BIRLOKI system
low dependability on cutting-edge technology or technical three key factors are pointed out when dealing with servi-
support (e.g. BEACONS), and adaptability and customiza- ces and interfaces: emotional bond, user personalization,
tion. Adaptability and customization of industrial solutions and technology appropriation These could be used with
is obtained by modular system designs (PROJECT BUS both design, service and interaction, and resorts to emo-
STOP, SMART POLE), this concept extends to hardwa- tional design and psychology to keep user interest alive in
re and software and is a root concept in the design of an approach not far from marketing strategies.
UCPDs. Modularity avoids obsolescence brought on by
fast technological advances and functional adaptations, Discovery and the sense of mystery are important dimen-
not compromising all the device when an adaptation or sion in experiencing public space and exploration can be
expansion is needed. Adaptability and customization in seen a basic human need and helps to socially control
experimental or DIY solutions comes from the open-sour- space (Carr et al., 1995). This dimension is inherent to
ce nature of the projects; while free or unconstrained in- CPDs both for their relative novelty in public space, and
dustrial mass customization solutions are rarer, but it is in the new perspectives they offer on the stimulation of dis-
the spirit of solutions like BIRLOKI, which seem to target covery and experimentation. Intriguing environments are
small productions from the outset of the concept. used to captivate people to engage with some performa-
tive or ludic devices (RESPONSIVE PUBLIC SPACE), and
As many of the CPDs are augmented standard street design strategies often resort to playable devices and
furniture (benches, kiosks, trashcans, street lamps) they explore reward systems to promote behavioural change
may retain their basic functionality (seating, info panel, (TETRABIN, ACTIWAIT).
waste disposal, public lighting) if digital components fail
(e.g. THE HEART OF THE CITY, BIRLOKI, TETRABIN, The more functional examples (BIRLOKI, SMART POLE,
SMART POLE, but also the DIGITAL WATER PAVILION or RESPONSIVE STREET FURNITURE), related to smart city
BENCHMARK). They become somewhat invulnerable to development, have (or aim to have) direct economic and
total obsolescence. social impact at a local and city scale. This augmented
urban space is starting to have positive effect in tourism,
Interface design becomes an important feature for the commerce and city management with impacts on the
26
environment and quality of life. Institutions can produce There is some poorly thought-out modular design in AR-
information and knowledge out of urban data collected RAY OF THINGS for example where it’s hard to install and
from CPDs, generate metrics and models of future sce- change module functionalities because internal redesign
narios (the city “digital twin”); while these devices allow and upgrades are necessary with highly technical support
for remote monitoring, management and maintenance of for installation. BIRLOKI though, despite the better func-
city infrastructures. Open APIs provides links to third par- tioning of the modular system, it has a too large number
ty urban systems or applications that promote economic of parts and each deployment is intended to maximize
opportunities and urban knowledge when combined with the number of functions. Such number of devices may
open-data access. be hard to justify which results a liability in terms of main-
tenance. There is a general sense of indecisiveness by
This pervasive function of data collection responds to a design teams in terms of what sets of sensors should be
pressing need of data-driven and evidence-based decision used in public space utilitarian and environmental status
making, and doesn’t seem that it will ever become obso- devices which sometimes leads to an unnecessary and
lete. Data greedy knowledge society has to balance its redundant paraphernalia of sensors installed. This insen-
needs with user privacy, data security and transparency. sible overkill on the addition of technologies to the public
It’s important that privacy is considered in any device that space can be seen in the SMART POLE with overlapping
handles personal data or metadata. ARRAY OF THINGS functionalities for the sake of “having them”.
analyses data in-situ and in real-time (edge computing) so
no data is transferred or stored; BEACONS and RESPON- Privacy is another “great problem” of the IoT era. Data
SIVE STREET FURNITURE systems also gather no data security and problems with personal data always have to
despite their ability to personalize user experience and be assured or it may lead to the complete unviability of
street space. the device. Also, safety issues and other implementation
criteria, may make some devices hard to implement. AC-
TIWAIT’s ludic nature was object of great focus when first
Issues presented to governance institutions responsible for the
approval of the use of the device on public streets, as
One of the main issues when we think about applying ICT was RESPONSIVE STREET FURNITURE’s infrastructural
technology to the public space and urban furniture is the requirements a liability for the project full potential. Even
cost of that operation. Technologies like the DIGITAL WA- though some electricity dependent functions (like e-vehi-
TER PAVILION, FUTURE FOOD DISTRICT, tend to be hard cle charging stations) can’t ever be autonomous, there is
to implement due to cost effectiveness. This is also true to no CPD in the ATLAS that is energetically independent or
smaller projects like the COPENHAGEN WHEEL, which is even complementary with solar panel usage.
costly compared to the direct counterpart (e-bicycle) and
its production is castrated by the specifically designed Performative installations don’t consider vandalism in the
components that become unviable in the long run when design and material choice due to the short time span
it is discontinued. For now, these are hard to replicate, they are installed in the public space. Also, ludic and per-
usually end up as Proof of Concepts as a glimpse of the manent playable devices’ use, because it does not facili-
future in the field. tate a daily task, is even more conditioned and limited by
people’s will to interact with it and might also be object of
Dependence on high-end technology, high maintenance, trivialization, and later become obsolete.
third-party services, a outsized number of users or even
continuous service content feed are some of the main UCPDs like the BEACONS, if they are replicated in great
causes of obsolescence. Some other motives for the ob- number in the same area, may create problems of notifi-
solescence of a device may be a heavy dependence on cation spam in the users’ smartphones. On the other end
novelty, perceived usefulness and user attachment or of the spectrum, digital illiteracy and problems with tech-
the absolute dependence on an app to be able to use nology engagement are still issues in some social groups
it (COPENHAGEN WHEEL), which, without it the device which may restrict the use of some CPDs and increase
becomes a heavy load to carry. There is also a context inequality, in this case, the BEACONS require users and
and periodical conditioning on some installations, DIGI- owners with decent technology dexterity. On the other
TAL WATER PAVILION and 21 SWINGS are two examples hand, body as interface also needs a good physical con-
of projects where its use is dependent on favourable wea- dition that can also segregate user groups.
ther conditions while PUZZLE FAÇADE and RESPONSIVE
PUBLIC SPACE, are limited to night-time interaction be-
cause they use light as its main interface.
27
Mapping the relations between case studies
In Figure 9 we represent the relations between case study smart city equipment; second, UCPDs as social and ac-
projects. Related projects are connected by edges deter- tivity stimulators in public space; and, third, UCPDs as
mined by ranked keywords sharing. In the ATLAS, each public art media;
project has five keywords, ranked from lower (weight 1) to
higher (weight 5), and the strength of the relation (edge II. The most referred project is 21 SWINGS (10 times),
weight) is determined by the sum of the keyword weights then Responsive Public Space and TREE.0 (9), and BEN-
in source and target project. Each project at the left is CHMARK (8). The fact highlights the importance of exam-
connected to the related top five projects, at the right, by ples related to social interaction, design principles based
an aggregated sum edge, represented by grayscale inten- on playable strategies and kinaesthetic interactions;
sity. The disks’ sizes at left represent the number of times III. The project BEACON is never pointed out as a related
a project is referred to. project. As a technology it was deemed to generic, so
From the results of this analysis, we can observe that: relations to other projects are weak;
I. The stronger aggregated sum edge relation is SMART IV. The most used keywords in the ATLAS are Urban
POLE - BIRLOKI (weight = 24, via Smart City + Urban Fur- Furniture (10 times), Public Open Space (9), Human
niture + Modular Design keywords), followed by edge 21 Tracking and Social Interaction (6). The keywords more
SWINGS - ACTIWAIT (weight = 21, via Playable + Social In- often ranked on top (2 times) are Big Screen, Sensor Box,
teraction + Public Open Space keywords), and MURMUR Smart City and Art Installation. This reflects the bias in
WALL - THE HEART OF THE CITY (weight = 20, via Art the selected examples and the designer’s viewpoint;
Installation + Lightscape + Social Interaction keywords). V. The strongest simple edges between projects (weight =
This depicts some grouping of examples: first, UCPDs as 10) are BIRLOKI - SMART POLE (via Smart City keyword),
28
INTERACTIVE SCREEN - AUGMENTED SPACES (via Big the whole search of very different projects, it was possib-
Screen), THE HEART OF THE CITY - MURMUR WALL (via le to create three main groups according to its “nature”
Art Installation), and SMART CITIZEN KIT - ARRAY OF from which we’ve managed to categorize, and develop,
THINGS (via Sensor Box). the set of UCPD: Digital, Cyber-physical and Analog:
We should note that keywords where assigned empirically Digital: mostly comprised of initiatives and applications
and ranked based on the specificity of the characterizing or software with no physical component that focus on
terms, from more generic (lower rank) to more individual showcasing data retrieved from third-party devices;
and precise (top rank). In the end, there are 40 distinct
keywords in ATLAS, but 12 of them are only used once Cyber-physical: devices that have both physical (tangi-
(e.g. Vital Signs, E-bicycle or Digital Water) and don’t ge- ble) and digital components. These can be separated in
nerate connections between projects. groups according to how they relate with inputs and also
the kind of output:
. Passive: devices that are solely responsive to an input
Critical Assessments on Existing Devices based on a one-way flow of information, only collect infor-
mation or only showcase the same information to every
It is not possible to retrieve certain conclusions or make user, it is also passive if it relies on unrelated devices to
statements from the data collected for this document as manage the information communicated (e.g. public dis-
it is. The project sample, although relevant, it is still too play) or to showcase the information collected by it (AR-
small to reach viable and accurate conclusions. Despite RAY OF THINGS);
that, it is possible to share some gathered considerations
from the making and analysis of the content of the ATLAS: . Interactive: devices designed to allow a two-way flow
of information between them, the users or the environ-
Since the very beginning of the search of the state-of-the- ment, responding to inputs and influencing each other;
-art of this kind of cyber-physical devices, it was possible These can also be divided in:
to distinguish a tendency towards a more artistic approa-
ch. This meaning that, devices that recurred to interaction Ludic: they showcase useful information, trivia
with people and data gathering were often tied to perfor- to achieve behavioural change;
mative solutions and artistic installations rather than a
more functional and “everyday” task facilitation that the Functional: when they facilitate operations in an
smart city concept revolves around. These demonstra- operative or even physical way;
tions may also have educational and sustainable goals Analog: usually (basic) practical additions to the public
but try to reach people through playful interactions. We space, artistic installations or socio-cultural interventions
can only speculate on the reason behind such trend, our that have no digital components. Like the Cyber-Physical
understanding is that, often, the kind of initiatives consi- Devices, these can be separated into:
dered to be more progress and efficiency driven, tend to
be made on the digital realm. There is a declutter tenden- . Passive: devices that don’t react to user or environ-
cy of the public space and it is becoming harder to find ment inputs;
practical and actually more viable ways to get through
. Interactive: devices that react to environment and
daily needs and tasks (ours and the city’s) than the use
user interactions
of our personal devices. Almost everything it might be
necessary to be done, can be done through a smartpho- This primary categorization of the whole world of Urban
ne. The space for physical objects ends up reduced to Devices helped us decide and focus on a single group for
two things: our most basic needs such as seating, ligh- the development of this ATLAS. Without the objective of
ting, drinking water and cultural and artistic expressions. deliver a full definition of concepts or elaborate a deep
Maybe what is necessary is the design of the space for theory, the subject was analysed from the architectonic
the digital to be used. This then translates into a satu- and urban design perspectives. From the related litera-
ration of ludic devices that are easy to find, and a lot of ture and the process of elaboration of the Atlas itself a
seamless, hidden hardware with no design intention that set of main concepts are interlaced with the use of cyber
are there to fulfil its deed. physical devices in public space.
Before the composition of this ATLAS, our research, as
architects, focused on public space usage and all kind of
devices, furniture and services were installed in it. From
29
30
III. References
Anwar, N., Xiong, G., Lu, W., Ye, P., Zhao, H., & Wei, Q. (2021). Cyber-Physical -Social Systems for Smart Cities: An
Overview. 2021 IEEE 1st International Conference on Digital Twins and Parallel Intelligence (DTPI), 348–353. https://
[Link]/10.1109/DTPI52967.2021.9540102
Baltazar. (2017). Architecture as interface: A constructive method for spatial articulation in architectural education. In
M. C. da Costa, F. Roseta, J. P. Lages, & S. C. da Costa (Eds.), Architectural research addressing societal challenges
(Vol. 2, pp. 1099–1106). CRC Press.
