Professional Documents
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Full-body movement as
material for interaction
design
Lise Amy Hansen
Oslo School of Architecture and Design
liseamy.hansen@aho.no
Abstract 1 Positions
This article focuses on the design potential of digital Walking in the hallway, a door shuts snapping
interactions where the body is seen as the interface. at your heels. The pre-programmed time for its
With computational technology and sensors infiltrating opening ends, regardless of whether you have
many aspects of our lives and urban surroundings, inter- gone through or not. Your slow and considered
action designers’ ability to visualise and generate movements go unnoticed.
designs are important in order to understand and At work, you have a complex presentation to
explore such design spaces. I propose three con- write and you spend much time sitting still,
cepts—accessibility, immediacy and generation—as
contemplating how to clearly present your
means for analysing movement as a design material
for interaction design. Drawing on a social semiotics
thoughts. The lights that were automatically
approach, contemporary choreographic research is turned on as you entered your office go out.
studied where digital tools are used to generate, expli- The time spent occupying the office is not regis-
cate and communicate interactive movement. I argue tered.
that by drawing on the particularities and potentials of
These everyday encounters indicate a new design
the moving body as interface such as those explored
through choreographic practice, we may avoid imitating
space for the interaction designer. The traditional
existing exchanges with technology and create novel screen interface between a human and a computer
interactions. is usually accompanied by buttons on a keyboard,
a mouse to click or a surface to touch. In the
Keywords: interaction design, design material, com- examples above, the screen is removed and the
munication, choreography technology is activated by computer vision, and,
by extension, ourselves. Here, the body is the
interface.
The main question I address regarding inter-
action design is how may we approach full-body
movement as a material. This is taken up in an
heuristic approach that includes conceptualising
such movements, by looking at practice-based
experimental examples from choreography, as
well as referring to an interdisciplinary body of
related research. The focus is on the process
of instigating, probing, shaping and changing
Figure 1. Still from a promotional video for Microsoft’s Kinect Xbox. The interactions, albeit ‘hands free’, are the same as those of
existing movement actions and scenarios, such as driving and ball games, dance and yoga classes.
Source: Image by kind permission # Microsoft Corporation.
possible modes of representing and generating eographic resources in the performance field, and
movements. I argue that by drawing on the particu- discuss how they may inform the design of the
larities and potentials of the body as interface, we moving body as an interface.
may avoid imitating existing interactions (see The fields of interaction design and choreogra-
Figure 1) and create novel interactions. phy are connected in order to explore how we may
In presenting three core concepts, I draw on understand the body as the interface, where
communication and design theory and cognitive meaning is generated through bodily movement.
psychology. The development of the concepts Currently movement is increasingly read by
accessibility, immediacy and generation is given. technology, and in interaction design, it is mostly
These are applied as analytical resources for applied in gaming scenarios such as Nintendo’s
understanding meaning-making with movement Wii and more recently Sony’s PlayStation Move
for interaction design. The current sophistication and Microsoft’s Xbox Kinect. These present
of computer vision coupled with increased compu- exiting applications of movement in interaction.
tational speed, now allows for more movement However, they currently interact existing scenarios,
data to be captured, making it possible to further akin to those of dance instructors, rafting and golf. In
explore aspects and qualities of expressive move- order to explore novel applications and communi-
ment. Interaction design may benefit by drawing cations, it is argued that the interaction designer
on how choreographic practice—the shaping of needs to further explore the communicative poten-
full-body movement—is studied and communi- tial of the moving body, in order to allow and
cated. I critically analyse current research on chor- enable the material to inform possible applications.
