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Documentation The Machine - Celestin Albers

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Documentation and Reflection

Celestin Albers

Contents

Introduction............................. 2

The Position Paper....................... 3

Methodologies: Prototyping............... 5

Methodologies: Recycling................. 6

Dutch People Invented The Greatest

Technology Ever.......................... 7

Pizza.................................... 9

The Research Trip....................... 10

Prototyping Interactivity............... 12

Data Collection......................... 14

Parts list for The Machine.............. 15

The Location............................ 18

Project Planning, Management and

Collaborations.......................... 20

Expenses and Revenues................... 22

The Future For The Machine.............. 26

Entrepreneurial Prospects............... 27

Artistic Portfolio...................... 28

1


Introduction

In this document, I will provide an in-depth

explanation of my graduation year, detailing the

significant milestones and achievements that

have shaped this pivotal period in my academic

journey. This comprehensive account will cover

the creation and development of my position

paper (bachelor thesis). I will delve into the

process of selecting a topic, conducting

research, and compiling my findings into an

interdisciplinary project.

Additionally, I will discuss the various steps I

have undertaken, highlighting the challenges

faced, the innovative solutions implemented, and

the overall impact of this project on my

personal and professional growth. This

documentation will also encompass the extensive

research conducted around these projects,

showcasing the methodologies employed, the data

gathered, and the analyses performed to draw

meaningful conclusions.

Furthermore, I will reflect on the valuable

connections and networks I have established over

the past year. This includes collaborations with

peers, interactions with mentors and engagements

with industry professionals. These relationships

have not only enriched my academic experience

but have also provided me with insights and

opportunities that have been instrumental in my

artistic development.

2


The Position Paper

When writing my position paper, I focused on the

influence and strategies of big tech companies.

My paper delves into the evolving relationship

between humans and technology, highlighting a

significant shift. Initially, technology served

as a tool at our disposal; however, it is

increasingly exerting control over our lives.

I explored the strategies employed by big tech

firms. These companies initially treat consumers

like royalty, offering goods and services at or

below cost to eliminate competition and dominate

the market. Once they have achieved market

dominance, the dynamic shifts, and users are

gradually turned into products. This

transformation is facilitated through extensive

data collection and consumer profiling (a

practice commonly referred to as surveillance

capitalism) as well as through the gradual

increase of service fees.

This process, known as "enshitification",

involves cornering a market through a technology

platform and then extracting maximum value from

it. This phenomenon can be observed in various

sectors: ride-hailing services (Uber), food

delivery platforms (Just Eat Takeaway and

Deliveroo), and online video streaming (YouTube

and Netflix) are just a few examples where

enshitification has already taken place.

By examining these developments, my position

paper sheds light on the underlying mechanisms

and consequences of big tech's growing

influence, urging readers to critically consider

the implications of our increasingly dependent

relationship with technology.

3


In my position paper, I articulated my

overarching vision: to provoke contemplation and

dialogue on pressing contemporary issues – the

sustainability dilemma, the fragility of

freedom, and the magnetic pull of futurism. I

proposed to achieve this through the use of

audience participation and rapid prototyping,

creating an engaging and dynamic approach to

these critical topics.

In the following pages, I will guide you through

the steps I have taken over the past year to

realize these goals. This journey includes the

strategies employed, the challenges encountered,

and the milestones achieved in my efforts to

foster meaningful discussions around these

pivotal issues.

“Isn't it wild how deeply digital our lives have

become? We’re in this era where everything we

do, from the mundane to the profound, is

influenced by technology. It's exciting, but

also a bit nerve-wracking, isn’t it? We're no

longer just in the age of information; we’ve

stepped into an age where surveillance is the

norm. Every click, every like, every online

purchase, it's all being recorded somewhere. At

first, it was about showing us ads that match

our interests. Now, it's about something much

bigger. What's intriguing (and slightly

concerning) is what this means for our future.

We’re talking about a world where our every move

is tracked, where privacy feels like a rare

commodity. Governments and big companies know

more about us than we might be comfortable with.

