Event NYC Data School: Can open contracting hold smart cities accountable?

The panelists (from left): Greg Jordan-Detamore (Sunlight Foundation), Katya Abazajian, (Sunlight Foundation), Paul Rothman, (NYC Mayor’s Office), Zack Brisson (Reboot)

On a Saturday in March during NYC’s Open Data Week, NYC School of Data hosted their annual community conference to “demystify the policies and practices around civic data, technology, and service design.” With my BA in Geography, experience as an AmeriCorps VISTA, and current status as a Pratt IXD student, it’s not surprising I found myself drawn to a session entitled, “Can open contracting hold smart-cities accountable?”

On the 7th anniversary of NYC passing the Open Data Law, the hour-long discussion brought together 4 panelists: Zack Brisson, Principal at Reboot; Katya Abazajian, Open Cities Director at Sunlight Foundation;  Paul Rothman, Senior Product Manager at NYC Mayor’s Office of the Chief Technology Officer and Greg Jordan-Detamore at the Sunlight Foundation.

I’ll reflect on the event in hopes to continue the conversation on transparency and accountability in government tech, particularly smart-city technologies, amidst the rising tide of surveillance capitalism.

via Vecteezy

Who builds smart cities?

Upon opening the panel, Mr. Jordan-Detamore of Sunlight Foundation explained regulating, or even discussing the regulation of, smart-cities is difficult because the term is a broad buzzword with no real definition. For the purpose of the discussion, the panelists clarified their meaning of smart-cities as “urban centers being used to collect data and then things being done with that data for some purpose.” Admittedly still pretty broad, but somewhere to start!

The panel really focused on the relationship between those who make the actual technology, and the governments who purchase them. Smart city technologies are built by private technology corporations, or vendors, like Google, but once the city begins using them, it’s often unclear who owns the resulting data. The speakers explained the reason cities purchase technology from private corporations is pretty obvious: Governments often lack the organizational infrastructure and internal expertise to build on their own (remember Seattle’s failed independent bike-share). One panelist asked, “I mean, how great would it be if your city’s government was as efficient as Amazon?”

The government-vendor relationship

Early on, the panelists underscored the imbalanced relationship between the government and corporate entities who enter into smart city technology contracts. Governments looking to procure a product “never really have the upper hand,” explained Abazajian from the Sunlight Foundation, as they don’t have the same technological expertise. The Sunlight Foundation’s Jordan-Detamore stressed that governments, especially smaller municipalities without the infrastructure of, say a Boston, are especially vulnerable of being swindled by the shininess of Silicon Valley.

While watching an episode of VICE News Tonight a week after the panel, I saw the disastrous potential of manipulative contracting in the town of Jackson, Mississippi. The manufacturing conglomerate Siemens sold 65,000 water “smart meters” to the city for $90 million dollars in 2013. Fast forward to 2019: the water meters don’t actually work and started a billing crisis that has grown into the city’s $25 million debt. About the dynamic between the city and Siemens, Jackson Mayor Chokwe Lumumba told VICE News, “It’s akin to someone selling you the most expensive car that they have on the lot, and understanding at the time that they’re selling it to you that you can’t afford to buy it; you don’t understand how to operate it, but if they can get you to purchase it, they will.”

Via piktochart

Behind closed contracts

There’s a lot of cloudiness around the ethics of smart city technologies because their contracts are, more often than not, closed. Closed contracts that limit the details to the public are the norm, and tech companies want to keep it that way. Before this panel, I (slightly embarrassingly) had no idea there was even an option of opening them.

Abazajian explains, “vendors make the argument their proprietary technologies warrant a closed contract, but in reality, they don’t need to be.” There’s a broad range of contract data that’s not sensitive, not private, and not proprietary. Lack of transparency in contracts was unanimously cited as a major issue in protecting civil liberties by the panelists.

Would an open contract have saved Jackson, Mississippi? Via CC.

Advocating for open contracts

The panelists from the Sunlight Foundation explained their new open contract initiative, which helps city governments open the process of procuring smart city technologies. On a functional level, opening a contract means giving the public access to smart-city contract data in a standardized way, so advocates and other community members can see how public money is spent.

Sunlight Foundation operates under the notion that the public should be involved in the rollout of smart city technologies from the start because they are the major stakeholders. A vendor should not be able to come in and “trample the public’s right to information,” one panelist quickly quipped. “Open contracting creates feedback loops”, explains Brisson, which “helps infuse community input into the plan.”

While watching the segment on Jackson’s water bill crisis, I couldn’t stop wondering what would have happened if the contract was public to begin with. Public outcry could have halted the overly ambitious and exploitative plan that sunk the small town into massive debt.

References:

A $90 million “smart” system has totally screwed up these residents’ water bills – VICE News. (n.d.). Retrieved March 21, 2019, from https://news.vice.com/en_us/article/vbw8qy/a-dollar90-million-smart-system-has-totally-screwed-up-these-residents-water-bills

Naughton, J. (2019, January 20). “The goal is to automate us”: welcome to the age of surveillance capitalism. The Observer. Retrieved from https://www.theguardian.com/technology/2019/jan/20/shoshana-zuboff-age-of-surveillance-capitalism-google-facebook

There Is No Such Thing as a Smart City – The Atlantic. (n.d.). Retrieved March 21, 2019, from https://www.theatlantic.com/technology/archive/2018/02/stupid-cities/553052/

Why good policies go wrong: Seattle’s botched bikeshare model | Apolitical. (n.d.). Retrieved March 21, 2019, from https://apolitical.co/solution_article/good-policies-go-wrong-seattles-botched-bikeshare-model/

Arts in the Libraries

On March 9th, METRO hosted an afternoon symposium entitled Code, Craft & Catalogues: Arts in the Libraries. The symposium featured three separate panel discussions addressing the relationship between libraries and the world of art and design. This post will discuss the first two of those panels — in part for reasons of space, so as not to short-change the discussion of those panels’ relevance to information science, and in part because the third panel’s tie between art and libraries/information struck me as much more attenuated, with significantly heavier emphasis on one and the other on the periphery.

