>> Andy Wilson: So thank you guys for showing up. It's my pleasure to introduce Steve Benford here today. He's actually here for today and tomorrow. Steve is a professor of collaborative computing in the Mixed Reality Laboratory in Nottingham, and he is the director of the EPSRC funded doctoral training center in ubiquitous computing for the digital economy. And he's received numerous best paper awards over the years. And has coauthored a book. It's actually right in the back, if you want to check it out, Performing Mixed Reality. He told me he has a few copies. >> Steven Benford: It's actually one. >> Andy Wilson: One copy. And has recently been awarded a two-year Dream Fellowship by the UK's Engineering and Physical Sciences Research Council, and I believe he's traveling under that funding at the moment. And I think the most interesting thing about Steve's work is that he manages to do lots of really interesting -- interesting performance based work and artistic and creative performances while also making some really interesting scholarly contributions on those works. And I the think that's the -- that's the trick, and that's the really valuable thing. >> Steven Benford: Thank you. >> Andy Wilson: Thank you. >> Steven Benford: Thank you very much. [applause]. >> Steven Benford: Well, thank you very much for your introduction and thank you for very much for inviting me to talk to you as well. So, yes, for the past 10 to 15 years myself and people in the lab seem to have fallen into a mode of working with artists, particularly those with a background in kind of theater and performance to create and tour and study a series of kind of interactive performance works. And to use that as a sort of a vehicle for driving forward our interests in human computer interaction. And today I'm going to draw on a kind of -- at least one of the examples of that kind of work and try and pull out some general principles, perhaps, for how we might design what I'm going to argue is kind of the sense of the extended user experience. Before we get into it, though, I'll just say a kind of few quick words about why we choose to work with artists in particular in a way that we think of being artist led. And what that means is very often it's the artist who come to us with the idea for the project they want to do and we kind of figure out how we can help them realize it technically and then we try and study it and figure out what went on. And so why do we do an artist-led research? Well, I think there are three reasons. One, artists are extremely creative, certainly compared to ourselves. They have ideas that stretch technologies and do interesting things with emerging technologies that we just wouldn't have. So that's number one. Number two is public performance is a fantastic way of conducting research in the wild, of getting these technologies into the hands of real people, albeit under somewhat unusual situation and figuring out what happens and if you are kind of working I think in highly regulated fields, medicine, transportation, whatever, you might struggle to do that. But many of these projects we've turned around from meeting the artist to rolling up the project, you know, in kind of two to three months, it's as quick as that. So it's a very flexible thing. And thirdly, and most importantly, this stuff is just important. Creative and cultural uses of computing are extremely important thing economically in terms of the creative industries and to us as human beings, expressing ourselves and being creative is a core human value that we need to support. So, dammit, it's just important. So as I say worked I guess 10 to 15 years, probably with somewhere between 6 and 10 artist groups, probably created in that period 20 or so different works. And here's some of the bits of work that I'm not going to talk about in this lecture. One of our longest standing collaborations is with a group of artists called Blast Theory, who we've worked with since kind of 1997. And the book documents their work and the work we've done with them quite extensively. So can you see me now is a piece of work in which people on the streets of a real city who are actors chased people who are online in a virtual model of that city and their audio is stringed out online as well, and the online players could lead them a sort of merry dance through the city. And we studied that. Our approach to studying these things in the wild is to use, here I go esthematologically informed ethnography. I practiced that for many years with Dr. Andy Crabtree hitting me with a stick until I said it right. And that revealed all sorts of interesting things. In this case, it revealed lots of things about how the scenes in the technologies, the partial coverage of Wi-Fi and the flakiness of GPS had to be accommodated in how the experience was orchestrated. And that was interesting. Another Blast Theory work. I have spoken up here before. What I'll be talking about today was day of the figurines. This was a month-long text messaging adventure game for mobile phones. But you played very slowly. You only sent and received a few messages each day. So the game was kind of -- was interwoven or became interwoven with the fabric of your everyday life. There was also a rather bizarre framing interface was this kind of tabletop interface where the figurines would move around that was in a venue that you might only ever see once during the whole month at the beginning. But somehow framed or gave you a sense of what the experience was about. And we published -- we published work about the episodic nature of the play and engagement with a slow game. We managed to write a bit about the design of that table. But I'm not talking about that today. 2008 we began a series of collaborations with Brendan Walker. There he is. A bit of a TV personality in the UK. And thrill engineer. He would start himself out as a part-time roller coaster designer, among other things. Brendan first came to us because he wanted a series of technologies that would in essence the spectator experience of roller coasters. So we built a telemetry system that took video and audio from these head mounted cameras very close up, quite intimate video of people's faces. Heart rate, galvanic skin's response. And in later versions the movements of those two facial muscles that I can't remember their names for smiling or frowning. And the system didn't interpret this stuff but rather it was displayed for spectators to see on large screens. You had a very close-up view of someone else's ride experience. And then more recently we've worked with Brendan to think about how you can use some physiological measures to actually start to control ride experiences. And we built a couple of rights in which you use breath or breathing to control the ride. And breathing is very interesting because it's only under partial control. At times you can control your breathing remarkably well. It's kind of what I'm doing in being able to speak. At a other times you can't control it at all and you have to breathe after a certain amount of time. And if you build a ride that responds to breathing, you can bring people to a really delicious tipping point between control and loss of control. And after all, what are amusement roller coasters about if it's not about giving up control to something that's where a lot of the thrill lies. In breathless, which was a powered swing, we went as far as to put the breathing rest operator sensors inside a rubberized gas mask, so just to really up the ante and make you tune into your own feelings about your breathing, you were wearing this gas mask and controlling this powered swing. So those are four bits of work that I'm not going to talk about. But I could have probably picked any one to talk about this notion of trajectories that I'm going to come to later in the talk, because they do all reflect it. But I'm going to just pick one piece of work, and apologies if some of you have seen it before, because it is quite an old one. It's 2003 now, which is pretty much ancient. This was what -- a Blast Theory piece of work and it just -- I guess