Sturdee Design Fiction - Lancaster University · 2017. 5. 26. · testing hardware, and basic user...

12
Design for Next 12th EAD Conference Sapienza University of Rome 12-14 April 2017 Copyright © 2017. The copyright of each paper in this conference proceedings is the property of the author(s). Permission is granted to reproduce copies of these works for purposes relevant to the above conference, provided that the author(s), source and copyright notice are included on each copy. For other uses please contact the author(s). Using Design Fiction to Inform Shape-Changing Interface Design and Use Miriam Sturdee a , Paul Coulton b , Jason Alexander a a School of Computing and Communications, Lancaster University, UK b Lancaster Institute of Contemporary Art , Lancaster University, UK Abstract: Shape-changing interfaces are tangible, physically dynamic devices which enable user-experience beyond 2D screens. Within Human Computer Interaction, researchers are developing these from low-resolution, low-fidelity prototypes, toward a vision of a truly malleable world. The main focus is in producing and testing hardware, and basic user interactions, which leaves the question unanswered: what are shape-changing interfaces good for? In response, we propose the use of design fiction to investigate potential applications for this technology: to create and analyse artifacts relating to future use-scenarios for shape-change. Whilst research within shape-change often proposes future use- cases for prototypes during discussion, they are seldom in a form that presents them as everyday artifacts. Here, we present and discuss a printed game-play instruction manual for a truly high resolution shape-changing game entitled First Hand, which aims to draw parallels between current gaming practices and the tangible nature of shape-changing interfaces. Keywords: Shape-Change, Design Fiction, Interfaces 1. Introduction As we progress beyond the desktop computer or tablet, the idea of the interface moves from flat, planar devices towards interactive surfaces that afford the user a physically tangible experience. Shape-changing interfaces are a branch of this ideal, weaving application with touch, sound and image in a physically dynamic, temporal user-environment. However, this area of inquiry remains far from the high-resolution interfaces we see within science fiction (Troiano, 2016), and researchers are left to ponder the implications of their prototypes, should technology allow the blending of surface and material into a seamless, malleable interface (Ishii, 2015). Discussion around future application areas is a common theme, with suggestions encompassing gaming (Ye & Khalid, 2010, Khalilbeigi 2011), data physicalization (Jansen et al. 2015; Taher et al. 2016), robotic pets (Nojima et al. 2013), and multipurpose clothing (Follmer, 2012). Additionally, there are studies which examine the potential of shape-change from the users’ perspective: e.g. Sturdee et al. (2016) employed a participatory design process which showcased a shape-changing prototyping tool in order to gain perspectives on the desires for this new technology from a public participant base. There are also a

Transcript of Sturdee Design Fiction - Lancaster University · 2017. 5. 26. · testing hardware, and basic user...

Page 1: Sturdee Design Fiction - Lancaster University · 2017. 5. 26. · testing hardware, and basic user interactions, which leaves the question ... (2015) found that during a public ideation

DesignforNext

12thEADConferenceSapienzaUniversityofRome

12-14April2017

Copyright©2017.Thecopyrightofeachpaperinthisconferenceproceedingsisthepropertyoftheauthor(s).Permissionisgrantedtoreproducecopiesoftheseworksforpurposesrelevanttotheaboveconference,providedthattheauthor(s),sourceandcopyrightnoticeareincludedoneachcopy.Forotherusespleasecontacttheauthor(s).

UsingDesignFictiontoInformShape-ChangingInterfaceDesignandUse

MiriamSturdeea,PaulCoultonb,JasonAlexanderaaSchoolofComputingandCommunications,LancasterUniversity,UKbLancasterInstituteofContemporaryArt,LancasterUniversity,UK

Abstract:Shape-changinginterfacesaretangible,physicallydynamicdeviceswhichenable user-experience beyond 2D screens.WithinHuman Computer Interaction,researchers are developing these from low-resolution, low-fidelity prototypes,toward a vision of a truly malleable world. The main focus is in producing andtesting hardware, and basic user interactions, which leaves the questionunanswered: what are shape-changing interfaces good for? In response, wepropose the use of design fiction to investigate potential applications for thistechnology: to create and analyse artifacts relating to future use-scenarios forshape-change. Whilst research within shape-change often proposes future use-cases for prototypes during discussion, they are seldom in a form that presentsthem as everyday artifacts. Here, we present and discuss a printed game-playinstructionmanual for a truly high resolution shape-changing game entitled FirstHand, which aims to draw parallels between current gaming practices and thetangiblenatureofshape-changinginterfaces.Keywords:Shape-Change,DesignFiction,Interfaces

1.IntroductionAsweprogressbeyondthedesktopcomputerortablet,theideaoftheinterfacemovesfromflat,planardevicestowardsinteractivesurfacesthataffordtheuseraphysicallytangibleexperience.Shape-changinginterfacesareabranchofthisideal,weavingapplicationwithtouch,soundandimageinaphysicallydynamic,temporaluser-environment.However,thisareaofinquiryremainsfarfromthehigh-resolutioninterfacesweseewithinsciencefiction(Troiano,2016),andresearchersarelefttopondertheimplicationsoftheirprototypes,shouldtechnologyallowtheblendingofsurfaceandmaterialintoaseamless,malleableinterface(Ishii,2015).Discussionaroundfutureapplicationareasisacommontheme,withsuggestionsencompassinggaming(Ye&Khalid,2010,Khalilbeigi2011),dataphysicalization(Jansenetal.2015;Taheretal.2016),roboticpets(Nojimaetal.2013),andmultipurposeclothing(Follmer,2012).Additionally,therearestudieswhichexaminethepotentialofshape-changefromtheusers’perspective:e.g.Sturdeeetal.(2016)employedaparticipatorydesignprocesswhichshowcasedashape-changingprototypingtoolinordertogainperspectivesonthedesiresforthisnewtechnologyfromapublicparticipantbase.Therearealsoa

Page 2: Sturdee Design Fiction - Lancaster University · 2017. 5. 26. · testing hardware, and basic user interactions, which leaves the question ... (2015) found that during a public ideation

MiriamSturdee,PaulCoultonandJasonAlexander

2

growingnumberofpaperswhichexaminethedeeperimplicationsofthistechnology,suchasemotionality(Kwaketal.2014)andtemporality(Vallgarda,2007).

