Fostering Ambiguity: Decontextualizing and Repurposing
a Familiar Public Display
Clinton Jorge1, Julian Hanna1, Valentina Nisi1, Nuno Nunes1, Miguel Caldeira1, Giovanni Innella2
1
2
Madeira-ITI,
School of Design,
University of Madeira.
Northumbria University.
Campus da Penteada
Newcastle upon Tyne NE1 8ST
9020-105 Funchal
United Kingdom
Portugal
{clinton.jorge, julian.hanna, miguel.caldeira}@m-iti.org, {valentina, njn}@uma.pt,
giovanni.innella@northumbria.ac.uk
ABSTRACT
Innovations in HCI tend to rely on exploring new
technologies and novel forms of interaction. For decades
artists such as Jenny Holzer have sought to provoke the
public with art installations by repurposing public displays
and exploring ambiguous messaging. Gaver argues that
ambiguity can be intriguing, mysterious, and delightful,
something that engages users and allows them to explore,
discover, and interpret situations for themselves. In this
paper we describe MStoryG, a public digital art installation
that employs a decontextualized and repurposed airport
split-flap display to support collaborative storytelling. In
order to explore whether ambiguity attracts the glances of
passersby and through curiosity invites interaction we
devised a high fidelity software prototype that facilitated
rapid deployment of experiments at two different locations.
In addition to evaluating user engagement with the
installation we define guidelines for others seeking to
repurpose familiar objects in order to attract and engage
passersby.
Author Keywords
Digital Art; Public Displays; Exquisite Corpse; Split-Flap
Display; Interactive Storytelling; Repurposing Displays.
ACM Classification Keywords
H.5.m. Information interfaces and presentation (e.g., HCI):
Miscellaneous.
General Terms
Evaluation; Design; Interfaces.
INTRODUCTION
Human beings are curious creatures, and as such we are
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attracted to objects which evoke some degree of mystery
and uncertainty. We require a feeling of wonder in our lives
[21], often seeking to escape the limits of mundane reality
by immersing ourselves in the imaginary worlds of fictional
stories [20].
Storytelling is an intrinsic part of peoples’ lives and a
fundamental component of the human experience [26][11].
Through stories people explain, problem solve, teach,
strategize or summarize [11]. Grandparents tell stories to
grandchildren about their experiences, conveying important
messages, and describing memorable and valuable events
[26][11] often using objects to reinforce meaning or provide
additional context. As newspaper columnist Ina Hughs
stated: “Objects are stories solidified”1. Objects tell stories,
not in the verbal (human) sense of the meaning, but in their
history, aspect, or state of belonging, for example through
relationships that people have with objects or memories the
object withholds. People interpret, construct mental models
around, and otherwise give meaning to objects that usually,
besides triggering emotions and nostalgia, have a purpose,
e.g. to support a task within a context. Over time an object
may accumulate multiple interpretations and layers of
ambiguity, or have a single interpretation that evolves or
changes [24].
Art and design may be as much about re-appropriating,
repurposing, decontextualizing and de-familiarizing objects
as creating something completely new. Artists are masters
at designing experiences that lead to multiple
interpretations and ambiguity. They look at objects
differently than other people and are able to interpret and
alter the interpretation of objects by design, in order to
through their creativity, express themselves, transmit a
message, or influence the viewer’s experience. Similarly,
digital art is often created with the intent to provoke
feelings, associations, and reactions, where in many cases
the focus is an object that may be associated with a
particular location or context, and digital technology.