because it's quite a complex structure it just serves to illustrate many of the points that I want to make later on. So we'll quickly have a look on Uncle Roy all around you as a nice example of -well, I guess we're kind of calling the genre of mixed reality performance. Mixed reality performance is a phrase, is really meant to convey a couple of things. Firstly, the idea of performances that somehow makes the real and the virtual, whatever that is, which Uncle Roy does, and, secondly, the idea of mixing digital content and media with live performance from actors, possibly, or from the participants who become actors in some sense. Anyway, Uncle Roy all around you is a performance game that takes place parallel, in parallel of the streets of the city and online. On the streets of the city, you arrive at a venue. Your personal possessions are sort of taken away from you, and instead you're given a device and asked to head out into the city and find Uncle Roy. That was your job. And you followed a series of quite ambiguous sort of location-based clues that led you on a dance through the city, eventually to an office that it was claimed was Uncle Roy's office and you were asked to go in, and from there to a phone box and from there to a car, and you were asked to get in the car and various things happened to you. And there's an online player. You could have the same experience but from a different point of view. You could enter a virtual model, somewhat fantastical of this part of the city. You could see where the street players were. You could chat with other online players. But most importantly you could find out things that these people didn't know, in particular where is Uncle Roy's office in the city. And once you got that piece of information, you could try and build a relationship to a street player by sending them messages and getting messages back and guide them to Uncle Roy's office if you wanted to be helpful or mass them about and get them lost if you didn't. At some point in the experience both kinds of players, slightly different points, are asked a series of questions about whether they were trusting strangers and to what extend they were trusting strangers and would he be prepared to enter a year-long contract with a stranger in which if this person ever calls them up, they would give them help. And if they say yes, we take their contact details and we change it with someone later on in the game, and they get a post card two weeks later that says if you need help, call this person. So I've got a bit of a video of Uncle Roy. Find it. It's fairly long. We won't look at it all. But just to give you a bit of the flavor of the work. It takes a couple of seconds to kick in. >>: Uncle Roy All Around You is a game that sets online players alongside players of the streets of the city. Equipped with a hand-held computer street players are sent out into the city in search of Uncle Roy. Online prayers explore a virtual model of the same area of the city. They can follow the progress of street players and communicate with them via audio and text messages. Each street player has only 60 minutes to find Uncle Roy. Online players can uncover the location of Uncle Roy's office and so guide street players to their destination. >>: This is a game in which you walk around the sprawling area [inaudible] this map shows the game area. To move around it, [inaudible] the icon and drag it. This is the microphone. You'll need to speak into this to record messages to online players. Your first instruction is as follows: Head for a location in the park. Uncle Roy will send you a message indicating where this is. Once you get there tap on [inaudible]. I'm doing well. I need to wait for someone coming from the opposite direction. Turn and follow them. >> Steven Benford: I'll just pause for a moment there. I mean I mentioned that the clues were ambiguous. Give a longer talk about the nature of ambiguity in interface design which a number of people have written about recently. Very interesting example of ambiguity here. So I think the ambiguity here in part lies in the -- in blurring the frame of the experience. So the frame of the experience refers to having an understanding of what is within the experience and what is without. It's the set of often unwritten conventions by which you know that something is fictional or not which you're watching it, for example. And in this case, this clue kind of plays with that. The idea that someone's going to walk across the bridge in St. James' park and you should turn and follow them invites a whole series of quite difficult to interpret possibilities here. Should I just turn and follow the first stranger who walks across the bridge while waiting for an actor. How will I know what they look like? Is everyone in London an actor who is employed in the game? Who knows. Anyway. So bit of an aside but that's what I kind of meant by ambiguity. And it's an interesting tactic again for generating a bit of thrill and bit of excitement at perhaps some risk. So this video rolls for a while. Let's pick up Jen a bit later. So she finds Uncle Roy's office. Or he does first. When she enters the office, the online player gets to see her for the first time on the kind of video surveillance link and he gets his interview about trusting strangers and contracts and things. Watch. He's asked to look around the office, write a post card and do various other bits. Then she darts into a phone box where she gets a phone call and from there to the car. >>: I would like to ask you a few questions. And I'd appreciate it if you would answer the questions as honestly as possible. >> Steven Benford: Okay. I bet. So and again ethnographic studies of Uncle Roy all around you revealed all sorts of interesting stuff about how it's designed, put together, how the technologies worked, all manner of things if a number of papers flowed. So over the years roll out a number of projects such as these, conduct a number of studies, publish the rules. That's well and good. Academic life continues. But you do begin to wonder slightly about the bigger picture and what we began to wonder was what -- there's something interesting about these experiences. Okay. We're working with performers who are definitely at the extreme end of creating certain kinds of experiences. I'm not suggesting that Uncle Roy All Around You is a mainstream game. But our view is they were -- they were kind of pushing the envelope and taking environment entertainment or cultural experiences into some new place. And we wanted to get a bigger sense of what was it these experiences are about and how are they put together? In other words, we wanted to sit back and do a bit of theorizing as much as anyone in our neck of the woods does theorizing. So this is what we started to figure. First of all we were struggling to characterize this experience in terms of any of the kind of existing paradigms that are out there. There are lots of paradigms, there's virtual reality. And that augmented reality and mixed reality. But Uncle Roy All Around You seems to be simultaneously several of those at the same time. There's tangible computing and mobile computing. But data figurines had both tangible and mobile interfaces. There's location based. There's this and that. What's interesting is the artists don't really seem to care about that. They take whatever is the hand and deliberately mix it up to create something else, these experiences are online and on the streets and tangible and mobile and whatever all at the same time. So I think what characterizes them at first glance is two things. First of all is to some extent they're extended. Of course it depends on what you mean by extended. I mean, they're not extended yet into years. They're not life long. But they're extended beyond the moment of interaction with a single interface. If you were designing -- if you're an HCI person, you're no longer in the bills of designing how you interact with one thing but rather how many things are stitched together into something that's larger. And I would call that a user experience. I know that UX has become