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Corresponding author:Zafer Bilda
creative engagement
Designing forZafer Bilda, Ernest Edmonds, Creativity and Cognition Studios, Australasian
CRC for Interaction Design, University of Technology, Sydney, PO Box 123,
Broadway, NSW 2007, Australia
Linda Candy, Creativity and Cognition Studios, University of Technology,
Sydney, PO Box 123, Broadway, NSW 2007, Australia
This paper addresses the problem of understanding creative engagement with
interactive systems. A model of engagement is proposed which represents
modalities and phases of interactive experiences. The model was derived from
empirical studies of audience interaction with art systems. The aim is to provide
a means of facilitating communication between participants in the interaction
design process. The intention is to help improve collaboration between
participants through examining, understanding and agreeing on the set of
concepts and modalities on interactive experience. The ongoing research
involves refining and developing the model into a more general-purpose
instrument.
rown Copyright � 2008 Published by Elsevier Ltd. All rights reserved.
Keywords: interaction design, user behaviour, evaluation, engagement,
modelling
Creative engagement with digital systems is a new and rather elusive
concept for interaction design. Enabling interactive experience that
possesses artistic intentions raises significant challenges, a major one
of which is how to anticipate and define the user experience. By its very nature,
creative engagement with interactive art systems is as varied as the individual
people who interact with it and the different types of artworks and, therefore,
quite difficult to predict. Interactive art invites the audience to engage through
interaction and, in so doing, participate in the realization of the work itself.
Experiencing art is driven by perception, where perception is an active and
constructive process. Experiencing interactive artworks involves the same
condition in addition to the active engagement with the work, which involves
being in the space of the work, interacting with it and constructing a meaning
through this interaction. Therefore, within an interactive art system, the audi-
ence as well as the artist, is engaged in a creative pursuit.
Our challenge was to find a way of representing this kind of creative engage-
ment in a way that is comprehensible and communicable to the participants
in the interaction design process. We describe an engagement model that is
www.elsevier.com/locate/destud
0142-694X $ - see front matter Design Studies 29 (2008) 525e540
doi:10.1016/j.destud.2008.07.009 525Crown Copyright � 2008 Published by Elsevier Ltd. All rights reserved Printed in Great Britain
526
derived from the results of studies of audience experience with interactive
art systems. We describe engagement in terms of temporal interaction
modes which define a transformative dialogue between the participant
and the art system during the interactive art experience. The engagement
model describes this dialogue and structural components of the experience
from the audience perspective. The model was derived from case studies
of audience interactions with ten different art systems in a public exhibition
context.
The initial aim was to provide a means of facilitating communication between
artists, interaction designers, researchers and system developers, and thereby
improve collaboration through examining, understanding and agreeing on
the set of concepts and modalities on interactive experience. The model can
also be used to examine and understand audience experience of different art-
works. The ongoing research involves refining and developing the model
into a more general-purpose instrument.
1 Modelling human experience in humanecomputerinteractionStudies of the aesthetics of HCI have parallels with interactive art studies, be-
cause they focus on users’ perceptions and psychological states during experi-
ence. For example, Tractinsky and his collaborators studied users’ perceived
visual aesthetics of an interactive system, explored the relationship between
aesthetics and usability, and claimed ‘What is beautiful is usable’ (Tractinsky
et al., 2000). This claim initiated other discussions and studies reflecting similar
issues and concerns. Hassenzahl extended this concept and defined the He-
donic Qualities in the context of HCI which are tied to the individual’s self
and psychological wellbeing (Hassenzahl, 2002). He devised the concept
‘Goodness’ e as opposed to what is beautiful e which arises from combining
impressions of hedonic identification, pragmatic values (e.g., perceived usabil-
ity) and mental effort.
Norman breaks experience down into levels: the visceral, the behavioural and
reflective (Norman, 2004). The visceral level is perceptually based, giving rise
to immediate judgments: good or bad, safe or dangerous. The behavioural
level, he argues, is expectation driven, so a positive effect results from feeling
in control and from the understanding that arises during the use of a product.
