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Sissy - Elise van den Hoven

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Augmenting the Analysis of Social and Physical<br />

Interactions<br />

Christine Satchell<br />

The Interaction Design Group<br />

The University of Melbourne<br />

satc@unimelb.edu.au<br />

ABSTRACT<br />

Social and physical interactions are embedded in<br />

settings which are not only material but also social,<br />

cultural and historical, and studies of use require a<br />

focus on the social construction of meaning [0].<br />

Therefore, in order to position our understanding of<br />

sociophysical interactions within the context of wider<br />

culture production we adopted a dual pronged<br />

methodological approach that uses the<br />

ethnomethodology informed technique of ‘Interaction<br />

Analysis’ in the form of video data analysis to design<br />

for the body from data generated by the body itself. We<br />

then augment Interaction Analysis with lenses from<br />

cultural theory to provide insights into not only what<br />

the users in the study were doing, but also why they<br />

were doing it in terms of the cultural forces that<br />

underpinned their behavior. The process of augmenting<br />

Interaction Analysis with Cultural Theory resulted in a<br />

surprisingly holistic framework for exploring<br />

sociophysical interactions.<br />

INTRODUCTION<br />

This paper presents insights generated from a study<br />

investigating the opportunity between tangible<br />

interactions offered by mobile/embedded technologies<br />

and social engagement offered by social technologies,<br />

which we label sociophysical interactions. The study<br />

investigated the potential for the Microsoft Kinect for<br />

Xbox 360 to enhance socio-physical interactions in a<br />

cross generational context. Five families interacted<br />

with the Kinect over a three week period.<br />

The focus of this paper is on the issues surrounding<br />

methodological approaches for understanding the user<br />

needs and consequent design possibilities for systems<br />

that facilitate socio-physical interactions. We found that<br />

an unexpectedly holistic picture of socio-physical<br />

interaction is produced when ethno-methodology and<br />

cultural theory are used in conjunction with each other.<br />

We conclude that as HCI continues to embrace<br />

critically and theoretically informed approaches to the<br />

design of new technology, an increasingly politicized<br />

OZCHI 2011, Nov 28 – Dec 2, 2011, Canberra, Australia.<br />

Copyright the author(s)<br />

Available online at<br />

http://research.it.uts.edu.au/idhup/workshops/workshop-the-body-indesign/<br />

OZCHI 2011 Workshop Proceedings The Body In Design<br />

ISBN: 978-0-9757948-5-2<br />

34<br />

Frank Vetere<br />

The Interaction Design Group<br />

The University of Melbourne<br />

f.vetere@unimelb.edu.au<br />

design space will emerge. To ensure that ideological<br />

agendas do not overshadow genuine user needs<br />

ethnomethodological approaches take on a new<br />

rele<strong>van</strong>ce, not only as a means for understanding users,<br />

but to provide a counter balance to the new culturally<br />

situated accounts of user behavior.<br />

SOCIOPHYSICAL INTERACTIONS<br />

There is a growing body of work within HCI that<br />

examines socio-physical interactions. Dourish [0],<br />

among others, highlighted the separation between the<br />

social and the physical typical in the analysis of<br />

interactive systems. Drawing upon the work of many in<br />

the field, including the phenomenological research of<br />

Robertson [0, 0], he called for a research program in<br />

embodied interaction that used its foundations in the<br />

philosophy of phenomenology to map connections<br />

between the tangible and social computing.<br />

Dourish [0] argues that the design of these technologies<br />

should not be driven by the definition of tasks and their<br />

requirements, or the development of standalone<br />

applications, or the pursuit of technology solutions for<br />

their own sake. Instead the goal is the design of<br />

technologies that support, mediate and enable human<br />

interaction, with a focus on ubiquity, tangibility, and<br />

particularly, shared awareness, intimacy and emotions.<br />

Furthermore, interaction is always, by definition,<br />

embodied interaction both in the sense of its always<br />

being depen<strong>den</strong>t on bodily capacities, such as<br />

movement, language and thought and its embeddedness<br />

in a physical world where our bodies and the world we<br />

are in are made of the same ‘stuff'.<br />

Mueller et al. [0] also describe a growing focus on<br />

interactions that place the human body at the center of<br />

the experience, and builds on this in their development<br />

of exertion technologies. One of the benefits of such<br />

systems is not only enhanced physical well being, but<br />

also greater opportunity for maintaining social<br />

interactions. Despite these ad<strong>van</strong>ces in the field,<br />

Hornecker [0] notes the research community “lacks<br />

concepts for analyzing and understanding the social<br />

aspects of tangible interaction and design knowledge on<br />

how to design so as to support social interaction and<br />

collaboration” (p.439).<br />

SITUATING METHODOLOGICAL APPROACHES<br />

Particular insights about use of technology can be<br />

generated from ethnomethodological perspective,

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