Oneill Benyon Cosign 2003
Oneill Benyon Cosign 2003
ABSTRACT
Computers these days are highly complex devices that consist not 2. INTERACTIVE SYSTEMS AS MEDIUM
only of simple computational forms but also of complex cultural Malcolm McCullough in his engaging book Abstracting Craft
forms derived from other media. A good interaction designer [20] devotes a whole chapter to medium. He says a “medium may
understands this media and how combinations of components be a material such as plaster, or a means, an agency or an
result in engaging interaction. Presented here is our semiotic instrumentality. It may be an intervening person or thing or some
model of interaction that considers the computer as a medium. As other kind of carrier. It may be a pervasive environment”(p. 193).
part of the EU Presence initiative we are contributing to McCullough gives the example of wood as a medium. The
developing measures of presence that will provide designers with artist/designer works within the medium using his or her tools
a pattern language for designing presence. This new medium such as chisels. But he also acknowledges how the idea of a tool
needs new approaches to assist designers and the semiotics of can soon become a medium in its own right as the artist expresses
interactive systems is such an approach. ideas in wood through the chiselling. This leads to three
Keywords Semiotics, Medium, Embodiment, Interaction, important features of media; affordances, constraints and
engagement.
Presence
Wood affords chiselling. The medium has certain characteristics
1. INTRODUCTION that interact with the person through the tool/medium of the
Changes are afoot and concepts about new media are becoming chisel that provide possibilities for action. You can’t chisel metal.
increasingly important. These new media are interactive systems But just as the medium affords possibilities so it constrains
activities as well. The wood will break if it is chiselled too thin.
worn or embedded in environments, with physical tangible
The third feature of medium is ‘engagement’. A medium is
interfaces augmented by graphics or virtual environments
engaging if it draws the person in, if it seems to surround the
augmented by physical objects. New media demand new
approaches to interaction design and new foundations upon which activity, if it stimulates the imagination. McCullough argues that
to build our understanding. an engaging medium allows for continuity and variety, for ‘flow’
In this paper we explore some of these new foundations. Our own and movement between many subtle differentiations of
work is to look at semiotics as a new foundation for interactive conditions. “Thus the attuned craftsman asks ‘what can this
systems design. Of course semiotics is very old but if brought up medium do?’ as much as ‘what can I do with this medium’” (p.
198). A medium establishes a world of actions (p. 120).
to date it offers a level of discourse for discussing design issues
Digital Media or New Media, as it has become known [19], can
that seems appropriate. We do not want to discuss the details of
buttons and menus or the efficiency of tasks, as has been the be considered to be an extension of Marshall McLuhan’s ideas of
focus of traditional HCI. We want to phrase discussions in terms Mass Media [21]. His statement “The Medium is the Message”, is
of the interpretations, meanings and significances that people seen as an attempt to address the way in which new mediums
experience living in a world of interactive systems. affect the messages that we use to communicate.
The paper is organised as follows. Section 2 introduces the notion In terms of trying to understand the computer as a medium it can
of interactive systems as a medium and what it means to think easily be argued that these digital media are simply elements
constructed from the 1’s and 0’s of binary code. However,
about interactive technologies in this way. Section 3 introduces
semiotic analysis and the model of semiotics that we have computers these days are highly complex devices that consist not
developed to help understand interactive systems. Section 4 only of simple computational forms but also of complex cultural
describes some preliminary empirical work and in Section 5 these forms derived from the other media that they are now able to
and other features of our analysis are related to other concepts of support such as. video, sound, graphics, haptics and so on. [19].
embodiment. Section 6 introduces the concept of presence The parameters, and qualities of the computer as medium have
including work on the BENOGO project and Section 7 provides a increased dramatically as they have taken these new forms on
conclusion and some considerations about future work on board. Indeed the very nature of these older forms of media have
presence as non-mediated interaction. been subject to change by the qualities of the computer and must
now be understood within this new context [20].
