UNIVERSITY OF CALIFORNIA IRVINE Space for Interpretation: Designing and Evaluating Spatially and Socially Embedded Tangible Interaction THESIS submitted in partial satisfaction of the requirements for the degree of Master of Science in Information and Computer Science, with a concentration in Interactive and Collaborative Technologies by Amanda Marisa Williams Thesis Committee: Professor Paul Dourish, Chair Assistant Professor Beatriz da Costa Assistant Professor Donald J. Patterson 2007 Chapter 6 2005 Springer-Verlag Chapter 7 2007 Association for Computing Machinery All other materials 2007 Amanda Marisa Williams ii The thesis of Amanda Marisa Williams is approved: __________________________________________ __________________________________________ __________________________________________ Committee Chair University of California, Irvine 2007 iii Table of Contents Table of Contents ............................................................................................................... iv List of Figures ................................................................................................................... vii Acknowledgements .......................................................................................................... viii Abstract of the Thesis ......................................................................................................... x Introduction ......................................................................................................................... 1 1.1 A Short Story about an Abacus ................................................................................. 1 1.2 Research Questions ................................................................................................... 3 1.3 Theoretical Framework and Methodology................................................................ 3 1.4 A Roadmap ............................................................................................................... 5 Related work in collaborative tangible interfaces ............................................................... 6 2.1 Atoms and Bits: Tangible Artifacts as Representations of Digital Data .................. 7 2.2 Tangible Interfaces for Physical Learning .............................................................. 10 2.2.1 Learning Programming and Abstract Concepts ............................................... 11 2.2.2 Supporting Bricolage ....................................................................................... 12 2.3 Tangible Systems in Support of Emotional Intimacy ............................................. 14 2.4 Representational and Interpretive ........................................................................... 17 2.4.1 Representational Interfaces .............................................................................. 17 2.4.2 Interpretive Interaction..................................................................................... 18 2.4.3 Summary .......................................................................................................... 20 Damage: An Interpretive Prototype .................................................................................. 23 3.1 Introduction ............................................................................................................. 23 3.2 Mobile Group Communication ............................................................................... 24 3.2.1 Prior work ........................................................................................................ 24 3.2.2 Slam ................................................................................................................. 25 3.3 Damage ................................................................................................................... 26 3.3.1 Design .............................................................................................................. 26 3.3.2 A Usage Scenario ............................................................................................. 28 3.3.3 Implementation ................................................................................................ 29 3.3.4 Early Feedback................................................................................................. 30 3.4 Design Considerations for Wearable Ambient Communication ............................ 31 3.4.1 Quiet Technology............................................................................................. 32 3.4.2 Negotiated Interpretations ................................................................................ 32 3.4.3 Semi-public display ......................................................................................... 33 3.4.4 Tangibility and Intimacy .................................................................................. 33 3.5 Discussion ............................................................................................................... 34 Meaning in Tangible Interaction ....................................................................................... 35 4.1 Intentionality and Indexicality ................................................................................ 36 4.1.1 Tokens, Icons and Indices ................................................................................ 37 4.1.2 Indices in Natural Language ............................................................................ 38 4.2 Ethnomethodological Approaches to Meaning-Making ......................................... 40 4.2.1 Common Ground ............................................................................................. 43 4.3 Intersubjectivity and Phenomenology..................................................................... 46 4.3.1 Representational and Interpretive Revisited .................................................... 47 4.3.2 The Role of the Physical .................................................................................. 47 iv Space and the Body in Tangible Interaction ..................................................................... 49 5.1 Collaborative Tangible Interfaces… In Space ........................................................ 50 5.1.1 A Foray Into Theory ........................................................................................ 51 5.2 Space as a Tool for Understanding ......................................................................... 54 5.3 Phenomenology of Space, Body, and Action ......................................................... 56 5.3.1 Action, Being and Heidegger ........................................................................... 57 5.3.2 Action, Space, and Heidegger .......................................................................... 59 5.3.3 The Being-Action-Space Story So Far ............................................................ 62 5.3.4 Body, Space and Merleau-Ponty...................................................................... 62 5.4 Social and Spatial .................................................................................................... 64 5.4.1 What Spatially Oriented Collaboration Studies Inherit From Phenomenology64 5.4.2 Sociality is Spatial and Embodied ................................................................... 68 5.4.3 Space is Social ................................................................................................. 73 5.5 Summary ................................................................................................................. 76 SignalPlay: Configuring Space through Embodied Interaction ........................................ 78 6.1 Motivation ............................................................................................................... 79 6.2 Related Work .......................................................................................................... 81 6.2.1 Tangible Interaction with Sound...................................................................... 81 6.2.2 Gallery Studies ................................................................................................. 83 6.2.3 Understanding Space ....................................................................................... 84 6.3 System Design and Implementation ....................................................................... 85 6.3.1 Infrastructure .................................................................................................... 86 6.3.2 Interface Objects .............................................................................................. 87 6.3.3 Sound Controls................................................................................................. 90 6.4 Exploring and Interpreting Space ........................................................................... 92 6.4.1 Modes of Object Interaction ............................................................................ 94 6.4.2 Collective Encounters and Interpretation....................................................... 101 6.4.3 Reading the Space .......................................................................................... 104 6.5 Conclusions and Implications ............................................................................... 107 Nimio: Combining Tangible Interfaces and Ambient Displays for Collaborative Groups ......................................................................................................................................... 111 7.1 Introduction ........................................................................................................... 111 7.2 Background ........................................................................................................... 112 7.2.1 Passive Awareness ......................................................................................... 113 7.2.2 Ambient Displays........................................................................................... 114 7.2.3 Tangible Interfaces......................................................................................... 115 7.3 Context-Specific Ambient Displays ..................................................................... 115 7.4 Site Study .............................................................................................................. 117 7.5 A Context-Specific Design ................................................................................... 120 7.5.1 How Nimio Works ......................................................................................... 121 7.5.2 Example Interaction ....................................................................................... 123 7.6 Implementation ..................................................................................................... 124 7.6.1 Design Rationale ............................................................................................ 126 7.7 What Did People Make of It? ............................................................................... 129 7.8 Discussion & Conclusions .................................................................................... 134 7.8.1 Context for Interpretability ............................................................................ 135 v 7.8.2 Accumulation of Meaning Over Space and Time.......................................... 136 7.8.3 Legibility and Ambiguity ............................................................................... 137 Discussion ....................................................................................................................... 140 8.1 Design Considerations .......................................................................................... 140 8.1.1 Objects That Invite Interaction ...................................................................... 140 8.1.2 Publicly Available Feedback ......................................................................... 141 8.1.3 Building For Accountability .......................................................................... 142 8.2 Tangible Systems as Social Probes ....................................................................... 144 8.3 Technologically Mediated Space .......................................................................... 146 Future Work .................................................................................................................... 151 9.1. Distributed Displays and Wireless Hot Spots ...................................................... 151 9.1.1 Distributed Displays In The Wild .................................................................. 152 9.1.2 Spot Clocks .................................................................................................... 154 9.2 Technology and Urban Space ............................................................................... 156 Bibliography ................................................................................................................... 159 vi List of Figures Figure 2.1: Ullmer and Ishii's MCRpd interaction model Figure 2.2: A mapping application on the metaDESK Figure 2.3: curlybot Figure 2.4: Montessori-inspired systemblocks Figure 2.5: Topobo Figure 2.6: InTouch Figure 2.7: Buddy Bead charm bracelets Figure 2.8: Iconic and Interpretive Tangible Systems Figure 3.1: Slam main screen Figure 3.2: Damage design sketch Figure 3.3: An early prototype of Damage. Figure 6.1: System Diagram of SignalPlay Figure 6.2: SignalPlay Interactive Objects Figure 6.3: Stackable Chess Pieces Figure 6.4: “Playing the compass” by tilting, closing and opening. Figure 7.1: Ambient Display Design Considerations Figure 7.2: Jasmine Blossom Distributed Display Figure 7.3: Nimio! Figure 7.4: One possible interaction with Nimio Figure 9.1: Urban Distributed Displays Figure 9.2: Infrastructural Access Points Figure 9.3: SpotClocks vii Acknowledgements This work was supported in part by the National Science Foundation under awards 0133749, 0205724 and 0326105, by a grant from Intel Corporation, and by a National Science Foundation Graduate Research Fellowship Award. The problem with writing acknowledgements is that it forces me to translate the complex topology of my wonderful support network into a simple linear order, and to say in so many words what my family, friends, and associates have done for me. I can’t help but feel that such an ordering and articulation does violence to the reality of how these relationships have helped sustain me. But sometimes you have to commit to representing these things. Thanks first and foremost to my advisor, Paul Dourish, for his support and insight. His good opinion gives me the confidence to take risks. I would also like to extend my gratitude to the other members of my thesis committee, Beatriz DaCosta and Don Patterson. Despite my name being the only one on the title page, this thesis had been a collaborative project. Co-authors on previous publications have been personally supportive and contributed significantly to the realization of this work. Thank you, Johanna Brewer, Eric Kabisch, Shelly Farnham, and Scott Counts. Thanks also to Erica Robles, Joseph Kugelmass, Jennifer Rode and Paul DiGioia for reading my ugly rough drafts and helping viii me articulate myself. Simon Penny, Tom Jennings, Ted Ediss, Mike Sinclair, Li Zhong, Danyel Fisher, AJ Brush, Marc Smith and the Community Technologies group at Microsoft Research, Jason Hill, Joe Polastre, and Gregory Gallardo have all helped me with various aspects of the individual projects presented here. I also owe a big thank you to focus group members, SignalPlay’s participants, Shelly, Albert and everyone in the Calit2 group, who gave me something to write about. I’m especially grateful to JeanBaptiste of the lent soldering iron, who saved our demo. Ken Anderson, Dawn Nafus, Silvia Lindtner, Charlotte Lee, David Nguyen, Marisa Cohn, Sharon Ding, Wendy Ju, Jan Chong, and Karen Martin have all stimulated my brain and done work that inspires. Hiroshi Ishii and the good people at PARC (Ruth Rosenholtz and Jeff Breidenbach in particular) provided impetus. Scott Klemmer and Jeff Heer made it look easy. Eric Baumer, Arianna Bassoli, Judy Chen, danah boyd, Irina Shklovski, Ken Conley, Sarah Wu, Christine Rhee, Alex Shearer, Chris Beckmann, Bryan Pendleton, Blair Thornton, and Stephen Allison have provided sanity, or insanity, as needed. Pai and Steve Williams are constantly supportive and have inspired my work in ways that they may not realize. Scott Lederer keeps me grounded, and for that he has my love and gratitude. My thesis also owes its existence to several non-person entities: my powerbook, Roxy’s soldering iron, Soul Coughing (they reassure me that I am a “supra genius”), Franz Ferdinand (the band not the Habsburg), and coffee. A lot of coffee. ix Abstract of the Thesis Space for Interpretation: Designing and Evaluating Spatially and Socially Embedded Tangible Interaction by Amanda Marisa Williams Master of Science in Information and Computer Science with a concentration in Interactive and Collaborative Technologies University of California, Irvine Professor Paul Dourish, Chair As computation increasingly becomes a part of everyday life, ubiquitous computing researchers are becoming increasingly aware of the importance of interactions that are both physically and socially embodied. This thesis presents the design, implementation and evaluation of three collaborative tangible interactive systems. These designs and studies explore collective appropriation of meaningful technological systems and the important role of action, bodies, and space in people’s negotiations of contingent intersubjective understandings. Damage is a wearable tangible-ambient messaging device, providing a minimalist display meant to allow close friends to negotiate the meanings of messages around the device. SignalPlay is an interactive gallery installation, allowing participants to collectively control a soundscape by manipulating tangible artifacts. Nimio is a set of networked x desktop toys that convey information about sound and movement to members of a workgroup, allowing for peripheral and interpretable awareness of others’ presence. These deployments serve as technological probes as well as systems in themselves, providing opportunities for social analysis. I hope that these designs can foreground important issues to consider more generally in the deployment of ubiquitous computing systems into preexisting spatial and social milieus. xi Chapter 1 Introduction As computation increasingly becomes a part of everyday life, ubiquitous computing researchers are becoming increasingly aware of the importance of interactions that are both physically and socially embodied (Dourish 2001). Research in tangible interfaces and ambient displays has a great deal of potential to put embodied interaction principles into practice, but while such research addresses physical embodiment quite well, social embodiment has remained largely neglected. 1.1 A Short Story about an Abacus This excerpt from Hiroshi Ishii’s seminal Tangible Bits paper hints at the social, as well as physical, richness of tangible interaction: Ishii met a highly successful PDA (Personal Digital Assistant) called the “abacus” when he was 2 years old. This simple abacus-PDA was not merely a computational device, but also a musical instrument, imaginary toy train, and a back scratcher. He was captivated by the sound and tactile interaction with this simple artifact. When his mother kept household accounts, he was aware of her activities by the sound of her abacus, knowing he could not ask for her to play with him while her abacus made its music. We strongly believe this abacus is suggesting to us a direction for the next generation of HCI. (Ishii and Ullmer 1997) Many different things propelled me toward graduate school, and many kind people have supported me, so I can’t give Ishii all the credit. But it was this paragraph that provided the initial impetus. It is so full of subtle suggestion that it bears unpacking. 1 Besides its instrumental use as a mathematical assistant, certain intrinsic physical characteristics of the abacus inspired and allowed the young Hiroshi to appropriate it for a variety of purposes, as a “musical instrument, imaginary toy train, and a back scratcher”. Sounds and tactile pleasure are not necessary properties of mathematical assistants, but these seemingly extraneous characteristics are what make the object so rich. It is captivating in ways that a dialogue box could never be. These intrinsic characteristics also allow the abacus to serve as an ambient display of sorts, indicating when his mother was too busy to play. In this secondary use (awareness of activity), it is apparently just as pleasant as it is in its primary use (as a calculator). I imagine how his childish understanding of the sound of the abacus would have accumulated over time, perhaps with the help a few scoldings, as his mother repetitively paid the monthly bills. I imagine this interaction as particular to that household and yet recurring in infinite variety in many households. I speculate that to this day, the sound of the abacus still reminds him of his childhood. Ishii’s account recalls the small intimacies of our everyday lives with our loved ones, intimacies that form around simple, yet somehow intricate, everyday objects. This paragraph hints at three aspects of the abacus (and by extension, tangible interfaces in general) that contribute to the richness of interaction with it. The first, and the primary focus of the tangible bits research agenda, is the abacus as a way to represent and manipulate the data, using beads to signify numbers. But the intrinsic physicality of the abacus also plays an important role in Ishii’s relationship with the object, and it is 2 engaging as a thing that rolls, makes sounds, and has texture, not only as a data manipulation device. And lastly, as an everyday object in a social setting, the abacus accumulates meanings particular to its situation, constructed by people’s actions and interactions over time. 1.2 Research Questions My research explores collaborative tangible interfaces as spatially and socially situated. While spatial and social situatedness are analytically distinct, I will argue that in practice they are tightly intertwined. The work and theoretical analysis presented in this thesis explore the question of how considerations of spatial sociality can help us think of collaborative tangible interfaces in new and interesting ways, as systems that are made meaningful by people’s collective actions. I would suggest that in addition, this leads us to a broader consideration. If space is experienced as an arena for action with and around objects, then how can ubiquitous computing provide new opportunities for action in the spaces that we inhabit? 1.3 Theoretical Framework and Methodology My system design work is conducted within a theoretical framework of embodied interaction, which implies a focus on “the creation, manipulation, and sharing of meaning through engaged interaction with artifacts” (Dourish, 2001). This interaction with artifacts may be physical, but more relevantly to this project the creation and sharing of meaning is a social process. The fact that technological systems are deployed and appropriated into pre-existing, rich social milieus and communities of practice is a 3 primary focus of my design work. The theoretical framework for my evaluation work, in keeping with the focus on embodied interaction, is influenced by Ethnomethodology, with a focus on the ways in which people produce orderliness and meaning through situated interaction. A theoretical focus on physically and socially embodied interaction has methodological implications. A close linkage of ethnography, design and evaluation is called for. All three appear in this thesis, and the evaluation of one system may inform the design of the next in an iterative process. Additionally, the designs presented here are site-specific in order to best understand the situations into which they are deployed. Certain assumptions about tangible systems inform my research: People appropriate technological systems into complex social practices and situations. They make those systems meaningful through their practices, over time. Tangible systems have intrinsic physical features in addition to the strictly functional. They are interpretable, and thus foster rich, multi-layered, multimeaningful interactions. The body and space are often a crucial part of the building of shared experience and shared understanding. Tangible systems involve bodies and physical space in ways that graphical systems do not. 4 My interest in tangible systems, then, is twofold. First, they provide rich interaction, making them an excellent place to consider the interactional potential of ubiquitous computing. Second, tangible systems make good technological probes. Much of the work presented there involves introducing a novel tangible system and then watching the process of appropriation and meaning-making. Tangible systems can be both prototype and probe. 1.4 A Roadmap In this thesis I will first discuss trends in prior tangible interaction work, discussing those systems in terms of their approaches to meaning and interpretability (Chapter 2). In Chapter 3 I present Damage, a highly interpretable wearable prototype incorporating tangible interaction and ambient display in order to allow for social connectivity. As an early prototype it raises some useful questions about designs of tangible systems and how they come to be meaningful. In Chapters 4 and 5 I explore some theoretical background for considering meaning in computational and tangible systems, as well as the importance of bodies and space in coordination, collaboration, and shared understanding. In Chapter 6 I present SignalPlay, a collaborative, tangibly controlled soundscape, and discuss how it was used by participants to construct the space that they inhabited. In Chapter 7 I present Nimio, a tangible interface and ambient display meant to facilitate shared awareness amongst a group of office workers. Chapter 8 is a discussion of some of the implications of this body of work, and in Chapter 9 I present some future directions. 5 Chapter 2 Related work in collaborative tangible interfaces Research in tangible interfaces has, unsurprisingly, exploded since Ishii wrote the Tangible Bits paper. I will focus on three areas of research within tangible interaction. The first wave of tangible systems, as discussed in Ishii and Ullmer (1997), used physical objects to represent and manipulate digital data; physical portions of the system serve as icons. A second body of research produces tangible systems for learning, based on the theory that their intrinsic physical features encourage exploration. Third, tangible interfaces have been designed primarily for emotional and intimate connection, especially when physical presence is not possible; the evolution of shared understanding is crucial to the use of these systems. This review of prior work in tangible interaction is not exhaustive; rather I attempt to trace outlines of a few research agendas that are directly relevant to this discussion. Each of these areas can be characterized by the activities the tangible system is meant to support; the tangible interactions in each of these research areas are designed for distinct and different purposes. Another possible reading of these areas, however, focuses on their tendency to highlight one of the three aspects of the abacus discussed in the previous chapter: the object as data representation, the object in itself, and the object as a site for constructing meaning through social interaction. 6 In the final section, I attempt a cross-cutting characterization of these tangible systems in terms of their modes of meaningful interaction. I am interested here in how these three aspects interrelate, in the tension between stably representational objects and objects that invite negotiation of meaning, and how the object’s intrinsic physicality plays into its meaningfulness. 2.1 Atoms and Bits: Tangible Artifacts as Representations of Digital Data Following the suggestion that the “coupling of bits and atoms” (ibid) is one of the key concepts in tangible interfaces, Brig Ullmer and Hiroshi Ishii assert that the value of tangible interfaces lies in the “seamless integration of representation and control” (Ullmer and Ishii 2000), as opposed to distinguishing sharply between input devices and the data being manipulated, as graphical user interfaces do. To return to the example of the abacus, they claim that its beads serve as representations of abstract numerical values, and that to move the beads is to manipulate their underlying associations. Drawing from the Model-View-Controller architectural pattern in graphical user interfaces, they propose the MCRpd interaction model. In this interaction model, the “view” component is replaced with physical and digital representations (Rpd). The physical representation is tightly coupled with a tangible control component (C), while the digital representation may be a projected image or sound that represents the state of digital data along with the tangible component of the interface. While the model may be digital, control and representation are both manifest in the physical world. 7 Figure 2.4: Ullmer and Ishii's MCRpd interaction model The MetaDESK platform (Ishii and Ullmer 1997; Ullmer and Ishii 1997) puts the MCRpd theoretical framework into practice, going so far as to actually create physical versions of pre-existing GUI metaphors. Icons became phicons, menus became trays, and handles became “phandles” (a seemingly redundant name meaning “physical handles”). The metaDESK consists of a desk, a back-projected graphical display and horizontal surface on which the phicons sit, an active lens, which is a movable arm-mounted flatpanel display showing a digitally augmented view of items on the desk, and a passive lens, which can trigger the desk to change the display in its vicinity. Components are designed to seem similar to other tools that might be familiar to users; the active lens, for example, looks and acts like a jeweler’s magnifying glass. By eliminating the GUI’s locus of control (at the cursor), the metaDESK allows users to make fuller use of their bodies and the desk space. However, many of the GUI’s desktop metaphors persist, ironically translated from desk to screen to augmented desk. The phicons and displays 8 serve primarily as representations of digital data, while the lenses are means to access different views of that data. One of several applications built atop the metaDESK platform, the Urban Planning Workbench (Ben-Joseph, Ishii et al. 2001; Ishii, Underkoffler et al. 2002) was meant to support collaborative exploration of urban planning problems. Phicons represented buildings, and environmental characteristics like shadow and wind could be projected on the table. Another system conforming to the MCRpd model, MediaBlocks (Ullmer, Ishii et al. 1998; Ullmer and Ishii 2000) were small physical blocks that were dynamically coupled with digital media. Media could be played by inserting blocks into a player, or sequenced by arranging blocks in order on a “sequence rack”. Figure 5.2: A mapping application on the metaDESK. Two phicons represent buildings on the MIT campus. The passive lens shows a satellite view of the mapped region, while the active lens displays a stripped-down 3D view. (Source: http://www.usenix.org/publications/library/proceedings/tcl97/ full_papers/poster_ullmer/ullmer_html/desk.jpg) 9 Using a whiteboard-based system similar in nature to the metaDESK, the Designer’s Outpost (Klemmer, Newman et al. 2001; Klemmer, Thomsen et al. 2002) was meant to support collaborative web design using a combination of manipulable tangible objects and projected digital imagery. The design teams involved in the study used post-its arranged on whiteboards during their design process, which the Designer’s Outpost digitally augmented. Web designers could edit the digital model of a website’s architecture by moving post-its, or placing event-triggering icons in the workspace within view of the system’s camera. 2.2 Tangible Interfaces for Physical Learning Reflecting a long history of research around cognitive development and constructionist learning, inspired by the work of Piaget (Inhelder and Piaget 1958), tangible interfaces have been developed, largely at the MIT Media Lab, to support learning. Piaget distinguishes between a concrete operational stage, in which children are capable of logical thought but operate primarily in concrete rather than abstract situations, and a formal operational stage, in which one can think abstractly, plan, and apply procedures to solve unfamiliar problems. One of the strengths of tangibles appears to be support of concrete operational learning by allowing physical manipulation of real materials. Tangible learning systems have found their way into commercial products in the form of the Logo programmable turtle and more recently Lego® Mindstorms (Papert 1980). 10 2.2.1 Learning Programming and Abstract Concepts The distinction between concrete and formal is again evident in the design of Froebelinspired manipulatives for modeling of real-world phenomena, and Montessori-inspired manipulatives for modeling of abstract structures (Zuckerman, Arida et al. 2005). It is argued that tangibles are powerful learning tools because they provide multi-sensory engagement, are more accessible, and facilitate group learning, however they do not go in depth into how, exactly, these characteristics come about. That is, it is stated that tangible learning interfaces are more accessible to novices, and people with learning disabilities, but no explanation is forthcoming of what makes them accessible. Similarly, though it is noted that they provide a multi-hand interface, no other reasons are given as to just how group learning is facilitated, and most of their evaluation is done pertaining to individuals. Their tangible interfaces to model complex concepts such as flow, accumulation, and feedback loops did, however, facilitate learning of those concepts both among 10-year-olds and some 4-year-olds (ibid). One pitfall in the functioning of their system lay in the tension between representative and intrinsic physical characteristics of the Montessori-inspired manipulatives; rather than use the tangible interfaces to create analogies to abstract processes, some children focused on the physical form of the components, using them to build letters or shapes. The paper recommends designing tangible learning systems to encourage the building of analogies rather than concrete structures. Tangible Computation Bricks (McNerney 1999) embed both sensors and programmable microprocessors inside of stackable Lego® bricks, with the goal of reducing the 11 conceptual difference between sensing data and programmatically manipulating it. Each brick may perform a certain operation, such as counting, multiplying, or triggering. Order of operations is determined by the order in which bricks are stacked. Because the bricks can only stack one on top of another (i.e. forking or building two-dimensional structures is not possible), physical limitations introduce obvious constraints on what can be represented, which serves to simplify the problem for novices. While intrinsic physical characteristics in Montessori-inspired manipulatives were thought to hinder representation, and therefore learning, the Tangible Computation Bricks leverage their intrinsic characteristics to structure the interaction and ease comprehension. 