Panel 1: Privacy in Public

Greta Byrum of the Digital Equity Lab at the New School opened the first panel with a presentation about Privacy in Public, a multisite exhibition which took place at nine libraries across New York City this past winter. Each library hosted an artist’s work commenting on issues of data privacy. After she spoke, two of the participating artists, Toisha Tucker and Salome Asega, briefly presented on the works which they contributed to the exhibition, followed by a Q&A.

As Byrum noted, the issue of data privacy has become an important contemporary matter for public debate and discussion — from the various data breaches at organizations like Experian to questions of privacy on social media. As purveyors of information and as institutions which themselves collect data on patrons, libraries would seem to make an excellent public venue for exhibiting ideas and questions of data privacy. And by bringing in artists to create works, rather than publishing books or hosting lectures, it allowed both library and artist to speak about data privacy in a way which was interactive, rather than didactic; fun, rather than frightening. And because the exhibit had no online component and no social media hashtag, the exhibit itself became refuges of data privacy, in a way — one work using a Faraday cage to block all radio signals, literally so.

To provide an example of the type of art exhibited, Toisha Tucker created a scrolling marquee whose text is entirely composed of captions from Instagram posts geotagged or hashtagged in ways particular to the library where the work was sited, thus demonstrating the wealth of information, and breadth of seemingly private details which people freely hand over to Instagram and share with the public. In speaking about the genesis of her work, she shared a conversation she had with her brother in which he uttered the following: ‘I didn’t tell anyone. I posted it on Facebook.’

In a nutshell, that anecdote about how confused our assumptions can be about what is public and what is private, and the artwork it led to, is exactly the sort of message that an artwork might be able to convey that a lecture or statement of fact might not. When one sees a scrolling marquee of possibly personal Instagram posts scrolling by in your neighborhood public library, that has the potential for greater visceral impact than might a public lecture or presentation of numbers and statistics about data on social media. Other artworks in the show took similar but different approaches to privacy, allowing the aesthetic element of art to communicate, though in the familiar venue of the library, in ways we might not expect from libraries.

Panel 2: Helsinki and Library Design

The second panel discussed how we think about the design of libraries. Those who have spent time in university libraries have probably experienced vast, dim halls of dense stacks. This design, though perhaps off-putting, does serve a certain purpose: storing as much information in the space provided, while allowing students and scholars the ability to easily access resources. These stacks are not places where these researchers are drawn to out of aesthetics, but for task-oriented purposes.

Anni Vartola, a Finnish architecture critic, opened by presenting an exhibit she curated studying the design of Finnish public libraries as public spaces, demonstrating the ways that Finland has taken an approach different from the task-oriented one above. Rather, inspired by the writings of Valfrid Palmgren, Finland sees libraries as ‘a meeting place for all societal classes alike . . . which says “welcome” . . . and makes them feel at home,’ and as some of the last non-commercial interior spaces. 1

Laura Norris, Service Manager at the new Oodi Helsinki Central Library, then built on Vartola’s theoretical foundation, presenting how this newest of Finland’s library continues that approach, integrating information, architecture, and art into a singular user experience which makes the library a place that patrons want to be. In addition, Ilari Laamanen presented how three works recently exhibited at Oodi themselves provoke the library’s patrons to examine our institutions of knowledge, even while they themselves are present with one such institution, augmenting the library’s role as an institution encouraging thoughtful engagement with knowledge and information: as Vartola’s exhibit called it, ‘Mind-Building ’.

File:Central Library Oodi in Helsinki 04.jpg
Source: Wikimedia Commons by Ninaras is licensed under CC BY 4.0

This approach squares with Pratt’s ‘iSchool’ approach to the information sciences. How libraries provide information through an inviting experience — accessible not just intellectually but aesthetically, in order to ‘support active citizenship, democracy, and lifelong learning’ — is a thoroughly user-centered approach to information design. Designing for users is not just about organizing information, or providing easy and ready access to information resources.

Conclusion

The success of the Finnish library system, and Oodi in particular, and the use of libraries as an exhibit space for art about information, demonstrates that designing for users also entails first making information and information spaces a place that users want to enter and want to engage with. If they never get in the door, if they never want to stay once in the door, their access to information is effectively more limited. And once they are in the door, the Privacy in Public exhibit gives us a way of rethinking the way libraries invite their patrons to engage with, and think about, information.

1 Compare to May & Black’s description of libraries-as-social-space in Nova Scotia: May, F. and Black. (2010) The life of the space: evidence from Nova Scotia public libraries, Evidence Based Library and Information Practice, 5(2), 5-34, available at https://journals.library.ualberta.ca/eblip/index.php/EBLIP/article/view/6497

Data Through Design Exhibition

On 3/11/19, I attended the closing night of a very interesting exhibition called Data Through Design at the Brooklyn Navy Yard.  This annual alternative cartography exhibition is held during New York City’s Open Data Week, and is an endeavor of the Mayor’s Office of Data Analytics.  The objective of this exhibit is to enable curious makers such as technologist, artists, and designers to create novel methods of map-making, present new narrative perspectives, and develop a deeper understanding of life in the city using data as a medium. [DataThroughDesign, 2019]  The closing night of this exhibit consisted of tour of the artwork, a chat with the artists, and a panel discussion between the organizers and the artist on their work.

One of the things that intrigued me about this exhibit was how they challenged the way we interpret and process data and how it can be express or communicated through art. The theme is designed to challenge artists to consider how to tell the hidden stories and the connections that can be made through data.  The theme this year was “Not a Number”.  According to Wikipedia, in computers, Not a Number (NaN), is a numeric data type value representing an undefined or unpresentable value. [Wikipedia, 2019]

Organizers of Design Through Data, brought together a total of 16 artist working on 9 different projects, each team or artist were tasked with using NYC’s open data (https://opendata.cityofnewyork.us) to create their art under the Not a Number (NaN) theme.  They are essentially telling stories through art with the free public data published by New York City agencies and other partners.  Each artist utilized the public data and effectively expressed it visual and/or aural by  communicating and telling a story that fits the Not a Number theme.  

