2. What did you do during
school assemblies?
Lets start off by considering your experience with school assemblies. Does
anybody remember what they used to do? [discussion]
3. Lets start off by thinking about your experience with school assembliesLets start off by considering your experience with school assemblies
Assemblies had many different purposes, e.g. culture and education.
Regardless of the subject, the experience educators hoped to achieve should
be important enough to replace class.
4. Lets start off by thinking about your experience with school assemblies
Yet, as all of you suggested, this is what actually happened during assemblies.
Rather than creating an engaging environment, students use assemblies to talk
to or complete homework.
5. In fact, assemblies so bad that kids like this one would rather watch the grass
grow than attend. Poorly designed experiences are not limited to assemblies,
but is quite common. When the presentation doesn’t immerse users, its content
gets lost.
6. Creating Immersive
Performance Experiences
This brownbag overviews the psychology of immersive experience, flow, and
describes how technology may be used to improve the design of experiences
7. About Me
I started my career as an opera singer and received a bachelor’s degree in
voice performance
8. I came to UMD to study business because music was a business, but end up
study consumer psychology and behavior
9. I ended up receiving my masters in human-computer interaction because I
wanted to make things that had measurable impact
10. My work has been a triangulation of auditory, visual and interaction experiences
11. I’ll begin by introducing a book that has profoundly influenced the way I think
about experience. FLOW introduces the idea that an optimal state of
13. After interviewing world-renowned researchers, athletes, and musiciains about
their work, Csikszentmihalyi found that they all described optimal moments of
extreme focus
14. This state is achieved when a task is challenging and a person has a high skill
level. If a task is easy and skill is high, a person tends to be bored, and when
the task is difficult and skill is low, they tend to be anxious.
16. Benefits of Flow
Experience becomes highly
pleasurable
Task yields optimal performance
increased confidence
Increased self-esteem
Increased happinessYes! The wonderful thing about being “in the zone” is that it not only makes
tasks pleasurable, but yields optimal performance, increases, confidence, self-
esteem and happiness.
17. Using Technology
to Design Immersive
Performances
First, we’ll discuss how performance technology contributes to flow, and discuss
how it may be improved.
18. `
I recently attended an opera that allowed audience members to interact with the
performance through their phones. While it was an interesting idea, the
audience spent most of the show looking at their phones and not the
19. Design Problems
• How can we make engage
audience members and give
them appropriate background?
• How do we create an
immersive experience for a
diverse audience?
This experience have lead to several questions: how do me make performance
relatable, and what foundation to people to need to understand the
20. • How can technology customize
performance?
• What interactions are appropriate for
diverse groups?
• How can technology be incorporated
with minimal distraction?
22. Immersive designers often contextualize work in a time-based narrative and
story space to achieve flow. Rather than creating use cases, which focus on low
level steps, designers synthesize an emotional story that accompanies
23. Different design approaches have been used to create narrative. For instance,
Storycubes is a tactile tool for thinking through design by exploring different
relationships and narratives
24. Similarly, common craft creates dynamic storyboarding that considers how
interaction may affect narrative
25. Another technique, design improv, uses improvisation acting techniques to
generate and understand user experiences and narratives
26. Design for Multiple Senses
In addition to creating meaningful story, I’ve observed 2 design trends that
have the power to improve performance experience. The first is to creates
multi-sensory or synesthetic experience. The reason for this is that our brains
process limited amounts of information, and are overloaded when there is too
much information. However, each of our senses processes information
differently, so through different sensory channels we can process more
information than through one channel. Now what we think of as our basic
senses (sight, sound, touch, smell, taste) are credited to Aristotle. In fact, we have
approximately 20 different senses, that include pressure, pain and thermoception
(hot/cold). By designing technology that faciliatates multisensory information, we could
27. For instance, the Oscar Mayer Bacon app integrates smell into an alarm clock
to create a richer experience
28. Facilitate active
Participation
The second method to create rich experience is through active partication.
Traditional performance either treats audience members as passive, however
when audiences participate they have a more meaningful experience.
Examples – call and response in church, Boalian theater, improv compedy.
29.
30. The rain room is an example of multi-sensory design – while there is no specific
narrative, the sensory dimension ties into past experience and the audience
participation makes the experience playful and unique
31. Even more engaging is the show Sleep No More – it creates a pinnacle of
multisensory narrative and active participation, and unique experience
32. HCI Challenges
(that could benefit from
Immersive Design)
Could the performance interaction principles described in this talk benefit other
HCI disciplines?
Hello everyone
My name’s a Alina Goldman, and I’m a first year PhD student in the iSchool
[I want you to start off by thinking of your experience with school assemblies]
If you’re not familiar with them, or your school didn’t have them
Bascially what happens is that everyone from in your class stops working on classwork
And files into the auditorium
The assemblies themselves had different purposes…
Some were cultural, such as music appreciation, while others were educational
Overall, the experience they hoped to achieved must have been enough to stop 2 periods of class.
Now, this is what actually happened during assemblies
Rather than being an effective effective, students used the assemblies to talk or do homework for a class
In fact, assemblies were so bad…
Assemblies were so bad, that you would have kids like this that would rather watch grass grow than go to one
Now it sounds like a waste of time, but this kind of experience is common.
