Taking an Ethnography of Bodily Experiences into Design analytical and methodological challenges

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Taking an Ethnography of Bodily Experiences into Design analytical and methodological challenges Jakob Tholander Tove Jaensson MobileLife Centre MobileLife Centre Stockholm University Stockholm University Forum 100, 136 40 Kista, Sweden Forum 100, 136 40 Kista, Sweden jakobth@dsv.su.se Tove.jaensson@gmail.com ABSTRACT Physical dimensions of human-technology relationships are increasingly gaining attention in interaction design research. We attempt to make a contribution that incorporates sensitivities to the role of the body, bodily interaction, and bodily experiences in HCI theory and interaction design. To build creative links between our ethnographic findings of bodily practices and design, we translated them into what we call design inspirational cards describing the sought experiential qualities be used in idea generation and early prototyping. These are intended to be used as inspirational links connecting design with empirical findings and vice versa. Copyright is held by the author/owner(s). CHI 2010, April 10 15, 2010, Atlanta, Georgia, USA. ACM 978-1-60558-930-5/10/04. Categories and Subject Descriptors H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. Keywords Shared experience, bodily experience, embodied experiences, ethnography INTRODUCTION Physical means of interaction are increasing in our everyday lives typically exemplified by the iphone touch based interface and the Nintendo Wii game console. In parallel, physical dimensions of human-technology relationships have recently gained more attention in interaction design research. This development is twofolded. One side regards the character and qualities of the physical artefacts, and the material circumstances that we interact with and around. The other side puts the physicality of our bodies and its consequences for human action and perception at centre stage. These directions of development are closely intertwined since physical shape, form, texture, size, etc., of interactive artefacts and settings have immediate consequences for the experiences they contribute in shaping. Moreover, sensor technologies offer new materials that can potentially be used to create for exciting embodied, physical experiences. These technologies allow for movement, touch based, and gestural interaction [1, 2] together with actuators, such as haptics [3] they create

2 for a new exciting design arena, where the bodily experiences are put at core. By investigating how detailed ethnographic studies of bodily practices in shared experiences can be made relevant in design, we attempt to make a contribution that incorporates sensitivities to the role of the body, bodily interaction, and bodily experiences in HCI theory and interaction design. In order to create an understanding of these issues, we have conducted ethnographic studies of groups of friends, as well as design explorations, at an art exhibition hall. Contrary to much other HCI related work conducted in similar art gallery or museum settings [4, 1] our aim is not to contribute to the designing for an art experiences. Instead, we aim to design bodily engaging technologies for groups of friends to use in expressing themselves to one another, and thereby providing new dimensions to their experience before, during and after the visit. The art exhibition visit is just one of many possible activities for a group of friends. what we call inspirational design cards which are aimed to be used in idea generation and prototyping. The cards display inspirational empirical findings from an ethnographic study, focusing on bodily ways of experience and interaction, thereby supporting design processes in making the imaginative and conceptual move in how to creatively take ethnographic insights to practical design work [5]. The cards are developed to carry experiential qualities from ethnography to design, providing details about movement, touch, gesture, spatiality, etc., while still opening up for the creativity and interpretation necessary in productive design work. We present a prototype case in which these were central in designing and implementing an artefact allowing art hall visitors to physically express and physically experience each other s impressions of their visit at the art hall. Finally, we identify a number of challenges in describing and interpreting bodily aspects of experience and feeding such qualities into early stages of design. Our work aims at designing technology for socially, bodily, and emotionally enriched experiences among groups of friends. We are particularly addressing how bodily aspects of the visitors experience and social interaction can be used as design opportunities and challenges in designing technologies for bodily engaging interactions, and for collective experiences within groups of friends. We provide an approach to more explicitly taking bodily experiences as inspiration for design. In order to allow for creative linking between ethnographic findings of bodily practices and design, we have developed a set of

