Designers of human-computer interactions (HCI) work in a highly ambiguous space, investigating the middle ground between the user and the interface. However, what happens when the interface is not visible to the user? Such is the case with embedded ubiquitous computing (ubicomp) systems. These systems work through complex sensor networks that act as a constant, silent observer, monitoring user behavior. Through these systems, the domain of interaction expands from a keyboard, traditional game controller or even next generation game controllers such as WiiMotes and Project Natal, to a user’s home, car or office. While HCI researchers propose one value of embedded systems is as persuasive agents that motivate users in subtle yet powerful ways, rigorous research on how to design interactions for these systems remains sparse. This study proposes an in-depth investigation into interaction aesthetics (Lim et al. 2007) (Djajadiningrat et al. 2000) (Gaver & Dunne 1999) within embedded systems to understand how to design interactions that stimulate human flourishing (Fitzpatrick & Stalikas 2008) (Little et al. 2007) (Fredrickson & Losada 2005) in users, asking the question:
How can interactions with embedded systems engage users in Broaden and Build responses?
The concept of interaction aesthetics (Lim et al. 2007) (Djajadiningrat et al. 2000) (Gaver & Dunne 1999) has played a pivotal role in redefining the paradigmatic concerns in HCI. Historically, HCI began with the goal of human-machine coupling in high performance environments such as fighter jet cockpits (Sengers et al. 2007). With the invention of the computer, HCI shifted towards optimizing efficiency in task completion (Sengers et al. 2007) (Stivers 2004). Over the past 15 years, this paradigm has shifted towards understanding how to produce computationally supported experiences that engage users through embodied interactions, defined as interactions that situate users and computation to construct meaning that leads to new understanding of one’s self and the world (Sengers et al. 2007).
The role of interaction aesthetics within this paradigm is to critically evaluate the various forms/shapes interactions can take and how those forms/shapes effect user experience (Lim et al. 2007). In 2007, Lim et al. introduced the notion of an interaction as a gestalt. The notion of a gestalt implies a collective of elements used to construct the whole. Previous interaction aesthetic studies have explored multimodal engagement (Nguyen & Masthoff 2009) (Brotman et al. 2008) (Sinha & Landay 2002) and clarity of interaction as such elements (Brotman et al. 2008) (Gaver et al. 2003) for designing user engagement. Design of multimodal engagement determines what senses (visual, audio, haptic, etc.) a system generates feedback loops with. Clarity of the interaction refers to the degree by which the system explicitly reveals the method and the purpose of the interaction. This study will continue to use these two areas of interest, treating them as interaction variables capable of changing the interaction gestalt.
The purpose of deconstructing these interaction elements into testable variables is to understand their potential for generating Broaden and Build (Fredrickson & Losada 2005) (Fredrickson 2001) cognitive responses. Fredrickson proposed and developed evidence of the Broaden and Build theory as an explanation of the evolutionary relevance of positive affect (2001). The theory argues that while experiencing positive affect, a person’s ability to generate novel possibilities for future actions increases (the broadening) and over time, as a person makes choices based on these possibilities, a person increases the diversity of their skill sets (the building). Since the theory’s introduction, researchers have conducted qualitative (Fitzpatrick & Stalikas 2008) and quantitative (Fredrickson & Losada 2005) studies that suggest it enables human flourishing (Fitzpatrick & Stalikas 2008) (Little et al. 2007) (Fredrickson & Losada 2005). Positive psychologists argue that human flourishing determines psychological well-being through measurement of a peron’s abilitity to seek out and solve problems (Fitzpatrick & Stalikas 2008) (Little et al. 2007) (Fredrickson & Losada 2005). Hence, the significance of understanding how to design interaction aesthetics is two fold:
- Designers can make embedded system interaction more compelling by eliciting positive affective responses and;
- Designers can use interaction as a tool to improve the well-being of end users through the design of interaction aesthetics that engage users in Broaden and Build experiences.
This study will contribute to the domains of:
- HCI design by adding to the body of literature on interaction aesthetics through introduction of guidelines for engaging users in interactions that foster human flourishing;
- Positive psychology by revealing if interaction can be treated as an independent variable capable of eliciting Broaden and Build responses and;
- Embedded systems through the use of the Game as Life – Life as Game (GaLLaG) (Burleson et al. 2009) embedded system as both a technology platform capable of delivering compelling user experiences and a research tool for furthering ubicomp knowledge. Figure 1 presents a conceptual framework of this study.
This study tests several hypotheses implicit within the conceptual framework. These are:
- Interaction, much like other artistic mediums, can be deconstructed into base forms or primitives to form guidelines for designing embedded system interactions.
- Interaction, not only facilitates delivery of information, but is information in itself with the capability to sway the affective responses of users.
- Designers can sculpt embedded systems interactions that promote Broaden and Build experiences, increasing human flourishing and improving the well-being of users.
Bibliography
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