Carr, S., Francis, M., Rivlin, L. G., & Stone, A. M. (1995). Public space. Cambridge Univ. Press.
Dade-Robertson, M. (2013). Architectural User Interfaces: Themes, Trends and Directions in the Evolution of Architec-
tural Design and Human Computer Interaction. International Journal of Architectural Computing, 11(1), 1–19. https://
[Link]/10.1260/1478-0771.11.1.1
Fuller, A., Fan, Z., Day, C., & Barlow, C. (2020). Digital Twin: Enabling Technologies, Challenges and Open Research.
IEEE Access, 8, 108952–108971. [Link]
Gelernter, D. (1992). Mirror Worlds. Oxford University Press. [Link]
Halegoua, G. R. (2020). Smart cities. The MIT Press.
International Organization for Standardization. (2021). Automation systems and integration—Digital twin framework for
manufacturing (ISO 23247-1:2021). [Link]
Johnson, C. D. (2012). Memory, metaphor, and Aby Warburg’s Atlas of images (1. publ). Cornell Univ. Press.
Khaitan, S. K., & McCalley, J. D. (2015). Design Techniques and Applications of Cyberphysical Systems: A Survey. IEEE
Systems Journal, 9(2), 350–365. [Link]
Markopoulos, P. (Ed.). (2009). Awareness systems: Advances in theory, methodology, and design. Springer.
Mitchell, W. J. (2000). City of bits: Space, place, and the infobahn. MIT Press.
Pasandideh, S., Pereira, P., & Gomes, L. (2022). Cyber-Physical-Social Systems: Taxonomy, Challenges, and Opportu-
nities. IEEE Access, 10, 42404–42419. [Link]
Pitt, J. (Ed.). (2015). The computer after me: Awareness and self-awareness in autonomic systems. Imperial College
Press.
31
32
IV. Case Studies
33
Performative
Environment
Commercial
Governance
Informative
Permanent
Ephemeral
Functional
Medium
Mobility
Exterior
Context
Interior
Private
Mobile
Scope
Public
Social
Small
Big
Digital Water Pavilion P08.01
Copenhagen Wheel P09.01
21 Swings P11.01
Smart Citizen Kit 2.1 P12.01
AirFIELD P12.02
Birloki P12.03
Array of Things P13.01
Responsive Public Space P13.02
Puzzle Facade P13.03
Beacons P13.04
TetraBIN P14.01
ActiWait P14.02
Underworlds P15.01
The Heart of the City P15.02
Murmur Wall P15.03
Responsive Street Furniture P15.04
Future Food District P15.05
Project Bus Stop P16.01
TREE.0 P16.02
Benchmark P17.01
Interactive Screen P18.01
ITECH Research Demonstrator P18.02
Smart Pole P19.01
Augmented Spaces P20.01
34
Design Principles
New
Augmented
Add-on
Self-Suffcient
Modular
Customizable
Open-Source
Emotional Design
Playable
Replicable
One of a Kind
Prototype
Proof of Concept
Connected
Sensing Capabilities
Environmental
Tracking
Physical
Vital
Outputs
Interactive
Visual
Sonorous
Kinaesthetic
Direct
Deferred
35
Digital Water Pavilion
CONTEXT
SCOPE
Social
Governance
Environment
Mobility
Commercial
DESIGN PRINCIPLES
New . Augmented
Add-on . Self-sufficient
Modular . Customizable . Open-Source
Emotional Design . Playable
Replicable
One of a Kind . Prototype . Proof of Concept
Associated Digital Platform
Connected
SENSING CAPABILITIES
Environmental
Tracking
Physical
Vital
OUTPUTS
Interactive
Visual . Sonorous . Kinaesthetic
Direct . Deferred
References
[1] Carlo Ratti Associati: [Link]
Youtube Presentation: [Link]
MIT: [Link]
MIT: [Link]
Digital Water Curtain: [Link]
36
P08.01
Figure 1. Digital Water Pavilion at Zaragoza Expo 2008 (Image Courtesy, Max Tomasinelli);
37
Digital Water Pavilion
Figure 2. Digital Water Pavilion’s roof dropped down (Image Courtesy, Max Tomasinelli); Figure 3. Digital Water Pavilion pattern display using digitally controlled water droplets (Image Courte-
sy, Max Tomasinelli);
Figure 4. Explanatory graphics of image to water pattern: From raster image through driver, valves into Figure 5. Water droplets controlling valve system close-up (Image Courtesy, Matteo Lai);
the water wall (Image Courtesy, Carlo Ratti Associati);
Design Principles
Remediated Typology: the Digital Water Pavilion (DWP) can be seen as a reinterpretation of the classic ornamental fountain;
Customizable: the water walls partitions can be changed and their patterns configured in different ways;
Associated Digital Platform: exists an associated app that can drive the water curtain’s graphics;
Proof of Concept: DWP is the first building using digital water technology;
Replicable: the Digital Water Pavilion worked as a prototype implementation of a technology that can be replicated, scaled and
adapted to new situations.
Shape and Material
The DWP is an open pavilion covering an area of 40x10m of public space. The roof is a shading mobile metallic structure sup-
ported by 12 hydraulic pistons, which go up to 4 m and fall flat to the ground, leaving only visible two small crystal boxes and the
roof’s water mirror at pavement level. All the mechanical and hydraulic infrastructures are lodged in a large accessible concrete
basement. The emblematic aspect is its “water walls”. These enclose and divide the space, consisting of 3000 digitally controlled
closely spaced solenoid valves (nozzles), along pipes suspended in the roof. The outdoor floor is made of aluminium foam boards:
a non-slip, anticorrosion and permeable material that allows the water to be recovered and recycled.
Sensors (Data) and Connectivity Infrastructure Technologies
Sensors: the DWP has sensors that detect approaching people to the water curtains. The system is also equipped with an ane-
mometer that scans wind speed for the evaluation of operating conditions. Two of its physical internal walls were also imagined as
interactive digital screens, but no information was found on the sensors that would equip this interface nor the hydraulic system
of the roof;
Connectivity: the DWP water droplets screens can be controlled remotely by wireless devices and a web app.
Specific Functioning
The water wall’s valves can be opened and closed at high frequency via computer control and a graphical interface app. A water
screen made of pixels of air and water continuously scrolls downward generating writing, patterns or access openings. The result
is a space that is interactive and reconfigurable. Each wall can potentially become an entrance or exit, while the internal partitions
can shift depending on the number of people present. The water curtains were also aimed at controlling the sun exposition and act
as screens for digital projections. In reality all the pavilion is a communication device and the café and info-box walls facing inwards
were also devised as digital interactive screens.
38
P08.01
Context
The DWP was the first building of La Milla Digital, inaugurated during the International Expo 2008 in Zaragoza (ZH2O) and placed
at its south entrance. The Expo’s theme was water and La Milla Digital is an ongoing urban renovation project and a smart city
showcase. A connection between the two projects could be seen in the pioneering use of interactive digital water, a concept origi-
nally proposed by the 2006 Zaragoza Milla Digital class at MIT. The pavilion was conceived as part of the Paseo del Agua, a long
wet landscaped axis, participating in it with its “water curtains” and wet shading roof. This roof can move vertically, be flattened to
the ground shutting down and removing the presence of the pavilion entirely, and adding a water mirror to the urban landscape.
Transformation
DWP seduces the visitor by the surprising use of water as an architectonic element and not by its, hardly simpler, form. It’s an
adaptable covered urban space with benches, providing a small café and an info box to a wider park. The water walls used as
partitioning elements and media façades attracts passers-by, fostering its use as a meeting and resting point. DWP provides a com-
fortable urban place in Zaragoza’s hot-arid summer. Bioclimatic principles guided the design: from its shading roof to the pervasive
presence of water and the evaporative cooling effect of droplets. DWP gives a tangible response to what architectural consequences
should be drawn from the pervasive presence of digital media, and shows the potential of Digital Water as an emerging medium.
Success Factors and Strategies to Counteract Obsolescence
DWP is a successful architectonic icon and a very compelling example of an interactive, responsive and reconfigurable space. It
showed for the first time that the old idea of controlling water can be used to create architectural and urban space, using digital
means. The raising water roof stresses this idea. Digital water is presented as a mean to achieve fluid space, innovative media fa-
cades and show the possibilities of UCPD in architecture. The droplet walls enforced a comfortable microclimate on city´s hot days.
DWP is still in use and, even if we are not sure about the state of its interactive water walls and moving roof systems, it still may
exert great attraction and sustain the use of the park by shading a large area with benches, and featuring a café and exhibitions.
Issues
Although the DWP was a conceptual and technical achievement, similar designs are extremely expensive to build and maintain. The
hydraulic technologies consumed a great deal of space: most of the basement was devoted to this infrastructure. The roof doesn’t
flat down precisely to the ground, its thickness stays above floor level forming a barrier that may hinder pedestrian circulation.
Outdoor falling water curtains are disrupted by strong winds. The system needed to be shut down in such conditions. In places with
strong seasonal fluctuations in weather conditions the interactive water wall may lose most of its functionality and attractiveness
for long periods. Typically, in Zaragoza´s winter conditions no cooling is desired and to play with water may not be that inviting.
39
Copenhagen Wheel (Superpedestrian)
CONTEXT
SCOPE
Social
Governance
Environment
Mobility
Commercial
DESIGN PRINCIPLES
New . Augmented
Add-on . Self-sufficient
Modular . Customizable . Open-Source
Emotional Design . Playable
Replicable
One of a Kind . Prototype . Proof of Concept
Associated Digital Platform
Connected
SENSING CAPABILITIES
Environmental
Tracking
Physical
Vital
OUTPUTS
Interactive
Visual . Sonorous . Kinaesthetic
Direct . Deferred
References
[1] Copenhagen Wheel: [Link]
[2] Project Press Release Presentation: RICHARDS, Patti “MIT’S BIG WHEEL IN COPENHAGEN” Press Release Report
40
P09.01
41
Copenhagen Wheel (Superpedestrian)
Figure 2. Close up of the Copenhagen Wheel Hub - Photo by Max Tomasinelli; Figure 3. Copenhagen Wheel system details;
Figure 4. Superpedestrian’s (Copenhagen Wheel) components overview; Figure 5. Labeled exploded view of the Copenhagen Wheel components;
Design Principles
Add-on: it’s a system tied to the bicycle use;
Data Visualization: the information gathered by the internal sensors is displayed in the smartphone;
Associated Digital Platform: useful actions such as a bike lock, manage assistance and viewing real-time information on the envi-
ronment are available within the dedicated App;
Customizable: battery improvements or sensor additions can be done to the basic model;
Replicable: system can be used anywhere as it is simple to install and tied to a widespread means of transport.
Shape and Material
The system consists of a custom bicycle wheel, of approximately 30cm in diameter. It’s a lightweight (16kg) circular central hub
where all the components are hosted, including a motor, 3-speed internal hub gear, batteries, a torque sensor, GPRS and a sensor
kit, that can be simply installed into anyone’s bicycle.
Specific Functioning
“The wheel harvests the energy you input while braking and cycling and stores it for when you need a bit of a boost. At the same
time, sensors in the wheel are collecting information about air and noise pollution, congestion and road conditions.”[1]
This data is then synchronized by Bluetooth with the Smart Phone App for users to manage the engine assistance or update their
path according to environment conditions ahead.
42
P09.01
Context
Being a mobile device attached to a bicycle, its urban context is a continuously varying. Considering the potentials of this kind of
environmental status measurement device, is mostly used in urban centres and neighbourhoods, where air quality data is more
relevant. Its primary function of powering the bicycle turns it into a viable means of transport even in the most rugged topography.
Transformation
No direct transformation was achieved in the physical state of the city. The system is focused on citizen behavioural transformation
and sustainability awareness by facilitating a quotidian bicycle use. Data collected can influence the riders’ paths. But also, long-
term changes to the mobility infrastructures may occur from governance decision-making based on that same data collected by the
collective devices, if shared by the user. There is a sense of community created among users through the shared (open-sourced)
data.
