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The Mind Cupola and Enactive Ecology :  Designing technologically mediated experiences for the Aging Mind Dr. Brigitta Zics 1,2   and John Vines 1 1  Transtechnology Research Room B321 Portland Square University of Plymouth Drake Circus Plymouth PL4 8AA     2   University of Wales Newport School of Art, Media and Design Room J 14 Caerleon Campus Lodge Road, Caerleon Newport NP18 3QT
[object Object],The Problem
The Problem ,[object Object],[object Object],[object Object]
An Alternative Approach ,[object Object],[object Object],[object Object]
[object Object],Application of Transparency
Inclusive HCI: ‘The Mind Cupola’ Affective Environment   ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Contemporary Inclusive HCI  and Invisible Learning
Inclusive philosophy to design  ,[object Object],[object Object],[object Object],[object Object],[object Object]
Cognitive Modelling (CM) ,[object Object]
Cognitive Modelling (CM) ,[object Object]
Cognitive Modelling as Prominent Approach to Inclusive HCI ,[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object]
It may be in part down to their being a broad consensus that the  measurable cognitive changes  that occur in later life have a significant relation to  changes in human behaviour . (Stuart-Hamilton 2006)
Cognitive Modelling  of Older People ,[object Object],[object Object],[object Object],[object Object]
The prominence of remediation throughout  HCI history ,[object Object]
The Problematic Application of Cognitive Modelling in Aging ,[object Object]
[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],restrictions of these approaches
[object Object]
Invisibility in HCI ,[object Object],[object Object]
[object Object],[object Object],Heidegger’s ‘tool’  Invisibility and Visibility present-at-handiness describe situations where a person attends directly to the object with conscious intent    VISIBILITY
Invisibility Versus Transparency ,[object Object]
Transparency and the Transparent Medium man meaning production transparency interface mastering the tool Transparency  in the human – technology relationship could be considered as an oscillating process where the designer allows interactions that are in a constant state of flux between reflection and pellucidity.
Transparency and the Transparent Medium man meaning production transparency Transparent medium mastering the tool The ‘ enactive interface ’ will be termed here as the Transparent Medium.
Transparent Medium –  Dynamic Meaning Production  ,[object Object],[object Object]
Transparency and Invisibility in HCI  ,[object Object],[object Object]
Transparency and Invisibility through Artistic Interfaces ,[object Object],[object Object],[object Object],[object Object]
 ,[object Object],[object Object]
[object Object],[object Object],[object Object]
The Mind Cupola: A Transparent Medium and Orchestration of Enaction
Feedback Loops in the Mind Cupola ,[object Object]
The Mind Cupola: An Affective Environment  ,[object Object],The interaction process fluctuates between the  natural reactions of facial  and  eye movement  and controlled responses through which the user learns to produce meaning.
The  Mind Cupola  interface is formed of three interconnected systems; a biofeedback perceptive system (face/eye capture system), a frequency-generating affective system, and a real-time visualisation
 
[object Object],[object Object],[object Object],The Mind Cupola: An Affective Environment
Affective Visualisation through Eye-tracking ,[object Object],[object Object]
Affective Visualisation
Enactive Ecology:   Artist-Environment-User ,[object Object],[object Object]
[object Object]
Enacted Perspective on Cognition (Varela et al. 1991)  Physiological Feedback  ,[object Object],[object Object],[object Object]
New Meaning Production:  Self-reflective Processes ,[object Object],[object Object],[object Object]
[object Object]
[object Object],speculation and future
[object Object],speculation and future
[object Object],[object Object],speculation and future
[object Object],speculation and future
[object Object],speculation and future
[object Object],[object Object],?
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The Mind Cupola And Enactive Ecology

  • 1. The Mind Cupola and Enactive Ecology : Designing technologically mediated experiences for the Aging Mind Dr. Brigitta Zics 1,2 and John Vines 1 1 Transtechnology Research Room B321 Portland Square University of Plymouth Drake Circus Plymouth PL4 8AA     2 University of Wales Newport School of Art, Media and Design Room J 14 Caerleon Campus Lodge Road, Caerleon Newport NP18 3QT
  • 2.
  • 3.
  • 4.
  • 5.
  • 6.
  • 7. Contemporary Inclusive HCI and Invisible Learning
  • 8.
  • 9.
  • 10.
  • 11.
  • 12.
  • 13. It may be in part down to their being a broad consensus that the measurable cognitive changes that occur in later life have a significant relation to changes in human behaviour . (Stuart-Hamilton 2006)
  • 14.
  • 15.
  • 16.
  • 17.
  • 18.
  • 19.
  • 20.
  • 21.
  • 22.
  • 23. Transparency and the Transparent Medium man meaning production transparency interface mastering the tool Transparency in the human – technology relationship could be considered as an oscillating process where the designer allows interactions that are in a constant state of flux between reflection and pellucidity.
  • 24. Transparency and the Transparent Medium man meaning production transparency Transparent medium mastering the tool The ‘ enactive interface ’ will be termed here as the Transparent Medium.
  • 25.
  • 26.
  • 27.
  • 28.
  • 29.
  • 30. The Mind Cupola: A Transparent Medium and Orchestration of Enaction
  • 31.
  • 32.
  • 33. The Mind Cupola interface is formed of three interconnected systems; a biofeedback perceptive system (face/eye capture system), a frequency-generating affective system, and a real-time visualisation
  • 34.  
  • 35.
  • 36.
  • 38.
  • 39.
  • 40.
  • 41.
  • 42.
  • 43.
  • 44.
  • 45.
  • 46.
  • 47.
  • 48.