Combiningthescopeofthecurrentstate-of-the-artintomeaningfulavenueofenquiryisadifficultproposition,asisconsideringdevicesthatcanoperatebeyondthecurrentapplicationdesign.Toenableustotakethenecessaryleapforward,weemploythetechniqueofdesignfictiontocreateaplausibleproductbasedonthecurrenttrajectoryofthefield,whichcanthenfeedbackintocurrentresearchpractice:exploringboththeviabilityofthemethodologicalapproach,andgeneratingmeaningfulresultsforshape-change.

Designfictionisnotanewconcept,althoughithasonlyrecentlybecomepopularinHCIresearch(Lindley&Coulton,2015;Sturdeeetal.2016),andreferstothecreationofartefactswithwhichwecanexploreandanalysefuturescenarios.Designfictiontellsworlds–notjuststories(Sterling,2013),blendingnarrative,films,comics,andephemeratoimmersethereaderinapossiblefuture(Coultonetal.2016).Designfictiondescribesthearea,thoughtheartifactdiscussedwithinthispaperisclassedasadiageticprototype(i.e.anobjectexistingwithinapieceofnarrativeart),exploringthegamingscenarioasause-caseforshape-changingtechnology.WeproposeFirstHand:agameconceptthatallowstheuserto“playgod”andeithershapeplanetarylife,ortheplanetitself,asasingleplayerorinaMassiveMultiplayerOnlineRolePlayingGame,presentedintheformofagameplayinstructionmanual,withfurthercredencegivenviaanarticlewrittenaboutthegamelaunchandthecorrespondingtechnologyrequiredtoruntheprogram.

2.RelatedWork2.1Shape-ChangingInterfacesShape-changinginterfacesareanexcitingpartofHumanComputerInteraction,creatingabridgebetweenourplanar,screen-basedcomputers,withdevicesandsurfacesmorecommonlyseeninscience-fiction(Troiano,2016),butnotyetatangiblereality.Shape-changinginterfacescanbedefinedasdevicesthatutilisephysical3Dsurfacesthatcanmoveindependently,reacttovaryingstimuli,acceptandrespondtouserinputanddisplayinformation.ExemplarsinthefieldincludeTransformbyMIT(Ishiietal.2015);Emerge(Taheretal.2016)whichisconcernedwiththechallengessurroundingdataphysicalisation(seeFigure1);SachikoKodama’sdynamicferrofluidsculptures(2008);and,Jamminginterfaces(Follmeretal.2012)whichexaminetheinterplaybetweencontrollablestiffnessandfluidity.Thesearebutafewoftheprototypesinthefield,whichoffersarichtapestryoftangible,interactiveandexpressiveinteractions.Alongsidethisexpandedinteractionpotentialcomesthechallengeofhowdesignersbegintocreateapplicationsthatmayspandifferentmaterials,resistance,temporalityandevenemotionality(Kwak2014;Rasmussen2012).Thismulti-dimensionalareagoesbeyondthecurrentscopeofinteractiondesign,requiringanewapproachtoensurethatdesignkeepsupwithhardware.

2.2DesignFictioninHCIDesignFictionisafairlyrecentresearchtrend,buthasalreadybeenincorporatedintoseveralareaswithinHCI.Tanenbaum(2014)makesthecasefordesignfictioninHCIandinteractiondesign,bysuggestingthatitcanbemethodology,communicationtool,andmotivationorinspirationfordesign–allowingustoexplorerequirementspriortothebuildprocess.Mostrelevanttothispaperperhaps,areLinehanetal’sAlternateEndings(2014)whichlooksatcontemporaryHCIresearchandalongtermviewofthetechnologiestheydepict–challengingtheshort-term,utilitydrivenworkthatisseenthefield;andLindley&Potts(2014)workonprototypingusingdesignfiction.

Page 3: Sturdee Design Fiction - Lancaster University · 2017. 5. 26. · testing hardware, and basic user interactions, which leaves the question ... (2015) found that during a public ideation

UsingDesignFictiontoInformShape-ChangingInterfaceDesignandUse

3

Figure1.Emerge(Taheretal.2015)isanactuator-basedinterfaceallowingtheusertoexploremulti-dimensionaldata.

2.3DesignFiction,Shape-Change&GamesThegapbetweentechnologistanddesignercanbebroad,buttherearethosewithinthefieldofshape-changewhoarealreadyembracingtheconceptsexploredindetailhere.Ishiietal.(2012)proposedamaterialcalledPerfectRed,whichwaspartofaprojectexploringavision-drivendesignprocessofshape-changinginterfaces,andexplorestheideaofaclay-likematerialthatalsohascomputationalattributes(suchassnappingtogeometricshapes,ormergingdistinctpieces).

Thefutureofgaminghaslongbeenseeninsciencefictionfilms(e.g.eXistenz,LawnmowerMan),andisapopularspeculativetopic,butnotoftenaddressedinresearch.Gamedesignersarequicktoadoptnewtechnologiestoexploretheirentertainmentpotential,e.g.eye-tracking(Vidaletal.2015)ormixed-reality(Simeone,2015),butdonotfocusonwhatisnotyetavailable,asmuchastheydoonimprovingcurrenttechnology.Designfictionasamethodologyhasnotyetbeenappliedtothedesignspaceofshape-changinggames,despitethepopularityofgamingasathemeinresearch.