During the artist chat and panel discussion it was interesting to see and hear how they brought the data to life with their tangible and interactive art.  I found the data, content, and art of one project to be particularly interesting.  It was called Cards Against Hate, created by Stephannie Luu and Andrew Lin.  This project was a deck of cards (52 cards total) that focused on a specific demographic/group and hate crimes committed against them over the course of a year.  So there are approx. 52 weeks in a year, so each card detailed a hate crime that happened during that week.  

It’s a play on the popular and somewhat controversial party game, Cards Against Humanity, in which players complete fill-in-the blank statements using playing cards with words or phrases that are offensive or politically incorrect.  Of course this project isn’t meant to be played as a game or in a light hearted way, instead it is a heavy and in your face deck of cards that places you in the shoes of a specific group and hits you with the realities they face every day of their life.

Sadly it wasn’t hard for the artist to find enough data to create not only one deck of cards but several decks for various demographics such as members of African Americans, Caucasian, Asian, Hispanic, Muslims, Jewish, and LGBT groups.  It was also interesting to hear how data is constantly being misused today, especially in this era of “fake news”.  During the Artist Chat, one of the Co-Creator of Cards Against Hate commented on this by saying “It wasn’t hard to find articles misusing this information [hate crime data].  Not all data is perfect, especially if not used in the right way.” 

The creators mention one of the motivations while compiling and creating Humans Against Hate was centered around making data/statistics accessible and consumable. They said, “The emotions and human experience was important to us.  Representing it in this way makes it real and tangible as opposed to looking at numeric numbers and statistics in a database”

I thoroughly enjoed this exhibit as it brought to life statistical/numerical data to life. It also reinforced the principles and theories we’ve learned in class as this exhibit and the artist projects are great examples of Michael Buckland’s three meanings of Information: information-as-process, information-as-knowledge, and information-as-thing.  As mentioned by Buckland, An exploration of “information” runs into immediate difficulties since information has to do with becoming informed, with the reduction of ignorance and of uncertainty, it is ironic that the term “information” is itself ambiguous and used in different ways. [Buckland, 1991]  

Brief definitions of each are below:

  • Information-as-process is the act of informing or being informed
  • Information-as-knowledge is the knowledge communicated, perceived, or gained in information-as process.
  • Information-as-thing is the objects we use to provide information i.e. objects that are considered informative.

If we take the “Cards Against Hate” project by Stephannie Luu and Andrew Lin, you can easily see how it fits Bucklands definition of information.  For instance, the entire project itself is information-as-process as it is informing through art, the information collectively gathered via NYC open data (statistical information, various dates/details of hate crimes) is information as knowledge, and finally the deck of cards themselves represent information-as-thing. 

Moreover the NYC Open data repository is a collection of (free) information based on real data collected by various agency’s and supports Buckland’s definition on evidence. “Evidence” is an appropriate term because it denotes something related to understanding, something which, if found and correctly understood, could change one’s knowledge, one’s beliefs, concerning some matter. [Buckland, 1991].  This collection of “evidence” along with the 3 definitions of information provide context to the data for hate crimes committed against various demographic groups and make the deck and other artwork extremely effective.  Without this context it would be hard to understand or interpreting information being presented.

This was a great and informative exhibit!  I thoroughly enjoyed hearing the artist process and perspective during the chat/panel discussions, and what I learned from the art they made.  It opened my eyes on the impact of not only data but art as well. I’m looking forward to attending this exhibit in the future and excited to see what the coordinators and artist bring to life with their projects/art.

References

DataThroughDesign, About Data Through Design. Available online: http://2019.datathroughdesign.com/about[Accessed on March 15, 2019]

Wikipedia, NaN – Not a Number, available online: https://en.wikipedia.org/wiki/NaN[Accessed on March 15, 2019]

Buckland, Michael. “Information as Thing”,  June 1991. Journal of the American Society for Information Science 42:5: 351-360.

Event: Data Through Design

I attended an event at the NEWLAB called Data Through Design, which was split in three separate sections, an exhibit viewing, artists discussion, and panel discussion. This event was an independently organized exhibition for data and cartography where they introduced a few artists who have used data in their projects and a panel discussion based on proxies was discussed. I’ve participated in the entire event and gained a lot of knowledge from the events discussion based on what the artists and panelists said throughout the event. This event was a high interest to me because I wanted to gain much more understanding in data collection from online data websites and how it can be used for a design project. I have taken a data visualization course in programming on my undergraduate years and have knowledge in collecting data but I wanted to learn more. Back when I took my data visualization course, I was very amazed in how data sets can be used in a program to determine a solution and get information. Even though I have knowledge in data collection this event caught most of my attention because of its panelist discussion in everything is a proxy. The panel was a discussion about proxies in data models where they are used in the complexity of getting a specific data set that works best for your project or needs. Proxies is everything is their theme in the discussion and this is because proxies are the information of things around us that can be brought together in order to be used in special work for the society. In my understanding the event is teaching the audience to grasp knowledge on data and how data is useful to the people and their works.

At the event I saw an exhibition viewing. In the exhibition there were a couple of projects created by the artists who were in speaking at the event. There was piece of works called temporal views of a bike lane, collision course, cards against hate, and a few more. All of these exhibits have data collection in them that was used to be created. For example, one of the exhibits called cards against hate showed cards that had different information about none hate crime in the week based on religion, race, and other subjects. The artists who created these cards used a data collection to get the information they needed to showcase their work. The artists who created this piece of work spoke to the audience and said that the data sets they used helped them get what they wanted and they agreed that the data collection of information would change the society in many ways.

The event talked about how useful data is helpful to the people and the design projects that are being developed by artists. Data is a big informational source that never ends. You can use data for anything you want. But mostly people use it to find solutions, make life simple for its users, and create a better living for the society. The information within data is very big and you can find about anything on the topic you choose to explore on. I believe that the information within data is useful in many ways and will help the people or users interact with products that use data in a much effective way. There is still a lot more information to be added to data. It is a growing branch that has no limits. Data is big and is growing more and more every day.

Proxies or data collection is a good tool because it helps users connect with information in a faster and smarter way. As Jim Martin and Raik Zaghloul say,

Collection management is profoundly affected by rapid changes in the library profession. While this provides librarians with opportunities to connect users with information, it also demands the ongoing development of new skills (Martin & Zaghloul, p. 313).