Issues
System is dependent on a high number of users’ crowd-sourcing and data share to fully function. Threatened by its technology
dependency and specifically designed components and software as company does not assist (it is no longer produced). For its
considerable need of users, it’s an expensive, hard to implement and heavy object when compared to a native e-bike. On top of
that, the app is always required to use even the most basic Copenhagen Wheel’s function, which is the assisted pedalling. In this
way you always need to carry a charged smartphone when traveling with the Wheel.
43
21 Swings (Musical Swings)
CONTEXT
SCOPE
Social
Governance
Environment
Mobility
Commercial
DESIGN PRINCIPLES
New . Augmented
Add-on . Self-sufficient
Modular . Customizable . Open-Source
Emotional Design . Playable
Replicable
One of a Kind . Prototype . Proof of Concept
Associated Digital Platform
Connected
SENSING CAPABILITIES
Environmental
Tracking
Physical
Vital
OUTPUTS
Interactive
Visual . Sonorous . Kinaesthetic
Direct . Deferred
References
[1] Daily Tous les Jours: [Link]
Institute for Public Art: [Link]
Daily Tous les Jours - Musical Swings: An exercise in collaboration, The 2016 US tour, Supported by The Knight Foundation
44
P11.01
Figure 1. People experiencing the “21 Swings” musical expression in Montreal Canada;
45
21 Swings (Musical Swings)
Figure 2. Different Permanent version of the Musical Swings in Laurence, Indiana; Figure 3. “Touring” version of the Musical Swings in Brooksfield Place, Battery Park City;
Figure 4. “The higher the swing, the higher the note”, explanatory diagram of the movement sonorous feedback (Adapted from original graphics);
Design Principles
Remediated Typology: new functions were added to the existing typology of the swing in order to add new responsive capabilities;
Add-on: it can be considered an add-on because it relies on a pre-existing infrastructure of the street to be installed in;
Playable: device is mostly used in a ludic manner;
Ephemeral Installation: these devices are installed for a determined yearly period of time;
One of a kind: in its core, the concept is a one-of-a-kind expression;
Tied to Place: the first device was designed specifically for a Montreal square. Later on it was replicated in other cities.
Shape and Material
The swings are installed on existing “kiosk frames”, simple cube shaped metal structures of approximately 3x3x3 meters that hold
the swing devices. This device is a rectangular shaped box that houses the electronic and mechanical components responsible
for transforming the swing motion into sound and emitting it. The swing is a simple plastic base held by ropes to the main box
structure with lights on the bottom surface.
Specific Functioning
“Each swing triggers notes from a classical instruments: piano, guitar, harp and vibraphone. A colour code indicates which instru-
ment is played and invites the public to try different seats. The interactive soundtrack is inspired by the pendulum. The higher the
swing, the higher the note. When the swings move together in unison, they create a musical composition through which unique
melodies can emerge if participants cooperate.”[1]
46
P11.01
Context
The installation is one of the main attractions of Montreal, the first city where it became a seasonal (eight weeks every spring) play-
ground. It can be placed on any open urban setting though. From the collected examples, some have been installed on very busy
urbanized areas next to traffic and others on more reserved suburban areas. In Montreal, the whole set of swings was installed on
pre-existing “kiosk frames”. Despite the technology incorporated, it is still a very analogue system that can be used like any other
swing, but this one can inspire more collaboration to achieve harmonious soundscapes.
Transformation
It encourages interaction between people and between people and the built environment. This activation of the urban setting
revolves around the musical properties of the swings that invites people of all ages to play. The main transformation would be on
people behaviour, resulting of the social interaction and cooperation essential to achieve sound harmony.
Issues
There may be some safety issues, around cars and even sidewalks where they might be installed. Although they can work all year
long as a system, they will probably be used the most during hot and sunny season, as is the case in Montreal, Canada. Being a
ludic device, it is expected that its use will be conditioned and limited by people’s will to interact with it.
47
Smart Citizen Kit 2.1
CONTEXT
SCOPE
Social
Governance
Environment
Mobility
Commercial
DESIGN PRINCIPLES
New . Augmented
Add-on . Self-sufficient
Modular . Customizable . Open-Source
Emotional Design . Playable
Replicable
One of a Kind . Prototype . Proof of Concept
Associated Digital Platform
Connected
SENSING CAPABILITIES
Environmental
Tracking
Physical
Vital
OUTPUTS
Interactive
Visual . Sonorous . Kinaesthetic
Direct . Deferred
References
SmartCitizen: [Link]
SmartCitizen Open-Source Documents: [Link]
FabLab Barcelona Projects: [Link]
[1] IAAC Smart Citizen Kit: [Link]
48
P12.01
49
Smart Citizen Kit 2.1
Figure 2. Smart Citizen Kit 2.1’s components exploded view (Adapted from original graphics); Figure 3/4. Possibility to enclosure in a DIY case as demonstrated by the developers;
Design Principles
Add-on: this small device is designed to be attached to any other object, in interior or exterior settings;
Open-Source: all code, hardware and case design are open-source and all information collected is publicly shared as “open-data”;
Data Visualization: its focus is on turning abstract data into perceptive values through data visualization;
Associated Digital Platform: it’s controlled by an App and all information gathered is displayed in an associated website;
Customizable: the whole system is customizable by the user;
Replicable: mass produced device that can be purchased, or home built, and installed anywhere in the world.
Shape and Material
This SCK 2.1 version features a characteristic small (approximately 100x100x50 mm) blue 3d printed plastic enclosure. The boxy
shape takes advantage of a more “friendly” design with playful hints for a more expressive and communicative experience with the
device. All the components (data board, sensor board, PM sensor, battery and sub-frames) sit inside the box, sealed with a trans-
parent plastic. Note that it is possible to custom-make enclosures and frames as it is possible to add solar panels to power the unit;
Specific Functioning
Once fully set up and online, the sensors start measuring data from the surrounding environment with little to no input from the
user. All this data will then be streamed on the SmartCitizen platform (or stored in SD card on offline mode) where it will be dis-
played along with all other online SCK in the world. It’s possible to control the device via the “On/Off button”, or the dedicated App.
The whole system is programmable through the Arduino given its software is open-source.
50
P12.01
Context
This small box-shaped sensing hub can be found almost anywhere in the world today. There are hundreds of online sensors retriev-
ing data from indoor and outdoor settings pretty much everywhere. Due to its small size and easy installation (or no installation
needed if for indoor use), it becomes even harder to see from street level. As a personal gadget, this device can be installed in bal-
conies, outside house walls, trees... Becoming quite seamless. It is based primarily on a one-way interaction with the environment
as it gathers local data that is then shared in a specifically designed website and a mobile App to setup and control it. Therefore,
the device in itself provides no way to display or communicate any information back to the user, becoming a trinket.
Transformation
There is no direct change in the environment where the device is deployed, neither physical nor of perception of the space. The
goal of this device is to “generate real-time data and awareness about pollution in urban areas and empower communities to seek
solutions.” In this way, it is intended that community should have a more active engagement with political decisions that affect the
urban well-being. Any transformation in the public space will be a result of data-informed decisions.
Issues
Although the device architecture is expandable, the hardware design is not modular and therefore needs to be fully redesigned in
case there is any physical addition to the whole.
51
Air FIELD
CONTEXT
SCOPE
Social
Governance
Environment
Mobility
Commercial
DESIGN PRINCIPLES
New . Augmented
Add-on . Self-sufficient
Modular . Customizable . Open-Source
Emotional Design . Playable
Replicable
One of a Kind . Prototype . Proof of Concept
Associated Digital Platform
Connected
SENSING CAPABILITIES
Environmental
Tracking
Physical
Vital
OUTPUTS
Interactive
Visual . Sonorous . Kinaesthetic
Direct . Deferred
References
[1] Uberall: [Link]
2013 SEGD Merit Award: [Link]
52
P12.02
Figure 1. View of the AirFIELD sculpture in Hartsfield-Jackson Atlanta International Airport hall;
AirFIELD ueberall
Location Year
Atlanta, Georgia 2012
(Type If “Not implemented” or Other Additional Information)
Team Members
Nikolas Hafermaas, Dan Goods, Daniel Massey, Jamie Barlow, Jim
Hetherington, Gustavo Huber, Andrew Kudless/Matsys, Alex Smith;
Keywords
Real-Time Data;
Art Installation;
Data Visualization;
Online Data;
Indoor Public Space;
Related Projects
P15.03 Murmur Wall
P15.05 Future Food District
P15.02 The Heart of the City
P16.02 TREE.0
P15.01 Underworlds
53
AirFIELD
Figure 2. Close up of the AirFIELD structure discs; Figure 3. AirFIELD concept visualization in a 3D render;
Figure 4/5. Liquid Crystal discs. On the left transparent, before electric charge. On the right turned opaque due to electric charge being conducted through it;
Design Principles
Data Visualization: the artwork is itself a data visualization platform;
Associated Digital Platform: information handled by the device is collected by a third-party aerial traffic monitoring website;
One of a kind: this installation is supposed to be a unique representation;
Tied to Place: piece was designed to be displayed in this particular building.
Specific Functioning
There are 2500 daily flight movements around the Hartsfield-Jackson Atlanta International Airport, live streamed by the Flight-
Aware platform, a global aviation software and data services company. This data is monitored by a custom-designed computer
software that manages the information. It transforms each input into specifically conducted electric charges through the Liquid
Crystal discs, effectively turning them opaque providing a dynamic overview of the sculpture through a motion-like rippling effect.
54
P12.02
Context
This art piece belongs in one of the busiest airports in the world. This specific indoor space is “rich” by nature and supports
thousands of persons daily. In the main lobby of the building, where it emerges rather elegantly considering its size. The opaque
and transparent Liquid Crystal discs are seamlessly suspended by thin threads which makes it look light. It mimics the movement
of kinetic structures, such as the kinetic sculpture in the BMW museum, bringing a different atmosphere to the space with its
simulated motion controlled by the hidden electronics.
Transformation
The artwork in itself is a good way to activate and animate the public space, not just through the motion it suggests but also for
the contextualized approach in its symbolic representation of concrete data. Data visualization systems can spark conversations
around its functioning or around the data itself.
Issues
Although the data visualization is intrinsic to this piece, it is neither precise nor it can understandably or truthfully communicate
any specific event or information through its dynamic behaviour.
55
Birloki
CONTEXT
SCOPE
Social
Governance
Environment
Mobility
Commercial
DESIGN PRINCIPLES
New . Augmented
Add-on . Self-sufficient
Modular . Customizable . Open-Source
Emotional Design . Playable
Replicable
One of a Kind . Prototype . Proof of Concept
Associated Digital Platform
Connected
SENSING CAPABILITIES
Environmental
Tracking
Physical
Vital
OUTPUTS
Interactive
Visual . Sonorous . Kinaesthetic
Direct . Deferred
References
Juan Sádaba: [Link]
Birloki Facebook: [Link]
Morelab: [Link]
[1] Media Architecture Awards: [Link]
56
P12.03
57
Birloki
Figure 2. “The two levels of the Birloki system: the system and the iBeacons + Apps network.”;
Figure 3. Functional Parts of the Birloki system: beacons, smartphone and functional modules, including (from left to right, bottom to top) a base and meeting point seat, LED mood display, tactile screen and
phone charger, free module for future applications, environment sensors bar and loudspeaker and LED display (Adapted from original graphics by Nerei);
Design Principles
Remediated Typology: Birloki kiosks are an updated and potentiated version on the common urban kiosk;
Modular, Customizable: modularity plays a major role in the system definition, in order to adapt to different situations;
Emotional Design: interface designed to expand user experience and attachment;
Associated Digital Platform: Birloki has an associated user interface and management app;
Prototype: the existing units are the prototypes of what is expected to be a widely produced urban cyber-physical device;
Replicable: its versatile design and image make it easily replicable.
Shape and Material
Birloki system’s smart kiosks are “plug and play” modular systems of interchangeable functional elements resembling a totem
or urban signage structure. The design combines a colourful organic shaped base with a rectilinear lightweight vertical structure.