And all this data, well, it could be used for

who knows what.”

- Excerpt from my position paper “Digital Lives”

4


Methodologies: Prototyping

Prototyping has been a cornerstone of my experience at iArts,

significantly shaping my creative process. Throughout my time here,

I have consistently engaged in the iterative practice of rapid

prototyping—developing unique artistic ideas and swiftly building

the most feasible, stripped-down versions of these concepts. This

method has been particularly prominent in my work this year,

enabling me to experiment, learn, and refine my ideas quickly.

In my position paper, I provided an in-depth description of several

prototypes I constructed during the exploratory research phase of

my project. These prototypes were instrumental in honing my

prototyping skills and exploring new concepts, serving as valuable

practice for the final creation, The Machine. (Link to prototype:

AI generated Pixel Art gallery)

Picture) AI generated pixel art prototype from explorative research phase

5


Methodologies: Recycling

Another important method in my artistic toolkit is

recycling and reusing items that are no longer considered

valuable. For this specific project, I repurposed a

discarded old door as the frame for my machine and

refurbished a broken vending machine. Additionally I’m

using paper plates, something usually marked as a waste

byproduct, as one of the main elements for my project.

By giving these items a new life, I not only reduced

waste but also added a unique, sustainable element to the

project.

Pictures) left: Pizza plates with personal data, Right: old door being painted

6


Dutch People Invented The Greatest

Technology Ever

While visiting my girlfriend in Berlin over New

Year's, I had the opportunity to meet many new

people. During these encounters, I frequently

found myself explaining the nature of my studies

and the details of my current project. I always

took the opportunity to ask people what

technology meant to them and whether they felt

they still had control over it.

One late evening at the KitKat Club, I met a guy

wearing a fox tail who, though quite drunk, made

a memorable remark: "Dutch people have invented

the greatest technology ever. Late at night

after going out, you can visit this magic wall

that will trade your coins for food."

This statement struck me as profound. Indeed,

the FEBO machine might be one of the greatest

Dutch inventions. However, aside from the

addition of wireless payments, the concept of

this particular vending machine has seen little

innovation.

This encounter sparked an idea: what if this

technology became sentient and developed a

hunger not just for coins, but for data? In

other words; what if the Enshitification process

came to take over this machine? Intrigued by

this speculative scenario, I began searching

second-hand marketplace websites and I found a

FEBO machine from a business that had closed

down. I reached out and successfully negotiated

a deal to acquire the vending machine.

7


Bringing the machine back to working order was no small

feat; the coin reader, lighting, and heating unit were

all broken. After repairing these components, I began

experimenting by adding screens, sounds, and various

enhancements.

I realized that this machine was hungry for food. And

what is my specialty? Pizza. Thus, the journey of

transforming a traditional FEBO vending machine into an

interactive, data-collecting, sentient entity began,

blending my culinary skills with technological

innovation.

Pictures) left: vending machine after repairing the lights,

center: working on the heater, right: coin reader working again

8


Pizza

As I mentioned earlier, pizza is my specialty.

I've been baking pizzas as a hobby since 2018

and enjoying them for as long as I can remember.

Starting in the summer of last year, I made it a

tradition to cook pizzas every Thursday for my

entire house, which consists of over ten people.

This experience of cooking for large groups has

honed my skills and solidified my belief that

pizza would be the ideal choice for the Machine.

Another compelling reason for choosing pizza is

a humorous yet insightful suggestion from AI,

which stated, "every human likes pizza."

Initially, I found this statement amusing, but

upon reflection, I realized that I hardly know

anyone who doesn't enjoy pizza. This universal

appeal made pizza the perfect food to integrate

into my project, ensuring that the Machine would

be well-received by a broad audience.

9


The Research Trip

Realizing that I wanted to work with pizza

provided the perfect excuse to turn my week-long

vacation in February into a pizza-centric

adventure. And where better to immerse myself in

pizza culture than Naples and Rome? I am not

exaggerating when I say I ate pizza for every

single meal during that trip. I kept notes on

the techniques and ingredient combinations that

I found most appealing.