synonymous again with the design of the one thing with the interface. But my sense is there is a bigger motion of having an experience in Uncle Roy for an hour. And the structure of that experience is pretty complex. It's got real and virtual spaces. Sometimes appear to be overlaid. Sometimes that appear to be juxtaposed or somehow adjacent it's got complex time scales. I won't talk about those. There isn't time. It has quite complex role structures. There are online players and players on the streets. There are act OS, there are people behind the scenes, there are members of the public who are somehow involved as spectators or bystanders. And it has a whole bunch of interfaces. So that's not a very exciting conclusion in many ways. It just says well, they're extended and they consist of lots of stuff. So what we wanted to do is start to find of way of articulating what we thought the artists were doing and what fundamentally these experiences were about. And for that, we eventually turned to a notion of trajectories. And so this part of the talk I'm going to make an argument, being a computer scientists abstracting away just a few constructs providing a framework that all experiences at least of this kind, can be described in terms of trajectories and oh, that's it. Well, not really. And that there are just three fundamental kinds of trajectory and oh, that's it. And I'll try and convince you of that that. So let's have a good. So firstly the unifying principle of these things I think is of taking people on a journey. That's actually quite important. It's not the destination that matters. Uncle Roy and many of these experiences it's not about reaching an end point. It's not a task or a goal. It is the journey that matters. It's having a good experience on the way all the way is what you're trying to design for. And they can be described in terms of trajectories. Why is a trajectory a good metaphor to use? One thing that we feel it captures is a set of continuity of experience. We'll come back to that later on. I've put ideal because there are episodes and breaks sometimes deliberate and sometimes unavoidable. But underneath all of the things we looked at, it felt like there was something that was meant to flow like a thread of experience. Secondly, trajectories inherently capture the idea of there being individual roots through experience. You have ours, I have mine. Trajectory is something that could be steered and shaped by external forces. Perhaps not so overtly, but it can be bent and moved around in certain ways. And that's something that I'll come back to later on that we felt was saw going on. Trajectories are interwoven with one another, the threads of experience to create some kind of social fabric. It's a kind of -- I'm mixing my metaphors. But that's interesting. We wanted something that captured the way in which difficult people's experiences that sometimes overlap, sometimes not and would interweave as part of a larger hole. But frankly, also, it's not really our idea, the notion of interactional trajectories is already out there in the HCI literature. And of course the notion of trajectories is everywhere in all sorts of fields from physics to social sciences. But in particular several people already published about the idea of there being interactional trajectories. For example, Christian Heath and colleagues at Kings College, London, has studied museum interactions and had pointed out how one person's interaction with an exhibit often serves to configure the next person's root into it an interaction with it. Christian has an example of somebody interacting with a bolt on the frame of an exhibit in the science museum. Not actually the exhibit itself. I don't know why they're interested in the boat. Perhaps they're an engineer or perhaps they're looking to make a garden shed at home on something. Who knows? But they interact with a boat and they head on. And of course the next person who comes in interacts with the boat and heads on and the next person who comes in does the same. It's a beautiful example of, you know, how there is a trajectory into an interface and through it, the moments you feel like interaction begins quite a long time before you pick up the mouse, press the button, are at the table or whatever. So that was already out there. We just wanted to push it a bit further and to think about how it worked in the large. So okay. I said before, there are three kinds of trajectories out of which such experiences appear to be made. And the first is the canonical trajectory. This, if you like, is the plan, the designer's artist's performer's intent defined mostly beforehand, mostly, and probably expressed in various ways through scripts, set designs, lists of instructions and of course through code in computers. I've shown the canonical trajectories being just sort of one line that flows through the piece. But actually any experience may have several canonical trajectories. Uncle Roy All Around You has at least a canonical trajectory for street players and a different one that's designed for online players. Moreover, of course, these things can branch and merge again in experiences that can steer you down different routes. So for example at a top level the canonical trajectory for Uncle Roy All Around You looks something like -- starts at the host venue. This is for the street player. There's a different one for online players. The Red Spot moment was something that the artist talked about time and time again as being your first successful engagement with the game, with the interface, with the clue trial. If you can do this basic one, we know at some level you're on track or we've got you, you're in it. Blast Theory works with Uncle Roy mark out a number of anticipated routes to the city. And they really did this. They documented it. I have the map. They walked the city. They decided which routes they expected players to take. And they made the clues steer them towards those routes. So there was before it ever ran a sense of what the routes through the city ought to be. And if people were on one of these routes, they were on track. And if people were not on one of these routes, they were not on track. Then the stuff that happens at uncle Roy's office, the phone box and the limo. And you could -- it's a multiscale thing. You could probably take any one of these and you'd find a trajectory could probably take any one of these, and you'd find a trajectory through it. There is a trajectory through most definitely the interaction in the limousine. It's scripted and rehearsed. What's meant to happen in there. There is a trajectory of what's meant to happen at the host venue. You saw on the video the person handing over the PDA and explaining how to use it. Well, that was scripted and rehearsed and our observation showed rescripted and rerehearsed until it was done just right. I talked about ideal -- the idea of continuity. But in practice trajectories have to negotiate various transitions. And these are key moments at which if you like the whole enterprise is at risk. And what our studies showed is there were various kinds of key moments and that the artists in their craft pay particular attention to how to design those, get it right you may be able to create something that works more or less continuously. Get it wrong and the whole thing may fall apart. So what are they? Beginnings is a kind of an obvious one. But the initial ritual and the initial framing of the experience, how someone's introduced, how the mood is set, how the rules are understood is absolutely critical. And so you see a lot of effort designed into this purpose-built briefing room scripted, rehearsed briefings and so on. Anything that involves handing over an interface is a really critical moment for several reasons. I mean, if you've ever about in a virtual reality cave with some kind of hedge tracking thing that one of the typical things that happens is you kind of stand in there. And they -- as they put it on your head the graphics are turned on. And the whole world is kind of jumping about like crazy until it's only a head and it settles