3.FirstHand3.1Whygaming?Gamingasathemeforthediageticprototypewaschosenforseveralreasons.Primarily,Sturdeeetal.(2015)foundthatduringapublicideationworkshopinvestigatingshape-changinginterfaces,themostpopularcategoryofideawasgamesandentertainment.Second,severalpapersconcerningshape-changeareeitherbasedaroundgaming(Ye&Khalid,2010)orsuggestgamingasafuturedirectionforresearch(e.g.Leeetal.2008;Khalilbeigietal.2011;Kildal,2012;Makino&Kakehi,2011).OthersinHCIalsosuggestthatgaming,andgameplay,playsavitalpartinshapingthefutureoftheinterface(Isbister,2011).Centraltotheprincipleofshape-change,isthefactthattheinterfaceisphysicallytangible,dynamicanddirectlygraspableinawaythateludescurrentgame-readyhardware.Thuswefocusedonbuildingthegameconceptaroundtheinterfacenovelty,ratherthanadaptinganexistinggameforthepotentialinterface.Featuresthatarecollectivelyuniquetoshape-changinginterfaces(inthisapplication)include:

Physicality–Tangiblesurfacesandspacesuponwhichtheusercanexertforcetochangethephysicalshape.

Dynamicity–Thesurfaceoftheinterfacecanreactphysicallytostimuli(beitenvironmentalorprogrammed)andisnotpassive.

Sculpting–Usinghandsortoolstomanipulatethesurfaceinmeaningfulways.

Multi-sensoryinteraction–Shape-changecanharnessawidevarietyofinputsandoutputs.

Page 4: Sturdee Design Fiction - Lancaster University · 2017. 5. 26. · testing hardware, and basic user interactions, which leaves the question ... (2015) found that during a public ideation

MiriamSturdee,PaulCoultonandJasonAlexander

4

Optiontoincorporatehybridgamingenvironments–Shape-changecanbecombinedwithexistingtechnologytoenhancetheplayerexperienceandaddmultipledimensionstotheinterface.

Althoughadditionalfeaturesarepossible,forthepurposesofthecreationofthedesignfictionwefocusedona“wish-list”whichwouldbenecessaryforarichuser-experiencewithinthegameworld.Thesefeaturesinformedandwereexpandedonduringthedesignprocess.

3.2TheMakingofFirstHandThecreationofFirstHandtookplaceoverseveralstages.Initially,anexplorationofcurrentandpastgameswasmadewhichfitaroundthethemetheresearchershadenvisaged(e.g.Populus,Civilization,Spore,Elite),utilizingtheknowledgeofexperiencedgamersandbibliographicalresearchconductedonline.Theinitialthemeitselfwasborneoutoftheideathatshape-changegivesusinfinitepossibilitiesandsensoryexperience,andtohavethatkindofpowertomanipulateourenvironmentmightbeakintobeingomnipotent(albeitwithintheconfinesoftheinterface).

Noveltywasanimportantfactorinthedesignofthegameanditsplay,thuswecombinedboththeideaof“playinggod”andtheconceptofasecondstageinvolvingspaceexplorationandanoverarchingthemeofintergalacticdominationtodifferentiatethegamefurtherfromitspredecessors–notrelyingsimplyonthetangiblenatureoftheinterfacetocarrytheidea.Themultiple-stagegameplayallowstheshape-changinginterfacetoshowoffnumerousfeatures,whilstmaintainingaconsistentnarrative(e.g.planetformation,speciesevolution,speciessaturation–explorationofspaceandsettlingnewworlds.Sketchingeventhebasicsofthegameideathrewupquestionsthatrequiredansweringbeforefinalizingthediagesis.Thesearediscussedinthefollowingsection.

4.Analysis4.1AnalysisoftheDiageticPrototypeUsingdesignfictiontocreateanartefactorprototypemeansthattraditionalevaluationcannotbeemployed(Blythe,2014).HCIuser-studiesusuallyinvolveaworkingprototypewithwhichtheusercanperformsettasksandtheresearchercangatherdataastotheefficacyofthedeviceorapplicationinuse.Incomparison,adesignfictionordiageticprototypemightbeexaminedviamultiplemethods.Here,weviewFirstHandviaanticipatoryethnography(Lindleyetal.2014)–atechniquedesignatedto“operationalizethepractice(ofdesignfiction)inindustrycontexts”–bylookingattheprocessofcreation(e.g.whatinsightsweregainedduringthemakingprocess,howweredesigndecisionsmade?),andthestudyofthecontentitself(whatinsightscanbemadebytheviewer/readeruponcompletion?),thendocumentthefindingsfromthecontent/thematicanalysis(thepotentialforaudienceinteractionisexploredwithinthediscussion).

4.2Themes,IdeasandImplicationsCreatingtheFirstHand:QuickStartGuideproducedmanypointsofinterest,e.g.theneedfortoolbasedinteraction.Somepointswere“solved”duringthecreativeprocess(i.e.decisionsweremadebythedesigner),andothersemergedasthemesdiscoveredafterthegamemanualwascompleted(seeFigure2forexamples–fullmanualavailableonlineatshape-change.org/design-fiction).