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Full-body movement as material for interaction design
Technologies can now go beyond fit and func- not include the ‘ensuing activity’. Mark Hansen
249
Hansen
usually interpreted together with language. In the cating. ‘We cannot not communicate’ (Watzlawick
Digital Creativity, Vol. 22, No. 4
non-verbal communication field, ‘typically, ges- et al. 1967). This is perhaps why the body as an
tures are thought of as arm and hand movements, interface becomes so complex. We each have
but head gestures are also well known’ (Knapp life-long training in the sophisticated way with
and Hall 2006, p. 225). As this article draws on which we read each other. In order for technology
the practice of choreography, the whole body is to now do the reading of bodily movement qual-
the focus, therefore ‘gesture’ becomes too ities beyond touch and click, we need to analyse
limited and ‘movement’ more apt in describing the moving body as a mediating artefact (Vygotsky
full-body motion. 1978).
All the fields mentioned above study move- In semiotics a ‘text’ can be any type of object
ment in relation to communication. However, the that communicates meaning, such as an image, a
studies only partly inform interaction design in video, an artefact, or an interface such as the
their study and shaping processes of movement, body. The concept of text enables a discussion of
as interaction design may now draw on the com- meaning, analysis and close engagement with the
municative aspects of movement such as fre- object (Bal 2002). As this approach advocates,
quency and force, repetition and rhythm, signs and texts, as indeed movements and ges-
alignment and position. Ashbrook and Starner tures, do not have a fixed meaning, rather are
(2010) point to the fact that motion gesture socially influenced and continuously changing
control does not yet appear outside the game (Kress and van Leeuwen 2001, 2006, Noland
console and that the reason for this might be that 2009). A communication view, treating the
interaction designers are not experts in pattern rec- moving body as ‘text’, enables a discussion on
ognition. It is here that choreographic research the possibilities of movement as a design material,
might have transferable insights to the field of feeding knowledge back into interaction design.
interaction design as motion sensing increasingly There is research on the moving body and technol-
becomes available. This presents a challenge for ogy with a phenomenological approach (e.g.
the interaction field, as the designer now increas- Schiller 2006, Broadhurst 2007, Kozel 2007,
ingly draws on, engages with and shapes physical Manning 2009). However, these studies focus on
movement as a semantic element in interactions. the effect of technology on the moving body and
Here I analyse current choreographic research in not on how designers may work with, explore
relation to the interaction design process, and for- and shape these interactive movements. As
mulate concepts relevant to such a design process. designers create transformative spaces (Morrison
et al. 2009), movement is important, as we may
generate our own mediated meanings and not
3 Approach only be the recipients of pre-set information.
In exploring the body, and specifically the moving Designers need to work with, alter and augment
body, as an interface, this article adopts a com- movements as part of the design process. Then
munications view, drawing on social semiotics we may truly interact with, not only react to, the
(Kress and van Leeuwen 2001). Research such screens we encounter.
as Eikenes (2010) investigates movement in The three concepts to be presented below come
digital interfaces, and draws on such a framework. out of a ‘complex field of knowledge production’
This article looks at the moving body as the inter- (e.g. Sevaldson 2010, p. 8). They have been devel-
face through which one may control, access, influ- oped where design is explored through both theory
ence and interact with digital technology. The and practice. The focus is on working with and
spatial and temporal qualities of movement com- instigating, probing, shaping and changing poss-
municate multimodally, for instance through ible modes of representing and generating move-
shape and change (such as frequency, repetition ments. Below I focus on the specification of the
and scale). In fact, the body is always communi- three core concepts by the way of reference to
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Full-body movement as material for interaction design
leading design and research projects together with a disadvantage (Hollan and Stornetta 1992). By
251
Hansen
needs to become familiar with its qualities, limit- expressive movement. We are able to read each
ations and possibilities. It is worthwhile to take a other’s body language; however, so far technology
step back from the existing use of physical move- does not mirror this sophistication of interpret-
ment in interaction design in order to learn about ation. ‘We can observe it with the human eye,
the potential for expressive movement as it is com- but methods to extract such information are still
municated to and through technology. Here the in their infancy’ (Bevilaqua 2007, p. 27).