down. That's an example of a problem of handing over an interface. And sometimes that's designed by the artist to be minimal that laid the easiest transition. How can I give this person the PDA they've not used before and get them into the game? Sometimes the opposite. Brendan would make a great fuss about attaching sensors to people's bodies before they go on the rides in a very, very ritualized way to keep building the anticipation. But in each case it's planned and it's thought about. You don't just hand it over and say get on with it. Episodes. If you do have an experience that is spread over time, perhaps deliberately data figurines you only play ideally the plan was you only play a bit each day. You really have to think about how to reintroduce people back into it quickly. How do you catch up with the stuff you've missed and get back into the game within -- well, as we're using text messages, one text message with 160 characters to reintroduce that person back into the game. What have they missed. Get them back into the position. Physical virtual traversals for those who are interested in virtual worlds, how do you get into a virtual world? And there are various ways of doing this. My favorite was from a piece of work called desert rain when the artist had a screen made of falling water. And you too actually pass into the image and you would enter another piece of physical set or the performers would appear to emerge from the image. Physical resources such as Uncle Roy's Office to limousine are very different to digital ones. And one of the fundamental differences is you cannot reproduce them at will. If two people turn up at the limousine in Uncle Roy at the same moment, it is a disaster. The whole illusion that you're in this fictional world created just around you is broken, and even worse, they start chatting and relaxing and comparing notes and going completely off track. So the artists would work extremely hard to avoid two people ever turning up to the limo at the same moment. They would delay some people and push other people on. We'll talk about orchestration in a moment. To manage that moment. If it was a digital resource it could be different. Could you replicate the office as many times as you like, no problem. But as soon as it's a physical thing, one table, one exhibit, one painting in the museum, one office, you have to think how to imagine that. How many of you worked with GPS? But it seems to me every time we do it and every time we work with someone new, we say it doesn't work like you think it works and they go that's right. Then we go outside and then someone stands around for 15 minutes trying to make it work and it's the whole thing's a disaster. So it does help to recognize from the outset that the seams in the experience, the bits where the technical infrastructures aren't so quite knitted together you've really got to be aware of those and design for them. If you leave somebody standing in the middle of London with no connection, no way of knowing where they are, no way of them knowing was to do, you've probably got a broken experience. And last of all, endings. And in particular, one of the things we noticed certainly with Blast Theory there would very often be a sort of coder for the experience. There would be some kind of thing that happened after what you would have thought was the end to just kind of take you back to it. In Desert Rain they left a box of sand of your pocket of your coat which you would find anything from five minutes to two weeks later, depending on how you use your coat. Uncle Roy Around You you got the post card sent to you through the post. But there was some kind of little moment that just kind of took you back to it. We won't talk about the transition this is Uncle Roy. There isn't time. Okay. The second kind of trajectory. Participant trajectories. If -- to use Lucy Suchman's words, if the canonical trajectory is the plan then the participant trajectory is the situated action. It is what happens, what somebody actually does during the experience not what was intended to happen. And the most obvious thing to say about that is it can diverge from what was meant to happen. In fact, you might argue that if you have an interactive experience that's kind of inevitably what's going to happen, giving people the choice, particularly -- if it's set of one of those branching narrative things there may not be much choice. You end up with a canonical trajectory that just branches a lot and comes back and the only real choice is which branch do I go down next? But as soon as you put someone in the real world if the city, on the streets, faced with all of the things they could do, then there is real choice. They can turn around and walk if the other direction because they're lost or bored and given up and a divergence happens. That's okay. But there is an opposing force which is that of orchestration. And this is the set of processes, tools, procedures that you can use, you as people, or perhaps you as the system if you can figure them out well enough to code them and to push that line back to that line or perhaps to some other canonical trajectory. Maybe they're so far off the original track you have to push them on to one of your other tracks. And again, our studies showed that time and time again this were very, very well thought-out processes for how to do this. I mean, just one example, this is what we saw with Uncle Roy. So this is the bit of the canonical trajectory where you're going through the park on one of those -- ideally in one of those three planned routes. And here's what the artists thought they should do if somebody -- if their participant trajectory started to diverge. First of all you would get? Clues that kind of subtly tried to push you back to the main trajectory. By subtly, I mean, essentially they were still within the voice of the experience. They were perhaps a bit less ambiguous. But it still felt like they were Uncle Roy's clues. And then last year we had authored around the edge of the zone a series of further clues that were much, much more explicit and clearly kind of broke the voice of the game and said basically turn around and go back the other way. And if you still continued, they would start to worry and try and figure out where you might be and send somebody on the streets. They have about three or four actors on the streets to deal with this, to try and find you. It's not that easy in this city, but that have your photograph and that have a sense of where you were last seen and when. And they try and track you down. They come up to you and they try a misty speech in the voice of the game, be a bit mysterious, if you would listen, that kind [inaudible] turn around, go back the other way. Not many people in Uncle Roy were lost. We could talk about why. But I guess if that fell down then you really had a problem. And there are all sorts of technologies that were designed to support that. So this is a screenshot of the uncle Roy orchestration interface. There's a map with the last known positions of people. The most critical bit on the interface actually is that disconnection history. That's the thing you really need to keep an eye on. People who are kind of connected you can be pretty confident about they are where the system says they are and you could talk to them if you wanted. But people who are suffering from disconnections you've really got a problem because you don't know where they are and you can't talk to them. So you have to get them early. >>: I'm sorry. Is each one of those lines a person. >> Steven Benford: Yes, each one of those lines is one of the current people in the street play. They would cycle the street players through. So you would have more people coming into the games. It was a kind of rolling experience. >>: So that green bar is showing where they are on ->> Steven Benford: The green bar is some kind of temporal representation of their -- has their device been connected back to the game. Have we been getting lots of messages and red's indicating some periods of disconnection. [inaudible] what white is. Sorry. And then