Assemblages consist of a base with 60~70 cm diameter and 40~45 cm height, performing as a sitting element and housing the
main connectivity infrastructure; and 40 cm height functional elements and spacers of diversified shape, to a maximum height of
4m: a standard value for urban lamps. The different parts are joined through simple fast tubular connectors. The fabrication is in
steel and fiberglass, designed to comply with outdoor antivandalic, sustainability and performances requirements.
Sensors (Data) and Connectivity Infrastructure Technologies
Sensors: Birloki smart kiosks (Level 1 Birloki points ) are designed aiming to cope with a wide range of sensors. Proposed basic
sensors are: environmental sensors (temperature, light level, sound level, air quality, humidity, UV radiation), presence/proximity
sensor, video camera. The Birloki system also encompasses beacons (Level 2 Birloki points);
Connectivity: mobile GPRS connection with the central server; Wi-Fi connections with mobile devices; BLE connection between
mobile devices and beacons (Level 2 Birloki points).
Specific Functioning
The Birloki smart kiosk was intended to interact with the environment in three ways: (i) pushing information, media and interactive
content, (ii) conveying emotional experiences through interactive soundscapes and LED lightening, and (iii) pulling data for analysis
through the touch screen (e.g. feedback forms, mood board) and the sensor board (environmental sensors and people counting).
As a network, the units were thought to interact in two main ways: by gathering the pulled data in a central repository, and by
reciprocally influence their behaviour (changing their interactive soundscape and LED display). Depending on the operating context
different mechanical parts, hardware and software components, and web services were implemented.
58
P12.03
Context
The Birloki system is intended as an integrated solution combining urban design, CIT solutions and emotional design, proposing a
new way of thinking urban furniture and interaction in our cities. The authors frame it in the context of urban acupuncture concepts,
and refer to it as an “urban space activator”. It targets day-to-day local street live and both visitors, residents and city administra-
tion, tackling the problem of urban design and smart cities’ issue from a mostly bottom-up perspective. The first testbed of the
Birloki system “urban prototype” was devised for the streets of Bilbao’s old town (2016). Although the system’s smart kiosks are
thought to be deployed outdoors as a network, they have also been installed indoors.
Transformation
Birloki smart kiosks are light structures with a small physical impact but aiming at big transformation on the liveability of their
urban setting. As a system they are planned as a network of such devices deployed in street main spaces and intersections. Birloki
system aims the enrichment of pedestrian urban experience and improve local economy and city administration. By pushing local
information to people, it increases awareness of their neighbourhoods, and by collecting data from the users and surrounding
environment, it gathers valuable data to city management. Birloki smart kiosks may be used as meeting points and act as street
landmarks, due to their design and physical interactivity (sound, light projectors and/or LED lightening).
Success Factors and Strategies to Counteract Obsolescence
Birloki system was conceived to adjust to different requirements, or future technologies, and varied situations. In its root are the
concepts of hardware and software modularity, scalability, customization, adaptability, remote access and centralized mainte-
nance. It actively seeks to engage passers-by both by physically capturing their attention (sound, light) and by digitally interacting
with mobile devices and beacons. It also displays an interface designed to expand user experience and attachment. Three key
factors are pointed: emotional bond, personalization, and technology appropriation. Birloki smart kiosks are designed to cope with
harsh outdoors conditions, and aiming to retain some utility, as a bench or a street lamp, if the digital components fail.
Issues
Even if some Birloki smart kiosks’ components are constructed with conventional street furniture capabilities (bench, lamp) these
are very limited. The modular system has a too large number of parts and each deployment is intended to maximize the number of
functions. Such number of devices may be hard to justify and a liability in terms of maintenance. Kiosks just deploy a small touch
screen and so media communication from distance is limited. Besides kiosks’ location, success is heavily dependent on novelty,
perceived usefulness and user attachment. This forces continuous updating and maintenance of electronics, apps, and no services
disruptions. Personal data safety only relies in secure DB access. The system is fully dependent on city’s electrical grid.
59
Array of Things
CONTEXT
SCOPE
Social
Governance
Environment
Mobility
Commercial
DESIGN PRINCIPLES
New . Augmented
Add-on . Self-sufficient
Modular . Customizable . Open-Source
Emotional Design . Playable
Replicable
One of a Kind . Prototype . Proof of Concept
Associated Digital Platform
Connected
SENSING CAPABILITIES
Environmental
Tracking
Physical
Vital
OUTPUTS
Interactive
Visual . Sonorous . Kinaesthetic
Direct . Deferred
References
[1] AoT: [Link]
Waggle: [Link] Waggle Open Source Software: [Link]
Chicago Node Location Map: [Link]
Map/2dng-xkng
60
P13.01
Figure 1. Array of Things in public context - Photo by Jean Lachat, University of Chicago;
Keywords
Sensor Box;
Environment Status;
City Infrastructure;
Modular Design;
Smart City;
Related Projects
P12.03 Birloki
P12.01 Smart Citizen Kit
P19.01 Smart Pole
P15.01 Underworlds
P16.01 Project Bus Stop
61
Array of Things
Figure 2. Array of Things internal composition and component positioning in structural frame (Adapted Figure 4. Array of Things network concept diagram;
from original graphics);
Design Principles
Add-on: this device is designed to be attached to different kinds of infrastructures, objects or surfaces;
Modular: its design supports the addition of new sensors by expanding the node’s modular case;
Customizable: the modular design allows for customization of the hardware according to the “sensing” needs of a particular space;
Replicable: being a completely independent system, it preserves all its functionalities in any environment so it can be implemented
in great numbers around any city.
Specific Functioning
All sensor readings done by the “nodes” are transmitted (every 30 seconds) to a secure database server using cellular communica-
tion services and is then openly published (potentiating its use freely), it does not communicate with any other devices via Bluetooth
or Wi-Fi. Some of this data, such as counting vehicles and pedestrians, is processed, analysed and immediately deleted by the
software automatically without saving or transmitting it, reporting only numbers and not images to avoid sharing private sensitive
information. Although there is no platform to display data, it is available to download as a bundle, updated nightly.
62
P13.01
Context
Although it was designed to be able to be applied and perform in many different contexts, so far, all the existing nodes were in-
stalled and tested in the city streets of Chicago, where approximately 130 can be counted attached to street lamps, traffic lights
or buildings. They are usually placed in major street intersections and, despite their small size, the nodes don’t go unnoticed due
to its characteristic “rocket shape” that makes it stand out from the regular and functional forms of the subjects they are usually
attached to. It presents a software based interaction model, through environment data collection organized into data sheets with no
distinct data visualization interface, making the information more useful to governance decision making than citizen appropriation.
Transformation
No direct transformation was achieved, despite all the environment data collected, that can affect many public sphere dimensions,
all public space or citizen behavioural transformations will result from data analysis. It can anticipate events by monitoring and
examining the city status, helping proactive addressing challenges such as floods or traffic safety before issues appear. It opens
the possibility to create a real-time path advising interface that suggests healthier walking paths through the city.
Issues
It is a system that is much dependent on the latest sensing and connecting technologies. Information gathered by the device is only
useful to inform later decisions, it cannot impact its surroundings nor communicate any information directly to the general public
due to lack of associated app or any kind of data visualization platform. It’s outer shell modular design efficiency is compromised
by the rigid structural frame inside.
63
Responsive Public Space (RPS)
CONTEXT
SCOPE
Social
Governance
Environment
Mobility
Commercial
DESIGN PRINCIPLES
New . Augmented
Add-on . Self-sufficient
Modular . Customizable . Open-Source
Emotional Design . Playable
Replicable
One of a Kind . Prototype . Proof of Concept
Associated Digital Platform
Connected
SENSING CAPABILITIES
Environmental
Tracking
Physical
Vital
OUTPUTS
Interactive
Visual . Sonorous . Kinaesthetic
Direct . Deferred
References
[1] Ortlos Responsive Public Space: [Link]
REDI, Ivan and REDI, Andrea (2013) RESPONSIVE PUBLIC SPACE - PERFORMATIVE IMMERSIVE SETTING IN PUBLIC ENVI-
RONMENTS in Cleland, K., Fisher, L. & Harley, R. (Eds.) Proceedings of the 19th International Symposium of Electronic Art,
ISEA2013, Sydney. [Link]
64
P13.02
Figure 1. “Photograph of the RPS installation premiere in Graz, late September 2013. Five people have created a group with a new participant approaching. This is the Mode 4 according to the interaction rules.
The advanced version of the meta-machine operates differently depending on whether a group of participants is present in the system or not. This improvement encouraged participants to create groups and come
together even more.” © ORTLOS
Responsive Public Space (RPS) ORTLOS Space Engineering
Location Year
Graz, Austria 2013
Keywords
Lightscape;
Human Tracking;
Responsive Environment;
Performative Installation;
Public Open Space;
Related Projects
P20.01 Augmented Spaces
P08.01 Digital Water Pavillion
P18.01 Interactive Screen
P13.03 Puzzle Facade
P15.04 Responsive Street Furniture
65
Responsive Public Space (RPS)
Figure 3. “Interaction rules implemented through the ‘meta-machine’ showing 3 states of interaction” (Adapted from original graphics by © ORTLOS);
Design Principles
Ephemeral Installation: the device was only installed for a period of seven consecutive days;
One of a kind: only one exemplar was made as an artistic piece;
Tied to Place: despite the possibility to adapt the technology, this particular device was design for this particular urban setting.
Specific Functioning
Once a person enters the “tracking area”, data on his coordinates is gathered by the kinetic cameras and infrared sensors that
informs a light and sound systems (through OSC communication protocol), managed in real-time with MAX/Msp/Jitter software
combined with “Processing” programming language. The lights and sounds mould, from shape and colour to noise and composi-
tion, according to the position of the participants relative to each other, making the human body the interface itself in the interaction
between system and participant.
66
P13.02
Context
The device was installed in a small church square in Austria, outside high-demand street centres. Considering the fact that the
system can only work in low daylight levels, we can suspect that it is imperceptible to any distracted citizen walking by at night,
in a poorly illuminated outdoor zone while it is not engaged. The absence of pillars or other supporting objects also helps in the
seamless appearance of the device as it is mounted on existing lamps, walls and tree canopies. It promotes a collective experience
and human intimacy, it’s when people come close to it and to each other that its performative nature transforms the public space.
Transformation
The performative installation impacts directly the perception of a given space. In this case, it’s possible to see the level of inter-
action it promotes by rewarding people with a light and sound performance for simply getting physically close to someone else.
The system has the potential to be a conductor of civic inclusion and engagement as well as a gathering point of interest in less
populated or even darker zones of the city.
Issues
Its tracking system uses infrared sensors that get miss readings if exposed to bright daylight, therefore it can only be used in darker
settings. Being a ludic device, it is expected that its use will be conditioned and limited by people’s will to interact with it. As is, the
installation can only be of temporary implementation as its expensive tracking, sound and light systems are exposed to vandalism.
67
Puzzle Facade
CONTEXT
SCOPE
Social
Governance
Environment
Mobility
Commercial
DESIGN PRINCIPLES
New . Augmented
Add-on . Self-sufficient
Modular . Customizable . Open-Source
Emotional Design . Playable
Replicable
One of a Kind . Prototype . Proof of Concept
Associated Digital Platform
Connected
SENSING CAPABILITIES
Environmental
Tracking
Physical
Vital
OUTPUTS
Interactive
Visual . Sonorous . Kinaesthetic
Direct . Deferred
References
[1] Puzzle Facade: [Link]
A’Design Award on Puzzle Facade: [Link]
68
P13.03
Figure 1. Person interacting with Ars Eletronica Center facade colours using the “interface-cube”;
69
Puzzle Facade
Design Principles
Playable: the interface is based on a puzzle that is, in this particular setup, meant to engage people with fun and playfulness;
Ephemeral Installation: device was available to be used for a short period of time for demonstration purposes;
One of a kind: only one exemplar was made as an artistic piece;
Tied to Place: the installation is designed for that particular building and although the technology can be adapted, this particular
one can’t be moved without altering it.
Specific Functioning
The interface-cube should be held exactly as a regular Rubik’s cube. It keeps track of any section rotations in every possible way
and tilting motions used to see the current “solving status” on other faces of the building. The motion data is then sent via Blue-
tooth to a nearby computer running the “Puzzle Facade” custom-designed software that converts the data into actionable colour
switching on the building’s facade that the user must use to get the visual feedback of the progress.