Page 5: Sturdee Design Fiction - Lancaster University · 2017. 5. 26. · testing hardware, and basic user interactions, which leaves the question ... (2015) found that during a public ideation

UsingDesignFictiontoInformShape-ChangingInterfaceDesignandUse

5

Figure2.PageexamplesfromtheFirstHandQuickStartGuide

Followingcompletion,thecontentwasexploredviathematicanalysis,andthreedistinctcategoriesemerged:interaction,hardware,andconceptual(i.e.non-tangibleconceptsorthemesnotdirectlyrelatingtointeractionorgameplay),containingatotalof19features.Thesefeaturesweregeneratedbycomparingcurrentworkingprototypeswiththeproposedhardwarecapabilitiesofthenovelinterface,lookingspecificallyatnovel(andcurrentlyundeveloped)interactionstylesandapplicationdesign:

INTERACTION:

• TheRiffler:Examiningsculptingasaninteractioningameplayquicklygaverisetotheneedfortool-basedinteractionforfinedetailwhensculptingcreaturesandlandscapes.Thistoolbecameanadditiontotheinterfacedesign,namedtheRiffler(atoolusedforshapingfinedetailinanumberofmaterials).

• Rotationofsuspendeditemsaboveanotherlayer:Editingthelifeform/planetnecessitatesa360degreeview,henceitemsbeingeditedneedtoberotatedinspaceandremaininplacewhenpressureisapplied.

• Painting/drawingonshape-changingsurfaces:Mark-makingondynamic3Dsurfacesisakintopainting3Dobjects,buttheremustbeanalgorithmwhichdictateshowthatsurfaceismanagedduringtopologychanges–i.e.surfaceareavsperceptualvolume

• Usingbuttonsandmenus:Despitetheaddeddimensionalityofshape-changeandtangibility,itwasstilldeemednecessarytohavetoolbarswhichcouldbe“raised”andinteractedwithtochangebetweeneditingmodes,layersandscreens.

• Animationbyrecordingmovements:Thisfeaturecanbelinkedtoroboticsorphysiotherapyintermsofmanipulatingitemsinthedesiredmannerand“saving”oradjustingthemtothemostfavourablemovement.

• Physical“Undo”:Thisworksinthesamewayasitwouldinantextorimageeditor–physicalchangescanbereversed,stepbystep.

• Addinggesturalinteraction:Gesturalinteractioncanbeusedtoexecutelarge“area”commands–i.e.closelayer,closegame.

• Movingsolidobjectswithinspace:Objectswithinthegameenvironmentmustretainarigidpositioninspace,andbemovedonlywithinthelimitsofthegameprogram.

HARDWARE:

• Distancefrombaseline:Device-basedgameplaycannotbeinfiniteduetolimitationsofcontainedmassintheinterface,range,andsafetyaspects.Thereforewepostulatethattheremustbealimitastohowfarmattercanbeprojectedormovedfromthecentralprocessingunit.Ingameplay,thismanifestsitselfasasmoothingofsurfaceswhenmaximumzoomanddistancefrombaselinearereached,orasamaximumdistancethatspaceshipsorotherobjectscanbeplacedfromtheprocessingunit.

Page 6: Sturdee Design Fiction - Lancaster University · 2017. 5. 26. · testing hardware, and basic user interactions, which leaves the question ... (2015) found that during a public ideation

MiriamSturdee,PaulCoultonandJasonAlexander

6

• Representingliquidandsolidconcurrently:Variablerigiditymustbepossibletodifferentiatebetweenliquidsandsolidsintheinterface–e.g.aliquidmustbepliableandflowaroundobjectswithagreaterdensity.

• Placementofpre-formatted3Dobjects:Itemscanbedraggedfromtoolbarsandhaveapre-set3Dform,i.e.limbsincreaturemodeorvolcanosinterraineditor.

• Switchingbetweensolidandholographiclayers:Gameplayrequiresthefunctiontoworkbetweensolid(i.e.tangible)andprojected(non-tangible)layers,andchoosewhichissolidataparticularpointintime.

• Multiplesolid-stateshape-changinglayers:Thegamerequiressolidobjectstobepresentatvariousdistancesfromthebaselineatanyonetime–e.g.spaceshipsfloatingaboveplanets.

• Transitionsbetweenmodes/views:Transitionsmightneedtooccurinstantaneously(switchingbetweenplanetandspace/creatureview)orgraduallyduringinteraction(zoominginandout).

• Exportingphysicalitemsfor3Dprinting:Thetangiblenatureofthesculptingprocessmightgiveformtoworksofartthatcanthenbeexportedinafixedstate.

• Physical“lifeforce”bars:Gamedynamicssuchashealth,interventions,technologyetc.mightberepresentedbyphysicalobjectswhichvaryinginsize,shapeandcolour.

CONCEPTUAL:

• Ethicsandsafety:Temporalityandphysicalitygiverisetothepotentialofphysicalharm,eitherviahardwaremalfunctionorsafetysettings,orviaathirdpartyactingupontheplayer.

• ManagingMMPORGonaphysicallevel:Levelsofattachmenttolifeformsorplanetsmaybehigherthanthoseonplanarscreensduetothetimetakentocreatethemandtheemotionalattachmentpresentinphysicality,thereforeresultingdamagecausedbythirdpartyplayersmaycauseadditionaldistressorconsequencesthatmightbeexplored.

• Proficiencyatreal-worldsculpting/paintingtranslatingtogameplay:Relatingtotheprevious,proficiencyatsculptingcreaturesandplanetscandirectlytranslateintoartisticpracticeoutsideofthegame-world.

Thesefeaturesaddressvariousaspectsinherentinthedesignofshape-changinginterfaces,fromanapplicationperspective.Theirpotentialcontributiontothefieldisconsideredwithinthediscussion.

5.Discussion5.1SummaryThecreationofdesignfictiononthesubjectofshape-changinginterfacesisannovelapproachthathasgreatpotentialvaluetoapplicationandfurtherprototypesdevelopment.Thiscanbefurthercapitalisedupon:viaapplicationofthefindingstoexistingresearchpractice;examiningthepracticeasartisticendeavour;consideringthelimitationsandpotentialimprovementsoftheapproach;viadiscoursearoundhowtheworkpresentedherecouldbefurtherexpandedtoallowwideraudienceaccess;andfinally,usedwithexistinguser-basedstudiestocreateablendedmethodology.