the color coding, the map is kind of where they most recently were. So we're still on participate trajectories. The other thing is to think about the social design of the experience. And this is interesting too. So this diagram shows the peoples participant trajectories can cross, they can diverge, they can come together. In designing these experiences, again observations showed there were kind of several key aspects. So first of all, many people when they design collaborative systems design for this moment. It's all about encounters. What happens when two people get together? Perhaps they meet in space and then they can collaborate. Perhaps they meet in time but at different spaces. And then they can collaborate. And, you know, a lot of attention in CSCW, Peter. What kind of technologies can make this happen? Good. This, however is really, really important. Nearly all of these experiences did seem to involve moments of deliberate isolation of getting people apart from other people and on their own I guess set of inwardly focused, maybe lost and confused. Not distracted by having family members or friends present. And this seemed to be a tactic that came up time and time again, Uncle Roy, December certain rain, data figurines. There were moments either in the real world or in the virtual space where you were kept apart. And this also turned out to be a real problem. And the experience where you're mixing that kind of physical and the virtual, so you've got this thing connection between people or where it's episodic and a people dip in and out, keeping people together once they formed a relationship is really hard. And so you need to design for that. In Uncle Roy All Around You you had to be remarkably tenuous as an online player to keep hold of the street player for long enough to get them to the office. It was a real achievement if you could overcome all of the potential transitions essentially. And last of all, the historic trajectory, third kind of trajectory out of which experiences are made. Historic trajectory supports the retelling of the experience. So it's not what happened, it is what you want to say to somebody else happened which is a very different thing. But it's really important to have it. I guess on pretty much any experience we have we want to talk about, anybody whose on Facebook knows that. But a lot of the experiences we have, cultural ones, tends to be quite objectively shared. If we go to the cinema, okay, I know that in your head you may interpret the film differently than I do. But let's be clear. We saw pretty much the same film and we have a pretty good sense of what the other person saw. If you do Uncle Roy All Around You, I have no idea what happened to you, you have no idea what happened to me. And people would come back from those experiences, whether it had been isolation and time and time again say we need to talk to somebody else, we need some way -- or I need to sit down with someone and talk about what just happened and compare what happened to me to what happened to them. So historic trajectory supports this. They synthesize the view of what happened. And this means four things. Firstly, you need to in some way document or record the participant trajectory. That means the actual what happened. That might be the system recording all of the messages that go through it. It might be people taking photos. It might be whatever. But you need a pool of documentation. You have to select and filter segments from -- well, if it's a repeated experience, possibly many recordings. Put those into some order that suits the story you want to tell and then find a way of publishing them, making them available. So imagine it's -- imagine you're playing a computer game with, I don't know, how many levels does a modern complex computer game have? Quite a few. Some 10s. And you repeat each level lots and lots and lots and lots of times. Imagine that the system, the game records your interactions, quite a lot of 3D games can do that so you can play them back or compete against yourself later on or something. Then the interesting question is, if I wanted to ask the question what happened, say to the system to me what happens when I played whatever I was playing, it could filter all of those recordings in all sorts of way. It could take my most recent attempt at each level. It could take my best attempt at each level. Or if I'm telling the story to Jonathan, it would take the versions where me and Jonathan are both in the game because surely that's the one he's interested in knowing about. So basically all I'm saying is you don't just replay the experiences happen but you have to give people tools to tell the experience. Now, I don't have from Uncle Roy a good example. It's an interesting, if you like, problem, perhaps even weakness with all of these experiences that we made that there often weren't good ways of retelling them and replaying them. And so I'll now turn to the final bit of the talk, a quite different project where we did see canonical and participant trajectories at work outside of a kind of performance context in a much more main stream setting, but in particular we were able to explore this idea of the historic trajectory. And the setting here is the amusement park or the theme park. And in this case for two or three years now we've been working with Alton Towers in particular and Thorpe Park which are kind of two of the UK's bigger theme parks. In general looking at technologies for entertainment, so some of the ride design stuff we've done with breathing and those things have been kind of in partnership with these folks. But also we looked -- there's one part of it at souvenirs and story telling. And this kind of told us some quite interesting things about supporting the historic trajectory. So a change of setting. Let's get to the theme park. And we'll just spend a bit of time thinking about how people might potentially construct their stories of a day in the park. The first thing we did was an ethnographic study, a sensitizing study where we followed a number of families around the park. We looked at how they treated the souvenirs that were available in the park, how they talked about them. We looked at their open photo work. We visited in their homes afterwards. We talked to them about how they use those photos and what was on display. And that uncovered a number of interesting things. I mean, firstly, the theme park is rife with souvenirs of all sorts, mugs, T shirts, whatever. But in particular with photo souvenirs. So you probably know. You go on a ride, you come off the ride, probably, if it's a big enough ride, a system has automatically taken your photo in an attempt to capture the picture that nobody else can, and it may transcend you that photo in the case of Alton Towers within two minutes of getting off the ride past the kiosk you buy then or you never buy it. That's the way it works at Alton Towers. And then you get it mounted. But also people of course take their own pictures or try to take their own pictures too. So, without going to giving too much detail, our studies pulled out a number of interesting things about this construction historic trajectory. First of all at Alton Towers a common theme, thought the only theme of stories, but a common one, was the right of package. Alton Towers is typified by having quite a lot of thrill rides and people go time and time again. And as the kids grow up, one of the thing is doing your next big ride in use of social bonding being part of the family, you know, everyone's done the big ride. Now it's your turn. That's quite a scary experience. And as a result you see some contested stories. So this is the on ride shot of Jamie. I don't know if you notice anything particularly striking about that photo but in my opinion, apologies, Jamie if you're watching, because I know you don't agree, because you told us, I think he looks a bit scared. Don't you see? Certainly Jamie vetoed his parents buying this picture, absolutely vetoed it. He just would not have it. Jamie was very happy to take a metal to school and tell his school mates about how he