This is an example of poor experience design …because the presentation doesent immersive users, the content of the presentations gets lost
Bachelors degree in voice performance
Sang a lot of opera
Came umd to study business because music was a business
And ended up studying Consumer psychology, the experience consumer behavior
And then I came here, got my masters in HCI because I actually wanted to make things
Looking back, I realize I’d been studying difference ways of creating, influencing and understanding experience
Creating auditory experience through music
Creating visual experience though interaction design
And between those, understanding how people consume experience from a cultural perspective and how the brain processes experiences
Let me start by talking about a book that has profoundly influenced my way of thinking about experience
The book is called FLOW, and it introduces an optimal state of experience
By a man named mi-Kai-Chi Ze mi chai
{here it is if you’re ever wondered how to pronounce it)
If you don’t want to read the book, he’s got a great ted talk I would recommend
As a psychologist, Mr. Cheek-sent-mi-ha started interviewing world-renowned researchers, athletes, musicians about their work
All described a similar experience optimal moments of extreme focus on a task, where their goals are clear, they know exactly what to do next, they feel that their sense of time has been altered, and they feel disengagement from their body
Now the reason is occurs is that our brain only has a certain set of cognitive resources to devote to a task, and some of those resources are tasked with regulatory functions, like keeping track of time, but when Flow happens, all of the cognitive resources go toward the task, so the brain temporarily stops regulating the other functions, which is why people describe this feeling of detachment
fascinated by artists who would essentially get lost in their work.
Psychologists have found that one's mind can attend to only a certain amount of information at a time. According to Csikszentmihalyi's 1956 study, that number is about 126 bits of information per second. That may seem like a large number (and a lot of information), but simple daily tasks take quite a lot of information. Just having a conversation takes about 40 bits of information per second; that's 1/3 of one's capacity.[6] That is why when having a conversation one cannot focus as much attention on other things.
Now the way cheek-se-mi-hai explains this state is that is is caused when a task is challenging and the person has a skill level
If a task is easy and skill is high, people are often bored
And if the task is difficult but skill level is high, people are anxious
The great thing about “being in the zone” is that it not only makes tasks pleasure, but it yields optimal performance, and increases confidence self-esteem and happiness
Even when not specificially designing for an immersive experience, can be designing an experience that complements immersion
[video game vs. phone]
Why Performance?
Easy example – of immersive experiences
can be amazing or terrible (depends on actors and technology)
but there’s a problem of passive/active – audience is passive
Performance can give you a window into unfamilar experiences (e.g love/) that you wouldn’t otherwise have
Relatability (interested)
Background knowledge (understand)
Performance technology often explores new ways of presenting information interaction
however audience not
unique performance problem of having to give technology to a large group of people
alternatively, online performance create a completely new space to work with
more than entertainment
Immersion lose your sense of self
goal of performance is to do that
relatablility/background knowledge
distraction
background knowledge
Some questions have come out of this:
Relatable – make them interested
Background – have enough of a foundation to understand
How to make it cheap enough for a
Immersive designers often contextual work in a time based narrative and story space to achieve flow
Rather than creating a use case, which focus on low level steps, designers focus on synthesizing an emotional story that accompanies the interaction
Distinction from gamification, which is superficial
, you consider different ways of designing a fuller or richer experience
**more than just a user profile
Different design approaches have been used that facilitate narrative
Storycubes
Tactile tool for thinking through design by exploring relationships and narratives- build up multipe narratives with cube
Dynamic storyboarding
Cutting out shapes and making them into a story
Act out scenes
In addition to creating meaningful story, I’ve observed 2 design trends that I believe can improve experience design
The first designing multi-sensory or synesthetic experiences
As I mentioned earlier, our brains process limited amounts of information, so when there is too much information, we’re unable to process/understand all of it
However, each of our different senses processes information differently, so through different sensory channels we can actually process more information than through one channel
Now what we think of as our basic senses (sight, sound, touch, smell, taste) are credited to Aristotle. In fact, we have approximately 20 different senses, that include pressure, pain and thermoception (hot/cold)
----
So by designing technology that facilitates multisensory information, we could create an experience that allows people to process more information with less effort and enjoy a richer experience
For instance, in a show highlighting seasonal changes, audience members could touch a themoregulated plate that changed from cold to hot depending on the season.
Similarly, smell could be used as an integral part of performance
Oscar mayer bacon app
Have the cellphone with app
Secondly, facilitating active participation
Traditional performance art either treats audience members as a passive users or rincorporates audience participation in limited quantities
Call and response in baptist church
Boolean theater where the audience often doesn’t know that they’re an audience
And improv comedy
Whose line is it anyway is particularly known example of improv that uses audience feedback to construct an experience
But could this experience become even more meaningful with technology? one project I worked on for Jon Frohleigh’s class was to trigger a sound that performers made as they walked around the stage that the audience could manipulate through their cellphones. The idea was that performers would react to these sounds as input – if the audience made their footsteps sound like godzilla, then they would create a scene around that. Rather than stopping the experience for audience feedback, audience members could give feedback dynamically
You could do a similar thing with something like a murder mystery play
Pick audience members and random to vote on elements of the play that would slightly alter the story
A great example of multisensory desing in the MoMA rain room that allowed museum goers to walk through a downpour without actually getting wet – by using motion sensor cameras to track movement of and turn water on and off
In this installation, there is specific narrative
But the installation adds sensory dimensions that makes it realistic, ties into past experience, and audience participation that makes it playful and unique
Even more engaging is Sleep no more, a play loosely based on Macbeth. Instead of a stage, a 5 story warehouse was converted in a set resembling a 1930’s style hotel. Rather than watching the show from afar, audience members put on masks and follow performers throughout the building or explore the space itself. The experience is a pinnacle of narrative, multisensory, and active participation, and people often go multiple times because every experience in unique.
Now technology wasn’t a central figure in show until until the opera of the future group at media lab partnered with this play to try to understand how the experience might be extended for audience members at home,
… which introduced a new question of how audience members might interact with performance when they’re not physically present.
Considering audience-mediated performance
think of HCI as sort of an interactive performance between man and machine
going back to design principles - persuasive design -customization getting feedback etc. Fogg can improve experience
how can we use wearables to improve performance experience?
Online education narrative
In fact, my thesis was on trying to make the experience more enjoyable