Supporting Mutual Engagement in Creative Collaboration N. Bryan-Kinns Department of Computer Science Queen Mary, University of London, Mile End, London. E1 4NS. UK [email protected]

J. G. Sheridan BigDog Interactive InfoLab21, South Road Lancaster. LA1 4WA. UK [email protected]

ABSTRACT

attempts to entice people into engaging collaborations.

Our position is that creative collaboration is characterized by points of mutual engagement between participants. In this paper we outline our concept of mutual engagement, propose design features to support it, and discuss how we might entice people into creative collaborations.

MUTUAL ENGAGEMENT

In mutual engagement participants are engaged with both the product at hand and with others in the collaboration, which we could characterize as group flow [5] cf. [8]. Whereas Sawyer’s work focuses on ethnomethodological exploration of the group flow evident in interaction, we focus on identifying and manipulating key attributes of artifacts which have an effect on participants’ ability to mutually engage with each other through technology. Our position is that mutual engagement is essential to high quality collaboration which constitutes interaction beyond routine tasks or transactions. For example, collaborative design, improvisation, brainstorming, gossip and gaming all involve much high levels of mutual engagement.

Author Keywords

Mutual engagement, design, novel interfaces, tangible interaction ACM Classification Keywords

H.5.3 Group and Organization Interfaces; H.5.2 User Interfaces: Theory and methods. INTRODUCTION

Our view on the workshop theme is that in order to design artifacts to support creative collaboration we need to understand the points at which collaborators mutually engage with each other through their social interaction. In our work we focus on creative collaborations which are not task based – focusing on situations such as group music improvisation [4], and Digital Live Art [9]. Drawing on Edmonds et al. [6] we characterize three aspects of the design of artifacts which are pertinent to creative collaborations:

Identifying Mutual Engagement

Points of mutual engagement are inherently difficult to identify and measure as the act of reflecting on mutualengagement undermines some of the characteristic qualities of the experience such as spontaneity. We propose examining the forms of interaction that take place between participants which reduces the reliance on subjective, introspective assessment of participants’ feeling state. We propose 4 key aspects of interaction as being useful in identifying points of mutual engagement as outlined in the rest of this section. We have used these features in analysis of naturalistic group music interaction (free improvisation by 7 musicians over three one hour sessions), as well as understanding mutual engagement in technologically mediated interaction as discussed later.

Enticement – what entices people to interact with the artifacts we construct? Engagement – what supports the development of mutual engagement between people through our artifacts? Sustainment – what sustains the collaboration and encourages people to return to our artifacts?



The use of physical orientation to maintain a shared interaction space which is used to provide opportunities to signal moments of (dis)engagement with the collaborative activity, and informs the social management of the interaction.



The turnover of ideas as indicated by the presentation and acceptance of contributions. This also relates to the participant structure of the performance e.g. who leads, who follows, and how the turnover of ideas is organized. In addition, increased mutual engagement is indicated by increased modification of each others’ contributions to the joint production.

In this position paper we outline our approach to identifying points of mutual engagement in collaboration, and report on

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The use of anticipatory information to manage the temporal structure of the interaction, including the positioning and employment of physical artifacts such as musical instruments, narrative expectation, and the role of editing gestures.



Evidence of attunement between participants – where participants respond not only to others’ major contributions, but also in a moment-by-moment way to smaller changes. We focus on three levels of attunement: Acknowledgement – participants show that they are aware of the contributions of another; Mirroring – participants mirror, or reflect, others’ contributions thus demonstrating that they themselves are able to produce it; Transformation – participants transform each others’ contributions, indicating a high level of mutual engagement

version for mobile handsets, and a richer version for tablet PCs informed.

Designing for Mutual Engagement

We have identified four design features which we believe contribute to the support of mutually engaging collaborations: Localization within the artifact being coproduced; Mutual awareness of actions; Shared and consistent representations; Mutual modifiability of contributions. In order to explore the effect our user interface features have on mutual engagement we used them in the development of a novel collaborative music tool – Daisyphone [2]. Daisyphone is a remote collaborative music environment in which up to 10 remote participants can create and edit a short shared loop of music semisynchronously. All participants see the same joint product, so providing a shared and consistent representation of the joint product. Participants can edit each others’ notes and play the same instruments which meets the design feature of mutual modifiability. As well as sharing musical contributions, Daisyphone also allows the sharing of graphical annotations on and around the music composition space which provides a form of localization within the artifact. The Daisyphone user interface is illustrated in figure 1. Notes are lower in pitch towards the edge of the circle. As the grey arm rotates clockwise, the notes underneath are played, so each of the spokes represents notes played at the same time. Hues of notes indicate who contributed them (this provides mutual awareness of actions), and intensity of color represents the volume of the note. Different shapes represent different instruments including piano (circle), and percussion (diamond). Volume and instrument are modally controlled from the four central spokes. We have studied the use of Daisyphone in a number of situations and configurations from public use on the web since its launch on 25 Oct 2003 to observational studies involving a range of participants, and recent experimental studies of the effect user interface features have on mutual engagement. We have recently started development of a