Even though I have knowledge in data collection, I have learned a lot by going to this event. This event should go on more throughout the years as technology is developing every day. The event has given me the understanding of how data or proxies is a big solution to the society. I believe that the event changed the way I see data in the way that data not only has been used at libraries, programs, but also on design works like cards against hate. Many of the words spoken about data at the event gave me the expertise on how data collection is used in about almost everything that we can think of.

Reference

Jim, M. and Raik, Z. (2011). Planning for the acquisition of information recourses management core competencies. New Library World, 112(7/8), 313-320. Retrieved from URL https:// doi.org/10.1108/03074801111150440

Link to event: http://2019.datathroughdesign.com/

Airplane Entertainment System Observation

In this blog post, I will present my observation of the interaction between seven airplane passengers and the in-flight entertainment system of a Eurowings A340-300 aircraft. The observation was performed during a daytime flight from Dusseldorf to New York, on Sunday the 17th of March, 2019. In addition to the observation, I evaluated my own experience of interacting with the system.

Considering that online functions of phones and other devices are unavailable on most flights, the entertainment system becomes a passenger’s main source for information and entertainment. Like most modern in-flight entertainment systems, the Eurowings interface is touch screen based. The physical design shows no buttons or indications on how to turn the system on. Despite the lack of visual signifiers on how to wake the screen up, all passengers in my observation managed to start the system without any issues. Because of cultural conventions (Norman, 2013), people nowadays assume that screens without physical buttons will respond to touching, hence making this minimalist design work.

Most in-flight entertainment systems that I have come across as a passenger provide a rather user-friendly interface. Considering that most of these systems have similar standard content and functions, such as movies, food and beverage menu, and flight information, returning flyers will generally have a good idea of how to use the systems. The Eurowings entertainment system consists of a main menu with the following content; home, movies, audio, TV, games, shop, bistro, wi-fi, and “about us” (see picture below).

The positioning of the screen and the interface design appears to be inviting to users, as all passengers in my observation, including myself, started using it immediately following getting seated. Upon entering the system, four out of the seven passengers began to browse for movies, a function which was discovered without any apparent difficulties. Though once at cruising altitude, I observed how a passenger appeared to be struggling with ordering food. The menu was presented in a PDF format, instead of a built-in menu (see picture below).

The small proportions of the screen made it difficult to read the menu, which led to the passenger picking up a physical copy of the Eurowings magazine, which luckily also contained the menu. I would suggest implementing a function to browse the food and beverage menu directly in the entertainment system to enhance the user experience. Once the passenger had decided what to order, she tapped the call-crew symbol on the screen (see picture below).

A slight moment later, a flight attendant and arrived to take the order. The call-crew button was also used on another occasion, where I observed how a passenger had a question for one of the flight attendants. These two events show how the entertainment system act as a link between a digital source of information and a human information source, i.e. an intersection of digital and physical. The fact that you can retrieve human information in addition to the recorded information within the interface implies encountering Goonatilake’s neural cultural and exosmotic flow lines (Bates, 2006).

Features on the screen further allow controlling the surrounding environment of passengers. By tapping the light bulb button on the screen, a passenger can switch the personal reading light on or off. Once again, showing how the digital interacts with the physical through the system. However, I noticed how some of the passengers got up from their seat and stretched to adjust the airflow from the ventilation above them. I would suggest making airflow adjustment a digital function placed within the interface, in order to further improve user and passenger experience.

Following the observation, I reflected on the importance of in-flight entertainment systems. In today’s society, people are used to having access to information at practically all times. I performed a minor, informal, in-flight experiment involving myself and a fellow passenger, where I decided we could not use the entertainment system for one hour. Being a daytime flight, none of us felt the need to sleep, neither did we have any books available. The prohibited use of the entertainment system resulted in reading all available papers provided in the back of the seat in front of us, and following that, a slight feeling of distress. This, somewhat disturbing observation, show how dissatisfaction can be generated when not having access to information. Conclusively, the in-flight system does not only function as a source for keeping passengers entertained and informed, but it also pleases our demand for constant information accessibility.

Another finding upon my observation was that all three information principals in Buckland’s article (1999) were encountered as passengers interacted with the entertainment system. Information as process was encountered as the flight attendant was called through the system, consequently providing information to the passenger. Information as knowledge was encountered e.g. when a passenger received insight from the flight information provided by the system. Information as thing was encountered as the screen presented informative visuals and audio through headphones to the passenger.

References:

Bates, M. J. (2006). Fundamental forms of information. Journal of the American Society for Information and Technology. 57(8), 1033-1045. Available at https://pages.gseis.ucla.edu/faculty/bates/articles/NatRep_info_11m_050514.html

Buckland, M. (1999). Information as Thing. Journal of the American Society for Information Science. June 1991, Vol. 42 Issue 5, p. 351-360.

Norman, D. (2013). The Design of Everyday Things. New York, New York: Basic Books.

#1Lib1Ref Event: Librarians Going on the Offensive

INFO 601-02 – Assignment 3 – Event Attendance – Maddy Newquist

On February 1, 2019, I attended an event at Fordham University’s Lincoln Center campus called “1 Librarian 1 Reference,” which was hosted by ASIS&T @ Pratt Institute and sponsored by Educators for Wikipedia at Fordham, Wikipedia Library, and Wikimedia Affiliates. The event’s tagline was: “Imagine a World Where Every Librarian Added One More Reference to Wikipedia.”

1 Librarian 1 Reference, or as it is referred to on their social media, #1Lib1Ref, is a global campaign organized by Wikipedia and its university workgroups to inspire librarians and other information professionals to contribute to Wikipedia articles—except that, instead of editing or writing articles, they would be providing citations for the content within the articles.

Why It’s Needed

Every Wikipedia user, from the casual interest reader to a researcher looking to flesh out a bibliography, has seen it. Instead of brackets containing a superscript number linking to a footnote, there is a bracket that looks like this: [citation needed]. The user has no way of knowing if the sentence(s) that precede this bracket are accurate, and the task of corroborating it is daunting—if the editor who added the fact couldn’t find it, when so many others had not hit obstacles in citing their own facts, how deep and challenging of a dive would it be to the user? The 1 Librarian 1 Reference campaign uses that lack of reliable sourcing as its base mission, hoping that both the immediate and long-term effect will be a benefit to Wikipedia users around the world.