Therefore, lack of control and mismatch between expectations and actual
experiences produces negative effects. The reflective level is conscious of emo-
tional feelings and is intellectually driven. Moreover, it uses the rich history of
prior experiences, one’s own self image, and personal meanings to evaluate any
experience (Norman, 2004).
Design Studies Vol 29 No. 6 November 2008
Designing for creative en
Another description of human experience is Wright, McCarthy and Meeki-
son’s framework (Wright et al., 2003). It is based on Dewey’s conceptualiza-
tion that experience is constituted by the relationship between self and
object (Dewey, 1934). This is closer to authors’ view of how to conceptualize
interactive art experience, as described in Bilda et al. (2006). In Wright et al.’s
framework, they describe four threads for experience that interact and mutu-
ally constitute one another: emotional, sensual, compositional and spatio-
temporal. The emotional thread includes anger, joy, frustration, satisfaction,
fun, or other emotional states such as meditative or flow (Csikszentmihalyi,
1990) within an experience. The sensual thread is concerned with our sensory
engagement with a situation which may refer to the look and feel of a system or
artefact as well as to the environment. Sensual and emotional threads are
intertwined and they influence each other. Compositional thread refers to
the partewhole structure of the experience, in an unfolding interaction: first,
I do something to the interactive system, and it does something back; then I
tend to create the same actioneresponse repeatedly in the next stage. These
are two of the many compositional structures of the whole experience. The
spatio-temporal thread is related to the compositional structure, that all events
and actions in the composition unfold in a particular time and place. For ex-
ample, visitors in Disneyland are directed to the shop at the start of their visit
so that they avoid the queuing experience; if they stay too long in the shop and
not move on to the next stage, they might get frustrated, so the pace of how the
experience unfolds is important. In summary, it does matter where each
compositional event/action happens and when it happens because they affect
experiential outcomes.
1.1 Experience with interactive artworksInteractive art systems invite the audience to play, to interact; in this sense,
participation is much easier to promote than to achieve. This is where the com-
puters come in. If we view the computer as a real time control device and given
that we can specify rules for how it is to respond to external stimuli, it can be
seen to put behaviour into effect by taking into sense data and controlling
output devices such as video projectors and speakers.
Experience is a key issue in interactive art because it is constructed through in-
teraction and interaction communicates the essence and the meaning of the
work to the participant. A participant experiencing an interactive artwork is
doing something to the environment (interactive art system) and undergoing
an effect from what s/he changed in the system. Therefore, the audience
actively constructs the artwork in an essentially creative process.
1.2 Creative engagementEdmonds et al discuss creative engagement with interactive artworks in terms
of three categories: attractors, sustainers and relaters (Edmonds et al., 2006).
The first is concerned with gaining attention, the second with maintaining that
gagement 527
Figure 1 Iamascope in Beta Space
528
attention and the third with ensuring a long-term interest. In this paper we are
particularly concerned with the first two of these. We consider the initiation of
interaction (concerns about attractors) and sustaining that interaction (con-
cerns about sustainers). Our interest here is in modelling the processes and
work in this kind of engagement in interactive art.
Candy and Edmonds categorized interaction types in art as static, dynamic-
passive, dynamic-interactive and dynamic-interactive-varying (also called gen-
erative) (Candy and Edmonds, 2002). Most interactive artworks we refer to in
this paper are in the dynamic-interactive category, where the human ‘viewer’
has an active role in influencing the changes in the art system. Motion and
sound capture techniques are often used to incorporate human activity into
the way visual images and sound are presented. The work performs differently
according to what the person does or says.
An example of a dynamic-interactive art system is ‘Iamascope’ (Fels and
Mase, 1999), a work which includes a camera capturing viewer images and
movement and which is connected to a controlling computer. The work reacts
to human movement in front of it by changing kaleidoscope-like images and
making music at the same time in direct response to viewer’s movements
(Figure 1).
An example of the generative type interactive art system (dynamic-interactive-
varying) is ‘Absolute 4.5’ (Edmonds, 2006). In this system, there is an addi-
tional agent (a software program) that changes the original specification of
the art object. Because of this, the performance of the artwork cannot be
predictable.
Absolute 4.5 (Figure 2) is comprised of a large screen with a changing grid of
colours accompanied by a complex sound track and controlled by a generative
set of rules carried out by a computer. As the audience approaches the screen
Design Studies Vol 29 No. 6 November 2008
Figure 2 Absolute 4.5 in Beta Space
Designing for creative en
Absolute 4.5 detects their presence through sensors in the floor. Aspects of the
system’s behaviour, such as its rate of change, are influenced by audience be-
haviour in the space.
2 Studying audience experienceUnderstanding and evaluating ‘interactive experience’ is of interest to HCI re-
searchers and interaction designers. In the history of HCI, ‘interaction’ was
primarily studied through effectiveness and efficiency of a system and has
been measured by focusing on usability, user’s understanding, the number
of errors users make, and the amount of time required to complete a task.
However task-oriented evaluation techniques do not always satisfy interactive
art experience evaluation objectives. Recent trends in HCI research have be-
gun to focus on fun, pleasure, goodness and beauty (Jordan, 2000; Tractinsky
et al., 2000; Hassenzahl, 2004) as experiential goals. For example, Hassenzahl
argued that evaluation should take the role of affect and emotions into account
to better understand people’s experience of technology (Hassenzahl, 2004).
Similarly, the evaluation of audiences’ experience of interactive artworks
goes beyond usability and often involves measurement of aesthetic apprecia-
tion and the various engagement qualities which are dependent on personal
traits, motivations, expectations, emotions and cognitive states of the
audience.
Audience/user experience evaluation is conducted using several methods such
as direct and lateral observations in the context of experience, contextual en-
quiries (interviews with the audience during their experience of an interactive
system) and/or expert workshops (where experts are invited to experience and
discuss an interactive system). These methods can help the interaction designer
to understand to what extent audience expectations are met and how to further
develop the interaction design. For example, Hook et al. showed that some
HCI evaluation methods can be useful for improving the development of in-
teractive artworks. The evaluation approach responded to the concerns of
gagement 529
530
the interactive artist and assisted the design of the interactive artwork studied
(Hook et al., 2003).
2.1 Beta Space: a living laboratory for interactive artThe context in which this research occurred was the Creativity and Cognition
Studios (CCS)1 a multi-disciplinary practice-based research group in digital
media and the arts. In 2003, CCS and the PowerhouseMuseum, Sydney joined
together to create a pivotal public space called Beta Space in the exhibition
galleries of the museum. Beta Space provides an environment for artists,
designers and technologists to design, implement and evaluate artworks with
real audiences.
The objectives of audience experience research in Beta Space are two-fold:
, To support artists and designers in the development of their interactive
artworks as part of an iterative creative process. Research into audience
experience thus forms part of a process of formative evaluation for each
artwork.
, To contribute to a general understanding of the experience of interactive
art and design of new media that can support theorists, artists, designers,
curators and producers.
In evaluating audience experience, we study people experiencing the interac-
tive artworks using observational and qualitative research methods (Bilda,
2006). This enables us to consider whether the audience experience relates to
the artist/designer’s intentions. Audience experience studies have been under-
taken in which different works are installed and people asked to participate in
the research by visiting the space and agreeing to provide information about
their experiences. Our methods of enquiry involve context analysis and obser-
vations, contextual interviews, video-cued recall, along with qualitative and
quantitative analyses of protocols of verbal and non-verbal (behavioural)
data. In Candy et al., we describe the research methods used to study interac-
tive art experience (Candy et al., 2006) in detail. Qualitative and behavioural
data is collected in three stages: (1) direct observation or observation via video
recording, (2a) either contextual interviewing or (2b) video-cued recall, (3)
structured interviews or questionnaires. We employ these three stages in differ-
ent ways for experiences of different artwork installations.
3 A model of creative engagementIn this section we describe a model for active engagement with interactive sys-
tems, based on defining interactive experience as a transformative dialogue be-
tween the audience and the interactive (art) system. We identified cognitive
components of interaction and used these as basic elements of the engagement
model through studying the different art systems and different audiences. The
engagement model represents ‘interaction modes’ and ‘interaction phases’
Design Studies Vol 29 No. 6 November 2008
UnInteraction
Modes
Expe
Phases Ad
Figure 3 Model of engagement: in
Designing for creative en
related to the participant’s experience of an interactive art system. While inter-
action modes define dialogues between the participant and the art system,
interaction phases define participant’s longer-term cognitive processes (see
Figure 3).
