Abstract

Contemporary computational technology (tangible and ubiquitous) are still challenging the mainstream systems design methods, demanding new ways of considering the interaction design and its evaluation. In this work, we draw on concepts of enactivism and enactive systems to investigate interaction and experience in the context of the ubiquity of computational systems. Our study is illustrated with the design and usage experience of TangiTime: a tangible tabletop system proposed for an educational exhibit. TangiTime was designed to enable a socioenactive experience of interaction with the concept of “deep time.” In this paper, we present the TangiTime design process, the artifacts designed and implemented, in its conceptual, interactional, and architectural aspects. Besides that, we present and discuss results of an exploratory study within an exhibition context, to observe how socioenactive aspects of the experience potentially emerge from the interaction. Overall, the paper contributes with elements of design that should be considered when designing a socioenactive experience in environments constituted by contemporary computational technology.

Highlights

  • Recent evolution in computer-based technology and devices has brought new possibilities of making real Mark Weiser’s dream of ubiquitous computing [1]

  • We investigate the socioenactive experience of interaction in the context of the ubiquity of computational systems, by designing and experiencing TangiTime: a tangible tabletop proposed for an educational exhibit on the abstract and complex concept of “deep time.”

  • We draw on enactivists basis of cognitive science to investigate the socioenactive experience of interaction in the context of the ubiquity of computational systems, by designing and discussing TangiTime, an educational exhibit to explore the abstract and complex concept of “deep time.”

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Summary

Introduction

Recent evolution in computer-based technology and devices has brought new possibilities of making real Mark Weiser’s dream of ubiquitous computing [1]. The new scenarios created with today’s ubiquitous and pervasive technologies are still demanding ways of understanding the experience with such computational systems. We argue that emerging ideas of enactivist cognitive sciences provide new perspectives to understand the nature of the human experience when interacting with technology and the environment created through it. In the Human-Computer Interaction (HCI) field, Dourish [2], coined the term “embodied interaction” to refer to research ideas around tangible, social, and ubiquitous. We present a theoretical background on tangible tabletops and related work that use this technology in their design. We synthesize comparatively the related work, to explore the design space for future computational systems. Symbolic knowledge involves conceptualization and abstract reasoning, iconic knowledge involves visual recognition and the ability to compare, and enactive knowledge is constructed on motor skills

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