Tricia Austin Course Director, MA Creative Practice for Narrative Environments, Central Saint Martins College of Art & Design, University of the Arts London p.austin@csm.arts.ac.uk Mobile: 07939 104247 Rakhi Rajani Consultant: Psychology & Design rakhirajani@mac.com Mobile: 07912 485811 Abstract for The Second International Symposium on Culture, Creativity, and Interaction Design (CCID2) July 2011 Title : Arcs of Interaction This paper demonstrates how the design of narrative environments provides an educational and professional infrastructure for the practice of interaction design. Narrative environments are here defined as physical spaces designed to provide engaging and interactive visitor experiences, for example cultural venues, visitor centres, museums, historic sites, educational environments, sports events, retail and brand environments, product launches, urban and community environments. The methodology for the design of narrative environments borrows from literary and film practice to envisage an arc of interactions or touch points on a visitor/customer journey. The design process creates, alters, adds or subtracts narratives, or content, from environments by integrating artifacts, text, sound, images, film and digital interfaces into the physical world. Examples, described below, will be shown of how environments are explored and developed through hard physical structures, materials and form, which tend to remain fairly fixed over time; through, text, light, image, sound which can change quite rapidly; and through the soft and most unpredictable dimension, human presence and interaction. This method calls for a multidisciplinary team approach that brings together content developers, architects, spatial designers, media designers, graphic designers, interaction designers, psychologists and technologists. Shared goals and common vision are vital to enable the team to work through an iterative creative process. The shared vision is formed through agreement about the story to be told and/or the nature of the platform that will enable people to exchange stories. It is suggested that the design of narrative environments can offer both a critique and additional experiential and theoretical dimensions to interaction design in at least three ways. We argue firstly, that primary focus on screen-based interaction, on fixed or hand held devices, does not take sufficient account of the context of the physical place surrounding the user. We maintain that, as all interactions take place within a spatial context, the spatial context frames and influences the interaction. We follow Lefebvre’s thesis (1991) that there is no strict division between physical spaces and mental spaces but that all spaces are produced, lived and understood through relationships of power. In other words no space is neutral but always subject to particular readings. These readings shape our interactions with the physical world, other people and technologies; a space becomes a place as we construct an experience within it, and attach meaning to it (Tuan, 1977). We take from Barthes (1977) and Eco (1978) a theory of semiotics which suggests we recognise signs and interpret them according to specific cultural codes. We maintain this intellectual meaning making combines with bodily experiences constantly making and remaking our sense of self as theorised by Lacan. (1968). We understand bodily experience through the theories of Merleau-Ponty (1962) who suggests people read the environment through a body schema that comprises not only of our physical body but also its relationship to the surrounding world, in other words we carry with us a sense of depth, dimensionality, flow, movement, form, colour, tactility, texture and lustre. From Gibson (1977) we take that our bodies learn and become accustomed to the affordances to act and interact offered by the environment. Our body schema and our intellectual sense of self are largely unconscious as long as the flows of interaction between our body and the environment are familiar and uninterrupted and many interactions appear “intuitive”. New experiences and interactives are accessible when they stay within the parameters of people’s sense of self and body schemas. Physical computing and the “internet of things” (Van Kranenburg, 2008) provide a vision of a digitally enabled physical world where computing is integrated into objects and surfaces that surround us, that we are familiar with and that we can interact with in a more physically intuitive way. Instead of showcasing technology, the ‘internet of things’ looks to subtly embed it into objects, placing the focus of the interaction on everyday designed ‘things’ and not screens. For example, to engage visitors with classical music, PLAY. Orchestra (2006) recreated an empty orchestra pit of 60 seats to create a virtual orchestra. Passers-by took a seat to experience a musical piece from the player's perspective. By sitting down, a visitor triggered a recording of the corresponding musical instrument and as the orchestra seats were filled, the entire composition was revealed. The visitors could also download a ringtone of the composition via Bluetooth and submit sounds that were later turned into a new composition. The more common way to share music is to offer it as downloads or to view it on screen based mediums. However, here, by creating a