Designing
Systems for Human Interaction, Not Human-Computer Interaction
by Camille Utterback
I am a 32 year old artist,
in a booming metropolis, at the dawn of the 21st century. I am armed
with a couple of computers, a pile of camera equipment, some programming
skills, a good exhibit track record, my own company, and an amazing
network of friends and colleagues. I want to change how people think
about their relationship to technology. I want to bring our physicality,
our bodies (a large part of what makes us human) back into the equation.
I am passionate about creating experiences that show people that
their interactions with computers do not have to be frustrating,
deadening, and potentially debilitating. Instead, we can imagine
and create a world where this interaction is seamless, intuitive,
playful and inspiring. By using video cameras to create physical-digital
systems that engage people's bodies instead of just their fingers
and eyes, I hope to refocus attention on the embodied self in an
increasingly mediated culture. Additionally, my video-based interfaces,
by allowing many users simultaneously, create social spaces focusing
on human interaction, not human-computer interaction.
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I have exhibited my
interactive video installations at art galleries and festivals around
the world, and in science museums, children's museums, and corporate
and retail environments. My pieces have even found their way into
private collectors' living rooms. When I see the look on people's
faces as they watch projected imagery magically react to the image
of their body--as they giggle and start doing odd contortions with
their body and begin playing with people around them--I know my
vision is possible.
When historians look back
at these early physical-digital experiments that my many colleagues
and I are creating now, perhaps these pieces will look like early
daguerreotypes--lacking polish and definition--but I think we've
begun down a path that will be remembered as the beginning of an
evolution in design. In Donald Norman's book, The Invisible Computer,
he points out that we no longer buy "motors" (as was once
the case). We buy "blenders" or "hair dryers".
When motors became cheap enough, they disappeared into consumer
objects designed for specific purposes, and were no longer purchased
as separate objects. Artists and designers like myself are beginning
to put an end to the "computer". Physical-digital objects
will evolve and proliferate, taking many forms from consumer objects,
to custom designed exhibit design, to art work. Physical-digital
interfaces will not be novel, they will just be used. The appeal
of my work lies not in the fact that it uses technology in a new
way, so much as it allows the technology to disappear, and lets
people enjoy a physically-based, human-centered experience.
So what do I make? As mentioned,
most of my interactive installations to date use a video camera
as an input device. Video data provides much richer information
about the world than a mouse and keyboard input device do. I write
custom software to process the incoming camera signal to glean information
about users' positions, motions, or gestures in the installation
space. Imagery is then generated and projected in response to the
camera input. The effect is that the images on the screen appear
to magically and transparently respond to people in the space. A
secondary, but no less important effect, is that using a video camera
as an input allows for many people to interact with my systems at
once. This helps my installations to become social spaces where
people interact with each other as much as with the system I've
developed.
I have developed a number
of installations (www.camilleutterback.com,
www.creativenerve.com)
that respond to users in different ways, but for this article I
will concentrate on discussing Text
Rain, created with Romy Achituv in 1999. 'Text Rain' is
the oldest, and perhaps most well known of my video tracking based
works.
In the Text Rain
installation, visitors see a live black and white video projection
of themselves. Colored letters drift down the screen like rain or
snow and can be caught and lifted by people's heads, limbs, or any
other object in the video image. As one set of colored letters fall,
they fade and are replaced by new letters from above. The lines
that fall are form a poem about bodies and language. If participants
catch enough letters they can read words and phrases from the poem.
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The video-tracking interface design ofText Rain feels "transparent"
for a number of reasons. Text Rain responds immediately to
a person's presence, whether or not that person intends to interact
with the piece. There is no donning of complicated headgear, and
no queuing up for your turn. Because the boundary between being
"in" or "out" of this virtual space is only
a matter of attention, users can talk and engage freely with other
people in the installation space, while simultaneously playing with
the letters in the virtual space. The boundary between the real
space and the virtual space is "thin" because it is easy
for users to be present in either the real or virtual space, to
seamlessly shift between the two, or to feel present in both simultaneously.
The interaction with this system also takes advantage of the fact
that people already know how to manipulate their bodies--particularly
in front of something that resembles a mirror. Participants are
not asked to learn a new metaphor to operate the interface. If we
want to catch something in the real world, we hold out our arms--which
is exactly how the interaction works in Text Rain. A familiar
physical activity is translated directly into the system.
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There are many systems other than Text Rain that use video
as an input. Myron
Krueger is considered by some as the father of this field. Scott
Snibbe's Boundary Functions is a more recent, but beautiful
example.) Part of Text Rain's success, however, also depends
on the specific design of the system, not just the video-tracking
aspect of it. While the reaction of the letters to users is immediate
and easily understood, the piece also sets up an open-ended dynamic
that allows for a wide variety of personal discovery and play. There
is no right or wrong way to interact with this piece. As creators
of this work, Romy and myself have been continually amazed watching
people engage with it. In order to catch more letters, people have
opened umbrellas, stretched scarves between them, and enlisted a
series of strangers to hold hands across the screen.
The social dynamic set up by the system is also very open ended.
People communicate with each other directly in the real space by
turning to talk with each other, or via the virtual space, by connecting
gazes through their on-screen images. People cooperate to try to
catch more letters, or joke around, stealing letters from each other.
Far from creating a virtual world in which users are "lost,"
Text Rain, through the virtual space it creates, activates
the real space in which it exists. The on-screen space created by
the Text Rain installation encourages participants to move
and gesture with their body in the real space. The virtual space
also encourages social interaction within the real space of the
gallery.
I hope that my contribution to the world will be to notch open the
door a little bit, to create a chink of light in the wall of prevailing
design--the unmalleable gray and putty (now happy iMac-colored)
boxes that confront us with their glowing screens and carpel tunnel
syndrome. If these machines will underpin our future work and play,
how can we design them to respond to the full range of human embodied
existence?
>> back to the physical computing roundup
Camille
Utterback has exhibited her award-winning interactive
video installations at festivals and galleries internationally.
Notable accolades include a Rockefeller Foundation New Media Fellowship
(2002-2003) and inclusion in the 'TR100 top 100 innovators of the
year under 35' by MIT's Technology Review (2002). Utterback holds
a BA in Art from Williams College, and a Masters degree from The
Interactive Telecommunications Program at NYU's Tisch School of
the Arts. In addition to creating her own artwork, Utterback develops
installations for commercial and museum settings via her company
Creative Nerve, and teaches at the Parsons School of Design.
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