The model was developed through long-term analysis of direct and lateral
audience observations and qualitative analyses of audience verbal reports
and interviews. Observational and qualitative data was collected from audi-
ence experience of ten different artwork installations in Beta Space over
a three-year period between November 2004 and November 2007. The works
in chronological order are Iamascope (Figure 2), Absolute 4.5 (Figure 3),
Cardiomorphologies, Sonic Thai Chi, Contagion Prototype, Time Sketches,
To Be or Not To Be, GEO Landscape 0.1, The Musicians and Just a Bit of
Spin. Further descriptions of the artworks, can be found on the Beta Space
website (www.betaspace.net.au).
3.1 Audience intentions, expectations and transformativedialogueThe key to understanding interactive experience and engagement is to learn
about people’s intentions in performing certain actions and how they make
sense of their experience and outcomes of their actions. Our methods for
studying audience experience involve gathering detailed qualitative descrip-
tions of their experiences as well as observing/recording their behaviours
during the timeline of the interactive experience. Audiences have various
intentions and motives for acting in a certain way, although their interaction
behaviour often looks similar.
Expectation Expectation Expectation Expectation
intended Deliberate Intended/ in
control
Intended/
uncertain
Unexpected
ctation
aptation
Learning
Deeper understanding
AdaptationAnticipation
teraction modes and phases
gagement 531
532
A participant’s intention (in performing an action) can be identified from two
different perspectives: first, the participant’s specific purpose (fun, pleasure,
curiosity, accomplishment etc.) in performing the action, and second, the out-
come or goal the participant has, where s/he expects her action will result in
a specific response or outcome by the system. Whilst the first perspective is
related to personal experience, the second perspective is more about the
participant’s expectations of the system.
In most areas of HCI and computation, whether an action is successful or
unsuccessful depends on whether the intended result is achieved: for example,
clicking on the play button will be a successful action if it plays the video.
However, for understanding the experiences with an artwork, whether an
action is deemed to be successful or not may not be an appropriate measure
of success.
In the area of interactive artworks where creative engagement is encouraged,
the intended result can be made ambiguous to the participant. Assume the fol-
lowing scenario in a custom-made video player application: pushing the play
button will play the video first time, and then, when the video finishes, it stops.
Pushing the play button a second time plays the second video on the list, and
also initiates another change in the system. The change is that the video appli-
cation plays the current video for a minute and then starts to play the third
video on the list. The user is surprised with this system behaviour and does
not know why this happened. However s/he still thinks that his/her intention
(of playing the video) resulted in an expected outcome (the system played the
video). The application finishes playing the third video and stops. When the
user pushes the play button third time, the application fast-forwards the video.
We call such interactions involving unfamiliar consequences of someone’s
repeated actions as unexpected, because the intention of the action and the
intended result do not match. If participant’s intention is ‘accomplishment’
during her interaction with the video work, then it would be satisfied the first
and second time, but not the third time when the video fast-forwards. S/he
might get frustrated because her purpose and the outcome are not aligned any-
more based on her initial intentions and expectations. Alternatively the user
might become ‘curious’ about the system and explore it more. That is where
the concept of creative engagement emerges: the participant might find herself
re-thinking about her intentions or the outcomes she expects. Therefore, her
intentional behaviour can become ‘thoughtful’. If s/he shifts her intention to
‘enjoying the moment’, rather than focusing on the intended outcome, she
will have to make sense of her experience in a different way to what it was be-
fore. Therefore, there is a shift in her intention and expectation. We define this
process as the ‘transformative dialogue’ between the self and the object/system.
The shifts in intentionality and expectations are also key concepts in under-
standing creative engagement. Each participant has different expectations of
Design Studies Vol 29 No. 6 November 2008
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what the art system is, might be and will be: therefore, their intentions are
shaped by their expectations.
