The document discusses interaction design and how it relates to choreography and dance. It argues that interaction design and dance both utilize order, patterns, relationships, and time to create meaning and engage audiences. The author believes active environments that are sensitive to movement and intent will become more prominent. Such environments could have applications in education, healthcare, and entertainment. The author proposes exploring this area through hands-on experimentation and adapting to challenges.
5. Defining a structure to foster specific types of movement
and interaction—anticipating the way that users and
information want to flow & makes affordance for change
over time.
- Dan Klyn, from his definition of Information Architecture http://vimeo.com/8866160
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interaction10 Kendra Shimmell Copyright: 2010 | illustration by www.formerfactory.com
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6. Now in the case of dance, choreography involves things like
initiation of movement, phrasing, shape, interaction with space,
and effort to convey emotion.
Both interaction design and dance utilize order, patterns,
relationships, taxonomy, and time—for the purpose
of creating meaning and engaging the audience.
interaction10 Kendra Shimmell Copyright: 2010 | illustration by www.formerfactory.com
7. Exploring new ways to engage the audience through interactivity and active participation.
interaction10 Kendra Shimmell Copyright: 2010 | illustration by www.formerfactory.com | Environments Laboratory OSU, 2000-2001
8. In 2000, as dancers we were ahead of the curve
in terms of thinking about interaction in a more tangible sense.
While as a designer working in my first internship, I was still
thinking about whether the navigation should be on the left-side
or the top-side of the webpage.
My work as a dancer felt so out there. At first, I didn’t make the
connection regarding the potential that my two worlds presented.
interaction10 Kendra Shimmell Copyright: 2010 | illustration by www.formerfactory.com
9. Fast forward to today. None of it seems very“out there”anymore.
- Example shown,“Reactable” electronic music instrument developed within the Music Technology Group at the Universitat Pompeu Fabra
in Barcelona, Spain by Sergi Jordà, Marcos Alonso, Martin Kaltenbrunner and Günter Geiger. <www.reactable.com>
interaction10 Kendra Shimmell Copyright: 2010
11. A significant transition in the very nature
of the products that are going to emerge in the future…
These new products are going to look less and less like the
repacking of the basic PC graphical user interface…
no longer mainly passive entities that we have dealt with
in the past… buildings are going to become increasingly
active and reactive
- Bill Buxton from his book “Sketching User Experiences,” 2007
“
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interaction10 Kendra Shimmell Copyright: 2010 | illustration by www.formerfactory.com
12. I believe that active environments
(sensitive to movement and intent) are
going to play a more prominent role
in our future design challenges.
interaction10 Kendra Shimmell Copyright: 2010 | illustration by www.formerfactory.com
13. Looking at active environments, what are some
of the dimensions we’ll be dealing with?
interaction10 Kendra Shimmell Copyright: 2010 | illustration by www.formerfactory.com
14. 2D vs 3D • Acceptance • Active vs passive • Affordance • Architecture/layout
Authentication • Blob vs human • Boundaries • Cognitive load • Competitive
vs collaborative • Content orientation • Context • Culture • Discrete vs continuous
Duration • Enacting • Ergonomics • Feedback • Frame of reference • Habitual
vs triggered • Human factors • Input blindness • Intent • Interference • Latency
• Learning/adoption • Locus of control • Managing expectations • Meaning
• Mediated vs non-mediated • Mental model • Modality • Motor-skill variance • Multi-
user • Non-arbitrary movements • Nuanced movements • Open vs closed systems •
Optical flow • Orientation • Paths of motion • Physical proportions
• Physical strain • Pitch/roll/yaw • Points of view • Position • Proximity • Range
of movement • Resolution • Rules • Sequence • Shape/form • Shifting context
• Similarities vs differences • Spatial relationships • Staging • Timing • Ubiquitous vs
bound • Understanding movement • Variations in lighting…
interaction10 Kendra Shimmell Copyright: 2010
15. Well, there is a lot of potential good that can come
from this space. I am imagining environments
that are active, but not overactive.
Environments that are purposed to enhance
activities, conversations, collaboration, and play.
interaction10 Kendra Shimmell Copyright: 2010 | illustration by www.formerfactory.com
16. Potential application:
Whole Body Education—bringing content
to life through physical interaction
(kinesthetic learning) and multi-sensory
exploration.
Keeping kids engaged and fostering abstract thinking
(not to mention what this can do for childhood obesity)
interaction10 Kendra Shimmell Copyright: 2010 | illustration by www.formerfactory.com
17. Potential application:
The treatment of Autism
and Attention Deficit Disorder.
interaction10 Kendra Shimmell Copyright: 2010 | illustration by www.formerfactory.com
18. Potential application:
Increased efficiency and safety during
medical procedures (Procedure Theater).
interaction10 Kendra Shimmell Copyright: 2010 | illustration by www.formerfactory.com
19. And of course…
Better games, and more engaging
performance & art!
interaction10 Kendra Shimmell Copyright: 2010 | illustration by www.formerfactory.com
20. Where to begin?
We’ll approach this space like we have each
prior evolution of technology that our practice
has had to deal with—learning through
doing, through experience.
We’ll just dive-in, explore, make mistakes.
We’ll adapt.
interaction10 Kendra Shimmell Copyright: 2010 | illustration by www.formerfactory.com
21. I want to turn your attention to an
active environment that explores:
• Human body as an interface with technology
• Movement…predominantly shape and space
• The challenges when interacting with technology in this new way
• To define Interaction Design with respect to physical environments
• To generate dialogue
interaction10 Kendra Shimmell Copyright: 2010 | illustration by www.formerfactory.com
22. Key aspects of exploration for this project…
2D vs 3D • Acceptance • Active vs passive • Affordance • Architecture/layout
Authentication • Blob vs human • Boundaries • Cognitive load • Competitive
vs collaborative • Content orientation • Context • Culture • Discrete vs continuous
Duration • Enacting • Ergonomics • Feedback • Frame of reference • Habitual
vs triggered • Human factors • Input blindness • Intent • Interference • Latency
• Learning/adoption • Locus of control • Managing expectations • Meaning
• Mediated vs non-mediated • Mental model • Modality • Motor-skill variance • Multi-
user • Non-arbitrary movements • Nuanced movements • Open vs closed systems •
Optical flow • Orientation • Paths of motion • Physical proportions
• Physical strain • Pitch/roll/yaw • Points of view • Position • Proximity • Range
of movement • Resolution • Rules • Sequence • Shape/form • Shifting context
• Similarities vs differences • Spatial relationships • Staging • Timing • Ubiquitous vs
bound • Understanding movement • Variations in lighting…
interaction10 Kendra Shimmell Copyright: 2010
23. How our system works…
>
interaction10 Kendra Shimmell Copyright: 2010 | illustration by www.formerfactory.com
24. My body as interface…
>
interaction10 Kendra Shimmell Copyright: 2010 | illustration by www.formerfactory.com
26. Special thanks goes to…
• Robert Wechsler, www.palindrome.de for our collaboration in the realm
of active environments
• Nand Dussault of www.formerfactory.com
• Adaptive Path www.adaptivepath.com
• Lextant www.lextant.com
• Lane Kuhlman for great conversations about tangible interfaces www.lanekulman.com
• Shirley Tobias for her editorial insights
• Suzanne El-Moursi for support at the 11th hour
• Finally, IxDA www.ixda.org for providing the framework for this type of exploration
interaction10 Kendra Shimmell Copyright: 2010 | illustration by www.formerfactory.com