1
http://www.knoxnews.com/news/2013/apr/27/ina-hughsobjects-are-stories-solidified/
Interactive digital art installations are playing an
increasingly predominant role in everyday life; interactive
technologies enhance our experiences in urban public
spaces. In accordance with Simmel [25], “interactive play
in public places can help to build feelings of connectedness;
it can draw heterogeneous people together”. Brignull and
Rogers [1] found that people often resist interacting with
public installations because of feelings of social
embarrassment. They furthermore argue that special care
should be taken when designing interactive installations for
public use. These installations should invite interaction and
entice users to cross the activity thresholds of peripheral
awareness—people are aware of the installation but do not
know much about it—and focal awareness—people pay
more attention to the display, learning more about it—into
the direct interaction activity space, and back again. The
authors designed the Opinionizer, a tool to create and
display content for public viewing, and found that remote
interaction reduced users’ feelings of social awkwardness at
the cost of reducing the honey pot effect, the social buzz and
progressive increase in the number of people in the
immediate vicinity of the installation. Brignull and Rogers
further concluded that bottlenecks—not necessarily only
physical ones, but also people’s conceptions as to what the
installation is, who uses it, how long it takes, and the social
system of practices—hinder their motivation to interact
with the installation.
In this paper we build upon previous work by Gaver et al
[6], which argues that users appear to be attracted to
ambiguity, and that if used judiciously ambiguity can be a
way of provoking new perspectives on everyday life [5].
Furthermore, we ask whether ambiguity can overcome one
of the most neglected public display design issues:
attracting passersby [16] while approaching the ever present
conundrum, user interaction resistance. We present our
process in evaluating such issues through the Exquisite
Corpse storytelling technique on an airport split-flap
display that has been decontextualized and repurposed as an
interactive public digital art installation, inspired by the
American conceptual artist Jenny Holzer [23]. We reflect
on lessons learned and conclude by discussing our results
and insights.
MADEIRA STORY GENERATOR
Madeira Story Generator (MStoryG) is a digital art concept
and preliminary prototype for a public installation to be
located at an indoor high density and flow location such as
a shopping center, high street, or public park.
Our objective with MStoryG is to provoke passersby by
providing them a space to engage in storytelling through a
repurposed decontextualized airport split-flap display [28].
We argue that this apparently familiar, recognizable
display, which has been a part of the regional airport since
1974, may take on multiple interpretations and generate
productive ambiguity when it is decontextualized and
repurposed for another use, such as storytelling.
The large (3.5 by 2 meter) (see Figure 1) display should
provide an attractive interface for generating, sharing, and
consuming visitors’ narrative (story) fragments while the
progressive disclosure nature of the display’s mechanism,
i.e., writing one line at a time, allied with the split-flap
animations and sounds should feel familiar and intriguing.
Figure 1. Donated airport split-flap display located at our
institute.
Related Work
For decades American artist Jenny Holzer used ambiguity
as a central aspect of her art installations. Holzer plays with
the contradiction/tension/opposition between form or
medium (usually authoritative) and message (usually
subversive, creative, warmly human). In particular, Holzer
has a series of installations that focus especially on
repurposing public displays—marquees, LED displays and
such high visibility displays as the Times Square light
board (2001) and the massive video board at the Dallas
Cowboys Stadium (2012)—with ambiguous messages as
part of her Truisms projects.
Repurposing or public installations making use of split-flap
displays are somewhat uncommon. Marco de Mutiis’s 2012
FUSE artist-in-residence project entitled “Arrivals”2 was a
kinetic installation realized with an old reengineered Solari
Board from a train station. The installation consisted of
decoupling the split-flap modules, separating them, and
displaying singular characters hung in space.
Stamen Design’s 2011 installation “Talk to Me”3 utilized a
Solari Udine airport display for an exhibition at MoMA in
New York. This project involved temporarily replacing the
board’s usual flight information by intermittently inserting
an easter egg, a hidden feature that would present visitors
with a small message at the bottom of the panel.
2.
http://www.marcodemutiis.com/flaps
3.
http://www.moma.org/explore/inside_out/2011/09/30/h
acking-the-solari
Other more artistic solutions have included use of split-flap
displays for projects like “Signal to Noise” by Lab[au]4
which focuses on the sound produced by 512 mechanical
split-flaps. The circular display immerses the spectator in
patterns of sonic motion in conjunction with the textual
information being transmitted.