Expectations are often established by mindsets. There could be several mind-
sets for participants who first walk into an interactive art environment. Some
examples are:
‘‘I did not interact with an artwork before, so I do not know what do to.’’
‘‘I’ve heard about interactive artworks, but I don’t understand how art can be
interactive.’’
‘‘I’ve experienced some interactive artworks before, and I thought they were fun,
this should be fun too.’’
‘‘I’ve experienced some interactive artworks before and I did not really get the
idea, it was almost uncomfortable for me.’’
‘‘I experience interactive artworks all the time, so I look at them critically and
expect to enjoy them.’’
All these mindsets bring differing expectations that result in different sets of
performed actions, interactions and experiences for each participant.
The engagement model represents the perspective, expectations and interac-
tion behaviours of the participant who walks into the exhibition space, inter-
acts with the work, stays engaged and goes through phases during her
experience. Therefore, the active engagement model is human-centred, rather
than system centred, i.e. it does not represent the system architecture of the art-
works. The model shows a series of interaction modes that might sequentially
or non-sequentially occur during the interactive experience (Figure 3). A de-
scription of the elements follows.
3.2 Interaction modesThe modes of interaction represented in the model were identified from our
observations and detailed analyses of audience’s intentions and expectations
during their experiences with interactive artworks. All data were collected in
Beta Space and included video/audio recordings of audience behaviour and
verbalizations. Based on ten case studies, including audience experience re-
search with more than 100 observations and interviews, we have identified
five different modes of interactions: unintended, deliberate, intended/in
control, intended/uncertain, and unexpected.
Unintended mode refers to the initial interaction with a system or environment
where audience expectations are not set. This means the audience have no
prior idea about what the system does. In the Beta Space context, this is
before the participant reads the descriptive information about the work (de-
scriptive information is often printed on a poster and displayed on the side
gagement 533
534
wall). In the HCI context, this could be an experimental scenario where a user
is trying out a software or application without knowing its purpose and how
it works. Assume it is a smart sketching software but the user is not told what
the software is or is used for. As a first action, the user might open the appli-
cation see a white blank screen and click somewhere on the screen without
any specific intention, and this brings out a pop up window saying: ‘click
on the area to the right hand side to start the menu’. Here the user interacts
with the system without knowing what her specific intentions are; this is what
we call the unintended mode.
Deliberate mode refers to a stage after the initial interactions with a system or
environment, where audience knows a little of what to expect. In our HCI sce-
nario where the user is trying out new sketching software, s/he recognizes that
it is software and that it has a menu structure. S/he reads through the menu
action labels and develops ideas about its possible capabilities. In this mode s/
he should be able to establish a (desired) outcome (for example drawing
a line) from exploring and understanding what the system is capable of doing.
S/he has a limited idea of what the system is doing, and expects features and
functions to work as she expects.
Intended/in control mode refers to a stage where the audience is capable of set-
ting a purpose for his/her actions and expectations about the outcomes. In
our HCI scenario, s/he would be performing some simple tasks such as draw-
ing several lines and curves on a white screen, changing tools and trying out
paint buckets, thickness of pencils, and the crop tool. S/he thinks she has an
understanding of the system (that it’s a drawing/sketching tool) and becomes
comfortable with doing and repeating some of the tasks. S/he feels in control,
i.e. her intended actions and her expectations of outcomes are aligned.
Intended/uncertain mode refers to a stage where the audience starts expanding
her/his intentions for her actions and expectations about the outcomes. In our
HCI scenario, s/he starts sketching an L-shape building, and as she finishes
the shape, three divisions appear in the shape unexpectedly. When she moves
her mouse over the shape the lines disappear. She remembers that in her pre-
vious drawings she divided shapes into three, and starts thinking that the soft-
ware is smarter than she thought. Is it possible that the software recognizes
and displays the emergent shapes based on her drawing history? Probably
her understanding of the system has shifted from a drawing tool to a smart
sketching assistant. S/he becomes curious, starts thinking about playing
with different emergent shapes. Her intentions and expectations from the sys-
tem has transformed based on her dialogue over time with the system. In this
interaction mode (intended/uncertain), s/he can set out intentions (possibly
new ones) and s/he is uncertain about the outcomes. Intended/uncertain
mode has one of the highest possibilities for creative engagement, where the
user can end up with creative outcomes or understanding from her
experiences.
