| The work session started with
a presentation by Mr. Maeda on the relationship between CGM
and collaboration, a topic he is involved with through his business, giving
an overview of why people feel enjoyment in using CGM. |
CGM
Consumer-Generated Media. A media formed from content produced by consumers, such
as forums, blogs, and SNSs. |
|
Mr. Maeda I myself am facing
a problem in the field of mobile applications. Because this field requires a completely
different mindset to PC-based services, it is not one that can be summed up easily.
Because what I was doing with my Kanshin Kukan business
used CGM, I want to use the same sort of approach in the mobile world.
Although there is no clear definition of what CGM is, it can be thought of
as content that is submitted by users in a form that can be reused by other users,
with the value of the media being found in how this information is collected and
linked together. Unfortunately, it is hard to achieve this type of media concept,
to represent this accumulation and inter-linking of information, in a mobile environment
where the interface is so small. It is difficult to get across the idea of the
information as a multi-dimensional entity that extends in all directions when
working through a user interface that is limited to vertical scrolling, and this
represents a design challenge. How to solve this problem is the issue I currently
face. |
Kanshin Kukan (Interest Space)
A web service started in 2001. Participants enter information relating to particular
keywords and use "links" to connect between keywords. In addition to
the value of the information for each keyword, the site provides a community-like
enjoyment as each "link" between keywords leads unexpectedly to the
next "link". |
|
| One key consideration is how to generate
the motivation that makes users want to follow the chain of information that lies
behind the particular item of information they see in front of them, perhaps by
showing links between information that are rather unexpected but that the user
can still relate to, a little like the concept of serendipity.
Although users start by looking at a particular item of information, the more
they look at such items the more they will come to see the overall chain of information
and their understanding of this structure will add to the interest they have in
the information, leading to a desire to have their own role to play in this structure,
that is, to feel that "the structure will become more meaningful if I contribute
to it". This, I believe, is how worthwhile CGM can emerge.
It can be very unclear whether the information and structure resulting from
CGM are public or private, and although there are some examples of CGM where this
ambiguity has been eliminated, there are others for which "this ambiguity
is part of their fascination". There is no ambiguity with Wikipedia, for
example, which emphasizes its "public benefit" role and adopts the practice
of allowing anyone to edit content. Although Kanshin Kukan involves the collection
and linking together of private information, overall this collection and linking
together of information seems to have a commonality to it.
I had a conversation with Koichiro Eto on the
day after our last meeting which struck me as a pleasant coincidence following
as it did Mr. Tanaka's comments on a similar topic about the idea of "linking
together". For example, we were talking about creativity and about the interesting
way that things that seem to be quite different at first glance can have unusual
relationships when looked at from a particular perspective that makes you think
"ah, I see it now".
I think the internet still lacks a service that provides these perspectives, that
shows how "things are different but related". I think there is an opening
to fill in this lack of a net service that, in contrast to a very accurate search
engine, instead returns "links" that people find more stimulating. |
Serendipity
The effect whereby, while looking for a particular item, one instead accidentally
discovers some other item or related item for which you had previously been looking.
http://en.wikipedia.org
/wiki/Serendipity |

 
Conversation with Koichiro Eto
Published in Gijutsu-Hyohron's "WebSiteExpert #10". |
|
Next, I would like to shift the focus to "collaboration".
One example is "brainstorming". About 20
years ago someone at an American advertising agency suggested "let's not
reach a conclusion at this meeting" and "let's try to make the discussion
wide-ranging", methods that were not exactly normal meeting practice at the
time. Nowadays, brainstorming is considered to be an effective technique in areas
such as planning, and is in such wide use that people feel quite comfortable in
suggesting a brainstorming session. One aspect of brainstorming is that it takes
advantage of small differences in the level of knowledge of participants. A brainstorming
session between primary school students and adults, for example, would be unlikely
to be very successful. This idea of taking advantage of small differences also
relates back to the CGM we were talking about earlier and perhaps we can think
of CGM as a type of brainstorming and collaboration. |
brainstorming
A way of generating ideas through the free exchange of thoughts about a particular
subject. http://en.wikipedia.org
/wiki/Brainstorming |
|
| One idea that I constantly refer to when thinking
about this topic is that of "flow" put forward by the sociologist Mihaly
Csikszentmihalyi.