AMBIGUITY IN DESIGN
The Oxford English Dictionary defines ambiguity as “the
quality of being open to more than one interpretation;
inexactness” [2]. Understandably, ambiguity in critical
systems, applications, and websites—really in most humancomputer interactions—is neither valued nor recommended.
Usability and efficiency are the gold standard in HumanComputer Interaction (HCI), while ambiguity is seen as a
disruptive and opposing force.
Instead of regarding ambiguity solely as a problem,
however, Gaver et al [6] suggest that ambiguity can also be
something intriguing, mysterious, and delightful; something
that engages users with innovative systems and allows them
to discover, explore and interpret situations for themselves.
In order to further understand ambiguity, Gaver et al
distinguished three kinds of ambiguity: ambiguity of
information (uncertainties about the information displayed);
ambiguity of relationship; and ambiguity of context (how
things are understood in different contexts).
Repurposing and Fostering Ambiguity in MStoryG
Ambiguity can be an important factor in crafting, engaging
and creating thought-provoking interactive designs [6].
Gaver et al describe the difficulty of finding examples of
commercial products that are ambiguous in terms of their
preferred context of interpretation. We agree, but would
argue that ambiguity can be introduced into task-specific
objects by displacing, repurposing and then readapting them
to new contexts. We argue that we are fostering the
productive ambiguity of the airport display board: an object
that is not inherently ambiguous is being opened up by
redeployment with a new function (collaborative
storytelling) and context (a non-airport public space) to
multiple interpretations and possibilities.
The MStoryG installation fosters and explores both
ambiguity of context (how things are understood in
different contexts) and ambiguity of information
(uncertainties about the information displayed) in order to
promote engagement and provoke the audience. An airport
split-flap display is meticulously designed to perform a
single well-defined task in a specific locus: to display flight
information within the airport. When removed from this
context, it should generate a sense of ambiguity that is not
4.
http://www.creativeapplications.net/objects/signal-tonoise-by-labau-512-mechanical-split-flaps-and-thenoise-of-data/
derived solely from the display itself as an object, but from
its new purpose when decontextualized.
Ambiguity should not be mistaken for novelty, since it is
highly unusual to see a split-flap display board separated
from its traditional context (airport or train station). We
assume that our installation fosters ambiguity since
travellers are familiar with the board and will read from it a
clear reference to airports and train stations around the
world. The display supports such a specific task that when
it is removed from its original context, ambiguity of context
and information should arise. The airport display board
donated to MStoryG has never before now been seen apart
from its original context; nor has it ever been used to
display the kind of non-airport-related, mismatched,
deliberately provocative, user-generated content we want to
introduce in these experiments.
EXPLORATIVE PROCESS
Traditional HCI methodologies tell us little about the
relationship resulting from the interaction with interactive
digital art [3]. Furthermore, we required an exploration
phase to understand the viability of the display and our
assumptions about repurposing, decontextualizing, and
fostering ambiguity. Moreover, we needed to explore the
display as a storytelling interface and which interactions
would suit the users best. To this end we defined an
explorative process that involves two main probing phases
employing a virtual replica (software prototype) of the
airport display to afford rapid prototyping, deployment, and
easy iteration of concepts, unrestricted from the sheer size
and weight of the physical airport display.
The MStoryG Pilot Installation
Probes are tools or instruments ideal for the measurement
of certain unknowns. They enable data collection about the
use and impact of technology in real-world settings [5],
people’s everyday activities and social interactions [9], or
when introduced into a public urban environment to explore
and research space [22].
In order to assess our goals we deployed a pilot installation
of MStoryG as a technology probe in order to explore how
people perceived the layout of the split-flap display,
typically used to communicate arrival and departures of
flights, and whether visitors engaged freely with the
installation.
A high fidelity software prototype of the airport departure
split-flap display was created in Flash AS2 (see figure 2).