Unexpected mode refers to a stage where the audience questions her/his inten-
tions, expectations about outcomes and what the system is about. In our HCI
Design Studies Vol 29 No. 6 November 2008
Designing for creative en
scenario, we can imagine that the smart sketching assistant starts displaying
the emergent shapes and making them stay on the sketch, almost taking con-
trol of her sketching process, by trying to convince her to make decisions she
did not want or think about. S/he finds this behaviour quite unexpected and
starts thinking that the assistant is annoying her. She does not feel in control
of the system and it becomes hard for her to set out an intention and what to
expect. She is not sure whether she is interacting with a smart sketching assis-
tant or she is in a wizard of OZ experiment. From the user’s perspective this
could be either chaotic or an opportunity to reflect on what she experienced.
She can terminate her interaction, or can keep on interacting with the smart
assistant to convince him what he suggests is not a good idea. Through this
process she might end up with new ideas and outcomes. Unexpected mode
of interaction is the most transformative type of dialogue between the audi-
ence and the system. This mode has the highest risk for frustration and the
highest potential for creative outcomes and influential experiences.
3.3 Interaction phasesInteraction phases are periods during a participant’s interactive experience
that are based on her/his cognitive and perceptual states. Figure 3 shows
that phases are aligned with interaction modes and they may overlap with
each other. This is because the start and the end of the phases cannot be strictly
identified and can change with how the participant perceives and thinks about
the system. We identified four interaction phases: adaptation, learning, antic-
ipation and deeper understanding.
Adaptation: The participant adapts herself to the changes in the environment;
s/he learns how to behave and how to set expectations, s/he works with un-
certainty. This phase often occurs from unintended mode through to deliber-
ate mode.
Learning: The participant starts developing an internal/mental model of what
the system does, this also means that s/he develops (and changes) his/her ex-
pectations, emotions, and behaviours, accesses her memories and beliefs. In
this phase the participant interprets exchanges, explores and experiments re-
lationships between his/her initiation and the feedback from the system.
Therefore, s/he develops expectations of how to initiate certain feedback
and accumulates a number of interpretations of the exchanges. This phase
can occur from deliberate mode to intended/in control mode.
Anticipation: In this phase, the participant knows what the system will do in re-
lation to his/her initiation; in other words, s/he anticipates how the interaction
will take place. Here, intention is more grounded compared to the previous
phases. This phase can occur from deliberate to intended/in control mode.
Deeper understanding: The participant reaches a more complete understand-
ing of the artwork and what his or her relationship is to the artwork. S/he
starts finding the meanings the artist was trying to convey, and finding out
what the whole artwork means. In this phase s/he judges and evaluates at
gagement 535
536
a higher, conceptual level. She may discover an aspect of an artwork or an
exchange she was not aware of before. This phase can occur from in-
tended/in control mode to intended/uncertain mode.
4 Implications of the engagement modelOur studies of audience experience demonstrated that investigating temporal
and sequential aspects of participant’s thinking and behaviour is necessary
for describing the dialogue between the art system (object) and the partici-
pant’s internal world (self). The evolution of this dialogue along the timeline
of an experience is represented with the interaction modes and phases in the
Engagement Model (Figure 3). In this way, the model provides the interaction
designer with an understanding of the range of possible experiential compo-
nents and where and when they occur as the interactions unfold.
4.1 Enagagement model is sequential and temporalThe contribution of the Engagement Model to the literature of modelling
human experience is that it identifies and labels certain modes of the interactive
experience and how these modes unfold along the timeline of an experience.
The most significant aspect of the model is that it suggests sequential and
temporal definitions of experience. This means that the sequence and duration
of each interaction mode could be different for each individual experience.
During the audience experience of ‘Iamascope’ (Figure 1) we found that the
interaction modes were following the sequence in Figure 3: i.e. experience
unfolding from unintended mode, to deliberate mode and then to intended/
in-control mode. For some participants, the unintended mode took more
time than the others, while for others, it took just a few seconds and they
initially interacted in a deliberate mode. Thus, the timing and duration of
the interaction modes was different for each participant.