2.2.2 Supporting Bricolage Curlybot (Frei, Su et al. 2000), a simple, cute, round children’s toy, makes algorithms spatial and tangible. A user presses a button telling curlybot to record a motion, then when she pushes the button again it repeats the initial motion ad infinitum. A fairly openended toy, curlybot could be used to illustrate narratives, convey emotions, or play with geometry. Evaluation consisted of observing the play activities of children using curlybot in a loosely social setting, but little was said about collaboration among the children. Zuckerman et al (2005) characterize Topobo (Raffle, Parkes et al. 2004) as a Froebelinspired manipulative for modeling concrete phenomena. Topobo is a 3D modeling system, programmable by direct manipulation. Children can connect physical components to build a structure or creature, then record motions, which the system then plays back. It is thus capable of teaching children about balance, motion, and center of 12 gravity, as well as construction. Where many tangible systems have emphasized representation, either of digital data or abstract concepts, Topobo’s design guidelines focus on action, manipulation, and interpretation, with items such as “be meaningful even if the power is turned off”, “be expressive”, and “engage multiple senses”. Using the system “correctly”, then, is not an all-or-nothing affair; it is meaningful at several levels. In their evaluation, both 2nd graders and 8th graders believed it to be designed for their own age group. Figures 2.6, 2.4, 2.5: Curlybot, Montessori-inspired Systemblocks, and Topobo. (Sources: http://tangible.media.mit.edu/projects/curlybot/, http://www.iseesystems.com/community/connector/Zine/may-june_2003/systemblocks.html, http://www.rafelandia.com/topobo/topobo-photos/pages/2_griffinWalking.html) These systems have been built for use by children, and particularly for elementaryschool-aged children in what Piaget would characterize as the concrete operational stage, which dominates from age 7 to 11. Turkle and Papert, in contrast, claim that concrete operation is not a stage but a style, and one that works (Turkle and Papert 1992). They refer to work done in such a style as “bricolage”. By their definition, “bricoleurs construct theories by arranging and rearranging, by negotiating and renegotiating with a set of well-known materials”. They describe bricoleurs’ experience even of seemingly insubstantial computational objects as “tactile and concrete,” and their relationship to 13 their materials as close, even intimate. In other words, material matters; it is manipulated and negotiated by adults as well as children. 2.3 Tangible Systems in Support of Emotional Intimacy A number of tangible interfaces have also been designed purely for emotional intimate communication. Lumitouch (Chang, Resner et al. 2001) involved LEDs situated on a picture frame that could be activated by partners across distance to indicate presence and emotional connectivity. InTouch (Brave and Dahley 1997) provides a tangible channel for long-distance communication using devices with wooden rollers, sensors and actuators, connected via Ethernet. Playing with one device causes the other to move. Interactions were interpretable by the users, who might engage in games of resistance, roll the rollers smoothly, or in other ways flexibly interact with the system. Figure 2.6: InTouch. (Source: http://tangible.media.mit.edu/projects/intouch/intouch.gif) Expanding on the idea of virtual intimate objects (Kaye, Levitt et al. 2005), physical intimate objects (Kaye 2005) present a minimal interface for communicating with another person: a button and two LEDs attached to an Altoids tin. When one user pushes the 14 button on their object, a red LED lights up on their partner’s object, and gradually fades over time. A green LED on one’s own object indicates the state of the partner’s LED. Despite the extreme simplicity of the interaction, users attributed their own meanings to it, and those meanings would change depending on the participants’ situation. Clicks might take the form of gifts, contests, or simple good mornings. Kaye’s minimal intimate objects pose the question: “what is the minimum amount of digital data needed for computer-mediated communication to be interpretable?” The answer: very little if both participants share common understandings. These highly interpretable objects were intended for communication between intimates and were evaluated with couples in longdistance relationships. Sensing Beds (Goodman and Misilim 2003) also explore the possibility of intimate tangible communication between distant partners. Each of the paired beds senses body position and triggers a grid of heating elements to warm the same points on it counterpart. Each person, then, may feel the ghost of their partner’s body heat, even if they are sleeping apart. The interaction here is highly context-dependent: The Sensing Beds deliberately limit the data they sample. They do not recognize who is in the bed, or whether the bed's owner is in the room. Their heat may be a comforting reminder of a lover's presence — or perhaps create insecurity. … They can only be comforting when they are supported through emotional trust built with other, more active, communications methods: the phone, the email, the Instant Messenger (IM). The Sensing Beds derive their meaning from people, not the other way around. They echo and amplify a relationship's dynamic. Buddy Beads expands intimate interpretable communication beyond couples to tight-knit groups of friends, specifically teenage girls (Kikin-Gil 2005). Mobile phones act as a 15 transparent means of communication between Buddy Beads, a wearable tangible device much like a charm bracelet. By pressing a “message bead” a user sends a combination of lights and vibrations to one of her friends, specified by pressing one of the “friend beads”. Each bead is designed to be distinguishable by touch as well as by sight, in case messages need to be sent surreptitiously. Buddy Bead bracelets are meaningful not only because of the messages communicated through them, but also by the social interactions around them; as a piece of jewelry worn on the body it is semi-public and visibly signifies group membership. Like the minimal intimate objects, Buddy Beads depend on interpretability due to shared context for their utility. Figure 2.7: Buddy Bead charm bracelets. (Source: http://www.ruthkikin.com/Images/bracelets.jpg) These projects feature touch, one of the more intimate human sensations, as a way of conveying action in absence. The common theme here is emotion and intimacy, and their support for the development of private meanings and messages that are not meant to be widely understandable. 16 2.4 Representational and Interpretive The tangible interfaces discussed in this chapter can be broadly characterized by two ways of being meaningful in interaction (Figure 2.8). In the first, which I refer to as representational, tangible components are meant to be clearly representative of some stable, well-defined idea or piece of data. The second group I refer to as interpretive. Interpretive interfaces may convey gestures or indicate that the user is doing something. They are conduits and catalysts for visible action, but the meaning of those actions are heavily dependent on context. I do not wish to imply that these two modes of interactivity are mutually exclusive. Any experienced icon designer knows all too well that users will interpret their symbols in unpredictable ways; and meaningful actions need not be free of representation. However, among the aforementioned tangible systems one mode or the other tends to dominate interaction with the system. 2.4.1 Representational Interfaces Representational interfaces are explicitly concerned with the coupling of physical objects and digital information in a representational relationship. In the case of the Urban Planning workbench (Ben-Joseph, Ishii et al. 2001) this coupling is static and defined by the designer, each physical building tied to its digital model. With MediaBlocks (Ullmer, Ishii et al. 1998), it is dynamic and user-defined; the user decides which block represents which media clip. In both cases, though, each physical object represents a well-defined digital object or function; their spatial relationships or relational ordering both determine and reflect the digital state of the system. Tangible Computation Bricks (McNerney 17 1999) are a particularly clear example of this principle: each brick represents an operation in a program, and stacking the bricks represents the order of execution. The representative nature of these interfaces is not different in principle from the icons present in any graphical user interface – indeed they invite the comparison by using “phicons”. The benefit of tangible over graphical interaction in these systems is that control and representation are more tightly bound, making the task at hand more immediate and less mediated. The digital state of the system is perpetually visible and immediately understandable by the physical state of the system. The System Blocks (Zuckerman, Arida et al. 2005) are a slight departure from the theme. Their primary purpose, as an educational toy, is to accurately represent an abstract concept, such as feedback loops or accumulation, rather than a particular piece of system data. Nonetheless, all of these systems share a central concern, the “design and selection of appropriate physical representations” of something more ethereal (Ullmer and Ishii 2000). 2.4.2 Interpretive Interaction Interpretive tangible systems are characterized by their potential multiplicity of meanings, their context dependence, and their emphasis on action over representation. Brave and Dahley (1997) describe a crucial aspect of these interfaces in their discussion of inTouch: 18 With inTouch, the idea is not to create a device to represent the physical form of the user at the other end, but rather to create a physical link for expressing the movements or gestures of that person. This expressive mode of interaction allowed for quite a bit of ambiguity and a broad variety of engagement with the system. curlybot (Frei, Su et al. 2000), a similarly openended system, was used by children to create narrative motions, expressive gestures, and spatially constrained geometrical shapes. In contrast to interfaces that strive for “appropriate” representation (implying that there are inappropriate representations that might lead to misuse of the system) there appears to be no “right” or “wrong” way to use these systems. Their intrinsic physical forms may afford certain actions, but they are not stand-ins for well-defined bits of data. It is user action that renders these systems meaningful, an aspect that is highlighted particularly by Kaye’s Minimal Intimate Objects (Kaye 2005). In context, and with shared interpersonal understandings, a simple light on an altoids box or dot on the computer screen were imbued with highly personal meanings. Buddy Beads (Kikin-Gil 2005) and Sensing Beds (Goodman and Misilim 2003) worked on a similar principle; all projects emphasized the legibility of the system as part of a larger ecology of communication between intimates that provided the shared context necessary for users to agree upon and attribute meaning to the system. The issue here is not just the interpretability of the object, but the interpretability of people’s action through and around the object, and how they might come to agree upon the meanings that they attribute to the interaction. 19 Atoms and Bits Educational Representational metaDESK Urban Planning Workbench Digital Outpost Montessori-Inspired Manipulatives Tangible Computation Bricks Intimate Interpretive Topobo Curlybot Lumitouch InTouch Minimal Intimate Objects Sensing Beds Buddy Beads Figure 2.8: Iconic and Interpretive Tangible Systems 2.4.3 Summary It is noticeable from Figure 2.8 that my crosscutting categorizations of tangible systems as atoms-and-bits/educational/intimate and representational/interpretive are not exactly orthogonal. Intimate and emotional interactive systems were all interpretive, while systems based on the atoms-and-bits model were all representational. Educational systems were split down the middle. The first set of categories can be seen as characterizing the intent of the system, the activities that it is meant to support. The atoms-and-bits systems, in part, attempted to ease the performance of tasks normally done in a graphical user interface (e.g. zoomable maps, organizing media, running simulations) by creating a tighter coupling between controller and data. In so doing, the designers retained many of the metaphors of the graphical user interface, using icons, containers, and controllers. They utilized stable, 20 widely known representations in order to make a system that was easy to walk up and use. Systems in support of intimacy, on the other hand, are not meant to be universally accessible; that would defeat the purpose, users of those systems do not wish to feel emotionally connected to the whole world. Each intimate emotional relationship is particular, constituted of experienced shared within that relationship and snippets of private language. These shared experiences provide a background for co-creating particular relationship-appropriate meanings from interactions that are fairly blank-slate, rendering them interpretable only to their intended audience. The interpretive mode of tangible interaction, however, is not always directed at creating meanings that are opaque to all but a few people. Among educational tangible interfaces interpretable systems like curlybot or Topobo could encourage actions that were visible to others and foster collaborative, open-ended exploration. Representative systems for education, though also designed for collaboration and exploration, seemed geared towards teaching specific concepts. So one observation here, which may sound terribly obvious, is that these different modes of interaction will support different activities. Yet another way of characterizing these three types of system is by which aspect of tangible interaction they highlight, and how these aspects relate to meaningfulness in interaction. The atoms-and-bits systems provide a physically embodied experience of data manipulation, allowing users to understand and 21 act on data through the object. Tangible artifacts in these systems provide a pathway to a meaning. In this way, the beads on an abacus can represent numbers. The Piaget-inspired educational systems, in comparison, begin to foreground intrinsic physical features, which can either encourage exploration or provide misleading cues. Here the object is interactionally interesting in and of itself. It is the physicality of the abacus that invites it to be used as a back scratcher or toy train. Tangible systems in support of intimacy focus on the object as a site to create and negotiate meaning in collaboration with other people. It is just such socially negotiated meaningfulness that allowed the abacus to alert members of Ishii’s household to his mother’s bill-paying activities. I am interested in drawing attention to the ways in which these aspects interact: the tension between representation and interpretability, and the roles of physicality, sociality and space in rendering these systems meaningful. The original tangible systems presented in this master’s thesis are for the most easily characterized as interpretive. Though representational aspects are sometimes present, they are generally not the dominant mode of these systems. My project here is not simply to present the systems that we have designed, but to evaluate them, and to use them as opportunities to build theories on how people form meanings around interactions with tangible systems. 22 Chapter 3 Damage: An Interpretive Prototype Damage is a prototype device for mobile ambient awareness of a social group. It is in some ways inspired by prior work in interpretive intimate interfaces, and as such is conceived as a device that would appeal primarily to tight-knit groups of friends. Mobile phones, an omnipresent computing platform, drive a wearable tangible interface and ambient display for minimalist, interpretable communication. This chapter is based on material that has been previously published in the proceedings of the 2006 ACM Conference on Human Factors in Computing (CHI), Montréal, Québec, Canada (Williams, Farnham et al. 2006). The project was done at Microsoft Research during the summer of 2005 as part of a larger project developing a group messaging tool for Microsoft Smartphones. 3.1 Introduction Mobile devices are an accessible and increasingly ubiquitous computational tool. Potential as a computing device notwithstanding, users still view the mobile phone as a phone; its primary appeal is not computing power but the ability to engage in both remote and collocated communication. It is the computational power of the mobile phone, however, that enables multiple modes of communication, allowing it to go beyond the one-to-one voice communication of the traditional telephone. The use of text messaging (Grinter and Eldridge 2001) and mobile push-to-talk (Woodruff and Aoki 2003) have 23 been explored by HCI researchers, and it has been noted that constant availability and constant awareness are becoming commonplace. How, then, can we leverage the computational power of the mobile phone to allow people to communicate and connect in innovative, peaceful, emotionally satisfying ways? In this chapter we first examine related research in mobile group communication and present Slam, a mobile group messaging system for the Smartphone. Driven by issues raised by this investigation as well as user feedback on Slam, we designed Damage, a wearable ambient display of group activity. Early user feedback on Damage highlighted a diverse and highly situated set of mobile communication needs. We then discuss design considerations for mobile ambient awareness devices. 3.2 Mobile Group Communication 3.2.1 Prior work Devices for mobile communication are becoming increasingly ubiquitous, with the number of mobile subscriptions per capita estimated at 84% in the UK, 92% in Italy, and 106% in Taiwan in 2002, pinpointing that year as the pivotal moment at which mobile phone use exceeded that of land line phones (Srivastava 2004). Research in use of SMS among young people reveal patterns of lightweight continuous contact (Grinter and Eldridge 2001; Ito 2001) as well as sharing of messages amongst collocated friends (Palen 2002). Mobile push-to-talk, having noticeably different interactional characteristics from phone service, has also been observed to maintain long-term remote presence (Woodruff and Aoki 2003). The cell phone hardware itself can be a site for 24 enacting one’s identity, signifying stylistic preferences or membership in a subculture (Ito 2001). One of the most compelling reasons stated for buying and using cell phones was to coordinate a family’s complex schedule (Crabtree, Nathan et al. 2003). This coordination tends to be cobbled together using currently available pairwise communication capabilities of the mobile phone, but recent research indicates that group communication might add to these practices. By “group communication” we refer not to a collection of one-to-one communications amongst a group of friends, but rather a form of one-to-many or many-to-many communication by and for all members of a group. Farnham et al (2004) note that close-knit local social groups depend heavily on group communication in the form of email lists in order to coordinate activities. While one-to-one communication is, of course, an important part of their social lives, group-wide communication makes coordination for face-to-face interaction much more tractable. 3.2.2 Slam Slam is a group messaging application for the SmartPhone running Windows Mobile. It provides a user interface for lightweight formation of and navigation between groups. For each group, messages are archived and displayed on the phone in reverse chronological order, providing a clear view of a group’s conversation. Text messages are sent to the entire group. Photos can easily be included in a Slam message and are integrated into the display of messages in recipients’ phones. 25 Figure 3.1: Slam main screen Feedback from participants in a 10-day-long study of Slam use indicated that they liked the feeling of being “always on”, and felt significantly more connected to their social group. An average of 3.98 messages were sent per day, including simple and repeated “good night” messages, which replicates previous findings in studies of SMS use (Grinter and Eldridge 2001; Ito 2001). However, some users regarded the constant vibration of their phone throughout the day, often at work, as a nuisance. This feedback led us to design Damage, in order to allow unobtrusive, yet intimate, communication based on the Slam application. 3.3 Damage 3.3.1 Design We approached the design of Damage (so named because it provides tangible evidence of Slamming) with the goal of creating a wearable ambient connection to a social group. Because the display was to be a semi-public piece of jewelry, we aimed for flexible 26 interpretability, allowing groups of users to socially assign meaning to the display in ways that would not necessarily be evident to strangers. After several iterations, the design we arrived at was similar to a studded bracelet. Each bracelet contains six studs, five representing individuals, and one representing wholegroup activity. This number seemed appropriate due to prior research into SMS use indicating that people typically communicated regularly and frequently with 4-7 friends (Grinter and Eldridge 2001). Each individual stud contains four LEDs in red, blue, green, and white. A pulsing white LED on one of these studs indicates that a Slam message is waiting from that person. The colored LEDs glow steadily and their meanings are determinable by members of the group. Previous projects in social communication (Nelson, Bly et al. 2002; Kaye, Levitt et al. 2005; Kikin-Gil 2005) indicate that people readily develop meaningful codes, give minimal but flexible and interpretable means of communication. Red, blue and green messages can be sent from the bracelet by opening and closing three metal snaps. The sender of the message can send another signal to turn the LEDs off, otherwise they will Figure 3.2: Damage design sketch 27 fade out after half an hour. The group stud contains one white LED that glows incrementally brighter as messages are sent amongst the group, with the glow diminishing over time if no messages are sent. If the group is larger than five people, then messages sent by individuals not mapped onto individual studs will still affect the group stud. The group stud is visually and tactilely distinguishable from the individual studs. 3.3.2 A Usage Scenario Alice is a college student who routinely engages in both group and individual messaging on her phone in Slam with a group of seven of her friends. She most frequently corresponds with her three roommates (Carol, Louis and Hattie) and a couple of close friends (Kat and Bunny); these five friends are usually displayed on her Damage bracelet so she can feel aware of them even in situations where she cannot use her phone, though when she was at a conference recently she switched out her roommates for her three classmates with whom she was attending. Alice, Kat and Bunny have long ago agreed on a few basic codes; when Alice gets out of class at 3:30, she closes a snap on Damage to light her friends’ bracelets blue. At 3:50 she notices Kat’s stud on her own bracelet is also lit up in blue, and moments later it starts pulsing white. She checks Slam, and there is a message from Kat to the whole group asking if they want to meet at the coffee shop. Alice sends another message to the group: “I’m down. I’ll light up red when I get there.” On her way, Bunny’s stud lights up red and Alice finds her waiting when she arrives. Alice sets her bracelet again to let Kat know that both friends are meeting her. After a few minutes, Bunny, impatient, opens and closes a snap on her bracelet, causing her stud on her friends’ bracelets to flash red on and off. Kat responds by briefly flashing red, reassuring the two that she is aware of them; she arrives at the coffeeshop a few minutes 28 later, apologetic for her lateness. During coffee, Alice notices Louis’s stud light up green, which they have agreed means he has arrived at home. 3.3.3 Implementation The SmartPhone on which Slam runs is Bluetooth enabled. A Promi-ESD-02 Bluetooth chip was used to enable Damage to communicate with the phone. A PIC16F877A microcontroller communicated with the Bluetooth chip over UART, sending and receiving short messages to and from the phone. Messages specify the color of the LED, which stud to activate, and whether to turn the light on or off. The PIC parses the message it receives and controls the pulsing, on/off status, and fade-out time of the LEDs on the bracelet accordingly. On button presses, a message is sent back to the phone specifying color and on/off. The message is sent to other group members’ phones via Slam, and the mapping of individual contacts to bracelet studs is managed on the recipient’s Smartphone, also in the Slam application. The prototype bracelet consisted of two layers of leather sewn together with circuitry sandwiched between. The studs were 5/8” in diameter and molded of polyurethane with four LEDs embedded in each. The “buttons” were metal snaps on leather tabs that could be snapped in place or unsnapped to signal friends’ bracelets to blink on or off. 29 Figure 3.3: An early prototype of Damage. A BasicSTAMP is used to control the pulsing of the LEDs. 3.3.4 Early Feedback Two focus groups were conducted, one comprised of three men and two women between the ages of 20 and 30, the other of 4 men and 3 women between the ages of 16 and 19, all frequent users of cell phones and SMS to coordinate social activity. Slam was described and demonstrated to them, as well as the idea of small accessories that can communicate with the phone. Participants were given pencils, paper, crayons and modeling clay, and asked to design devices for group communication. Amongst focus group participants, designs involving bracelets and watches were popular, though a few suggested necklace displays that would be more visible to others than to the user. There was some desire to display photos of family members. The ability to receive alerts were important to participants with children, as well as younger participants who lived with their parents. Participants were next shown a physical prototype of Damage and asked for feedback. The younger set was generally more positive, with some requests for more variety in physical styles. Almost all participants wanted greater flexibility, some requesting 30 multiple group studs, some stating that they only wanted to keep track of a significant other, and many indicating that they wanted more flexibility in tracking individuals from multiple social groups. Members of the younger group expressed concerns that a wearable social display might get them in trouble in class (something we’d been designing to avoid) and suggested a design that included a watch, giving them a legitimate reason to look down at their wrist, with subtler indicator lights surrounding the watch face. Based on our experiences with our early prototypes and feedback from these sessions, we present several design considerations for wearable tangible/ambient communicative devices. 3.4 Design Considerations for Wearable Ambient Communication Brewer (2004), in proposing design considerations for site-specific ambient displays, describes “sites” to include “an abstract situation (e.g. a group of friends)”. This resonates with our own findings; the site for which Damage was designed is not a place but a group of people. We contend that such a display of social activity must be well-situated in the social practices of the person and group that uses it. In the course of designing and prototyping Damage, several considerations emerged as particularly important for our design. 31 3.4.1 Quiet Technology Our goal in creating Damage is to provide a non-interrupting visual indicator of Slam activity, fostering a sense of connection without constant distraction, and enabling a smooth transition to active messaging when desired. Conveying information in a peripheral, non-distracting way is a design consideration for any ambient display, but also a particular concern for mobile and wearable devices. Worn by the user in many different physical and social settings, a wearable communication device has the potential to distract not only the user, but also anyone nearby (a phenomenon that we know only too well from our experience with cell phones). Quiet peripheral display, then, can be particularly valuable for wearable devices, as noted by (Hansson and Ljungstrand 2000). 3.4.2 Negotiated Interpretations In his work with intimate objects (Kaye, Levitt et al. 2005) Kaye explores the amount of interpretation that can be applied to the simplest possible communication – a single bit – depending on the context of the communicating couples and their current situations. Buddy Beads’ (Kikin-Gil 2005) semi-secretive means of sending coded communications (by tapping beads) informed our design. Damage was designed to engage users in a very open-ended interaction, in which the meanings of the minimal light display could be negotiated amongst users. Weilenman’s ethnographic work studying ski instructors’ use of a minimal mobile awareness device (Weilenmann 2001) indicates that, with interactionally flexible communication devices, norms of use develop through face to face interaction about the systems as well as mobile interaction through the system. Mobile users may switch back and forth between these modes of interaction, sometimes 32 encountering situations in which rich communication is not possible. The context that renders these displays interpretable may tend to be almost entirely social and negotiated, since physical settings are apt to be unpredictable. 3.4.3 Semi-public display Feedback from focus groups indicated that our users were quite savvy to the semi-public nature of a wrist-worn display, even mentioning the inclusion of a watch face to provide social camouflage for their use of Damage. The general visibility of a wearable display has implications for how the information is displayed, and dovetails with our considerations around “negotiated interpretations”. Social negotiation may render an ambient wearable device meaningful to a group of friends, but conversely strangers may find it unintelligible or regard it as purely aesthetic. 3.4.4 Tangibility and Intimacy A critical component of Damage and other wearable communicative interfaces is their physicality; they are tangible tokens of social connection. They could quite easily have been conceived as mere displays of sensor data or location, but instead physical action must be taken to communicate. Certainly there are reasons for this that are related to personal privacy and the wish to avoid surveillance, but we contend that there is another purpose to the physical input. Designed for groups of close friends, these devices seek to reproduce certain aspects of the intimacy these groups manifest when co-present, an intimacy that is often physically expressed through touch and proximity. 33 3.5 Discussion Damage as an exploratory project was successful, inasmuch as such a project is meant to raise interesting questions. In designing this system in support of intimacy, we echoed practices of intimate groups of friends, such as visible indicators of solidarity (e.g. friendship bracelets, matching cell phone charms), or secret languages and inside jokes. In considering the negotiated interpretations aspect of our design, however, I began to think about how those practices might inform design in deeper ways. Rather than simply echoing them, why not question what they accomplish, how they come about, how they work? Designing for practices that are interpretable only to a select few people who share a great deal of common experience raised questions about how we collectively render actions understandable, and how interpretive systems might fit into this process. 34 Chapter 4 Meaning in Tangible Interaction Issues raised by my work on Damage focused in large part on how one’s interactions with the system might come to mean something, and how the system might be meaningful in different ways to different users and the people around them. At core, the representational and interpretive tangible systems presented in Chapter 2 typify different approaches to creating meaningful interaction. In order to fully understand what makes these systems understandable, and how their approaches differ, it will be necessary to unpack how things mean. In a prior, and more thorough, discussion of meaning in embodied interaction, Dourish (2001) breaks meaning down into three aspects: ontology, intersubjectivity, and intentionality. Ontology is concerned with how the world breaks down into individuated objects and entities that can be referred to in meaningful ways. Intersubjectivity is concerned with how multiple individuals can come to shared understandings of the world, with how meaning is shared. Intentionality deals with the directedness of meaning, of how one entity can refer to another. These three aspects, while analytically distinguishable, are inextricably intertwined. A thorough treatment of all three, however, is beyond the scope of this thesis. I am concerned first, with the design of tangible artifacts as representational objects, and 35 unpacking just how those objects can be taken as representational. In addressing how representational tangible interfaces manage to be meaningful, I will first discuss intentionality and indexicality, and their implications for how an entity can be taken to represent something. Secondly, I will discuss ethnomethodology and its ways of dealing with how people collectively negotiate contingent meanings. Ethnomethodology focuses in large part on how people use language, but it also draws heavily from Alfred Schutz’s Phenomenology of the Social World, which is concerned primarily with the phenomenology of intersubjectivity, which I will discuss last in this chapter. Schutz and other phenomenologists, to be discussed in Chapter 5, exhibit a concern with action, bodies and space, as well as language, providing valuable insights into interpretable tangible systems and technologically mediated creation of shared meanings. 