GangKlang. sonic interaction design for flow while walking FGTIS Nassrin Hajinejad 1

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GangKlang sonic interaction design for flow while walking 28-08-2013 FGTIS Nassrin Hajinejad 1

Who??? - Gangs of Bremen - Flow-Machines Project PhD research : GangKlang - IxD Research - Flow Experience Design - Walking Activity Theory - SID Begreifbare Interaktion Outline 2

research topics Phd: sonic interaction design, flow Research group: mobile interaction & experiences work Phd student: University of Bremen (Oct. 2012) Research Assistant: Gangs of Bremen, University of Applied Sciences Bremen Flow-Maschines: Body-Movement and Sound (2012-2015) study Bachelor & Master of Science in Digital Media University of Applied Sciences Bremen About Nassrin Hajinejad 29 years old, born in Iran, living in Germany 3

Mobile interactions & experiences Everyday life activities Transformation of activities by mobile devices Physical & Virtual interplay Mobile Games & Play Activity Theory Gangs of Bremen Research Group led by Prof. Barbara Grüter. www.gangs-of-bremen.de 4

Supporting the walking activity Facilitating the experience of flow different contexts: - everyday life rehab mobile games BMBF funded 10 /2013-10/2015 BMBF Research Project Facilitating flow experiences while walking. www.flow-maschinen.de 5

gather data extract /analyze sonify Flow-Machines Biofeedback systems for walking Supporting the personal manner of walking. 6

How to design sonic interactions for walking to facilitate the experience of flow? Sonic interaction Walking Flow GangKlang PhD research Sonic interaction design for flow while walking www.flow-maschinen.de 7

sonic interaction to enrich the walking experience > technological challenges > design solutions SI sonification of walking data > reciprocal effect > experience of flow Flow Walking the concept of flow in the activity of walking IxD Research PhD research > new insights to flow > interaction ideastion Zimmerman, J., Forlizzi, J., and Evenson, S. Research through design as a method for interaction design research in HCI. Proc. SIGCHI Conf. on Human factors in computing systems, (2007), 493 502. 8

SI Walking Flow reveal: the concept of flow in the activity of walking > new insights to flow > interaction ideastion Flow & Walking Step I 9

... a subjective state that people report when they are completely involved in something to the point of forgetting time, fatigue, and everything else but the activity it- self. preconditions: optimal challenges / opportunities proximal goals immediate feedback flow characteristics: intense and focused concentration merging of action and awareness sense of control distorted temporal experience activity feels intrinsically rewarding Flow: a state Csikszentmihalyi, M., Abuhamdeh, S., and Nakamura, J. Flow. In Handbook of competence and motivation. Guilford Publications, NY, US, 2005, 598 608. 10

Designing for flow Challenge Flow - Balancing challenge & skills Experience Sampling Method - Questionnaires, Self-Report Physiological Measurement Skills - Salivary cortisol, Heart rate variability Flow: objectified Engeser, S., ed. Advances in Flow Research. Springer, 2012. 11

"... when defining challenge more broadly as opportunities for action as Csikszentmihalyi (1975;p.49) did in the beginning of his research, one comes closer to an explanation of why flow can be experienced in situations without an obviously challenging character as well. (a)... the original meaning of an affordance is that of an empty space between two fitting jigsaw pieces. (b) Flow & Affordances (a) Schiepe-Tiska, A. and Engeser, S. Flow in nonachievment situations. In Advances in Flow Research. Springer, New York, NY, 2012, 87 108. (b) Linderoth, J. Beyond the digital divide: An ecological approach to gameplay. (2011). 12

smoothness of motion: characteristic describing the degree of continuity in the progress of a movement subjectively experienced quantified by the jerk cost Flow & body movement Meinel, K., Schnabel, G., Schnabel, G.G., and Krug, J. Bewegungslehre Sportmotorik: Abriss einer Theorie der sportlichen Motorik unter pädagogischem Aspekt. Meyer & Meyer Sport, Aachen, 2007. 13

What is walking for you? 14

Gait: objectified body movement A cyclic activity in which one step follows the next one in a reciprocating movement. Regular, target-oriented, continuous 15

X Spatial vs. Body movement 16

"Activity theory is an approach in psychology and other social sciences that aims to understand individual human beings, [ ] in their natural everyday life circumstances, through an analysis of the genesis, structure and processes of their activities." Activity Theory Kaptelinin, V. and Nardi, B.A. Acting with Technology: Activity Theory and Interaction Design. Mit Pr, 2009. 17

X Walking: an activity 18

Smooth transitions between units of interactions on different levels of the walking activity A quality of a continuous process Opportunities for action Flow while walking 19

apply: sonic interaction to enrich the walking experience SI Walking Flow > flow: smooth transitions > possibilities for action SI & Walking 20

Sonic Interaction Interacting with sound, the Theremin becomes a means, an instrument. Design 21

Sonic Interaction Interacting with the Theremin, the sound becomes a means, an instrument. Design 22

SID Product Design Creating Identity Audi sound design https://www.youtube.com/watch? v=sy7khvdtb9i&list=pl7470479d05639ffe 23

SID Earcons Providing Feedback Windows XP interface design http://www.youtube.com/watch?v=xazv5nhxzic 24

Sonic Interaction Design 25

SID for Walking 26

apply: sonic interaction to enrich the walking experience SI Walking Flow > flow: smooth transitions > possibilities for action IxD Research Applying theoretical models and concepts in 27

opportunities that facilitate meaningful stories apply sound to unify Narratives of Walking Desmet, P. and Hassenzahl, M. Towards Happiness: Possibility-Driven Design. In Human-Computer Interaction: The Agency Perspective. Springer Berlin Heidelberg, Berlin, Heidelberg, 2012, 3 27. 28

keynote sounds sound signals soundmarks Soundscapes of Walking Soundscape composition & acoustic ecology: R. Murray Schafer, Barry Truax 29

keynote sounds soundmarks sound signals Soundscapes of Walking Soundscape composition & acoustic ecology: R. Murray Schafer, Barry Truax 30

First idea prototype detects toe-off event of one leg, toe-off event of second leg is simulated. sonification: toe-off 1 -> kick toe-off 2 -> snare heel-strike -> hi-hat 31

> seamfull design > simulate SI sonification of walking data Walking Flow > flow: smooth transitions > possibilities for action IxD Research Applying theoretical models and concepts in 32

sound texture changes walking style Bresin et al. 2010 Sound guided actions Hard texture -> aggressive walking style Soft Texture -> tender walking style High spectral centroid -> more active style Low spectral centroid -> less active style 33

> seamfull design > simulate SI sonification of walking data Walking Flow > flow: smooth transitions > possibilities for action IxD Research Applying theoretical models and concepts in 34

events heel-strike toe-off phases stance swing stance Sonified gait objectified movement 35

Blind spots approach of small iterative loops design activities not as distinct items but rather a network??? tangible interactions: a transforming mediation type 36

Providing a means to facilitate meaningful stories Apply sound to unify Soundscapes Soundscapes of Walking Desmet, P. and Hassenzahl, M. Towards Happiness: Possibility-Driven Design. In Human-Computer Interaction: The Agency Perspective. Springer Berlin Heidelberg, Berlin, Heidelberg, 2012, 3 27. 37