Every 60 seconds the prototype would query Twitter’s
search API for new mentions (tweets) to the MStoryG
Twitter account. The display affords a continuum of 26
alphanumeric characters per line, 8 characters in the Airline
region and 18 characters in the To sections, providing a
potential single (central) block of text of up to 260
characters.
Figure 2. The interface of the flash prototype, which is visually
similar to the airport display.
Initial Probing
In the pilot study, our virtual board presented visitors with a
sentence stem on the first line (a story starter of the “Once
upon a time …” type) and a previously shared story starting
on the fifth line (up to the tenth). The software replica was
able to accommodate the same 260 characters available for
the story fragments. An adjacent laptop was provided with
an interface inviting visitors to leave a story fragment up to
a maximum of 130 characters and further informing them
of the possibility to interact remotely via an “@MStoryG”
Twitter mention (see Figure 3).
The three-day pilot study was set up in the research
institute’s informal meeting room, a point of passage for
several labs. During this first experiment we collected 15
contributions and interviewed 10 users.
Ambiguity. Passersby immediately recognized the board as
“the one from the airport”. The ambiguity of context—an
airport board situated in the research facility meeting
space—was found to be a positive factor that sparked
interest and curiosity among visitors.
Passersby did not immediately perceive the purpose of the
virtual airport display when it was placed in that context. At
first visitors were somewhat baffled about the information
displayed. They did not expect to see stories and messages
and attempted to make sense of the information, some by
directly mapping the labels Airline and To onto the
information displayed. One user initially thought the board
displayed arrival information of new researchers to the
institute. Others thought it was connected to the physical
display at the airport and that messages could be sent
between them. Interestingly, four visitors interpreted the
installation as a childhood game, where each person
continues the sentence left by the previous player. This
observation at the pilot stage eventually led to the use of
Exquisite Corpse in the public installation.
Main Insights: Over time, passersby started to realize that
the information consisted of user-generated content, which
turned out for the most part to be short messages rather than
fictional stories or story fragments.
Not everybody is a natural born author, and some users
found contributing to a fictitious story on request to be a
difficult task, with most comments falling into the “I don’t
know what to share” category.
The installation was put to a slightly different use than we
had originally envisioned. The context in which the board is
installed and the actions that normally take place in that
context influence the way people will use it—sometimes
with interesting results. For instance, during out pilot, one
user took advantage of the board being located in the
meeting room and the possibility of remote interaction
through Twitter to leave a message apologizing for his late
arrival at the meeting.
People recognized the board as the one from the airport,
which led to speculation and multiple interpretations of its
purpose and function in the meeting room.
After contributing, users would remain in locus waiting to
see their message appear on the board with the traditional
split-flap animations and characteristic sounds.
Users contributed once, but would frequently pass by and
glance at the installation to check for new contributions by
others.
In order for stories to constantly flow on the board, the
installation needs to engage many users. It is critical to
place the installation close to a high-traffic area.
Some users suggested improvements to the interface to
better support storytelling. They were obviously aware that
changes to the virtual board are possible. We are interested
to discover whether we will get similar comments utilizing
the physical board.
Only one (out of 10) user opted to interact through his
Twitter account, doing so from within his lab and then
moving to the installation space to see it appear on the
board.
Discussion
While users reacted positively to the installation and the use
of the “airport display” to transmit and share user-generated
content, users did not immediately perceive the objective
and purpose of the installation. This may have hindered
some interactions with the installation but also succeeded in
generating curiosity and “buzz” around it.
We were curious about the four user comments that
predicted the installation taking on a more collaborative
storytelling role. This in fact led to our adoption of
Exquisite Corpse, a surrealist game similar in nature to the
one suggested by these users, for the public installation. We
were also inspired to reflect on the motives behind the
board displacement by the user who thought that the board
was still somehow connected with the airport and receiving
and sending messages to and from a travelling audience.