practice of contemporary choreography is relevant By resource I refer to meaning-making
due to its refined, abstracted, aesthetic and materials which aid the communication of a crea-
rehearsed field of movement, with a history of tive process, e.g. ‘resources for representation’
experimentation, collaboration and exploration of (Kress 2010, p. 8). The choreographic research
both new movements as well as emerging technol- projects that will be discussed here explore how
ogies (Wildschut and Butterworth 2009). to visualise movement to aid and multimodally
Contemporary choreography is the practice of communicate the creation process, and do so by
composing new movements, working with bodily drawing on notation, video and motion capture
restrictions (such as every part being connected, as resources.
elbows bending only one way, and so on) and pos-
sibilities (a high degree of difference from its
numerous joints that may function independently 8 Movement concepts
of each other). Choreographers’ practice may The concept of accessibility informs how the
resemble an interaction designer’s practice, as designer may start to think about movement with
they shape, design and through iteration refine regard to interaction as they select relevant
their material until the composition and expression aspects of the movement in the visualisations of
of the material has the desired shape and effect. movement. Immediacy allows the designer to
‘During this playful probing of physical and explore whether the chosen movement aspects
semantic potential, choreographers’ and dancers’ could serve a communicative purpose in a rapid,
bodies create new images, relationships, concepts iterative manner. The concept of generation
and reflections’ (Foster 1995, p. 15). The choreo- allows the designer to alter and augment parts of
graphic product is usually instantiated in a per- the visualisations in order to test, probe and
formance. However, ‘choreography and dancing explore. How these three concepts may help the
are two distinct and very different practices’ (For- designer include physical movement in the
sythe 2008, p. 5). The focus here is on the choreo- design process is further presented below.
graphic resources employed in the making
process, rather than the performed product. 8.1 Accessibility
For the designer to work with movement, that
movement needs to be accessible, e.g. visualised
7 Choreographic resources in ways that are relevant to interaction design.
Technology now enables interaction design to Sketches or visualisations are used as thinking
draw on a wider scope of movement-based full- tools for the designer (Schön 1983, Goldschmidt
body communication. This extends the communi- 1994). With experience, the designer may get
cative use of movement aspects such as spatial and new ideas from inspecting their own sketches as
temporal qualities of movement: for example fre- new and unintended relations, patterns and func-
quency and force, repetition and rhythm, align- tions emerge (Suwa et al. 2001). Such visualisa-
ment and position. The choreographic research tions are also influenced by a working knowledge
projects described below are chosen with this of functionality of the making material (Tseng
focus in order to go beyond the use of gestures, et al. 2002). Goldschmidt (1994) argues that the
e.g. arms in certain positions, and to move from sketch amplifies the mechanism of visual cognition
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Full-body movement as material for interaction design
with which computational tools may be further points, of movement phrases, cueing and align-
Figure 2. Still from OFTr with graphic annotations of alignments, e.g. where cues between the dancers are sent and received.
Source: Image by kind permission # Synchronous Objects Project, The Ohio State University and The Forsythe Company.
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Hansen
Digital Creativity, Vol. 22, No. 4
Figure 3. Still visualising spatial patterns generated by the moving bodies, with a focus on density according to where on stage the
dancers spend most of their time.
Source: Image by kind permission # Synchronous Objects Project, The Ohio State University and The Forsythe Company.
Figure 4. A still from the Counterpoint Tool where the dancers’ bodies are replaced by widgets and the lines represent visual cues on
which the other dancers act.
