The Art of Interaction. Ernest Edmonds
Methods for Scientific Research in HCI
Clarisse Sieckenius de Souza and Carla Faria Leitão
2009
Common Ground in Electronically Mediated Conversation
Andrew Monk
2008
Copyright © 2018 by Morgan & Claypool
All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means—electronic, mechanical, photocopy, recording, or any other except for brief quotations in printed reviews, without the prior permission of the publisher.
The Art of Interaction: What HCI Can Learn from Interactive Art
Ernest Edmonds
www.morganclaypool.com
ISBN: 9781608458981 Paperback
ISBN: 9781608458998 eBook
ISBN: 9781681732855 Hardcover
DOI: 10.2200/S00825ED1V01Y201802HCI039
A Publication in the Morgan & Claypool Publishers series
SYNTHESIS LECTURES ON HUMAN-CENTERED INFORMATICS #39
Series Editor: John M. Carroll, Penn State University
Series ISSN 1946-7680 Print 1946-7699 Electronic
The Art of Interaction
What HCI Can Learn from Interactive Art
Ernest Edmonds
De Montfort University
SYNTHESIS LECTURES ON HUMAN-CENTERED INFORMATICS #39
ABSTRACT
What can Human-Computer Interaction (HCI) learn from art? How can the HCI research agenda be advanced by looking at art research? How can we improve creativity support and the amplification of that important human capability? This book aims to answer these questions. Interactive art has become a common part of life as a result of the many ways in which the computer and the Internet have facilitated it. HCI is as important to interactive art as mixing the colours of paint are to painting. This book reviews recent work that looks at these issues through art research. In interactive digital art, the artist is concerned with how the artwork behaves, how the audience interacts with it, and, ultimately, how participants experience art as well as their degree of engagement. The values of art are deeply human and increasingly relevant to HCI as its focus moves from product design towards social benefits and the support of human creativity. The book examines these issues and brings together a collection of research results from art practice that illuminates this significant new and expanding area. In particular, this work points towards a much-needed critical language that can be used to describe, compare and frame research in HCI support for creativity.
KEYWORDS
human-computer interaction, interactive art, practice-based research, experience, engagement
To Emma (in memoriam)
and Robert, Meroë, Emma, Catriona, Lulu, and Eric.
Contents
2.2 From Easy-to-Use to User Experience
2.3 On to Enhancing Creativity
2.4 Towards a New HCI Vocabulary
3 Learning from Interactive Art
3.2 Learning from Research in Art
3.3 Practice-based Art Research
3.4 Interactive Art
4.1 Interaction and the Computer
4.2 Interaction: From Complex to Simple
4.3 Interaction: From Reaction to Influence
4.4 Long-term Engagement
4.5 Distributed Interaction
4.6 Interaction Engagement and Experience
4.7 Categories of Interaction Revisited
4.8 Revisiting the Example Artworks
4.9 On the Implications for HCI
5.1 Art, Games, and Play
5.1.1 Lessons
5.2 Art, Beta-testing, and Experience Design
5.2.1 Lessons
5.3 Art, Engagement, and Research
5.3.1 Lessons
5.4 Social Mixed-reality Play Space
5.4.1 Lessons
6 Conclusion: The Next HCI Vocabulary
Acknowledgements
This book originated from a keynote talk given to the Create10 conference held in Edinburgh in 2010: “The art of interaction”, Proceedings of Create10, Edinburgh 2010. https://ewic.bcs.org/content/ConWebDoc/36532. (The original presentation can be viewed at https://www.youtube.com/watch?v=-W5MzJY_QU4.) Thanks are expressed to the organisers of the conference and Michael Smyth, in particular, for inviting me. A version of this paper was subsequently published in the journal Digital Creativity (“The art of interaction”, Digital Creativity, 21:4, 2011. 257–264, DOI: 10.1080/14626268.2010.556347).
The book also draws on my chapter “Interactive art”, in Candy, L. and Edmonds, E. A. (2011). Interacting: