
Fabian Hemmert’s demo at the TEDxBerlin seminar is a bit hokey, but then that’s usually the way with new ideas and prototypes. In it, though, he raises some profound questions about the connection between us and our newly expanding digital world. In particular, “how do we make digital content graspable by humans?”
This conundrum isn’t restricted to the digital world. We’ve long tried to make representations of the physical world more real, such as making baby dolls that cry, wet, and can be comforted. (Maybe a G.I. Joe with kung-fu grip would have served better here.) But in the physical there’s a visual connection upon which to build. What happens when there is no visual to connect to? How can you make the digital, which is virtual, into the physical?
Hemmert offers three possibilities--two of which are already in play (albeit in modest ways). They are mass, shape, and intuition. Mass shifts weight within the object--in this case a prototype of a mobile phone--to aid the user’s understanding or use of content. (An adaptation of the Rumble Pak.) A shifting shape can provide clues about that content--how much or where there might be more. Intuition is basically the Tomagotchi paradigm-mimicking in the device emotional responses to which we can relate.
For gamer these ideas are logical extensions of what they already experience. Hemmert’s interest is in making such experiences commonplace. Integrating them into mobile phones, for example, will make the technology more approachable, and expand the potential the technology has to offer.