Page 7: Sturdee Design Fiction - Lancaster University · 2017. 5. 26. · testing hardware, and basic user interactions, which leaves the question ... (2015) found that during a public ideation

UsingDesignFictiontoInformShape-ChangingInterfaceDesignandUse

7

5.1ImplicationsforShape-ChangeViathematicanalysisofthediageticprototype,weidentified19novelfeaturesorideasacross3categories–somebeingrecentlyunderconsiderationintheresearchcontext,whichsupportsthevalueofthedesignfictiontechnique,althoughnotatthelevelofdetailpresentinthefictionalaccount.Interactivequalitiesinshape-changearecurrentlythemostcomprehensivelyexplored:examplesfromInteractionincludeVallgardaetal’snotionoftooluseinshapechange(2016),whichhasparallelstotheRiffler;movingsolidobjectswithinpredefinedspacee.gdata-plottingusingultrasound(Omirouetal.2016);addingbuttonsandmenustointerfaces(Taheretal.2015)orgesturalinteraction(Hardyetal.2015).

SomefeaturesfromHardwarearelargelyabsentfromcurrentresearch,notbecausetheycannotbeexplored,butbecausetheyhavenotyetbeenapproached,e.g.smoothingofsurfacesatthelimitsofdevices(distancefrombaseline),orpaintinganddrawingonshape-changinginterfaces.Others,liketransitionsbetweenmodes,requireanadvanceintechnologythatisbeyondcurrentpractice–mostinterfacesemployasinglemateriality,orthetransitionisdictatedbythehardware(i.e.actuatorspeed/elasticityinTableHop–Sahooetal.2016).Otherthemesherearebetweentheaforementionedstatesofenquiry,suchashowtoswitchbetweensolidandholographiclayers(jammingonlyworksforphysicallypresentsurfaces(Follmeretal.2012),althoughthereispotentialtouseultrasound/sonicmanipulationintandemwithprojections(Longetal.2014).Also,theadventof3Dscanningmeansthatthereisthepotentialinthenearfuturetoscantime-pointsofaninterfaceandexportthisdatatoprint.Thiscombinationoftangiblemakingandcomputationalintervention/outputhasalsobeenseeninprototypessuchasReForm(Weicheletal.2015).

Figure3.Articlecreatedtoadddepthtothegame-worldimaginingscenariosinwhichbusinessplaysaroleinfurtheringtheresearchintoshape-changinginterfaces.

Page 8: Sturdee Design Fiction - Lancaster University · 2017. 5. 26. · testing hardware, and basic user interactions, which leaves the question ... (2015) found that during a public ideation

MiriamSturdee,PaulCoultonandJasonAlexander

8

TheConceptualthemesgiverisetothepotentialforphilosophicalenquiry,encompassingemotionality(Kwak&Frens2015,Rasmussenetal.2013),personalsafetyandboundaries,andeventhelongproposedideathatplayingcomputergameshasabenefitindevelopingreal-worldlifeskills.Theideathatutilisingshape-changinginterfacescanbridgethegapbetweenthedigitalandphysicalworldinameaningfulcontextisperhapsonethemostexcitingpropositionsarisingfromtheanalysis.Themagazinearticle(Figure3.)alsoapproachessomeofthemoreconceptualthemesfromasocietalpointofview.

Giventhepromisingidentificationoffeaturesandideasfromtheuseofthediageticprototype,itishopedthattheoverlapinthemesandchallengesseenbetweenthedesignfictionapproachandthatoftraditionaltechnologistscanbridgethegapbetweendisciplines,andofferupanewdesignspaceforenquiry.Thismightbeachievedbydisseminatingresearchandpresentingworkatlargescaleevents,aswellasviacollaborationwithotherresearchersatthedesignstageofshape-changinginterfaces(e.g.usingtheidentifiedfeaturesascomponentsinthedevelopmentofnewprototypes).

5.2DiageticPrototypesasArtisticEndeavourAdesignfictioncanexistasastandaloneartifactwithinaresearcharea,however,wemightexplorehowitworksasablendedmethodologytoencourageinteractionanddiscussion.Inmanycases,themakingofdiagesisisnotsimplyamethodofinquiry,itisacreativeactthathasmeaningfortheresearcherbeyondtheactofinvestigation.Forsome,itaffordstheopportunitytobringcreativepracticetotheirwork,forothersitaddsaninterdisciplinaryangle.Lindleyetal.(2014)suggesttheimportanceoftheactofcreation,anditisthisprocessthataddsdimensionalitytotheresearch.HCIresearchhasscientificrigour,butthehumanaspectsaresometimeslost(Bannon,2012).Byemployingdesignfictionasartisticpracticeinadditiontoresearchpractice,wecanappreciateresearchonadeeperlevel.

5.3LimitationsDesignfictionsanddiageticprototypesareoftenco-created(e.g.Tsekleves&Darby,2016),butarealsooftentheproductofonepractitioner.Thisleavesthevalueoftheartifactopentobias,beitduringtheprocessofcreation,orwhilstpresentinganalysis.Theeasiestwaytoaddressthisbiaswouldbetorequiretheartifacttobeexposedatsomeleveltoanon-expertaudience:examined,reworkedandre-presentedforconsideration.