Mihaly Csikszentmihalyi, who also happened to belong
to a mountain climbing club, attempted to analyze logically what it is we find
enjoyable in activities like mountain climbing and games. He thinks about his
concept of flow in the following way. Using the difficulty of mountain climbing
as an example, if I were to attempt to climb Mt Everest, all I would succeed in
doing would be to put my life in danger and I would not enjoy the experience at
all. On the other hand, someone who has been mountain climbing from their time
as a university student, for example, would likely enjoy the climb. In other words,
how much each person enjoys something depends on their level of experience. Similarly,
in chess, players do not enjoy the game unless playing against someone with a
similar or slightly higher level of ability. Playing against someone who is very
good or very poor does not provide any sense of achievement. The term 'flow"
is used to express that feeling of enjoyment.
Let's look at this using Kanshin Kukan as an example. If perspectives and links
or other interrelationships are too obvious, they will be boring. If something
is shown using "iPod links" for the "iPod" itself, this is
too obvious and not interesting. On the other hand, relationship information such
as between "iPod" and "a case from a leather manufacturer has become
available" has value and people will be interested.
The same applies in real communications. People who talk about things that everyone
already knows are not seen as being very interesting people. You don't feel any
flow in conversations like that.
That is, you only feel flow when you discover something, such as thinking "ah,
so this is what links them together", and communication with people who can
generate this flow is enjoyable.
I believe that the experience of flow that occurs during this sort of communication
is also occurring in CGM such as Kanshin Kukan.
Working out how to create this so as to sustain this flow is an important issue
in providing CGM.
One thing that I believe is key to achieving flow relates to the units of information
used. I suspect that the volume of information, what you could describe as a nugget
of information, and how it is presented, whether it is stock information or whether
it is dynamic, whether it can be reused, and so on, is different on mobile devices
than on PCs for example. Finding suitable answers to this problem, considering
how best to present information, is the topic I am currently working on. |
Mihaly Csikszentmihalyi
A psychologist with an interest in feelings such as "enjoyment" that
result from "play". The term "flow" used in the text is summarized
in the book "The Experience of Flow: The Phenomenology of Enjoyment".
http://en.wikipedia.org/wiki/
Mihaly_Csikszentmihalyi |
|
|
|
| Post-Presentation Discussion
The presentation was followed by a free discussion
on the topic of collaboration |
creative commons
A project to define new rules for the publication, searching, and modification
of works by defining a "creative commons license" that does not involve
copyright or other intellectual property rights. http://www.creativecommons.jp/ |




 |
| Mr. Tanaka I am
interested in how information and other content is handled on CGM through the
creation of something like creative commons that
is midway between sharing and ownership of the content and allows the content
to be used provided the author is cited or provided it is not for commercial use,
and so on.
Mr. Maeda Although I was thinking in terms of a
thought experiment rather than an implementation with commercial potential, the
way public and private ownership is mixed is interesting.
If you were building a town and the city council insisted that it was built in
accordance with strict plans, I don't think I would find it very interesting.
On the other hand, if each of the people who live there built whatever they wanted,
I think the resulting town would be a mess. Like some sort of black market.
Building a consensus for this sort of framework is what creates public consciousness.
On the other hand, building a town in which you would want to live also requires
some level of private ownership, what you could call initiative. I think the problem
of how best to participate in making the town interesting is part of this question
of public vs. private.
For example, the idea of "lets make a great street" is not something
you put on paper and post in the street, rather it is a joint consensus between
the people involved. The interesting question is how will personal initiative
manifest itself in such a situation. |
| Mr. Tanaka Could you describe
it as a process of going from communication to community? |
Mr. Maeda Looking at it
in terms of time, if for example you and I get so involved in this discussion
today that we agree to continue at another time, this still constitutes communication.
Alternatively, if we set aside a particular time each week to debate the topic,
and if say Mr. Watanabe joins us, then this activity could now be said to have
become community.