4.1 Intentionality and Indexicality Intentionality is, to put it simply, the property of being representational, of being about something. Less simply, “Intentionality is the term philosophers use to refer to the ‘directedness’ of meaning. Intentionality proposes meaning as a relationship between some entity (perhaps a thought or utterance) and some other entity (its meaning)” (ibid). As such, it has historically been a major concern both of philosophers, linguists and more recently cognitive scientists. Philosophers such as Brentano (1995), Husserl (Husserl and Cairns 1977), and Dennett (1993) have all exhibited an interest in the intentionality of thought, the ways in which thoughts can be thoughts about something. Dourish (2001) refers to this as “original” intentionality, requiring a consciousness that is capable of meaning something. The intentionality of language – or even, I would argue, gesture, 36 icons, and action – is “derived” intentionality, meaningful because of the original intentionality of its users and interpreters. Even among philosophers who know a great deal more than I do about mental phenomena, original intentionality is a hornet’s nest of unanswered questions and contradicting speculations; my concern here is with the derived intentionality of language and action, which we are capable of actually seeing at work in our everyday lives. How does a map refer to territory? How does an icon (or phicon) refer to a file? How does a lit LED refer to your partner’s emotional state? 4.1.1 Tokens, Icons and Indices Pragmatist philosopher Charles Sanders Peirce considered three ways in which one entity might stand in a relationship of meaning with another. His primary focus was on the symbols of formal logic, but his ideas have been usefully applied to natural language and sociology by Suchman (1987) and Garfinkel (1984). He broke the signifying relationship down into three types: tokens, indexes and icons. The meaning of tokens is conventional or arbitrary, yet necessary for generality. The way in which the spoken sound (or written image) of “tree” is understood to stand for a tall, sturdy, brown and green, leafy sort of vegetation is an example of this. Icons resemble the things they represent. Indexes point: The index asserts nothing; it only says “There!” It takes hold of our eyes, as it were, and forcibly directs them to a particular object, and there it stops. Demonstrative and relative pronouns are nearly pure indices, because they denote things without describing them; so are the letters on a geometrical diagram, and the subscript numbers which in algebra distinguish one value from another without saying what those values are. (Peirce 1885) 37 Any adequate system of notation, claims Peirce, would need all three sorts of signs. Indexes in particular are necessary to specify the subject of the discourse, which “can only be indicated. The actual world cannot be distinguished from a world of imagination by any description. Hence the need of pronouns and indices, and the more complicated the subject the greater the need of them” (ibid). Indexicality, then, could be seen as a kind of intentional relationship. It is unavoidable, and arguably, it is a kind of intentional relationship that provides us with insight into meaningful embodied interaction. 4.1.2 Indices in Natural Language While Peirce was concerned with logical and algebraic notation, ethnomethodologists Sacks and Garfinkel (1970) expanded and applied his ideas of indexicality to natural language interactions. Drawing heavily from Husserl, they enumerate a number of important traits about indexical expressions: Their sense cannot be decided without knowing something about the speaker and the circumstances of the utterance. At a given use, an indexical expression refers to one thing, but on a different occasion may refer to something else. Thus, indexical statements can change in truth value. Replicating the expression does not necessarily name the same thing as the original expression in its original situation named. 38 The denotation of the expression is relative to the user. “Their use depends upon the relation of the use to the object with which the word is concerned.” In the case of temporal indexicals, the time of the utterance matters. In the case of spatial indexicals, the location of the utterance matters. Because of these particularities, indexical expressions are not freely repeatable or reproducible. Garfinkel argues against the idea, prevalent at the time in the social sciences, that every indexical expression can, in theory, be replaced with an objective, reproducible expression (Garfinkel 1984). To illustrate this point, he had his students “translate” normal conversations from an actual transcript into accurate, clear, and distinct explanations that could be read literally and understood by someone with absolutely no prior knowledge. The assignment proved impossible: We now see what the task was… that they found increasingly difficult and finally impossible…. I had required them to take on the impossible task of “repairing” the essential incompleteness of any set of instructions no matter how carefully or elaborately written they might be. I had required them to formulate the method that the parties had used in speaking as rules of procedure to follow the order to say what the parties said, rules that would withstand every exigency of situation, imagination, and development. (ibid) This experiment is interesting not simply because the students could not manage to do it, but because of the reasons that they could not do it. The impossibility of the assignment was, ultimately, not an issue of insufficient time, motivation, or paper, but the structure of the task itself. The explanation, it seemed, could always somehow be made clearer, more 39 accurate, or more distinct, developing the conversation into a “branching texture of relevant matters”. In describing this experiment Suchman (1987) summed up the problem as the fact that “every utterance’s situation comprises an indefinite range of possibly relevant features.” The entire conversation was infinitely indexical and could not be extracted from its context. Thus far we know that indexicality is a kind of intentional relationship, an unavoidable, crucial component of expressive, meaningful systems. We know quite a bit about how not to derive meaning from indexical expressions: we can not indiscriminately repeat them and retain their meaning. We cannot derive their meaning without understanding their context. We can not translate them into objective expressions; it’s indexicals all the ways down. And yet, despite the ubiquity of indexical statements in natural language, we manage to create representations that work, we manage to understand one another, and we manage to agree upon and share an objective social reality. So how do we derive meaning from our interactions? 4.2 Ethnomethodological Approaches to Meaning-Making One of Garfinkel and Sacks’ central claims was that the objective production and display of knowledge and meaning is routinely achieved despite the indexicality of natural language, that practical sociological reasoning is actually directed towards this achievement. They specifically note: (1) that the properties of indexical expressions are ordered properties, and (2) that they are ordered properties is an ongoing, practical accomplishment of every actual occasion of commonplace speech and conduct (Sacks and Garfinkel 1970) 40 To illustrate this assertion they point out the practice of “glossing”, a set of practices in which speakers “mean something different from what they can say in so many words.” The meaning, therefore, remains undefined unless or until the context is understood, and the course of the dialogue composes the context, providing the glossed phrase with its functional character. Natural language is thus reflexive: “whatever he says provides the very materials to be used in making out what he says.” Members of a conversation may use a part of the conversation as an opportunity to describe what that conversation is doing, as a part of that conversation. Such a formulating statement is both part of and about the conversation. It is available, observable, and reportable to everyone involved in the conversation. These practices are simply “phases of interactional enterprises”. Garfinkel uses the term “ethnomethodology” (the study of member’s methods) “to refer to the investigation of the rational properties of indexical expressions and other practical actions as contingent ongoing accomplishments of organized artful practices of everyday life.” (Garfinkel 1984) As a theoretical framework, it rejects a top-down social-sciences approach that focuses on how social rules and conventions affect behavior; rather they are concerned with how members – as defined by their competence at understanding what is being done, and making others understand what they are doing – produce and manage everyday affairs in ways that are accountable and understandable to each other. The objective reality of the social patterns that professional sociologists study is an ongoing achievement of socially aware practitioners, not an overarching force that directs the actions of “cultural dopes”. 41 Ethnomethodology contributes several important points an investigation of meaningful interaction. The first has already been discussed at length: our everyday use of natural language is indexical. More broadly, many of our actions are directed towards the situation in which we act, and their meanings depend on context. Second, language in particular, and our practices more generally, are reflexive; as we speak and act, we provide the tools for understanding what we are saying or doing. What we do generates the “context” that renders our doings understandable. Third, these actions are accountable, in the sense that we are able to give an understandable account of what we are doing as we do it. Our actions are observable and reportable, resources not only for ourselves but for others. Fourth, to understand what someone is saying (or doing) is to know what they are trying to accomplish. To understand is not simply to see that someone does something, but to attribute those actions to an aware and rational actor with goals. And finally, these actions and understandings are contingent. We make sure that they are good enough for the situation they occur in. According to the ethnomethodological accounts, then, people’s speech and action generate their own context and render themselves interpretable. Suchman (1987) states that “language takes its significance from the embedding world, in other words, even while it transforms the world into something that can be thought of and talked about.” This hints at the possibility that representation doesn’t just “point”, it touches. Ontology is not just a collection of objects, and intentionality the choice of which object to point to. Rather, representations help construct the entities that they represent. 42 4.2.1 Common Ground Another phenomenon highlighted by Garfinkel’s experiment is that our processes of understanding take place against a background of common expectations, just as, visually, figure and ground constitute one another. This background is not something that is ennumerable, or listable, or articulable, but rather is constituted over time in the doing of everyday actions. We are constantly filling in the sketchy bits. In order to share understanding, we need shared ground. What are some of these unarticulated commonsense expectations? Garfinkel draws heavily on Afred Schutz to compile a list of things that “the person assumes, assumes that the other person assumes as well, and assumes that as he assumes it of the other person the other person assumes the same for him1” (Garfinkel 1984). To be clear, neither Garfinkel or I would claim that these assumptions always hold true, simply that those situations in which they do not all hold true would require some coping. My paraphrase is considerably simplified: A witness’s determination of an event will be objectively accurate. (Though objectivity here is collectively achieved.) 1 Things are what they appear to be. One can affect and be affected by events. Meanings are the products of a socially standardized process, such as language. Yes, he really did write that. 43 The meanings of an event were intended on previous occasions and will be again. One remembers this instance of the event. An event’s context of interpretation is commonly understood, the sort of thing anyone knows. Other people would take an event to mean the same as the witness would if they were in the witness’s place. Interpretations are dependent on each witness's personal biography, but internal individual determinations are irrelevant to the task at hand. Both witnesses select interpretations that are sufficient for their shared practical purposes. There is a disparity between public and personal interpretations, and some private knowledge is held in reserve. People can alter this disparity in a controlled manner. This body of shared background assumptions seems, at first blush, to conflict with the earlier focus on order and meaning as produced by people’s collective actions, locating the organization of meaning outside of the action itself. The key here is that first, people’s judgments regarding these expectancies remain situated, contingent and collaboratively negotiated. And second, accumulated actions, interactions and experiences contribute to these assumptions, and cyclically these assumptions contribute to the active organization of meaningful action. (In this sense, “background” can be thought of not only in the figure/ground sense, but also in the sense of biographical background.) A discussion of these background expectations is not meant to detract from ethnomethodology’s fundamental focus on actors and action. However, the accumulation 44 through action of background expectancies is worth considering in the case of technological deployments or augmented spaces that come to be collectively understood and appropriated over time. These expectations serve as the starting point for making sense of and accounting for speech and action. If these assumptions are violated, then people’s cooperative processes of sense-making are undermined. This was, in fact, the structure of many of Garfinkel’s social experiments. "Procedurally it is my preference to start with familiar scenes and ask what can be done to make trouble," he claims (ibid. 37). Thus he directed many of his students experimentally to violate some of these expectations. An assignment might require a student to behave as if things were not as they appeared to be on surface, by treating all conversational partners as if they had hidden and suspicious motives. Or one might behave as if meanings were not socially standardized, and request clarification for commonplace conversational idioms. The results were often disruptive and alienating. While I am wary of the deception involved in these social experiments, and I am certainly the last person to condone using ones’ students as guinea pigs, Garfinkel’s probes did serve to defamiliarize our everyday social interactions in informative ways. The introduction of novel technological systems often proves disruptive (or more optimistically, provides occasions for social restructuring). Ethnomethodology’s tradition of social probes indicates that these instances may be valuable opportunities to examine how people construct meaning around and through ubiquitous technologies. 45 Furthermore, ethnomethodological analysis frames indexicality – and thus a significant aspect of intentionality and representation – as, at its core, a problem of shared understanding. The rest of this chapter will therefore focus on a precursor to ethnomethodology, Alfred Schutz’s phenomenological approach to intersubjectivity. 4.3 Intersubjectivity and Phenomenology Schutz, like Garfinkel, was primarily interested in how meaningful social acts actually become meaningful to people and how they may be recognized as such. How, if we only experience our own mind, can we arrive at shared understandings? First of all, visible action is critical: "I apprehend the lived experiences of another only through signitive-symbolic representation, regarding either his body or some cultural artifact he has produced as a 'field of expression' for those experiences." (Schutz 1967) We know that we are visible to others as they are visible to us. We know that they know their actions are visible. Secondly, we evaluate others’ actions according to the assumption that they are similar to ourselves. Schutz refers to the “Thou”, “that consciousness whose intentional Acts I can see occurring as other than, yet simultaneous with, my own.” While Schutz denies that multiple people can actually share a stream of consciousness, he claims that as we mutually watch each others’ lived experiences “our respective streams of consciousness intersect”. While we do not directly share experiences, we do share 46 artifacts, and we do see each others actions. He refers to this simultaneity as “growing old together”. 4.3.1 Representational and Interpretive Revisited Ethenomethodology does not admit to degrees of indexicality or context-dependence – everything, apparently, is infinitely indexical. So then where is the difference between representational and interpretive interactions? Does a seemingly obvious interactional disctinction break down upon closer examination? We’ve seen, however, that indexical expressions and context dependent meanings are mutually understandable in part because of shared ground. The representational interfaces, I would argue, take advantage of ground that is more widely shared. Many people have used maps. Many people understand how to stack things such as legos. They use assemblages whose ways of being meaningful are already familiar to users. As for interpretive systems, there is less there that has been ready-made. People have to work and construct meaning from the ground up. 4.3.2 The Role of the Physical While Garfinkel and Sacks focus largely on speech and conversation – using language to achieve meaning – Schutz was concerned just as much with physical embodiment and the ways in which it enables us continually to achieve intersubjectivity. Animate bodies and produced artifacts feature as important indicators for understanding other selves. Schutz 47 suggests that bodily movements are comprehended much like objects, until we are able to attribute them to another consciousness structured like our own. Garfinkel points out the usefulness of probes that disrupt the unarticulated background, as a way to figure out just what that background is. Suchman (1987) formulates people’s use of a technological system as an opportunity to analyze their situated processes of understanding. The importance of the physical to Schutz’s account of the social world indicates that specifically tangible computational systems, situated in physical settings, could be valuable socio-technical probes. Interpretable systems, as I have stated, provide the opportunity to construct personal, intimate, situational meanings “from scratch”. Tangible systems situate the work of constructing meaning visibly in the physical world, where it is observable (and reportable) by both users and researchers. The next chapter addresses the critical role of the body and space in achieving shared understandings. 48 Chapter 5 Space and the Body in Tangible Interaction In the previous chapter I discussed the importance of shared understanding in making systems meaningful. In unpacking how these computational artifacts can be interpreted as meaningful, I addressed their context-dependence, introduced the ethnomethodological framework for understanding how people produce socially situated meanings, and then traced ethnomethodology back to some of its roots in Schutz’s phenomenology. In going back to Schutz, it becomes evident that physical bodies and space are important resources for intersubjective understandings. Collaborative tangible systems are well-positioned to take advantage of – and elucidate the role of – bodies and space as resources for collective meaning-making. Among many tangible systems discussed in Chapter 2, however, exploration of social context and speculation as to how the systems’ very tangibility might support collaboration have been cursory – along the lines of noting that because the table was large, many people could gather around it. In this chapter I will discuss a number of tangible systems that attempt to leverage intrinsic properties of interaction in physical space specifically in order to foster collaboration, as well as observational studies of people’s use of space to externalize and organize tasks and thought processes. Next, I will examine phenomenological approaches to space and the body, and introduce Merleau Ponty’s work on perception. Finally I will attempt to clarify some of the ways in which the spatial 49 and the social intertwine, how our actions and the spaces in which we perform them coconstruct one another. 5.1 Collaborative Tangible Interfaces… In Space In Ishii’s initial discussion of tangible bits (Ishii and Ullmer 1997), the other major project discussed, beside metaDESK, was the ambientROOM. A counterpart to the metaDESK’s tangible components that demanded focused attention from the user, ambientROOM was meant to render the environment informative in nonintrusive ways, to take advantage of the user’s background awareness. This does not mean that the user’s foreground attention was never used, simply that the room did not demand it at all times, as one of the example interactions suggests: A steady pattering of rain might remain at the periphery of the user’s attention, allowing the user to concentrate on foreground activities such as reading e-mail. However, if the sound of rain suddenly stops or grows louder, it will attract his attention, causing him to grasp the object and bring it onto the metaDESK, for example, displaying more detailed interactive graphical information about recent web page activity. (ibid) While the work on ambientROOM is useful insofar as it highlights the ways in which environments can be informative, it does not foreground the ways in which people actively construct and interpret the places that we inhabit. An examination of socially constructed and technologically augmented spaces does take place in the “Re-Tracing the Past” project. Based on an ethnographic analysis of museum space, Ciolfi (2004) creates a museum exhibit designed as a room with interactive objects meant to provoke curiosity amongst visitors, who slowly uncover, bit by bit, an 50 explanatory narrative. Moving about the exhibit and examining the artifacts within, visitors gradually built up a “sense of place”, and could even leave a bit of themselves by recording vocal statements to be heard later by other visitors. In support of, perhaps, a more open-ended activity than visiting a museum exhibit, Ju et al (Ju, Lee et al. 2007) constructed a computationally augmented whiteboard that switches to appropriate modes of interaction based on users’ proximity to the board. This system is based on the observation that collaborative uses of whiteboards switch between different modes – writing, reviewing, considering, debating, showing – and that these can be characterized partly by where people locate themselves relative to the whiteboard; their spatial situation is meaningful. Though this design was based on how people act around unaugmented whiteboards, the augmented whiteboard still influenced their behavior; over time users learned where to stand in order to switch the augmented whiteboard into the mode they wanted, their spatial situations taking on new layers of meaning. While successful designs of spatial-tangible systems are in themselves informative to other researchers, a theoretical approach to the area is increasingly becoming recognized as necessary. 5.1.1 A Foray Into Theory In a series of deployments of tangible collaborative systems, Eva Hornecker devises design themes for tangibles. She asserts that one of the salient features of tangible 51 interaction is its embeddedness in physical space. In her discussion of past work, she notes some – mostly cursory – discussion of “visibility of actions and distributed loci of control” (Hornecker and Buur 2006) and notes also that we “lack concepts for analyzing and understanding the collaborative aspects of tangible interaction and design knowledge on how to design for collaboration” (ibid). She characterizes past work as data-centered, expressive-movement-centered, and space-centered. Hornecker’s data-centered and expressive-movement-centered categories correlate by and large with the representational and interpretive impulses in tangible systems that I introduced in Chapter 2. Her spacecentered category of tangible interaction is quite similar to the work I have just discussed in the previous section. Hornecker’s contribution to theory is to point out four thematic aspects of tangible interaction. First, tangible manipulation is characterized by observable and legible bodily interaction with physical objects. It can allow for implicit communication, peripheral awareness. Second, spatial interaction emphasizes the body as a reference point for perception. Space has social meanings. Space is situated, inhabited, a site for performance. Third, embodied facilitation focuses on structures in tangible interaction that encourage, direct, or limit certain behaviors. Fourth, expressive representation is concerned with how tangible interaction can be “about physical representation of data.” She notes that “in interaction we ‘read’ and interpret representations, act on, modify and create them.” These themes each reify and analyze one of several interlinked aspects of tangible interaction: objects, space, action, and meaning. 52 In (Hornecker 2005), focusing primarily on the embodied facilitation theme, Hornecker notes that certain constraints are inherent in physical interaction and suggests exploiting constraints that might induce helping and coordination, while also providing a shared transaction space. Multiple access points to the interface and the ability for simultaneous action are necessary for collaboration to take place. She focuses mainly on how the design of physical objects and the spatial orientation of the system can affect the actions of users. Her design recommendations are useful, but I am concerned not only with the effect of the system on the user. Rather I am interested in the user’s interpretation of the system, and of each other’s actions, and how these might influence each other. My central claim here is that representation is not an a priori relationship, but rather is constructed by people in particular situations -- situations that involve an intertwining of spaces, bodies, artifacts, and actions. Tangible systems leverage this process; they can also foreground this process for observation in the visible and physical world, and are therefore valuable as an analytic tool. While Hornecker’s reification of these four themes in tangible interaction is a useful analytical standpoint, I believe that a more holistic view of these aspects as intertwined is also valuable. Proceeding forward then, I will examine views of space as more than just a container for action, but rather as integral to meaning-making, as socially defined, as constructed by people along with artifacts. The next two sections will examine first, space as tool for understanding, and second, space as fundamental aspect of being, along with bodies and actions. 53 5.2 Space as a Tool for Understanding Much of what we know is spatial. This is widely understood, if in a simplistic sense; a classic mnemonic technique attributed to Cicero pairs items on a list with locations along a familiar route – mentally re-tracing the route helps one recall items on their list (Anderson 1995). In both cognitive psychology and human-computer interaction, research has been conducted into “spatial cognition” (Curiel and Radvansky 1998; Roskos-Ewoldsen, McNamara et al. 1998) and leveraging “our pre-attentive ability to recognize spatial relationships” (Robertson, Czerwinski et al. 1998) in order to organize and browse through digital documents. Designers of onscreen 3-dimensional virtual spaces exhibit a concern with “natural” representations of objects and spatial relationships (Ark, Dryer et al. 1998). Moving off the screen, tangible interaction that is manifest in physical space should certainly be able to take advantage of our everyday tendencies towards spatial cognition. Patten and Ishii (2000) present a study in which they asked users to read, organize, and interpret ten news articles using a tangible and a graphical interface. In the graphical condition, each article was represented by an icon on screen. In the tangible condition, each article was represented by a physical block. This study produced two principle findings. First, those who used the tangible system used spatial organization more than those who used the graphical system. Moreover, they spatially organized the articles in different ways: "TUI subjects employed spatial encoding techniques which relied on the position of the blocks within an external reference frame [the physical environment], while GUI subjects did not." (Patten and Ishii 2000) One specific difference in spatial 54 organization between the two systems is that users of the tangible system organized the blocks in relation to their own bodies, placing things from left to right centered around their body, placing a block representing a story about “arms” (as in weapons) near their own arm, or placing a story about heart disease near their own heart. Second, users who spatially organized the articles demonstrated better recall both of the content of the articles and of the relationships between the articles than those who did not, whether they used the graphical or the tangible interface. Those who used the tangible system and spatially organized the articles demonstrated the best recall. A more thorough analysis of the phenomenon uncovered in Patten and Ishii’s study can be found in some of the work of cognitive psychologist David Kirsh (1995). After extensive study and video analysis of cooking, packing, assembly, and even playing Tetris, Kirsh notes that, in performing skilled activities, people spatially organize their environment and components of the task in order make the task easier. Experts are distinguished by their ability to “jig” the task environment. He documents three categories of spatial organization: spatial arrangements that simplify choice (e.g. laying out ingredients in the order that they are to be cut), arrangements that simplify perception (e.g. grouping similar objects), and spatial dynamics that simplify internal computation (e.g. rotating tetris shapes on screen rather than mentally, which would take longer). His research emphasizes the utility of space as a tool for cognition; he speaks of it as “an invaluable resource to exploit in order to facilitate everyday problem solving and planning.” (Kirsh 1995) 55 The main point of the research discussed here is that we think spatially and we use space to think. The phenomenological view of space would take that assertion a step further and assert that our experience of space, like that of our bodies, like our actions in the world, is pre-ontological. Space, bodies, and actions are intertwined, prior to and generative of meaning. 5.3 Phenomenology of Space, Body, and Action Within the field of Human-Computer Interaction, embodied interaction turns to the phenomenological tradition in philosophy to clarify just what “embodiment” is and why it matters for technology design. Dourish (2001) discusses the ramifications of phenomenology for tangible and social interaction, arguing that a sound basis in the phenomenological tradition reframes several problematic issues within HCI. More broadly, phenomenology’s concern with everyday lived experience and action correlates with many of the concerns of interaction designers. J.J. Gibson’s idea of affordances has taken hold in the field of HCI (Baerentsen and Trettvik 2002; Norman 2002), though some argue that it has been broadly misinterpreted (Ingstrup 2006) as being a property of an object, rather than a subject’s interaction with object and environment, influenced by memory and culture, as Gibson originally claimed. This distinction is crucial, because it puts the emphasis on interaction, rather than static designed features of an object or system. Phenomenology as well emphasizes action and use, and while that aspect of the phenomenological approach has been explored by HCI researchers, that branch of philosophy may also provide some insights about how we experience space in terms of action within it. 56 5.3.1 Action, Being and Heidegger Heidegger’s particular brand of phenomenology, emphasizing a being’s engagement with the world (Heidegger 1996) as being a factor of it acting in the world, has justifiably become influential in the field of Human-Computer Interaction. Heidegger is fundamentally concerned with being, specifically, what is means for a self-aware being2 (as opposed to, say, a brick) to be. He refers to this sort of entity as Dasein, and claims that its fundamental mode of being is care. It is, intrinsically, engaged, with the world, with self-understanding, etc. Winograd and Flores (1987) summarize the features of Heidegger’s phenomenology that seem most relevant to HCI. Interpretation, they claim, pervades our everyday lives, and to divide the world into subjects that understand and objects that are understood is to misunderstand “the primacy of experience and understanding that operates without reflection” (ibid). That is, we are not distant analyzers of the world, but directly bound up as actors within it. HCI designers must understand that our implicit beliefs and assumptions cannot all be made explicit, that our practical understandings are more fundamental than detached theoretical understanding, that we do not relate to things primarily through having representations of them, and that meaning is fundamentally social and cannot be reduced to the meaning-giving activity of individual subjects. (These statements bear more than a passing resemblance to the assertions of Garfinkel and the This being is often charmingly and confusingly referred to as a “being for whom its being is a concern”. Hopefully, “self-conscious being” or “self-aware being” conveys the idea well enough for my purposes. 