Thereisalsothepossibilityofcreatinga“bubble”aroundcertainscenariosorartefacts–somethingthatcanbeaddressedviaaprocessofworld-building(Sturdeeetal.2016)–ratherthanrelyingonsingleobjectsorindividualideas.Theseworldscancontainmultipleideas,artefacts,storiesandimagery,bymanydifferentresearchersorparticipants,thusexpandingtheviewaroundtheinitialdiageticprototypeinadetailedandmeaningfulmanner.Itmightbesuggestedthattheinitialprototypesetsthestagefortheassociatedexplorations,thuslimitingfurthercreativity,butbybuildingtheseworldstogetherwecaninspire–ratherthanlimit–eachother.

5.4FutureWorkWeinvestigatedthepotentialofusingdesignfictionasatooltoinformthedesignofshape-changinginterfacesviaadiageticprototype,howeverthenextstepsrequireadoptionofsuchmethodologieswithinthefield,tosupplementandenhancecurrentthinkingandprototypedesignatanearlystage.Forexample,theresearchermightbetterimaginethecontextanddirectionoftheirwork,ortheusermayexplorehowprospectivedevicesmightfulfilltheirneeds.Thechallengesinthisapproachliewithinadoptionintheresearchsetting,andintakingonboardtheinnovationsitproduces.

Page 9: Sturdee Design Fiction - Lancaster University · 2017. 5. 26. · testing hardware, and basic user interactions, which leaves the question ... (2015) found that during a public ideation

UsingDesignFictiontoInformShape-ChangingInterfaceDesignandUse

9

FirstHandisacomprehensiveenquiryintothefuturepotentialforshape-changinggames,however,thisworkcouldbeextendedfurtherfromtheinitialartefactandarticletoincludefurtheritemstosupportthe“worldbuilding”proposedbySturdeeetal.(2016).Suchitemsmightincludephysicalartefactssuchasgamecartridges,3Dprinteditemsdepictingthegameenvironment(e.g.creaturesinvariousstagesofevolution,orworldtypes).

AnadditionalextensionwouldbetocreateaWOZ(WizardofOz)study,wheretheideasandimplicationsbornefromtheworkshopandcreativeprocesscouldbetested.WOZtestinginvolvescreatingrealisticprototypesthatparticipantsdonotrealisearebeingcontrolledbyahiddenresearcher,e.g.Rasmussenetal.’sshape-changingbench(2013).WOZmethodologywouldcreateabridgebetweenexistinguser-testingonshape-changinginterfaceprototypesanddesignfiction,andwemightalsofurtherexploretheprocessofcreation,movingastepclosertowardrealisingthekindofinteractiondesignneededforshape-change.Workingaroundthedesignfictioncanalsobeapproachedusinglo-fidelitymethods,suchassketchingandcreatingillustrateduser-scenarios.WhereastheselacktherealismofWOZ,theycanbequicklyco-createdwithresearcherandusertoanalyseanddiscusstheresearch.FirstHandprovidesajumping-offpointforresearchineitherdirection,andafocusofinquiry.

Finally,designfictionsofthetypeexploredheremayalsohavebenefitinotherfieldswherenoveltechnologyisstillindevelopment,suchasbrain-computerinterfaces(e.g.Vallabhanenietal.2005)oradvancedgesturalinteractions(e.g.Grossman,2004).Designfictioncanalsoevolvealongsidetechnology,creatingevermorecomplexinvestigativepossibilities,andcouldenableusto“catchup”withandreflectuponourpastfictionstocomparespeculationwithactuality.

6.Conclusion6.1FinalThoughtsFirstHandisthefirstpieceofresearchutilisingdesignfictiontoexploreshape-changinggames,withconsequencesforthewiderfield.Weshowthatthecreationofdesignfictiononthesubjectofshape-changinginterfacesisanexciting,inclusiveapproachthathaspotentialvaluetothefield(e.g.todirecttechnologydevelopmentoruserstudies),aswellasforthedesignandapplicationofotheremergenttechnologies.Weenvisionthisapproachbeingusedforthecreationofshape-changingprototypesandtheirapplications,tocreateablendedpracticeofartisticandscientificinquiry.Additionally,wehopetoinspireresearcherstoembracethisalternativepracticeasamethodologywhencreatingtheseexcitingdevices.

ReferencesBannon,L.(2011).ReimaginingHCI:towardamorehuman-centeredperspective.interactions,18(4),

50-57.Blythe,M.(2014,April).Researchthroughdesignfiction:narrativeinrealandimaginaryabstracts.In

ProceedingsoftheSIGCHIConferenceonHumanFactorsinComputingSystems(pp.703-712).ACM.

Coulton,P.,&Lindley,J.(2016,October).Gamevaporwareasdesignfictions.InProceedingsofthe20thInternationalAcademicMindtrekConference(pp.341-349).ACM.

Everitt,A.,Taher,F.,&Alexander,J.(2016,May).ShapeCanvas:AnExplorationofShape-ChangingContentGenerationbyMembersofthePublic.InProceedingsofthe2016CHIConferenceonHumanFactorsinComputingSystems(pp.2778-2782).ACM.

Page 10: Sturdee Design Fiction - Lancaster University · 2017. 5. 26. · testing hardware, and basic user interactions, which leaves the question ... (2015) found that during a public ideation

MiriamSturdee,PaulCoultonandJasonAlexander

10

Follmer,S.,Leithinger,D.,Olwal,A.,Cheng,N.,&Ishii,H.(2012,October).Jamminguserinterfaces:programmableparticlestiffnessandsensingformalleableandshape-changingdevices.InProceedingsofthe25thannualACMsymposiumonUserinterfacesoftwareandtechnology(pp.519-528).ACM.

Follmer,S.,Leithinger,D.,Olwal,A.,Hogge,A.,&Ishii,H.(2013,October).inFORM:dynamicphysicalaffordancesandconstraintsthroughshapeandobjectactuation.InUIST(Vol.13,pp.417-426).