Like the flow concept referred to earlier, throwing a ball back and forth playing
catch, for example, is communication, but if we threw the ball to Mr. Watanabe
and he just held on to it, at that point the communication would stop. If, however,
he kept hold of the ball because he had "just stopped to think for a moment",
then the communication would resume from the moment he next threw back the ball.
This sense of repetition is certainly part of "flow".
In a community like Kanshin Kukan, if, for example, you pass the ball to a
particular community and the ball is not returned, the range of people extend
from those who would wait two days for a response to those who would give up unless
a response came back immediately. People who want an instant response see the
Mixi backtracking function as important. Other people, though, dislike such intrusive
communication.
I think that if communication has a certain level of continuity and some consistency
of topic, then it can be said to have become community. |
Mr. Watanabe There is
a book called "Shared Minds" written by Michael
Schrage. Despite being written about fifteen or sixteen years ago, I think
this book is the best ever written on collaboration and it makes the point that
"collaboration is a shared process of creation".
The conditions he sets down for collaboration, including that "communication
sometimes but not always provides the impetus for collaboration" and "sharing
a common objective is an essential part of collaboration" are similar to
what we talked about earlier with "flow". He also discusses definitions
like "a certain compatibility of levels is required" and "a place
where sharing and work can take place is essential" and describes how these
provide the design for a collaborative environment.
For example, there are cases when collaboration takes place on a railway platform,
and cases when it does not occur in a well-equipped meeting room. While I think
this depends on what attributes the people involved have that add to the collaborative
process, in the case of collaboration via mobile phone or other portable device,
providing the right context is a difficult interface issue. Thinking in terms
of the earlier definitions, this is an example of being "unable to share
the process" and although phones can be very practical for communication,
it is also the case that realizing collaboration is difficult. In the use of e-mail,
it is possible to provide a certain level of context for mail on a PC but this
is not the case on a mobile phone.
This is what has lead me to raise the problem of how mobile technology can be
improved to allow such collaboration to take place.
|
Michael Schrage
In "Shared Minds", he inquires deeply into how groups of people work
and collaborate together for a particular purpose, from the Beatles through to
the discovery of the DNA double helix and business meetings, and considers how
to design the tools and environment for such activities.
He has also served as a guest researcher at the MIT Media Lab. |
|
Mr. Maeda I felt the impact
of "Gal-go" and "2-chan-go"
very strongly.
Although these have become different dialects which, rather than trying to add
functions to the internet, have the image of having spread from the consciously
created misunderstandings that arose there, this impression can be shared and
the process whereby once someone has made this it can be understood by other people
is very interesting.
Although this is an extreme example, this sort of thing is going on in many different
places that I don't know about and is probably now encompassing deco-mail also.
Instead of devising new technology, this can be thought of perhaps as culture
making allowances for discontinuities caused by technology. Although I think adults
would, until recently, have been embarrassed to use "2-chan slang",
I think it is interesting that everyone now uses expressions like "moe.."
(how cute). |
Gal-go,
2-chan-go
Two types of slang used between teenage girls, mainly in Shibuya and on the "2-chan-nel"
bulletin board site.
http://ja.wikipedia.org
/wiki/
http://ja.wikipedia.org
/wiki/ |
|
| Mr. Watanabe A long time
ago, a high school girl put together and made popular a code book for pagers,
but although I think this was intended for use by businessmen, it wasn't always
used in the way that was originally intended and perhaps these things are deliberately
made to be misused. Or perhaps there was something that permitted this misuse.
I wonder whether the original designer thought it through to that extent when
they were making it? |
|
Mr. Takahashi I think this
is something we talked about previously, about the things that we designers put
into a design, and the things that others add.
Taking grammar as an example, there is the expression "zenzen oishii"
(absolutely delicious). Although in correct grammatical usage, the word "zenzen"
must be followed by a negative, it now no longer seems odd if it is followed by
a positive expression instead. This change in use captured my interest and made
me wonder how it could have happened. On investigating what could be found out
about it, it turned out that cartoonists before and during the war used the expression
in manga (comic books). That is, the humor was created by a discontinuity from
our shared grammar when the expectation that "zenzen" would be followed
by a negative is broken in the next frame when in fact the opposite occurs. It
has now reached a point where continued use of the expression means that the original
shared grammar no longer applies. I also understand that the word "atarashii"
(new) was originally pronounced "aratashii", but that, like young people's
slang, people felt that "this way sounds better" and so use of "atarashii"
spread.
