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Designing the spectator experience

Published: 02 April 2005 Publication History
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  • Abstract

    Interaction is increasingly a public affair, taking place in our theatres, galleries, museums, exhibitions and on the city streets. This raises a new design challenge for HCI - how should spectators experience a performer's interaction with a computer? We classify public interfaces (including examples from art, performance and exhibition design) according to the extent to which a performer's manipulations of an interface and their resulting effects are hidden, partially revealed, fully revealed or even amplified for spectators. Our taxonomy uncovers four broad design strategies: 'secretive,' where manipulations and effects are largely hidden; 'expressive,' where they tend to be revealed enabling the spectator to fully appreciate the performer's interaction; 'magical,' where effects are revealed but the manipulations that caused them are hidden; and finally 'suspenseful,' where manipulations are apparent but effects are only revealed as the spectator takes their turn.

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    Cited By

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    1. Designing the spectator experience

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      Joe L. Podolsky

      These British researchers studied the question, "How should a spectator experience a user's interaction with a computer__ __" The issue is becoming important because interactive technologies are becoming more common in cultural, artistic, and entertainment applications. They developed a taxonomy that places all interactions on a two-dimensional grid. The y-axis shows effects (hidden; partially revealed/hidden, transformed; revealed; and amplified). The x-axis shows manipulations, which contain the same range of topics as the y-axis. So, in the lower left of the grid (hidden effects, hidden manipulations), we see what is traditionally considered to be private interaction, an example being any interface located in a private booth such as [a] photo kiosk. On the top-right, we see the most public interactions in which both the effects and manipulations that caused them are revealed to the spectators. An interactive white board belongs in this area, as do many conventional examples of single display groupware (SDG) in which people collaborate openly around a shared display. The authors have given the four segments of their grid more dramatic and memorable labels. The lower left (hidden effects, hidden manipulations) is called secretive; the upper left (revealed effects, hidden manipulations) is called magical; the lower right (hidden effects, revealed manipulations) is called suspenseful; and the upper right (both effects and manipulations revealed) is called expressive. The point of all this, of course, is for performers to be conscious of the spectators' impact on the activity. Performances can be orchestrated to involve spectators in a predictable way, rather than having it happen in a haphazard manner. Orchestration is obvious in stage performances, but "orchestration may also be seen in exhibitions where docents manage visitor flow and explain concepts and technologies." The authors, "believe that designing the customer experience will become an increasingly important aspect of mainstream human computer interface as computers continue to migrate from the workspace into our everyday lives, more often appearing in our public spaces our theaters, galleries, museums, exhibitions and even the city streets."

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      cover image ACM Conferences
      CHI '05: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
      April 2005
      928 pages
      ISBN:1581139985
      DOI:10.1145/1054972
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      Published: 02 April 2005

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      Author Tags

      1. art
      2. design framework
      3. expression
      4. galleries
      5. magic
      6. museums
      7. performance
      8. public experiences
      9. spectators

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      CHI '05 Paper Acceptance Rate 93 of 372 submissions, 25%;
      Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

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      • (2024)Searching for Us: A Pervasive Tangible Narrative About FriendshipCompanion Publication of the 2024 ACM Designing Interactive Systems Conference10.1145/3656156.3665423(284-288)Online publication date: 1-Jul-2024
      • (2024)Shared Bodily Fusion: Leveraging Inter-Body Electrical Muscle Stimulation for Social PlayProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3660723(2088-2106)Online publication date: 1-Jul-2024
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