Grossman,T.,Wigdor,D.,&Balakrishnan,R.(2004,October).Multi-fingergesturalinteractionwith3dvolumetricdisplays.InProceedingsofthe17thannualACMsymposiumonUserinterfacesoftwareandtechnology(pp.61-70).ACM.

Hardy,J.,Weichel,C.,Taher,F.,Vidler,J.,&Alexander,J.(2015,April).Shapeclip:towardsrapidprototypingwithshape-changingdisplaysfordesigners.InProceedingsofthe33rdAnnualACMConferenceonHumanFactorsinComputingSystems(pp.19-28).ACM.

Isbister,K.(2011).EmotionandMotion:GamesasInspirationforShapingtheFutureofInterface.InInteractions(September/October2011).ACM.

Ishii,H.,Lakatos,D.,Bonanni,L.,&Labrune,J.B.(2012).Radicalatoms:beyondtangiblebits,towardtransformablematerials.interactions,19(1),38-51.

Ishii,H.,Leithinger,D.,Follmer,S.,Zoran,A.,Schoessler,P.,&Counts,J.(2015,April).TRANSFORM:EmbodimentofRadicalAtomsatMilanoDesignWeek.InProceedingsofthe33rdAnnualACMConferenceExtendedAbstractsonHumanFactorsinComputingSystems(pp.687-694).ACM.

Kao,C.H.L.,Dreshaj,E.,Amores,J.,Leigh,S.W.,Benavides,X.,Maes,P.,...&Ishii,H.(2015,January).clayodor:RetrievingScentsthroughtheManipulationofMalleableMaterial.InProceedingsoftheNinthInternationalConferenceonTangible,Embedded,andEmbodiedInteraction(pp.697-702).ACM.

Khalilbeigi,M.,Lissermann,R.,Mühlhäuser,M.,&Steimle,J.(2011,May).Xpaaand:interactiontechniquesforrollabledisplays.InProceedingsoftheSIGCHIConferenceonHumanFactorsinComputingSystems(pp.2729-2732).ACM.

Kwak,M.,Hornbæk,K.,Markopoulos,P.,&BrunsAlonso,M.(2014,June).Thedesignspaceofshape-changinginterfaces:arepertorygridstudy.InProceedingsofthe2014conferenceonDesigninginteractivesystems(pp.181-190).ACM.

Kwak,M.,&Frens,J.W.(2015,January).Frommovementtomechanism:exploringexpressivemovementqualitiesinshape-change.InProceedingsoftheNinthInternationalConferenceonTangible,Embedded,andEmbodiedInteraction(pp.461-464).ACM.

Lee,J.,Post,R.,&Ishii,H.(2011,October).ZeroN:mid-airtangibleinteractionenabledbycomputercontrolledmagneticlevitation.InProceedingsofthe24thannualACMsymposiumonUserinterfacesoftwareandtechnology(pp.327-336).ACM.

Lindley,J.,&Coulton,P.(2015,July).Backtothefuture:10yearsofdesignfiction.InProceedingsofthe2015BritishHCIConference(pp.210-211).ACM.

Lindley,J.,Sharma,D.,&Potts,R.(2014,October).AnticipatoryEthnography:Designfictionasaninputtodesignethnography.InEthnographicPraxisinIndustryConferenceProceedings(Vol.2014,No.1,pp.237-253).

Linehan,C.,Kirman,B.J.,Reeves,S.,Blythe,M.A.,Tanenbaum,J.G.,Desjardins,A.,&Wakkary,R.(2014,April).Alternateendings:usingfictiontoexploredesignfutures.InCHI'14ExtendedAbstractsonHumanFactorsinComputingSystems(pp.45-48).ACM.

Long,B.,Seah,S.A.,Carter,T.,&Subramanian,S.(2014).Renderingvolumetrichapticshapesinmid-airusingultrasound.ACMTransactionsonGraphics(TOG),33(6),181.

Nojima,T.,Ooide,Y.,&Kawaguchi,H.(2013,April).Hairlytopinterface:Aninteractivesurfacedisplaycomprisedofhair-likesoftactuators.InWorldHapticsConference(WHC),2013(pp.431-435).IEEE.

Page 11: Sturdee Design Fiction - Lancaster University · 2017. 5. 26. · testing hardware, and basic user interactions, which leaves the question ... (2015) found that during a public ideation

UsingDesignFictiontoInformShape-ChangingInterfaceDesignandUse

11

Omirou,T.,Perez,A.M.,Subramanian,S.,&Roudaut,A.(2016,March).Floatingcharts:Dataplottingusingfree-floatingacousticallylevitatedrepresentations.In2016IEEESymposiumon3DUserInterfaces(3DUI)(pp.187-190).IEEE.

Rasmussen,M.K.,Grönvall,E.,Kinch,S.,&Petersen,M.G.(2013,November).It'salive,it'smagic,it'sinlovewithyou:opportunities,challengesandopenquestionsforactuatedinterfaces.InProceedingsofthe25thAustralianComputer-HumanInteractionConference:Augmentation,Application,Innovation,Collaboration(pp.63-72).ACM.

Rasmussen,M.K.,Pedersen,E.W.,Petersen,M.G.,&Hornbæk,K.(2012,May).Shape-changinginterfaces:areviewofthedesignspaceandopenresearchquestions.InProceedingsoftheSIGCHIConferenceonHumanFactorsinComputingSystems(pp.735-744).ACM.

Rasmussen,M.K.,Troiano,G.M.,Petersen,M.G.,Simonsen,J.G.,&Hornbæk,K.(2016,May).SketchingShape-changingInterfaces:ExploringVocabulary,MetaphorUse,andAffordances.InProceedingsofthe2016CHIConferenceonHumanFactorsinComputingSystems(pp.2740-2751).ACM.

