[CLOSE PRESS]
SELECTED PRESS
1994-2024
2016
Hyperallergic
Setting Out at Apexart
2016
Fresh Art International
Conversations about creativity in the 21st century
2016
Daily Serving
Setting Out at Apexart
2016
Fresh Vue
Setting Out at Apexart
2009
Public Art Review
Taking Off / Media, Technology and Community
2007
WIRED
Inside OPEN HOUSE: Blueprint for the Future
2006
SPACE
Open House Exhibition
2004
Trade and Technical
Energy Shutdown
2004
Wallpaper
Miller Harris Perfumery
2004
Kensington and Chelsea News
Energy Shutdown
2004
Independent Education Today
Energy Shutdown
2004
I.D. International Design Magazine
Kitchen Rogers Design
2004
Architecture04.
The Minotaur, Kielder Forest Park
2004
Trade and Technical
Energy Shutdown
2003
Brutus CASA
Kitchen Rogers Design
2003
FX
Al Ostoura, Sahab Tower, Kuwait
2003
The Independent Magazine
Colour Field
2003
MagazineFrame
Michel Guillon Opticians
2003
Bob 004
Kitchen Rogers Design
2003
The Guardian
Round the Ragged Rocks – Minotaur Labyrinth
2003
FX
Joseph Store, London
2003
St Andrews Citizen
Shona Designs the Future
2003
FRAME
Legends of the Fall, Al Ostoura, Sahab Tower, Kuwait
2002
WALLPAPER
In House / News
2002
ART 4D
Fashioning the City by Kyoko Nakajima
2002
DUTCH
KINESIS
2002
Thailand Art 4D
Fashioning the City by Kyoko Nakajima
2002
FX
Joseph Store
2002
FX
A Moving Experience
2002
CONCORDE the briefing
Kitchen Rogers Design
2002
The Independent Magazine
Colour Field by Albert Hill
2002
Drapers Record
Joseph’s Dream
2002
Composite
A New Creative Force from the UK
2002
AZURE
Designer Identikit by Kelly Rude
2002
BRUTUS CASA NO.35
Kitchen Rogers Design
2001
NOVA
Garçons du Faubourg by Laetitia Labourdette
2001
DOMUS
Responsive Red
2001
I-D
SFX and Shopping by Mark Hopper
2001
PERSO
Comme une Mansion
2001
VOGUE
Rouge Desir by Brigitte Paulino-Neto
2001
AXIS
Kitchen Rogers Design
2001
BRUTUS CASA
Home Offices
2001
MR 8
Comme des Garçons PARIS
2001
FRAME
Comme des Garçons
2001
BRUTUS CASA
Window on the World by Masae Takata
2001
DUTCH
US TRACKING
2001
MR 8
Space from Paris by Sanae Shimizu
2001
FX
International Interior Design Award Winners
2001
4dspace: Interactive Architecture
Kitchen Rogers Design
2000
Amica
BIG ART
2000
BRUTUS CASA
Comme des Garçons, Paris by Kazumi Yamamoto
2000
Building Design
Edgetown
1999
The Scotsman
Space to Learn by Elisabeth Mahoney
1999
BLUEPRINT
Installation Living etc.
1999
Blueprint
Presence Project
1999
BLUEPRINT
Stand and Deliver
1999
Blueprint
What No Flashing Santas?
1999
BLUEPRINT
No Flashing Santas
1999
Vogue
Milan meets Sydney
Select press images from print material.
Flirt
2000
Publication + Research + Multimedia
PROJECT DESCRIPTION

The development of digital cellular structures by the mobile communications industry has generated a genuine fusion between information space and urban territory. City location, time, day and date can all shape relationships to information sources. The tight constraints of mobile displays, juxtaposed with the spontaneity, unpredictability and transience of everyday mobility requires a fresh approach to how this relationship might work...

The potential of cellular data structures lies in local situations and the local community. The design team initially made a visit to the very cold and frozen city of Helsinki, the place where the phone company was based and any project user testing was to take place. We undertook various exercises as a process of familiarisation with the city: randomly following people as a way making journeys to places not normally encountered as a visitor; identifying places where people gathered to get a sense of how the city was structured culturally, and cellularly; and identifying places where information exchanges took place, and the media that facilitated these exchanges (public transport systems, advertising billboards, libraries, bookshops...). The three-day visit formed a mini study which was extremely valuable in forming a foundation to the work that followed.

Fueled by constant discussion within the group and a number of diverse investigations, a territory of ideas emerged following the Helsinki visit. A conceptual landscape of service proposals was mapped out with reference to our project partners and their areas of interest. At one end of the map we placed the 'grassroots' services such as city information services to provide train timetables and news. At the opposite end of the map were those ideas dealing with pure fiction and narrative – the realm of game playing. In the middle space of the map – which we called 'daydreaming' – we placed service ideas that drew both from reporting the factual city and our imagination.

We created multimedia simulations to explore the look and feel of selected service ideas – particularly ideas that fell in to the 'daydreaming' category that we had previously identified. These simulations also provided material that could be used to help develop the technical system being designed by the project partners. User feedback from the focus groups was contradictory since the concept of mobile connectivity was, at the time, not within the popular imagination and the different age groups responded according to different criteria. We evaluated our ideas so far and chose which ones could be adapted to take forward. This involved a process of simplification and strict adherence to technical feasibility.

The team proposed three experiments for the trial with real phones and a user group in Helsinki: Pixel Kissing, Lost Cat and Stampede. Each explores a different form of interaction: Pixel Kissing, between the proximity of people; Lost Cat, in relation to place and unpredictability of time; and Stampede, using people's spatial imagination. Each experiment also proposes a different graphic representation within the tight constraints of the mobile phone display and memory: Lost Cat uses a simple silhouette but with realistic movement; Stampede, although a very simple representation of both movement and form, demands input from the imagination; while Pixel Kissing, although fundamentally text-based, uses pattern as a recognition device rather than relying on concentrated reading of text. Although each uses a simple representation and interaction, the underlying structures of behavior are far more complex.

Pixel Kissing is a social experiment exploring virtual communities in real space. When members of the same virtual community are present in the same phone cell they receive a Pixel Kissing signal alerting them to the other's presence. They will not have met physically so will not be able to identify who that person is, only that they are somewhere close by.

Project team: Fiona Raby, Ben Hooker, Shona Kitchen, Brendan Walker (and others) at the Royal College of Art in collaboration with Philips Research Laboratories (UK), Philips Consumer Communications (France), Helsinki Telephone Company (Finland), Infogrames Entertainment (France)
Image of cellphone from project
1:
2:
3:
1: Our map of the 'Cellular City' became an invaluable tool to work through and test our ideas.
2: Spread from project
3: Spread from project
Our map of the 'Cellular City' became an invaluable tool to work through and test our ideas.
Left: Our map of the 'Cellular City' became an invaluable tool to work through and test our ideas.
Middle: Spread from project
Right: Spread from project