had ridden Nemesis. But that was half the question. The mum wished she had bought the photo and spent the rest of the day and he was still talking about it when we visited in her home about regretting not having the photo. For the family this photo was what the day was all about and it was a -- and even then Jamie got ribbed throughout most of the day about every time he appeared on one of these things he look terrified. And he said it was the G force that was pulling his face. Maybe it. I don't know enough physics. Who knows? All I can say is it's a contested story. It won't come down on any one person's side. Jamie did rather like his grand dad's photo it has to be said. Okay. So his grand dad's photo shows him having conquered Nemesis, and that photo was just fine. The other thing to say about the photo work of course is it's a routine part of being in the theme park. Often spectators capture the ride experience, so that is a classic role for the spectator is to be the documenter of the ride. Sometimes photos are taken of other things. Jamie really liked bird life. He spent lots of the day taking pictures of birds. And there are of course key photo opportunities around the park. So to cut a long story short, as a result of these studies we built a prototype system, if you'd like, to generate the historic trajectory, to help people tell their stories about going to the park in a new way. And I have to talk through it, but it's an app for your smart phone. And the first thing it does is of course you can take photographs. So you can take your own pictures. That's good. There are various photo opportunities around the park. And we tried out some location based prompts to encourage people to do this. This to say is a photo opportunity nearby. We can tell each one about how successful various location based prompts were or weren't. Importantly there's a shared pole. So with this app you register as a group before you go in you sign up as a family or a group of friends or whatever. And the rule of the game is any picture I take through the app is shared with the rest of you, and you get to see it. So collectively we pull our pictures. And then you can caption the pictures. You can add speech bubbles to them. And you can add captions that run along the bottom in a kind of cartoon like style. Any captioning you do, again, the new captioned image is put back in the shared pool and everyone gets to see it. You can caption whatever you'd like. We use location based triggers here to encourage captioning when you in the queue. So thinking about, again, the nature of the experience we figured out queuing is a real pain which I think everyone in the theme park business would agree is true, and that if you can recognize when people are in a queue and it's not that difficult with GPS to do that, then you can give them some kind of prompt that says now would be a really good time to look through that pool of photos and do some captioning and have -- and do a bit of photo work. We through the on ride photos into the pot so we were able to take the photos off the ride systems. And they go in the shared pool the same way. You can caption them, you can do whatever. And then when you've been on the ride, the system encourages you to select three images from the pool for each ride you've done, one that you think represents before, one that you think represents during, one that you think represents after. And this is the simplest narrative structure we could come up with for the right of package. I was scared, it was scary, I felt great, for example. So you do all of this work as you're going around the park, taking pictures, sharing them automatically, annotating them, choosing the three pictures for each big ride you went on. And then the system automatically generates these. So it creates your one page photo story for each ride you do. And this again, it's got your three photos in there, and it's got a bunch of stock material of course and a bunch of branding because that's really important in the theme park setting. And it all comes together and you get your cometic book page, your story. So this is a historical trajectory. What's interesting I suppose is firstly you get one for your ride. That's quite important. If you read these ones careful you'll notice different people differently want to tell different stories. There are some that are suitable for children. There are some that are definitely more adult oriented among groups of friends. So not everyone wants to tell the same story. But you are telling up stories from a pool of shared material. So in terms of the historic trajectory, I think it reflects most of the points I made earlier about firstly you have to think about how you document the experience. There are triggers and points in the application to encourage you to do that. How you sift and select and how you reorder and represent to make your kind of shared account. I will skip over this very briefly. But although I've talked about the theme park and the historic trajectory, it was quite evident that to us the other kinds of trajectory I talked about, canonical and participant were also at play in the theme park. So the canonical trajectory of a theme park, the plan can be quite complicated. It's co-constructed by both the park and the visitors. But if you want a general shape for it, it looks something like this. People arrive often together, people split up. I want to do Nemesis. I want to do the squirrel nut ride. People come together again, lunch, coffee. They replan. They split up again. And at each ride think also often split up. I'll go on the right, I'll hold the bags. Without going into more detail, orchestration work becomes difficult for people. They spend a great deal of time trying to orchestrate where these trajectories come together, in particular, meeting someone at the end of a ride is really quite difficult because you don't know how long the queue is, you don't know how long the ride is, there's -- I don't know, 20 people coming through every five minutes. So you hang around for hours. Meeting people for lunch is also really difficult because you don't know when that ride is finished and they don't know when yours has. Equally when it comes to interacting people, we think we learned some of our notifications were good, some of our notifications were bad. So in terms of opportune moments for mobile notifications, when the spectator is queuing -sorry, when the rider is queuing, before they get on the ride, good time, I'm generalizing a great deal here, there are many fine nuances, when spectators are waiting around quite a good time. When people are coming together, quite a bad time to notify them. Because at that point they're engaged in lots and lots of other social stuff like hi, haven't seen you in a bit. What's going on? The last thing they need is a bunch of system notifications saying don't forget to do your atomorrowic. And there are various other points. I mean, the rider when they're on the ride, no point interrupting them because they can't get their mobile out. It's disallowed. So I guess I'm suggesting that these trajectories are also quite a useful way of starting to think about things like mobile notifications, interruptions and possibly how they work as well. So I'm pretty much out of time, I'm sure. What I might try to do. Well, a bit of a journey I think, first of all from some stuff that is very much at the kind of cutting edge, I suppose, of kind of performance and art but can which have inspired some things about main stream experiences, but then trying to suggest to you that some of the ideas we got from that about what you've experiences are like and what goes into them, canonical participants and historical trajectories that are designed, how that also might be found in more main stream settings, the theme park, full of trajectories. Each ride is a trajectory. And then the layouts of the rides in the park are designed in some sense. So I'm trying to suggest to you that there is perhaps a broader relevance of this notion of designing trajectories, transitions, orchestrations, divergences, all