A Socializing
Interactive Installation in the Urban Space
Carolina Briones, MSc
Bartlett School of
Graduate Studies, University College London, UK
Ava Fatah gen. Schieck, MSc
Bartlett School of Graduate Studies,
University College London, U.K.
Ava.fatah@ucl.ac.uk
Chiron Mottram, MSc
Bartlett School of Graduate Studies,
University College London, U.K.
Abstract
In this paper we present the LED-s Urban Carpet: an interactive urban
installation using a body-input as a form of a non-traditional user interface.
The installation was tested in the city of Bath, UK. The aim is to generate a novel urban experience, which can be introduced in different
locations in the city and with different social situations.
The
installation represents a game with a grid of LEDs that can be embedded as an
interactive carpet into the urban context. A pattern of lights is generated
dynamically that change in real time according to pedestrians movement over the
carpet. In this case the pedestrians become active participants that influence
the generative process and make the pattern of LED-s change depending on the
location of one or more participants.
The paper suggests that introducing this kind of display in a social
scenario can enrich the casual interaction of people nearby and this might
enhance social awareness and engagement. However, we should point out that a
number of factors need to be taken into consideration when designing the
interactive installation, especially when situated within the urban space.
We believe that
developing the LED-s Urban Carpet and evaluating it as part of the public urban
space is a powerful way to help us understand the whole cycle of designing with
the new medium. The experience we present here can assist designers in
understanding difficulties and issues that need to be taken into account during
the design of an interactive urban project of this nature.
Traditionally, architecture has been perceived as the static
floors, walls and roofs that surround us. With the dawning age of ubiquitous
computing technology
is slowly disappearing into the surroundings, becoming unobtrusive and
ubiquitous [1]. Physical computing and digital
systems are becoming more pervasive in our
architectural and urban spaces, allowing us to perceive architecture as
a dynamic and adaptive surface that can respond to the surrounding environment. This brings the challenge of
developing novel computing interfaces that move beyond the Graphical User
Interface (GUI) and the usage of desktops and laptops and can be embedded into
existing or new architectural and physical environments.
1.1 Urban Environment as a platform for social interaction
Down: Pressure Pads
The
project is conceived as a portable urban installation in the form of a carpet
of LED-s. The LED-s Urban Carpet
consists of two layers (fig. 1). The first is a grid of light-emitting diodes
(LED-s), which interact with pedestrians by tracking their paths over the grid.
The lights will turn on or off depending on a
computer program, which defines the behavior of each light at every instant.
The program is written in
Processing language using a Boid algorithm based on Craig Reynolds’ rules [10]
to simulate a flock of seagulls that follow the pedestrian. It gives the whole
experience a recreational and fun atmosphere. The location of each pedestrian
over the carpet is recognized by the second layer, a grid of pressure pad
sensors, which is located behind the grid
of LEDs. Both the LED and pressure pad layers form a unit that sends the
user’s input to the computational program and performs the outputs as well (in
the form of seagulls) (fig. 2).
In order to investigate the social
and practical issues in the public architectural space raised by implementing
the interactive installation, the prototype was tested during different
sessions in the heritage city of Bath and as follows: A) different locations
were selected. These varied in the movement flow during the day, land use and
the specific role of each location in relation to the city centre area; B) a
range of empirical observation methods and a questionnaire were implemented; C)
the public interactions with the prototype were observed and annotated. During
the interaction sessions the following common emergent patterns were observed:
esting Process and Initial
Findingssocial interaction
2.
Awareness of the experience: In
some cases it was built up amid anticipation as people used relevant prior
experience and expectations of a new experience (e.g., frequently the public
characterized the prototype as a “dance carpet” before they interacted with
it). Different levels of awareness were noticed among people walking around the
area, from glancing at the interactive prototype but then continuing their way,
to people stopping around the prototype and asking about it, trying to
understand how it works (peripheral awareness, focal awareness to direct interaction).
During the interaction sessions we
noticed that there is a direct relation between the way in which people
gathered around the prototype, and the level and type of interaction with it
and between people nearby. When strangers interact with the prototype, unlike
the case with friends, they tend define their territory and stay on one side
and not cross the area of the other user, leaving a kind of mutual acceptance
distance between users (fig. 7).
Finally, the test sessions have
shown that the movement flow of passers-by and activities happening near the
locations has a direct impact in the interactive installation final
performance; when the display was located in an area with a higher rate of
pedestrian traffic it was more difficult to catch people’s attention than in
locations where the speed flow tended to decrease due to the spatial
characteristics of the physical environment and people activity (e.g.: window
shopping).
Our investigation suggests that the
success or failure of a large interactive display depends on internal
properties of the display and external factors of the social and physical
surroundings. The central problem in
setting up new forms of technological surfaces in public space is people’s
uncertainty regarding how to interact with the display. One factor, which needs
to be taken into consideration, is the physical affordance of the interactive
display, which engenders certain kinds of social interactions. In this case,
installing a large interactive display as a horizontal surface in a public
space encourages people to walk over and congregate around it in a socially
cohesive and conducive way. People congregate around it or over it, in a
non-hierarchical manner, where each user has the same possibilities for
controlling the interaction performance.
In addition, it was possible to
observe that social proximity or person-to-person distance was necessary
between the public interacting at the same time within the display. Distance,
which was different between strangers compared to that between friends. In this
regard, the LED Urban Carpet illustrates a weak point: Its size is not big
enough to host the interaction between many people at the same time. During the
test sessions, the most common pattern observed when strangers were interacting
with the carpet was that they waiting for their turn.
However, not only the physical
properties of a display can have quite profound effects on the way it is used
in a public setting, the affordance will also vary depending of the nature of
the space where it is located (e.g., a park, street, bus stop, etc.). Each
space has different attributes as do the people who are interacting with it
[11]. Accordingly, it is possible to argue that different kinds of surfaces
will be needed to augment, support and enhance what people already do in that
specific space [12] and it seems that the ability of an interactive large urban
display to enhance social interaction depends on the social atmosphere where it
is located, the type of audience and cultural background, the affordance of the
prototype, and the affordance of the environment where is located.
Hence, large interactive
public-displays have the potential to generate social interaction and awareness
around them. However, in situating them in different locations and social
environments, diverse behaviours and reactions will emerge from the public,
which the designer could not necessarily predict.
The authors would like to express
their gratitude to Alasdair Turner and Chris Leung for their contribution. This
project was conducted as part of the MSc AAC at UCL and is partially funded by
Cityware (EPSRC: EP/C547691/1).
[1] Greenfield,
A. Everyware: The Dawning Age of
Ubiquitous Computing, Peach
pit Press (2006).
[3] Streitz, N.
A., Rocker, C., Prante, Th., Stenzel, R., & Van Alphen, D., Situated
Interaction with Ambient Information: Facilitating Awareness and Communication
in Ubiquitous Work Environments. In Proc.
HCI International 2003, (2003).
[8] Equator: http://www.equator.ac.uk/
[9] Lozano-Hemmer, R..: http://www.lozano-hemmer.com
[10] Reynolds, C.: www.red3d.com/cwr/boids/applet/.
[12] Briones, C. LED-s Urban Carpet:
A portable Interactive Installation for Urban Environments. MSc thesis, UCL, London (2006). (unpublished)