Data through Movement: Designing Embodied Human-Data Interaction for Informal Learning
- Length: 127 pages
- Edition: 1
- Language: English
- Publisher: Morgan & Claypool
- Publication Date: 2021-08-10
- ISBN-10: 1636391524
- ISBN-13: 9781636391526
- Sales Rank: #0 (See Top 100 Books)
When you picture human-data interactions (HDI), what comes to mind? The datafication of modern life, along with open data initiatives advocating for transparency and access to current and historical datasets, has fundamentally transformed when, where, and how people encounter data. People now rely on data to make decisions, understand current events, and interpret the world. We frequently employ graphs, maps, and other spatialized forms to aid data interpretation, yet the familiarity of these displays causes us to forget that even basic representations are complex, challenging inscriptions and are not neutral; they are based on representational choices that impact how and what they communicate. This book draws on frameworks from the learning sciences, visualization, and human-computer interaction to explore embodied HDI. This exciting sub-field of interaction design is based on the premise that every day we produce and have access to quintillions of bytes of data, the exploration and analysis of which are no longer confined within the walls of research laboratories. This volume examines how humans interact with these data in informal (not work or school) environments, paritcularly in museums.
The first half of the book provides an overview of the multi-disciplinary, theoretical foundations of HDI (in particular, embodied cognition, conceptual metaphor theory, embodied interaction, and embodied learning) and reviews socio-technical theories relevant for designing HDI installations to support informal learning. The second half of the book describes strategies for engaging museum visitors with interactive data visualizations, presents methodologies that can inform the design of hand gestures and body movements for embodied installations, and discusses how HDI can facilitate people’s sensemaking about data.
This cross-disciplinary book is intended as a resource for students and early-career researchers in human-computer interaction and the learning sciences, as well as for more senior researchers and museum practitioners who want to quickly familiarize themselves with HDI.
Figure Credits List Foreword by Niklas Elmqvist Acknowledgments Introduction 1.1 Modern Data Literacy 1.2 Data Interactions through Embodiment 1.3 HDI in Informal Spaces 1.4 Our Perspective on Human-Data Interaction Understanding Human-Data Interaction 2.1 HDI: A Broad, Multi-Disciplinary Research Field 2.1.1 HDI in Data Visualization 2.1.2 Early HDI Work on Databases and Information Systems 2.1.3 HDI and Personal Data 2.1.4 HDI and Embodied Interaction 2.1.5 Common Threads in HDI 2.2 Motivation in HDI 2.2.1 Organic HDI 2.3 Summary: Embodied, Organic HDI Theoretical Foundations 3.1 Embodied Cognition 3.2 Lakoff and Johnson's Conceptual Metaphor Theory 3.2.1 Conceptual Metaphors 3.2.2 Conceptual Primitives: Embodied Schemata 3.2.3 Hierarchy of Mental Patterns: Embodied Schemata, Conceptual Metaphors, and Frames 3.2.4 Effect of Polisemy: Different Mental Models Lead to Different Ways of Reasoning 3.3 Embodied Interaction 3.3.1 Dourish's Definition of Embodied Interaction 3.3.2 The Role of the Body 3.4 Embodiment and Learning 3.4.1 Actions as Indicators: The Behaviorist Perspective 3.4.2 Constructing Knowledge 3.4.3 Learning Together: A Sociocultural Perspective 3.4.4 Embodied Learning Environments 3.5 Summary: From Cognitive Science to Human-Data Interaction Background: Designing for Learning in Museums 4.1 Understanding People in Museums 4.2 Visitor-Centered Design of Museum Experiences 4.3 Museums as Social Learning Environments 4.3.1 The Personal Context 4.3.2 The Sociocultural Context 4.3.3 The Physical Context 4.4 Meeting the Needs of Inter-Generational Groups 4.5 Choosing Technology Designs for Visitor Interactions 4.5.1 Screen-Based Interactives 4.5.2 Mobile Applications 4.6 Measuring Learning in Museums 4.6.1 Learning Talk 4.7 Summary: Doing HDI in Informal Learning Settings Background: Visualizations to Support Learning 5.1 Visualization in Public Spaces 5.2 Graph Interpretation 5.3 Maps as Reasoning Tools 5.4 Summary: Data Representations as Tools for Learning Designing Engaging Human-Data Interactions 6.1 Engaging Museum Visitors in Data Exploration 6.2 Challenges for Interactive Public Displays 6.2.1 Display Blindness 6.2.2 Interaction Blindness 6.2.3 Affordance Blindness 6.3 Providing Entry Points to the Interaction 6.3.1 Instrumenting the Floor 6.3.2 Forcing Collaboration 6.3.3 Implementing Multiple Gestures to Control the Same Effect 6.3.4 Visualizing the Visitor's Silhouette Beside the Data Visualization 6.4 Representing the User as Camera Overlay, Silhouette, and Skeleton 6.4.1 Ability to Attract Passersby 6.4.2 Influence on Gestures and Body Movements 6.4.3 Effect on the Amount of Time Visitors Spend Looking at the Visualization 6.4.4 Implications for HDI and Future Research Directions 6.5 Summary: HDI, Informal Learning, and Design Designing Hand Gestures and Body Movements for HDI 7.1 Taxonomies of Human Gestures 7.1.1 McNeill Taxonomy of "Spontaneous'' Gestures 7.1.2 Kendon's Continuum of Human Gestures 7.1.3 Toward Gesture Classification Systems for Interaction Design 7.2 Approaches to Gesture Design 7.2.1 Extending Gesture Taxonomies 7.2.2 Extending WIMP Guidelines 7.3 The State-of-The-Art of Gesture Design: Elicitation Studies 7.3.1 An Early Example of Elicitation Studies 7.3.2 Wobbrock's Guessability Studies 7.3.3 Guessability Studies for Gesture Design 7.3.4 Considerations for Applying Guessability Studies to Human-Data Interaction 7.3.5 Framed Guessability 7.4 Summary: Gesture Classifications and Gesture Design Embodiment and Sensemaking 8.1 CoCensus: Embodiment to Foster Perspective Taking 8.1.1 Collaborative Exploration of Census Data 8.1.2 Early Emergence of Perspective Taking in CoCensus 8.1.3 Encouraging Perspective Taking through Interaction Design 8.1.4 Perspective Taking and Learning Talk 8.2 Correlation and Causation 8.2.1 Historic Perspective on Causation and Correlation 8.2.2 Common Challenges while Interpreting Causation and Correlation 8.2.3 Comparing Two Interaction Styles: Full-Body vs. Gamepad 8.3 Analyzing the Interaction with HDI Installations 8.3.1 Interaction Analysis 8.3.2 Analyzing People's Interaction Using Conceptual Metaphor Theory 8.4 Summary: HDI for Sensemaking Conclusion 9.1 From Kinect to iPhone: Birth and Evolution of Off-the-Shelf Tracking Systems 9.2 Future Research Directions for HDI 9.2.1 The Need for Familiar Gestures 9.2.2 Embodiment without Touch? 9.2.3 Defining Schemata 9.2.4 Assessing Learning 9.3 HDI in the Wild Bibliography Authors' Biographies Blank Page
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