of the things I've said. So that leaves me with a few questions that I don't have answers to. Assuming that you believe it is a useful way of thinking even about cultural applications, I do, is it useful outside of those? Can you think about the trajectory of having a disease, for example, on going through the health care system? Can you think about the trajectory of going on the holiday. Can you think about the trajectory of online shopping and use and eventual disposal of an artifact? Does it have the same sense of participant canonical and historic? Do you need to document and reflect on them? Are there the same social overlappings? >>: A career. >> Steven Benford: Or having a career or a life. Is there a life long trajectory? These are all good questions. Do they divide a general basis for understanding this notion of extended user experience? One particular thing that we haven't thought by think, hardly at all at the moment, is how difficult trajectories, different experiences overlap. So although I said we have two different participants in Uncle Roy, you need to think about how they design, that was all still within Uncle Roy. Never said anything about how Uncle Roy overlaps with receiving your work e-mail, overlaps with being in the theme park, overlap for shopping. At any one moment you and I are involved in probably several trajectories or threads of activity. And the whole nature of mobile devices is that they are increasingly connected and rubbing up against one another. The mobile is essentially a time slicing device. That's what it does. It lets you cut up your time into finer, finer chunks. And so these trajectories get potential more and more interwoven. So how do we design that? And I'm comfortable, at least in my own head, because I understand what I'm talking about, I think, that trajectories are kind of useful in reflecting all experiences that I've seen, I can now take all sorts of experiences that we've documented and say, look, here's the canonical trajectory, look, here's the historical trajectory. But I'm not sure I can use one yet as a proactive design tool. I'm not sure I can sit down with a blank page and no experience and say let's use them from the start. We're making our first attempt. We've got a project called Chess which is working doing museum design in Necropolis Museum Greece and City of Space, which is a big space museum in Toulouse. And there for the first time we are trying to say to the designers from the outset, hey, let's think about trajectories and see whether any of the issues that we raise make any sense. But I'll be honest and say I don't know yet, the conversation is just starting. >>: At the level of the -- when it's been time to interrupt or not interrupt does that -- wouldn't that be something that you would build into the design or ->> Steven Benford: So that's what you would hope, yes. And what we try to encourage is whether you can write these things down. But, you know, it's interesting. There are all sorts of questions about what does the annotation look like? Does it look like my wiggly lines? Does it look like whatever? So how you express this stuff and how you write it down and really whether it has a kind of proactive purchase and design I think is a -- yeah, it will be a definite question for the feature. So that's it. By a coincidence there is a book. The book documents the Blast Theory works, Brendan's works and some works with other artists as well. But it them does kind of pull out in a hopefully quite a grounded work this notion of trajectories. So I'll stop there. Thank you very much for asking. Once again, thanks for your time and attention. Thank you. [applause]. >> Andy Wilson: Questions? >>: I'll ask one. So, yeah, when you're talking about your trajectories, one of the things that strikes me is that typical theme parks environment, one of the big things that you try to prevent is everybody going the same way because that generally leads to horrible congestion problems and so, you know, a lot of effort is spent to try to make sure that the trajectories of, you know, integral people tend to adversary as much as possible so you don't get that sort of buildup whereas in contrast if you look at like an IKEA, you have, you know, a single path that you were pretty much forced to take through the entire [inaudible] experience everything, right. >>: [inaudible]. >>: Yeah. [inaudible] [laughter]. >>: They really don't want you doing that because they want you to see everything. Or, you know, as opposed to like a super market, right, where they put the milk and stuff in the back to try to force your -- you know, so a lot of this has to do I guess with the different goals, right, of what people are trying to achieve, you know, so the theme park case the crowd control seems sort of ancillary to the experience, but it's actually a pretty fundamental, you know, pragmatic thing that you have to do. >> Steven Benford: Yeah. I mean, at Alton Towers when we asked about the design allowed to the theme park, the rationale there, I'm not saying that Disney or not, the rationale there is that the big rides are spread out towards the back of the park. So you come in and basically you're then immediately pushed into [inaudible] it's three choices. There are three big zones, the X Factor, the Thrill Zone, and Ugland or whatever. Yeah. And you're shunted out to those parts and then later on you sort of find your way back. And that seems very deliberate. That was quite interesting. >>: How do you yield with explosively trying to have, you know, very large number of trajectories? It's not -- you know, it's very hard, you know, the theme park is you typically don't have just a handful of [inaudible], you know, hopefully you have thousands of different ones at any given day. >> Steven Benford: Yeah. So, I mean, it's -- it is multi-scale. And they're not -it's quite clear I think, you know, things like Uncle Roy All Around You is quite and stream case and it's really a pretty scripted and designed experience. It doesn't exactly run rails but it's quite clear what's meant to happen from the outset. The theme park is interestingly different. Each ride is very much like that. You go on Nemesis. You're in the queue. And at that point you're in a -- like IKEA you're in a linear trajectory, you're going through the queue, you're getting on the ride, you're up the ramp, you're down the ranch, you're off. And that they're it's in a line. But, yeah, the layout of those within the park seems to then be based on some more general trajectory principles. But what happens is people when they arrive construct their own trajectory. >>: Are they -- I assume that they analyze the different -- there's pattens in the trajectories that people take. >> Steven Benford: It feels like there's a time basic generalization so rider ride and then [inaudible] go to the bathroom or they will like stand in a queue. That list is short. >> Steven Benford: Yeah. And, I mean, there's -- in the areas there's an ecology of attractions. There is a few big rides, a bunch of eateries, some other shops and some smaller stuff to do. So, again, that's part of it. And the trajectory thing is again the extent to which people plan in advance what they're going to do. Now, not everyone does. But again our experience suggests that quite [inaudible] do plan their day in the car on the way. What are we going to do? >>: [inaudible]. >> Steven Benford: Yeah. And then the situation at lunch they tend to have to replan. So, yeah, the canonical trajectory is kind of more flexibly constructed in the theme park for sure. It's negotiated quite a bit more I think, yeah. >>: I can think of one case when animal Kingdom first opened, one of the things that was unplanned was that people quickly figured out that the animals are awake in the morning and they sleep the rest of the day, and so it quickly came to be that people would line up at the gate and as soon as it opened, they all run like crazy for the safari ride and you get this instance huge line there and the rest of the park is completely empty. And there was a lot of effort spent in