Designing for Spatial Multi-User Interaction Eva Eriksson
Overview 1. Background and Motivation 2. Spatial Multi-User Interaction Design Program 3. Design Model 4. Children s Interactive Library 5. MIXIS 6. Bthere 7. Mission from Mars 8. Conclusion
Background and Motivation Spatial Physical space has not been a major topic in traditional HCI Lack of methods that bring physical space into the design process -> IT embedded physical things makes spatial aspects in relation to computer mediated activities essential for interaction design
Background and Motivation Multi-user Traditional HCI is work-practice based and task completion focused Existing multi-user technologies are special made Applications are extended single user interfaces where user s take turn -> Social interaction rather than traditional co-operation
Background and Motivation Interaction Interaction styles should follow the way and where we live. Social values and human actions creates meaning through interaction in and with the physical world. Playful and leisure based interaction. -> By extending the interface and the interaction space out into the spatial reality around us, and support multiple persons interacting simultaneously, then interaction can be a part of our every day, supporting human behaviour.
The Spatial Multi-User Interaction Program Theme The design of computational things with a strong focus on several simultaneous users and spatial aspects, where a focus on spatial aspects is a central design variable. Experimental work where special attention is paid to spatiality as a basic design parameter. Technology where the human body in physical space is in focus for playful and leisure based interaction. Design program -> Design experiments -> Design program -> Licentiate -> -> Design program -> Design experiments -> Design program -> PhD Dissertation
The Design Model Inspired from two practical workshop methods; Missing Link and Bthere.
The Interaction Space Spanned between the existing technology and the physical human abilities. Defined as the sensor reading space where movement, fix points and inputs can be sensed.
The Social Space Where people meet; includes technology but spans between people. Defined as where humans act, live their everyday lives and co-operate; includes attention, activity, intention, understanding, communication and place.
The Physical Space Spans by physical constraints, and contains all types of visible things such as humans and computational things. Defined as things, context, personal gadgets, appearance, location, physical interaction, physical time/space.
The Digital Space Spans by the communication of the different computational things and their output. Defined as projections, communication protocols, computer model, infrastructure, relative time/space, augmented space, and machine communication.
The Design Model
Experimental Design projects StorySurfer MIXIS
Context: Library
Encounter with the user
Observations Interaction space Need for interaction forms where several children can be in control simultaneously Social space Alternative information such as what book is most popular is important Physical space Shelves are not the preferred ordering and display of books Digital space Enormous databases with content that the libraries don t know how to communicate
Exploration Project: StorySurfer
Context: Public Space
Observations Interaction space Many mobile phones are equipped with integrated cameras Social space The commercial information push makes people consumers of advertisements Physical space Mobile phones have become ubiquitous, and public space is filled with screens Digital space In a market place, activities are based on come and go interaction
Exploration Project: MIXIS Mixed Interaction Space
Experimental Methods Bthere or be Square Mission from Mars
Method: Bthere Extreme Contextualization of Design
Bthere
Bthere
Method: Mission fram Mars - Information gathering in a shared narrative
Mission from Mars..sharing the narrative
Mission from Mars..encounter with the Marsian
Conclusion to investigate how an increased focus on spatial multi-user interaction changes the way we design and live with computers
Conclusion The experimental design model is a design, inspiration and discussion tool for interdisciplinary designers complement to existing practices mean for designers from different fields to meet mean to bring democracy to the findings as it is based on equality between the physical, digital, interaction and social aspects
Conclusion The experimental design projects bear signs of that aspects new to a certain area of expertise might be equal to foundational aspects of another area. For instance the architectural complement to existing computer science and interaction design aspects of the children s library project, making spatial aspects just as important as information technology itself.
Conclusion The experimental design methods means on how to gather information in the different design spaces. complements to existing practice of information gathering methods claims for dividing the context focusing on one thing at the time from different perspectives
Conclusion to investigate how and increased focus on spatial multi-user interaction changes the way we design and live with computers. -> indications of an interesting area for further work, not enough to conclude on. The motivation for the program has its strength in being identified.
Conclusion the design model and the design methods within this design program can be one way of engaging designers in unfolding the context and the materials at hand.
Thank you! (CHI Conference 2006 ->)