Here’s what I learned from the Italians:

Use High-Protein 00 (extremely finely ground)

Soft Flour: This type of flour is essential

for achieving the perfect pizza dough

texture, providing the right balance of

elasticity and chewiness.

Use High-Quality Tomatoes for the Sauce:

Preferably, use tomatoes grown on volcanic

soil, such as San Marzano tomatoes. These

tomatoes offer a rich, vibrant flavor that

forms the foundation of an excellent pizza

sauce.

Sometimes Less is More: One of my favorite,

and coincidentally cheapest, pizzas I

encountered in Italy was the Pizza Marinara.

This simple yet delicious pizza consists of

nothing more than a rich tomato sauce and a

few pizza spices. Its simplicity allows the

quality of the ingredients to shine through,

proving that great pizza doesn't always

require an abundance of toppings.

10


Pictures) different pizza’s I researched on my trip to Italy

Another interesting discovery from my trip is

that I have a fundamental disagreement with the

Italians: I believe that pizza should be cut

with a pizza wheel. I know this might be a

contentious opinion among traditionalists in

Italy. Italians might disagree vehemently and

might even challenge me for saying this, but I'm

ready to defend my stance.

11


Prototyping Interactivity

One crucial aspect of the project was ensuring

it had a high level of interactivity. I

envisioned incorporating interactivity in the

following ways:

Data Contribution: Users would become part of

the project by providing their data to 'sign

up,' effectively signing away the rights to

this data in the process.

Data Transactions: Users would actively

participate in 'buying' other users' data,

creating a dynamic exchange of information

and a conversation starter for the audience.

After testing an initial prototype with a test

audience, I realized that more interactivity was

needed to enhance user engagement. Consequently,

I introduced an additional interactive element:

Conversational Interaction: Users would be

able to talk to the machine. The machine, in

turn, would discuss the food it offers, the

topics I researched for my position paper,

and the role of technology in the user's

life.

The second prototype, incorporating this new

interactive conversation feature, was much

better received. Interestingly, the AI voice I

crafted often provided hilariously inaccurate

responses, such as "Yes, we do serve stir fry"

and "No, I am a real human". I decided to retain

the AI's flaws because they added an additional

layer to the enshitification process. This

choice underscores a critical commentary: be

prepared to see broken AIs replacing cashiers at

restaurants in the near future.

12


To make it seem like users were actually talking to the machine,

rather than just having a conversation with an AI on a phone, I

enlisted the help of Nikianna Sofia, a game design freelancer

with a Bachelor in Creative Media & Game Technologies from Breda

University. Her expertise was instrumental in developing the

interactive and responsive character, Byte.

The character Byte was born out of a brainstorming session where

Nikianna and I combined our interests and the character's

intended representation: a robot that sells pizza. This quirky

and endearing concept added a playful dimension to the project.

After creating the character, I used a free program called

PNGTuber+ to bring Byte to life, ensuring the character was

engaging and responsive to user interactions.

Picture) Chef Byte animated with PNGTuber+

13


Data Collection

To collect data from users, I devised a plan to

create a signup website with dual purposes: to

gather more data than users anticipated and to

obtain their consent to use this data as I saw fit.

First, I designed a straightforward signup page

that requested the information I wanted to collect:

the user's name, dietary preferences, email

address, and agreement to the Terms of Service

(TOS). This form was simple and could be filled in

under a minute.

Here's where a malicious trick (publicized 11 years

ago) comes into play: if the user utilized the

browser's autofill function to fill in their name

or email, the browser would send all autofill data

to me. This data included not only the name and

email but also the user's address, postal code,

country, phone number, business name, and even

credit card details.

In addition, I used the provided email addresses to

perform a password lookup through Breach Directory,

a website that lists leaked passwords. This allowed

me to gather even more personal information.

All the collected data was then compiled and fed to

an AI, which created a personalized bio /

introduction for each user. These bios were then

laser engraved onto the paper plates and sold back

to the consumers for profit.