We recognized that deploying the board in this manner
would add a further productive layer of meaning by
maintaining important ties between the object and its
original function and context. A final but important lesson
from our first pilot was to make sure that our next probe
would be located in a public space with greater foot traffic.
passersby and decided to pursue it further with another
deployment of the installation in a public space with higher
people traffic. The addition of the Exquisite Corpse
storytelling technique brought some changes in the way
stories appeared on the display. Visual refinements to
airport specific text labels such as Time, Airline, and Flight
were altered to more abstract symbolical representations
(see Figures 4, 5) in order to mitigate users trying to
directly map the information to the labels. These new
symbols had to be representative enough without
constraining users’ initial perceptions of the purpose of the
board.
Figure 3. The pilot study was located at a point of passage
between multiple labs.
MSTORYG PUBLIC INSTALLATION
Many experiments have focused on creating immersive
experiences within urban spaces by augmenting cities with
fictional information [13] through mobile location-based
games and interactive location-based narratives [20][18].
While relating fictional stories to physical locations is not a
novel concept in itself [13], Kearney [10] argues that
storytelling innovation depends both on the medium and the
story being told, and on the cues embedded in the physical
surroundings people draw upon [12].
Figure 4. Layout replicating the physical airport departure
split-flap board for the pilot study.
Exquisite Corpse
Exquisite Corpse is a surrealist collective storytelling
technique in which each contributor adds to the story in
sequence without being able to see more than a small
fraction of what has already been written—blind to the
greater part of the story, in other words. The resulting story
is inevitably surprising and often beautiful. The American
film director Tim Burton’s 2011 Cadavre Exquis [29]
experiment is a recent incarnation of the game and a
popular example of a community-created story. In Burton’s
version, each contributor had at their disposal a maximum
of 140 characters to express some continuation of the story.
Similarly, in the Novel Iowa City Project [14] eight
experienced authors and the general public were invited to
participate in a community-based writing project. People
contributed to the novel by tweeting their story segment
with the hashtag “#icbfn”. In both of these experiments
users contributed remotely and interacted through Twitter.
User contributions were filtered for any serious disruptions
and screened for the optimal story continuity.
Study
The pilot probe assisted in gathering some initial insights
relating to user perception on the deployment of the airport
display with user-generated content. We identified
ambiguity provided by repurposing and decontextualizing
the airport display as something that provoked curiosity in
Figure 5. Visual modifications made to the board including
new symbols replacing text labels.
Evaluation Protocol
Greenberg and Buxton argue that evaluation is some cases
can be ineffective or even harmful if we blindly follow “by
rule” rather than “by thought” [7]. England et al claim that
traditional HCI models tell us little about the relationship
resulting from the interaction with interactive digital art [3].
An evaluation protocol was defined based on the analytical
framework of Mathew et al [15] in order to evaluate
whether ambiguity generated enough curiosity to attract
users and motivate them to cross the thresholds up to direct
interaction, and moreover to evaluate their level of
engagement with the overall installation. Three main user
engagement trajectories were defined:
• Perception phase: user’s first contact with the installation.
The user creates an initial understanding of the
installation and social ethics.
• Interaction phase: user’s first interaction (or intention to
interact) with the installation.
• Engagement phase: final phase when the user moves
from interaction to a deeper understanding of the
installation.
public flow points inviting people to visit the hall and the
MStoryG installation but no project description was
provided.
