This document discusses how embodied interaction with architectural space is more complex than traditionally understood in information science. It notes that subjects in wayfinding experiments often failed to notice relevant information due to factors like body orientation and perception issues. A coherent theory of embodied information behavior is needed that incorporates insights from fields like information science, psychology, biology and neuroscience. Collecting data through traditional means like questionnaires and interviews is limited as it relies on subjects' abilities to recall and introspect accurately on their experiences. Understanding individual perception of space requires analyzing moment-to-moment embodied interaction, not just reported data.
This document discusses how embodied interaction with architectural space is more complex than traditionally understood in information science. It notes that subjects in wayfinding experiments often failed to notice relevant information due to factors like body orientation and perception issues. A coherent theory of embodied information behavior is needed that incorporates insights from fields like information science, psychology, biology and neuroscience. Collecting data through traditional means like questionnaires and interviews is limited as it relies on subjects' abilities to recall and introspect accurately on their experiences. Understanding individual perception of space requires analyzing moment-to-moment embodied interaction, not just reported data.
This document discusses how embodied interaction with architectural space is more complex than traditionally understood in information science. It notes that subjects in wayfinding experiments often failed to notice relevant information due to factors like body orientation and perception issues. A coherent theory of embodied information behavior is needed that incorporates insights from fields like information science, psychology, biology and neuroscience. Collecting data through traditional means like questionnaires and interviews is limited as it relies on subjects' abilities to recall and introspect accurately on their experiences. Understanding individual perception of space requires analyzing moment-to-moment embodied interaction, not just reported data.
This document discusses how embodied interaction with architectural space is more complex than traditionally understood in information science. It notes that subjects in wayfinding experiments often failed to notice relevant information due to factors like body orientation and perception issues. A coherent theory of embodied information behavior is needed that incorporates insights from fields like information science, psychology, biology and neuroscience. Collecting data through traditional means like questionnaires and interviews is limited as it relies on subjects' abilities to recall and introspect accurately on their experiences. Understanding individual perception of space requires analyzing moment-to-moment embodied interaction, not just reported data.
Christopher P. Lueg Information & Interaction (i2) Research Group University of Tasmania Hobart, TAS, Australia christopher.lueg@utas.edu.au ABSTRACT
When conducting in situ wayfinding experiments we
observed that for a variety of reasons, subjects failed to consider information that was relevant to the navigation task at hand even though that information appeared to be readily available. Likely reasons for the failure to notice include location of the subject, the orientation of the subject's body relative to relevant information, as well as a range of issues related to both physiology and psychology of perception. Drawing from a body of literature on understanding and modelling human information behaviour in information science we note that as yet there is no coherent theory of information behaviour being an embodied activity. Building such a theory will require substantial, cross-disciplinary efforts linking work across information science, psychology, biology, and neuroscience, to name a few. Author Keywords
Interaction, information behaviour; perception;
embodiment. ACM Classification Keywords
H.5.m. Information interfaces and presentation (e.g., HCI):
Miscellaneous. INTRODUCTION
Moving around in physical and increasingly also in virtual
environments, checking for information (such as landmarks in the case of wayfinding) and making decisions on how to proceed along the way is a core aspect of the human existence. Conroy (2001, p. 26) defines wayfinding as "the act of travelling to a destination by a continuous, recursive process of making route-choices whilst evaluating previous spatial decisions against constant cognition of the environment." The discipline of information science has a long history of being interested in understanding and modeling information behaviour, especially information behaviour situated in built environments and with particular emphasis on office and library environments. Interest in understanding and modelling human information behaviour is shared across a
range of disciplines including marketing and architecture
since understanding the way we perceive our environment is increasingly considered key to delivering successful outcomes, such as sales and liveability, respectively. As yet the overlap between the disciplines is limited but growing. Elsewhere we have pointed out that findings in allied disciplines regarding the specific characteristics of human perception suggest to rethink the way we conceptualize information behaviour in information science (Lueg 2013), and we argue that this shift may also be useful when investigating interaction with architectural space. In particular, we argue that in order to fully understand human behaviour in natural and constructed spaces we need to consider behaviour and cognition as an inter-dependent, emergent, and embodied phenomenon. Rakova (2006) defines embodiment as "the fact that we are not pure minds but minds embedded in bodies". The point is that it is now widely recognized that having an [active] body is not only required for perceiving (Merleau-Ponty 1962; Gibson 1986) and interacting with the world but embodiment has also has a crucial role in enabling intelligent behaviour (e.g., Clark, 1997; Wilson, 2002; Gallagher, 2005; Pfeifer and Bongard, 2007). The crux is that knowing about embodiment and its relevance is one thing but paying attention to the fact in experimental setups is another. The fact that a coherent theory of behaviour being an embodied activity is yet to be developed adds to the pain, especially since developing one would require substantial, cross-disciplinary efforts linking research across information science, anthropology, sociology, psychology, biology, neuroscience, and philosophy, to name a few. There is also an unfortunate tendency to treat embodiment as a somewhat trivial issue. After all, all humans have a body ("every'body'"). A closer look, however, reveals that accounting for embodiment and its characteristics makes understanding behaviour a formidable challenge.