The sequence of the five interaction modes as illustrated in the Engagement
Model (Figure 3) may not be followed to the end. For example, the in-
tended/in control mode (3rd mode) was where the engagement ended for
some of the participants experiencing ‘Iamascope’. This was after participants
recognized that the image on the screen was the kaleidoscopic image of parts of
their own body (self). They played with the images for some time and then left
the room, as if there was nothing more left to discover. On the other hand,
some participants stayed engaged with ‘Iamascope’ even after recognizing
their body in the kaleidoscopic image and went on to discover different aspects
of the work which those who did not persist were not aware of.
During the audience experience of ‘Absolute 4.5’ (Figure 2), we observed the
interaction modes followed a different sequence from the Engagement Model
sequences. The experience often started within the unintended mode and then
unfolded towards deliberate, followed by intended/uncertain or unexpected
Design Studies Vol 29 No. 6 November 2008
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mode. Most participants did not exhibit the intended/in control mode during
‘Absolute 4.5’ experience. For example, one participant talked about his illu-
sion that he was in control of the system (i.e. his intentions and the feedback
from the system were aligned) although Absolute 4.5 gave no control to its
audience:
‘‘I was trying to work out if I had a repetitive sound every time I had the same
screen. So what I perceived to be the same screen if I received the same sound or
not. In the end I decided there was no logic to it, or at least I couldn’t work it
out.’’
Another participant interacting in an intended/uncertain mode thought he
was in the intended/in control mode for a short period of time:
‘‘I wanted to get all four panels the same color just once, one time so there you
go and I was quite pleased with myself for getting it to stick for quite a long
time, but of course it moved on.’’
4.2 Moving from adaptation to deeper understandingThe duration of the adaptation, learning and deeper understanding phases are
often dependent on participant’s previous knowledge and expectation from
an interactive art system. In the ‘Iamascope’ study, while some participants
stated that their engagement was interesting or exciting before they discov-
ered that the image reflected their body parts, another (smaller) group of par-
ticipants stated they enjoyed exploring the possibilities of creating different
sounds or images on the screen even after figuring out how those images
and sounds were created. For example, a choreographer was intrigued by
the possibilities of using her body in different ways:
‘‘I kept trying to get little recognisable parts of my body onto the screen. That
was quite cool. I was quite intrigued by that. at this point I was thinking like e
because I do a lot of choreography and I was thinking oh this is a really inter-
esting choreograph.’’
As in the example of the choreographer’s experience, some participants
reached a deeper understanding of the system possibilities and engaged
with it in more creative ways.
4.3 When does creative engagement occur?Sometimes the participants interpret the interaction situation as unconven-
tional, because their intentions and expectations are not aligned. How partic-
ipants deal with an unconventional situation is a key for them to see new
paths for interaction. This often needs a shift in thinking about the new situ-
ation. This shift in thinking can, in return, initiate a new way of making sense
of her/his experience. We identified this path of a transformative dialogue be-
tween the system and the participant creative engagement. As much as crea-
tive engagement is related to how one chooses to make sense of her/his
experience, it is also dependent on how the system generates or triggers these
unconventional situations.
gagement 537
538
A musician was creatively engaging with the work ‘Absolute 4.5’ as he aimed
at working with the unexpected states of the system. Up to this point he was
not able to make sense of what the system was doing in relation to his inten-
tions. Then he re-interpreted what the current sounds meant to him:
‘‘I tried to figure out, because I’m a musician, I tried to work out the rhythms in
my head and work out if I could layer them or how they related to each other, so
if I could get a steady rhythm going in one place, how this affected or how the
tempos or moving to another place were related.’’
Here, the participant shifted his thinking about what ‘Absolute 4.5’ was doing
and made sense of his experience with the work. As we illustrated in the above
example, we discovered that intended/uncertain and unexpected modes of
interactions are more likely situations for creative engagement to occur.
With a skilled and appropriate understanding of participants’ modes and
phases during their interactions, we can design for creative engagement.