2 57 ethnomethodologists, due to their shared phenomenological heritage.) Heidegger asserts as well that we are thrown into an already existing world. As such, we cannot avoid acting, and we cannot necessarily step back and reflect on our actions. We do not always have stable representations of the situations we are in, and every representation is also an interpretation. While we sometimes engage in "conscious reflection and systematic thought", usually we deal with pre-reflective experience. Rarely can we really disengage from the situations we find ourselves in. (And disengaging isn't really escaping thrownness, just shifting our concern.) All this is often summed up in the phrase “being-in-the-world”. Being-in-the-world manifests in one particularly illustrative concept that is directly relevant for interaction designers: that of tools being ready-to-hand or present-at-hand. Those two states do not belong to the object itself, but rather to a being’s relationship with the object. For a tool to be present-at-hand, we see it as an object outside ourselves, we are aware of its properties as a thing. This is one, but not the only or even necessarily the best, way of understanding an object. Heidegger contrasts the two: “When we just look at things "theoretically," we lack an understanding of handiness. But association which makes use of things is not blind, it has its own way of seeing which guides our operations and gives them their specific thingly quality” (Heidegger 1996). He continues, in explaining what it means to be ready-to-hand, “what is peculiar to what is initially at hand is that it withdraws, so to speak, in its character of handiness in order to be really handy. What everyday association is initially busy with is not tools themselves, but the work” (ibid). The tool, in effect, becomes an extension of the doer. 58 In everyday life we may find numerous examples of ready-to-handedness and present-athandedness that clarify the concepts. To borrow from Daniel Dennett (1993), try this experiment: find a pen, stick, or chopstick (don’t forget to cap the pen, or this can go badly). As you pick it up, stare at it, and wonder what I am about to tell you to do with it, it is present-at-hand. Hold one end of it, close your eyes, and run the other end of the stick across things. You can probably discern something about the texture of the thing that you are touching through the stick, and yet you are probably not registering this as a conscious interpretation of the vibrations of the stick against your fingers. In this capacity, the stick is an extension of your perception and action; it is ready-to-hand. Dourish (2001) points out that when you click on menus in a GUI the mouse is ready-tohand, but when you reach the edge of the mousepad and move it back to the center it is present-at-hand. Heidegger’s treatment of action and meaning is enormously useful in understanding how people approach and appropriate technology. His treatment of space is discussed less in the HCI literature, yet seems an important element to examine when entering a discussion of spatially situated, tangible, interactional systems. 5.3.2 Action, Space, and Heidegger According to Heidegger, space is grounded in our experience of the world, not the other way around. Dasein’s spatiality is attributable to it on the basis of it being in the world. In order to use things, we must bring them close. He calls this ent-fernung, which Heidegger 59 scholar Hubert Dreyfus explains as “the establishing and overcoming of distance”, and which is sometimes translated as “de-distancing”. De-distancing puts an object in the realm of possibility of use; it may then be more or less available, nearer or farther from Dasein. De-distancing is prior to any particular Dasein’s nearness to or farness from objects. (Dreyfus 1991) This is the basis of Dasein’s spatiality, and how we are able to encounter things in the world as spatial. Experientially, nearness means being “at hand”. Nearness of something is measured not in terms of Cartesian distance from the location of a being, but by its availability for use or action. What is near is that with which we are “absorbedly coping” (ibid). More broadly, space is experienced in the context of the availability of useful things. Thus, “space is neither in the subject nor is the world in space.” (Heidegger 1996) Instead, Dasein is necessarily constituted as being-in-the-world, and that discloses space. Space as we experience it is interactional. It is revealed by our interactions with our world. Heidegger primarily talks about space in terms of nearness and remoteness to Dasein. He grants, however, that a Cartesian understanding of measurable space may underlie the physical world, but that is not how beings in the world experience and understand it. “Bare space is still veiled.” So, the objective way that the world is may involve measurable space, but it is our subjective experience that “perhaps discovers what is most 60 real about the ‘reality’ of the world.” The relationship between these two modes of spatiality is never quite made clear3. In this particular way, Heidegger’s approach to space is “fundamentally confused” (Dreyfus 1991). Dreyfus points out that Heidegger has an unresolved conflict between Dasein’s personal, subjective space – in which the world is more or less available, farther and nearer, from the point of view of a particular Dasein – and public space that is available to anyone and in which Dasein is situated. He discusses subjective experience of space a great deal, but leaves it at that, aside from including a brief concession to Cartesian space. I would argue that Heidegger’s fundamental mistake here is his exclusion of the body as a crucial component of a being’s experience of space. He explicitly states that he does not find the body to be important: “Bringing near is not oriented toward the I-thing encumbered with a body, but rather toward heedful being-in-the-world, that is, what that being-in-the-world initially encounters.” (Heidegger 1996) Heidegger conceptualizes Dasein as “pure concern, not as a physical body located at a certain point in objective space.” (Dreyfus 1991) Dasein’s experience of space is purely about its concern or attention, not about its physical embodiment. The body, however, bridges private and public experience. It is both a fundamental part of subjective experience, and an object that is available to others. In a following section, I 3 Inasmuch as anything Heidegger writes can be said to be made “clear”. 61 will discuss Merleau-Ponty’s idea of the body-subject, and attempt to show how this can lead us to a more tenable approach to action and spatiality. 5.3.3 The Being-Action-Space Story So Far We are in the world. We can’t not interact with it. In fact, that is our primary mode of being. Space is revealed by our interactions with our world. We experience space, subjectively, in terms of the availability of useful things. This is useful so far, but… Heidegger does not adequately address collective experience of space. Bodies might be important, after all. 5.3.4 Body, Space and Merleau-Ponty Merleau-Ponty places primary importance on the body and the things that we can do with it. It is both a vital part of the self-aware being, and part of the world; it links us. “Our own body is in the world as the heart is in the organism: it keeps the visible spectacle constantly alive, it breathes life into it and sustains it inwardly, and with it forms a system” (Merleau-Ponty, Smith et al. 2002). No sensory field, by itself, possesses an a priori spatial orientation. Rather, we need an anchoring point, the body. Our sense of place, then, is based on our “area of possible actions”, which so far is in agreement with Heidegger. Where Merleau-Ponty departs from Heidegger is in asserting that our spatial meanings develop in no small part from the spatial nature of our bodies. 62 He asserts that “every sensation is spatial”, and this shapes our encounters and our knowledge of the physical objects in our world: From the point of view of my body I never see as equal the six sides of the cube, even if it is made of glass, and yet the word ‘cube’ has a meaning; the cube itself, the cube in reality, beyond its sensible appearances, has its six equal sides. As I move round it, I see the front face, hitherto a square, change its shape, then disappear, while the other sides come into view and one by one become squares. But the successive stages of this experience are for me merely the opportunity of conceiving the whole cube with its six equal and simultaneous faces, the intelligible structure which provides the explanation of it… it is… by conceiving my body itself as a mobile object that I am able to interpret perceptual appearance and construct the cube as it truly is. (ibid) In this example, he makes clear that our experience of this cube comes from a particular physical and spatial point of view. It is true that we never see all six sides of the cube as equal, and yet we gather that the cube has six equal sides because over space and time one’s point of view changes, experiencing cumulatively more of the object. Our bodies are mobile, allowing us to take in the characteristics of the cube in this way. Thus, even in our experience of a single object, space, time, and movement are crucial. While both Heidegger and Merleau-Ponty claim that our perceptions of space hinge on our capacity for action within it, the latter’s theory is based soundly on the idea that we act with our bodies, which are already inherently spatial and located. "Space is not the setting (real or logical) in which things are arranged, but the means whereby the position of things becomes possible" (ibid). Primarily, according to Merleau-Ponty, we live and act in space, and this is prior to our perception of space, perception being “the knowledge that a disinterested subject might acquire of the spatial relationships between objects and 63 their geometrical characteristics” (ibid). It is through action that we learn that places have structures and “geometrical characteristics” that can be schematized or mapped, and it is places that make the experience of space possible. We attach meanings and significance to space according to our body’s capabilities within it. Thus, argues Merleau-Ponty in one example, do small spaces come off as confining or depressing. While Merleau-Ponty, like Heidegger, concentrates on the individual experience of space, by including the physical, visible body in the discussion, Merleau-Ponty gives us a foundation on which to build theories of collective spatial experience. 5.4 Social and Spatial By bringing the body into the discussion, we now have the components we need to talk about both the spatial and the intersubjective. As mentioned in my discussion of Schutz in the previous chapter, bodies are sites of visible action and important resources for collective construction of shared understandings. In this section I wish to discuss first, how phenomenological approaches to embodiment and space can provide a framework for understanding real-world collaboration; second, the demonstrated importance of space and bodies to shared understanding and collaboration; and third, the ways in which social processes render space meaningful. 5.4.1 What Spatially Oriented Collaboration Studies Inherit From Phenomenology In describing passive awareness in the field of Computer Supported Cooperative Work, Toni Robertson draws heavily on Merleau-Ponty’s theories of embodied perception, in 64 the hopes that such an analysis can provide some insights for design decisions (Robertson 2002). Perception, cognition, and action are lived together, she claims, and their mutual constitution is the basis for the rich interpersonal coordination that makes collaborative work possible: I want to explore important concepts from Merleau-Ponty’s phenomenology of perception that do provide this richness. The first is his analysis of perception as active, embodied and always generative of meaning; perception is not some private, inner representation of some public, outer world but instead a practical and material involvement in that world (Williams and Bendelow, 1998, pp. 52– 53). The second is the interconnection of skilful action and perception; our bodies determine what is available to us in our world in different ways according to their specific history. The third is his analysis of the two, always intertwined, aspects of our embodiment; our bodies are physical structures available to our own and others’ perceptions at the same time as they are lived by us as our thinking and acting selves. Finally, his notion of reversibility provides a name for the complex intertwining between the perceiver, the perceived and the physical environment that is the essential condition for our interaction with the world and with others. (ibid. emphasis mine) Robertson identifies four components, emphasized in the above quote, of MerleauPonty’s phenomenology that are of particular importance to the study of collaborative work. First is the idea of perception as the means of connection between a body-subject and the world it is situated in. “This”, she claims, “is how we have the capacity for peripheral awareness in the first place.” Our recognition of events in our environment, and the actions of people around us, will depend on our personal histories and prior experiences. Shared understandings therefore, must be provided by some amount of common experiences. 65 Second, perception is an embodied skill; that is, bodies structure it, it is learned over time, and it requires cultural skill. Perception is learned. Therefore, “awareness” cannot be a property of a technology or workplace in itself, rather it is achieved by the skilled practices of participants if they are sharing a space and have publicly available resources for building understanding. Third, as we perceive the world, we also perceive ourselves. We live in our bodies, but they are also objects in the world that are available to our own and others' perceptions. It is the dual nature of bodies as both sensible and sentient that enables us to “recognise and understand others' actions by the same process that we shape our own actions for their interpretation by others.” Fourth, perception is reversible. This is a stronger statement than simply “if you can see me, then I can see you.” Reversibility is about the fundamental and continual intertwining of the sentient and sensible body. It is based on the fact that physical bodies and the physical world are made of the same stuff, with the same material properties. Reversibility requires “that as an inseparable part of any single perceptual act the person being perceived can perceive not just that they are being perceived but how they are being perceived by others. An individual has to simultaneously be both perceiver and perceived of their own actions as well as the perceiver of others' actions if those actions are to fulfill a communicative role that is controlled by the participants in the interaction.” This is an understanding regarding ones mode of material existence; it is ontological, not just interpersonal. 66 This framework privileges the social agency of human actors, rather than regarding them as bound by the situations that they find themselves in. Awareness is learned. In practice, perception and action, the sensory and the motor, are intertwined. Perception is not a private, internal act, but instead “is active, embodied and always generative of meaning. As such it belongs to neither body or mind but is constitutive of both” (Robertson 1997). Public availability of actions for others’ consumption is an active process. The role of technology in this ecology then, is to support and provide a basis for the creation of shared meaning. Robertson (1997) then applies this framework to an in-depth study of workplace collaboration among a group of software designers in which she devises a detailed taxonomy of workers’ embodied actions. In this study, she takes care to emphasize that all the actions she catalogues are indexical, they are all performed in relation to objects, other bodies, or the physical space in which they happen. She catalogues individual actions that are performed in relation to physical objects (moving an object, creating a private physical representation), to other bodies (emitting signs that are meant to be observed, monitoring other people’s signs), and to the physical space (moving around, pointing, shifting the direction of gaze). Critically, these individual actions do not occur in isolation, but also constitute group activities like conversation, the creation of shared representations, or observing the same thing at the same time. Mutual perception is crucial to the constitution of all these actions, as is selfperception. 67 Not every workplace study draws so explicitly from Merleau-Ponty’s embodied phenomenology, but there are common threads that run through many of them: the importance of visible and accountable action, of mutual monitoring, of bodily comportment, of publicly available objects and resources, of bodies performing as both observing subjects and observable objects, in constructing a space in which collaborative work can happen. Such studies tend also to draw from the ethnomethodological tradition in analyzing the ways in which people use the resources available to them to actively generate order and meaning. 5.4.2 Sociality is Spatial and Embodied Embedded in a discussion of designing systems for social translucence, Thomas Erickson and Wendy Kellogg provide a vivid example of space and bodies as crucial components of the social organization of a collaborative task (Erickson and Kellogg 2000). In this example, thirty authors have gathered to organize the chapters of a book to which they are all contributing. In an open process, authors could suggest section names, placing chapters near appropriate section names, or picking up and moving a chapter if they found a better fit. Participants could change section names and chapter orders at any point. Though the process might seem unregulated and perhaps chaotic, within a half hour, the book was organized and everyone had participated in the discussion. What made it work so well? 68 Visible action played a role. For example, if people are gathered around a section and an author moves her chapter there, she then ends up accounting for the move and a discussion ensues. Spatial constraints were also important. Authors could only be in one place at once so it was difficult for any one person to dominate the decision process. Authors had to pick their battles, and that manifested in space by someone staying close to a section or chapter they cared about. By staying near a certain section they might gain an in-depth understanding of the rationale for that section over repeated/varying discussions, but their influence over other sections were also limited. Underlying all this was the fact that the ability to see and hear what is going on decreases with distance -- physical space is translucent, not transparent. The action was shaped not only the constraints of bodies and space, but also by the fact that people are familiar with these characteristics and could anticipate how they would structure action. The background awareness of physical and spatial characteristics is shared; we all know that we all know the constraints and we hold each other accountable accordingly. A comparative study of two software development teams (Chong 2006) highlights the importance of the spaces they occupy and the physical cues available to collaborating programmers. Chong spent eight months on site, studying a conventional software development team and an eXtreme Programming (XP) team. The XP methodology 69 involves several unconventional practices, such as pair programming, minimal explicit documentation, and a lack of individual ownership of code modules. One of the most important differences between the XP team and the conventional team, and the difference that made the XP methodology work smoothly in this case, was the XP team’s shared space, shared objects, and the visibility and accountability of the developers’ actions. As a shared resource, a basic diagram of the system’s architecture was tacked onto the wall of the shared space. Note cards and task descriptions were freely shared. Most importantly, the conversations and audible knowledge sharing required as part of pair programming were publicly available as peripheral cues. Programmers routinely made public announcements to the entire group regarding the state of the project. These announcements might pertain to global issues like data migration, wide-ranging changes, or potential interdependencies. Chong notes that these announcements were often triggered by overheard conversations between other pair members in the room, and thus could be offered when they were most immediately relevant. The physical characteristics of the shared space in this case were constantly used by the XP developers to coordinate their work. In the previous chapter I discussed Garfinkel and Sacks’ analysis of everyday use of language in constructing shared understanding. They inherit much of their theoretical framework from Schutz, but in the work I discussed they tended to emphasize linguistic action over physical action. Other social scientists using ethnomethodological frameworks, however, have focused a great deal on bodies and space. A group of researchers at King’s College London have produced a series of studies of collaboration 70 with detailed analysis of interaction around objects, bodily stances, spatial arrangements and visible action, generally gathered from long-term engagements and painstakingly close video analysis. By their own claim they focus on “the full gamut of embodied conduct evident in face-to-face (and object-mediated) interaction. Thus, there are not only discrete turns at talk to be considered but also the accompanying layers of bodily conduct that are produced along with, and alongside, that talk” (Hindmarsh and Heath 2000). In studies of performance-oriented and intensely collaborative settings such as a Line Control Room in the London Underground (Heath and Luff 1992) or the Restoration Control Office of a telecom company (Hindmarsh and Heath 2000) they uncover the ways that objects, space and bodies are used to coordinate ongoing actions. The London Underground control room, for example, features a fixed line diagram showing traffic movement along their line. It is a crucial shared resource, large, spatially prominent, and publicly available, around which coworkers could coordinate action. Its utility as a shared object is not only grounded in its own visibility, but also the fact that openly examining it – indicated by stance and position of the body in the room – can be a publicly available indicator that certain actions need to be taken. The visible and audible actions of the people in the room were also informative. Control room workers constantly monitored each other’s activities even as they performed their own tasks. Someone’s bodily stance towards the fixed line diagram might be an important visual clue; at the same time audible clues such as the content of the Line 71 Controller’s phone conversation (sometimes peppered with exclamations that are quite deliberately meant to draw attention) could suggest appropriate action, such as announcing a delay to riders on the platform without being explicitly told to do so. Yet even as coworkers monitored each other, they used their bodies to indicate that they did not intend to interfere with the performance of other people’s duties: “Through his bodily comportment and the ways in which he warily accomplishes his actions, the DIA preserves a careful balance of involvement… whilst avoiding overt attention to the Controller’s conduct” (Heath and Luff 1992)4. In contrast to the densely interactive and intensely work-oriented environments of the XP programming pit, line control room, and the collaborative authoring melee, even the comparatively relaxed mall food court provides opportunities for embodied coordination (Manzo 2005). Food court patrons employed numerous strategies to negotiate, claim, and relinquish space; they used space visibly, spreading newspapers and coffee cups of over their area, or signaling with clothing, food and drinks whether they would be leaving soon or staying a while. These studies all provide detailed examples of the ways that people use material properties of space, bodies and objects to actively construct meaning. These studies demonstrate that people make meanings using the resources that are available to them, a 4 To clarify the roles discussed there, the DIA is the Divisional Information Assistant, who makes announcements to passengers on a public announcement system, and communicates with station managers. The Controller coordinates the daily running of the trains – he would generally be the first to hear about problems like train delays, which would then need to be announced. 72 practice that is crucial for us as technology designers to understand. Yet another important point, addressed to some extent by Garfinkel’s discussion of background expectancies, is that these meanings accumulate, evolve, solidify and dissipate over time. They become the shared background necessary for meaningful interaction. The physical world is a resource for generative sociality, but at the same time it takes on social meanings that render it intelligible. 5.4.3 Space is Social Action socially constructs space, but also social space constructs action. Practices accumulate, rendering places meaningful, and indicating what actions that place might afford, both physically and socially, to its inhabitants. This background understanding of meaningful spaces affects how people collectively act within them. Social and historical studies of urban spaces provide accounts of this phenomenon. Geographer Keith Lilley (2004) suggests that residents viewed medieval cities through the concepts of centrality and peripherality, high and low, a hierarchical Christian cosmology, and a Neoplatonic interpretation of the body. “Through medieval Christian interpretations of classical cosmology and biblical cosmogony, the city was understood as a scaled-down version of the wider world, a microcosm, as well as a macrocosm, a ‘body’ writ large, both sharing in a divine order.” Both the body and the cosmos were based on threes: God ruling over the angels ruling over man, and reason ruling over passions ruling over appetites. In the city, the elevated and centrally placed castle ruled over soldiers and below them tradesmen and ordinary citizens. Norman conquerors, 73 understanding this, were able to re-center Saxon cities architecturally, rendering their original inhabitants socially peripheral as they rendered them spatially peripheral. Their social marginalization was simultaneously literally achieved and symbolically represented. Historian David Garrioch (Garrioch 2003) reports on urban ambient sounds as a semiotic system in early modern European cities. Merchants, for example, plied their wares vocally, using distinguishable rhythms and cadences. Bells were particularly significant, as they were versatile and one of the loudest noises that could be heard in the city. Bells from different churches might be tuned differently, and besides the time, they marked the liturgical season or day of the week. Their ringing pattern might also signify a birth, death, wedding, mass, or closing of the city gates. With a complex grammar relying on local knowledge, time of day, and other senses, inhabitants could read the noises of the early modern city. Additionally, sounds might be understood differently, depending on people’s affiliation, neighborhood, or social position. Protestants might respond differently to church bells than Catholics, while servants could distinguish merchants’ cries that their masters could not understand. In addition, people could be distinguished not just by the sounds they made but by their reactions to sounds around them. The residents of ethnographer William Kelleher’s Northern Irish town of “Ballybogoin” demarcate the city by “whether a space is populated by people wearing uniforms or not, 74 whether a house is two stories or one story, whether or not you and your neighbor know each others’ first names, whether one’s movements through space are ‘Protestant’ or ‘Catholic,’ whether you park your car east or west of the town square, whether you talk or do not” (Kelleher 2004). Inhabitants further distinguish space by painted curbs; the colors of political posters; people’s clothes, haircut, and accent; and whether soldiers defaced or ignored graffiti. Though they could see and read the same signs, Protestants and Catholics had profoundly different interpretations of which spaces were safe and welcoming. As the examples in this and previous sections illustrate, bodies, action, space and meaning intertwine. People read spaces according to who they find inhabiting them. Meanings are attached to people’s bodily stance and motion, whether it indicates attention to a shared display in a collaborative workspace, or distinguishes Protestants and Catholics in Ballybogoin or an early modern European town. Conversely, who you are, your history, and how you move will affect how a space might be meaningful to you; note the masters’ and servants’ different understandings of merchant’s cries, or the divergent interpretations of safe places in Ballybogoin. Computational technologies and their infrastructures continue the legacy of environmental features like church bells in constructing socially meaningful spaces. Enhanced 911 (or E911) allows emergency response services to determine the address of the calling telephone. In 1996, the US FCC decided to require that wireless service providers be able to determine the location of cell phones placing calls, such that they 75 could also be incorporated into the E911 system. (Curry, Phillips et al. 2004) argue that the E911 system renders the landscape – and the people within it – “legible” in new ways. This process is not new, but a continuation of the rationalization of space practiced by the making of maps, Jefferson’s systematic survey system (still visible in patterns of roads and outlines of farms in rural America), the standardization of postal addressing, and ZIP codes. Personal data (even anonymized) correlated to location renders space meaningful not only to emergency responders but also to direct marketers, who may find quite different interpretations of those representations, and be inspired to quite different sorts of actions. The socially constructed meaningfulness of spaces is a particularly rich area of inquiry for researchers of ubiquitous computing. Our constructions and representations of space are enabled by the resources available to us within our environments, some of which are now computational. This raises a set of questions concerning technology and space. To whom is the space meaningful and in how many different ways? Who creates the the dominant representations? Who controls the technological infrastructure? What opportunities might we find to reinterpret the spaces we live in, and to what end? What resources do we have available to do so? 5.5 Summary Meaning is messy, but for the most part we manage to make it work well enough. And I use the word “manage” deliberately here – meaning is an active process. In Chapter 4 I discussed the ways in which meaning is contingent and situated, dependent on the 76 achievement of intersubjectivity for any broad applicability. In our everyday use of language we provide the very resources needed to interpret that use of language, and demonstrate our own competence and contingent understandings. Chapter 5 generalizes this discussion of meaning beyond verbal discourse and brings in the importance of actions, bodies, objects, and space. We understand the world through our actions and we are part of it as embodied beings, both perceiving and perceived. If we consider the tangible interfaces in Chapter 2 as being concerned with different ways of being meaningful, we now have the tools to understand how tangible computational systems can be sites of meaning, how they may be constructed by their users, and how they may be used to construct and make a space meaningful. In the next two chapters, I will present two tangible systems: SignalPlay and Nimio. Both were designed to be collaborative, open-ended enough to be freely interpretable, and spatially situated as part of a particular site. In both projects, the focus was as much on observing and analyzing people’s use of the systems, as on the initial design and development phases. 77 Chapter 6 SignalPlay: Configuring Space through Embodied Interaction When computation moves off the desktop, how will it transform the new spaces that it comes to occupy? How will people encounter and understand these spaces, and how will they interact with each other through the augmented capabilities of such spaces? We have been exploring these questions through a prototype system in which augmented objects are used to control a complex audio 'soundscape.' The system involves a range of objects distributed through a space, supporting simultaneous use by many participants. We have deployed this system at a number of settings in which groups of people have explored it collaboratively. Our initial explorations of the use of this system reveal a number of important considerations for how we design for the interrelationships between people, objects, and spaces. SignalPlay is a sensor-based interactive sound environment in which familiar objects encourage exploration and discovery of sound interfaces through the process of play. Embedded wireless sensors form a network that detects gestural motion as well as environmental factors such as light and magnetic field. Human interactions with the sensors and with each other cause both immediate and systemic changes in a spatialized soundscape. Here we present observations on embodied network interaction and suggest opportunities for further investigation in this field. 78 This chapter is based on material previously published with Eric Kabisch and Paul Dourish in the proceedings of Ubicomp 2005, Tokyo, Japan (Williams, Kabisch et al. 2005) and in the proceedings of the 2005 ACM Conference on Human Factors in Computing (CHI), Portland, OR (Kabisch, Williams et al. 2005). 