Draft accepted at the CHI 2014 Workshop "Interaction and Architectural Space". Toronto, Canada, 26-27 April 2014.
PEOPLE ARE DIFFERENT
Simply put, no two human bodies are exactly the same
which means that the world looks and feels different to each of those individuals. Mentioning that we have bodies of different weight and height, that we move at different speeds and gaits, and that our hearing and eyesight may vary considerably appears to be trivial but it is not once we take into consideration that those individual characteristics impact on how we perceive the world. Body height directly influences what we can easily perceive and grab (supermarket shelves are stocked accordingly) and so does eyesight and, to some extent, hearing. To some extent we are aware that our mood affects what we pay attention to and that our bodily condition affects how we perceive our surroundings. There is a reason as to why people should avoid doing their grocery shopping when they feel hungry (e.g., Malik et al 2008).
'obvious': thought processes and the body's motion are
linked in ways that researchers are only beginning to understand (see e.g., Taylor et al 2009). See also Keilty's (2012) discussion of factors such as "anxiety, desire, leisure, pleasure, boredom, frustration, uncertainty, curiosity, serendipity, surprise, anticipation, immersion, sense-making or cognition, habits, and memory, among others". To sum up, it is fair to say that the surrounding environment looks and feels differently to every individual, which in turn affects to some extent how they think and goes well beyond 'situational factors' (e.g., Barry 1994) that affect information behaviors. The statement holds true even without taking into consideration identified conditions that affect what might be called neurotypical (Dalton 2013) or conditions including colour vision deficiencies (the often used 'colour blindness' is a misnomer since people affected by the condition do see colours they just see them differently). These considerations may offer yet another approach to explaining as to why people get lost in buildings, in addition to the three contributing factors the spatial structure of the building, the cognitive maps that users construct as they navigate, and the strategies and spatial abilities of the building users (Carlson et al 2010). To be sure we do not claim that there are no similarities and statistical patterns in the way people perceive their surroundings. Without sharing these similarities we would find it hard to form societies, conduct trade, drive cars, and so on. It does mean however that if we really want to know how people experience architectural space we need to understand how individuals perceive the space as opposed to how 'most' people perceive the space. COLLECTING DATA: "IT'S A TRAP"
Figure 1 Anar Foundation Against Child Abuse display
leveraging differences in height and therefore perspective
The tasks that we work on or that plays on our minds also
affect what we pay attention to: "Our eye movements are not driven by what is biggest, brightest, or flashiest in a visual scene. They reflect the purpose of our looking." (Ellard, 2009). Rothkopf et al. (2007) state more formally "[...] in the execution of extended natural tasks, human gaze is directed toward regions of the visual scene that are determined primarily by the task requirements." This doesn't mean that we don't pay attention to visually noisy aspects in the environment just that they do not necessarily drive what we pay attention to. Most people would be unaware that the way we move has an impact on how we perceive the world beyond the
In Lueg (2013) we presented a first overview of the
different types of information we are exposed to, some of which we are able to perceive. We also relate a number of cognitive phenomena, such as inattentional blindness (Mack and Rock, 1998) or platonic blindness (Dunham and Banaji 2010), to how different people perceive their environment. Research regarding these cognitive phenomena indicates that even if a subject 'looks' into a certain direction that does not mean that the information is consciously perceived, which makes analysing their experience rather difficult. These cognitive characteristics have evolved to help humans cope with continuous information overload (Lueg and Pfeifer 1997) which means they need to be seen as both strengths and weaknesses: "[inattentional blindness] is the price we pay for the gift of attention." (Green, 2011). Understanding how individuals perceive a space is a nontrivial task especially since many approaches, including those commonly used in information, heavily rely on reported data, typically collected via interviews,
questionnaires, or "thinking aloud" sessions. In Lueg (2013)
we question that approach to analysing and modelling information behaviour on the grounds that what we call 'positive' data offers limited insights into what information a subject failed to notice (means they can't report on it), and typically no insights as to why they failed to do so. Furthermore, human capacity for introspection is limited (Nisbett and Wilson 1977) which means that even if subjects do report what they believe they noticed, the explanations may be post-hoc rationalizations (i.e., explanations that make sense to the subject but don't necessarily represent what happened). A related that we encountered in wayfinding research is that post experiment questionnaires (e.g., "which landmarks did you use?") test recall, i.e., a person's memory capacity, not necessarilyas intendedsaliency of landmarks (Bidwell et al. 2005). The challenge is still to analyse moment-to-moment, embodied interaction with the environment, including other people: "The basic unit of analysis must connect thinking to action in the world and contribute to clarifying precisely how cognition enters into and is part of the diverse set of tasks in which people engage. Furthermore, because virtually all activity is socially distributed, social units rather than individuals become the appropriate unit of analysis for cognition." (Resnick et al., 1997). The effort required for doing so, however, is tremendous. As discussed in Lueg (2013), complementing traditional qualitative data collection methods with ethnographic methods, such as participant observation combined with third party "ideal observer" analyses of the situation at hand, would address some of the issues but the additional effort is high and accuracy typically low (e.g., gaze direction). Furthermore, as mentioned earlier, inattentional blindness and other cognitive characteristics suggest even if a subject looks into a certain direction that does not mean that the information is consciously perceived and 'actioned'. COLLECTING ADDITIONAL 'EVIDENCE'
There are a number of ways how technology can assist with
collecting data about interaction with architectural space, among them Gaze-tracking
When Barry (1994) and others interested in situational
factors in information behaviour conducted their experiments they had to do so largely without tracking technologies that are available these days. Few information science researchers have employed eye tracking techniques to this date. Realising the potential, Erdelez (2004) proposed to use the technology to explore "noticing" in information encountering using subjects sitting in front of computers. Balatsoukas and Ruthven (2012) also used stationary setups when exploring relevance assessments. In the area of ubiquitous computing, Bulling et al. (2011)
identified characteristic patterns in eye movements that can
be used to identify certain types of tasks, such as reading, that subjects are working on while their gaze is being tracked. Gaze tracking is frequently used in studies of consumer behaviour (e.g., Shayon 2012) which is an area that is highly relevant to information behaviour research and studying interaction with architectural space: knowing in great detail as to what people look at (and potentially pay attention to) but also what information they do not pay attention to will allow to ground behavioral models in richer data than is currently available. Psychophysiological measurements could be used to complement the data (e.g., Nacke et al 2010). Virtual reality environments
Using virtual reality environments for researching
interaction with architectural space has become popular. One reason is that environments can be tested without having to build them in the real work. Another that "[i]n a virtual environment [...] the creator of the world (or the designer of the experiment) knows precisely what components went into the creation that world. A researcher using a virtual test-environment can be confident that the world will consist of only those factors that the researcher has chosen to include in the world. [...] Variables being investigated (for their effect) can be examined by including or altering only those variables in the world." (Conroy 2001, p. 17; see also Zimring and Conroy-Dalton 2003). An issue is that cognition understood as an embodied phenomenon means that when people "feel" differently while navigating virtual reality environments, their perception will be different too. It would be fascinating to know the nature of those differences and how exactly they impact on perception. Consumer research esp. marketing developed a bag full of tricks (background music, smell, special lighting, tables as 'stoppers', tables that afford grabbing, etc.) to influence shopper perception and associated buying behaviours. CONCLUSION
Accepting that perception is an embodied phenomenon
suggests that understanding interaction with architectural space is a multi-disciplinary challenge ranging from more formal aspects like design patterns and space syntax to the specific characteristics of human behaviour and cognition. If we need to clarify precisely how cognition enters into and is part of the diverse set of tasks in which people engage to understand interaction with architectural space (which we argue for) then we need to develop a broader set of data collection and interpretation methods to tackle the challenge. We believe there is much to gain in looking 'over the fence' from architecture to information science, and vice versa. For example, Gibson's (1986) theory of affordances which
frequently used to explain how people navigate spaces was
used by Sadler and Given (2007) to understand how students perceive and use the various opportunities for action (books, databases, instructional sessions, librarians, physical space, etc.) offered by the local library and how these perceived affordances matched librarians intentions and expectations. ACKNOWLEDGMENTS
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