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Human Factors in the Design of Interactive Multimedia Art Installations (IMAI)
1. HUMAN FACTORS IN THE DESIGN
OF INTERACTIVE MULTIMEDIA
ART INSTALLATIONS (IMAI)
Ghadah Al-Ofisan1,2 and Areej Al-Wabil1,2
1College of Computer and Information Sciences,
Prince Sultan University, Riyadh, Saudi Arabia
2Software and Knowledge Engineering Research Group
King Saud University, Riyadh, Saudi Arabia
skerg.ksu.edu.sa
#AHFE2015
July 30, 2015
5. Interactive Multimedia Art Installations (IMAIs)
▪ Arts & Technology
▪ New Media Art
▪ Multimedia immersion
▪ Interactive art installation
▪ IMAIs operatory paradigm
8. Background and Motivation
◆ Requirements Engineering in agile development
◆ The user’s involvement in the development process
◆ Changing nature of IMAIs development
13. IMAIs DESIGN FACTORS
◆ Interaction design patterns
◆ Human factors and ergonomics
◆ Socio-cultural factors
◆ Additional design factors
14. INTERACTION DESIGN PATTERNS
• A pattern language for interaction
design in interactive exhibits
• It simplifies the process of
translating the requirements
between the artists, designers
and system engineers
An HCI pattern language for Interactive exhibits
[3]
15. INTERACTION DESIGN PATTERNS
◆ Pattern Language
▪ Means of knowledge communication among team members [3]
▪ Base of vocabulary and a lexicon for the interdisciplinary
backgrounds’ terminologies [3]
▪ Supports the PD approach [4]
▪ Structure: context, problem, solution
16. HUMAN FACTORS AND ERGONOMICS
Category Sub-category Design Considerations
Physical (i.e. Sensory) Haptics 1. Ability to re-locate objects
2. Ability to press on a touch screen
3. Ability to see the display in a specific distance and angle within the range of the head
movements (i.e. up, down, right and left)
Optics 1. The clarity of the visual display (i.e. the spectator’s receptive visual resolution)
2. The ability to differentiate between colors (i.e. considering color vision deficiency [17])
3. The ability to perceive light and visualize objects
Auditory 1. The ability to hear playing audio
2. The ability to perceive audio in a specific range of frequency
3. The clarity of the perceived audible media
Cognitive Perception 1. The ability to comprehend the content visualized
2. The ability to comprehend the meaning of the audio played out
3. The ability to comprehend meaning or reason behind the motion of objects
Memory The ability to retrieve a short-term or long-term memory
Reasoning 1. The ability to analyze the reasons and logic of the displayed media
2. The ability to analyze the reasons and logic of the interactions
Motor response The ability to walk in the space of the installation
Organizational (i.e.
Perceptual)
Structures 1. The ability to comprehend the structure of the objects in the installation space
2. The ability to comprehend the relation between the object in the installation space
Policies The ability to understand the policies and the rules of the interaction
Processes The ability the understand the sequence of the interaction processes (i.e. where and when the
interaction starts and ends)
17. SOCIO-CULTURAL FACTORS (SCFs)
◆ Social and Cultural factors
◆ Impact of embedding SCFs [5][6]
◆ High and low level of SCFs [7][8]
◆ Examples :
Language
Beliefs
&
Values
Education
levels
18. ADDITIONAL DESIGN FACTORS
◆ Additional factors in relation to Manipulation and Effects [5]
Strategies Manipulations Effect
Magical Largely hidden Revealed
Expressive Revealed Revealed
Secretive Hidden Hidden
Suspenseful Apparent Revealed when the
spectator interacts
with the
installation
19.
20. CONCLUSION
◆ Various factors targeting specific design aspect
◆ Patterns as means of communication
◆ The PD approach as a container enclosing all the design
activities considering all factors.
21. CONCLUSION
◆ Human Factors aligned with IMAI design considerations
◆ Patterns as means of communication
◆ The PD approach as a container enclosing all the design
activities considering all factors.
22. REFERENCES
1. E. B.-N. SANDERS, E. BRANDT, and T. BINDER, “A Framework for Organizing the Tools and Techniques of Participatory
Design,” in PDC 2010 - Proceedings of the 11th Biennial Participatory Design Conference, 2010, pp. 195–198.
2. G. Jacucci, M. Wagner, I. Wagner, E. Giaccardi, M. Annunziato, N. Breyer, J. Hansen, K. Jo, S. Ossevoort, A. Perini, N.
Roussel, and S. Schuricht, “ParticipArt: Exploring participation in interactive art installations,” in 9th IEEE International
Symposium on Mixed and Augmented Reality 2010: Arts, Media, and Humanities, ISMAR-AMH 2010 - Proceedings, 2010,
pp. 3–10.
3. J. O. Borchers, “A pattern approach to interaction design,” AI & Society, vol. 15, no. 4. pp. 359–376, 2001.
4. [15] A. Dearden and J. Finlay, “Pattern languages in HCI: A critical review,” Human--computer Interact., vol. 21, no. 1, pp.
49–102, 2006.
5. S. Reeves, S. Benford, C. O’Malley, and M. Fraser, “Designing the spectator experience,” in Proceedings of the SIGCHI
conference on Human factors in computing systems, 2005, pp. 741–750.
6. G. Taxen, S. O. Hellström, H. Tobiasson, M. Back, and J. Boewrs, “The Well of Inventions – Learning, Interaction and
Participatory Design in Museum Installations,” in Seventh International Cultural Heritage Informatics Meeting, 2003, pp. 8–12.
7. A. Jaimes, N. Sebe, and D. Gatica-Perez, “Human-centered computing,” in Proceedings of the 14th annual ACM international
conference on Multimedia - MULTIMEDIA ’06, 2006, p. 855.
8. A. Jaimes and S. Chang, “A Conceptual Framework for Indexing Visual Information at Multiple Levels,” IS&T/SPIE Internet
Imaging, vol. 3964, 2000.
23. Ghadah Al-Ofisan1,2 & Areej Al-Wabil1,2
1College of Computer and Information Sciences,
Prince Sultan University, Riyadh, Saudi Arabia
2Software and Knowledge Engineering Research Group
King Saud University, Riyadh, Saudi Arabia
skerg.ksu.edu.sa