The event began with a brief description of the goals of the event and the campaign at large, as in the paragraph above, as well as a wink and a nod to the fact that information professionals are the ones best suited to this task (more on that below). Attendees were then given a tutorial on general article editing and more thoroughly on the guidelines for adding citations. Afterwards, we were provided with a list of web-based databases that aggregate all the [citation needed] instances across Wikipedia, either by category, article, or even paragraph, and then were effectively set loose.

Our Responsibility to Transparency

Beyond the surface layers of providing an essential component to a reference encyclopedia, its users, and community, this event feels strongly, albeit subtly, relevant to the information field and the challenges it faces as digital resources become more available and library users increasingly value their independence and personal agency in finding the resources they need on their own.

Having librarians interact with Wikipedia is especially important because it continues to teach them about how the public/users search for information. The decades-long debate around information literacy is interesting to look at in conjunction with this campaign. If librarians and information professionals are meant to rethink the “’one-size-fits-all approach’ to information literacy” as Pawley suggests (446), why not treat Wikipedia as worthy of our time and effort in teaching users how to access information? Not only can we learn more about the ways in which users go looking for information, especially on a site that is, by design, user-controlled and user-organized, but we can lean into users becoming active agents in their search. Tewell points out that librarians are becoming increasingly invisible in the process—if we take opportunities such as this event to bolster information literacy from behind the scenes, we are helping the move away from the “traditional banking system” of education, so that students may teach themselves from equally trustworthy sources and be able to verify the path of information for themselves (27).

Share the Power

It also felt interesting to take a look at this event and its goals through the concept of the neutral librarian. As we’ve discussed in class, as well as seen in the Schwartz & Clark 2002 article “Archives, Records, and Power: The Making of Modern Memory,” librarians, and their institutional counterparts, cannot afford to be neutral—their interaction with historical documents and the people who interact with them makes it nigh impossible. Although Schwartz & Clark are referring to archives when they note that archivists have “enormous power over memory and identity,” their call for the power of archives to “no longer remain naturalized or denied, but opened to vital debate and transparent accountability” feels especially transferable in the context of the 1 Librarian 1 Reference campaign. Librarians are gatekeepers, in both its positive and negative connotation, of information, and by taking part in the verification and validation of a public access resource in one really strong and clear way to begin the process of transparency of information creation, not least by linking to accredited sources that the public cannot find on its own.

A Final Takeaway

The leaders of the event emphasized that we didn’t have to solve every citation problem that came up first in a database search—we were instead encouraged, if we wanted, to look for missing citations in the categories we had personal interest or backgrounds in. And while, yes, you could argue that this is more bias, I think it further helps bridge the gap between information professionals and the communities they serve, when we can experience the personal stakes that the users feel when searching for information.

References

Pawley, C. (2003). Information Literacy: A Contradictory Coupling. The Library Quarterly, 73(4), 422-452. doi:10.1086/603440

Schwartz, J. M., & Cook, T. (2002). Archives, records, and power: The making of modern memory. Archival Science, 2(1-2), 1-19. doi:10.1007/bf02435628

Tewell, E. (2015). A Decade of Critical Information Literacy: A Review of the Literature. Comminfolit, 9(1), 24. doi:10.15760/comminfolit.2015.9.1.174

Astro Gallery of Gems, Minerals, and Fossils

INFO 601-02 Assignment 3 : Observation By Umang Arora

While exploring New York City streets during the week, I came across a store “Astro Gallery of Gems, Minerals and Fossils ” located in the heart of the city’s famous and favorite shopping district, Fifth Avenue. The store is quite huge and displays thousands of minerals, gems, fossils, and pieces of rare, unusual jewelry and pieces of home decoration.

Love For Rare Finds…The Start Of The Journey

Since it was founded in 1961, Astro Gallery has a long and rich history. Julio Tanjeloff was delighted with minerals and believed that there could be a market for high-end collectible specimens that could beautify the workplace and homes of customers.

He founded the company with this belief and vision and in 1963 opened doors for the public to the Astro Gallery of Gems, Minerals, and Fossils. Astro Gallery has been catering to big names in the art, fashion, design and performing industries through the years.

Dennis Tanjeloff, Julio’s grandson, took over the business in 1988 after Julio passed away due to a sudden heart attack. Since the age of four, when he first traveled the world with his grandfather in search of minerals, gems, fossils, and related objects, Dennis had been working closely with family business.

By 2004, by curating top collections and museums, running an online business and participating in mining investments, Dennis reinvented Astro Gallery.

Natural History And Fine Minerals For Purchase

The window display has this large yellow mineral, which caught my eye immediately, and this beautiful white coral was on the other side. One is greeted by beautiful minerals, gems, and meteorites after entering the store, along with fossils that one would expect to see in a museum. The countries from which these items are sourced are listed alongside each item’s name (both online and on site). The extensive variety of natural history items on display provides something for everyone to enjoy, admire and afford from kids to adults.

Together with the advanced collector, specimens on display will excite interested novices. The museum quality items are admired and loved by everybody who enters the store. From small stones to thousand-pound amethyst geodes, fossils, rare butterflies mounted in glass to decorate one’s wall as if on flight, along with amazing custom-made jewelry, every person of every age was amazed at the items on sale.

For yourself and others, you can find beautiful gifts. Stunning home decoration items and bath collections carved from stone, hearts, and animals made from beautiful crystals, desk stationery ready to take center stage in your workplace and lamps designed from stones to illuminate your homes are all affordable gifts available in the store. Also available for sale is custom jewelry designed from gems and stones.

The Astro Gallery displays amazing obelisk cut from rare stones such as calcite and agate. An obelisk is a tall, four-sided, narrow tapering that ends in the shape of a pyramid. Rare bugs and critters mounted in framed glass and stone are also available for sale. For one’s house, quality museum fossils are available for purchase. There is a whole section dedicated to shells and corals after going further inside, which have unique and beautiful pieces to decorate your living room.

