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Digital Creativity

2011, Vol. 22, No. 4, pp. 247– 262

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

ISSN 1462-6268 # 2011 Taylor & Francis


http://dx.doi.org/10.1080/14626268.2011.622284
http://www.tandfonline.com
Hansen
Digital Creativity, Vol. 22, No. 4

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

Digital Creativity, Vol. 22, No. 4


tion (Wright et al. 2008), and whilst the guiding (2004) proposes a philosophy that encompasses
design principles of ergonomics and efficiency the development of images in communicative pro-
remain important, an understanding of the possibi- cesses, where their perception is bound to the
lities of the moving body needs to be developed activity of the body. And following on from Kathr-
together with the application of digital technology. ine Hayles’ (1999) disconnect of information from
By visualising and working with movement a body or medium, Anna Munster (2006) also dis-
according to the concepts introduced here, the cusses new modes of sensory engagement, imply-
designer may be able to conceptualise designs at ing that digital aesthetics have reconfigured bodily
an early stage. This is important in order to experience and reconceived materiality.
avoid having technology dictate our movements In human – computer interaction (HCI),
and, by extension, how we live. attempts to create a framework for evaluating
bodily potential (Loke et al. 2007, Fogtmann
et al. 2008) indicate that notions of the body
2 Movement research increasingly are considered. As the design
Bodily movement has been studied in many fields process is opened up for multiple interpretations
related to communication. In anthropology, phys- (Gaver et al. 2003, Sengers and Gaver 2006),
ical movement has been interpreted as non-verbal there is an acknowledgement of the communica-
communication in relation to verbal communi- tive potential for expressive movement. Paul
cation. Through inter-cultural studies, the anthro- Dourish (2001, p. 126) presents an approach to
pologist Edward Hall (1966) found that we embodied interaction, defining it as ‘creation,
communicate through the use and position of the manipulation and sharing of meaning through
body in proximity to others. Ray Birdwhistell engaged interaction with artifacts’. These
(1971) founded kinesics as a field of research approaches, based on theories of embodiment,
and developed a deciphering system of facial emphasise the role that the body plays in shaping
expressions, posture, etc., to be interpreted in the perception and action. However, ‘whilst there
context of other means of communication. In cog- has been substantial advances in human motion
nitive science, the role of our bodies is increas- reconstruction the visual understanding of
ingly taken into account. Alva Nöe (2004) human behavior and action remains immature
argues that our perception and consciousness despite a surge of recent interest’ (Moeslund
depends on and is a result of, our bodily capacities et al. 2006, p. 116).
and activities. Rolf Pfeifer and Josh Bongard In contrast, performance studies has a long tra-
(2007) show how thought is constrained as well dition of reading movement like a text, as a part of
as enabled by the body, by analysing the making a mediating scenario, ‘a showing of a doing’
of artificial intelligence. In an embodied communi- (Schechner 2002, p. 141). As traditional perform-
cation perspective Ipke Waschmuth et al. (2008, ance increasingly makes use of interactive tech-
p. 3) argue that human communications go nologies, the performed movements are not only
beyond verbal communication and that our expressive but functional, in that they enable
bodies enable ‘parallel and highly interactive other media, such as computer vision and video
couplings between communication partners’. projection, to express and mediate. In dance,
These fields of study show that the body indeed movement is studied as the main mediating
plays a communicative role. material. The communication focus, however,
In ‘new media’, the focus is on the body has been on the role of tacit or bodily knowledge
framed by technology. Simon Penny (2004) calls and whether it may, in fact, be seen as knowledge,
for a framework for interactivity that goes as this kind of communication does not fit tightly
beyond the theories of visual art, as interactive within the structures of language (Sigman 2000).
images are procedural, and previous theories do When movement is read by technology it is

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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

Digital Creativity, Vol. 22, No. 4


critical readings of related research. drawing on the particularities of the making
material, the designer may create novel inter-
actions, such as TV coming into its own when it
4 Interaction design no longer imitated radio but employed its unique
The places, events and scenarios where technology qualities in the editing of visuals, combining
facilitates communication, interaction and action image and sound, choice of mis-en-scene, etc. In
are created by the interaction designer. Löwgren exploring movement as communication for inter-
and Stolterman define interaction design as ‘the action design we need to find the particularities
process that is arranged within existing resource of movement in order to make interactions suited
constraints to create, shape and decide all use- to its making materials.
oriented qualities (structural, functional, ethical
and aesthetic) of a digital artifact for one or many
clients’ (Löwgren and Stolterman 2004, p. 5). 5 Design material
Here Löwgren and Stolterman focus on the artefact. By exploring movement as a design material I
I argue that the interaction designer today needs to refer to design material as the constituent elements
address aspects that go beyond what can be commu- that are formed through a design process. ‘Form is
nicated through an object. In this regard, the defi- the way material builds things; to build a thing, we
nition of interaction by Poggenpohl et al. is more form materials’ (Hallnäs et al. 2002, p. 157). As
apt: interaction design goes from the design of
objects to the design of experiences, the designers’
Interactions are a succession of actions, each
repertoire expands and designers now also influ-
responding to prior actions and each being
ence aspects such as use of space and how we
responded to by succeeding action. By identify-
move. The transient and ephemeral nature of phys-
ing and studying interaction patterns in this
ical movement existing only in time presents a
succession, we can design interventions that
challenge. When the designer is working on an
provide material support for desirable inter-
interaction at a conceptual stage, the physical
action patterns to emerge (Poggenpohl et al.
part is rendered invisible, as interaction design
2004, p. 603).
lacks the means to visualise and, in particular, to
It is the material support for interaction patterns1 generate and augment physical movement.
that I take up. Hummels et al. (2007) argue for the designers
The interaction designer needs to understand of movement-based interactions to move them-
the possibilities and limitations that are inherent selves, i.e. go beyond imagining physical move-
in the new making material discussed here, in ment to themselves moving, exploring and trying
order to make informed choices at a conceptual out actions with their bodies, such as with jug-
stage. This may enable the designer to look gling. Hummels et al. also ask how movement is
beyond imitations of already existing scenarios, unique as a design material. We have a lifelong
and open up for new interaction possibilities. experience of it, both in the reading of it, and
Bolter and Grusin (1999) argue that digital also in the use of it. We all have experience of
media achieve their cultural signification though how our own body ‘works’, and in particular
‘remediation’, by paying homage to earlier how it communicates.
media in the same way as photography has refash-
ioned (or remediated) painting. However, as our
need to communicate may be media independent, 6 Choreography
the mechanism with which we communicate are I suggest that the creative practice of contemporary
media specific and when one kind of communi- choreography has correlations to these new design
cation only imitates another, it will always be at spaces. In order to be able to explore and shape this

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communicative movement material, the designer controlling, instructive movements to include


Digital Creativity, Vol. 22, No. 4

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-

Digital Creativity, Vol. 22, No. 4


amplified. Bill Buxton also argues that for inter- ments are visualised by abstracting and
action design, the sketch can extend beyond that visualising data from a recording of a single per-
of pen and pencil, to other forms, as ‘they need to formance. The project then analysed this footage
be able to capture the essence of design concepts and produced twenty choreographic objects.
around transition, dynamics, feel, phrasing, and Norah Zuniga Shaw (2009) described the
all the other unique attributes of interactive process as ‘a flow from dance to data to
systems’ (2007, p. 136). The studies point to the objects’.2 Compositionally, each object arose
important role of the visual during the design from a trans-disciplinary process involving geo-
process. graphers, animators, designers and architects, as
The choreographer William Forsythe has well as dancers and choreographers (e.g. Figure 3).
explored a wide range of visualisations of interac- The project clearly demonstrates the complex-
tive movement. He instigated the research project ity involved in communicating interactive
Synchronous Objects with the question ‘is it poss- movement, and the myriad of ways it may be
ible for choreography to generate autonomous approached. The visualisations took the research
expressions of its principals, a choreographic team three years to generate, some through com-
object, without the body?’ (Forsythe 2008, p. 5). putational interpretation, others were animated
In this project Forsythe and The Ohio State Uni- frame by frame. For the interaction designer,
versity Advanced Computing Center for the Arts there is a need for sketches, abstractions and
and Design (ACCAD) explore Forsythe’s dance instructions for each stage of a design develop-
piece One Flat Thing reproduced (OFTr). The ment, so the processes employed in Synchronous
dance is complex as it is performed to an interac- Objects would be too extensive.
tive score by seventeen dancers navigating a Some of the visualisations are further
twenty-table grid (see Figure 2). abstracted, such as the counterpoint object. It
In this work, thirty-five themes or phrases are offers a tool, where the dancers are replaced by
activated, repeated and used over fifteen minutes. ‘widgets’, and the viewer or user has sliding
The underlying structural systems, or counter- scales through which to control the shape, speed,