Evaluating the Perception Phase: Users may perceive
MStoryG as a Dynamic-Interactive installation, where a
human actor plays an active role in the modification of the
installation or the environment it is set in. Monitoring the
perception trajectory and (building on Brignull [1]) in field
user observations should allow identification of user
activity zones as a measure of physical and social
engagement:
For the installation, visitors continued the story fragment
left by the previous visitor displayed on the first lines of the
board. This allowed the board to have “stale” content that
could be shown in order to facilitate users’ understanding of
its purpose [27]. The new user’s contribution was displayed
below the previous story, so that both stories appeared
together for 40 seconds. This allowed for the visualization
of the continuing story. Afterwards, the latest contribution
took up the initial position at the top of the board as the
story fragment to be continued. The entire collection of user
contributions, the story generated up to that time, was then
shown on the display every 15 minutes, therefore keeping
the installation active with sound and animation and
offering visitors and passersby a view of the story so far. As
described by Brignull remote interaction mitigates social
embarrassment [1]. We offer passersby the possibility to
interact with the installation via Twitter; users could tweet
from their own device a story fragment with the mention
“@MStoryG”. An adjacent laptop with a Web interface
allowed those without Twitter accounts an easy way to
contribute.
• Peripheral awareness threshold: people are peripherally
aware of the installation but at this time do not intend to
interact with it.
• Focal awareness threshold: people in this activity zone
are engaged in social activities relating to the installation.
They discuss, explain, point and learn about it but still
from a distance without interacting.
• Direct interaction: here users are in direct interaction with
the installation and formulate a deeper understanding of
the installation.
We aimed to observe if and how apprehension and social
embarrassment constrain user interaction with the
installation, and whether the ambiguity of repurposing a
familiar public display in a new context as a digital art
installation is enough to attract passersby and entice them to
cross the threshold of direct interaction.
Evaluating the Interaction Phase: For the interaction
trajectory, we relied on in field observations for
identification of the honey pot effect [1] and analysis of the
stories generated (contributed) by users in order to identify
any references to the repurposing and ambiguity of the
display, the context of the installation, or meta-references to
actual events [14].
Evaluating the Engagement Phase: For the final
trajectory, an eleven-question (5-point Likert) questionnaire
and semi-structured interview were designed to query users
on their engagement with the installation, their
understanding of the concept of Exquisite Corpse, their
overall experience with the installation, whether they were
curious about the installation, and if this curiosity
influenced their interaction. We also sought to understand
users’ initial preconceptions of the installation before
interacting and if the actual experience matched their initial
mental model.
The Installation
The installation was located at an indoor public location, a
regional science park hall (see Figure 6) adjacent to the
University Campus, with a higher flow of people than for
the pilot study. The prototype display was retro-projected to
a glass storefront that had been covered in semi-transparent
vinyl allowing the projected image to be seen on the glass
(see Figure 7 and Figure 8). Posters were located at key
Stories were limited to 130 characters. We made use of the
split-flap board’s Flight (8 characters) and To (18
characters) sections. This allowed for a block of text up to
260 alphanumeric characters or a maximum of two 130character textual contributions to be shown at one time.
Figure 6. Schematic of the location of the installation
augmented with popular foot traffic paths.
Findings
The installation was deployed during four afternoons from
1pm-5pm. The majority of passersby were individuals that
worked at the science park, students that visit the copy
center or snack bar or the general public. Ninety-five
passersby were observed entering at least the threshold of
peripheral awareness. Sixty of those (63%) did not cross the
direct interaction threshold but remained at the focal
awareness threshold. Figure 6 represents the most popular
foot traffic paths. Passersby would not stray much from
their path due to the high visibility of the display and its
location but would slow down or stop to glance, read and
discuss. Thirty-five (36%) users crossed into the threshold
of direct interaction upon invitation of a collocated
collaborator. At the end of their interaction with the
installation these users were presented with a questionnaire
and a short semi-structured interview was conducted.
A researcher was present on site during most of the time the
installation was active in the regional science park hall.
Most of the 60 passersby that walked by without interacting
with the installation were approached and asked the reason
why they did not engage. Participants mentioned social
awkwardness i.e., uncertainty about the quality of their
shared story and what others would think, intimidation, and
the language barrier (the installation and initial stories
shared were in English). Some of those questioned did not
know what (story) to share and were happy enough reading
others’ contributions, while some participants claimed lack
of time. A small but present number of users were unsure of
the purpose of the installation and were hesitant to interact,
similar to findings by Munson et al [17].