To catch the finest minerals, take a walk to the back of the store. Behind glass-enclosed cases are amazing view of colorful and rare minerals lit up on each glass top with spotlights. Discover minerals so big that one can crawl and rest among the crystals in every corner of the store. A whole section is assigned to shells and bones. The bones and teeth of various dinosaurs were on display on one side of the mounted frame with a brief description and picture on the other.

Many of the displayed pieces were marked with the sign ‘ No touch. ‘ This indicated that due to its high value and history, the artifacts (information-as-thing) must be preserved as much as possible.

When I arrived at the store in the evening, the amazing collection was being looked at and admired by a lot of people. Children were fascinated by butterflies, rare bugs and insects and asked various questions about the origin of these fossils, corals and insects and how they recovered them. Everyone present was amazed at the items on view and had a bunch of collection – related questions, it’s history and origin. I felt that every section of the store should have a brief description. Also, the names, origin and a little about each stone and crystal should be marked. At the same time, if certain studied gaps are left in the information provided, this will induce communication with the store staff and will actually create a cheerful atmosphere. This communication can also be an important source of deducing customer interest and behavior.

As Buckland mentioned in his paper Information as Thing (1991, p.354), objects are collected, stored, retrieved and examined as information, as a basis for becoming informed. I really enjoyed this observation and discovered how people interacted with the information in a store displaying natural history items one would expect to see in a museum. Writing about museums: “In the first stage, the objects themselves are the only repository of information.” (Orna and Pettit (1980, p.9)). It was fascinating to see that, like museums, Astro Gallery promotes and celebrates different groups and cultures by showcasing collective artifacts from around the world. The store has become a bridge where cultures can be communicated, knowledge desired and development promoted.

For anyone visiting New York City, the Astro Gallery of Gems, Minerals and Fossils is certainly a must – stop destination. Everyone of all ages will want to see the natural history on display in the store and maybe have the opportunity to take home a little piece of the historic wonder.

References:

https://astrogallery.com/

• Buckland, M.K. (1991). Information as Thing. Journal of the American Society for Information Science, 351-357.

Observation of Future of Physical Retail

When considering the kind of information environment, I wanted to observe, I wanted to observe the evolution of physical retail experience. I chose this because retail environment is experiencing a lot of changes after the emergence of e-commerce. Ground breaking retailers are seeing an incentive in looking priceless and administration to make a vivid shopping knowledge intended to pull at heartstrings and catch client dedication, notwithstanding for a brief timeframe. Developing innovation makes it less demanding to mix the physical and advanced retail understanding to give better knowledge into client conduct and expectation — and make a really special vivid experience for their clients. Retailers can utilize this total picture to make an increasingly customized shopping knowledge, drive transformations, improve client administration, and set themselves apart from their opposition. 

 I decided to go to the Nike Flagship store in Midtown on a weekday afternoon as it provides knowledge in a situation that is as responsive as digital.  This Six-story space is called as the “House of Innovation 0000”, a very first effort of Nike to bring retail to life. 

 While walking on the fifth avenue, the whole black building with frosted patterned glass panels and a huge Nike logo grabs my attention. The architecture itself gives information of from where the entrance is. The red glass door opens up to a sci-fi art installation of computers having heat maps and holographic shoes stating the identity of the brand. The store consisted of young visitors. The first floor is treated as innovative museum of Nike. It consisted of information of design process on screens and showing prototypes of previous shoe designs and the latest designs for sneakers. It also encouraged people to download its app to get the full experience of store. There was a digitally heat mapped sports court installed inside where people could experience their shoes before purchasing it. The tiles on the Arena can be reworked to have new spaces and designs; as the choice develops, the store format can advance as well, making the House of Innovation 000 an adjustable store in each feeling of the word. I think this was a really interesting feature because only in retail you can understand the feel of the shoes and nothing better than playing the game of choice in it to understand the comfort of it.  

I was directed to the second floor where there was Women’s clothing section. Here there were barcodes besides every product. People need to scan that barcode to purchase the product or get the desired size in the changing rooms. This helped people to roam around the store without carrying the weight of the cart. The whole process of shopping was digitized which made retail fun. Similar facilities were provided in the Men’s clothing section on the third floor. 

On the fourth floor was the shoes section. It had a sneaker bar and various designs in shoes. A full customization wing of Sneaker Bar, conveying on Nike’s spearheading DIY soul and offering an abundance of bands, textures, decals and more with which to adorn a wide determination of consistently invigorated footwear. People could customize the shoes themselves. The younger generation and shoe fanatic people were really enjoying it.  Even in this section there was a barcode besides the shoes which should be scanned using the Nike app to get it of size and choice. This barcode scanning is a really a great feature because then I need not search for a representative and wait for the whole process of finding a shoe of choice.  

This leads me to the last floor of the building where there is a Nike Expert Studio. This feature of one-on one joint collaboration with expert stylist can be booked by Nike members in-store and on the Nike App. I think this section was very VIP section where people could interact with stylist and get customized clothes or clothes that suits their body type or style. Very few people were coming to this section. I personally think this section was not getting as much attention as previous ones. They have not given much information about it even while entering the store. 

Observing this whole space was really interesting. It appeared that some visitors were there to only experience the innovative retail space. They were curious about the interactive features and the technology used in the store. Despite the unfamiliarity of technology some people were inherent on using it as someone would think they were stealing from the store. The young generations were very engaged with the technology. But the older generation was sticking to the conventional style of retail. 

As Bates stated in Fundamental Forms of Information, we will simply consider subjective experience, including the experience of remembering, to be the first on a list of kinds of embodied information that result from neural encoded information. I really enjoyed observing people first taking the experience of the product and having hands on customization which then lead them to buy the product. I observed what Marchionni said changes in the human–information interaction entities relate to learning or other mental state changes in the human and usage changes in the information object. I could sense the different between interaction with technology of different generation which depends on both urge of learning and mental state. 

I trusted it is the ideal convergence of individuals, innovation, and style in one space. The space had the capacity to speak with its city through individuals and advanced administrations, welcoming a discussion that is synchronized to the client.  From my perspective the whole technological process is overwhelming if you are trying it for the first time. But if this is the future of physical retail, people will get used to it eventually. Overall it was a great initiative taken by Nike Team. 