6.1 Motivation In ubiquitous computing settings, computation moves “off the desktop,” and, by the same token, interaction moves into physical space. Interaction between humans and computers becomes subsumed within, and mediated by, interaction between humans and their surroundings. This transformation is significant, given that conventional user interface design has traditionally exploited metaphors of real-world objects that are, nonetheless, critically distinct from that real world (Ferris and Bannon 2002). We use the term “embodied interaction” to refer to forms of interaction with computer systems that are embedded in the physical and social worlds (Burrell, Gay et al. 2002). Artifacts and spaces become meaningful for individuals largely through the way they are used by other social actors; collective social action, both real-time and accreted, configures the ways in which we interact with the physical. So, two critical issues arise for interaction with ubiquitous computing – first, how can people understand and make sense of complex, embodied computational systems, and second, how do these understandings arise out of the collective actions of many participants? 79 We have been investigating these questions through an interactive sound installation called SignalPlay, in which participants use physical interface objects to explore a complex auditory environment. SignalPlay takes sensor data collected in real time and uses it to generate and manipulate sounds that are fed back to the participants. The configuration and movement of different objects control aspects of the soundscape; as participants explore the space, they begin to associate their own actions with the response of the system and advance their process of discovery. Critically, this is a collaborative endeavor; multiple participants share the same space and interact with the system simultaneously. A user’s interaction not only affects sounds they can readily associate with their own actions, but it also induces global systemic changes, thereby affecting the sounds generated in response to other participants’ actions. This creates a collaborative mesh of interaction where the user is not only engaging in physical action coupled to auditory response, but also where visual cues of co-participants and their behaviors are woven into the fabric of cause-effect associations. SignalPlay is an initial foray into the phenomenology of augmented space. In this system, a series of physical objects with embedded computational properties collectively control a dynamic “sound-scape” which responds to the orientation, configuration, and movement of the component objects (Kabisch, Williams et al. 2005). The system and its component objects – chess pieces, building blocks, bongo drums, an antique compass, and a toy light saber – are large enough that they cannot all be used by a single person at once; spread through a space, they create a sonic environment which is 80 experienced and transformed collectively by multiple people. SignalPlay has been exhibited a number of times, generally in gallery spaces, and we have observed people’s interactions with and through the system. In this paper, we will explore some of our early experiences with SignalPlay, and set out an initial framework for describing and understanding people’s encounters with augmented objects and augmented spaces. We will begin by discussing some current work that explores similar technological and design concerns and which examines the collective configuration of space, particularly in gallery settings. After a brief presentation of the design of SignalPlay, we will discuss our observations of its use and the framework for interaction that is emerging from our analysis. Finally, we will discuss some of our further investigations and the potential implications of this work. 6.2 Related Work Our investigations were informed by several areas of previous work, including uses of complex audience spaces as a focus for embodied interaction, use of representational objects in tangible interaction, studies of the collective experience of exhibits and gallery spaces, and considerations of how people come to understand a space that they inhabit. 6.2.1 Tangible Interaction with Sound Art practice has long explored ideas of computational sensory feedback based on physical interaction. These ideas appear in 1950’s and 1960’s explorations such as a photoelectric and microphone controlled sound system designed by Billy Klüver for a series of 81 performances held in October 1966 under the title Nine Evenings: Theatre and Engineering (Dinkla 1996). Installation and performance artists such as Myron Krueger and David Rokeby have continued to explore the use of sensor technologies with realtime sound generation. Our use of chess pieces as an interface device evokes a 1968 game of chess played by John Cage and Marcel Duchamp in which the movement of pieces controlled a composition of light and sound. Work on the use of gestural user interfaces for electronic instruments includes that of the Hyperinstruments group at MIT Media Lab. The Beatbug system (Weinberg, Aimi et al. 2002) in particular focuses on users’ ability to manipulate musical system behavior at different levels of collaboration and complexity using simple toy-like objects. In contrast, SignalPlay uses music as a means of exploring a novel interface; we do not think of it purely as a musical instrument, but as an experience. It draws on the idea of tangible bits (Ishii and Ullmer 1997) and phicons (Ullmer and Ishii 2000) for the physical design of the objects. Unlike the metaDESK phicons, however, SignalPlay’s objects can be thought of not only as nonrepresentational icons that stand in for a digital interaction possibility, but also, and more noticeably, they are more literal icons (and in some cases what Ullmer and Ishii refer to as “actualities”) that represent real-world objects with known interactional rules. In this sense, SignalPlay bears some resemblance to ensemble (Anderson 2004), in which common wardrobe items are augmented to turn the childhood game of dress-up into a music manipulation activity. As well, the Cardboard Box Garden (Ferris and Bannon 82 2002) uses physically embodied audio spaces to investigate the augmentation of familiar objects with computational capabilities. 6.2.2 Gallery Studies Partly because SignalPlay was deployed in a gallery space, it is in many ways related to the Ghost Ship installation described by Hindmarsh et al (2002). In the Ghost Ship exhibit, interactive components were distributed throughout a gallery space such that visitors could interact knowingly with a component in their immediate proximity; but sometimes unbeknownst to them, they might also influence other components in the exhibit. Our system is heavily audio-based, while theirs used video images, yet both installations elicited strikingly similar expressions of confusion, surprise and playfulness. These detailed studies of interaction and collaboration in a public place, using close video analysis, informed our methods of observation. The Ghost Ship study is one of a number of detailed studies of interaction in gallery and exhibit spaces conducted by researchers at Kings College London (Vom Lehn, Heath et al. 2001; Heath, Luff et al. 2002). A central feature of these studies is that they turn their attention away from HCI’s traditional focus on how a single individual might interact with an exhibit, and focus instead on how a group of gallery-goers might interact around a particular object or exhibit. The issue here is not simply that most people visit gallery and exhibit spaces in groups, although this is true (Grinter, Aoki et al. 2002). Rather, drawing on a range of studies into the role of objects in the collective production of orderly action, they focus on the ways in which people’s actions essentially “configure” 83 the space for each other. People encounter spaces as ones that are populated with others, and exhibits as visible sites of other’s activity. Detailed studies of video records show the ways in which people attend to each other’s interactions with exhibits, which in turn shape aspects of their own encounters with them. Encounters with exhibits are collective experiences, and individual actions around them are organized with regard to the presence, orientation, activities, and gaze of others. The Kings College group has used these observations in support of design activities (Heath, Luff et al. 2002). 6.2.3 Understanding Space In an evaluation of the Sotto Voce system (Aoki, Grinter et al. 2002) it is noted that mutual eavesdropping through the system, and consequent lack of sound attenuation with distance, could affect couples’ spatial interaction with each other. However, the role of sound in shaping understandings of space is not extensively addressed in the ubiquitous computing literature. Anthropology and urban studies have addressed the topic as it relates to spaces on the scale of cities. Dourish and Bell (Dourish and Bell In press) discuss space as infrastructure, shaping and shaped by peoples actions in it and beliefs about it. They present an example of auditory organization of space: children in the British Commonwealth memorize the sounds of London’s churchbells through a nursery rhyme, and aural map of the city. Indeed, most European cities of the early modern era generated informative ambient soundscapes, conveying not only neighborhood, but time, significant events and power structures, and encouraging or forbidding certain actions (Garrioch 2003). 84 The aural “landscape” is one of the ways in which the city takes on a shape; similarly, patterns of movement, religious activity, historical patterns of migration and habitation, etc, all serve to shape landscapes and make them collectively intelligible (Smail 1999). Dourish and Bell argue that ubiquitous computing technologies and the infrastructures upon which they depend similarly offer an infrastructure through which space can be encountered and understood. In his discussion of context-aware technologies, Svanaes (2001) notes that space “comes into being through interaction” and discusses simple technological probes aimed at highlighting how people come to understand augmented space. It may be informative to think of SignalPlay as just such a probe. 6.3 System Design and Implementation We take two lessons from these studies. First, at a broad level, they demonstrate the complexity of the relationship between technologies and spatial encounters. Interactive technologies are encountered not simply in their own right, but also as elements in spaces populated by other technologies and people, and which is a site of social action and social meaning. Second, that, although gallery spaces are outside the primary traditional domains of ubiquitous computing application, the exploration and creative engagement that they encourage can provide us with a site for exploring these questions. Our goal, then, was to create a system that we could use as an experimental testbed for understanding how people explore and understand ubicomp technologies as spatially 85 situated phenomena. The primary criteria were that, first, that the system should be distributed in space; second, that it should allow for simultaneous use by multiple individuals acting independently or in concert; and third, that it slowly disclose its operation. Our prototype system, SignalPlay, addresses these goals by using augmented objects as collective controls for a complex audio space. Deployed in gallery settings, it allows us to explore the ways in which people individually and collectively explore the intersection between spatiality and activity. Max/MSP Figure 6.1: System Diagram of SignalPlay 6.3.1 Infrastructure The infrastructure for this project was developed using Crossbow Mica2 motes running TinyOS, developed at the University of California, Berkeley. The motes are capable of forming ad-hoc networks through radio communication and at a size of 1-3/4” x 2-1/2”, could be embedded on or in our objects with reasonable ease. The motes were fitted with sensor boards that included accelerometers, magnetometers, thermistors, microphones, and light sensors. We used primarily data from the accelerometers and 86 light sensors, as the magnetometer data was prone to being affected by the immediate environment (large speakers, for example) and the microphones had a low sampling rate. The sensor data from each mote was transmitted at regular intervals (50, 100, or 200 milliseconds depending on what was required to allow fluid interaction with the object) via radio to a receiver mote, which was attached via serial connection to a PC laptop running a slightly modified version of XListen, a sensor listener supplied by Crossbow. The data was read and reformatted and sent as TCP packets to a Macintosh laptop, which received and parsed the formatted sensor data and generate audio content based upon the user actions indicated by the sensor data. The behaviors and musical content were programmed in Max/MSP and Reason. These two programs communicated with each other using the MIDI protocol and the spatialized audio was output through a multichannel sound interface. While using multiple laptops connected by TCP was probably not the most efficient way to design the system, given our time constraints it was most convenient; the Macintosh did not have a serial port, nor is there a TinyOS install for it, while we did not have access to the sound manipulation software for the PC. While there was some latency in the system, we do not believe that the laptop setup was the source of it. 6.3.2 Interface Objects We designed or selected specific objects based on their capacity to elicit certain behaviors and on their relation to the theme of “play.” On the one hand, the objects must, through their physical affordances, suggest how they should be handled; on the other 87 hand, their effect upon a complex audio environment is difficult to convey through form alone. The objects were three giant chess pieces (a rook and two pawns), five oversized building blocks, two bongo drums, a navigational compass in a wooden box, and a Star Wars lightsaber. The three chess pieces sat on the ground amid a “chess board” of six disjoint squares, designed to cue the participant to move the pieces around the space, but with gaps and shifts in the grid arrangement to indicate that rule-based chess was not required. Each piece was about two feet high. A mote was placed inside each chess piece such that moving and setting down the chess piece triggered its behavior. Five 12” cube building blocks were arranged on and around several small pedestals. Each had a hole in the top under which a light sensor is placed. The expected behavior of stacking blocks on top of one another dropped the light reading below a set threshold and the system responded to that stimulus. The bongos had holes in the top, at the center of the drumming surface, with light sensors inside each drum. In striking the center of the drums the user could affect the light readings and thereby controls a bass line in the system. The system behavior was sensitive to which drum was struck and how long the light source was obscured. Our augmentations did not greatly affect the sound of simply drumming on the bongos. 88 The box-mounted compass was hinged in two directions, allowing it to swivel when tilted. A mote was attached to the outside of the box and readings from the attached accelerometer and magnetometer were used to control sound. When the compass was at rest or the compass lid closed it was silent. By opening the lid, the user activated its sound and controlled various parameters of a waveform synthesizer by moving, tilting and rotating the compass. The lightsaber was an off-the-shelf plastic Star Wars lightsaber fitted with a mote mounted to the handle. It sounded upon sensing motion and was silenced after several seconds at rest. When swung by a participant, the speed at which it moved dictated the enacting of sampled sounds. SignalPlay was deployed first at the opening event for a new research building at the UCI campus, and subsequently in a gallery space for several days. The installation, both at the building opening and in the gallery space, was arranged such that the chess set occupied territory – indicated by the squares placed on the floor – that was roughly central to the piece. Blocks were placed as a group to one side. The bongos, compass, and lightsaber were placed on two small pedestals to the other side. During the gallery showings the room, approximately 15’x18’, was shared with another installation. The two installations were spatially distinguishable, but not separated; a set of three interactive sculptures was mounted on the wall while SignalPlay was placed on the floor and other horizontal surfaces. 89 There are several salient features of the design of the objects and the space that we wish to highlight here. First, the actions initially elicited by SignalPlay’s objects do produce discernable effects on the system, but other effects can be gradually revealed through use over time. Second, the size and design of each object makes it difficult to operate more than one object at a time, making collaboration necessary to reveal all behaviors of the system. And third, the spatial distribution of the objects throughout a single room provided enough space for participants to play individually, but also allowed enough visual and auditory awareness to coordinate with others. Figure 6.2: (a) Antique compass with attached mote. (b) A participant poses with the lightsaber. To the left is one of the chess pieces. Behind and to the right are the bongos. (c) Another participant stacks blocks. 6.3.3 Sound Controls Each interface object affects the system in a readily apparent way through discrete sound events (direct controls) that occur in immediate response to participant interaction. In addition, most of the objects have effects on a system-wide level (systemic controls), 90 thereby changing the ways in which the sounds of other objects are processed. Through this second mode of feedback, participants begin to engage in a process of interaction not just between themselves and the system, but also indirectly (and directly through social behavior) with other participants. Participants may thus play with the system individually, affect the response of other people’s instruments, or play in concert. The systemic control of sound feedback is currently based on control of tonal harmony (keys, scales and intervals), tempo, and timbre. For all of the objects except the lightsaber, we base the direct sounds on a globally specified pitch we call the tonal center; if the tonal center is changed, their sounds are transposed in pitch by the same interval. These objects, except for the compass, are also governed by a scale of specified intervals relative to that tonal center. The object sounds base their tonal harmony on a set of pitches defined by the tonal center and scale intervals. However, object sounds are not confined only to pitches within that set, but can also deviate by a chosen interval from specific pitches within the set. Most of the directly controlled sounds have an associated tempo, be it the rate at which samples and notes are triggered, the delay and decay times of signal processing modules, or the enacting of dependent processes. Interaction with certain objects causes systemwide tempo changes that affect these parameters. For instance, a transient “hit” on the bongos will trigger that instrument’s sound while instead holding your hand continuously over the light sensor will cause the tempo to speed up or slow down (depending on which drum you trigger). 91 The object behaviors form a continuum from simple and direct control to complex and systemic control in the following order: lightsaber, compass, bongos, chess pieces, and blocks. The lightsaber uses only direct controls with no affect on a system- wide level. This allows its behavior to be very easily understood. The compass is affected by the tonal center but not the pitch sets. The rest of the objects have direct controls with an increasing level of system controls. In addition, there are sounds that are not related to the physical objects; these are based entirely on systemic changes and have no direct control. 6.4 Exploring and Interpreting Space We deployed SignalPlay in four showings. The first was the building opening noted above; the other three were showings at the Arts, Culture and Technology building at UCI. During the building opening and two of the gallery showings, we video-recorded people’s interactions with the exhibit and received informal feedback from them during and after their interactions with SignalPlay. The video was a mix of handheld, manual recording, allowing close-ups of participant interaction with the system, and stationary video taken at a vantage point from which the entire installation could be viewed. The observations presented here are the results of an initial analysis of these video materials. As is clear from the earlier description, SignalPlay is both inherently collaborative (since it is physically too large for a single person to explore) and responsive to transformations in its physical configuration; our goal, then, was to use it as a basis for understanding aspects of the interactions between people, actions, and artifacts in augmented spaces. 92 One starting point for this analysis is Ullmer and Ishii’s (2000) MCRpd interaction model for representational tangible interfaces. Based on the model-view-controller approach to graphical user interface development, MCRpd presents a framework for tangible interaction in which the “view” component is distributed between the digital and the physical. A physical controller cum physical representation affects a digital model, which may output a digital representation. They point to audio from a speaker as an example of digital representation, and chess pieces and chess boards as examples of physical representations. We distinguish between two aspects of people’s experience in forming an understanding of SignalPlay. The first is learning to control the system through the objects; the second is learning to “read” or interpret the sound output of the whole system as being a result of purposive human action. These two attributes are analytically distinguishable, as suggested by the MCRpd model, but not separable in practice. We interpret participants’ perceptions of SignalPlay to be inextricably bound with their actions within it (Robertson 2002). Control and interpretation are tied to participants’ interactions with each other and with the space they inhabit. As we have illustrated above, people encounter ubiquitous computing technologies in socially-organized settings. Even when they are alone, they act nonetheless in spaces that have social and cultural meanings and interpretations. These factors – not just how people encountered the system along with others, but also how they encountered it in terms of sedimented understandings and metaphors – were significant aspects of our observations. 93 In what follows, we will discuss some of the experiences of SignalPlay drawn from the video materials. We organize these into three related topics. First, we consider individual interactions with the devices, and how both the material and metaphorical aspects of the artifacts shapes interaction. Second, we move from an individual to a collective level, discussing how people used aspects of the system to play not simply with the technology but also with each other. Finally, we approach the question of “reading the space” and discuss the ways in which learned how to interpret the actions of the system as the outcome of the embodied practices of actors. 6.4.1 Modes of Object Interaction Our first consideration is the ways in which individuals encountered the system, and how the properties of the artifacts out of which it was constructed – both material properties and metaphorical properties – shaped and constrained their interactions. Objects were designed to evoke certain behaviors by resembling everyday artifacts; however we also wanted to invite exploration by making it evident that these objects were augmented. Physical cues indicated that the objects were not exactly what they represented: the chess set was incomplete, the chess board strewn across the floor in a not-quite-grid, and the motes’ antennae poked out of the blocks. As participants learned to exploit the digital augmentation of SignalPlay’s toys, their engagements with the objects varied, reflecting different forms of engagement both with the objects themselves and with the effects that they controlled. 94 Certain objects exhibit little tension between symbolic physical cues and augmented behavior; the lightsaber, for example, is enhanced merely to make lightsaber noises when swung like a sword. This object had enormous initial appeal, and was quickly understood. Other objects support richer modes of interaction. Over the course of five minutes, we observed a man learning to control aspects of the system’s sound generation through the compass. Initially, he held the compass stationary in front of his torso and walked around, changing direction periodically. As it became evident that direction influenced the compass’s associated sound, he stood still and rotated his torso, holding the compass rigid. This behavior turned to rotating the compass with his hands while holding his torso stationary. He then tilted it, resulting in a dramatic pitch change. With more experimentation, he combined direction with tilt, as well as opening and closing the lid to abruptly start and stop the sound. His interaction with the object departed significantly from ordinary compass use as he learned to understand the augmented compass as a new object in its own right. We observed three major categories of use: iconic, intrinsic, and instrumental. Iconic interaction entails interacting with a physical icon in the ways afforded by the object it represents. Examples of iconic interaction with objects in SignalPlay include moving chess pieces from one square to another, stacking the blocks, beating on the bongos, or holding the compass in front of oneself while walking around the room. For example, a few participants, while playing with the chess pieces, limited themselves to legal moves, never moving the rook diagonally or the pawns more than one square over. Iconic use, then, is shaped primarily by the metaphors suggested by the physical objects themselves; 95 they are appropriated as augmented versions of their traditional analogs. Intrinsic interaction takes advantage of the intrinsic physical characteristics of an object. For example, because our chess pieces were hollow, a pair of participants (playing together) proceeded to stack them on top of one another. This mode of play had nothing to do with the object’s status as a physical icon of a chess piece, but rather responded to the physical configurations of the objects themselves. Turkle and Papert (Turkle and Papert 1992) report a wonderful illustration of intrinsic interaction in their dicussion of bricolage among elementary school students learning engineering concepts. Given an assignment to propel a small robot forward using a motor, many of the children used the motors to drive wheels; one boy, however, used a motor to drive a robot around directly by the force of its vibration. He did not think of the tool as an instance of the category motor, but rather as a thing that vibrates in such a way that might move a small robot around. Similarly, the idea to tilt our compass does not come from its “compassness”, but rather from the fact that it happens to swivel in an interesting way when tilted. Figure 6.3: Stackable Chess Pieces In comparison to the two earlier modes of interaction, instrumental interaction is not 96 focused on the physical objects themselves, but on the effects that they engender; people engaged in instrumental interaction reach “through” the objects, focused on using them as controllers of a digital system. In the case of SignalPlay, users took advantage of the ways in which the musical sounds were influenced by manipulation of the object, treating it similarly to a musical instrument. For example, we observed a participant “playing the compass” by a combination of tilting, swiveling his wrist, and closing and opening the lid. A pair of women played with the blocks by a combination of stacking and covering light holes with their hands or other objects. Instrumental interaction may exploit the intrinsic physical features of the augmented object, (as in covering light holes) or it may be externally the same as the iconic interaction (as in stacking the blocks), or it may constitute a combination of the two; the critical aspect of instrumental interaction is the user’s understanding of the object and system. Our observations of participants’ play revealed in each object a different interrelation between these three modes of interaction. For example, the lightsaber had been augmented simply to make the sounds that might be associated with it through the Star Wars films; it did not affect any other sounds in the system. In this case, instrumental interaction did not differ significantly from iconic interaction; it acted just as a lightsaber is “supposed” (or might be expected) to act. In contrast, iconic interaction with the compass, triggered only a subset of the possible sounds. The intrinsic interaction of tilting the box allowed participants greater control over the pitch of the compass’s sound. Participants generally understood the lightsaber right away, and we observed numerous instances where a participant might pick it up, play for just a few seconds, and quickly 97 put it down or try to hand it off to another person. In the case of the augmented compass, we found many instances of extended interaction over several minutes, frustration, exploration, discovery and failure. Figure 6.4: “Playing the compass” by tilting, closing and opening. Initial Conditions and Sequential Experience. Participants’ interaction with SignalPlay proceeded in an approximate sequence. A tentative poke may lead to engaged iconic interaction. Further exploration may involve intrinsic interaction, then confident use of the object as instrument. Instrumental interaction may then lead a participant to exploit more of the object’s intrinsic characteristics. This sequence describes only a general trend. Participants’ behavior could be influenced by their initial experience, which helped determine which exploratory actions they tried. A man who tried raising and lowering the compass had some success affecting pitch change in that manner. When he subsequently played with the bongos, failing to make them trigger a sound by drumming them, he then tried to raise and lower them as he had with the compass. This action is not particularly afforded by the bongos, either physically or instrumentally. 98 We logged numerous instances of participants playing while a friend watched, sometimes right at their shoulder, pointing and suggesting actions. As the crowd grew, we logged an increasing number of participants watching and being watched by strangers who simply stood back and did not interact with the person at play. Mutual watching informed participants’ understanding of how to control the system through objects; as watching increased, participants tended to become less tentative and more engaged. Some participants, after watching for some time, skipped iconic interaction altogether, imitating a more experienced participant’s instrumental interaction. Space and Modes of Interaction. In the case of the compass, when people thought of it iconically, they tended to cover more space, walking about the room holding the compass. When they started thinking of it more instrumentally, they were more likely to play it standing stationary and changing only direction and tilt. We saw this transformation take place in the case of one man who was bent on understanding the compass; though he roamed the room at first, after five minutes playing with it he was controlling the sound confidently and with his feet planted in one spot. Playing with the blocks or the chess pieces as a collocated set reinforced the iconic nature of the objects. This became evident during one of the gallery showings when two participants moved the blocks and bongos onto the chess board into the middle of the room, disrupting the objects’ clearly demarcated territories. Their treatment of the objects changed drastically as a result of this move. One covered the light hole on the bongo with one hand, swinging the lightsaber with the other and using it to cover a light hole on one of the blocks. Meanwhile her friend, as she bent to set it down a chess piece with one arm, covered the 99 second light hole on the bongos with her other hand. Other participants followed their lead and adhered far less to iconic interaction than previously. That this disruption of the exhibit’s spatial setup had such a noticeable effect on participants’ object interactions indicates that their understanding of the system is affected not a little by how they think of it within the space of the gallery. We set out to examine how people can understand physical interfaces to complex systems, in light of Smith’s tension between “literal” and “magical” for graphical user interfaces. The critical difference between our physical objects and Smith’s graphical objects is that physical objects cannot be separated from their literal component. If graphical interface objects could be charted as points on a continuum between literal and magical, augmented physical objects would have to be represented as lines anchored in their inherent literal form and extending into the magical, leading the eye from one end of the spectrum to the other. Our observations focus on the transition from symbolic to instrumental use of physical objects; a transition that is not inherent in the objects but an emergent property of embodied encounters with them. An artifact, through its physical form and socially generated meaning, elicits specific actions from people. In a system that employs symbolic interface objects, these implied actions must generate a perceptible response in order to engage people. Our bongo drums, due to issues with system latency, were often unresponsive to participants’ initial taps, and failed to engage them. When sufficiently engaged however, participants were inclined to explore deeper interactional possibilities. 