First published at COSIGN-2003, The media that the interaction designer has to work with consists
09 – 12 September 2003, University of Teesside (UK), of all the different forms and functions of input and output and all
School of Computing and Mathematics, Virtual Environments the manipulations that can be performed on the content. The
Group interaction designer has software tools and hardware devices,
screen displays, sounds and haptics (touch) with which to create
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an engaging, effective and efficient experience for the people from the work of Peter Bogh Andersen [2-4], SERG
involved in the interaction. A good interaction designer will [6,11,12,25]and the HCI group at Napier University[7-9,23]). It
understand this media and how combinations of components will consists of four main parts that are discussed below.
result in an engaging interaction. The good designer will
understand what the medium affords and the constraints that it
imposes.
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perception/action model that is at the heart of every interaction. It and to determine, through the observation and interpretation [18]
has some similarities to ideas proposed in HCI by information of user interactions, how messages in an interface are defined;
processing psychology but is perhaps closer to a how the various forms of messages inform the user about the
phenomenological perspective that we will get to later. The system; and what users do with these messages.
fundamentally important thing about Uexkull’s perception/action The secondary, but equally important aim, was to develop an
loop is that Uexkull characterises its operation in terms of signs appropriate method for examining the model in the field. This
rather than in terms of processing raw sensory data. This is an consisted of taking the basis of a method already tested in
important shift in perspective. experiments with a semiotic perspective and adapting it to the
Linked to Andersen’s concurrent and sequential syntagms, field environment. The work of the Semiotic Engineering Group
Uexkull’s perception/action loop can really be seen as the Human (SERG) provided us with the most suitable basis for a semiotic
part of the interaction that makes sense of and manipulates the approach to fieldwork. Their concern with usability and system
‘Information artefacts’ [7] that exist in an interface. This activity, communicability [6,11,12,24] provides a well-established
which produces sequential chains throughout an interaction, framework for conducting observational experiments that support
occurs between the two aspects of the sign i.e. the signifier and a semiotic viewpoint. SERG have concentrated their efforts
the signified, or here, the system and the user’s Umwelt. largely on ‘one to one’ interface interactions, which focus on the
communicability of the interface in order to establish usability
3.4 Information Artefacts problems. Our work is somewhat different in focus as we are
The traditional signs or information artefacts that make up an exploring aspects of our model and notions of mediation but we
interface are the buttons, graphics and words that Andersen used the same talk-aloud principles employing a video camera
categorised in his book “Computer Semiotics” [2]. Since then rather than screen based capture equipment.
however many new forms have come to be included in an
interface to the point where we now have a ‘new media interface’
[19]. So the information artefacts in our model are considered to
be all of the elements that now go into an interface which
constitute the beginnings of this new metalanguage [19].
3.5 Medium
A sequence of actions, which are traditionally viewed as system
state changes in HCI, can also be viewed as changes within a
medium [20]. More specifically they are transformations within
the medium that occur through the processes of the
perception/action loop. The idea of medium proposed here in
relation to our model, places the properties of the system in the
hands of the messages or signs that communicate the system
state. That is, the messages are the medium which are
manipulated by both designers and users in a similar fashion in
order to produce the object of their interaction, be it a piece of
artwork, a selection of tunes on a media player or a new piece of
software for somebody else to use.
McCullough’s notion of craft [20] is applied to interaction here,
framing the computer as a medium in which the user becomes Figure 3 Information Artefacts
expert in handling its specific properties. Much like the sculptor
With this type of approach we were able to analyse the video
who is expert in understanding the medium of wood or stone or
footage from a semiotic perspective looking at the signs
clay, the digital art worker is an expert in handling and
manipulated in the environment in relation to the tasks that
manipulating the signs that construct the medium of that program.
Conceptually s/he is aware of the systems properties and knows participants performed and in relation to what they said about
how to manipulate them through the signs to get the desired what they were doing. The types of data we got then were screen
result. images showing the concurrent and sequential nature of sign use
(Figure 3) and transcriptions of utterances by the participants
4. THE MODEL AND MEDIATION (Figure 4) that correspond to the time coded screen shots from the
video.
4.1 Preliminary Studies
Turning to the practical aspects of our research [22], we have
been using a qualitative methodological approach in order to Time Actions Participant
explore the particular aspects of our proposed model, and the
more general notions of messages as medium that underpin it. [20:48:46] Making a sign. “He’s still there but
Three preliminary studies were undertaken which focused on the Selects the ‘path he’s not got that
notion of medium in different environments. The first two studies again. Chooses natural light shadow
looked at subjects involved in using computer interfaces the dodge burn that’s coming round
(Photoshop, and others) to design both print and electronic media. tool. Opens the here, so I’m gonna
The third study was to provide a comparison to the software- brush palette. recreate that and just
controlled interfaces by looking at the ‘real interface’ of an artist Selects shape take him right
working on a painting. The main aim was to explore the model and size. Back back…make my
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up to tool bar to selection, shadow 6, 5. Embedded technologies participate in the world they
set exposure. take a hundred, he’s represent
quite big, exposure… 6. Embodied interaction turns action into meaning.
start at 10 and work The reason for exploring Dourish’s notion of embodied
back from there” interaction here is to note the similarities between his analysis
and our own; in particular the concept of computation, or
Figure 4 Transcriptions interactive systems in our terminology, as a medium. Where a
semiotic analysis can go further, we think, is in the idea of
What was interesting about the studies was that they not only meaning. Semiotics recognises that meaning itself is a complex
confirmed the usefulness of concurrent/sequential paradigms in web of significances. It is not simply the things that some
analysing data, it also linked them to notions about the Umwelt information artefact denotes that is important, it is all the
where sense making is a direct result of the perception/action connotations that flow from the denotations, turning infinitely
loop as the user engages with the world [22]. This gives weight to back on themselves, that characterises our understandings and
the idea that even expert users perform work tasks in an feelings.
exploratory way. Moreover, different ‘zones’ or ‘modes’ of The zones of medium uncovered from the analysis of expert users
activity were uncovered in these studies which users switched of Photoshop correspond to the ideas of ‘interacting with’ and
between throughout their interaction. Each one seemed to affect, ‘interacting through’ that Dourish describes and, indeed, are
if not at least overlap with the other. characteristic of Winograd and Flores’s earlier introduction of
phenomenology to HCI [27]. Our analysis suggests a third zone –
5. EMBODIED INTERACTION the larger medium in which the interaction that is the focus of
In Where the Action Is Paul Dourish develops his ideas on the attention takes place.
foundations of embodied interaction [14]. The embodied
perspective considers interaction ‘with the things themselves’. 6. VIRTUAL ENVIRONMENTS
Dourish draws on the phenomenological philosophy of such 6.1 Presence
writers as Heidegger, Husserl and Merleau-Ponty and recent In research into tele-presence (or ‘presence’, as it is usually
developments in tangible computing and social computing to abbreviated) there is a topic known as ‘the book problem’. This
develop a theory of embodied interaction. For Dourish, characterises the problem that we can feel really immersed and
phenomenology is about the tight coupling of action and involved when reading a book. The medium though which we are
meaning. interacting is apparently very impoverished compared, say, to
Embodied interaction is concerned with two main features; cinema or virtual reality and yet the feeling of presence that we
meaning and coupling. Within meaning Dourish finds three types: can experience can be quite considerable. You can really get
ontology, intersubjectivity and intentionality. Ontology is transported to another place. The mistake, of course, is to think
concerned with how we describe the world, with the entities and that the book is the medium. It is the words and skills of the
relationships that we perceive – or rather with which we interact. storyteller that is the medium through which we interact with the
Dourish is concerned with how we understand the computational significances that the story has for us. In the cinema the medium
world. Intersubjectivity is about how meaning can be shared with is very rich and much more realistic – at least in terms of visual
others. This involves both the communication of meaning from fidelity. Even when the objects on the screen are impossible
designer to user, so that the system can reveal its purpose, and the spacecraft, the hi-fidelity representation is characteristic of the
communication between users through the system. The task- medium. Of course you can ‘drift off’ at the cinema and lose the
artefact cycle is a familiar concept to HCI people; designers sense of presence (or feel presence in the new found reverie), just
design some technology to support some task, but then the as you can when reading a book.
technology inevitably changes the nature of the task. Dourish is Designing for presence is about designing the illusion of non-
concerned with the ways in which we use technologies in our mediation. When you put on a head mounted display you are
activities and how these affect the decisions we take, expectations immediately transported into the computed world beyond the
we have and so on. The third aspect of meaning is intentionality. headset. You are not aware that there are two tiny displays sitting
This is to do with the directedness of meaning and how it relates close to your eyes; that part of the interaction is apparently
one thing to another. unmediated. For remote tele-operation of vehicles and tools a
Thus actions take on meaning for people. Coupling is concerned feeling of non-mediation, or embodied interaction, would be an
with making that relationship effective. If objects and advantage. The person controlling the Mars Lander wants,
relationships are coupled then the effect of actions can be passed ideally, to feel that he or she is really picking up the rock to
through the system. Dourish uses the familiar example of a examine it. The headset, the gloves, the transmitters, the robot
hammer (also used by Heidegger) to illustrate coupling. When arms all need to disappear into a single medium so that the
you use a hammer is becomes an extension to your arm (it is controller feels that the interaction is unmediated, that it is
coupled) and you act through the hammer onto the nail. You are embodied.
engaged in the activity of hammering.
From this theory of embodied interaction – ‘not just how we act
on technology, but how we act through it’ [14] – Dourish goes on
to develop some high-level design principles:
1. Computation is a medium
2. Meaning arises on multiple levels
3. Users, not designers, create and communicate meaning
4. Users, not designers, manage coupling
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6.2 The BENOGO Project restrictive nature of the first Demo where no movement or
interaction was actually possible within the virtual environment.
We could not effectively observe interactions with the virtual
environment; therefore this first study was focused on a
description of the significant aspects of the environment
highlighting technical problems with the VE but limited in
exploring the concept of presence.
The videos were first of all transferred from tape to hard disk for
storage and easy access. They were then viewed a number of
times to promote immersion in the data and a transcript of
participants comments was rendered along with notes on aspects
of visual, audio and timing of events. Analysis of the talk aloud
method resulted in a number of factors that consistently recurred
in all of the sessions. Broadly speaking these were grouped into
the three categories that the talk aloud questions were designed to
enquire about.
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they had been. Other botanical gardens, gardens in general or that the sound was not necessarily connected to the visuals even
places with hot climates. Cultural references to films such as the although there was something directional about it. Comments
Jungle Book, Tarzan and general jungle films were mentioned often arose about cars outside, birds and the noise of water in the
and personal memories of holidays, family members and in the environment. These were sometimes accompanied by comments
case of two Greek participants, home were also mentioned. In the about the water not moving visually while it sounded like it was
BENOGO environment very little of this type of data was or no movement in the trees where birds might be. In the real
uncovered. There were some mentions of memories of other environment sound comments were restricted to comments on the
botanical gardens and holidays but very little that was as vivid as water, the humidifier being turned off and on, and the sense of
those in the real environment. In the BENOGO environment there quiet in the space.
were a few mentions of games and gaming related comments that
were not present in the real environment. “Sound, sound is very spatial it’s location based.” Participant b8
“It reminds me of Kew Gardens I went there when I was younger, “I can hear this bird’s cry somewhere in the soundscape. So I, for
the other thing is the heat and the condensation it reminds me of a a while, actually try to locate the bird. It seems to be impossible
shower. Its very relaxing and quiet” Participant r1 for me.” Participant b10
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presented here contributes to this notion as we seek ways of Representations Of Real Places., In Proceedings of
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dimensions such as fidelity, interest level, concentration level and on Presence, Universidade Fernando Pessoa Porto, Portugal -
so on. This is a radical departure from previous approaches to October 9,10,11, 2002.
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We are also keen to explore the new information spaces that are messages through communicability evaluation.
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