70
P13.03
Context
Going through the street, there is no big difference from any other big city street, there’s a big building lighted up (at night) with
different colours. But the colours are changing and rotating in a precise way to the user controlling it, but apparently random to the
common passer-by. It resembles a Rubik’s cube, being handled. And it is exactly that. Near the building there is an “interface-cube”
that resembles the playable puzzle cube, this one in all white colour, that one must solve looking at the building colours that he/
she is controlling instead of looking at the cube itself. It’s an invitation to passer-by citizens to experience the interaction.
Transformation
This installation is a demonstration of how technology can enhance our urban space and consequently our public life engagement
and perception. Playable systems are often a novelty in the public scheme and tend to gather people around that seek entertain-
ment or are simply curious. This particular installation manages to transform a private activity into a public one, promoting citizen
inclusion and engagement.
Issues
Hard to play this particular game on a building, the player is only able to see two sides at a time (possible to control that using the
interface-cube). As most light dependent installations, only works to its full potential in low light settings. It was designed as a proof
of concept to be displayed for two days only, therefore didn’t consider vandalism. Being a ludic device, it is expected that its use
will be conditioned and limited by people’s will to interact with it, and later, trivialize it.
71
Beacons (iBeacon)
CONTEXT
SCOPE
Social
Governance
Environment
Mobility
Commercial
DESIGN PRINCIPLES
New . Augmented
Add-on . Self-sufficient
Modular . Customizable . Open-Source
Emotional Design . Playable
Replicable
One of a Kind . Prototype . Proof of Concept
Associated Digital Platform
Connected
SENSING CAPABILITIES
Environmental
Tracking
Physical
Vital
OUTPUTS
Interactive
Visual . Sonorous . Kinaesthetic
Direct . Deferred
References
[1] Apple iBeacon: [Link]
Estimote: [Link]
iBeacon (no Apple affiliation): [Link]
IoT Agenda on iBeacon: [Link]
72
P13.04
Figure 1. Estimote iBeacon Developer Preview Kit packaging with smartphone for size comparison;
Keywords
Beacons;
Internet of Things;
Human Tracking;
Mobile Devices;
BLE;
Related Projects
P15.04 Responsive Street Furniture
P20.01 Augmented Spaces
P15.05 Future Food District
P13.02 Responsive Public Space
P12.03 Birloki
73
Beacons (iBeacon)
Figure 2. Beacon functioning. Beacon sends a“package” that is captured by the smartphone’s dedicated app delivering a request, that is then sent to the server which comes back with the notification;
Design Principles
Add-on: Beacons are most useful when working within a service provider, they are designed to be attached to any surface;
Associated Digital Platform: the signals are only decoded into information if smartphones have the specific dedicated app installed;
Customizable: the kind of notification, the message and other parameters can be modified by the beacon signal provider;
Replicable: Beacons can be installed in great quantities in all sorts of different spaces with different functions.
Specific Functioning
A consumer with a smartphone walks into a store. Apps installed on a consumer’s smartphone listen for iBeacons. When an app
senses an iBeacon, it communicates the relevant data to its server, which then triggers an action, like a push message (“Welcome!
Promotion on Aisle 3!”) or other information like targeted advertisements or special offers. Other potential applications include
mobile payments, shopper analytics and implementation outside of retail, at airports, concert venues, theme parks, and more.
74
P13.04
Context
The small device can be installed anywhere there are people walking. It is used as a marketing tool to advertise and communicate
directly into the user and consumer phone. With its small size, it is really hard to be seen. Capabilities are endless. It can be placed
inside or outside of stores to notify you of special offers and e-catalogues; in restaurants to attract customers with coupons; in
airports to share promotions, vacation deals and notify of delayed take-offs; or even at stadiums to show seat maps and discounts
on snacks and sporting goods.
Transformation
Expectation was that this technology would completely change the way brands communicate with consumers and how relevant
information could be delivered personally also in museums, stadiums, airports... By tracking people within the buildings through
BLE, customers can be sent highly contextual, hyper-local, meaningful messages and advertisements. In the long run, we could
witness the outdoor advertisements or any sort of “information furniture” in the public space, turned into digital notifications.
Issues
BLE has limitations in range and interferences with Wi-Fi. No info. is collected from users (only location when in range) but privacy
is one of the main issues, also because third parties can freely send messages to a user’s device. Impractical to use because
customers have to turn on Bluetooth, accept location services on the relevant app - have that app installed - and opt-in to receive
notifications (smaller stores with no app can’t implement). Spam when lot of Beacons are installed in the same street for example.
75
TetraBIN
CONTEXT
SCOPE
Social
Governance
Environment
Mobility
Commercial
DESIGN PRINCIPLES
New . Augmented
Add-on . Self-sufficient
Modular . Customizable . Open-Source
Emotional Design . Playable
Replicable
One of a Kind . Prototype . Proof of Concept
Associated Digital Platform
Connected
SENSING CAPABILITIES
Environmental
Tracking
Physical
Vital
OUTPUTS
Interactive
Visual . Sonorous . Kinaesthetic
Direct . Deferred
References
[1] Sencity: [Link]
TetraBIN: [Link]
Sidney Design Awards 2014: [Link]
Bloomberg on TetraBIN: [Link]
76
P14.01
TetraBIN Sencity
Location Year
Chicago, Illinois 2014
(Implemented in 2016)
Keywords
Behavioral Change;
Sustainability;
Playable;
Urban Furniture;
Big Screen;
Related Projects
P15.05 Future Food District
P09.01 Copenhagen Wheel
P11.01 21 Swings
P19.01 Smart Pole
P14.02 ActiWait
77
TetraBIN
Figure 3/4/5. Various graphics, games and functions of the TetraBIN 2019 version;
Design Principles
Remediated Typology: specific new functions were added to the common trashcan in order to solve contemporary issues;
Playable: interaction designed through the development of a game;
Customizable: the LED graphics are highly customizable, different games or information of any kind can be displayed;
Replicable: its concept’s simplicity and broad interest and function make it an asset in any kind of street.
Specific Functioning
Once someone throws rubbish into the bin, the infrared sensors recognize it. The sensors’ signal is translated into visual patterns
on the surface of the bin in a falling similar-sized Tetris-like block. The “controls” to play the game are the timing when the rubbish
is dropped into the bin and their varying shapes and sizes. Like the inspiration game, the block stays there until the next one. When
a row of the digital panel is filled the row will disappear, but when the blocks reach the top, the game resets.
78
P14.01
Context
This recycling bin was designed with the standard public street in mind. It is to be applied in sidewalks as any other kind of small
garbage bin. It is an artefact that wants to engage with the more unaware citizen about recycling and its benefits through a playa-
ble interface. Walking in the street, the pattern of constantly circling blocks in the LED panel encourages interaction with the bin.
Chances are there will be children gathering trash to place inside, engaging with the game. The object in itself is static and has no
interaction with the surrounding environment other than the human direct contact. The latest versions have “screens” with higher
resolution and are able to display more complex content with more varied purposes.
Transformation
Although the physical space doesn’t go through a big change with the addition of an LED covered bin, the change this device pro-
motes is one of behaviour. This trashcan performs an important role in attracting people to deposit their garbage in it by engaging
via its playful game. During the 18 days period it was firstly installed in a festival (Vivid Sydney 2014), there were at least 10 thou-
sand people interacting with the bin every night.
79
ActiWait (Street Pong)
CONTEXT
SCOPE
Social
Governance
Environment
Mobility
Commercial
DESIGN PRINCIPLES
New . Augmented
Add-on . Self-sufficient
Modular . Customizable . Open-Source
Emotional Design . Playable
Replicable
One of a Kind . Prototype . Proof of Concept
Associated Digital Platform
Connected
SENSING CAPABILITIES
Environmental
Tracking
Physical
Vital
OUTPUTS
Interactive
Visual . Sonorous . Kinaesthetic
Direct . Deferred
References
[1] Urban Invention: [Link]
Indiegogo ActiWait Proposal: [Link]
Hawk University on ActiWait: [Link]
ing-success
80
P14.02
Keywords
City Infrastructure;
Playable;
Social Interaction;
Public Open Space;
Mobility;
Related Projects
P11.01 21 Swings
P17.01 Benchmark
P15.03 Murmur Wall
P16.01 Project Bus Stop
P15.01 Underworlds
81
ActiWait (Street Pong)
Design Principles
Add-on: it can only be deployed on traffic lights, it is dependent on the infrastructure and its interaction with people;
Playable: device “gamifies” existing infrastructure;
Prototype: test phase succeeded, in 2014 but there is no report of it being active again;
Replicable: system can be implemented in any traffic light situation around the world.
Specific Functioning
Arriving at a red light in a cross-walk with ActiWait, if it is not being used and there is someone willing to play on the other side of
the street, you can simply tap on the touch screen and wait for the other person to do so as well. Instantly, a game of pong starts
and can be played until a few seconds before the light turns green. The winner is the player with more points scored in that time.
The developers intend to add more features in the future such as: news feed, navigation, citizen surveys, traffic education...
82
P14.02
Context
At first sight, the ActiWait is an oversized traffic light mounted button with a touch screen. It is quite exactly that. When approaching
a cross-walk with ActiWait installed traffic lights, if no one is already using it, you will be able to play a fast game of pong (Atari
original arcade game) with anyone on the other side of the street while you wait for the traffic lights to turn green. Actiwait works
best in high movement streets where it can be used more frequently as it always needs two people to be used.
Transformation
As the tests proved, this concept can lower jaywalk cases by quite a lot, having a small game to distract under a red light is effec-
tive. It can be expected that this small game can be a great social interaction ice breaker, even without knowing the person on the
other side, when they eventually meet in the middle of the cross-walk there would have already been a prior interaction and both
will surely cross looks or words instead of the common “robotised” walk.
Issues
Hard to implement due to it ludic nature being a public safety issue. Governments need deep safety assessments before installing
the devices on public streets. It needs to be installed in “traffic lights with an approximately equal number of pedestrians crossing
the street in both directions” because of its necessity to have two players. This makes it tempting to cross the red light to play on
the other side if there isn’t anyone to play.
83
Underworlds
CONTEXT
SCOPE
Social
Governance
Environment
Mobility
Commercial
DESIGN PRINCIPLES
New . Augmented
Add-on . Self-sufficient
Modular . Customizable . Open-Source
Emotional Design . Playable
Replicable
One of a Kind . Prototype . Proof of Concept
Associated Digital Platform
Connected
SENSING CAPABILITIES
Environmental
Tracking
Physical
Vital
OUTPUTS
Interactive
Visual . Sonorous . Kinaesthetic
Direct . Deferred
References
[1] Underworlds: [Link]
Underworlds Pilot Study: [Link]
Underworlds Seoul: [Link]
[2] MIT Senseable City Lab, the Underworlds book
84
P15.01
Figure 1. First version of the sampling robot named “Mario” (2015-2016) being anchored down a manhole to collect samples from the sewage;
85
Underworlds
Figure 2. Second version of the sampling robot named “Luigi” (2016-2017) with a slimmer design and Figure 3. Last version of the sampling robot named “Yoshi” (2017-2019) with a different approach in
improved handling for ease of work; design and process, now able to be implemented for longer periods of time with more sample space;
Design Principles
Data Visualization: communication is thoroughly done to convey accurate information to most people;
Associated Digital Platform: a website with all the information retrieved is publicly available;
Ephemeral Installation: system is installed for determined periods of time and retrieved with collected samples;
Prototype: these are prototypes for what can be a more widely available system in the future;
Replicable: design principle is functional therefore not tied to any specific place, style or aesthetics.
Specific Functioning
Earlier models (Mario, Luigi I and II) were composed of two integrated systems: a motion and a filtration system. It was positioned
above the water using a bipolar stepper motor, nylon line and proximity and ultrasonic sensors that move it up and down. Once
stabilized, the filtration initiates, a pre-filter blocks large solid debris and the “UltraCeram Nano Filtration” filter captures bacteria,
chemical and viral contents while the excess wastewater is pumped back to the sewage flow. Samples are then analysed in a lab.
86
P15.01
Context
Underworlds is a device that is hidden when “in use”. It is deployed in the sewage system of the neighbourhoods where it gathers
the samples for analysis. This sole focus on its main function, as well as the fact that it is mostly unseen, is reflected in the hard-
ware emphasis in the formal design of the device, which results in a machine-like aesthetics.
