Hi Nehal/Vicky & IxDAers,

(I decided to post this to list in the end - in the hope it's useful to others)

My (nearly finished) PhD thesis is titled "Developing a language of interactivity through the theory of play." Among other things, it tries to answer the seemingly simple question of why one interactive experience is more engaging that another. It seems like a simple question to answer, but as you start to unpick it it becomes very complicated. The cleverest pieces of interaction design sometimes fail to engage and the roughest things knocked in an afternoon have everyone gathered around the computer (or going to the web site) wanting to play with it. It's usually quite an unconscious response and internal experience and that makes it hard to get a grip on.

There's obviously a much longer version of the lead up to this argument in my PhD, but one of the key aspects to it is understanding the embodied nature of interaction, even if it is just a press of a button or moving a mouse. Some of that is then understood through a phenomenological account of the world, backed up by the cognitive science that Lakoff and Johnson have been involved in. There is a long journey through psychology and cognition through artificial intelligence and into the understanding of the embodied mind that Lakoff and Johnson are involved with. All that stuff is pretty interesting, but I would suggest Philosophy in the Flesh as the key text by Lakoff & Johnson. It's more up-to-date than Metaphors We Live By and they go into some of their research projects at the end and had a big influence on my research and theory development.

I'm assuming you've already looked into Don Norman's books and the design side of things, so I'll point to some books and papers from other fields.

You should probably take a look at some Csikszentmihalyi work too on flow. The classic book is this 1990 one, but there is a recent edition now:

Csikszentmihalyi, M. (1990). Flow : the psychology of optimal experience (First ed.). New York: Harper and Row.

There is also a book he co-wrote about museums and gallery experiences, which I have looked at but can't remember too well (I read about four of his books back to back and they're a bit muddled in my notes and mind). I think it is this one:

Robinson Rick, E. & Csikszentmihalyi, M. (1990). The art of seeing : an interpretation of the aesthetic encounter. Malibu, Calif.: J.P. Getty Museum : Getty Center for Education

You might want to check out Gaston Bachelard too, given the space nature of what you are looking into: Bachelard, G. (1992). The Poetics of Space. Beacon Press.

The reason I chose play as the central lens through which to view interactivity was because of my background in interaction design using both a playful approach to design and having found playful interactions to be the most successful. The other aspect of play that makes it such an interesting line of enquiry is that we still don't know why we or any animal plays. There are lots of competing rhetorics about this, but none of them fix it down - see Brian Sutton-Smith (1997). The ambiguity of play. Cambridge, Mass.: Harvard University Press for the main text on this.

Yet at the same time we all understand what play is, when we're doing it or when someone else is doing it – it's much like love in that respect and equally difficult to define. A lot of it has to do with a subtle understanding of rules and spaces and I think that might be useful to you too. I ended up going into a lot of play and games literature for this, including video/computer games of course.

The best place to start here would be on some of the video games literature and, fortunately, there is great reader for this, which has all the key texts in it:

Salen, K. & Zimmerman, E. (2005). The Game Design Reader: A Rules of Play Anthology. Cambridge MA: The MIT Press.

But you should perhaps check out the original volume they wrote too:

Salen, K. & Zimmerman, E. (2003). Rules of play : game design fundamentals. Cambridge, Mass.: MIT Press.

I can also recommend my ex-Antirom colleague, Andy Cameron, edited, which has some interesting approaches to interactivity (and have a Google for some of his essays too):

Cameron, A. (Ed.). (2004). The Art of Experimental Interaction Design. Hong Kong: Systems Design Ltd.

You might want to check out a few papers by friends of mine, though these are more the exploration of interactive artworks in public spaces:

Cornock, S. & Edmonds, E. (1973). The Creative Process Where the Artist Is Amplified or Superseded by the Computer. Leonardo, 6(1), 11-16.

Costello, B., Muller, L., Amitani, S., & Edmonds, E. (2005). Understanding the experience of interactive art: Iamascope in Beta_space. Sydney, Australia Sydney, Australia, Australia.

Muller, L., Edmonds, E., & Connell, M. (2006). Living laboratories for interactive art. CoDesign: International Journal of CoCreation in Design and the Arts, 2(4), 195-207.

Muller, L., Turner, G., Khut, G., & Edmonds, E. (2006). Creating Affective Visualisations for a Physiologically Interactive Artwork. Information Visualization, 651-657.

I know it sounds like a massive tangent (and it might be), but the work and writings of Rodney Brooks, Head of MIT's robotics department will also give you some insights into experiencing spaces. His approach to AI and teaching robots to experience spaces and insight that AI had to be embodied completely shook up the field: http://people.csail.mit.edu/brooks/ and if you're trying to nail down some kind of formula to experience spaces, that's about as close as you will get.

I noticed you already had Lucy Bullivant's book in your references, but for anyone else on the list here, it's this one:

Bullivant, L. (2006). Responsive environments : architecture, art and design. London: V&A.

I think the work of Lonzano Rafael-Hemmer are some of the best examples of understanding that mix of play, interaction, physical and public space.

Dag Svanæs wrote a PhD on the whole phenomenological angle back in 2000"

Svanæs, D. (2000). Understanding Interactivity: Steps to a Phenomenology of Human-Computer Interaction. Norwegian University of Science and Technology, Trondheim.

He did quite a lot of "grunt work" that the rest of us can benefit from in terms of really boiling down interaction to basics and researching people's responses and it’s a good summary of the various philosophical theories that lead to the Heidegger and Merleau-Ponty explanations. You can get a PDF of it online here: http://www.idi.ntnu.no/~dags/

Lastly there's the work of Sherry Turkle, Paul Dourish and also Bourriaud's Relational Aesthetics (1998) that you might want to check out - they all deal with the experience of interaction with computers, screens, interfaces, art and the world in some shape or form.

I think I should stop there....

Best,

Andy

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Andy Polaine

Interaction & Experience Design
Research | Writing | Education

Twitter: apolaine
Skype: apolaine

http://playpen.polaine.com
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http://www.omnium.net.au
http://www.antirom.com
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