Why would anyone sign up for this? The answer is

simple: free drinks. Dutch people, known for their

love of bargains, could never resist a deal that

includes the word "free." This incentive ensured a

high signup rate, allowing me to collect enough

data for the project.

14


Parts list for The Machine

The Machine is made up of several visible

components:

Malicious Website: Designed to collect as

much user data as possible.

The Vending Machine: A repurposed second-hand

FEBO loketautomaat.

Frame: Constructed from an old door, mirrored

window foil and some shelf holders.

Engraved Paper Plates: Made from FSC Recycled

materials.

Screen: A ChromeBook Duet displaying the

robotic chef, Byte.

In addition to these visible parts, The Machine

incorporates several hidden components:

Pizza Oven: Cozze pizza oven for the cooking

process.

Laser Engraver: LaserPecker LP 4 for

engraving the plates.

Phone: Running OpenAI GPT-4 with a script to

provide Byte with a brain.

Bluetooth Speaker: Connected to the phone to

give Byte a voice.

Laptop: Positioned in front of the Bluetooth

speaker, running PNGTuber+ to animate Byte

and bring him to life.

See the next page for a visual overview of

how these parts that make up The Machine.

15


Phone

Laptop

Bluetooth Speakers

Chromebook Duet

Second hand FEBO

Vending Machine

Plank Holder

Old Door

16


Malicious Website

Database

Engraved Plates

LaserPecker Laser

Engraver

FEBO Vending Machine

17


The Location

During the project, I sought a suitable location

for the machine. Ideally, it would have been

placed in a shop in a busy street in the city

center near other restaurants or in the canteen

of a high-tech company. I was in discussions

with Kaleido, a student organization at the

TapijnKazerne grounds, right up until the

project's final stages. However, just days

before we were supposed to finalize the date

with our program, I was informed that I could

not prepare and serve food at their location

because they lacked the proper permits for such

an operation.

Scrambling to find an alternative, I realized

that no other location seemed to work for my

project. That's when my housemates, who had been

part of the test groups, suggested hosting it at

our house, a large former school building. While

this location wasn't ideal for making a broad

societal impact, my goal was not necessarily to

reach a wide audience but to make a significant

impact on those who did participate.

Specifically, I aimed to engage those who would

be enticed by free drinks and food without

reading the terms of service.

18


Hosting the project at home turned out to be a practical

solution. Although it didn't provide the large public venue I

initially envisioned, it allowed me to proceed without the

logistical and financial constraints of finding a new

location. Moreover, doing it at home cost me nothing, making

it a feasible and effective alternative under the

circumstances.

The next step for this project certainly won't be at home. As

mentioned earlier, the canteen of a high-tech company or a

privacy-oriented organization would be a much better fit.

Moving the project to such a venue would enhance its

relevance and reach, making it possible to explore the

implications of data collection and surveillance capitalism

in environments where these issues are particularly

pertinent.

Pictures) Users interacting with The Machine

19


Project Planning, Management and

Collaborations

As detailed in my position paper, "Mindful

Machines," I divided my project into several

phases. The first phase was dedicated to

research, where I explored the topics outlined in

my position paper and practiced rapid

prototyping. This prototyping phase helped me

develop a methodology that eventually led to the

concept of The Machine, allowing me to bring it

to life within a limited timeframe. I considered

this broader research phase complete when I was

required to develop a project proposal.

Once I had a clear direction, I entered the

practical/execution phase. During this phase, I

conducted more targeted research into

Interactivity Design, Pizza Baking, Vending

Machine Repairs, and Data Collection. I also

reached out to local artists and entrepreneurs

for assistance with designing interactivity and

planning the catering. This is when I connected

with Nikianna Sofia, and together, we began

designing the character Byte.

Throughout this process, I shared my vision with

Niki, discussing what the character would

represent and its role. Niki proposed giving the

character a screen for a face, creating a Droste

effect since the character is also the face of

the machine. Since we both love cats (and, let’s

be real, who doesn’t?), we decided that the

character should have a cat face on its display.

Thus, Chef Byte was born.