Hinweis der Redaktion

  1. An ‘Inclusive’ philosophy to design is about making products, services and built environments accessible to as many people as possible (Coleman 2008). A key focus of Inclusivity research over the past decade has been the rapidly ageing population of many industrialised nations (Coleman 2008). In this paper, the authors deal with the specific problem of understanding how HCI designers may improve the Inclusivity of new technologies for older people. In particular, it appears that the Cognitive Modelling of older people has had a significant role upon the design and usability guidelines that surround the Inclusive HCI discourse.
  2. So, what is cognitive modelling. Well, cognitive models in the context of this discussion, we are referring to a type of intellectual instrument used to rationalise human behaviour into various systems and sub-systems, such as on the screen here.
  3. About 20 years ago, cognitive modelling was a popular approach within the then nascent field of HCI as it
  4. Resonating on what has become a key area of research Zajicek explains the importance of learning methods that attempt to develop more familiar technological interactions for older people in light of the claims from the ageing Cognitive Model.
  5. Initial HCI interventions, Sketchpad by Sutherland (1963) ( on the left ) and Dynabook by Kay (1968) ( on the right ) remediated (pen and the typewriter) the human-tool relationship in order to produce initial applications of human-computer relationship. In more recent history there have been attempts to move the dependency in HCI on graphical and remediated metaphor, towards forms of computing focused more upon how meaning is generated through physical and social context (Dourish 2001). However, it appears that the continued application Cognitive Modelling within Inclusive HCI for older people has lead to a dependency on using remediation of past technologies.
  6. Mili Docampo Rama (2001) provides an oft-cited example of Inclusive HCI research that unpacks this issue. Docampo Rama highlighted that the technological systems people encountered between the ages of 10 and 25 years are key to the cognitive learning strategies they deploy in attempting to adapt to a novel computer-based graphic user interface later on in life. It was noted how for many current older people, the dominant ‘software’ approach to technological interfaces was incomparable to the ‘electro-mechanical’ generation of technologies they experienced at a younger age (Docampo Rama 2001).
  7. This paper sees these approaches as problematic as they rely upon a learning process centred on a generalisation of past experience of technology in supposing that a past experience of a few may be transferable to people of the same age. Through the deployment of this approach, the designer takes a central role in the creation of meaning by the user, restricting exploration and the agency of the older person as a creator of their own meaning through their relationship with the technology.  
  8. In order to move from the limitations of the above approaches we might start thinking about developing technological systems inclusive of older users that are adaptive to their particular contingencies , but do not restrict the meaning of interaction to a remediation predetermined by the designer. It appears from the above discussion that the HCI community, particularly in the context of designing to be inclusive of older people, are continually looking to achieve interactions affording continuous and immersive states where the technological object disappears from the conscious observation of the user.
  9. Although the mastering of the tool – making it ready-to-hand – is the optimal desire of the designer in this paper we are attempting to move from a typical sense of using a tool for the purpose of a particular task towards facilitating situations where novel forms of meaning may be established
  10. Dynamic Seeing refers to the design of one’s experience through the oscillation between interface visibility and invisibility that occurs through the spectator’s processes of mastering the tool and uses this ability to explore the content of the medium. Holmes perspective is useful to understand what might constitute learning processes in a Transparent Medium, based upon the creation of meaning that enriches the transfer of content in the user experience.
  11. The dynamic and instantaneous feedback-loops are fundamental in considering the Mind Cupola a Transparent Medium. 
  12. The underlying framework of the Mind Cupola is still ‘cognitive’, in that the feedback-loop is based upon knowledge relating the specific physiological feedback to certain cognitive states of awareness and immersion. However, the manner in which the system is participated with aligns the Mind Cupola as an orchestrator of an enacted perspective on cognition (Varela et al. 1991) rather than Cognitive Modelling that removes the mental apparatus from perception and action where meaning is predetermined by the designer of the interface.
  13. AUGMENTING THE COGNITIVE MODELLING WITH OTHER WAYS OF UNDERSTANDING COGNITION AND CONSCIOUSNESS
  14. Such environments, which slowly unravels how a technology operates through states of immersion, meditation and reflection, may present the opportunity for meaning and knowledge to be constructed incrementally through technologically-mediated activity, rather than procedural input/output success/failure routines. In monitoring the effort of the user, environments such as the Mind Cupola present an opportunity to allow the user to appropriate meaning and learn a technology through an ongoing relationship, possibly minimising the perceived limitations of cognitive aging, whilst not relying upon a metaphorical and remediated process of learning.