Source: Image by kind permission # Synchronous Objects Project, The Ohio State University and The Forsythe Company.
horizontal and vertical motion, from unison to However, as this choreographic resource focuses
difference (see Figure 4). The designer may on the position of the body in space, it becomes
work with this to ‘build relationships of actions’. less useful for the interaction designer. This
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Full-body movement as material for interaction design
indicates that the visualisations of movements that the visualisations of movements need to be at
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Digital Creativity, Vol. 22, No. 4
movements are tracked and visualised by Frédéric an imaging device but as a medium in a
Bevilaqua’s software gesture follower. The instal- process of emergence (Bleeker 2010, p. 3).
lation gives you feedback on how you move
The installation shows that for a system to
related to pre-captured data or movement algor-
recognise, categorise and give meaningful feed-
ithms, and gives you a visual representation of
back, there is a need for pre-recorded information
own movement and sonically provide feedback
or algorithms set to recognise qualities of move-
on how you deviate from or align with the algor-
ments. This is problematic in a communication
ithms.
frame that is focused on more naturally occurring
This is of interest for the interaction designer as
or unplanned interactions. This is because the
it looks at the communicability of the specificities
complex meaning of a movement phrase is inter-
of movement, i.e. not only that the arm is raised,
preted according to the aforementioned spatial
but how the arm is raised. This multimodal
and temporal qualities of movement (frequency
mediation of movement shows how a rich band-
and force, repetition and rhythm, alignment and
width of movement qualities and intent may be
position). These are perhaps easy to interpret in a
communicated. The Double Skin/Double Mind
human to human context, but as we meet technol-
installation is primarily a teaching tool, but as
ogy, it lacks the reading of these communicative
Marian Bleeker argues, one could look at it as an
nuances.
archiving tool for the process.
As discussed, there is such a wealth of pos-
New movement software allows for notation sibilities in the interpretation of movement,
practices in which the focus is on the multiple which makes it highly context dependent. The
potentialities of movement that the body holds concept of immediacy allows the designer to
. . . In this context, the computer becomes an explore in a rapid, iterative manner whether
important element for choreographers, not as the chosen movement aspects could serve a
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Full-body movement as material for interaction design
communicative purpose in a specific project or draws on knowledge and practice in the field. It
installation. also depends on the visuals or sketches being flex-
ible or generative in the sense that they can be
8.3 Generation changed, edited and re-assembled and still give
Thirdly, the visualisations of movements need to be new, meaningful visualisations.
generative, e.g. an augmentable visualisation that Digital technology has increasingly enabled
would respond to a change to one of its instrumen- new dissemination of approaches and communi-
tal parts or parameters. Working with visualisa- cations of the choreographic process due to both
tions or sketches, the designer aims to find new ease of documentation through video and new
features, aspects or possibilities. It is argued that visualisation possibilities from computer vision
the designer does this through reorganising and computation.4 This development allows for a
elements of the visualisation with regard to a refer- new kind of access to the making process. In
ence frame (Cornoldi 1996). The detection of unin- part this is due to the multimodal possibilities of
tended features is a key element in generation of digital media in communicating physical move-
creative designs (Suwa et al. 1999). Stenning and ment. Despite the lack of a universal notation
Oberlander (1995) discuss specificity and abstrac- system, choreographers have developed their
tion in visualisation and how the focus on visualis- own methods, practices and strategies. These are
ing one feature, such as proximity, for example, increasingly being communicated within the
could reveal unintended relationship with regard choreographic field as well as to related fields
to other features. So the focus of the visualisation (deLahunta and Shaw 2008).
may both limit and expand the design possibilities. The dance company Siobhan Davies Dance
The ability to discover unintended relationships and Coventry University have created a digital,
and ideas from the visualisations is a skill and online archive for the collective works of the
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vvvv [online]. Available at: http://legacy.vvvv.org/ Lise Amy Hansen is a designer and a PhD
tikiindex.php [Accessed 30 August 2010]. Research Fellow at Oslo School of Architecture
Vygotsky, L.S., 1978. Mind in society: the development and Design (AHO). She has a BA (Hons),
of higher psychological processes. Cambridge, MA: Central Saint Martins (CSM) and a MA in Com-
Harvard University Press. munication Art & Design, Royal College of Art,
Wachsmuth, I., Lenzen, M., and Knoblich, G., 2008. London. She has taught at CSM and AHO. The
Embodied communication in humans and machines. article is the first part of a three-phase PhD
Oxford: Oxford University Press. research project at AHO.
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