It's Mine, Don't Touch!: interactions at a large multi-touch display in a city centre (original) (raw)

Using With Discretion: Identifying Emergent Practices Around Interactive Public Displays

In this paper we adopt a practice lens to investigate discretionary use of publicly available urban ubiquitous technology. We examine what happens when fifteen public interactive multipurpose displays are installed in different locations around a city for the free use of citizens. In city of Oulu, Finland, this technology attracted very little use in all but one location. We conducted a field study at this single " successful " location. There we identified four distinct technology-facilitated emergent practices. The practice lens enabled us to study the public displays not merely as technological entities, but as complex sociotechnical ensembles with cultural, spatial, temporal, social, material, and historical dimensions. This study addressed quite a novel context, technology and user group as regards Information Systems (IS) research. The study contributes to IS literature by pushing the study of discretionary use of technology far from organizational context to technological infrastructures available for citizens in urban settings. The study also offers novel empirical insights for practice oriented IS research. Especially the findings related to children and discretionary technology use are novel in this respect. The practice lens and our findings on the material and bodily aspects are also interesting for the discussions on sociomateriality in IS research.

Multipurpose Interactive Public Displays in the Wild: Three Years Later

Computer, 2000

interactive services, provided by us, the City of Oulu, private businesses and nongovernment organizations, and creative communities. In 2010, we deployed a seventh indoor display, and we plan to add four indoor displays in the near future. Our current 13 hotspots represent the world's largest deployment of interactive public displays for research in a city center. As of April 2012, thousands of users have accessed our hotspots, yielding rich research data on human-display interaction.

It's Mine, Don't Touch!

Proceeding of the twenty-sixth annual CHI conference on Human factors in computing systems - CHI '08, 2008

We present data from detailed observations of CityWall, a large multi-touch display installed in a central location in Helsinki, Finland. During eight days of installation, 1199 persons interacted with the system in various social configurations. Videos of these encounters were examined qualitatively as well as quantitatively based on human coding of events. The data convey phenomena that arise uniquely in public use: crowding, massively parallel interaction, teamwork, games, negotiations of transitions and handovers, conflict management, gestures and overt remarks to co-present people, and "marking" the display for others. We analyze how public availability is achieved through social learning and negotiation, why interaction becomes performative and, finally, how the display restructures the public space. The multi-touch feature, gesturebased interaction, and the physical display size contributed differentially to these uses. Our findings on the social organization of the use of public displays can be useful for designing such systems for urban environments.

Sociality, Physicality and Spatiality: touching private and public displays

This paper considers two strands of research that each contributes to an understanding of touch-based interaction with private and public displays. The first is based on general frameworks for private device–public display interaction, which is driven by the growing body of work in the area, but focuses on the level of integration of public and private devices and the importance of understanding social setting and bystanders. The second trand is centred on physicality; how different kinds of physical device impact interaction and how modelling of touch-based devices causes particular problems that require notations and formalisms of continuous and bodily interaction. Categories and Subject Descriptors H.5.2 [Information Interfaces and Presentation (e.g., HCI)]: User Interfaces – graphical user interfaces, interaction styles. General Terms Design, Human Factors Keywords public displays, touch interaction, spatial interaction, physicality

Public displays for public participation in urban settings

Proceedings of the 6th ACM International Symposium on Pervasive Displays, 2017

Human-computer interaction (HCI) research has recently become more interested in studying practices. Looking beyond the novelty of technology, practice studies try to understand how technology becomes integrated into everyday life and how it shapes everyday practices in the longer time span. The contribution of this article is to demonstrate how ubiquitous computing practices develop. The article also sheds light on children's and their families' smart device practices in private and public settings. This paper responds to the recent call for practice studies in HCI and tries to understand technologymediated practices of children and their families in their everyday lives. We first focused on children's practices with a multipurpose public display through an ethnographic field study, and then broadened our focus to the children's and families' smart device practices through a diary study. We showed that children's practices with a public display were surprisingly similar to their other information and communication technology (ICT) practices at home and elsewhere. In both settings, displays were used for entertainment and time-killing, as well as for babysitting and social interaction. This study indicates that technology-mediated practices do not spring up from the ground fully formed. There are several factors contributing to the practices' emergence: the artefact itself and its affordances, the nature of the space, and the mind-set of the users. This finding has many implications for research and design, indicating that when developing technology, we should pay attention to a variety of factors that might be contributing to the emergence of practice around that technology-factors not yet fully explored by current research.

