Cubit, often stylized CUBIT, emerged as a radical alternative to the proprietary walled gardens of early multi-touch technology. Designed by Stefan Hechenberger and Addie Wagenknecht for Nortd Labs, the system was built on a philosophy that technology should be transparent and accessible to all creators. While Microsoft Surface dominated the commercial landscape with closed-source hardware and software, Cubit offered a direct competitor that relied on an open-source model for both its software and hardware components. This approach was not merely a technical choice but a political statement intended to demystify multi-touch technology for the general public and developers alike. The project sought to prove that high-end interactive installations did not require expensive, locked-down systems, but could instead be assembled from off-the-shelf components and freely available code.
The Developer Kit Reality
As of the 2nd of May 2008, Nortd Labs began accepting orders for developer kits known as the TouchKit, marking the transition from concept to tangible product. The purchasing model for these kits was unique and required significant investment from the buyer. Kit buyers and users were not provided with a complete, turnkey solution; instead, they had to supply their own projector and camera at a cost estimated at between 1,080 and 1,580 USD. This requirement placed the burden of hardware acquisition on the user, effectively creating a barrier to entry that filtered the early adopter base to those with technical expertise and capital. The system was designed to be modular, allowing users to customize the projection and sensing elements to fit specific project needs, but this flexibility came at the price of complexity and upfront cost.The Waiting List Economy
By July 2008, the CUBIT system was officially for sale, but availability was strictly controlled through a commission-only model. The high demand for the system, combined with the limited production capacity of Nortd Labs, resulted in a rumored two to three-month waiting list for new orders. This scarcity created a sense of exclusivity around the technology, turning Cubit into a coveted item for interactive artists and researchers. The waiting period was not merely a logistical delay but a strategic element of the distribution model, ensuring that only serious inquiries and projects received the system. This approach contrasted sharply with the mass-market availability of commercial multi-touch displays, reinforcing the niche, community-driven nature of the Cubit project.The Architects of Interaction