100 In instances where gradual or serendipitous departures from the initial interaction generated noticeable system response, our participants readily reformulated their understanding of objects and the modes in which they engage with them. 6.4.2 Collective Encounters and Interpretation People tended to encounter SignalPlay in groups. One interesting set of issues, then, concern the ways in which it mediated collective experiences. People respond both the technology and to the setting within which it is encountered – in our cases, a technological demonstration or a gallery space. These settings lend meaning to the technology, as something to be explored and understood, but not necessarily to be used as a tool. These contexts shape and limit forms of engagement; the socially understood settings both “script” people’s encounters with the technology (time-limited, to be shared with others, not to be taken away, etc) as well as making the space and the technology “legible” (in terms of, for example, how the various elements of our system could be seen as part of a single “piece” but distinguishable from others nearby.) Playing With Others. Like Hindmarsh et al’s Ghost Ship, the interactional capabilities of SignalPlay manifested themselves fully when the gallery space was crowded. Crowds lent themselves to group play and observation of participants by other participants, both of which encouraged instrumental interaction. The chess set is a case in point. Due to the size and dispersal of the chess pieces, one person could not move them rapidly enough to make the tonal change obvious. 101 At one showing, once the workings of the system were explained to the participants, two pairs of women gravitated towards the chess set, which had previously generated interest only in a couple individuals. These two groups remained engaged for longer than the previous solo players and, in attending to the objects’ capacity as sound controllers, departed more from the iconic cues of the chess pieces; illegal moves were made more readily and conventions of turn-taking were discarded. One pair was quite aware of their departure from iconic interaction, commenting that “no one can win this game!” and cracking jokes about how they should have a chess timer. In later gallery showings that lasted longer and drew larger crowds, participants would roll a chess piece around the edge of its base, or hold it up and swing it, triggering chord changes in quicker succession than they would have if making chess moves. Indeed, it was during games of “speed chess”, and other interactions that triggered rapid change, that the effect of the rook on the tonal center of the system became evident. Those of us who do not have perfect pitch depend on our imperfect memory in order to hear intervals. A single person engaging in iconic interaction with the objects in SignalPlay, then, typically does not reveal the systemic sound effects of some of the objects because of this temporal aspect of the system. On Hindmarsh’s Ghost Ship, space was the key element in understanding the exhibit, since video images taken in one part of the room were displayed to other people in another part of the room. This was true for SignalPlay, since moving the rook in one part of the room would affect the tonal center for other objects scattered about the space, however time was also a critical factor. In SignalPlay, systemic sound controls were most evident when several users interacted at the same time, 102 triggering objects in quick succession. Peripheral awareness and mutual monitoring. Unsurprisingly, participants’ attention might be drawn to one another due to loud talking or sudden motions. Copresence and peripheral awareness of companions’ locations proved to be a crucial component in visitors’ understanding of Ghost Ship (Hindmarsh, Heath et al. 2002). In SignalPlay as well, awareness of people in space was a necessary step towards an understanding of system sound in space. However, participants’ awareness of each other in the Ghost Ship installation was based on vision more exclusively than in SignalPlay, where awareness of others’ actions did not necessarily depend on the direction of ones’ gaze. Participants frequently monitored each other through the system. For instance, a girl playing with the blocks demonstrated awareness of her friend playing with the compass, turning towards the camera, widening her eyes and smiling when the compass sound suddenly changes in quality. Additionally, participants are aware of each others’ awareness, and explorations took on a certain aspect of performance. Two girls playing with the blocks dance to the music, and people playing with the lightsaber adopt dramatic poses. This mutual monitoring through audio was not deliberately designed into the system, but rather the result of simple, but public interaction. Grinter et al (Grinter, Aoki et al. 2002) noted a similar phenomenon in the Sotto Voce system: the system was meant to allow pairs of museum visitors to share audio content regarding the exhibits, but it was used in addition to monitor the location of companions. In this case the information shared is not so explicit, but it is shared more widely, to strangers and friends alike. 103 6.4.3 Reading the Space Finally, here, the experiences with SignalPlay also highlight our concern with the ways in which actions in space become readable and interpretable to others. We encounter spaces as particular kinds of places (Harrison and Dourish 1996); as public or private, as spaces of work or leisure, as rowdy or dignified, etc. In our deployments, we were particularly interested in the “legibility” of space and technology – that is, in how people could learn to read it or interpret it, and in particular how they could read the system’s activity as being a consequence of their own and others’ actions. A direct physical mapping between the gallery space and SignalPlay’s audio output would identify the sounds as coming from the speakers, located in certain corners of the room. On only one occasion, however, did a participant actually indicate the speakers as the source of the sound, an 8-year-old boy who wanted to know how we got the sounds from “there” (the bongos) to “there” (pointing at speakers). Though he knew intellectually where the source of the sounds were physically located, interactionally he mapped the sounds to the space quite differently. Seconds after he pointed out the speakers, the rook was moved, triggering the associated sound. Looking up from the bongos, he pointed towards the chess set. In this section, we examine how our participants might come to understand SignalPlay’s audio output in space as something more than a simple physical correspondence. Participants’ interpretation of the SignalPlay space was built upon their awareness of people in space, as previously discussed, as well as a strong association between sounds and objects, objects and 104 territory, and awareness of each other’s sound-producing actions. Transferring Focus to Objects. We saw numerous instances of participants examining motes that were attached externally to the lightsaber and compass. However, we also saw a man peer inside the compass box, despite the visible mote. We also noted a woman who put the compass up to her ear, as if expecting the sound to emanate directly from it. These were the most noticeable illustrations of the general tendency to focus on the physical objects as the source of the sounds and regard the digital system as transparent. Universally, when a participant’s attention was attracted by a sound associated with a certain object, they turned not towards the physical source of the sound – the speakers – but to the causal source of the sound, the object. Physical Objects Demarcate Space. At one point during one of the gallery showings, a participant separated one of the blocks from the set, placed it on the floor next to one of the sculptures from the other installation sharing the room, and ran an Ethernet cable from that sculpture into the hole on top of the block that allowed light to reach the light sensor inside. This breached the grouping of the blocks, expressed by keeping them all in the same territory, not to mention the spatial distinction between the two installations. The displacement of that block proved to be an exception that proved the rule; it drew looks, comments, and jokes from other participants. Different objects elicited different spatial behaviors. The lightsaber, compass and bongos tended to “wander” but return home. A participant might roam around the room with the 105 lightsaber, poking their friends and swinging it around. Participants commonly walked around with the compass, and in fact that movement can be considered an example of iconic interaction encouraged by the compass. However, participants almost always put them back exactly where they found them. The chess pieces on the other hand, were placed on a chess board, a clearly demarcated piece of territory. Though they were moved around, they were rarely moved off of the chess board. The blocks, for the most part, stayed on the pedestals on which they were originally placed. Territory was not marked for the blocks, any more than it was for the compass, which traveled more. The key difference was that while the iconic interaction with the compass required movement through space, the blocks encouraged stacking in place. Thus the interactional properties of the objects affected how participants fit them into the space of the exhibit. Sounds and Sound-Producing Action. Sounds in SignalPlay are caused by visible action, allowing watchers to associate a sound with an object and the person controlling it, and thereby making the system’s audio output interpretable. During a gallery session, three women off camera are discussing “the bong” and in order to clarify its source to them another participant simply picks up the rook and moves it. This demonstration makes explicit a usually implicit process of monitoring other participants’ actions and associating them with system sounds. These three aspects of interaction – with the artifacts themselves, with others, and as a means of reading space – are not separate behaviors; they arise in concert with each other. Here they provide us with a starting point for understanding the relationships 106 between people and activities in augmented spaces, and how ubicomp technologies transform the legibility of actions in space. Although gallery settings differ from office, domestic, or mobile settings in which ubicomp technologies may be deployed, those settings are also populated by people and by technologies, and ones that must be interpreted and transformed through practical engagement. Our data illustrate that the collective, spatial, and sequential aspects of encounters with ubicomp environments are critical factors in how those technologies will be put to collective use. 6.5 Conclusions and Implications SignalPlay demonstrates that our world is both physical and social. While we might distinguish between these as analytic concerns, they are fundamentally intertwined as practical matters. Just as it is impossible for us to encounter space independently of its physical characteristics, it is equally impossible for us to encounter it independently of its social character and organization. This social character means that spaces are not “given”; they are the products of active processes of interpretation. The meaningfulness of space is a consequence of our encounters with it. For ubiquitous computing, this is an important consideration. We are engaged in the development of technologies that are rapidly moving out of traditional computational settings – laboratories and workplaces – and into everyday environments. Ubiquitous computing research is actively concerned with domestic environments, with technology in leisure settings, with mobile technologies, and with a range of computational embeddings in space. The research challenge, then, is to understand how it is that 107 computationally augmented spaces will be legible; with how people will be able to understand them and act within them. Taking this perspective highlights some aspects that are traditionally hidden in the ways in which we think about ubiquitous computing and interaction. Our traditional focus, drawn from decades of research on HCI, is on how people might interact with technologies. However, as we can see from observations with SignalPlay, this is a narrow perspective. Instead, we have been looking at how people engage with space and with each other through the technologies that we provided to them. We focus on how people collectively act in space, and through that participation, achieve concerted social action. Our design models must address space not as a passive container of objects and actions, but as something that is explicitly constructed, managed, and negotiated in the course of interaction; and at the same time, we need to be conscious of ways in which new technologies provide new ways of encountering space. For tangible interaction, SignalPlay demonstrates some of the ways that a relatively simple system can be used as a collective resource for rich interaction. It foregrounds the fact that tangible interfaces are not just physical objects coupled with data, they are also social and spatial. The very tangibility of SignalPlay’s various components rendered interaction with the system publicly available, and participants could use multiple, mutually reinforcing sensory channels to monitor each other’s actions. The physical forms and spatial arrangements of objects, while they did not constitute an exact representation of the state of the digital system, did intuitively indicate what actions were 108 available for participants to perform within the system. If technology renders space legible in new and interesting ways, then situating computational systems in a physical setting makes them observable and interpretable as well. We are interested in how computational technology can reconstitute space: tangible systems put those processes out in the open where we can examine them. SignalPlay is an initial examination of people’s interactions with and through computationally augmented objects and spaces. Our focus is less on technical innovation and more on uncovering behaviors and understandings that will inform future work. This includes augmenting a new interdisciplinary research building with a sensor network infrastructure that will support ambient displays of presence and activity, and enhancements to SignalPlay itself, incorporating network topology and radio signal strength in order to tie the system more closely to physical space. More broadly, our research in this area further develops the ‘embodied interaction’ paradigm, which concerns itself with how technologies and artifacts take on meaning for their users through their embedding into systems of practice (Dourish 2001). This relationship between people, objects, and activities, cast in terms of the ways in which practice evolves, is a central consideration for future developments in ubiquitous computing. Our SignalPlay deployments scarcely scratch the surface of this topic. They were limited in both scope and duration, and so provide only a brief snapshot of the ways in which people engage with augmented spaces. In the next chapter I will present Nimio, another site-specific collaborative tangible system, this time deployed in an office setting for 109 several months. 110 Chapter 7 Nimio: Combining Tangible Interfaces and Ambient Displays for Collaborative Groups While tangible interfaces open up new possibilities for input and interaction, they are also interesting because of the ways in which they occupy the physical world just as we do. Nimio sits at the intersection of three research areas – tangible interfaces, ambient displays, and collaboration awareness. Our system, Nimio, uses engaging physical objects as both input devices (capturing aspects of individual activity) and output devices (expressing aspects of group activity). It is situated in a rich ecology of multiple communication media and opportunities for mutual monitoring in everyday lived space. We present our design and experiences, focusing in particular on the tension between legibility and ambiguity and its relevance in collaborative settings. This chapter is based on material previously published with Johanna Brewer and Paul Dourish in the proceedings of Tangible and Embedded Interaction 2007 (Brewer, Williams et al. 2007). 7.1 Introduction Ubiquitous computing applications reimagine the everyday world as a site for interaction. Where traditional interaction has been bound to personal computers and desktop environments, the move of computation into the world means that the physical environment itself becomes an interface to a diffuse coalition of computational devices and services. The everyday world is, however, populated by other people, objects, and 111 activities. This suggests that one important area for ubiquitous computing system development lies at the intersection of ubiquitous and collaborative systems. Significant research questions in this area remain to be answered. Some of these include, how can ubiquitous technology be used to support group cohesion and interaction? How can people understand the operation of augmented spaces? How can collective behavior emerge in interaction mediated by ubiquitous computing technology? Motivated by these questions, we have been experimenting with simple devices that can be used to maintain informal contact and interaction for distributed groups. Nimio is a system comprising a series of physical objects designed as individual playthings, but wirelessly networked to act as both input and output devices for a collective visualization of distributed activity (see Fig. 7.1). These hand-held, translucent silicone toys have embedded sensors (for input) and LEDs (for output) that allow them to be reactive to both sound and touch. Action around one Nimio will cause the others to glow in different patterns and colors. The interaction design is deliberately open-ended, in order to allow the emergence of distinctive patterns of collaborative engagement in real groups. This tension between legibility and ambiguity is a central aspect of our design. 7.2 Background The research presented here, and the devices that have resulted from it, draw upon and combine previous research into three primary areas – passive awareness, ambient displays, and tangible interfaces. 112 7.2.1 Passive Awareness Although early CSCW research focused on the formal, task-oriented aspects of collaboration (Streitz, Geißler et al. 1994; Glance, Pagani et al. 1996), it rapidly became clear that computer systems could also usefully support the informal aspects of collective interaction. For instance, IM is not a collaborative technology in itself, but supports collaboration as part of a broader ecology of tools. IM’s messaging component supports informal interaction, quick questions, and social chit-chat; at the same time, the presence indicators visualize individual and collective presence (Nardi, Whittaker et al. 2000). The range of mechanisms by which this is achieved have generally been glossed as “awareness.” Embodied action in space is critical to studying how groups maintain an informal connection and understanding of mutual activity. Heath and Luff’s (1992) classic study of London Underground controllers shows how they coordinate their actions so as both to display and to monitor the activities in which they are engaged, through the ways in which they share a physical space within which these actions are performed. Audio-video environments have attempt to reproduce aspects of this experience for distributed groups, but everyday interaction takes place in a three-dimensional space, not on a twodimensional plane, and so communicative gestures, for example, lose their interactional effectiveness on a screen (Heath and Luff 1991). 113 7.2.2 Ambient Displays One approach that attempts to deal with some of these problems is to move the source of interaction back out into the world. A number of researchers have noted the ways in which people interpret the rich cues that they find in the everyday world as a means to understand activities around them, and have begun to explore the ways in which the everyday world can be used as a medium for display. There are two key elements to this work – a focus on passive understandings, and a focus on ambient information. These are related but different concepts. By stressing passive understandings, some research draws attention to the ways in which information may be provided to users without explicit effort on their part, perhaps serendipitously encountered in the course of interaction. This may encompass passive awareness displays based on “push” models (Dourish and Bly 1992; Fitzpatrick, Parsowith et al. 1998), or it may suggest approaches that annotate information objects with indicators of activities that others have performed, in much the same way as physical objects carry markers of previous activity (Hill, Hollan et al. 1992; Höök, Gersie et al. 2003). Relatedly, a focus on ambient information considers the ways in which information can be conveyed in the environment, through the use of peripheral cues such as background sounds, light levels, etc. The primary consideration here is the way in which information display features as an aspect of the environment. Ambient displays, however, have largely operated as just that – displays, concerned primarily with output. While some have augmented these displays with devices such as video cameras or RFID (Sawhney, Wheeler et al. 2001), these have largely been efforts in local information customization. In contrast, our focus on collaboration requires that we be concerned also with the displays as input sites. 114 7.2.3 Tangible Interfaces One source of inspiration is Brave et al’s (1998) “InTouch,” which uses wooden rollers connected to both sensors and actuators to create a shared physical experience across distance, and hence to provide a tangible channel for communication between two parties. Its design is simple and compelling, but, while it supports potentially sophisticated interaction between two people, it has no support for broader engagements amongst distributed groups. Research on tangible interfaces, particularly in collaborative settings of this sort, suggests that they might provide an effective mechanism for combining ambient displays with social connection through activity awareness. The system we have developed, Nimio, is designed for this purpose. Our previous research has suggested that the local environmental and organizational context is a critical issue for ambient display design. We will begin by outlining aspects of this approach, and then discuss our field studies of the group and the space into which Nimio is to be introduced. 7.3 Context-Specific Ambient Displays Brewer (2004) outlined several considerations for the design of ambient displays, primarily stressing the importance of context. Naturally-occurring sources of ambient information are in a sense ideally suited for their situations. Both the sound of rain and shadows from the sun are inherently wed to their location; hearing rainfall means that it is raining right here. They are integrated into their surroundings, or rather, they constitute 115 the surroundings. These displays are part and parcel of the information that they convey. However, that information also can be interpreted to have more complex connotations. From seeing many people on the street in the business district of a city, for example, one may infer that it is lunch time or quitting time. This is a crucial feature of these displays: their ability to support inference of more complicated or nuanced situations. Our framework highlights the situated nature of information and inference. Is the Information Dependent Upon the Context? It also emphasizes that the display Is the Information Specific to a Certain Group? must address a need, however subtle Is the Display Meant to Be Interactive? or currently unacknowledged, while How Does the Ambient Information Relate to Other Information and Information Practices? Is the Primary Purpose of the Display to be Aesthetic or Informative? remaining flexible enough to be adopted into the user’s lifestyle as How Rapidly Does the Information Change? they see fit. This is achieved not only Is the Information Already Displayed in Some Way or is it Intangible? Does Past Information Persist in the Present? by choosing carefully the information to display, but also by understanding Is the Physical Location Cohesive or Fragmented, Mobile or Static? Figure 7.1: Ambient Display Design Considerations how that information figures into the users’ daily practices. To this end we have developed several design considerations (Figure 7.1), in the form of elucidatory questions, which provide a rationale for choosing certain methods of display based upon the various features of the information. 116 7.4 Site Study Our principles suggest that any design effort must begin with a detailed examination of current practice. We worked with a group of ten people who manage a multi-disciplinary information technology research institute. They reside in two spacious suites across the hall from each other. Another member of the group has an office on another floor; as facilities manager, his job requires him to roam about the building. This group was the first to occupy the new building, having recently moved from a single, cramped hallway in another building. In their new area, the larger of their two suites contains six offices, a conference room, a reception area, and a multi-purpose copier/coffee/mail room; the smaller annex has four offices and a reception desk. Impromptu social gatherings tend to happen in the multi-purpose room. Although the group is influenced by the space they occupy, the social topology of the group is continually changing, as they often work in smaller subgroups depending on the current project schedule. Their office layout is not necessarily optimal for collaboration, so they are highly mobile, traveling both within and outside of the office suites. They estimated their trips across the hall to see colleagues in the other suite in dozens. Thus, the context for the display is primarily influenced by both the group’s social and spatial configurations. We observed patterns of the users interacting with and through the environment, and conducted semi-structured ethnographic interviews with most of the group members. 117 Interview questions focused on daily work routines, collaboration with colleagues, and use of physical artifacts for both work and decorative purposes. Collaborating around Artifacts. Several people described day-to-day work that was outside of their job descriptions, things they did to “help out” until more staff were hired. One effect of this flexibility of duties was that people did not work with fixed groups. Certainly, some sets of people worked closely and consistently together, but none of these sub-groups worked in isolation. In describing their tasks, some interviewees pulled out calendars, paper documentation, spreadsheets, and floor plans. In one notable instance, a spreadsheet of tasks served not only as a to-do list, but a reminder that she was planning a great deal of collaboration with a particular colleague over the coming weeks. This document that had his name all over it served as a low-tech long-term indicator of his presence. Collaboration and Interruption. Perhaps more striking than the content of the interviews was the fact that every interview we conducted was interrupted at least once by a colleague checking the availability of the interviewee. Two interviewees reported calling first to see if the other is available, though when this happened during the interview, she let the phone ring and the colleague checked on her in person anyway. Incidents such as Figure 7.2: Jasmine Blossom Distributed Display 118 these, as well as comments made during interviews, led us to believe that one advantage of their previous cramped quarters was that they allowed peripheral awareness of each other’s presence. From one group member: When we were in [our old offices] we were in close proximity, so it was very easy to know where people were or if they were on the phone or if they were talking with somebody else or if they were out of the office... But in here, now that we’re separated into two suites, it’s difficult because there’ll be times where I don’t want to call someone on the phone I want to talk to them in person, so I’ll walk over there, and I’ll have another excuse to go over there for coffee or whatever, and I’ll find that they’re either on the phone with somebody or they’re not there… So that’s… you end up making five trips for the one trip. Furthermore, we were intrigued by the way in which the group chooses to portray itself. They consciously present themselves as a tight-knit and heavily collaborative group. They go out to lunch together, don matching shirts emblazoned with the institute logo for building functions, and tell us in interviews how close they are. Artifacts and Ornaments. This closeness is also reflected, on occasion, on the physical objects in the environment, which were a particular focus of our attention. At our first visit on site, most group members had similar jasmine blossoms in each of their offices (see Fig. 7.2). We were told later that one member had brought in several clippings from the same bush to share with her colleagues. Though theirs are not technical positions, the members of the group present their organization’s innovative technology to visitors on a daily basis. This being the case, it is in their interest to project a certain technophilic image to visitors, which is currently done in part by the office’s décor. In the waiting area stands a large plasma disc that responds 119 to voice and touch with moving bolts of colored light. In interviews, several group members expressed an interest in objects or displays that could serve as “talking points” for newcomers, though at the same time they did not wish for distractions from their dayto-day work. 7.5 A Context-Specific Design The goal of our observational work was to understand the opportunities and parameters for informal collaboration support in this setting. Clearly, the move from a common space to a larger distributed space has introduced problems for the group. Some of these are purely coordinative, such as knowing when people are around and knowing when they might be available. However, we were struck too by the sense of closeness within the group; an important goal then is to support not just coordination but cohesion. So this less formal element was a critical design issue. It was notable that this cohesion was expressed not least through physical objects. Finally, we noted the importance of providing them with the means to demonstrate to visitors that their organization fosters innovative and aesthetic technology. This trio of coordination, cohesion and comportment became the focus for our design process. Our studies suggested that the information which would be most beneficial and suitable for display would be the activities of the other group members. Activity, however, is not a trivial thing to capture and express. Some other displays attempt to monitor the amount of work the members of the group are performing and then display the activity as an availability level based upon the work being done. From our observations though, it 120 seems that the users are more attuned to the inverse: they were used to having an awareness not of each others work but of all of each other’s attendant activities. They inferred what one another were doing from observing the peripheral cues of each other’s actions within the workplace. Understanding how busy or free another person is not a straightforward operation; one must learn their co-workers patterns of behavior and the peripheral signs which result from those behaviors. Thus, the peripheral information which they previously relied on was not a clear representation of work level, in fact it could vary from person to person, but rather it was a channel through which the group became accustomed to expressing themselves and learning about each other. This channel, then, does not reflect activity level as a scale of interruptibility, and so work done on recovering interruptibility (Fogarty, Hudson et al. 2004) is not sufficient for this application as the group is accustomed to communicating and understanding richer information about the nature of each other’s activities. We then set out to examine that information with our framework and to try and develop a method to gather and display it. In this section we will give a detailed account of the way in which Nimio works and highlight, when applicable, the questions of the framework that influenced our design decisions. 7.5.1 How Nimio Works The system is a set of 12 touchable translucent white silicone toys that can detect when there is sound around them and when they are being moved. They transmit this information to each other wirelessly, and display it via red, green and blue lights. 121 A single Nimio is defined by its shape and its color. There are four shapes (pyramid, cube, dome and cylinder) and three colors of bases and lights (red, green and blue). Each Nimio can display all three colors, but can only trigger distributed display of the color on its base. Each toy is a unique combination of a shape and color (e.g., there is only one “red cube” or “blue dome”). These two properties create two types of family groups: shape groups (e.g. dome Nimios) and color groups (e.g, blue Nimios). The family groups and the type of interaction detected govern they way in which information is displayed on the Nimios. Nimio can detect and display sound and two different levels of movement. If any Nimio detects sound around it, all other Nimios pulse their matching light in rhythm with the sound. So, for example, if a cube-shaped Nimio with a red base senses sound all other Nimios will display red. Figure 7.3: Nimio! Next, a Nimio detects when it is being moved gently. This activity will only be displayed by Nimios of the same color or shape as the sensing Nimio, and it will be displayed as a 122 steady pulsing at a frequency of one pulse per second. So, if the red cube is moved gently, all cubes and red-based Nimios will slowly pulse red, but, for instance, the greenbased pyramid will not pulse. Finally, a Nimio detects when it is shaken vigorously. This activity will also only be displayed by Nimios that share its shape or color, as a solid light for 5 seconds. For example, if the red cube is shaken, all cubes and red-based Nimios will light up solid red, but, for instance, the blue-based dome will not be affected. 7.5.2 Example Interaction Figure 7.3 depicts an example scenario of how Nimio might be used, showing all of the Nimios in the system and their reactions. Prairie-Dawn has two Nimios in her hands, the green and red cubes. In a moment of whimsy, she gently wiggles both Nimios like maracas. The red and green cubes detect this fidgeting and transmit this signal to the other Nimios. As a result all three of the cube-shaped Nimios begin pulsing red and green because fidgeting is detected within the same “shape group.” The red-based pyramid, dome and cylinder pulse red because fidgeting is detected within the same “color group.” Likewise, the green-based pyramid, dome and cylinder pulse green. The blue-based pyramid, dome and cylinder do not light up because they are not in the same color or shape group with either of the two Nimios that have been fidgeted with. Oscar, who currently has the blue cube atop his desk above his monitor, knows from experience that the steady, rhythmic pulsing he sees means that someone is fidgeting with the red and green cubes. Oscar frequently stops by Prairie-Dawn’s desk so he knows that she has 123 the red and green cubes. He chuckles to himself figuring that she is fooling around a bit, and decides he will go and see what she’s up to, since he is a bit bored himself. Figure 7.4: One possible interaction with Nimio 7.6 Implementation The physical artifacts are constructed using Smooth-On Smooth-Sil 920, a flexible, translucent silicone. Each individual shape and its detachable base were cast and molded by hand. The shapes are hollow and constructed to contain a Berkeley mote. Each mote is powered by two AA batteries, which must be replaced every month or so depending on usage. The bottoms are designed to be sturdy enough to withstand daily use, but easy enough to open for semi-regular maintenance. 124 Nimio was developed using Crossbow MICA2 motes communicating on the 900MHz band, with attached sensor boards. From the sensor board we use the accelerometer and the microphone as inputs. The microphone samples at 14KHz, not a fast enough sampling rate to reproduce sound well, but certainly high-resolution enough for a visual display of the energy of local sounds. The accelerometer reads every 50 ms, which has proven adequate to detect fidgeting or shaking. For output, we have replaced each of the three surface-mount LEDs on the mote with an array of three ultra-bright LEDs connected in parallel. Each toy, then, contains a total of nine LEDs in three different colors: red, green and blue. The original positive solder points for the surface-mount LEDs, which would have provided 5mA of current, serve as triggers; the ultra-bright LEDs are connected both to the original solder points and directly to the batteries using transistors, and so are able to draw a full 20mA for maximum brightness. Due to the layout of the suites, multi-hop messaging must be used to communicate within the wireless network that supports the toys. The toys themselves require a total of 12 motes. We use additional unaugmented motes mounted on the ceiling to relay messages between the two suites. An additional base station would be necessary to better support the group member with an office on another floor, but because his job requires him to wander the building outside the range of the suites’ wireless network, even this would not fully support him. Though not a part of the initial deployment, development has been undertaken to integrate Nimio with the Equip Component Tookit (Greenhalgh, Izadi et al. 125 2004), which would provide us with infrastructure to connect Nimio with the wireless LAN at Calit(2), enabling its use more widely throughout the building. Nimio’s behavior was initially prototyped in Max/MSP so we could gain a more immediate understanding of what our proposed interaction felt like. Development then proceeded in NesC, a variant of C refactored for use in wireless sensor networks. Technical concerns included the need to route messages appropriately. Most routing algorithms for wireless sensor networks are concerned with routing data from sources in the environment to a sink where the data can be analyzed. This is not the case with Nimio, in which each node is both an input and an output. Rather than routing messages to a single node, each node must broadcast widely, and each receiving node must respond to messages meant for it, and also forward the message along. This sort of routing is more prone to clogging the network with many messages, and for that reason (as well as prolonging battery life) we attempt to optimize between fluid interaction and minimizing the number of messages sent. Microphone, accelerometer, and mote-of-origin data is conveyed in 23 bytes. A limited table of message ID numbers is kept on each mote, and if the mote has seen the message before it does not forward it. The algorithmic problem of routing well for a system like Nimio is still unsolved, but our results are satisfactory for a system composed of a couple dozen nodes. 7.6.1 Design Rationale Because we were trying to create a socially and spatially situated channel of information, we were acutely aware of the dangers of violating existing social practices. We decided 126 to support inference rather than try to represent something more specific. Instead of supposing that we could know a priori what cues and actions were most significant for the other members of the group, we choose to create a medium that would support a more ambiguous set of behaviors. We felt that a limited and explicit modality of input and output would constrain the users in ways that would force them to be more focused on the system itself instead of developing a new way of becoming attuned to one another. To this end we chose to base our system around a set of toys. Even if they have some predefined mode of interaction, toys are typically re-appropriated by the user for whatever purpose they see fit. It is not taboo or unusual to do so, and by designing a toy we are trying to draw the users away from thinking of our system as a tool which they can only use in a certain way; we are encouraging them to explore the capabilities of the system. Additionally, because the toy is both the means of input and output, the disjunction between monitoring and display is erased. We hoped the users would not feel as if they are being watched, but rather feel similarly to how one feels as they are moving physically through a space, aware of the effects their presence has on others, and in control of those effects. We chose to allow the users to identify themselves with the toy, rather than identifying the toys with a specific office or user. By allowing the users themselves to constitute the context and negotiate the configuration of that context by means of exchange of the toys, we are giving them the power to represent the workplace as a social space rather than a physical one, and we are transforming the problem of representing individual activity into 127 one of group flow. Also, the fact that the users must actively maintain a mapping between themselves and the space they inhabit supports the behaviors they are accustomed to engaging in. Our three levels of interaction – sound, fidgeting, and shaking – and the shape and color resonances are meant to support the different types of working relationships to which our participants were accustomed. We treat fidgeting and shaking as a more intimate gesture than the widely broadcast sounds, limiting the display to members of the same color or shape groups. If, for example, the blue-based pyramid is shaken, the owners of the red and green pyramids will be able uniquely to identify the shaker (because only the blue pyramid can make the other pyramids light solid blue), while the owners of other blue shapes will have a more nebulous awareness of the action (because any other blue shape can create that effect in that group). With this property, we tried to reflect the ways in which members of certain close subgroups tend to be more aware of each other’s presence, and better able to interpret each others’ actions, and give them a means to support that behavior. We also attempted to design for an experience similar to the way the user’s functioned in their old office space. When the area is quiet it may be easier to distinguish between a few sources of activity, but during busy times sounds from the offices of many coworkers are heard by all simultaneously, and become harder to distinguish. Similarly, if sound is present near multiple red-based Nimios, those sounds and rhythms will be additively combined and displayed on all of the Nimios. In this way the display draws on 128 the properties of sound in a small office. However, even if the office is busy, the display does not become overwhelming, as there is an upper bound on the complexity of the display. Because the display is somewhat ambiguous, it is adaptable to different rates of information flow. Finally, like the jasmine blossoms found on the desks of the group, Nimio presents an outward display of group cohesiveness, and occupies the workplace alongside the people. The physical presence of an object on the desk serves an additional purpose. When trying to determine how the ambient information would fit in with other information practices, we noted the desire of many users to present a high-tech image. A desktop toy fulfills this need since it is usable at the very least as a physical object by anyone, including visitors, who happen to be in the office. Additionally, the group has a preference for tangible representations of information throughout their workday. A “high-tech” toy can strike a balance between the aesthetics, informativeness, and usability that the group desired. However, we did not want to create a toy that was so “high-tech” looking that it would seem fragile or austere. Nimio’s physical design attempts to reflect a tech-friendly atmosphere while still remaining intriguing and inviting. 7.7 What Did People Make of It? Nimio was deployed in a complex social setting, and with very open-ended goals. Accordingly, our assessment is not so much focused on evaluating its fitness for specific instrumental purposes, but rather on examining whether and how it was incorporated into the social life of the group as they settled into their routines in the new building. 129 Individual Meanings. We were surprised, after witnessing the ease with which group members socialized, that no one ever traded Nimios with each other (as we had hoped). We had not counted on the Nimios being regarded as highly personal objects. Yet in follow-up interviews it became clear that certain shapes had particular meanings to our participants. One women thought the domes were “mysterious” while another man thought they were “boring”, but pyramids reminded him of “Egypt and Mexico”. People poked, prodded, shook, shouted at, and even disassembled their Nimios. As one woman said of her Nimio, “we became friends”. Performing Group Identity. As noted earlier, the group portrayed itself as tight-knit when we spoke to them shortly after their move to the new building. In the year following the move-in, the group’s identity remained cohesive (though not completely undifferentiated) and was articulated in several ways. First, individuals maintained that they worked in a “good group” where “everyone gets along” even as they added several new members to the original core staff. Second, the group’s informal style was manifest both in interviews and during participant observation. Meetings tended to be opportunistic and impromptu, rather than formally scheduled; this style was regarded as a more productive use of time, and frequently contrasted in interviews to people’s experiences in old jobs and in other groups. Opportunistic interaction meant that the public spaces in the office suite were frequently used, and collaboration was often quite visible. One interviewee asserted that the “tone” of the office “comes from the top”, establishing it as a characteristic of everyone working for the group manager. Finally, along with this intensive intragroup 130 collaboration, many group members also interfaced with “outsiders”, whether in public relations roles, or collaborating with funded faculty, or meeting with promising undergraduate researchers. Nimio became a part of the image they presented to these outside collaborators, a tangible conversation piece, a visually appropriate and eyecatching office decoration shared by most group members, and an example of the kind of research done at their institute: I think it’s visually interesting and unique… I have a lot of people who come and go from my office and so I mean it’s an opportunity for me to casually just say… ‘oh yeah, we’re just part of a research project, just one of many fascinating things we do here’… it seems appropriate in this context. Generating group identity: shared understandings and interpretable actions. As we had seen in our initial study, people had developed a strong sense of each others’ work habits in the course of their interactions. People attended to each others’ habits and tailored their communication strategies to relevant personal habits and characteristics of the person they wanted to talk to. Group members acted visibly or audibly in physical space (leaving office doors open or closed), on the phone (by having audible conversations), on email and on IM (status messages, responsiveness or unresponsiveness). Over time and with trial and error these actions became accurately interpretable to others as meaning specific things like presence at one’s desk, or participation in a conference call. We intended Nimio to become another channel in this diverse communication ecology, but encountered several difficulties. The simplest set of difficulties was purely technical. Short battery life left the Nimios sometimes unresponsive, and routing problems cut off a few users who were spatially 131 peripheral. This meant that Nimio’s responses to its users and immediate environment were often not consistent enough for people to develop a mental model of what the system was doing. Another sort of difficulty stemmed from the fact that Nimio was a distributed display. A Nimio might be reacting to a distant, otherwise imperceptible event, but precisely because that event was distant there was no way to correlate the distant action with Nimio’s reaction. Similarly there was no convenient way to know if your actions were creating an effect on someone else’s Nimio. After the initial deployment, when we set all the Nimios out in the kitchenette/copy room, no one played with their Nimios in the same place so that they could see immediate reactions. Nimio was designed to be unobtrusive; placed out of one’s line of sight, the blinking lights did not demand attention the way an audio alert would. But once placed out of sight, because it was difficult to understand, it was also out of mind. For all these reasons, Nimio did not become a medium through which group members could act visibly and be understood by the rest of the group. Subgroup identity: reinforcing strong ties. While it is true that “everyone gets along” and collaborations are fluid, some ties within the group were stronger than others. One participant noted, with regard to potential collaborations “each of us is the center of a bell curve of possibilities”: one might collaborate with anyone, but would be more likely to work with some than others. Another noted that these ties are mutually reinforcing; opportunistic face-to-face meetings with collaborators were also moments where one might get “sucked into” yet another project. Strong ties might mean nearly constant faceto-face interaction: 132 we literally just get up, and you can see, we are coming and going out of each other’s offices all the time, so it’s very personal contact. Strong ties tended to coincide with physical proximity, since people had offices in the main suite or the annex according to their job duties and organizational positions. In these cases, some people were able to find enough correlations to render Nimio interpretable. There were two main ways in which this happened: awareness of Nimio as a physical object in a coworker’s office, and awareness of a coworker’s activity through Nimio. In the first case, people were seldom aware of who possessed which shapes and colors among their weak ties, but could identify those possessed by a few of their close collaborators. Three women who worked closely together (identified by one as “the three talkers”) chose their Nimios together, grabbing the three pyramids as soon as they were available, making a conscious decision to use a set of Nimios that could communicate most closely, making their affiliation visible. In their case, Nimio could call their attention to what had been a merely background awareness of their closest coworkers’ activities: I’d see the red lighting up and then if I listen – like I can tune everybody out, but then if I stopped and listened yeah it would be her. The tiered interaction model we had designed using a gradient of communication between similar shapes, similar colors, and the whole group did indeed reflect the varying levels of collaboration within the group. While Nimio did not strengthen ties uniformly throughout the group, it made stronger and weaker ties more visible to us. 133 Three themes emerge from these observations. First, Nimio was highly interpretable to individuals. Some seemed to have a better grasp than others of “how it works”, and many interpreted the system in ways we wouldn’t have expected, though explanations were available either from the researchers or from other coworkers. To some degree, misunderstandings were due to some of the aforementioned technical and interactional difficulties with the system, yet some interpretations were incredibly specific and surprisingly accurate. Second, awareness of Nimio and other people was gained largely through face-to-face interaction. For the most part, people were aware of what their most frequent face-to-face collaborators possessed. At the same time most participants were aware of the two receptionists, whose desks and Nimios were publicly accessible. Lastly, Nimio highlighted and clarified some of the social complexities of the group, providing a lens that helped us understand how these coworkers collaborated. While participants expressed a desire to be more aware of all their colleagues, in practice that awareness emerges from their communications over primary work activities, and each reinforces the other. Nimio made this process more visible to us but did not break the feedback loop. 7.8 Discussion & Conclusions During the design process of Nimio, we tried to situate the system within its users’ particular social practices and the physical environment in which they act. The space they inhabit is made meaningful through their relationships and actions. The office space is one in which they sit and work, but also one in which people gather, a space one must walk through to find one’s colleague, etc. This group of people – like any group of people – have assigned collective meaning to their relationships and interactions with each other, 134 to simple interactions like the sharing of some jasmine blossoms. Nimio was designed from the bottom up to be similarly openly interpretable, to be an artifact to which users can attach their own collective meanings through a process of use and negotiation. The particular resources available to users for the generation of meaning around Nimio’s ambiguous output affected whether they found the system interpretable or simply confusing. 7.8.1 Context for Interpretability Nimio was deployed into an already richly interactive setting. In its least technologically augmented form, “awareness” is maintained simply by our sense of hearing, glances in the right direction, or even senses of touch or smell. In their original workplace, the group members we talked to were able to maintain awareness quite naturally because their offices did not muffle sound. Studies out of the Kings College group (Heath and Luff 1992; Hindmarsh and Heath 2000) examine these methods of shared awareness quite thoroughly, pointing also at the importance of shared objects. Dourish and Bellotti (Dourish and Bellotti 1992) discuss awareness in shared workspaces, hinting at awareness through documents that is similar to what we saw in our study. While Nimio allows coarse activity awareness, it also depended on the development of shared understandings, which in this case come about due to routine co-present interactions that occur throughout the day. This was an active, interactional process. Actions are observable and presumed to be rational. Social contexts arise from this ongoing accounting-in-action, and it was the near-constant peripheral availability of 135 visible and accountable action that made Nimio’s minimal display intelligible to some. Those to whom that action was less frequently available had a much harder time interpreting Nimio. Thus, to adapt an easily understood example from one of our interview, if one hears their coworker’s door close, and then sees their Nimio pulsate a certain color, they may infer that their coworker is talking to someone on the phone, because in their past experience she also sometimes closes her door for phone meetings. To another coworker who does not hear her close her door on a regular basis, and who is less familiar with the frequency of her phone meanings, the colored lights she triggers on their Nimio will not mean much. 7.8.2 Accumulation of Meaning Over Space and Time In the course of designing Nimio, we noticed a corollary to the situated display approach that we initially took. In many environments – the office being one – “situations” may tend to repeat themselves. Thus we see many offices in an office building, each with similar layouts and serving similar purposes. We see similar desks in each office, and meeting held in the same room, at the same time every week, and about similar subject matter. In such environments, situated displays may also become distributed displays. As mentioned before, at our first visit on site, most group members had jasmine blossoms in their offices, all from the same bush. While one of these jasmine branches may constitute a mere pretty office decoration, the set of them, distributed throughout many coworkers’ offices, conveys information about the working relationships of this group. Additionally, socially conveyed knowledge (i.e. that they all came from the same bush, 136 that group member X brought in the branches from her neighbor’s bush, that each group member picked a branch) adds to the legibility of this display, though even without that knowledge it is not wholly uninformative. While each toy may allow awareness of the presence of several coworkers, the system as a whole can convey on one level who is active, and on another level, by visible shapes and colors, who is aware of whom. This sort of knowledge would be accumulated over time, and require the knower to move throughout the space in order to take it in. In practice, though the group of administrators we worked with were collaborative and friendly, they did not all spend time in everyone else’s offices; thus no one we talked to had a global awareness of Nimio as a complete system. Most people could tell us which Nimio a few of their closest coworkers had, but no more; they had a partial knowledge of Nimio as a distributed system based on whose offices they visited the most. The objects were part of a set of local awarenesses based on each participant’s closest working relationships, closest friendships, and most frequented paths about the office. 7.8.3 Legibility and Ambiguity Technologies and technology use take their meaning not simply from individual encounters; rather, they evolve over time through collective use, through the ways in which people adopt and adapt them, just as our participants’ visible actions became legible to each other over time and through collective participation. These collective experiences are inherently varied, open-ended, and situated in practice. Wenger (1999) 137 describes practice as a process by which we can find the world and our encounters with it as meaningful; in this view, practice and meaning reside within communities. Elsewhere, we have considered these issues as they relate to the broader program of embodied interaction (Dourish, 2001). Here, we want to elaborate on the twin central concerns we encountered with Nimio: legibility and ambiguity, and identity and anonymity. The legibility/ambiguity tension concerns the extent to which the device is broadly understandable but retains enough mystery both to be engaging and to allow users to project their own meanings onto it. When translated from interaction to collaboration, a similar issue arises in the tension between identity and anonymity. This arises because the goal of Nimio is to foster group cohesion rather than interpersonal communication, and yet, in order to be meaningful and legible, people must be able to associate visible actions with people, and to distinguish between the actions of different actors or groups. Our tiered interaction design – based on color groups and shape groups – is a response to this tension. They do not allow for a precise identification of objects or activities, but allow participation “affinity groups” to develop. While the Nimio devices do not reflect the activity of specific individuals, neither are they simply reflections of the group as a whole; activities can be associated with different subsets of individuals, and so they allow for people to make distinctions between activities. Distinctions – between activities, and between groups – are critical here, since they are the foundation of distinguishable meaning and therefore patterns of collective signaling and interpretation. 138 Critically, the focus here is on collectives and their interactions. Traditionally, collaborative technologies, and most particularly awareness technologies, have focused on individual interactions or on group presence, and have articulated these in terms of predefined forms of expression. Here, we have left the forms of expression open, and we have used different visual and interactional forms to delineate different social groups. What is central to the design is the overlap between different groups (color groups and shape groups), precisely because of the ambiguity that they introduce in the interpretation of the actions of any particular object. The central concern that our design demonstrates is a sensitivity towards the ways in which these devices can be meaningful to users only in the contexts of their own practices. This is not simply an argument for customization; instead, it reflects the observation that these devices must be designed for appropriation. A jasmine blossom is not a device for social cohesion except when used as one; similarly, the ways in which patterns of connection and engagement arise around ubiquitous computing technologies suggest that the meanings of advanced technologies are also going to arise only through real use. We have attempted to illustrate here how the tension between legibility and ambiguity has been a central element of our design. For embodied devices, this is a key technology challenge. 139 Chapter 8 Discussion 8.1 Design Considerations As previously discussed in Chapter 5, Hornecker (2006) reifies four different aspects of tangible interactive systems, corresponding essentially to objects, space, action, and meaning. She provides design guidelines for each of those aspects, recommending, for example, multiple access point to faciliate action, or lightweight incremental interaction with objects. These are all solid design guidelines and I have no wish to quibble with them. Rather, by approaching tangible systems from a framework of embodied interaction, one tends to view these categories of objects, space, action and meaning as richly and inextricably intertwined, and this will ultimately affect how design considerations are framed. 8.1.1 Objects That Invite Interaction To start with the most straightforward consideration, tangible systems should be comprised of objects that invite interaction and exploration. This in itself is no revelation, but in our experience we found interesting ways in which objects might be inviting to people. In the design of Nimio, we focused on creating objects whose intrinsic physical features – shape, texture, size, heft, squishiness – invited touching and manipulation. We 140 deliberately avoided giving them the typical grey, metallic, or hard appearance of (stereo)typical computational devices. Ultimately participants felt comfortable not only touching and shaking the devices, but also taking them apart and examining the guts. (I consider this to be a positive.) However, it may also be pre-existing meanings or associations with an object that invite interaction, not merely an expectation of tactile pleasantness. Representational objects can provide an indication of what sort of data or function they are coupled with. In this case they give the user some idea of what to expect if they are manipulated. Signalplay, however, did not work like this, and yet representation still played a role in inviting action. In this case, by resembling familiar objects that users know how to use, they suggested actions that might be done with them. (The metaDESK’s passive lens may work this way – suggesting what it does by physically resembling a normal magnifying glass, but actually behaving a bit differently.) Engaging in a familiar action would trigger a system response that might in turn suggest action. A practiced user, then, would eventually act with the augmented object quite different than they would act with the object it resembles, but the original suggested action would have started them down the path towards familiarity with the system. 8.1.2 Publicly Available Feedback It would be trite to suggest that users’ actions should have an immediately observable effect on the system. I wish to suggest, rather, that in a collaborative system, in order to 141 generate the shared context needed for intelligible use, users’ actions should have an immediate publicly available effect on the system. Numerous workplace studies have shown people’s everyday actions to be visible and accountable; if the system’s responses are not, then witnesses are only hearing one half of the conversation. Conversely, if a user, personally, sees a system action, but does not have a visible triggering action with which to correlate it, the actions of the system will be difficult to understand. The visibility of the actions of both the system and other people will be very much influence by the physical and social configuration of the space in which that system is to be deployed. Different senses will have different interactional aspects; for example SignalPlay combined visible human action with spatialized sounds made by the system. While vision requires a clear line of sight, sound pervades the room and can serve to publicize actions or signal participants to turn around and look. This reinforces the utility of site-specific system designs. 8.1.3 Building For Accountability What, then, if you are designing for a situation where there is not a great deal of visible action available? Perhaps users are working in separate offices, perhaps they are not collocated at all. Thus far I have focused on how collocated individuals communicate peripherally in physical space, but this is just one particular sort of situation into which tangible and ubiquitous computing applications may be deployed. 142 First, rather than regarding a system as standing alone, it may be important to consider how it fits in to an ecology of communicative technologies. Damage, for example was a tangible component of a larger system in which text, photos, sound and video could be shared with a group of friends. Kaye’s intimate interfaces as well were intended for couples who also communicated by phone, IM, and email. Remote actions can be known and accounted for – though the experiential resources for doing so may differ – via communicative media as well as physical space, and it is those accounts that may allow people to collectively generate meaning for minimal, highly interpretable interactions. Second, and as discussed in the previous chapter, the tension between legibility and ambiguity is crucial. Minimal interfaces are interesting case studies, but how can one design for a highly interpretable system that leaves ample room for individual and particular meanings, while also providing a rich enough interaction to account for actions through the system itself (rather than other channels)? Intimate interactions at the intersection of the visual, the bodily and the tactile (Bitton 2006; Motamedi 2007) explore this question, marrying expressive screen images with tangible interaction. In an ethnographic analysis of a mixed reality system (Kirk, Crabtree et al. 2005), a simple shared visual of hand gestures projected onto a collaborative construction task allowed for rich, indexical gestures such as pointing, negating, imitating, and indicating spatial orientation, with little overhead for users. Gestures were not predefined, but were legible given the rich interactive context shared and generated by the users. 143 Third, a system may utilize mappings and representations that are relatively stable and agreed-upon, based upon previous share experience. This possibility brings us back around to the representational tangible systems discussed in Chapter 2. The experience of using maps is widely (though perhaps not universally) shared. Phicons of buildings (BenJoseph, Ishii et al. 2001) are easily recognized because the experience of seeing buildings (from many angles) is widely shared. Within a certain domain of practice, phicons that resemble lenses and mirrors are also easily recognized (Underkoffler and Ishii 1998). Within a certain workgroup, icons resembling certain group members could leverage preexisting shared understandings specific to that group. Those users who were confused by Nimio often requested the use of well-established mapping either to people (using personal icons) or to space (using maps). Many of these design recommendations are applicable to non-tangible collaborative interactions as well, but our attention was drawn to these issues by our evaluation of specifically tangible systems. This brings me to my next point of discussion, regarding the utility of tangible interactions as technological probes. 8.2 Tangible Systems as Social Probes Tangible interfaces, especially those meant for education, are already well recognized as objects for users to think with, but they are also objects for designers and researchers to think with. Our use of tangible systems like SignalPlay and Nimio as social probes was effective in uncovering people’s mundane collaborative practices. The idea of probes in HCI is not new; cultural probes (Gaver, Dunne et al. 1999; Gaver, Boucher et al. 2004) 144 and more recently urban probes (Paulos and Jenkins 2005) are sometimes used to inspire design. These terms are familiar enough that they may color the reader’s interpretation of our use of probes. While we share an interest in probes’ abilities to defamiliarize situations that we would otherwise take for granted, I would argue that our tangible probes work in a significantly different way from cultural probes as intended by Gaver and Dunne. Gaver and Dunne (1999) describe cultural probes as akin to astronomical probes. They send their probes out into the environment they wish to discover – for example, by providing elders with packets of postcards and maps containing provocative questions to be answered – and over time, snippets of information come back to them. Designers use the probes as triggers for inspiration, but not for in depth analysis. Gaver et al. (2004) actually argue against rationalizing the process by analyzing, summarizing results, or asking unambiguous questions of participants. By contrast, we did engage in extensive ethnomethodological analysis of video footage and ethnographic grounded-theory analysis of field notes and interviews, in order to understand people’s interactions with our systems. Far from dulling the inspirational quality of the data gathered from probes, we uncovered rich and sometimes surprising practices. In this respect, ambiguity may have been advantageous. Our tangible probes, being also functioning systems, do not just gather information about people’s practices; 145 they perturb those practices5, and the settings into which they are deployed, in informative ways. Nimio, for example, served as a sort of litmus test after its deployment, uncovering social configurations that we would not have noticed from simply observing and interviewing. Tangible probes can be objects that trigger discussions, objects around which to talk about people’s practice. Tangible probes situate collaboration and interaction in the physical, visible world, making these practices more easily available for evaluation. Collaboration in the physical world employs all available resources: space, bodies, actions, language, meanings. This is not to say that shared understanding cannot be achieved without copresence, simply that the wide variety of resources and observability of action in space are useful tools for researchers of collaboration. 8.3 Technologically Mediated Space As I have previously discussed, space is socially mediated and technology has a role in that process. James Scott (Scott 1999) documents the ways in which modern transportation, communication, and government have rationalized and standardized urban and national space in ways that make them easier to regulate. These practices of rationalizing space involve making grids (as one sees both in city blocks and in the selling of plots of rural land) making maps (ZIP codes being a well-known example), and making categories (e.g. direct marketing by ZIP code). Maps are a commonly used technology today, so it is easy to overlook the important role that technology plays in In this way our probes are perhaps not dissimilar from Garfinkel’s social and conversational probes, though I hope ours are less anger-inducing. 5 146 mapmaking. However, even in the earliest days of surveying coast lines in the New World, map-making required enormous resources (Turnbull 2000): money, ships and astrolabes (Law 1986), writing and drawing techniques, standardized systems of measurement, the organizational infrastructure to coordinate the findings of many explorers, standardization of latitude and longitude, and still the task of compiling many disparate bits of local knowledge into a coherent map of the New World was massively problematic. Infrastructures that map and locate are a crucially important part of ubiquitous computing. “Location aware” urban computing applications frequently employ wifi access points and cell towers (LaMarca, Chawathe et al. 2005), or satellite GPS (Benford, Crabtree et al. 2006) in order to locate users and act accordingly. In everyday life, we can probably all think of times when online mapping services – google maps, yahoo maps, or mapquest – have influenced our ways of navigating a city. When technologies affect our representations of space, inevitably, they affect our experience of space. Mapping neighborhoods by categories of mortgage risk as assessed by the Federal Housing Administration during the late 1930s had a profound effect on what options might be available to homeowners and in turn how those neighborhoods developed. A homeowner in a neighborhood rated as high risk would have far more difficulty securing a home loan or insurance, ensuring that neighborhoods determined to be unstable (and the presence of a single non-white family on a block could result in such 147 a rating) stayed that way (Jackson 1987). The representations that we choose (or worse, representations that we do not choose) become reality. Yet to focus on how technology intertwines with the rationalization and mapping of space is to leave out much of how we experience space on an everyday basis. Curry describes the mapping instinct as geographic, but asserts that other ways of knowing space – the chorographic and the topographic – predate the dominance of geographic knowledge (Curry 2005). Chorographic knowledge began as a branch of astrology and, according to Curry, “attempts to find some order in the world by seeing a relationship between events and the places and times at which they have occurred.” In a description that echoes predictions for ubiquitous computing, he adds that “the world itself— terrestrial and celestial—acted as what one today might think of as a kind of information storage device, one that operated via what amounted to a set of signs or symbols.” In short, the world tells us appropriate times and places to act. Topography, on the other hand, is wrapped up in narrative. Originally, the word referred to a verbal description of a place. “In the topographic tradition one creates a new place by acting, routinizing, narrating, and in the process, creating an account of what constitutes a place, of what in a place is possible and what is not possible. Places are performed.” (Curry 2005). Indeed, even after the geographic rationalization of the ZIP code system, he points out, postal routes on the ground still exploit topographic local knowledge. 148 Exploring the possibilities of spatially situated ubicomp applications, Can You See Me Now? (Benford, Crabtree et al. 2006) exploits multiple ways of knowing a space. A mobile mixed reality game of tag played in urban settings, it involves online players who can move their avatars within a map of the city, in order to avoid being caught by GPSlocated runners on the streets of the city itself (which occurs when the runner’s physical location overlaps the online player’s map location). On face, this might seem to give the advantage to the online players; they, after all, have a wide birds-eye view of the space of gameplay, while runners merely eavesdrop on the online players’ dialogue. The runners, however, developed tactics in which they would hide in the GPS shadows of hills, where they couldn’t be tracked, ambushing the online players. They developed a nuanced topographic knowledge of physically invisible, but computationally detectable, features of the territory of the game. I do not deny the usefulness of maps, I am simply pointing out the usefulness of on-theground knowing. Maps are powerful representations, and they do affect action – state action being one significant example. But for individuals, there is a disconnect between the picture of the space and actually acting in the space: the map is not the territory. Chorographic and topographic ways of knowing are concerned with our experience of space as a setting for action and for meaning. Computational technology marries representation and action, and ubiquitous computing locates this in real-world spaces; so how might computational technologies be incorporated into chorographic and geographic ways of knowing space? What does it mean to build for the rich experience of the 149 territory? The spatialized tangible systems discussed in this thesis begin to address this question, but it is only a beginning. 150 Chapter 9 Future Work The tangible systems presented in this thesis raise as many questions as they answer and present some additional avenues for exploration. These systems and studies have focused closely on the collective construction of meanings from minimal or ambiguous indicators, and as such provide valuable insights into how people make things meaningful and how we can study these processes. Technological probes such as SignalPlay and Nimio provide new opportunities for these processes to happen. However, another aspect of socially contructed meanings, discussed in Chapter 5, is that they accumulate, solidify, shape our experiences as well as being constructed by our actions. Nimio in particular scratches the surface of my concerns with distributed displays and the sort of habituated environmental knowing that is accumulated as one moves through a space over time. Informed by some of the issues foregrounded by our Nimio deployment, I am designing a distributed display explicitly directed towards making accumulated action over time more visible, as well as highlighting the presence of infrastructural access points. Another line of inquiry is also suggested by this work: a scaling up of my concern with embodied collective practice from office to urban spaces. 9.1. Distributed Displays and Wireless Hot Spots During the Nimio deployment, we became aware of it as a distributed display: a situated display that recurs as the situations appropriate to it themselves recur. For example we 151 see many offices in an office building, each with similar layouts and serving similar purposes. And similarly, in a city we will find many coffee shops, many intersections, many parking garages, bus stops, highway on-ramps, trash bins, drains and manholes. In such environments, situated displays may also become distributed displays. 9.1.1 Distributed Displays In The Wild Distributed displays can be a powerful way for inhabitants to read the spaces. When examining distributed displays “in the wild”, we should consider that much of their value as informative objects is imparted by those who read them as such. Some questions: What is the intent behind the object? Behind the set of objects? How do inhabitants render these objects legible? How do inhabitants’ readings confirm or confound the intent behind these signs? Figure 9.1: Urban Distributed Displays Graffiti tags, for example, are ubiquitous in many urban areas. (Note the octopus stickers on the signs in each of the above photos.) While each individual sticker conveys personal identity, their distribution may mark off territory – indeed, this is the supposed purpose of gang-related graffiti. In the case of sticker graffiti in the Capitol Hill area of Seattle, taggers do not seem exclusively possessive of territory; often several stickers and markerdrawn tags shared space on a single sign without encroaching on each other. A walk 152 through the neighborhood and an attentive eye reveal not just the territorial claims of a single octopus artist, but an overlapping network of turfs claimed by several local stickerartists. Figure 9.2: Infrastructural Access Points Infrastructural access points can easily be read as distributed displays, a trait hinted at by the fact that Capitol Hill taggers chose to tag parking signs, access points to a legal infrastructure regulating parking in the city. Manhole covers typically fade into the background, a generally unnoticeable part of the urban landscape (unless the covers are removed and the hole revealed). However, a closer look reveals care in labeling: covers providing access to the water system are distinguishable from those leading to drainage, which are different from those leading to electric. Still others are mysterious. The distribution of manhole covers can be used to discern the routing of these infrastructures, an activity occasionally undertaken by students motivated to explore the “steam tunnels” beneath Stanford University. 153 9.1.2 Spot Clocks Information and computational technologies add layers of invisible infrastructure on top of familiar electrical and communicative networks. WiFi coverage, for example, is not directly visible (though the savvy geek will look for gatherings of like-minded people with their laptops out). The Spot Clock attempts to make visible not only the presence of a nearby wireless access point, but the current amount of activity on it, and the long-term temporal patterns of use of that access point. In an office building containing several access points, it can provide spatially distributed information concerning activity in different portions of the building, providing clues to human activity based on wireless internet activity. I anticipate that spatially linked historical displays of wireless internet activity can reveal the differing patterns of presence and work habits among groups of people that inhabit different portions of the Calit2 building. Figure 9.3: SpotClocks The Spot Clock is, first of all, a working clock. A row of resistors is arrayed along the hour hand, and that row constitutes a linear gauge of how many unique MAC addresses 154 are accessing the local wireless access point. Current will be run through more resistors, heating them, as more computers sign onto the access point. The clock face is cloth, saturated with thermochromic pigment. The hour hand actually rotates just beneath this layer. Thermochromic pigment lightens with application of heat, so a red dye would turn clear if a hot resistor were held to it. This trait persists even when mixed with regular pigments – so orange could be made to turn yellow, or violet to turn light blue. Over time, thermochormic pigment inevitably degrades. Instead of changing back to red when the heat is removed, over time it will return to a lighter and lighter shade of pink. While this is typically regarded as a bug in the material, the Spot Clock uses it as a feature. Temporal patterns of internet use are slowly worn into the clock face and given physical shape. Scattered at different points through the building, they display not only how many people are online at this moment, but also different groups of people’s different temporal rhythms of inhabiting the building. In order to prevent 24-hour temporal patterns from overwriting each other on a clock face that rotates every 12 hours, the inner portion of the clock face may be used to display nighttime activity and an outer ring for daytime activity. The emphasis here is dual. First the Spot Clocks would be distributed through space, each one local to the access point it displays. They would mark infrastructural points of access and make the wireless internet infrastructure of the building a bit more visible. Second, they are distributed over time. It takes time for the history of access point use to be worn into the pigment as the material gradually wears. As well, the viewer also experiences 155 these in time; one would not see all of the Spot Clocks at once but rather encounters them as a part ones movements around the building, in the situation appropriate to them. Spot clocks are currently in the process of being built. Physical fabrication is underway. 9.2 Technology and Urban Space My work thus far on tangible interfaces has focused very much on the construction of space and meaning as an active practice of embodied agents. Urban computing exhibits an interest in the space into which computation is deployed, but tends to treat The City as a generic location. But if the character of a space comes about from the actions of its inhabitants, it stands to reason that each city is culturally and historically specific in ways that are relevant to technology design. I intend to examine mobility and computing technology in Bangkok, culminating in the design of a site-specific technology or system. With the support of Intel’s People and Practices Research Group, I have already conducted an ethnography of Thai transnational retirees, focusing on conceptions of “home” across continents; important links between Bangkok, New York, St. Louis, and smaller Thai towns; how ordinary people use technology to achieve personal and cultural values. I have identified three initial areas of interest, all aimed at understanding subjective experiences of mobility in and around Bangkok, articulating the ways in which it may differ from the mobility experiences of previously studied sites, and finding mobility 156 practices that can provide inspiration for technology design that is truly native to Bangkok. Styles of mobility. The Chao Praya River is one of Bangkok’s major thoroughfares, indeed sometimes the only one not completely immobilized by traffic. The river affords a certain kind of mobility, one in which movement is relatively slow, but hardly ever stops fully. This style of mobility is echoed in the vibrant street-market life that occupies a large portion of Bangkok’s sidewalks. How can such conceptions of place and mobility affect mobile technology design? Between river markets, sidewalk markets, and vendors who peddle goods primarily to drivers in rush-hour traffic, how does this form of mobility lend itself so readily to commerce (or how does commerce foster this form of mobility)? Being mobile together. The car is not a private place to be alone, but a semi-private social space for groups of people to cooperate in accomplishing a goal, a space of warmth, closeness, cooperation and conflict with people you trust and depend on. Driving is often an activity that everyone in the car may participate in, because everyone has strong opinions on what is the best way to get there, which way will avoid traffic this time of day, and passengers in the back are frequently recruited to check blind spots and parking jobs. The cell phone is often used a way to extend that cooperation beyond those physically in the car. 157 Distributed households: distance, rather than weakening the role of the family, may allow members to better fulfill responsibilities. Examples include contributing to family income through remittances from high-paying but distant jobs, or helping siblings send their children to school in Bangkok or the US by providing them with lodging and support. How do people use information and communication technology to fulfill their familial responsibilities? A theoretical focus on embodied interaction informed much of my work in tangibles, and I am continuing to apply that framework to my work in urban spaces. A central concern here is still the creation and sharing of meaning as a social process, and the fact that technological systems are deployed and appropriated into pre-existing, rich social milieus and communities of practice. 158 Bibliography Anderson, J. R. (1995). Cognitive psychology and its implications, WH Freeman. Anderson, K. (2004). "'ensemble': Playing with Sensors and Sound." Extended Abstracts ACM Conf Human Factors in Computing Systems (CHI): 1239-1242. Aoki, P. M., R. E. Grinter, et al. (2002). "Sotto voce: exploring the interplay of conversation and mobile audio spaces." Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves: 431-438. Ark, W. S., C. Dryer, et al. (1998). "Representation Matters: The Effect of 3D Objects and a Spatial Metaphor in a Graphical User Interface." Proceedings of HCI on People and Computers XIII: 209-219. Baerentsen, K. B. and J. Trettvik (2002). "An Activity Theory Approach to Affordance." Proceedings of NordiCHI 2002: 51-60. Ben-Joseph, E., H. Ishii, et al. (2001). "Urban Simulation and the Luminous Planning Table: Bridging the Gap between the Digital and the Tangible." Journal of Planning Education and Research 21(2): 196-203. Benford, S., A. Crabtree, et al. (2006). "Can you see me now?" ACM Transactions on Computer-Human Interaction (TOCHI) 13(1): 100-133. Bitton, J. (2006). Distance and Sexuality: where HCI meets convenience and affinity. Workshop on Sexual interactions: Why We Should Talk About Sex in HCI, at CHI 2006. Montréal, Québec, Canada. Brave, S. and A. Dahley (1997). "inTouch: a medium for haptic interpersonal communication." Conference on Human Factors in Computing Systems: 363-364. Brewer, J., A. Williams, et al. (2007). A Handle on What's Going On: Combining Tangible Interfaces and Ambient Displays for Collaborative Groups. First International Conference on Tangible and Embedded Interaction (TEI). Baton Rouge, LA. Burrell, J., G. Gay, et al. (2002). "Context-Aware Computing: A Case Study." Proc. Intl. Conf. Ubiquitous Computing Ubicomp (2002): 1-15. 159 Chang, A., B. Resner, et al. (2001). "LumiTouch: an emotional communication device." Conference on Human Factors in Computing Systems: 313-314. Chong, J. (2006). Transparency and Organizational Knowledge: Knowledge Sharing Through Work Practice. Academy of Management Meeting. Atlanta, GA. Crabtree, J., M. Nathan, et al. (2003). "MobileUK: Mobile phones and everyday life." Work Foundation/iSociety (2003). Curiel, J. M. and G. A. Radvansky (1998). "Mental organization of maps." Journal of experimental psychology. Learning, memory, and cognition 24(1): 202-214. Curry, M., D. Phillips, et al. (2004). "Emergency Response Systems and the Creeping Legibility of People and Places." The Information Society 20(5): 357-369. Curry, M. R. (2005). "Toward a Geography of a World Without Maps: Lessons from Ptolemy and Postal Codes." Annals of the Association of American Geographers 95(3): 680. Dinkla, S. (1996). "From Participation to Interaction: Toward the Origins of Interactive Art." Clicking In: Hot Links to a Digital Culture, Bay Press.(1996): 279-290. Dourish, P. (2001). Where the Action Is: The Foundations of Embodied Interaction, Bradford Book. Dourish, P. and G. Bell (In press). "The Experience of Infrastructure and the Infrastructure of Experience: Meaning and Structure in Everyday Encounters with Space." Environment and Planning B: Planning and Design. Dourish, P. and V. Bellotti (1992). Awareness and Coordination in Shared Workspaces. ACM Conference on Computer Supported Cooperative Work. Dourish, P. and S. Bly (1992). "Portholes: Supporting Awareness in a Distributed Work Group." Dreyfus, H. L. (1991). Being-in-the-world : a commentary on Heidegger's Being and time, division I. Cambridge, Mass., MIT Press. Erickson, T. and W. A. Kellogg (2000). "Social Translucence: An Approach to Designing Systems that Support Social Processes." ACM Transaction of Human-Computer Interaction 7(1): 59-83. 160 Ferris, K. and L. Bannon (2002). ""... a load of ould boxology!"" Proceedings of the conference on Designing interactive systems: processes, practices, methods, and techniques: 41-49. Fitzpatrick, G., S. Parsowith, et al. (1998). "Tickertape: awareness in a single line." Conference on Human Factors in Computing Systems: 281-282. Fogarty, J., S. E. Hudson, et al. (2004). "Examining the robustness of sensor-based statistical models of human interruptibility." Proceedings of the 2004 conference on Human factors in computing systems: 207-214. Frei, P., V. Su, et al. (2000). "Curlybot: designing a new class of computational toys." CHI 2000- Conference on Human Factors in Computing Systems'The Future is Here': 129-136. Garfinkel, H. (1984). Studies in ethnomethodology. Cambridge, UK, Polity Press. Garrioch, D. (2003). "Sounds of the city: the soundscape of early modern European towns." Urban History 30(01): 5-25. Gaver, B., T. Dunne, et al. (1999). "Cultural Probes." Interactions 6(1): 21-29. Gaver, W. W., A. Boucher, et al. (2004). "Cultural probes and the value of uncertainty." interactions 11(5): 53-56. Glance, N. S., D. S. Pagani, et al. (1996). "Generalized process structure grammars GPSG for flexible representations of work." Proceedings of the 1996 ACM conference on Computer supported cooperative work: 180-189. Goodman, E. and M. Misilim (2003). "The Sensing Beds." UbiComp 2003 Workshop. Greenhalgh, C., S. Izadi, et al. (2004). "ECT: A Toolkit to Support Rapid Construction of Ubicomp Environments." Proceedings of Ubicomp 2004. Grinter, R. E., P. M. Aoki, et al. (2002). "Revisiting the visit:: understanding how technology can shape the museum visit." Proceedings of the 2002 ACM conference on Computer supported cooperative work: 146-155. Grinter, R. E. and M. Eldridge (2001). "y do tngrs luv 2 txt msg." Proceedings of the Seventh European Conference on Computer-Supported Cooperative Work ECSCW 1: 219-238. 161 Hansson, R. and P. Ljungstrand (2000). "The reminder bracelet: subtle notification cues for mobile devices." Conference on Human Factors in Computing Systems: 323324. Harrison, S. and P. Dourish (1996). "Re-place-ing space: the roles of place and space in collaborative systems." Proceedings of the 1996 ACM conference on Computer supported cooperative work: 67-76. Heath, C. and P. Luff (1991). "Disembodied conduct: communication through video in a multi-media office environment." Proceedings of the SIGCHI conference on Human factors in computing systems: Reaching through technology: 99-103. Heath, C. and P. Luff (1992). "Collaboration and control: Crisis management and multimedia technology in London Underground Line Control Rooms." Computer Supported Cooperative Work (CSCW) 1(1): 69-94. Heath, C., P. Luff, et al. (2002). "Crafting participation: designing ecologies, configuring experience." Visual Communication 1(1): 9-33. Heidegger, M. (1996). Being and Time: A Translation of Sein und Zeit,(J. Stambaugh, Trans.). Hill, W. C., J. D. Hollan, et al. (1992). "Edit wear and read wear." Proceedings of the SIGCHI conference on Human factors in computing systems: 3-9. Hindmarsh, J. and C. Heath (2000). "Sharing the Tools of the Trade: The Interactional Constitution of Workplace Objects." Journal of Contemporary Ethnography 29(5): 523-562. Hindmarsh, J., C. Heath, et al. (2002). "Creating assemblies:: aboard the Ghost Ship." Proceedings of the 2002 ACM conference on Computer supported cooperative work: 156-165. Höök, K., A. J. Gersie, et al. (2003). Designing Information Spaces: The Social Navigation Approach, Springer. Hornecker, E. (2005). "A Design Theme for Tangible Interaction: Embodied Facilitation." Conference on Computer-Supported Cooperative Work 18: 22. Hornecker, E. and J. Buur (2006). "Getting a grip on tangible interaction: a framework on physical space and social interaction." Proceedings of the SIGCHI conference on Human Factors in computing systems: 1-59593. 162 Husserl, E. and D. Cairns (1977). Cartesian Meditations: An Introduction to Phenomenology, Springer. Ingstrup, M. (2006). "A Perceptual Approach to Understanding the Physical-Digital Design Space." forthcoming. Inhelder, B. and J. Piaget (1958). The Growth of Logical Thinking from Childhood to Adolescence. New York, Basic Books. Ishii, H. and B. Ullmer (1997). "Tangible bits: towards seamless interfaces between people, bits and atoms." Proceedings of the SIGCHI conference on Human factors in computing systems: 234-241. Ishii, H., J. Underkoffler, et al. (2002). "Augmented Urban Planning Workbench: Overlaying Drawings, Physical Models and Digital Simulation." Proceedings of IEEE and ACM International Symposium on Mixed and Augmented Reality, 20002.: 203-211. Ito, M. (2001). "Mobile Phones, Japanese Youth, and the Replacement of Social Contact." Proc. Ann. Mtg. Society for Social Studies of Science. Jackson, K. T. (1987). Crabgrass Frontier: The Suburbanization of the United States, Oxford University Press US. Ju, W. G., B. Lee, et al. (2007). Range: Exploring Proxemics in Collaborative Whiteboard Interaction. Research Boaster, Human-Computer Interaction Consortium (HCIC). Fraser, CO. Kabisch, E., A. Williams, et al. (2005). "Symbolic objects in a networked gestural sound interface." Conference on Human Factors in Computing Systems: 1513-1516. Kaye, J. J. (2005). Intimate Objects: A Site for Affective Evaluation. Workshop Paper: Workshop on Innovative Approaches to Evaluating Affective Interfaces, CHI 2005. Portland, OR. Kaye, J. J., M. K. Levitt, et al. (2005). "Communicating intimacy one bit at a time." Proceedings of CHI 5. Kelleher, W. (2004). The Troubles in Ballybogoin: Memory and Identity in Northern Ireland, University of Michigan Press. Kikin-Gil, R. B. B. (2005). Mediating social relationship through mobile communication, Masters Thesis, Interaction Design Ivrea (2005). 163 Kirk, D., A. Crabtree, et al. (2005). "Ways of the Hands." European Conference on Computer-Supported Cooperative Work 18: 22. Klemmer, S. R., M. W. Newman, et al. (2001). "The Designers' Outpost: A Tangible Interface for Collaborative Web Site Design." The 14th Annual ACM Symposium on User Interface Software and Technology: UIST2001, CHI Letters 3(2): 1-10. Klemmer, S. R., M. Thomsen, et al. (2002). "Where do web sites come from?: capturing and interacting with design history." LaMarca, A., Y. Chawathe, et al. (2005). "Place Lab: Device Positioning Using Radio Beacons in the Wild." Proceedings of Pervasive. Law, J. (1986). "On the methods of long-distance control: vessels, navigation and the Portuguese route to India." Power, Action and Belief: A New Sociology of Knowledge: 234-263. Manzo, J. (2005). "Social Control and the Management of" Personal" Space in Shopping Malls." Space and Culture 8(1): 83-97. McNerney, T. S. (1999). Tangible Programming Bricks: An approach to making programming accessible to everyone, Massachusetts Institute of Technology. Merleau-Ponty, M., C. Smith, et al. (2002). Phenomenology of perception. London ; New York, Routledge. Motamedi, N. (2007). Keep in Touch: A Tactile-Vision Intimate Interface. Proc. Tangible and Embedded Interaction. Baton Rouge, LA. Nardi, B. A., S. Whittaker, et al. (2000). "Interaction and outeraction: instant messaging in action." Proceedings of the 2000 ACM conference on Computer supported cooperative work: 79-88. Nelson, L., S. Bly, et al. (2002). "Quiet Calls: Talking Silently on Mobile Phones." Proceedings of CHI 2: 174-181. Norman, D. A. (2002). The design of everyday things, Basic Books. Palen, L. (2002). "Mobile telephony in a connected life." Communications of the ACM 45(3): 78-82. Papert, S. (1980). Mindstorms: children, computers, and powerful ideas, Basic Books. 164 Patten, J. and H. Ishii (2000). A comparison of spatial organization strategies in graphical and tangible user interfaces. Proceedings of DARE 2000 on Designing augmented reality environments. Elsinore, Denmark, ACM Press. Paulos, E. and T. Jenkins (2005). "Urban probes: encountering our emerging urban atmospheres." Conference on Human Factors in Computing Systems: 341-350. Peirce, C. S. (1885). "On the Algebra of Logic: A Contribution to the Philosophy of Notation." American Journal of Mathematics 7: 180-202. Raffle, H., A. Parkes, et al. (2004). "Topobo: A Constructive Assembly System with Kinetic Memory." Proceedings of CHI 2004: 869-877. Robertson, G., M. Czerwinski, et al. (1998). "Data mountain: using spatial memory for document management." Proceedings of the 11th annual ACM symposium on User interface software and technology: 153-162. Robertson, T. (1997). "Cooperative Work and Lived Cognition: A Taxonomy of Embodied Actions." Proceedings of the European Conference on ComputerSupported Cooperative Work ECSCW 97. Robertson, T. (2002). "The Public Availability of Actions and Artefacts." Computer Supported Cooperative Work (CSCW) 11(3): 299-316. Roskos-Ewoldsen, B., T. P. McNamara, et al. (1998). "Mental representations of large and small spatial layouts are orientation dependent." J Exp Psychol Learn Mem Cogn 24(1): 215-26. Sacks, H. and H. Garfinkel (1970). "Formal Structures of Practical Action." Theoretical Sociology. Sawhney, N., S. Wheeler, et al. (2001). "Aware Community Portals: Shared Information Appliances for Transitional Spaces." Personal and Ubiquitous Computing 5(1): 66-70. Schutz, A. (1967). The phenomenology of the social world. Evanston, Ill., Northwestern University Press. Scott, J. C. (1999). Seeing Like a State: how certain schemes to improve the human condition have failed, Yale University Press. Smail, D. L. (1999). Imaginary Cartographies: Possession and Identity in Late Medieval Marseille, Cornell University Press. 165 Srivastava, L. (2004). "Social and Human Considerations for a More Mobile World." Published in ITU/MIC conference workshop on shaping the future of mobile information society. Streitz, N. A., J. Geißler, et al. (1994). "DOLPHIN: integrated meeting support across local and remote desktop environments and LiveBoards." Proceedings of the 1994 ACM conference on Computer supported cooperative work: 345-358. Turkle, S. and S. Papert (1992). "Epistemological Pluralism and the Revaluation of the Concrete." Journal of Mathematical Behavior 11(1): 3-33. Turnbull, D. (2000). Tricksters and Cartographers: Maps, Science and the State in the Making of a Modern Scientific Knowledge Space. . Excerpt from "Masons, Tricksters, and Cartographers: Comparative Studies in the Sociology of Scientific and Indigenous Knowledge, Harwood Academic: 89-129. Ullmer, B. and H. Ishii (1997). "The metaDESK: Models and Prototypes for Tangible User Interfaces." Proceedings of the 10th annual ACM symposium on User interface software and technology: 223-232. Ullmer, B. and H. Ishii (2000). "Emerging frameworks for tangible user interfaces." IBM Systems Journal 39(3): 915-931. Ullmer, B., H. Ishii, et al. (1998). "mediaBlocks: physical containers, transports, and controls for online media." Proceedings of the 25th annual conference on Computer graphics and interactive techniques: 379-386. Underkoffler, J. and H. Ishii (1998). "Illuminating light: an optical design tool with a luminous-tangible interface." Proceedings of the SIGCHI conference on Human factors in computing systems: 542-549. Vom Lehn, D., C. Heath, et al. (2001). "Exhibiting Interaction: Conduct and Collaboration in Museums and Galleries." Symbolic Interaction 24(2): 189-216. Weilenmann, A. (2001). "Negotiating Use: Making Sense of Mobile Technology." Personal and Ubiquitous Computing 5(2): 137-145. Weinberg, G., R. Aimi, et al. (2002). "The Beatbug network: a rhythmic system for interdependent group collaboration." Proceedings of the 2002 conference on New interfaces for musical expression: 1-6. Williams, A., S. Farnham, et al. (2006). "Exploring wearable ambient displays for social awareness." Conference on Human Factors in Computing Systems: 1529-1534. 166 Williams, A., E. Kabisch, et al. (2005). "From Interaction to Participation: Configuring Space Through Embodied Interaction." Proceedings of Ubicomp. Tokyo, Japan: 287-304. Woodruff, A. and P. M. Aoki (2003). "Media Affordances of a Mobile Push-To-Talk Communication Service." Arxiv preprint cs.HC/0309001. Zuckerman, O., S. Arida, et al. (2005). "Extending tangible interfaces for education: digital montessori-inspired manipulatives." Conference on Human Factors in Computing Systems: 859-868. 167