References: 

https://news.nike.com/news/nike-nyc-house-of-innovation-000

Marcia J. Bates Fundamental Forms of Information, Journal of the American Society for the Information Science and Technology, 57(8):1033–1045, 2006. 

G. Marchionini / Library & Information Science Research 30 (2008) 165–174. 

Richa Kulkarni, INFO 601-02

Observation: The Oculus Transit Hall

Located at Lower Manhattan, The Oculus is the new transportation hub connecting The NJ PATH train to 11 NY subway lines; a must-see tourist attraction with marvelous architecture design; and an enjoyable shopping center with over 50 stores. As a multi-functional building serving users with diverse purposes, the information environment could be overwhelming. In March 18th, I experienced The Oculus as a NJ-NY commuter, to see whether the necessary information is clearly delivered to me, and observe how other users interact with information under their specific goal.

Layout of The Transit Hall

The Transit Hall is a 3 stories, 350 ft by 115 ft column-free elliptical space, with #1 train and PATH Station at the west end, E train station and the passway to Fulton Center at the east end, as well as two entrances and viewing platforms at street level.

The Oculus Transit Hall ©Xin Su

Upon exiting PATH station from underground, you could see ticket machines and printed information boards on both sides along the walls, and the #1 train entrances on the Oculus level. Walking up the stairs in front of you to the Oculus level, you would see several small kiosks, a sitting area, and the huge stairs leading you to the lower Mezzanine Level, for the exit to Fulton Center (A/C/4/5/J/Z/W/R lines) at the other end of the Transit Hall. The spatial structure was very obvious and easy to understand. I think the architect created an intuitive information environment, guiding different user groups in unnoticeably-designed separated circulation routes. Commuters walked straight down the hall for transition. Shoppers tend to stay closer to the curving edges where the stores are located. Most tourists entering from street would exit immediately after taking photos at the platforms.

Ticket Purchasing

There were 5 kinds of ticket machines outside The PATH station, 2 for both MetroCard and SmartLink (card and cash/card only), and 3 for SmartLink only (blank card/2 trips/10 trips with card), which make it a bit complex for first time users. During my observation I saw several people failed at their first attempt, because of the language barrier or trying to use cash on a card-only machine, or wandered around the area trying to figure out which machine to use. There was no information booth nearby so they eventually had to ask other passengers for help.

SmartLink Ticket Machines (Left: Blank Card / Middle: 2 trips / Right: 10 trips with card ) ©Xin Su

The MetroCard/SmartLink ticket machines provided 8 different language interfaces, which was intended to help foreign visitors to purchase ticket by their own. However, for me the overall English-Chinese translation was poor and some of the vital information, for example “trips” and “Unlimited Passes”, was not translated at all, which means passengers with no English knowledge can not complete the process without additional help. Furthermore, although PATH accept both MetroCard and SmartLink, the information was not displayed until you entering the ticket gate with you tickets purchased.

Suggestions:

  • Reduce the types of ticket machine to avoid confusion and failure
  • improve the translation to better serve foreign users
  • Notified the users that both MetroCard and SmartLink are accepted by PATH on the information boards and ticket machines

Maps

3 types of map were available in the Transit Hall. PATH/Subway System Maps, both printed and electronic, could be found inside and outside the PATH/Subway station. Floor Plans for vertical transportation and transit direction were placed at every entrance/vertical circulation core, on the wall or as mobile stations. A Directory of Stores outside the PATH station occupied a whole wall.

Maps (Left: Electronic Subway Map / Middle: Floor Plans / Right: Directory of Stores) ©Xin Su

Stores and transit information were illustrated separately, all the maps were positioned at “decision points”, and “perpendicular to the view’s line of movement and sight”, which made it convenient for different users group to acquire information (Calori & Vanden-Eynden, 2016, p103). However, maps at the less crowded places provided incorrect “You Are Here” information. And none of the maps showed whether the subway entrance have access to both directions or a single direction. In addition to that, printed 2D maps might be difficult for some users to interpret and create a “mental map of the site”(Calori & Vanden-Eynden, 2016, p6). Printed and electronic Subway System Maps in the station were placed next to each other,  providing duplicated information. The electronic Maps were in low resolution and can not be enlarge, so many information were unreadable.

Suggestions:

  • Ensure information on the map is correct
  • Add detail information regarding the subway line direction
  • Provide 3D and interactive maps for users to explore the direction

Signage System for Wayfinding

Similar to the Floor Plans, identification and directional signs could be found at every decision points, on the wall or under the ceiling, and were organized in hierarchy to allow users quickly scan through. Several directional signs with same content were placed along the route, so users could confirm their decision and verify the arrival at the destination.

Hanging signs and mobile sign station at a decision point ©Xin Su

However, during the observation I saw visitors asking staffs for direction after they read through the signs and I believe there were a few reasons. First, some signs offered “contradictory” information which in fact was accurate. For example, at one decision point, the upper sign on the wall displayed the 1 train entrance was to the left while the sign right underneath it showed that the entrance was to the right. There were indeed entrances at both direction, but anyone who was not familiar with the area would definitely feel lost after reading the signs alone. And this kind of “competing” information can be seen all over the place. Second, signs provided incomplete information. The train entrance for single direction was not indicated on the signs and will lead users to the wrong way. In addition to the permanent signs, mobile sign stations were placed at multiple location, which may cause anxiety. I saw about 10 signs upon exiting the PATH station, leaving me a very negative impression.

Signs with “contradictory” information ©Xin Su

Suggestions:

  • state only the nearest entrance at one decision point
  • Add detail information regarding the subway line direction
  • Reorganize the information to reduce the total amount of signs at one decision point

Staff

There was only one concierge desk located at Oculus level, which may not be sufficient considering the daily traffic. And the location was neither illustrated on the maps nor listed on the signs. You could find staffs at every decision point and gate. Although I believe that is due to the security concerns, they would offer help when being asked. However, at crowded spaces they might not be visibly in their dark uniform.