Transformation
No direct transformation was achieved. Nevertheless, UNDERWORLDS can help us better understand public health and human
behaviour with fine spatial-temporal resolution to prevent outbreaks of contagious diseases (and other diseases such as obesity
and diabetes), and therefore better inform decision-making agencies, reducing medical costs and saving lives.
Issues
Although it is intended to be automated, for now this proposal requires the presence of many expert workers for data collection and
analysis. The system is not yet fully functioning as intended as it is hard to automate and communication systems need special re-
quirements to work properly, such as fibreglass manhole covers to allow radio frequency signals to penetrate all the ground layers.
Also, the nature of the work has a (low) contamination risk.
87
The Heart of the City
CONTEXT
SCOPE
Social
Governance
Environment
Mobility
Commercial
DESIGN PRINCIPLES
New . Augmented
Add-on . Self-sufficient
Modular . Customizable . Open-Source
Emotional Design . Playable
Replicable
One of a Kind . Prototype . Proof of Concept
Associated Digital Platform
Connected
SENSING CAPABILITIES
Environmental
Tracking
Physical
Vital
OUTPUTS
Interactive
Visual . Sonorous . Kinaesthetic
Direct . Deferred
References
[1] Anaisa Franco Studio: [Link]
The Heights on The Heart of the City: [Link]
The Heart of the City Doc: FRANCO Anaisa, Heat of the City ARTANDABOUT
88
P15.02
Figure 1. The Heart of the City installed and being used by night at VIVID SYDNEY 2015;
Team Members
Aravinth Panchadcharam, Annie McKinnon, Tank Thunderbird, Heloi-
sa Antonia Franco
Keywords
Art Installation;
Vital Signs;
Lightscape;
Social Interaction;
Urban Furniture;
Related Projects
P15.03 Murmur Wall
P17.01 Benchmark
P11.01 21 Swings
P12.02 AirFIELD
P13.02 Responsive Public Space
89
The Heart of the City
Figure 2. The Heart of the City in daylight setting installed in Chestnut Hill, Philadelphia; Figure 3. Pulse sensor used to collect heart rate data from users fingertips;
Design Principles
Remediated Typology: it is an art piece but has the clear function to provide seating for the public space it is installed in;
Data Visualization: is showcases data through light;
Ephemeral Installation: the installation has been placed in different cities for determined periods of time;
One of a kind: only one exemplar was made as an art piece;
Replicable: This concept is replicable in different places.
Specific Functioning
Approaching the sculpture it’s possible to see that it has its own rhythm shown by the glowing lights. When seated, one person
has access to a heart rate monitoring sensor that will convert each heart pulse detected on his/her finger into a light pulse on the
installation.
90
P15.02
Context
The piece was thought to work as an installation to be placed in urban public spaces and was originally presented at the “VIVID
SYDNEY” show. The installation represents a pulsing heart through its characteristic shape and intermittent lighting. It emerges
quite explosively as a big red glowing organic shape wherever it is deployed, on a big street or in a park. It is to be used as an
interactive urban furniture asset, a seat for a maximum of 6 people in which one of the users can grab the pulse sensor and watch
his own heart beat rhythm through the installation LED neon flex lights. To invite people to sit and experience the wavy bench, the
lights have a continuous rhythm of their own, even if there is nobody interacting with it.
Transformation
The primary transformation would be the physical addition of urban furniture to the public space. Given its ability to gather multiple
people at a time, it invites sharing and communication between different groups. On an educational level, it is possible to argue
that it can trigger conversations around the specific functioning of the installation and even about the added technologies into
different objects.
Issues
Despite the low energy consumption of the LED technology, the hundreds of meters of LED neon flex lights may make this a high
power consumption urban furniture option if it would be installed as a permanent feature in the public space. As a design choice,
the fast shift of the lights from on to off as a representation of a pulse, can make it uncomfortable to sit on and to be around. As
most light dependent installations, only works to its full potential in low light settings.
91
Murmur Wall
CONTEXT
SCOPE
Social
Governance
Environment
Mobility
Commercial
DESIGN PRINCIPLES
New . Augmented
Add-on . Self-sufficient
Modular . Customizable . Open-Source
Emotional Design . Playable
Replicable
One of a Kind . Prototype . Proof of Concept
Associated Digital Platform
Connected
SENSING CAPABILITIES
Environmental
Tracking
Physical
Vital
OUTPUTS
Interactive
Visual . Sonorous . Kinaesthetic
Direct . Deferred
References
[1] Future Cities Lab: [Link]
Murmur Wall: [Link]
Murmur Wall Press Release: [Link]
[Link]
92
P15.03
Figure 1. Visitors interacting with the Murmur Wall by night at Yerba Buena Center for the Arts, San Francisco, CA;
93
Murmur Wall
Figure 3. Murmur Wall display pod’s components exploded view; Figure 4. Murmur Wall’s concept exploded concept drawing;
Design Principles
Data Visualization: information gathered and fed to the system is displayed in the installation pods;
Associated Digital Platform: it works through gathered online search data as well as direct inputs on dedicated website;
Ephemeral Installation: the device was installed in several locations for predetermined periods of time;
One of a kind: only one exemplar of the installation was produced;
Tied to Place: although the technology can be adapted, this particular piece was designed for a very particular setting.
Specific Functioning
A specially designed API harvests local online activity, such as searches and social media trending posts. This data is represented
by a flow of light that travels through the structure. Arriving at one of the cells, it turns into a readable message in the text display
that floats for a brief moment before leaving, becoming once again a beam of light flowing “back” to the city. The thoughts, wishes
and anxieties directly input in the dedicated website appear differently and appear only once, are not collected, reused or shared.
94
P15.03
Context
As put by the authors, this work is supposed to provide a “visceral, tangible, poetic urban experience”, to be able to engage with
the public in new and unexpected ways. It does that by the way it presents itself, in a more structural and at the same time organic
shape, like a futuristic organism. It holds on to the city, consuming the information that can’t be seen and displaying it with lights
and text to the citizens. It is located in an outdoor setting, on top of a small wall and, because of its scale and general fuss created
by the lights, manages to gather a lot of the most curious visitors, interacting with them by “telling” what people in the city are
thinking, what the city is thinking.
Transformation
The installation has the potential to gather visitors around important topics of the needs and wishes of the citizens in an “engaging
and unexpected way” that activates the public space. By providing a place for the city to share, indulge and reflect on its citizens
wishes and anxieties (through their online searches and direct contributions), this piece works as an interface between all citizens
that can be the driving force to the understanding of ways to discuss deeper and more important matters in the future.
Issues
Although it has social engagement and city “future needs” in mind, as is, the device’s outputs and collected data can’t be used for
informed city governance decision-making. As most light dependent installations, only works to its full potential in low light settings.
95
Responsive Street Furniture
CONTEXT
SCOPE
Social
Governance
Environment
Mobility
Commercial
DESIGN PRINCIPLES
New . Augmented
Add-on . Self-sufficient
Modular . Customizable . Open-Source
Emotional Design . Playable
Replicable
One of a Kind . Prototype . Proof of Concept
Associated Digital Platform
Connected
SENSING CAPABILITIES
Environmental
Tracking
Physical
Vital
OUTPUTS
Interactive
Visual . Sonorous . Kinaesthetic
Direct . Deferred
References
[1] Ross Atkin Associates: [Link]
Smithsonian Magazine on Responsive Street Furniture: [Link]
brightened-and-signs-spoke-you-passed-180955107/?no-ist
Design Museum: [Link]
96
P15.04
Figure 1. Responsive Street furniture (audio interaction module) installed in London, United Kingdom;
Keywords
Inclusive Design;
Urban Furniture;
Human Tracking;
Public Open Space;
BLE;
Related Projects
P16.01 Project Bus Stop
P16.02 TREE.0
P11.01 21 Swings
P17.01 Benchmark
P13.02 Responsive Public Space
97
Responsive Street Furniture
Figure 2. Prototypes of the three conceptual modules to assist in lighting, sitting, orientation and audio Figure 3. Connection between devices scheme;
information;
Design Principles
Remediated Typology: specific new functions were added to the existing objects in order to solve contemporary issues;
Associated Digital Platform: the devices’ response is coordinated with the user choices made via the dedicated app;
Customizable: each user can have different responses from the devices according to their specific needs;
Replicable: systems can be installed in any city with few adaptations.
Specific Functioning
Users register to the services in the online app and specify, from a list, the special needs or features they would like to see attended
by the urban furniture and they would then receive a tag or make their phones available to be recognized by activating the Blue-
tooth. On the street, the tag or phone will communicate with the nearby responsive street furniture activating special functionalities
according to the user’s previously selected needs like: cross-walks with longer times, brighter lights, seats, voice information, etc.
98
P15.04
Context
Citizens with impaired sight or movement often feel that city design is not inclusive. These devices help with responsive layouts for
the city, reacting according to their needs. They are installed throughout the city, on public sidewalks, taking various shapes, from
responsive street lamps and seats to audio and visual information monoliths. These hardware parts work together with the user’s
smartphone or “key fob”. As one approaches the devices they react as the user intended from previous setup.
Transformation
Most changes resulting from the application of such urban furniture would be invisible to the “fully able” citizens. It tackles inclu-
sion issues by focusing on turning hard tasks for partially disabled pedestrians into easier ones not by imposing them to the current
state of the urban realm (neither functionally or formally) but by providing the help when needed.
Issues
Device’s functionalities are still limited, more light, audio information and a place to sit, and some can’t be applied directly due to
hard implementation criteria. Features such as the added time on traffic lighting may have cascading effects on the traffic flow. The
systems are not modular which may become a barrier for future adaptations and new features. Even for a low number of impaired
pedestrians, there may be overlapping of conflicting needs at certain occasions.
99
Future Food District
CONTEXT
SCOPE
Social
Governance
Environment
Mobility
Commercial
DESIGN PRINCIPLES
New . Augmented
Add-on . Self-sufficient
Modular . Customizable . Open-Source
Emotional Design . Playable
Replicable
One of a Kind . Prototype . Proof of Concept
Associated Digital Platform
Connected
SENSING CAPABILITIES
Environmental
Tracking
Physical
Vital
OUTPUTS
Interactive
Visual . Sonorous . Kinaesthetic
Direct . Deferred
References
[1] CRA: [Link]
Video presentation: [Link]
100
P15.05
Figure 1. User experiencing the supermarket data visualization prototype in the Future Food District Pavillion at Expo Milano 2015;
101
Future Food District
Figure 2. Data Visualization mirror screen -- Concept Drawing by Carlo Ratti; Figure 3. Data graphics presented in the Future food Districts information screens;
Design Principles
Remediated Typology: a market enhanced by technological infrastructures that help the costumer with decisions;
Data Visualization: the concept is developed around the display of information about the products sold there;
Ephemeral Installation: this supermarket enhancement was a test run at Milan Expo 2015;
Proof of Concept: this is a test project for a future market with enhanced capabilities (one is already implemented);
Replicable: this kind of market can be replicated in any city around the world.
Specific Functioning
The whole compound where the market is placed features a wide variety of functions. The interactive displays, the main component
of the whole interface, manifest data on the “life” of a given object/food by a simple “pointing movement” of the user. A camera
detects the position of the user’s hand over a specific product and searches the database for information on the “journey” and
ingredients of that element to be displayed on the screen, helping the buyer make informed decisions towards his purchase.
102
P15.05
Context
This is a high infrastructure market, housed in a 7000 m2 pavilion, a controlled environment specifically prepared for the exhibi-
tion. It was made to explore the interface between the market and the buyers, supported by how we interact with the data of the
food we eat. The whole space is interacting with people giving information and facilitating actions. The whole project stands as an
“experiment” where it is expected feedback from users on what works and doesn’t, what should be implemented or not.
Transformation
There is no public space transformation expected from the installation of this particular supermarket, due to its temporary nature,
but its purpose is to bring awareness of the capabilities of added technology to our environments as well as transparency to the
whole food supply chain. It is meant to facilitate the acquisition of better products by providing specific data, improving people’s
relation with the food they choose to eat, that will also affect the whole food production, becoming an environmental subject.