4.4 Designing for creative engagementWhen designing for creative engagement, the interaction designer often looks
into materials for interactivity, as well as affordances of these materials and
techniques for achieving intuitive interactions for users. Our engagement model
proposes that the interaction designer should also understand whether users are
interacting with the system in uncertain or unexpected modes. This can be done
during preliminary experience evaluations when a prototype is ready using
a procedure that sets out appropriate evaluation objectives, observing users’
behaviour and having them talk about their experiences. The feedback can
inform interaction design ideas, map opportunities and hopefully, inspire the
interaction designer through their better understanding of the user’s situations.
Eventually achieving these interaction modes would not guarantee for each
individual to be creatively engaged with the system: however, we would argue
that the opportunity for triggering or encouraging unexpected and transforma-
tive dialogues between the user and the system is increased.
Edmonds’ concepts of attractors and sustainers are also useful for under-
standing how an art system might facilitate creative engagement. For exam-
ple, interaction designers can encourage engagement by identifying the
behaviour of initiators, attractors or sustainers (Edmonds et al., 2006). In
Edmond’s model, the notion of an attractor suggests designing for immediate
recognition. A clear example to attractor, in the case of ‘Iamascope’ is that
the participant recognizes herself in the kaleidoscopic image and understands
the connection between the system and self. This recognition is a significant
point in the experience, and almost a turning point. However, for most par-
ticipants ease of attraction seems to go hand in hand with becoming easily
bored. We observed this during our studies of experience evaluation: most
participants left the room after they figured out how the system worked
(i.e. they recognized the self/body in the kaleidoscopic image). Sustainers
Design Studies Vol 29 No. 6 November 2008
Designing for creative en
on the other hand require designing for intrigue or a degree of puzzlement
that invites the participant to keep trying. Intended/uncertain mode and un-
expected interaction modes refer to how the audience deal with and respond
to sustainers. While ‘Iamascope’ was designed dominantly with initiators
and attractors in mind, ‘Absolute 4.5’ was designed predominantly with
sustainers in mind.
Wright and McCarthy argue that future interaction design should revise the
very way of looking at the ‘human’ in humanecomputer interaction and
that taking user experience seriously was essential. They suggest that building
narratives and dialogues for designers could better reflect the experience and
felt life at the centre of their thinking about human experience. For example,
the dialogical approach to design involves creating scenarios and representa-
tions that allow designers to know about the personae having the experience;
including her motivations, expectations and intentions (Wright and McCar-
thy, 2005). Our audience experience studies of different interactive art installa-
tions essentially served for this purpose. Through investigating the situated
experience of different participants in each case (art system) we built a context
and framework to understand human experience with interactive systems. Ac-
cordingly definitions of interaction modes and phases within the engagement
model bring attention to cognitive, emotional and intellectual aspects of
people’s interactions with technology. We hope the engagement model can
provide interaction designers and artists with an understanding of the situa-
tional concepts of engagement in a way that helps them design for more engag-
ing experiences.
5 ConclusionIn this paper we described a model for active engagement with interactive art-
works, based on defining interactive experience as a transformative dialogue
between the audience and the artwork system. The model was developed as re-
sult of studying experiences of ten different art systems by different audiences
over a three-year period. From our data collection and analysis, we identified
interaction modes, phases and states of audience engagement and used these as
basic elements of the engagement model. We propose that the model contrib-
utes to our understanding of audience engagement and offers a realistic and
viable framework the problem of designing for creative audience engagement
with interactive art systems. The model will be used to examine and under-
stand audience experience of different artworks. How interaction design can
reflect this model is a future question we would like to explore. Future work
will involve designing an interactive experience based on the engagement
model and evaluating whether the audience engages with it in creative ways.
AcknowledgementsWe would like to express our gratitude to the artists, study participants and re-
searchers of the Creativity and Cognition Studios, University of Technology,
gagement 539
540
Sydney and the PowerhouseMuseum, Sydney. The work was partly conducted
within the Australasian CRC for Interaction Design, which is supported under
the Australian Government’s Cooperative Research Centres Program.
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