Dancing Uphill

Usability, Design and Human Behaviour


Mind over matter: Responsive Environments

Twin Harbors GamesResponsive environments like the Wii aren’t new. They go way back in time. Starting in the 70s Myron Krueger - known for his work in responsive environments and virtual reality - has been exploring ways in which humans can interact with machines on a more interesting, deep and meaningful way.

Krueger is mostly interested in the implications that go beyond the artwork. The artwork also changes in the process of interacting with users. The response, in other words the output, is the medium. For that matter the focus should rely on the interplay, the action between the user and the artwork, rather than on the result. Technology can learn from its users and actually improve communication and feedback according to Krueger [1].

Interesting point that Krueger points out is that the user isn’t only admiring the artwork but he or she is sharing in its creation. Besides, the interaction between the two evolve in time. People participating in the interaction learn how to communicate with the computer, and the artist adjusts the environment and feedback according to previous experiences.

Nowadays responsive environments have left  the field of interactive art and it is being explored more and more for commercial use. Nintendo is experimenting with mind games, Philips has its own ExperienceLab where they are creating concepts which include the use of responsive environments and augmented reality applications like Layar are entering our lives.

But how do we test these environments in which the user plays a huge – and in some cases a co-creational – role? What kind of researchmethods are applicable? And what kind of issues do we have to deal with while testing these environments? It is time to get to some answers because the future is here.

[1] Myron W. Kreueger. ‘Responsive Environments.’ AFIPS 46 National Computer Conference Proceedings, 423-33. Montvale, N.J.: AFIPS Press, 1977

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