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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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

Digital Creativity, Vol. 22, No. 4


are of interest to interaction design need to encom- hand for each stage. Currently, the analysis of
pass the ‘how-ness’ of the movement as well as the dance with traditional notation such as Benesh
movement itself, e.g. the micro-analysis of tem- Movement System and Labanotation is a time-
poral, communicative aspects of movement. consuming and highly skilled process. All the
There are attempts to analyse bodily move- same, notation has the scope to notate possible
ment with video, such as motiongrams, based movements as well as a single instantiation. ‘The
visually on spectrograms produced for sound (Jen- greatest value of the systems is not necessarily
senius 2007). Here movement is seen in relation to how precise they could be, but the possibility
sound and music performance, so in this respect it they have to record more than one stratum of pre-
produces data that are useful. However, for the cision’ (Bastien 2007, p. 48). This means, for
interaction designer the motiongrams are too instance, that as a viewer of a set of movements
abstract to be read as communicative movement. or a movement phrase you will only see the one
Other real-time visualisations are being developed version performed. The notation, however, may
with a focus on expressive feature recognition, encompass the instruction as well as the instance
such as eyesweb (Camurri et al. 2004) and as it was performed and thereby reveal the intent
gesture follower (Bevilacqua et al. 2010). As or purpose of the movements.
these computational tools indicate, the develop- This aspect of possibility was explored in the
ment of computer vision and computation is research project Inside Movement Knowledge
becoming increasingly sophisticated in the where the choreographer Emio Greco and Pieter
reading of movement. Yet, it is the interpretation, Scholten (EC|PC) used the Double Skin/Double
recognition and application of these data that are Mind installation as a ‘test case in documenting,
challenging the further use of temporal communi- analyzing and re-presenting essential elements of
cative aspects when interacting with technology. the work of EC|PC’ (deLahunta 2007, p. 20).
In semiotic work the first stage is to identify Taking Greco’s own choreographic practice as a
and name the meaning-making modes involved starting point, they developed a vocabulary of
in an activity, each with a specific task and func- over 200 words, which together with the prepara-
tion. The design of such modal ensembles ‘make tory dance workshop formed the basis for an inter-
a specific message about a particular issue for active, multimodal installation. This was in order to
a particular audience’ (Kress 2010, p. 28). explore ‘systems for the documentation of live and
The Synchronous Objects project shows the variable media artworks and to explore how to
wealth of choices that come with communicating analyse and document the dance creation process
movement. As we include movement in inter- of EG|PC’.
action design, choices are made as to which In this project ‘the interdisciplinary research
aspects of movement are made meaningful for team proceeds on the assumption that the
the technology. In order to make such choices, complex nature of dance cannot be adequately rep-
the designer needs knowledge of the extensive resented by a single technology’ (Hoogenboom
range of possibilities of movements and their 2007, pp. 86– 87). As a result the installation
visualization. explores multimodal mediation of movement by
drawing on gesture analysis, dance notation, docu-
8.2 Immediacy mentary film-making and interactive media
Drawing further on the design process, I argue that design. Designed by Chris Ziegler, it consists of
movement needs to be visualised in ways that an aluminium frame construction with one projec-
are immediate.3 The interaction designer usually tion screen, four sound speakers and a tracking
works in a rapid, iterative process, each stage camera. The participant ‘takes part’ in the virtual
involving reflection-in-action and reflection-on- workshop within this set-up (see Figure 5).
action (Schön 1983). To enable such reflection, Instructed by a virtual Emio Greco, the

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Digital Creativity, Vol. 22, No. 4

Figure 5. The author using EC|PC’s Double Skin/Double Mind installation.

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

Digital Creativity, Vol. 22, No. 4


Figure 6. Screenshot of creative ‘ingredients’ for the making of ‘Bird Song’.
Source: Image by kind permission # Siobhan Davies RePlay 2009.