physical experience of music, not only did we place the music in the context of the musicians but immerse the visitor in the experience of being a musician. The second way that interaction design could benefit from looking through a narrative lens is by exploring the dynamic of narrative. (Ricoeur, 1979; Brooks, 1984; Deleuze & Guattari, 1972) Narratives construct journeys, in many ways comparable to physical journeys. The visitor as protagonist for example, enters a shop, a museum or as a tourist in a district of a city with a purpose in mind. The visitor has desire that drives their personal story onwards through space, and through time, encountering people or things that might help (mentors), problems and obstacles (enemies) that they need to overcome. By following their sense of purpose or goal they may acquire information and experience that does in some way transform and refresh them. There are parallels here to the Hero’s Journey.(Campbell, 1949). The students on MA Creative Practice for Narrative Environments at Central Saint Martins have recently completed a cultural trails project for London’s West End Cultural Quarter, a consortium of cultural organisations including the Courtauld Gallery, the ICA, the National Portrait Gallery, the National Gallery, the Royal Opera House, Somerset House and St Martin-in-the-Fields. The aim of the project was to create a physical and virtual trail that would enable and encourage visitors to visit more than one prestigious venue on a trip to the West End and heighten awareness of the West End’s cultural offer. The students developed several proposals that created an interplay between digital and physical environments, culminating in an integrated digital–physical experience. Each proposal developed a synthesis of research into visitors’ needs and expectations, the physical affordances of the space and the content of the institutions which together gave rise to narrative experiences creating anticipation and desire to move from one location to another. The students did not produce an interactive map, they went further and created story worlds for visitors to enter and explore. The key issue here is not simply the individual interactions with an artefact, a person or a mobile device, it is the drive to move from one interaction to the next which is fuelled by prior interactions and their cumulative effect. The argument is that single interactions and touch points do not, in themselves, provide a complete experience. It is the combination of interactions through time and particular spaces (Lefebvre, 1991), linked to the visitor’s expectations and intentions, that provide meaningful and rich experiences. The third way that interaction design can draw from the design of narrative environments is through an understanding of the power of the story world to engage people and author their own thoughts and actions (Parsons 2008-2011). This is particularly relevant in transmedia interactions that take place over multiple mediums, some of which need to engage the ‘reader’ to compel them to contribute to an emerging story. The story world or the diegesis (Porter Abbot, 2002) is a fundamental and well theorised element of story telling. In film, video and text, audiences enter eagerly into story worlds. Visitors in physical spaces need to cross a threshold into a particular story of place. The threshold may be, for example, the entrance to a museum, the climb up to the brow of the hill to see the sand dunes, or the airport you land at for your weekend away, but once in an environment you absorb and experience its stories. Sand dunes can tell a story of natural forces, in the forms shaped by wind and sea power, high-rise tower blocks can tell a story of socio-political forces, in the forms shaped by urban concentration, favelas tell a different story of urban development, shaped by dispossession, exhibitions tell stories of peoples’ material cultures, natural and social histories, scientific discoveries, and so on. The experience of the visitor, in a story world, with a sense of purpose, can be orchestrated and enriched through the design interventions in that space. The experience can unfold through haptic, olfactory, auditory and visual means, with sequencing, framing, revealing and concealing, suspense and closure - all tools of narrative discourse. In summary the design of narrative environments integrates interaction design into multidisciplinary practice and raises questions about how interaction design can apply narrative theory, spatial theory and theories of performativity to create new multisensory, meaningful and informative environments and thus how it is possible to create connected interactions across different mediums. Bibliography Barthes, R. (1977) Image, Music, Text. Hill and Wang: New York, Brooks, P. (1984) Reading for the Plot: Design and Intention in Narrative Harvard University Press, Cambridge, Mass. Campbell, J. (1949) The Hero with a Thousand Faces. Princeton: Princeton University Press,. Deleuze, G & Guattari, F (1972) Anti-Oedipus Trans. Robert Hurley, Mark Seem and Helen R. Lane. London and New York: Continuum, 2004. Vol. 1 of Capitalism and Schizophrenia. Eco, U. (1976) A Theory of Semiotics (Bloomington: Indiana University Press, Gibson, J.J. (1977) The Theory of Affordances. In R. Shaw & J. 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