Issues
Extremely expensive infrastructure solution for a “simple” outcome, that is to give people information about the products they are
choosing. It may be hard to implement in a near future.
103
Project Bus Stop
CONTEXT
SCOPE
Social
Governance
Environment
Mobility
Commercial
DESIGN PRINCIPLES
New . Augmented
Add-on . Self-sufficient
Modular . Customizable . Open-Source
Emotional Design . Playable
Replicable
One of a Kind . Prototype . Proof of Concept
Associated Digital Platform
Connected
SENSING CAPABILITIES
Environmental
Tracking
Physical
Vital
OUTPUTS
Interactive
Visual . Sonorous . Kinaesthetic
Direct . Deferred
References
[1] DPA Architects: [Link]
DrivenxDesign on Project Bus-Stop: [Link]
104
P16.01
Figure 1. Project Bus Stop prototype implemented in Jurong Lake District, Singapore;
Keywords
Bus Stop;
Urban Furniture;
Modular Design;
Public Open Space;
City Infrastructure;
Related Projects
P12.03 Birloki
P19.01 Smart Pole
P15.04 Responsive Street Furniture
P16.02 TREE.0
P17.01 Benchmark
105
Project Bus Stop
Figure 2. Schematic drawing showcasing the different modular possibilities of the Project Bus Stop concept;
Design Principles
Remediated Typology: added technological digital features were added to the common bus stop typology;
Modular: modular design with various features;
Customizable: it is possible to customize the content and items displayed on all the walls;
Prototype: only one bus stop was implemented to test its viability going into the future;
Replicable: through its modular design, it is possible to adapt the same principle to new locations.
Specific Functioning
This bus stop doesn’t have one particular “way of working”, its multi-functionality is what makes it so appealing. Its functions
depends on the activity, and although many are “analogue”, it is possible to interact with technology based devices with the free
solar-powered Wi-Fi network, such as “smart panels” that display information on transportation schedules, download e-books or
even charge smartphones, see the news feed, plan a journey, weather forecast information and more.
106
P16.01
Context
The prototype of the “Project Bus Stop” is installed in Singapore. As any bus stop, it is implemented in an outdoor setting. In this
case, in a specific district, Jurong Lake District, in a mainly residential neighbourhood, dedicated to the development of sustaina-
ble, smart and connected urban solutions. The model is a modular structure that already provides a large number of features and
activities in its hardware and software mixed devices, from technology based to analogue solutions. Therefore, there are a lot of
possible interactions with people waiting for the bus and other walking-by citizens.
Transformation
This bus stop concept is thought to imagine the possibilities of reinterpretation of our daily interactions with urban elements. In this
case, the primary goal was to create “meaningful social nodes”, with the potential to create new ways of interacting with people and
the structures themselves. This concept also explores the adaptability to its surroundings, both physical and cultural, by providing
an adaptable modular design and a large number of opportunities for community appropriation.
Issues
It’s hard to say how much difference some of the technological features will make.
Expensive endeavour for a Bus Stop.
107
TREE.0
CONTEXT
SCOPE
Social
Governance
Environment
Mobility
Commercial
DESIGN PRINCIPLES
New . Augmented
Add-on . Self-sufficient
Modular . Customizable . Open-Source
Emotional Design . Playable
Replicable
One of a Kind . Prototype . Proof of Concept
Associated Digital Platform
Connected
SENSING CAPABILITIES
Environmental
Tracking
Physical
Vital
OUTPUTS
Interactive
Visual . Sonorous . Kinaesthetic
Direct . Deferred
References
TREE.0 Data Visualization: [Link]
[1] Interactive Spaces Urban Lab: [Link]
Jonas Fehr: [Link]
108
P16.02
109
TREE.0
Figure 2. Children interacting with pressure sensitive platform around the structure; Figure 3. Schematic drawing of the interactive and data collection capabilities of the TREE.0
installation;
Design Principles
New Typology: although it replicates a tree structure, this formal and functional concept is untied to any existing urban furniture;
Data Visualization: it has a way of showcasing information through sound, light and a dedicated website;
Associated Digital Platform: it provides a web front to showcase data collected by the sensors;
Ephemeral Installation: it no longer can be found on site;
One of a kind: only one of these structures was conceived;
Replicable: it is possible to replicate the same exact model and make it work somewhere else.
Shape and Material
TREE.0 is metaphorically shaped after a medium sized urban tree. This digital tree is 6 meters tall with ”trunk and branches” made
of tubular corten-steel profiles to give it the characteristic colour. On top of each branch there is a round fabric “leaf”, and in the
middle of them is a metal cylinder to store the hardware. It all stands on a round base platform mimicking grass that is also the
interface between users and installation. LED lights are installed inside the “trunk” while speakers are held on the top branches.
Specific Functioning
The installation reacts to both environment and user inputs. It interacts differently to passer-by, to one single user or to a group.
You can interact with it by stepping on the platform directly below the tree or on the isolated scattered smaller platforms. The data
collected by the pressure sensors will be transformed into light and sound outputs that animate the space around it. It will also re-
act in different ways according to environment context, for example, different sounds or different light dynamics if it’s windy or not.
110
P16.02
Context
TREE.0 is installed in Copenhagen, in a pedestrian square sided by buildings, some trees and “green patches”. It is shaped like
a tree with “organic” branches so that, during the day and together with the natural trees, its discreet colours blend in and cam-
ouflages the tall structure. Most daily interactions revolve around sound. By night though, the feedback is mostly luminous with
dynamic shows of light coming from within the structure. Either by day or night, it is possible to see people jumping around the
tree, expecting feedback and responding to it.
Transformation
When standing alone, the context-aware installation can be used as a data visualization tool, it changes its “mood” according to
the surroundings input. Soft sounds and lights are used to animate the public space, and compensate the “lack of playful activities
for children” in those spaces, as well as countering the “overall scepticism” about the collection and usage of site-specific data.
It is also possible to see people working together to come up with songs using the different platforms to trigger sound outputs.
Issues
The tree design was envisioned to work as a camouflage in a setting with more trees, this will not work as well if there are no trees
around or if the trees have a lot of foliage. It tries to be inclusive without the need of smartphones for the interaction but at the same
time relies on good physical condition from the user to be successful, it is not functional with wheel-chair users.
111
Benchmark
CONTEXT
SCOPE
Social
Governance
Environment
Mobility
Commercial
DESIGN PRINCIPLES
New . Augmented
Add-on . Self-sufficient
Modular . Customizable . Open-Source
Emotional Design . Playable
Replicable
One of a Kind . Prototype . Proof of Concept
Associated Digital Platform
Connected
SENSING CAPABILITIES
Environmental
Tracking
Physical
Vital
OUTPUTS
Interactive
Visual . Sonorous . Kinaesthetic
Direct . Deferred
References
Benchmark: [Link]
[1] CivicDataDesignLab: [Link]
Gehl Institute Report: [Link]
Benchmark Open-Source Documents: [Link]
112
P17.01
113
Benchmark
Figure 3. “Structural drawing of the bench and the sensor box” and content description;
Figure 2. Production phase of the benches with open sensor box; Figure 4. Data Analysis from Benchmarks’ pedestrian activity gathered data on August 2nd, 2017 in
Cambridge MIT Campus (Benchmarks Final Report, page 118/119);
Design Principles
Remediated Typology: Benchmark benches are common benches with added sensing technologies;
Open-Source: both object designs and electronic plans are made open-source within open-data cultures;
Data Visualization: a data analysis and visualization toolkit was produced and made publicly available;
Customizable: both objects and electronics can be adapted to new situation as it aims to be a DIY project;
Ephemeral Installation: the prototypes have been deployed in three test places for restricted periods of time;
Replicable: the objective of Benchmark is to be replicated as a tool to study urban life.
Shape and Material
Benchmark project was materialized in a set of six individual benches and a small A-frame information board. The team sought
a playful yet minimal aesthetic, a lightweight and practical design ensuring simple fabrication and assembly. These objects were
made throw a set of CNC milled plywood sections held together by threaded metal rods. Magnets on each side of the benches al-
lowed to connect and align them into bigger units. The A-frame board carried an information sign and housed a Gopro camera. The
benches housed a weatherproof sensor box, containing all electronics on an Arduino like board. This box was made of transparent
plastic ensuring the safety and visibility of all the components and light to reach in.
Sensors (Data) and Connectivity Infrastructure Technologies
Sensors: benches include a GPS device, a load/pressure cell sensor, an accelerometer and a gyroscope, a decibel and a luminosity
levels sensor. The information board houses a Go-pro camera;
Connectivity: GPRS communication with central server. No near range or mobile devices communication, although BLE positioning
and tracking is advocated.
Specific Functioning
The information board and benches were deployed following a daily protocol. The benches are used and manipulated by users and
their sensors, and camera time-lapse images, communicate their location, whether they are being used, and the ambient sound
and light levels to the project’s servers through integrated SIM cards. A set of colour-changing LEDs visualized the data in real-time
and stimulate interaction. Data analytics and computer vision trained algorithms were used specifically to identify patterns of sta-
tionary activities and pedestrian interactions. Some data and a data analysis toolkit is publicly available, as well a fabrication toolkit
and a how-to guide to replicate Benchmark public space surveying process.
114
P17.01
Context
The Benchmark prototypes were deployed in three different kinds of public spaces and situations: MIT North Court, Charlotte Better
Block event, and Boston’s Hubweek festival. Each Benchmark deployment worked as a case test, and refinements were made
between tests. MIT’s North Courtyard is a very different site from the other tests as it is an already highly used public space. The
latter cases were set in event contexts, and benches were utilized to activate underused public space. In these, benches were a
major attraction and people were less concerned with the DIY design and more enthusiastic on the technological and interactive
nature of the benches comparing with the initial timidity, facing the exposed electronics, in MIT’s initial case test.
Transformation
During their deployment, Benchmark project subtly changed public spaces by inserting a set of non-intrusive and versatile street
benches augmented with sensor capabilities. The transformation was temporary and main changes happen at the level of observed
human activity. The event nature and novelty act as an attraction, beyond the availability of new siting place. Collected data shows
that benches moved around quite a bit and that for most of the time stay clustered. This corroborates other findings that point to
the fact that people have a strong interest in personalize their public spaces, and would sit in street benches with a greater proba-
bility (and stay longer in public space) if they have the possibility to sit together.
Success Factors and Strategies to Counteract Obsolescence
Benchmark success as street furniture seems to be related to benches’ mobility, modularity and novelty. Even if their main purpose
is to be used as public activity sensors, they conserve their function as flexible street benches. Interaction with the benches is the
simplest: by physically handling or using the object, which reacts with a varying LED lighting. According to Benchmark team, the
project has proven it is possible to augment the human eye as an observational tool of social interactions within public spaces.
Observed data corroborated, and leveraged new understanding, on previous findings related to public seating clustering effect, and
showed that it improved the overall levels of activity in their public space settings, acting as a place-making tool.
Issues
Benchmark team recognised a set of issues turned into recommendations: (i) redesign the object aiming at a simpler construc-
tion and assemblage; (ii) reconsider the used sensors and power supply unit, exploring solar-powered technologies; (iii) better
estimation of bench location (BLE is proposed); (iv) greater utilization of sound and light level data; (v) improvement on the image
processing algorithms, data anonymization, and the combined analysis of multiple sensors’ data; and (vi) installation of a Smart-
er Information Board, displaying real-time data collected on-site, and a user interface. The exposure of the camera and sensing
technology, that may influence the behaviour in public space, and the lack of sensors for weather conditions were also recognized.
115
Interactive Screen
CONTEXT
SCOPE
Social
Governance
Environment
Mobility
Commercial
DESIGN PRINCIPLES
New . Augmented
Add-on . Self-sufficient
Modular . Customizable . Open-Source
Emotional Design . Playable
Replicable
One of a Kind . Prototype . Proof of Concept
Associated Digital Platform
Connected
SENSING CAPABILITIES
Environmental
Tracking
Physical
Vital
OUTPUTS
Interactive
Visual . Sonorous . Kinaesthetic
Direct . Deferred
References
[1] Trison: [Link]
116
P18.01
Figure 1. People interacting with screen in Las Arenas shopping centre (invited artist visualization feedback theme);
Keywords
Big Screen;
Responsive Environment;
Social Interaction;
Performative Installation;
Indoor Public Space;
Related Projects
P20.01 Augmented Spaces
P13.02 Responsive Public Space
P11.01 21 Swings
P17.01 Benchmark
P18.02 ITECH Demonstrator
117
Interactive Screen
Figure 2. People interacting with screen in Las Arenas shopping centre (standard visualization feedback theme);
Design Principles
Playable: device is mostly used in a ludic manner;
Customizable: considering it is a screen, all the interaction’s displayed visual outputs can be reprogrammed;
Replicable: systems like this are widely available and can be installed in a variety of locations.