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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digital technologies are increasingly being


Digital Creativity, Vol. 22, No. 4

applied in the creative and meditational processes


of choreography.
In the creation of archives, scores and edu-
cational tools such as those mentioned above,
choreographers enhance the communicability of
the creative practice. These appropriations of tech-
nology become interesting for interaction design
as they develop from a documentation role
towards a more active, generative role in the crea-
tive process. With augmentable visuals, the design
of movement as a semiotic resource becomes
useful as it may be altered and explored according
to the context in which it is applied.

Figure 7. Example of rehearsal tape from Plain Clothes, dancer 9 Conclusion


Henry Montes.
Source: Image by kind permission # Siobhan Davies RePlay In interaction design a new design space is now
2009. reaching beyond the artefact or object, beyond
the screen and actions of touch and click. In this
design space, physical movement becomes impor-
company spanning thirty years (Siobhan Davies tant to understand as the designer shapes and
RePlay 2009). They continue to develop tools to responds to movement as a design material. I
gain insight into Davies’s choreographic process. have argued that in order to make novel inter-
For example, selected performances are presented actions, the designer needs to be familiar with
on the website in an interactive manner, encom- qualities of their making material and that inter-
passing all parts, roles and ‘ingredients’ that action design may benefit by drawing on contem-
made the piece (see Figure 6). Other key sources porary choreographic research.
for understanding movement are the rehearsal To conceptualise, communicate and explore
tapes (see Figure 7). The dancers in the company possible designs, the interaction designer needs
have frequently taped each other with handheld to be able to visualise, augment and try out phys-
cameras during rehearsals, and this becomes docu- ical movement. Visualisation of physical move-
mentation, for instance, of a dancer working ment in interaction design enables a conceptual
through a movement ‘problem’ or challenge. exploration of novel communications. It has
When the viewer gains access to such aspects of been shown that accessibility, immediacy and gen-
dance-making, the archive becomes an edu- eration are important concepts in evaluating this
cational tool informing creation as well as allow- process of building knowledge of movement in
ing for reflection on existing performances and interaction design. These concepts enrich the
their visual and kinetic documentation. vocabulary of social semiotics and allow for
The site also presents Rotosketch, a software further designing of interactions involving full-
program which allows drawing on live video to body movement.
be saved as a record. This might become a useful The Synchronous Objects project showed that
tool for analysing and interpreting choreographic physical movement may be visualised in a
phrases (Whatley and Varney 2009). A further wealth of modes, from a singular focus to highly
development of such a resource is a pen tool complex. It also showed that the bodily represen-
for real-time annotation on video (Cabral and tation needed to retain the physical outline of the
Correia 2009). Such examples indicate that body, as the widgets showed the communicative

258
Full-body movement as material for interaction design

aspects of movement was lost. The Inside Move- Notes

Digital Creativity, Vol. 22, No. 4


ment Knowledge project showed that movement 1
The notion of patterns in design comes from
can be represented meaningfully with several Christopher Alexander’s work in urban planning in
modes of technology. When movement is commu- the 1970s, where architectural patterns represent
nicated multimodally it may become a resource, as ways for supporting patterns of events that
it is then able to capture and communicate potenti- frequently occur in a space (Alexander 1979); it
has been used in interaction design as a way to
ality. The project also showed that the naming
communicate best-practice to recurring problems
process in identifying the modes of communi- (Löwgren and Stolterman 2004, Löwgren 2007).
cation is essential in order to design a modal 2
Norah Zuniga Shaw is a choreographer and Director
ensemble, e.g. to communicate something mean- of Dance and Theory at ACCAD, and Co-Creative
ingful. Director of Synchronous Objects.
3
When movement is visualised, relevant The notion of immediacy here refers to a duration
aspects are selected and interpreted. Here the of time in an iterative design process, rather than
a distinguishing notion of transparency between
analysis of choreographic resources may give
the virtual and real (Kickasola 2006). It is closer
us an indication of methods for visualising move- to Schneiderman’s (1998) use of direct
ment for interaction design. As Siobhan Davies’s manipulation where an action has an immediate
web-based archive shows, new digital technol- visual effect (such as when driving a car and
ogy enables a new immediacy and multimodality turning the wheel).
4
where these resources go from critique to Such as the aforementioned eyesweb and gesture
resource. In other words, they become generative follower as well as Merce Cunningham’s
Lifeforms, Troika Ranch’s Isadora and Meso’s vvvv.
tools and therefore useful to design practice as
well as research.
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