Interactive Art : Effects on User Identity and User Satisfaction Amy Gonzales Abstract Communication Dept. Interactive art questions relationships between creator and audience in a direct and provocative manner. Our goal was to explore how interactive art either promotes or constrains audiences’ sense of creative involvement, and satisfaction. We provide a brief background on interactive art before describing an interactive music installation, Terpsichore, designed to test two hypotheses in an experimental context: 1.) How does interactive art impact user satisfaction, and 2.) How does interactive art shape the self-concept of the user as creative? Self-perception theory is used to predict identity change. We examine future implications for interactive artistic design, audience enjoyment, and identity construction. Cornell University 330 Kennedy Hall Ithaca, NY 14853 USA alg49@cornell.edu Thomas Finley Computer Science Dept. Cornell University 5156 Upson Hall Ithaca, NY 14853 USA tomf@cs.cornell.edu Stuart Duncan Music Dept. Cornell University Keywords Lincoln Hall interactive art, creativity, identity, user satisfaction, music installation Ithaca, NY 14853 USA spd34@cornell.edu ACM Classification Keywords H5.1 Multimedia Information Systems Copyright is held by the author/owner(s). CHI 2008, April 5 – April 10, 2008, Florence, Italy ACM 1-xxxxxxxxxxxxxxxxxx. H5.5 Sound and Music Computing 2 Introduction A trend in new media research is to build interactive art installations in which audiences have some control over interplay with the system. Although interactivity is defined as a neutral concept (Erickson, 2006), often it is assumed that interaction will lead to more positive experiences. Previous research on interactive systems does suggest that the psychological outcomes associated with digital interaction include enhanced learning, entertainment, and persuasive effects (Bucy & Tao, 2007; Richards, 2006; Vorderer, 2001). Our interest, in particular, is in the positive impact of interactivity on user experience and identity as a creative person. We use an artistic installation to examine how and why interacting with art, versus being a passive observer, may alter the experience of the audience. Other interactive artistic installations have been developed for the purposes of questioning specific cultural identities (Gluck, 2005), or to shift the role of users from ‘audience’ to collaborator (Arrasvouri & Holm, 2007). This is one of the fundamental purposes of interactive art, to redefine the user as a creative source, and one in which we hoped to further explore with the design of our interactive sound installation, Terpsichore. the observer. Dynamic-Passive works are those that change in response to the physical environment, but are not influenced by user inputs. Dynamic-Interactive pieces generate outputs that correspond directly to input from audiences. Edmonds and colleagues have updated this taxonomy (Edmonds, Turner & Candy, 2004) to include DynamicInteractive (Varying) pieces, which distinguish articles that change over time, either through automated learning or through updates from the artist. Such pieces have been used to explore the potential of technology to aid users’ reflections on identity and intentionality (Hook, Sengers & Andersson, 2003). Our installation, a musical system that reacts to the physical motion of the user through spatial movement and gesture, falls into this category of interactive art. A Taxonomy of Interactive Art Around the time that digitally influenced art first became possible, Cornock and Edmonds developed a taxonomy for categorizing art along a continuum of interactivity (Cornock & Edmonds, 1973). They classified interactive art as being static, dynamicpassive, or dynamic-interactive. Static artworks are those that contain no opportunities for interaction from Figure 1 – Participants use Wiimotes to generate sound during interaction with the installation. 3 Implications of Interactive Art In their original piece, Cornock and Edmonds note the potential for interactive art to inspire creativity from users. More recently others have argued this same point, suggesting that interaction with a creative piece may ultimately generate a sense of authorship on the part of the audience (Willis, 2006). At the same time, some artists have raised concerns about the false sense of creative ownership that interactive art may give to audiences (Campbell, 2000). Technical constraints on the number of outcomes a user can create in an artwork may actually have the opposite effect on creativity. By necessarily trying to predict a user behavior, the artist may unintentionally constrain a user’s sense of autonomy, perhaps even to a larger degree than would otherwise be experienced in a noninteractive installation (Campbell, 2000). Psychological Research on Identity Construction In addition to artists’ and designers’ ideas that interactive art can generate perceptions of creativity, there is a history of psychological research on identity construction that supports this notion. Self-perception theory is a theoretical paradigm based on the premise that through self-observation people come to determine their own identities, even when behaviors are externally induced (Bem, 1972). So, for example, if I eat toast every morning for breakfast because my partner serves it to me, I decide that I am “a toast liker.” Additional work suggests that this effect is especially powerful when behaviors are enacted publicly (Schlenker, Dlugolecki, Doherty, 1994). Our question is will individuals that observe themselves generating sound in a creative environment, come to think of themselves as creative individuals? If this is true, it could have implications for interaction effects, other creative and non-creative environments, alike. The mechanisms of both self-perception theory and public commitment operate by activating an individual’s sense of responsibility to social norms. Social norms require individuals to maintain a certain level of consistency between self perceived identity and social behavior. By having participants experience Terpsichore in pairs, we hope to evoke this identity construction mechanism in the current experiment. Design Our study, aside from its artistic component, was guided by two hypotheses. The first hypothesis was that those that could interact with and change the music would find the experience more enjoyable than those who could not. The second was that users affecting a piece of music would in turn gain a sense that they themselves are intrinsically more creative and would thus rate themselves as being more creative than individuals that did not influence the music. To test these two hypotheses, we designed an experimental study in which participants would be exposed to the installation, being either able to affect the system’s sound output (Interactive Condition), or to the music in the same space without user interaction (Non-Interactive Condition). Our design of this system consisted of three major components: (1) the sensor component which detected users’ efforts to affect the system, (2) the music generation component which took the sensor input and produced the resulting sounds, and (3) the 4 environment in which this experiment was performed. The sensors used to detect user motion in the installation interaction were Nintendo Wiimotes. positions) were perturbed, and by striking in time with the chimes the rhythmic pattern of the chimes would change. Wiimotes are force-sensing controllers originally developed for the Nintendo Wii game system, but they use the generic communication protocol Bluetooth, and so may be adapted to entirely different contexts beyond the game system. The Wiimotes transmitted user acceleration data, allowing us to infer rhythmic movements of Wiimote-holding users. Also, the system reacted when users “struck” the Wiimote like a drumstick by playing a bell sample.1 The experiment was only meant to last for two minutes per participant group, and then the system would fade out to silence. If people were able to figure out the pattern of change that was evoked by striking the bells in rhythmic unison, causing each participants individual pitch to gravitate towards a central unison pitch, the interactive conditions could potentially complete the entire installation’s process in less than the allotted two minutes, although this rarely occurred. The music generation component was a Pure Data program that read the sensor information and produced an audio signal. Pure Data is a graphical programming environment, often used in audio processing.2 The particular program for this design produced sounds that were not overtly musical, but rather were atypical sounds that are often associated with experimental composition. These sounds included bell-like sounds, a low-level bell ringing overlaid by chimes, and chimes that rang at a higher frequency corresponding to user actions. Each participant in the pair had their own distinct pitch associated with his or her motions. Rhythmic patterns became more complex as the users cycled through the system gradually shifting their respective pitches towards a central pitch. In other words, by performing certain actions and striking the Wiimotes, the frequency of two individual pitches (primarily set at high and low 1 http://sourceforge.net/projects/darwiin-remote/ 2 http://puredata.info/ Figure 2 – Many interactive groups were highly active in their use of the system. 5 Methods We ran our experiment in random, alternating interactive and non-interactive modes. 71 pairs in total participated in this study. 34 pairs were exposed to the interactive installation, and 37 pairs were exposed to the non-interactive version of the installation. In both conditions, users were brought into a space, and told to “reflect on the space, the sounds, and each other” during the process. As mentioned, in the interactive conditions, users were given Wiimotes in order to generate changes in the sound quality and pitch. In the non-interactive mode, users were not given the Wiimotes, and no sensor was turned on. They heard the sounds that the system produced, but this was a recording from a previous interactive session that was played back. We did not furnish them with Wiimotes, nor give any indication that the system did or did not have an interactive component. The environment itself was a music studio, roughly thirty feet by fifteen feet. The use of the room was a practical choice given the need to keep Wiimotes within range of the Bluetooth sensors. The participants stood in a square area within a quadraphonic speaker set up at the corners. A mirror was placed within the room so that the participants could see themselves, and a video camera was set up on the side to monitor and record participants’ reactions. The mirror and the video camera were also intended to help heighten participants’ sense of being public. Figure 3 – This interactive group was conspicuous in that they did not seem to bother using the system at all. A pair of participants would enter the space, whereupon we would introduce them to the system. We told the participants that we were pilot testing a digital music installation, and we were interested in their feedback. The sound was explained as coming from experimental bell-like sounds. We instructed them to stay within the square bounded by the quadraphonic speakers for optimum sound enjoyment. Those in the interactive condition received the Wiimotes and were given a brief primer as to their use. We deliberately did not explain exactly how exactly they would affect the system, to help avoid any perception of the system as being somehow “goal driven.” Then we left them alone in the room with each other, and came back in a few minutes to collect them once the system completed its run. After being exposed to the system, we gave participants multiple questionnaires to fill-out in response to the experience. 6 Measures Check on Perceptions of Interactivity To ensure that subjects perceive that the interactive design was in fact more interactive than the noninteractive design two questions were posed to users: (How much did you affect the sound? Was this installation interactive?) Responses were summed for each person to create a single Likert based interactivity rating (range 2-14, high score=perceived interactive). User Enjoyment Figure 4 – The majority of non-interactive groups merely “enjoyed” the experience simply by standing around, listening. The quality of the experience was assessed using 3 items asking users about their enjoyment of the installation, how much fun they had, and whether or not they would recommend the installation to friends. These items were summed to create a single Likert based rating of the experience (range 3-21, high score=positive experience). User Identity Figure 5 – This innovator non-interactive group decided they would both lie down. Two different scales were used to assess identity shift as a function of interacting with the installation. The first was a summary measure of 5 questions developed by the experimenters intended to assess different aspects of user’s self-perceptions as creative individuals (e.g. How much do you enjoy participating in creative activities?; range 5-35, high score=creative selfperception). The second measure was an adjective checklist designed to assess creative personality (Gough, 1979). 7 Results Check on Perceptions of Interactivity In order to test our hypotheses about the implications of interactive art, we first conducted a t-test to ensure that participants in the interactive conditions did perceive the experience to be more interactive than participants in the non-interactive conditions. As expected, participants in the interactive condition did find that the experience was more interactive (M=9.71, SD=2.42) than those in the non-interactive condition (M=5.27, SD=3.07), t(69)=6.79, p<.01. User Enjoyment We also used a t-test to evaluate whether participants that interacted with the installation like it more than those that did not interact. By summing 3 items, we found that on average the interactive participants liked their experience more (M=12.62, SD=3.40) than participants that did not interact (M=10.78, SD=4.10) with the piece, t(69)=2.67, p=.01. Further, there is a significant correlation between participants’ perceptions of the installation as interactive and their enjoyment of the installation, (r=.53, p<.01). This correlation was consistent across both interactive (r=.42, p=.01) and non-interactive (r=.57, p<.01) conditions. User Identity The impact of interaction with a music installation on participants’ perceptions of being creative was assessed by comparing the mean rating of self-perceived creativity for participants in both conditions. In contrast to our hypothesis, participants exposed to the interactive installation were not more likely to rate themselves as being creative according to either our scale (M=26.08, SD=4.58), or the Gough scale (M=5.62, SD=3.10), relative to participants that did not interact with the sound (our scale: M=26.26, SD=5.21; Gough scale: M=5.41, SD=3.24). Discussion User Experience Our results support our first hypotheses, in that users do enjoy the experience more when they are able to interact with the system. This result is demonstrated by a significantly higher rating of user enjoyment by subjects in the interactive conditions. Perhaps more striking is the additional support for this hypothesis provided by the positive correlation between participant ratings of interactivity and user satisfaction. This finding is consistent with previous studies that both empirically demonstrate and anecdotally note that people do appreciate interactivity. And although it is unclear how well this finding generalizes to non-artistic spaces, or even to other artistic spaces, the fact that this correlation was established within each condition separately suggests that these findings do have implications for the interactive design. First, the fact that participants in the non-interactive conditions rated the installation along a range of 1 (Not very interactive) to 7 (highly interactive) supports the notion that, at some level, all art involves a degree of interaction, including psychological interaction (Campbell, 2000; Cornock & Edmonds, 1973). And while this perspective arises in an artistic context it may be a useful perspective to take when designing for interactivity in non-artistic contexts as well. That is, traditional interactive spaces, such as hypertext 8 interfaces, may not only be perceived as interactive based on the number of opportunities for users to physically engage the space. Our findings suggest that interactivity may also be defined by psychological engagement with a piece, which may not involve physical change. Second, because all people in the interactive condition had the same amount of control, yet also displayed a range of interactivity ratings further reinforces the idea that perceptions of interactivity, rather than objectively defined factors, are what shape a user’s experience. Given that interactivity ratings were strongly correlated with user enjoyment across all conditions, these findings suggest that future research would benefit from continued exploration of why users view a particular piece as interactive in addition to why it may be enjoyable. Finally, we must make a note of caution that although an experimental test of this system revealed that user enjoyment increases as a function of interactivity, we can not be sure that these findings would generalize to other forms of interactive design, or even to additional interactive art installations. Specifically, future tests of this design should distinguish the effects of the Wiimotes from actual interactivity, by allowing participants to hold Wiimotes without impacting sound output. In all, we do feel that this finding encourages continued exploration into the relationship of interactivity to user satisfaction. User Identity In contrast to our hypotheses, we did not find that interaction with the art installation had any effect on users’ self-perceptions of creativity. Although it is difficult to make generalizations based on null results, in brief, we note some possible explanations for the lack of effects. First, it is possible that our manipulation failed to activate the participants’ creative self-concept. Previous research on self-concept change has generally given individuals explicit instructions about how to present themselves. Individuals asked to present themselves in a particular manner (e.g. extroverted) leads to internalization of that behavior (Schlenker et al., 1994). Perhaps if we had explicitly prompted users to explore their “creative potential” while interacting with the artwork they may have altered their perceptions of themselves as creative. On the other hand, consistent with what Campbell and others have argued, it is also possible that interactive art does not actually induce a sense of creativity as otherwise presumed. Of course, neither does these findings suggest that art constrains creativity, as there was no significant difference in self-reports of creativity between groups. Finally, it may be that interactive art inspires a temporary state of creativity without actually shifting users’ concepts of themselves as creative. However, this would be somewhat inconsistent with assumptions by designers that user generated creativity would increase their own sense of creative authorship (Edmonds et al., 2004; Willis, 2006). Because this is an 9 important component of many interactive designs, we feel that the question of whether or not interactive art actually can influence identity (Edmonds et al., 2004; Willis, 2006) deserves continued attention. additional questions about the impact of interactivity on user identity, and whether or not interacting with art can change self-perceptions of one’s sense of creativity. References As mentioned, future tests using this system may involve a different set of instructions to users. An additional alternative is to alter the design so as to increase users’ sense of control. Work by Erickson has noted that interactive art must attain a fine balance between work that is intuitive, yet challenging enough to remain interesting (Erickson, 2006). It is possible that if the system were more intuitive, user’s would have a more immediate sense of themselves as ‘composers’ which may in turn be more likely to shift self-perceptions of creativity, although we can not be sure of this without additional tests. Finally, adjustments to our measurements of what it means to be creative may also be necessary. Conclusion Campbell writes that expecting different creative ouputs from objects that are constructed out of discrete inputs may be impractical (Campbell, 2000). As a culture, we’ve begun to look to technology to express ourselves artistically, yet technology is generally built to limit ambiguity, and maximize efficiency. One might argue that applying an experimental test of differences in user experiences with interactive and non-interactive art continues to inappropriately constrain what should be an open, undefined process- the production and experience of art. 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