It is also in the nature of young people's sensibilities, I think, to go against
the prevailing format, this being one example. In the case of gal-go and so on,
I understand that it has been through several generations of changes and there
is a subtle element of "I want to fit in while making myself different",
so as a result there are changes away from the format of previous generations.
Unlike the terms and expressions that are unique to particular industries,
the knowledge of which makes you feel that you are "part of this industry",
my impression of gal-go is that it has the separate aspects of "I want to
be different from other people" and "but I still want to fit in",
which are linked together in a way that is a little difficult to understand. Because
I can't see the connection it is hard for me to make something aimed at women. |
|
Mr. Maeda I think "sharing"
and "collaboration" are very good words, but my impression is that the
things created in this way are not shared effectively by young people.
In fact, if you take the approach "let's share happily" you get a cozying
up feeling and it may appear to be boring, a bit like in romantic love. I think
there is this subtle sense of distance. |
|
| Mr. Tanaka The word "collaboration",
I think, derived originally from the military. It had a meaning to do with striking
an alliance with your enemy in order to achieve a greater objective. |
|
| Mr. Watanabe America perhaps
has as part of its social background this cultural idea of needing to join hands
with people who are different. |
|
| Mr. Maeda Whereas in Japan,
on the other hand, there is a subtle sense of distance where there is this slight
feeling of difference even though we want to cozy up, but we will be ignored if
we get completely away from the context. |
|
| Mr. Takahashi Work undertaken
by people in a master-servant relationship can't be called collaboration. Perhaps
a relationship created by a mutual pin-to-pin crossing over. |
|
Mr. Maeda Because the net has
advanced without making this master-servant relationship stand out, I think perhaps
that the term collaboration is appropriate on the net. |
|
|
|
| Mr. Takahashi At times I have
tried searching on core words and my experience has been that the results I get
back tend to be the same original material, perhaps as a result of the copy-and-paste
culture, and this made me feel for a time that I was still not comfortable with
internet culture. Perhaps asking friends would provide me with a richer level
of information and, while Wikipedia is useful, I worry about information that
"remains there without anyone noticing the errors" like with the misuse
of words we talked about earlier. |
|
Mr. Maeda Yes, Google has become
very powerful and the question of how to get outside that also came up in the
previous discussion. It's like, even if we talk about this with Mr. Takahashi's
sense of crisis, we will still likely find ourselves using Google within an hour
of the conversation ending.
For example, even if large numbers of very specialized small communities are created
there, many people still will not see that as a solution. I think it is difficult
to get away from this world of Google unless you are someone who can use search
methods in the real world. Still, there are those in today's net industry who
would say "isn't it just that you are unable to keep up?".
Although it seems obvious that because the real world is where we live, it is
the real world that is important to us, but it seems to me that if you feel that
you have more successful experiences in communities such as Mixi rather than in
the real world, then won't you inevitably come to feel that it is these communities
that are more important?
The thing I feel confident about in my work is that it is valued in reality such
that Kanshin Kukan has achieved a certain level of societal recognition and the
number of people who come into contact there is growing. I have also come to think
that it should be possible to provide help through Kanshin Kukan so that other
people can have this experience
Although people don't seem to understand this, when I think about the future of
Kanshin Kukan, I do have the desire to make something that deals with the world
outside the browser. |
|
|
|
Professor Nakajima Many
of the students I deal with also make use of Wikipedia. Even equations that in
the past were found by trial and error can now be looked up quickly in Mathematica.
|
|
| Mr. Tanaka I also sometimes
get teaching material from Wikipedia. |
|
Mr. Matsuo For students,
there are two general patterns we adopt when we want to find something out.
When we use Wikipedia and similar, it is to find out about information from the
past.
For new information such as the things we are talking about today, we don't expect
to find it on the net and so use methods like talking to our friends. I don't
think we expect to find everything in Wikipedia. |
|
| Mr. Tanaka For myself, I process
the information I get from Wikipedia before using it to make PowerPoint slides
to use in lectures, but the idea of using the posted information directly is scary. |
|
| Mr. Matsuo A movie called
googlezon was a hot topic about a year ago. The premise
was that Google and Amazon had linked up so that products could be provided from
recommendations brought up by a search and it suggested that newspapers would
disappear. However, the movie ends by suggesting the possibility that information
that nobody else yet knows about will emerge from amongst people and that newspapers
would still continue to exist. |
googlezon
From the short film "Epic2014" which shows a hypothetical future set
in 2014. http://www.probe.jp/EPIC2014/ |
|
Mr. Takahashi It is fine for
people who understand how to combine sources and materials to reach their own
conclusions.
However, copy-and-paste leaves responsibilities unclear. Although I think the
Heibonsha Encyclopedia did great work, and while I think we have reached a wonderful
time when information can be published and shared via the internet in the public
domain, I still have fears about material in the public domain for which nobody
can be held accountable. Its like the foundation for discussion has been removed,
whereas in old fashioned encyclopedias the authors take on the responsibility
that comes with having their names published alongside.
I feel that this idea has at some point become very diluted and, with these
things being taken for granted in discussions, it has become very common these
days for these to proceed without any verification of assumptions. |
|
| Mr. Matsuo The Ohmy News
site has taken a different approach to 2-chan-nel by allowing anyone to submit
news but by having an editorial department select what gets published. In fact,
there are even people on 2-chan-nel complaining that "there is nothing free
about that at all". |
Mr. Takahashi This is the same
as the town planning Mr. Maeda was talking about earlier. It is the question:
to what extent can the format be shared? To what extent can individual opinions
be allowed for?
For example, talking about town planning, whereas Europe has done well in sharing
a common format, Japan has done less well and you could say that our streets are
less interesting as a result. |
|
| Mr. Maeda We have talked a
lot about Wikipedia, so I will tell you a little about it. The wiki system was
first developed by a man called Ward Cunningham.
As well as being an experienced software engineer, he was also the person who
introduced the concept of pattern languages, originally a term from architecture,
to the development community. This concept is a way to make it possible for people
who don't know anything about architecture to build a house in order to realize
the proposal put forth by Christopher Alexander that "a house is something
made by the person who lives in it". In the sense that it involves the sharing
of formats, the concept is also very similar to the existing idea of public spaces.
The background to Wikipedia is that Ward Cunningham came up with ideas like extreme
programming and agile development based on the sharing of formats and these lead
to wiki systems. The idea of users participating in construction ties in to some
extent with CGMs and people creating towns for themselves. |
|
Mr. Tanaka As a result, it is
best that all sorts of different types of things exist.
For example, the thing that has made the greatest impression on me this year in
relation to the actual web is the C-shirt project.
People attach QR barcode tags to their tee-shirts and these designs can be viewed
on a PC site and also modified to make new shirts. New QR barcode tags are then
attached to these tee-shirts and so on. I think the way in which the real world
and the net interact so successfully is very interesting, something like a CGM. |
|
|
| Mr. Watanabe Next I would
like us to think about the different forms of collaboration. |
Collaboration over time Site
for remixing music loops
In the past it was only possible to enjoy a music session if you were actually
at the venue, but perhaps this sort of format offers possibilities for new forms
of collaboration.
There may also be problems with copyright.
Music has particular formats and I think it offers possibilities that are unlike
just allowing everyone to write graffiti over a wall, although I suspect the final
result will depend on the attitude of the participants. |
Site for
remixing music loops
http://www.jamglue.com/ |
|
Collaboration that everyone can
enjoy Site
that allows comments to be inserted at specific points in a movie
Even if you are not there at the time, you can enjoy considering which part was
interesting at the same timing.
It is probably not possible to share this sort of enjoyment via a mobile phone.