Suggestion:

  • Add more information booth, and provide the location information on maps and signs
  • Change the uniform color to make staffs more visible when needed

Reflection

The experience illustrates how information works as thing (eg. ticket machines, signs, maps), process (eg. reading instructions, signs and maps) and knowledge (eg. successful completing the task) (Buckland, 1991). However, due to its quantity and complexity, it would be useful to introduce the fourth state – interactive information (eg. interactive map, multi-language interface) into the information system, allowing users to freely explore and acquire the information they need (Marchionini, 2008). These four stages are interconnected, any tiny mistakes occur in one state will cause error in the next one.

The insights and lessons I learned from its information-communication designs can be applied in my future work as users follow the same process to navigate in physical and virtual world. “The virtual worlds of software are worlds of cognition: ideas and concepts presented without physical substance” (Norman, 2004, p80). A clear and communicable information system design is especially essential in virtual world, since the users cannot get clues from anything other than your design, and as they are not physically restricted in a space, they can easily switch to other available options.

INFO 601-02 Assignment 3: Observation by Xin Su

Reference:

Calori, C & Vanden-Eynden, D (2015). Signage and Wayfinding Design. Hoboken, NJ: John Wiley & Sons, Inc.

Norman, D.A. (2004). Emotional Design: Why We Love (Or Hate) Everyday Things. New York, NY : Basic Books.

Buckland, M. K. (1991). Information as Thing. Journal of the American Society for Information Science, 42(5), 351-360.

Marchionini, G. (2008). Library & Information Science Research, 30(2008), 165–174.

For more information about The Oculus

NYC Subway and Human Interaction

New York City’s Subway is one of the oldest and most efficient public transit systems that the world has seen. It started operating in the year 1904 and runs 24 hours on every day of the year. The Subway transit is also the most used metro system of the world, by a countless and diverse population. 

The Subway lines run through Manhattan and branch out into the boroughs of Brooklyn, Queens, and Bronx. It is a network of extensive structures and many junctions, of which I have made observation of one – Times Square 42nd Street/Port Authority Bus Terminal(PABT). 

This Subway station complex is located under PABT and Times Square at the intersection of 42nd Street, 7th and 8th avenues, and Broadway. Every train has a distinct color and number or alphabet associated with it. The 42nd Street Times Square station offers access to multiple lines. 

42ndTrainStation-trains

All the lines are bi-directional, running towards uptown and downtown. There are local lines which stop at every station, and there are express lines that make stops at fewer stations. Most lines, except a few, run 24 hours with higher frequency on weekdays.

NAVIGATION AND TECHNOLOGY 

The Subway system has a very well designed way-finding system which poses hardly any challenge to its users. It uses consistent visual language, universally accepted icons, and smart placement to make navigation through the enormous space easy. All signages are on non-reflective black surfaces with white legible sans serif text. The signages mark uptown and downtown trains with their specific icon. Use of icons and text together reinforces information, the “S” with “Shuttle” for instance. While the train icons are invariably placed on the right of the text, icons for ramps and wheelchairs go consistently on the left. 

A user’s initial point of contact with the Subway system’s technology is at the entrance where he finds a Metrocard vending machine. The machine accepts cash, debit or credit cards and is effortless with touch screen and comprehensible instructions. The system is quick and economical with $1 for the Metrocard itself, and preset values that the user can choose from to put charge on the card. Moving further the commuter enters the station through turnstiles which use a card reading technology. 

Metrocard-vending-machines

Throughout the Subway premises Customer Assistance Intercoms and Emergency Intercoms are easily accessible. The smart positioning of speakers allow system announcements to be audible all over, without any hindrance from the commotion. The station has Subway maps at frequent spots and Neighbourhood maps and entrances/exits. 

Maps-at-Subway-entrance-exit

Moreover, a recent addition of interactive touchscreens has augmented navigation. These all-in-one customer information devices allow one to select a destination station, in response to which the screens display possible routes with time estimates. Aside from information on train schedules these screens also offer recommendations for points of interest at select locations, information about escalators and elevators, outages and train delays, or if planned work is coming up. However, commuters don’t seem to use this technology as often. 

Interactive-screen-at-Subway-platform

All platforms have digital screens displaying ETA for their respective trains. 

Screen-displaying-trains-ETA
S

There are multiple apps designed specifically to aid Subway navigation, for example MTA Subway Time.

The 42nd Street Station, as all Subway stations, has several entry/exit points spanning across surrounding blocks with supplemental northwest, southwest, northeast and southeast corners, marked “NW”, “SW”, “NE” and “SE” respectively. There are two underground passageways to PABT allowing easy transfer to interstate buses.

CONVENIENCE AND EXPERIENCE

ATMs, convenience stores and trashcans are easy to locate. The subway is safe, and well monitored by surveillance cameras and police. Several posters advertising tv shows, web series and brands among other things, offer a sense of familiarity and make the experience less daunting. Also serving the same purpose are the artworks on the walls. Musical performances are a regular affair at the station, which also becomes a platform for artists to showcase and sell art. This makes the Subways less monotonous and more entertaining. Yellow strips at the edge of the platforms mark a safe distance from the rail tracks. These strips are embossed to prevent slipping. A set of benches are placed at the platforms for senior citizens and physically challenged.

Advertising-posters
Musical-performances
Artworks

An attempt to incorporate inclusive design has been made through the use of braille, ramps and elevators, but it fails to be efficient. 

inefficient-inclusive-design

ON THE TRAIN 

Every train’s icon, number/alphabet and route is visible on it. Red bulbs light up on both sides of the automatic doors when they are open. Many advertising posters on the insides of the trains offer comfort and interaction. There are poles and railings for standing commuters to hold onto. Newer trains have digital display of the trains route with current and next station highlighted, but the old trains only have a poster of the trains’ routes. To complement this, system announcements alert the passengers of the upcoming and current stations. There is priority seating for disabled and senior passengers. Clear instructions for events of emergency are displayed with assistance intercoms and emergency brakes.  

Posters-in-train

OBSTACLES AND SUGGESTIONS

The Subway system is extremely well planned and functional, and given its technological structure manned stations are barely needed. Although, a considerable number of users are not tech-savvy. There is a lost and found unit, but without relevant assistance chances of items being turned in are slim. There could be a dedicated station for a personnel within the premises for further help. Nonetheless, NYC Subway system is an exemplary public space design with minimum room for errors.

References: