A Design Theme For Tangible Interaction: Embodied Facilitation
A Design Theme For Tangible Interaction: Embodied Facilitation
A Design Theme For Tangible Interaction: Embodied Facilitation
Abstract. This paper presents parts of a design framework for collaboratively used
tangible interaction systems, focusing on the theme of Embodied Facilitation. Systems
can be interpreted as spaces/structures to act and move in, facilitating some movements
and hindering others. Thus they shape the ways we collaborate, induce collaboration or
make us refrain from it. Tangible interaction systems provide virtual and physical
structure - they truly embody facilitation. Three concepts further refine the theme:
Embodied Constraints, Multiple Access Points and Tailored Representations. These are
broken down into design guidelines and each illustrated with examples.
Introduction
Tangible User Interfaces (TUIs) have become a hot topic in HCI. Until recently,
research was mostly technology-driven, focusing on developing new systems. A
special issue of ‘Personal & Ubiquitous Computing’ on ‘tangible interfaces in
perspective’ (Holmquist, Schmidt and Ullmer, 2004) marks a change in focus
towards conceptual analysis. Yet, there is still a lack of theory on why tangible
interaction works so well (Dourish, 2001). Cooperation support might be the most
important, domain-independent feature of TUIs, but this issue has attracted even
less explicit attention. Many researchers agree that TUIs are especially suited for
collocated collaboration and build systems aimed at group scenarios (e.g. Stanton
et al, 2001; Ullmer and Ishii 2001). Nevertheless, conceptual papers (as in the
mentioned special issue) tend to brush over this issue by briefly mentioning
visibility of actions and distributed loci of control as collaborative affordances.
User studies focusing on group interaction are still scarce, even though we know
from CSCW research that collaborative use often poses different (and possibly
contradictory) requirements to single-user usability. We therefore lack concepts
for analyzing and understanding the collaborative aspects of tangible interaction
and design knowledge on how to design for collaboration.
This paper focuses on part of a framework that offers four themes and a set of
concepts for understanding and designing collaboratively used tangible
interaction systems (for an overview: Hornecker, 2004b). The framework builds
on results from a PhD project on the collaborative use of tangible interfaces
(Hornecker, 2004) and on recent studies in related areas (Hornecker and Stifter,
2004, Hornecker and Bruns, 2004). Just as interaction design aims to create
opportunities for experience, one can design for cooperation and create a ‘force
field’ encouraging and inducing collaboration. The framework aims to help in
creating such ‘force fields’ by offering “design sensitivities” (Ciolfi, 2004,
Fitzpatrick, 2003) and soft guidelines. The framework theme focused on here is
Embodied Facilitation. Tangible interfaces/interaction systems embody
facilitation methods and means by providing structure and rules, both physically
and procedurally. Any application can be understood as offering structure that
implicitly directs user behavior by facilitating some actions, and prohibiting or
hindering others. It thus influences behavior patterns and emerging social
configurations. With Tangible interaction systems, structure is not only in
software, but also physical. They can truly embody facilitation.
I now describe what ‘tangible interaction’ means, summarize the overarching
framework and present the Embodied Interaction theme. The following sections
deal with the concepts relevant to embodied interaction and design guidelines
derived, illustrated by examples. I conclude on open questions and related work.
Embodied Facilitation
We can interpret systems as spaces or structures to act and move in, thereby
determining usage options and behavior patterns. They enforce social
configurations and direct user behavior by facilitating some movements and
hindering others. Thus, they shape the ways we can collaborate; they can induce
us to collaborate or make us refrain from it. From pedagogy and facilitation we
can learn about how structure, both physical and procedural, can be shaped to
support and direct group processes. With tangible interaction systems, which are
embedded in real space and physically embodied, this space is both a literal one
(physical space and objects) and metaphorical one (software determining action
spaces). Tangible interaction systems can thus truly embody facilitation.
The background that underpins this approach is an exploration of analogies
between interaction design and group pedagogy or facilitation (for details see:
Hornecker 2004c). Both interaction design and facilitation/pedagogy can be
interpreted as the design of ‘spaces for human communication, interaction and
experience’. Similar to architectural spaces, these are appropriated and inhabited
by users. They furthermore offer and prescribe structure, predetermining feasible
adaptation and movement paths. Interaction design cannot ‘design experiences’
just as the structure provided by facilitation can only foster certain experiences or
processes, but not automatically produce them. I became aware of what can be
learned from facilitation and pedagogy for interaction design when evaluating a
system in a group setting (Eden, Hornecker and Scharff, 2002). Seemingly trivial
design decisions (such as system size, placement and number of tools) had a huge
impact on group behavior, session dynamic and atmosphere. My knowledge of
facilitation methods helped to explain these phenomena and informed the systems
redesign. With the theme of Embodied Facilitation, I propose to utilize this
analogy by intent and to apply ‘facilitation knowledge’ to interaction design.
As stated previously, this paper focuses on the Embodied Facilitation theme.
Each theme (offering a specific perspective on tangible interaction) is elaborated
by a set of concepts. The three concepts related to embodied facilitation are now
summarized as a question in colloquial language to give a quick, but rough idea
of what they are about. Then the concepts are explained in detail and the
corresponding design guidelines are presented and illustrated with examples.
Embodied Constraints: Does the physical set-up lead users to collaborate by
subtly constraining their behavior?
Multiple Access Points: Can all users see what’s going on and get their hands
on the central objects of interest?
Tailored Representation: Does the representation build on users’ experience?
Does it connect with their experience and skills and invite them into interaction?
Figure 1. Embodied constraints by structure and size of EDC SMARTBOARD version: (a) helping
each other to change interaction mode (menu in front) and (b) handing over of tools (a pen).
During analysis we found that constraints forced participants to coordinate
actions, and as a result fostered group awareness and cooperation. Such
constraints can consist of shared or restricted resources that must be coordinated,
or of structures encouraging reciprocal helping. Examples are a menu for
selecting interaction modes on the SMARTBOARD (create, move, delete…) or a
limited supply of tangible tools. The sheer size of the SMARTBOARD necessitated
mutual helping and handing over of tools (figure 1), indirectly fostering
collaboration and awareness. It also made it physically impossible for one person
to take over control of the entire interaction space. Participants found these to be
valuable effects; they advised us to keep the system that large. With the much
smaller PITA-BOARD we observed markedly less of these behaviors. From group
dynamics it is known that situations requiring coordination and help do improve
reciprocal liking and group cohesion. Such situations occurred at the very
beginning of the session and initiated content-neutral cooperation, possibly
making people more willing to cooperate on more salient issues later-on. Working
with interaction modes (one global menu with create, move, delete… tools) had
negative effects from a task-oriented view and led to frequent breakdowns, but
required participants to be highly aware of each other and to coordinate activity.
Here the annoyance was higher than the benefits. Nevertheless, participants could
imagine employing similar (less disruptive) constraints to foster collaboration.
Physical or system constraints requiring coordination and sharing of resources
thus embody facilitation methods that foster cooperation and structure group
processes. From a viewpoint of task analysis, constraints seem counterproductive.
However, easing the task is not the most important goal for all situations; less
straightforward social or cognitive effects may be more critical. Nevertheless, as
the modal interaction example demonstrates, constraints need to be carefully
chosen so as not to disturb and irritate participants. Lessons learned for re-design
included enlargement of the PITA-BOARD, so people would be forced to help
each other and could not control the entire board. We also consciously provided
enough tools for several participants to be active at once, but only a restricted
number of each, so they would need to help each other and coordinate use.
Figure 2. The size of the CLAVIER necessitates several people for a more complex soundscape.
A further example for embodied constraints originates from a very different
system. Seven installations created by students were shown on three nights in
summer 2002 at a public festival in a park in Bremen. A description and analysis
of the SENSORIC GARDEN, using concepts on interactivity to explain why some
installations successfully attracted visitors’ engagement and what made others
fail, is given in Hornecker and Bruns (2004). Here I focus on the CLAVIER: a
walkway with light sensors triggered by walking across it (figure 2). Colored
spotlights reacted where one put one’s feet. Triggered midi drums and beats
produced an ambient sound environment. Visitors danced to the music, jumped
from light to light and created music. This installation attracted many interactors
and a constant gathering of observers. Some people even danced with umbrellas
in the rain. Others used umbrellas and other objects to trigger multiple sensors.
In several ways the system encouraged people to implicitly and explicitly
cooperate. Visitors, by inadvertently passing, interacted musically with
intentional interactors. Furthermore, its size necessitated the activity of several
people to produce a complex soundscape, as a single person could only trigger a
few adjacent sounds. The installation in this way encouraged group creativity.
While the CLAVIER exemplarily illustrates the spatial interaction theme, these
effects also make it a good example for the embodied constraints given by the
sheer size of an interaction area. Additionally, by necessitating large-scale bodily
interaction, it transforms interaction into a public performance (a concept from
the tangible manipulation theme), makes actions visible, and supports full body
interaction (concepts from spatial interaction theme). This shows how the themes
are interconnected, offering different perspectives on related phenomena.
There is considerable evidence that the physical set-up affects social
interaction patterns, an issue getting relevant in research on distributed displays.
E.g. Rogers and Rodden (2003) found that groups tend to nominate one
participant for writing on a white board and line up before it. When sitting around
a table, roles are more flexible. The physical constraints of a white board mean
that standing in front blocks view and physical access for others. Only one or two
persons can simultaneously have physical access. A point on a table can be
accessed by more people. Buur and Soendergaard (2000) observed different
behaviors and discussion styles for various room set-ups. Needing to stand up and
go to a wall to show a video made people refrain from it. Discussions tended to be
abstract and general. Being able to show clips while staying seated, people would
quickly do so and referred more to concrete video clips and specific observations.
Figure 3. (a) The enlarged PITA-BOARD provides a shared transaction space. (b) Size and form of
the Electrical Telegraphy hands-on exhibit support small group interaction.
Figure 4: (a) Many interaction objects (PITA-BOARD) and (b, c) input at various loci (CLAVIER)
Figure 5: (a) Terminals suit single users. (b) The ORF-ARCHIVE is used by up to two visitors.
Figure 6: Hands-on exhibits (a) ABACUS and (b) GLOBAL STORAGE afford small groups
Guideline: Allow for Simultaneous Action
Multiple points of interaction ease simultaneous interaction, but do not
necessarily permit it. Often systems provide several input devices, but require
sequential input, ignoring parallel events or reacting delayed. The PITA-BOARD
allows for simultaneous interaction, while the SMARTBOARD does not. Having to
alternate and sequentialize actions caused multiple breakdowns, even though
participants were highly aware of each other. Alternating actions was felt to be
demanding. Simultaneous interaction speeds up work that can be done in parallel
and thereby helps the group to concentrate on issues requiring negotiation and on
developing shared understanding. It also allows less vocal group members to have
a say, as they do not need to wait for a free time slot or need to interrupt.
Figure 7: Simultaneous action on new PITA-BOARD (a) introductory phase (b) mapping land use
Most examples given in the previous section for multiple points of interaction
apply here as well. Simultaneous interaction thus supports multiple points of
interaction. Yet, it is not a design guideline that should be followed slavishly.
Physical constraints that sequentialize actions can serve to give necessary order to
an interaction process or to ensure equal rights (e.g. a waiting queue).
task. Making the means of controlling the system invisible and non-observable
does not enable users to learn and become ‘experts’. Providing privileged access
to some group members gives implicit signs of ownership. When re-designing the
PITA-BOARD, we eliminated privileged access by providing means to control the
simulation by manipulating objects on the game board (Figure 8 b). Combined
with other improvements, the new version provided a much better experience,
allowed for equal access, and enabled everybody to take over system control.
Another kind of privilege relates to optimal viewpoints, due to e.g. a vertical
screen next to a table (cp. Scott, Grant, Mandryk, 2003). With the EDC, there was
no optimal, and therefore privileged place, as most icons were easily identifiable,
even if upside down, and the aerial photo has no implicit orientation. Orientation
and positioning are much more critical for text. Privileged viewpoints are a result
of the type of representation used as well as size and form of interaction spaces.
Acknowledgments
Jacob Buur pushed and helped me to go on, identify core ideas, fuse them into
structure, focus on the essentials, and keep it simple. Thanks for the challenge and
encouragement. Years ago Michael Heger gave me and my HDA-TG teammates
a hands-on education in facilitation that imbues this work. Mark Stringer, Paul
Marshall and Geraldine Fitzpatrick commented on different versions of this paper
and helped polishing it. Special thanks to Geraldine for getting me to Sussex.
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