20


During this time, I also began collaborating with

Dienne Hoofs, a local entrepreneur who

specializes in advising business ventures. She

co-owns and operates the Bandito Espresso coffee

bar at the University of Maastricht. Dienne's

extensive experience in horeca (hospitality) and

project management proved invaluable. Her ongoing

feedback and insights continually helped elevate

my project to the next level. Her expertise

ensured that each phase of development was

refined and executed effectively, contributing

significantly to the success of the project.

21


Expenses

Expenses and Revenues

iArts

Sligro ingredients (49.75)

Drinks (20.95)

Gamma Materials (76.40)

Character Design Byte (100.00)

External

Partner

Event Hosting (75.00)

Personal

Vending Machine (900.00)

Laser Engraver (750.00)

Total Expenses (247.10) (825.00) (900.00)

contributions 250.00 825.00 900.00

Vending Machine Revenue 67.80

Donations / Gifts 250.00

Catering 120.00

Total Revenues 250.00 1,195.00 967.80

Revenues - expenses 2.90 370.00 67.80

22


23


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25


The Future For The Machine

As a project, The Machine is not yet complete.

There are numerous aspects that could be improved

and polished to enhance its overall impact and

functionality. Key areas for improvement include:

● Location: Finding a more suitable venue, such

as the canteen of a high-tech company or a

privacy-oriented organization, would significantly

enhance the project's relevance and reach. A

well-chosen location would provide a broader and

more engaged audience.

● Interactive Aspects: While the current

interactive elements have been well-received, there

is always room for refinement. Enhancing the

machine's conversational abilities, improving the

accuracy of the AI responses, and incorporating more

sophisticated user interactions would make the

experience even more engaging and immersive.

● Content and Presentation: Adding more

informative and entertaining content about data

privacy, surveillance capitalism, and the role of

technology in our lives could enrich the educational

aspect of the project.

By addressing these areas, The Machine can evolve

into a more polished and impactful project, better

equipped to provoke contemplation and dialogue on

the pressing contemporary issues it aims to

highlight.

The project has been well-received and has already

opened up new opportunities for me. I've been asked

to provide catering for two events over the summer

and have received inquiries about renting out the

machine. I’ve also been offered an internship

opportunity at my favorite pizza shop: Piano B.

These opportunities are a testament to the project's

success and its potential to engage and captivate

audiences. Moving forward, I am excited to explore

these new ventures and continue to refine and expand

the capabilities of The Machine.

26


Entrepreneurial Prospects

This project opens up a wide array of artistic

entrepreneurial opportunities that blend

culinary arts, interactive technology, and

educational engagement. By capitalizing on these

prospects, I can create a diverse and

sustainable business model that leverages my

unique skills and innovative approach.

Leveraging my expertise in pizza making and

interactive technology, I could offer bespoke

catering services for events. This includes

creating an interactive dining experience that

engages guests and provides a memorable

culinary adventure.

I could rent out The Machine for various

events, from corporate gatherings to private

parties. Its unique concept of combining AI,

interactive elements, and gourmet pizza could

attract event planners looking for a novel and

engaging addition to their events.

I could partner with tech companies or

privacy-focused organizations to conduct

workshops or demonstrations on data privacy,

surveillance capitalism, and the role of

technology in everyday life. Using The Machine

as a centerpiece to facilitate discussions and

interactive learning.

Offering consulting services to other artists

or organizations looking to incorporate

interactive technology into their projects.

Providing expertise in integrating AI, rapid

prototyping, and user interaction into various

projects, helping clients create unique and

engaging experiences.

27


Artistic Portfolio

During this project, I have developed a range of

skills that I plan to further explore over the

coming year. These skills include:

Laser Engraving on all kinds of materials

(plastics, metals, wood, paper etc)

Traditional Italian Pizza Baking

Interactivity Design

Rapid Prototyping

Photography

Pictures) Left: various metal items I engraved. Right: A Pizza baked by me

28


Pictures) Top: Users examining their personal data. Left: User

interacting with the machine. Right: Chef Byte waving you goodbye

29


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