trying to fix that problem. >>: Yeah. I'd love to [inaudible]. >>: So [inaudible] work with artists and the thing that you have ended with something that's more in the entertainment and consumer aspect of it. And I wanted to say first of all thank you for saying that industry and artists work together collaboratively in interesting ways and opposed to sometimes now I think culturally people think industry [inaudible] kind of dialogue that they can [inaudible] each other. But so I guess I'm sort of curious why work with artists when it seems like -- I mean, this could be something that could be done in marketing or design. Or something that's more high -- that cannot trajectory very highly and tightly descriptive but you are interested in working with -- at least in the beginning you're sort of interested in working with artists who think [inaudible] communication [inaudible]. The experience like having a trajectory is similar idea, but I think that the intermediate parts are very difficult. When you work [inaudible] as opposed to going to a theme park. >> Steven Benford: Yeah. So I'm going to get -- yes, your observations [inaudible] the question is still why work with artists in that context. I think it does go back to the reasons I gave to the outset. I think artists are very, very -extremely creative and therefore trail blaze things you can do with technology that I think the main stream entertainment entries for all of its fantastic research and creativity may not quite trail blaze the same things. Not saying that research in main stream industries isn't valuable, lots of deep, difficult problems being solved. But I still think the artist goes somewhere unusual and I think they do act as trail blazers. Not that every artist does commercial crossover work or wants to do commercial crossover work. Some, I'm sure, would reject it out of hand. But I've seen quite a lot of examples of absolutely where it does work, quite a few of the industry projects have had industry partners involved to an extent. Uncle Roy All Around You had involvement of British telecom, data figurines, had Nokia and Sony who were kind of in there as partners. It felt mostly kind of watching, seeing what was going on, kind of taking it in. So there is that crossover, I think. I think [inaudible] because it does take you -takes you out there. Takes you somewhere unusual, makes you think what was that that just got made? And then makes you think how is what just got made perhaps more relevant to anything else. >>: Now, although I also hike the other side that you got to at the end which is going outside of the theme park and the -- to the real world, I think the adjustment we're all sort of -- you saw the Adjustment Bureau, I think the movie with Matt Damon -- well, okay, it's basically -- it's this on the [inaudible] story and it's this side of [inaudible] scale. In fact, there is this choreography that's has anyone seen The Adjustment Bureau? Do you agree that it's -- it has some relevance here? And maybe [inaudible] would be worth reading. But I think that is an interesting additional angle to it. >>: One thing I was thinking of is if I wanted to use the notion of trajectories project, future projects like maybe already have an -- trying to characterize what's going on by sort of trajectories. So I look at the thing and I start writing things down. I say oh, this event happened. Maybe I'll do a few of those diagrams you have. [inaudible] realize [inaudible] this is starting to get really complicated and there's so many different ways to experience the thing and I'm just -- I feel like I'm going to be very quickly confirmed by the complexity of how to just write it down and talk about it, manipulate it or, you know, worse yet what if I have a sensing system that, you know, watches people moving through my experience and then, you know, upchucks the representation based on the sense, you know, maybe I did some data. I don't know, just, I'm worried that the -- you know, the complexity of reality is going to just, you know, be really trouble some for these representations. >> Steven Benford: I think that's correct. I mean, first the -- yeah, I mean, first yeah, the complexity of reality is great. It is really complex. And so what you're trying to do whenever you're making one of these things you are designing a complex multi-faceted thing. I don't think that writing down trajectory diagrams will, in spite of the fact I say it, there is only -- everything is made up of this. It won't give you the whole answer. And I also think it would be impossible to write down in detail all of the trajectories of any of these experiences. And I've never done it. So, yeah, I don't think you soon you just give up [inaudible]. So in that sense I don't think that's the right thing to try and do. What I think you need to try and do, though, is take the key elements of the idea and ask the question of hmm where is the historic trajectory in this experience? Do I -- do I have a way of retelling -- recapturing, representing? If not, is that a problem? Should I have one or does it not need one? The transitions I think are useful. You can take each of those transitions and take them off and go, yeah, where what are the scenes, what should I do about it, where do interfaces get handed over, what's the first engagement, how's the framing done? So I think at that level it -- at least it gives you, I would hope, a kind of checklist that you can run that says okay, have I got one of these, is there one of these, why without necessarily -- then the next question is do you need to put it -- do you need to set it out in more detail? And that's where we are in the chess project and saying is it useful in a more constructive sense. >>: [inaudible], you know, model, you know, automatically as sort of what are the things that everyone does, you know, at this moment in this experience, right, sort of figuring on it -- finding things you don't already know through the use of [inaudible]. >> Steven Benford: This certainly is hard to do. Probably impossible to do that in advance. And I suppose you could think of it as being a bit like story boarding. You know, story boarding in experience is useful but you probably can't write a story board for every nuance of it. There's always -- there's always things you miss in the interstitials between the frames. You know, I think it's part of that. >>: [inaudible] opportunities to look at it. [inaudible] the number of [inaudible] start with a linear [inaudible] movie there's no detours in the sense of interactive gaming you have more so you kind of defined the detour points. Help, you know, kind of at a life level I wonder if [inaudible] cell phones where that's often being interrupted and kind of present you with new detours [inaudible] so maybe there's filtering opportunities there with if you really want to stay on a light trajectory, you know, [inaudible]. >>: Reminds me of -- so John [inaudible]y try to model trajectories of people driving, right, and so he can attempt to predict where you're going just basically a few miles out of your driveway, fairly reliable. It's kind of a little scary [inaudible] how boring we are. And it's all data driven. >> Steven Benford: Driving is really interesting. There's a sense in which if you were trying to think about, as I said, the open question for us is to what on earth does it mean to actually then put different experiences together, something like driving is more interesting because that's one that feels like you probably dominate others when you do it in quite interesting way, you know, when you drive there are some things you really do have to do to be safe and there are certain constraints. Spatially you are going to satisfy certain constraints, you're going to satisfy not leaving each other if you're in the car with each other, you're going to be there for the next three hours. So it's quite interesting. Whether some trajectories essentially would shape others a lot more than have to fit against them. >> Andy Wilson: Thanks. >> Steven Benford: Well, thank you very much. Thanks for your questions. [applause]