3 Design inspirational cards Our ethnographic material were represented in fashion that intended to illustrate a number of the properties that were prominent in our empirical material. The purpose of this was not to give a complete account of the visitors experiences and interaction at the art hall, but to provide a sense of the character of the material. The statements on the cards offer design inspirational formulations that capture prominent phenomena from our findings together with a photo from a particular situation in the data to make the material vivid. These are chosen because they have a clear character of Table 1

4 physical and bodily action to them, while also relating to the activity that the visitors are currently engaged in. The cards were used in design exercises in which the purpose was to develop design ideas and prototypes for bodily engaging technologies of being and experiencing together at the art hall. A thorough presentation of the empirical material was conducted to give the design team a clear sense of it. In (Table 1), we present the nine most central phenomena from our material, together with an explanation of what these refer to in the material. USING THE CARDS IN PROTOTYPE DEVELOPMENT Bringing the design inspirational cards to a first iteration of designing for bodily ways of interaction in the art hall resulted in 35 different design ideas, out of which three were further explored through lo-fi prototyping, bodystorming, and several short tests with visitors in the art exhibition hall. We also went on to technically implement one or a few critical aspect of these prototypes and tested these together with visitors at the art hall. LESSONS LEARNED Bodily ways of expression and experiencing were prominent in many ways in our empirical findings, typically exemplified by the specific ways the visitors moved to create joint experiences or by pretended or actual touching of art pieces to engage in details together with their friends. Our design inspirational statements capture essential qualities of bodily action, these utilized textual descriptions together with photos from our video data. The statements were appreciated by the design teams that used them in design exercises. The statements guided designers in maintaining a sensibility to specifics of the bodily practices of the art hall visitors. However, we are still struggling with ways of getting closer to the subjective dimensions of bodily interaction for design purposes. What we capture through our video analytic approach are aspects that are externally accessible for observation such as facial expressions, laughing, body orientation, postures, gesture and movement that participants produce in situ. We have not been able to capture experiential aspects of a more internal and subjective character such as the feeling of touching an object, or how smiles and body orientation contributes to bringing back memories and associations about things that friends share. For instance, in attempting to analyse some of the detailed gestures that participants used to physically explore the materiality of the art we were not able to get access to the immediate feelings and associations involved in those actions. To be able to design for such experiences we need to further explore how we can investigate subjective aspects of bodily experiences in design oriented fashion. Dance theoreticial Laban s notation for captures details of kinaesthetics by focussing on e.g. effort and shape, sometimes used in design oriented research e.g. by, while video analytic research captures the interactional role of artefact use and embodied actions. Such descriptive accounts are developed with purposes that in many ways differ from design oriented settings. In comparison, the kind of accounts that we used, were productive as starting points towards putting the design perspective first. Despite this, we still need to further investigate ways of capturing experiential aspects of bodies and bodily action so that

5 these can be represented and communicated in an inspiring and useful way to designers. This involves challenges in effectively describing how bodily action and experience actually occur, in relation to people, artefacts, and activities that these refer to. REFERENCES [1] Hindmarsh, J., et al., Creating Assemblies in Public Environments: Social Interaction, Interactive Exhibits and CSCW. Computer Supported Cooperative Work, 2005. 14 (1) p. 1-41. [2] Bannon, L., et al., Hybrid design creates innovative museum experiences. Commun. ACM, 2005. 48(3) p. 62-65. [3] Dourish, P., Responsibilities and implications: further thoughts on ethnography and design, in Proc of DUX. 2007, ACM: Chicago, Illinois. [4] Hummels, C., K.C. Overbeeke, and S. Klooster, Move to get moved: a search for methods, tools and knowledge to design for expressive and rich movement-based interaction. Personal Ubiquitous Comput., 2007. 11(8) p. 677-690. [5] Merleau-Ponty, M., Kroppens fenomenologi2001, Göteborg.: Bokförlaget Daidalos. Short Bio Jakob Tholander is a senior researcher at the MobileLife Centre at Stockholm University. He is also presently on leave from his position as associate professor at Södertörn University He finished is Ph.D. in 2003 in Human-computer interaction. During the last years he has worked with tangible interaction. Currently his research is concerned with design for bodily engaging mobile and tangible interaction.