The installation offered the possibility to remotely interact
and contribute through Twitter, but this did not engage the
more socially embarrassed to interact. In fact, none of the
35 interactions were performed through Twitter, leading us
to conclude that social embarrassment was perhaps not the
strongest factor hindering interaction with the installation.
We overestimated the public’s use of Twitter [17]. Users
commented that Facebook was their most preferred and
active social network.
The 35 visitors that interacted and shared a story waited to
see their message appear on the installation with the
traditional split-flap animations and sounds. The first
person to interact with the installation had the opportunity
to begin a story and contributed with “Lisboa 14h00”,
information relating to the contextual ambiguity of the
airport display. The contributions that followed fell into
similar airport, flight, and travelling meta-references. A
“hello world” disruption was not enough to disinterest
visitors, who quickly continued the thread with “this world
is mine what is yours?” Up to this point the content
generated was in English, until a visitor preferred to share
his story in Portuguese while still continuing in the same
context. From this point forward all contributions were
made in Portuguese and quickly, meta-references to actual
events (consistent with [14]) such as Christmas, a large
regional party and the New Year started to appear which
then dominated the story content.
A total of 261 words were generated from 35 contributions.
We found no references to the location where the
installation was deployed. This might suggest that the
environment surrounding the installation was not rich
enough to entice users into including it and imagining
stories around it.
Figure 7. The adjacent interface for leaving stories and the
projected display.
Users that had interacted while repeatedly passing by the
installation would read any subsequent contributions. We
did not observe any recurring interactions.
Questionnaire Results on Installation Engagement
Here we present the results obtained from the 35
questionnaires (on a 5-point Likert scale) and qualitative
data from the semi-structured interviews from users who
interacted with the installation.
Users strongly disagreed that they felt embarrassed while
interacting with the installation (at the point of interaction,
not while approaching or at the periphery of focal
awareness), with a median of 1 and mode of 1 (σ = 1.371).
Some users commented that their level of embarrassment
diminished right after interacting with the installation and
understanding its purpose.
Figure 8. A passerby reading a story in the focal awareness
threshold.
Users were somewhat undecided as to whether they would
use the installation frequently, with a median of 4 and mode
of 3 (σ = 1.121). Users did comment that if the installation
were located somewhere else, for example in town or on the
university campus, they would probably interact more.
Consistent with the pilot probe study, not all users are
authors. For some it was easy to generate a story; for others
less so (median 3, mode 1, σ = 1.371). Confidence in one’s
authoring ability is highly personal, and we should look into
how to support users with various levels of confidence in
authoring.
Users responded that they would wait on average less than
three (3) minutes to see whether anyone else would
continue their story, bearing in mind that the installation
was located at a point of passage in a professional setting.
Encouragingly, users reported being very interested in
reading the final story generated by all contributions
(median 5, mode 5, σ = 0.471) and found collaborative
storytelling through the Exquisite Corpse technique to be
engaging (median of 5, mode of 5 and σ = 0.918).
Furthermore, users’ curiosity about the installation
especially due to the virtual airport board did lead them to
interact with the installation (median of 4, mode of 5 and σ
= 1.162). When asked if the installation was what they
expected (before interacting with the installation) user
responses varied. With a median of 3 and mode of 4 and σ
= 1.271, some users did mention leaving messages on the
airport display while others commented on it displaying
airport relevant information and not allowing for user
interaction.
Overall, participants rated the installation as “fun” (median
of 4, mode of 5 and σ = 0.738). Nov [19] argues that in
order to increase and enhance user-generated content
contributions that fun was a top motivator, and that there is
a strong correlation between motivation and contribution.