Experiencing interactivity in public spaces (eips)

CHI '13 Extended Abstracts on Human Factors in Computing Systems on - CHI EA '13, 2013

Mobile and ubiquitous systems create opportunities for new kinds of interactivity in public spaces. Examples of human-technology interactions in public spaces include interactive displays on different scales; mobile systems enabling projection in public environments; smart interactive and reactive objects; tangible interfaces; and public media arts. Human-system and mediated human-human interactions become public and visible to the people around the same space. This creates many possibilities and challenges for designing the user experience that arise primarily from the social and physical context. This workshop will bring together researchers, designers, practitioners and media artists to discuss elements and viewpoints of such new forms of experiences. The results of the workshop will be an "experience design space" and a research agenda for experiences with interactive systems used in public spaces.

Situated Displays vs. Municipal WiFi: Comparing the Interactivity of Two Public Infrastructures

CHI’13, April 28, 2013, Paris, France. Workshop on Experiencing Interactivity in Public Spaces (EIPS)., 2013

We compare the interactive experiences of two public infrastructures — situated displays and a municipal wireless network — using a conceptual framework of place, experience and embodiment. Using the framework as a point of reference, we can begin to address some inherent design issues in these technologies. Consequently, we argue that urban technologies which take into account their environment and leave room for creativity, add and support existing meaningful experiences in the city.

Lets All Go to the Lunch Table: Performance in Interactive Semi-Public Spaces

In this paper, we discuss our ongoing work on a digitally augmented lunch area in our research lab. As we repeatedly observed how digital resources have the potential to enrich conversations in this semi-public, casual setting, we became interested in exploring the relationship between physical and digital artefacts in the context of social interaction. We turn to performance as a promising research perspective on group interaction, in particular with regard to the shifting and overlapping roles of actors and spectators in this semi-public scenario. As part of this exploration, we are currently designing software and hardware including a lunch table retrofitted with a horizontal multi-touch table that is connected to a nearby largedisplay wall. We are exploring how performative behaviour emerges within interaction among people engaging in casual activities as they typically occur in a lunch area.

Public Interaction Framework for Dynamic Digital Displays

2013

The purpose of our program of research is to study dynamic digital displays (DDDs) "in the wild" to generate new ideas that will assist in transforming non-interactive DDDs into interactive ones in the built environment. In preparation for a series of empirical studies to be conducted on a permanent infrastructure of eight outdoor media façades embedded within an area of one square-kilometer in downtown Montréal, Québec, this paper presents the comprehensive literature survey carried out during the preliminary phase of our research; explains our proposed three-pronged methodological approach; and briefly describes our environment of study set in a real public setting. Using an ecological approach that draws on design ethnography and Fischer's concept of cultures of participation, we have conceived a public interaction framework intended as a tool to study actors and their actions with public display technology in shared spaces. We solicit feedback that could inform our future works.

Saving Face: Shared Experience and Dialogue on Social Touch, in Playful Smart Public Space

Making Smart Cities More Playable, 2019

Can shared experience and dialogue on social touch be orchestrated in playful smart public spaces? In smart city public spaces, in which physical and virtual realities are currently merging, new forms of social connections, interfaces and experiences are being explored. Within art practice, such new connections include new forms of affective social communication with additional social and sensorial connections to enable and enhance empathic, intimate experience in playful smart public space. This chapter explores a novel design for shared intimate experience of playful social touch in three orchestrations of 'Saving Face', in different cultural and geographical environments of smart city (semi-) public spaces, in Beijing, Utrecht, Dessau-Berlin. These orchestrations are purposefully designed to create a radically unfamiliar sensory synthesis to disrupt the perception of 'who sees and who is being seen, who touches and who is being touched'. Participants playfully 'touch themselves and feel being touched, to connect with others on a screen'. All three orchestrations show that shared experience and dialogue on social touch can be mediated by playful smart cities technologies in public spaces, but rely on design of mediated, intimate and exposed forms of 'self-touch for social touch', ambivalent relations, exposure of dialogue and hosting.