Sahoo,D.R.,Hornbæk,K.,&Subramanian,S.(2016,May).TableHop:AnActuatedFabricDisplayUsingTransparentElectrodes.InProceedingsofthe2016CHIConferenceonHumanFactorsinComputingSystems(pp.3767-3780).ACM.

Sato,T.,Pardomuan,J.,Matoba,Y.,&Koike,H.(2014).Claytricsurface:Aninteractivedeformabledisplaywithdynamicstiffnesscontrol.IEEEComputerGraphicsandApplications,34(3),59-67.

Simeone,A.L.,Velloso,E.,&Gellersen,H.(2015,April).Substitutionalreality:usingthephysicalenvironmenttodesignvirtualrealityexperiences.InProceedingsofthe33rdAnnualACMConferenceonHumanFactorsinComputingSystems(pp.3307-3316).ACM.

Sterling,B.(2013).Fantasyprototypesandrealdisruption.KeynoteatNextFestivalBerlin2013.RetrievedFebruary9,2014fromhttps://www.youtube.com/watch?v=2VIoRYPZk68

Sturdee,M.,Coulton,P.,Lindley,J.G.,Stead,M.,Ali,H.,&Hudson-Smith,A.(2016,May).Designfiction:HowtobuildaVoight-Kampffmachine.InProceedingsofthe2016CHIConferenceExtendedAbstractsonHumanFactorsinComputingSystems(pp.375-386).ACM.

Sturdee,M.,Hardy,J.,Dunn,N.,&Alexander,J.(2015,November).Apublicideationofshape-changingapplications.InProceedingsofthe2015InternationalConferenceonInteractiveTabletops&Surfaces(pp.219-228).ACM.

Taher,F.,Hardy,J.,Karnik,A.,Weichel,C.,Jansen,Y.,Hornbæk,K.,&Alexander,J.(2015,April).Exploringinteractionswithphysicallydynamicbarcharts.InProceedingsofthe33rdAnnualACMConferenceonHumanFactorsinComputingSystems(pp.3237-3246).ACM.

Tanenbaum,J.,Tanenbaum,K.,&Wakkary,R.(2012,May).Steampunkasdesignfiction.InProceedingsoftheSIGCHIConferenceonHumanFactorsinComputingSystems(pp.1583-1592).ACM.

Tanenbaum,J.(2014).Designfictionalinteractions:whyHCIshouldcareaboutstories.interactions,21(5),22-23.

TBDCatalogue.RetrievedDecember1,2016,fromhttp://tbdcatalog.comTroiano,G.M.,Tiab,J.,&Lim,Y.K.(2016,October).SCI-FI:Shape-ChangingInterfaces,Future

Interactions.InProceedingsofthe9thNordicConferenceonHuman-ComputerInteraction(p.45).ACM.

Tsekleves,E.,&Darby,A.(2016,October).Participatorydesignfictions:co-designinganddebatingdementia-friendlyfutures.In26thAlzheimerEuropeConference.

Vallabhaneni,A.,Wang,T.,&He,B.(2005).Brain—computerinterface.InNeuralengineering(pp.85-121).SpringerUS.

Vallgårda,A.,&Redström,J.(2007,April).Computationalcomposites.InProceedingsoftheSIGCHIconferenceonHumanfactorsincomputingsystems(pp.513-522).ACM.

Page 12: Sturdee Design Fiction - Lancaster University · 2017. 5. 26. · testing hardware, and basic user interactions, which leaves the question ... (2015) found that during a public ideation

MiriamSturdee,PaulCoultonandJasonAlexander

12

Vallgårda,A.,Boer,L.,Tsaknaki,V.,&Svanæs,D.(2016,October).MaterialProgramming:aDesignPracticeforComputationalComposites.InProceedingsofthe9thNordicConferenceonHuman-ComputerInteraction(p.46).ACM.

Vidal,M.,Bismuth,R.,Bulling,A.,&Gellersen,H.(2015,April).Theroyalcorgi:exploringsocialgazeinteractionforimmersivegameplay.InProceedingsofthe33rdAnnualACMConferenceonHumanFactorsinComputingSystems(pp.115-124).ACM.

Weichel,C.,Hardy,J.,Alexander,J.,&Gellersen,H.(2015,November).ReForm:integratingphysicalanddigitaldesignthroughbidirectionalfabrication.InProceedingsofthe28thAnnualACMSymposiumonUserInterfaceSoftware&Technology(pp.93-102).ACM.

Ye,Z.,&Khalid,H.(2010,April).Cobra:flexibledisplaysformobilegamingscenarios.InCHI'10ExtendedAbstractsonHumanFactorsinComputingSystems(pp.4363-4368).ACM.

AbouttheAuthors:

MiriamSturdeeisaPhDcandidateatLancasterUniversity,holdinganMRes,anMFAinVisualCommunication,andhavingpreviouslystudiedpsychology.TheserelatetohercurrentinterestsinHCIanddesign,focusingonillustration,sketchingtechniques,anddesignforshape-changinginterfaces.

PaulCoultonistheChairofSpeculativeandGameDesignintheopenandexploratorydesign-ledresearchstudioImaginationLancaster.Heusesaresearchthroughdesignapproachtocreativefictionalrepresentationsoffutureworldsinwhichemergingtechnologieshavebecomemundane.

JasonAlexanderisSeniorLecturerinHCIatLancasterUniversity,withaparticularinterestindevelopingnovelinteractivesystemstobridgethephysical-digitaldivide.Hisrecentworkfocusesonthedevelopmentofshape-changinginterfaces,hapticfeedback,andgesturalinteraction.

Acknowledgements:ThisprojectissupportedbytheRCUK-fundedCentreforDoctoralTraining,HighWire(highwire.lancaster.ac.uk).GrantreferenceEP/G037582/1.