DISCUSSION
The installation was deployed during the third week of
December, when there is a lower than average amount of
pedestrian traffic at the science park. We did not observe
any honey pot effect that would clearly benefit this type of
interactive digital art especially for collaborative
storytelling. The gaps in time and space between passersby
did not allow them to observe others’ interacting with the
installation, thus probably hampering the passersby
perceived usefulness and interest of the installation [8]. In
general we felt that while the display’s location was optimal
for viewing from the majority of the popular trajectories,
but this point of passage did not favor our target space or
wait time required to view the story generated ‘so far’ of 15
minutes. Two participants who displayed an interested in
reading the complete story and calculated the remaining
time for it to appear on the display and returned later on,
with the remaining users commenting that they prefered to
read the story somewhere else, for example on Facebook.
We argue that similar to the experiment performed by [1],
“sites of temporary relaxation” [4] are possibly some of the
best urban spaces for identifying the honey pot effect and to
entice users in collaborative storytelling. Public
installations that require user interaction should be located
where there is a balance between leisure space and high
traffic trajectories.
We found that users were excited by the Exquisite Corpse
storytelling technique but had difficulty in generating their
own stories to share [11]. Users that contributed were very
interested in reading the final story and understanding how
their contribution affected the larger story. Contrary to
examples from Tim Burton’s Cadavre Exquis and the
Novel Iowa City Project, we did not filter out disruptions to
the flow of stories. Instead of alienating participants, our
initial findings support that potential disruptions led
participants to try and generate stories from these—
although we recognize that this was done in a somewhat
controlled environment with a collocated collaborator and
most likely would not be true in more public spaces.
Repurposing Objects and Ambiguity
Müller, argues that attracting passersby is one of the most
critical and overlooked design issues [16]. We presented a
repurposed and decontextualized airport split-flap display
as a counterpart to new, novel, complicated technologies.
We expected our prototype of the familiar display to entice
and provoke curiosity in passersby, not only attracting them
but also in overcoming social anxiety and embarrassment
and motivating interaction. We found passersby to be
curious about the repurposing of the display with some
generating speculation about its purpose. Furthermore, we
found that creative storytelling is not for everyone. Most
passersby were more engaged in reading the stories than
creating and sharing.
We foresee the physical board providing a stronger sense of
ambiguity since it is a local landmark that was dislocated
from its original location and context, and not a virtual
counterpart. The evaluation protocol proved adequate in
probing how users reacted to the installation in a public
space, while Mathew et al’s analytical framework and
activity thresholds were found to be a useful tools for
observing and measuring the installation engagement and
impact on the surrounding public.
CONCLUSION
In this paper, we presented a digital art installation concept
that employs to a decontextualized and repurposed airport
split-flap board in order to support Exquisite Corpse, a
collaborative storytelling technique. We argued that the
airport board provided ambiguity, thus attracting and
enticing passersby to interact with the installation (even if
only to read the stories). We defined a process to evaluate a
number of features relating to storytelling and the viability
of the display. We created a software replica of the airport
board to allow us to rapidly prototype concepts, deploy a
virtual installation quickly and iterate. Two probes were
performed in order to understand users’ perceptions of the
split-flap display technology. We analyzed users’ reactions
to public storytelling and to their interesting in interacting
with a somewhat authoritative public display affording a
more democratic use.
We feel that the insights presented here are relevant as more
and more digital art installations are appearing in public
settings. Our research showed that it is possible to evaluate
digital art installations with some level of rigor and insight,
even when using virtual counterparts as explorative probing
tools, without compromising the creative process.
FUTURE WORK
These studies allowed us to identify beforehand that not all
people are attracted to the concept of collaborative
storytelling, especially when they are the content creators.
Our next steps shall be to focus not only on the users that
contribute with stories (which are a minority) but on those
that are interested in consuming interesting stories as
readers. This could be done by inviting international
authors and writers or through Twitter fiction events and an
authoring platform. This should open up the installation to
individuals that enjoy sharing stories and generate higher
quality content for passersby to consume.
ACKNOWLEDGMENTS
We would like to thank ZON Multimédia for their financial
support to the overall project and to the Airport of Madeira
for donating their arrival split-flap display.
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