Figure 1. The Daisyphone user interface We have used this scheme to analyze the use of Daisyphone with several combinations of interface features. Results from longitudinal studies and experiments [4] indicate that providing text chat and graphical annotation often distracted collaborators from their joint action and reduced their mutual engagement. Also, we found that changing the persistence of contributions had a significant affect on the style of interaction between participants [3]. In particular, the more transient contributions became, the more playful interaction becomes. Designing to Entice Engagement

In parallel with designing support for mutual engagement we have been exploring how to entice people into engaging collaborations focusing on ensemble performances. We entice people into mutually engaging collaborations by designing artifacts which support transitions in witting behavior [9] from spectator to participant and finally to performer: •

Spectators are aware of the performance frame, but do not contribute to it.



Participants enter the performance frame and execute simple routines, but do not convey meaning or emotion.



P e r f o r m e r s have a deep understanding of the performance frame and are able to use their honed skills to convey meaning and emotion.

Our position is that these transitions are supported through designing artifacts which have intuitive, naturalistic, and observable behaviors, and through social interaction such as sharing self-constructed narratives on the use and nature of the artifacts. Our work on enticement focuses on designing and building tangible Digital Live Art which augments conventional objects to entice mutually engaging interaction. For example, iPoi [1][10] is an augmented version of the

SUMMARY

traditional Maori art form of poi (see figure 2) which involves swinging balls on strings around the body in a playful performance. iPoi augments this traditional art form with embedded computing to generate soundscape and visuals based on the acceleration of the iPoi. The design of iPoi focuses on how to create augmented artifacts which have a low entry fee for use, but also allow skilled performers to express emotion through the system. In our analysis of people’s interaction with iPoi in public performances we have focused on how people individually and collectively learn about, and enter into the performance frame.

Our position is that analysis of the communication between participants allows us to identify, and design for, mutual engagement. We are starting to explore how to entice people into mutually engaging interaction, and future work will focus on developing richer interactive experiences which entice people into, and sustain their mutual engagement. ACKNOWLEDGEMENTS

This work is supported by EPSRC grants GR/S81414/01 and EP/D502896/1. REFERENCES

[1] Bayliss, A., Sheridan, J.G., & Villar, N. New Shapes on the Dancefloor: Influencing ambient sound and vision with computationally-augmented poi. International Journal of Performance Arts and Digital Media. Intellect Press (2005). [2] Bryan-Kinns, N. Daisyphone: The Design and Impact of a Novel Environment for Remote Group Music Improvisation. In Proc. of DIS 2004, ACM Press (2004), 135-144. [3] Bryan-Kinns, N., & Healey, P. G. T. Decay in Collaborative Music Making. In Proc. of NIME 2006, Paris, France, (2006). 114-117. [4] Bryan-Kinns, N., Healey, P. G. T., & Leach, J. Exploring Mutual Engagement in Creative Collaborations. In Proc. of Creativity and Cognition 2007, Washington, USA, ACM Press (2007).

Figure 2: iPoi being swung around the body In Threshold [7] we augmented wind chimes (illustrated in figure 3) to create an interactive soundscape for a public space which people could explore alone or in collaboration with others. As with iPoi, we are interested in how people develop and share narratives about the nature and meaning of the piece. We are currently analyzing video recordings of the interaction with iPoi and Threshold and would like to discuss the implications of our findings in the workshop.

[5] Csikszentmihalyi, M. Flow: The Psychology of Optimal Experience. Harper Collins. 1991. [6] Edmonds, E., Muller, L., and Connell, M. On creative engagement. Visual Communication, 5; 307 (2006). [7] Mounajjed, N., Peng, C., & Walker, S. Ethnographic Interventions: A Strategy and Experiments in Mapping Socio Spatial Practices. To be published in: Human Technology: An Interdisciplinary Journal on Humans in ICT Environments. (2007). [8] Sawyer, K. Group creativity: Music, theater, collaboration. Lawrence Erlbaum Associates (LEA), NJ, USA. 2003. [9] Sheridan, J. G. Digital Live Art: Mediating Wittingness in Playful Arenas. PhD Thesis, Lancaster University (2006). [10] Sheridan, J. G., Bayliss, A., & Bryan-Kinns, N. The interior life of iPoi: objects that entice witting transitions in performative behaviour. International Journal of Performance and Digital Media (2007).

Figure 3: Threshold augmented wind chimes

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