Specific Functioning
It works in a straight forward way. Once a user steps on the screen, the sensitive tile collects pressure data to locate the exact place
of the source (feet, hand, etc.). This information is then decoded from the computing systems and a graphic feedback is displayed
on the LED. This interaction can have any given aesthetic desired by the designer.
118
P18.01
Context
From the set of screens installed in the Las Arenas Shopping Center in Barcelona, a restored building by Richard Rogers and
Alonso y Balaguer, there is one of bigger interest: the central interactive floor screen. It appears as a main attraction in what is a
usually very single-function space. The space it occupies and its interactive capabilities can add a lot to the shopping experience as
a whole, there can be seen a lot of people from the most different ages playing and interacting with the touch screen at all times.
Transformation
There can be seen a lot of people interacting and watching others interact with the floor screen. It manages to create a focal point
on the shopping centre that is not the action of shopping itself. The screen could bring a new information dimension to the space
other than the simply ludic features.
Issues
As a ludic installation, it may become rapidly obsolete. Despite the possibility to change the content on the interactive screen, the
interaction possibilities are limited to a responsive visual feedback and can feel repetitive to the users.
119
ITECH Research Demonstrator 2018-19
CONTEXT
SCOPE
Social
Governance
Environment
Mobility
Commercial
DESIGN PRINCIPLES
New . Augmented
Add-on . Self-sufficient
Modular . Customizable . Open-Source
Emotional Design . Playable
Replicable
One of a Kind . Prototype . Proof of Concept
Associated Digital Platform
Connected
SENSING CAPABILITIES
Environmental
Tracking
Physical
Vital
OUTPUTS
Interactive
Visual . Sonorous . Kinaesthetic
Direct . Deferred
References
[1] University of Stuttgart: [Link]
Ruqing Zhong: [Link]
120
P18.02
Figure 1. ITECH Research Demonstrator 2018-19 installed in a semi-public square setting at University of Stuttgart;
121
ITECH Research Demonstrator 2018-19
Figure 4. Demonstrator touch interface design to control open and close movements; Figure 5. ITECH Research Demonstrator 2018-19 Mechanisms Diagram;
Design Principles
Remediated typology: it is a techy reinterpretation of a street bench with a canopy;
Associated Digital Platform: associated controlling interface app works as a digital twin;
Biomimetic design: shape and folding mechanism are abstracted from Ladybug wings and behaves like a rigid origami structure;
Ephemeral Installation: the demonstrator is a one of a kind installation not designed to withstand long periods of time running;
Proof of Concept: the demonstrator is a prototype that serves as a proof-of-concept;
Replicable: as a proof-of-concept of a generic technology, it can be adapted to other uses and situations.
Shape and Material
The ITECH Research Demonstrator 2018-19 is deployed as a freestanding and self-supporting street bench with a kinetic interactive
origami-like shading structure, inspired in the Ladybug wings. The two folding components have a width of 1.70 m and a height of
3.00 m and 2.50 m, and a total weight of 23 kg per element. These elements are made of carbon and glass fibre laminates and
manufactured by a robotic tape-laying arm according to fabrication, mechanical, functional and aesthetic demands. Each element
is composed of four elements connected by integrated pneumatic hinges that ensure their movement.
Specific Functioning
The kinetic behaviour of the demonstrator is achieved through distinct compliant hinge zones with integrated pneumatic actuators,
and the interaction and user control by a system consisting of integrated sensors, online communication, and backend computa-
tional processing. Two interaction principles allow a user to interact with the demonstrator: (i) direct physical interaction by pressing
a touch sensitive interface that take advantage of the conductivity of carbon fibres, and (ii) remote web-based control interface that
simultaneously enables the control of the structure and the visualization of a real-time 3D digital twin model.
122
P18.02
Context
The ITECH Research Demonstrator 2018-19 is an academic research project in the context of the ITECH Research [Link]. Program
of the University of Stuttgart. It is integrated in the series of demonstrators and experimental pavilions that are the regular outcomes
of this interdisciplinary, research-oriented and experiment-based programme. It is a CNC built lightweight carbon and glass fibre
street bench structure with a pneumatic kinetic interactive canopy. It was first exposed in a conspicuous spot of a square like open
space of the university campus. It is a place between a park and main streets, bordered by contrasting scale buildings and main
paths. Here the demonstrator could capture the most attention from passers-by who were willing to interact with it.
Transformation
As a temporary installation no permanent public space transformation is achieved, nonetheless meanwhile its display in the cam-
pus it stands as a meeting point, attracting passers-by attention by its unusual shape and functioning. It draws attention to the
potentials of adaptive bio-inspired (urban) structures and to a new brand of interactive street furniture, alongside new processes of
multi-disciplinary integrative digital design workflows.
Issues
The Demonstrator is a lightweight free-standing structure and its stability is only ensured by its weight and base area. Although its
resistance, problems concerning stability, structure integrity and user safety would have to be considered in an outdoor real-case
scenario subject to harsh weather conditions. As it is, the prototype is prone to vandalism as some of its pneumatic parts and wiring
is too easily reachable; also all the interaction is with the user and not with the environment itself (it has no environmental sensors
and auto-regulatory mechanisms). It’s not energetically autonomous, if installed in a “not controlled” outdoor setting, energy supply
would have to be considered within the necessary infrastructures.
123
Smart Pole
CONTEXT
SCOPE
Social
Governance
Environment
Mobility
Commercial
DESIGN PRINCIPLES
New . Augmented
Add-on . Self-sufficient
Modular . Customizable . Open-Source
Emotional Design . Playable
Replicable
One of a Kind . Prototype . Proof of Concept
Associated Digital Platform
Connected
SENSING CAPABILITIES
Environmental
Tracking
Physical
Vital
OUTPUTS
Interactive
Visual . Sonorous . Kinaesthetic
Direct . Deferred
References
[1] ELKO EP: [Link]
iNELS: [Link]
124
P19.01
125
Smart Pole
Figure 2. Detailed render of the charger and screen functions of the Smart Pole; Figure 3. Functions of the iNELS’ Smart Pole with all modules attached;
Design Principles
Remediated typology: Smart Pole system is a IoT smart city solution derived from street lighting poles;
Modular: Smart Pole products have a modular structure, with four basic configurations: “Charger”, “Kiosk”, “City” and “Street”;
Associated Digital Platform: the system has an associated information and management cloud Smart Street Light Platform;
Customizable: Smart Pole products can be customized for each location and city;
Replicable: the existing outdated devices in the public space can be replaced by Smarts Poles on an as-needed basis.
126
P19.01
Context
Smart Pole is an example of an UCPD system used in a common smart city process: deploying smart technology while modernizing
street lightning. The pervasive presence of street lightning poles, makes then an ideal way of disseminating CIT technology into the
public space. The variants of Smart Pole target specific urban contexts depending on main functionalities. The Charger variant is
intended to be deployed in parking or shared mobility spaces; the Kiosk serves as an information, security and navigation portal for
the city inhabitants or visitors in parks, campuses or other public spaces. The City variant design fits into the concept of a modern
square, park or pedestrian zone. The Street variant targets public space with traffic and high illumination requirements.
Transformation
Smart Pole objects have small physical impact, and the main drive is to replace existing outdated street lightning. They have the
potential to unclog the urban spaces where they are deployed, collecting several functions in one object (charging post, kiosk, street
lightning, etc.), and may act as a meeting point in open spaces. Smart Poles can enhance public urban life and vitality by stimu-
lating the permanence in such spaces. They giving support for greater energetic autonomy for battery devices, and connectivity
for personal mobile equipment. Moreover, Smart Poles reinforce the sense of security and supports society’s energetic transition,
promotes intelligent electric consumption and city decarbonisation.
Success Factors and Strategies to Counteract Obsolescence
Smart Pole family of objects has a simple and coherent design, with deep concerns on construction quality and safety. It is a
modular and customizable system that can combine diverse functional needs in urban space, and can be built over existing city
infrastructure, replacing inefficient street devices. Smart Pole Street version displays an efficient LED luminaire that, coupled with
its proximity sensing capabilities, make it an efficient power saving device, and a massive urban data collector. Cloud applications
facilitate data management and remote maintenance tasks; an API provides links to third party urban systems or applications.
UCPDs like Smart Pole contribute to make the use of public space easier and safer, increasing the time people spend there.s
Issues
Some unnecessary redundancy exists in each pole’s devices (intercom-loudspeaker, infopanel-touch panel). The ideal set of Smart
Pole objects, and their configuration, for a given public space may be hard to determine, resulting in an over paraphernalia of digital
devices and full-featured Smart Poles. They may have two screens, both of small dimension, made for near interaction and not
long distance visual communication. There is little information on how the system deals with privacy issues concerning camera’s
records. Smart Pole equipment do not use in-place produced renewable energy. As an industrial product to be deployed over large
areas, Smart Poles have a more institutionalized approach to smart city and user interaction with the devices.
127
Augmented Spaces
CONTEXT
SCOPE
Social
Governance
Environment
Mobility
Commercial
DESIGN PRINCIPLES
New . Augmented
Add-on . Self-sufficient
Modular . Customizable . Open-Source
Emotional Design . Playable
Replicable
One of a Kind . Prototype . Proof of Concept
Associated Digital Platform
Connected
SENSING CAPABILITIES
Environmental
Tracking
Physical
Vital
OUTPUTS
Interactive
Visual . Sonorous . Kinaesthetic
Direct . Deferred
References
ECAADE2021: [Link]
[1] CHAN, Hollym, BROWN, Andre, MOLETA, Tane, SCHNABEL, Marc Aurel - Paper for ECAADE 2021 - Augmented Spaces
CHAN, Holly, Master thesis - If Walls Could Talk
128
P20.01
Figure 1. Physical installation of the developed system at Victoria University, End of year exhibition;
129
Augmented Spaces
Figure 3/4. Particle visualization of human silhouette captured with kinetic camera;
Design Principles
Add-on: the technology is supposed to work with the built architecture it is applied to, being a responsive part of it;
Emotional Design: it was strategically thought to impact several aspects of emotional triggers such as immediate attention grab, its
enjoyment and effectiveness and speculative discussion the design enables;
Customizable: the displayed graphical elements are object of customization by the developers;
Proof of Concept: only a proof of concept version was made, not implemented in real setting;
Replicable: its simple nature makes it possible to implement anywhere with any size (human scale interaction).
Shape and Material
The installation is intended to be completely resized according to the needs of the space. It should be installed behind building
windows facing the street or indoor, in stands. The prototype contains all the systems required for bigger scale implementation,
including microphones, a kinetic camera and a big LED screen. No other components were developed in this prototyping phase.
Specific Functioning
As people move in front of the screen, their movements are replicated in an interactive manner. The system relies on the Kinect
camera and microphones to feed data from the living environment to the virtual one. Motion and sound detection is translated into
a visual output, generated by a cube grid that is regulated by colour (tones of blue and purple) and brightness to display different
parameters and hierarchy such as proximity, body’s current and past position and number of people.
130
P20.01
Context
The devices are intended to be installed inside buildings, in windows and storefronts that face alleys or other less animated streets.
It pops up in a lively way to the passer-by. A few screens replicating the movements of the people walking by in bright coloured
graphics, bring some light, animation and, subsequently, a sense of safety when passing through these less populated spaces.
Transformation
It is expected that systems like this one can successfully change the way we perceive “unused” public spaces such as alleyways,
car parks or public parks by providing better lighting, populating them regularly and giving them identity, not just to promote inter-
actions and business opportunities in those areas but also improving the feeling of overall safety.
Issues
Being a ludic device, it is expected that its use will be conditioned and limited by people’s will to interact with it.
131