This maybe because a mobile phone is closer to real space. |
Site that
allows comments to be inserted at specific points in a movie
http://www.nicovideo.jp/ |
|
| Mr. Tanaka Going back to the
subject of the net and mobile devices, what does it mean to "move" in
cases when it is possible to connect via the network and collaborate in various
different ways? |
|
Mr. Watanabe One example
that provides a hint is the Place Engine of Mr. Rekimoto.
This works by storing the locations of public access points and allows you to
determine your location based on which access point you are using to connect to
WiFi.
It might also be interesting if this sort of application could be used with FON
and so on.
This sort of combination of actual space and Web 2.0 is very interesting. Improving
the accuracy of Place Engine might also require collaboration and it has been
suggested that, by accumulating particular experiences at a location, uses such
as predictive searches along the lines of "maybe there is something at this
place" may also be possible. |
Place Engine
A service that stores the locations of the access points on a wireless
LAN and determines your current location based on the access point to which you
are connected http://www.placeengine.com/ |
|
| Mr. Takahashi I recall times
in the past when it took three months to buy an imported record and so I am extremely
interested in what will emerge out of this era in which information can flow so
quickly. |
|
| Mr. Watanabe You will certainly
have the excitement of not knowing what will appear next. |
|
Mr. Takahashi How to provide
filtering and follow up when the number of choices multiply will be important.
Like saying "this guy is a key person".
Although blogs have an aura of importance because they are stored, most blogs
consist of personal thoughts and are not particularly important. Dense information
tends to reside not in those places but in pages that are specialized to a particular
interest. |
|
|
|
| Mr. Tanaka Chats is one form
of communication. Can it also lead on to collaboration? |
|
Mr. Yamamoto When I was working
before going back to university, chat consisted mostly of mindless chatter amongst
the people at the laboratory, for example.
However, I think the telephone constrains the person on the other end of the line
and people around you can hear that you are just engaging in idle chatter, so
I think chat is a very convenient communication tool. |
|
Mr. Fukushima That chat is
with people you know.
I have also chatted with people I don't know and with an unknown number of other
people, so rather than being a simple form of communication, I think that chat
offers some things that are not possible in real world communication, including
the possibility of communicating under a pseudonym.
There is an element of performance together with a certain anonymity and the feeling
that you won't be held responsible for your comments, and this certainly adds
to the interest.
What I wanted to ask Mr. Maeda about was the word "super-flat" which
has recently come up frequently in conjunction with the spread of SNSs. I would
like to know what Mr. Maeda thinks about this and about anonymity. |
|
Mr. Maeda In the past, having
a mobile phone was seen as a status symbol amongst the people who had them, a
way of saying "look how busy I am", but as they became more common having
one was no longer enough to gain entry into the community of people who had that
status.
Similarly, before the internet spread as widely as it now has, using it conveyed
the image of being a researcher or someone like that.
It is quite possible that with Mixi too, it will have a different role for the
people who used it first and those who will use it in the future.
Also, the anonymity factor represents another layer that is different to this
"flattening".
For example, there are people known as alpha-bloggers who can be seen as an
example of people who have recognition but who still retain their anonymity. Although
they started their blog under a pseudonym, it became popular and made them famous.
Can they be said to have retained their anonymity? They may have been anonymous
to begin with but the problem is that this pseudonym has come to be perceived
by other people as a separate entity. An ordinary person might just get tired
but there are many people in show business who never get sick of this sort of
thing. |
|
Mr. Fukushima If you know
who you are dealing with, then the master-servant relationship of the real world
will arise and I suspect that it would be difficult to achieve the super-flat
ideal in this case.
On the other hand, you have to consider whether people's reputation in these virtual
worlds has a different value to that in the real world. This is similar to the
issue of how the net can support the sort of successful experiences we talked
about earlier. |
|
Mr. Maeda I have heard recently
that Second Life is interesting.
It seems that, once these sites reach a certain scale, you get people doing all
sorts of different things that are totally unexpected. For example, someone has
created a 3D history of rockets within Second Life.
In terms of how we value such things, I don't think there is any great difference
between how we value them in the real world and how we value them on the net. |
Second Life
A virtual community hosted by Linden Lab. Users can create various types
of data in a 3D space. The community also has its own currency that can be used
for trading these. http://secondlife.com/world/jp/ |
|