jagomart
digital resources
picture1_Design Patterns Pdf 185743 | Fulltext01


 144x       Filetype PDF       File size 2.67 MB       Source: www.diva-portal.org


File: Design Patterns Pdf 185743 | Fulltext01
research report 8 98 software architecture an overview of the state of the art by jan bosch editor department of issn 1103 1581 computer science and business administration isrn hk ...

icon picture PDF Filetype PDF | Posted on 01 Feb 2023 | 2 years ago
Partial capture of text on file.
                                                                                ARTICLE IN PRESS
                                                                           Interacting with Computers xxx (2008) xxx–xxx
                                                                           Contents lists available at ScienceDirect
                                                                     Interacting with Computers
                                                            journal homepage: www.elsevier.com/locate/intcom
              Setting the stage – Embodied and spatial dimensions in emerging
              programming practices
              Martin Jonssona, Jakob Tholanderb, Ylva Fernaeusb,*
              aSödertörn University, School of Communication, Technology and Design, SE-141 89 Huddinge, Sweden
              bStockholm University, Swedish Institute of Computer Science, Forum 100, SE-164 40 Kista, Sweden
              article info                                          abstract
              Article history:                                      In the design of interactive systems, developers sometimes need to engage in various ways of physical
              Received 14 October 2008                              performanceinordertocommunicateideasandtotestoutpropertiesofthesystemtoberealised.Exter-
              Accepted 14 October 2008                              nal resources such as sketches, as well as bodily action, often play important parts in such processes, and
              Available online xxxx                                 several methods and tools that explicitly address such aspects of interaction design have recently been
                                                                    developed. This combined with the growing range of pervasive, ubiquitous, and tangible technologies
              Keywords:                                             adduptoacomplexwebofphysicalitywithinthepracticeofdesigninginteractivesystems.Weillustrate
              Interaction design                                    this dimension of systems development through three cases which in different ways address the design
              Embodied interaction                                  of systems whereembodiedperformanceisimportant.The“rstcaseshowshowbuildingaphysicalsport
              Physical user interfaces                              simulator emphasises a shift in activity between programming and debugging. The second case shows a
              Embodied performance
              Programming practice                                  build-once run-once scenario, where the “ne-tuning and control of the run-time activity gets turned into
                                                                    anactofinsituperformancebytheprogrammers.Thethirdexampleillustratestheexplorativeandexpe-
                                                                    riential nature of programming and debugging systems for specialised and autonomous interaction
                                                                    devices. This multitude in approaches in existing programming settings reveals an expanded perspective
                                                                    of what practices of interaction design consist of, emphasising the interlinking between design, program-
                                                                    ming, and performance with the system that is being developed.
                                                                                                                                           2008Elsevier B.V. All rights reserved.
              1. Introduction                                                                         cial performance in physical spaces, but also as the tools that
                                                                                                      developersusehavedevelopedfromtext-based,throughgraphical,
                  The area of human–computer interaction has increasingly                             towards systems based on multimodal, and different forms of
              recognised the physical and material dimensions of acting with                          physical interaction. Early programming resources did, for in-
              and around computational artefacts. This is mirrored through the                        stance, take the form of holes in physical punch cards, while more
              central theme of much contemporary research concerned with                              recent formats include textual codes, graphical rewrite rules (Can-
              understanding the social and physical interdependencies in rela-                        “eld Smith et al., 2001), or even animated (Kahn, 1996) and tangi-
              tion to peoples interaction with technology. This has most prom-                       ble (Horn and Jacob, 2007) program representations. Currently, a
              inently     been conceptualised through notions of embodied                             rangeof physical and tangible resources for various aspects of pro-
              interaction and in studies of situated conduct, e.g., by work of Dou-                   gramminghasbeendeveloped,includingtangible forms for repre-
              rish (2001) and Heath and Luff (2000). Notions of physicality and                       senting programming constructs (McNerny, 2004), physical tools
              embodiment are also central in research on pervasive computing                          for construction of code structures displayed on a computer screen
              andtangibleinterfaces, in which the particular physical manifesta-                      (Fernaeus and Tholander, 2006a), and methods of tracking and
              tion of a computational artefact and its consequences for peoples                      recording physical manipulation of actuated devices (Frei et al.,
              interaction with and through the artefact is commonly brought to                        2000;Raf”eetal.,2004;Hartmannetal.,2007).Thereisalsoagen-
              discussion (see Hornecker and Buur, 2006; Klemmer et al., 2006).                        erally increasing focus on social and situated aspects of system
                  The premise of this paper is that this development involves a                       development, manifested, for example, in the form of resources
              number of new challenges for the designers and programmers of                           for collaboration such as version management software, open-
              interactive artefacts and systems. This is partly since interactive                     source tools and public class libraries.
              systems increasingly involve artefacts that support bodily and so-                          In our earlier work, we have explored how physical and visual
                                                                                                      programmingtoolscontributetoareshapingoftheactivityof pro-
                                                                                                      gramming, from intellectual and individual, towards getting the
                * Corresponding author. Tel.: +46 708763301.                                          character of a largely social activity relying heavily on physical ac-
                  E-mail addresses: martin.jonsson@sh.se (M. Jonsson), jakob.tholander@sh.se (J.      tion and material resources. To describe this shift, we studied so-
              Tholander), ylva@sics.se (Y. Fernaeus).
              0953-5438/$ - see front matter  2008 Elsevier B.V. All rights reserved.
              doi:10.1016/j.intcom.2008.10.004
                Please cite this article in press as: Jonsson, M. et al., Setting the stage – Embodied and spatial dimensions in emerging ..., Interact. Comput.
                (2008), doi:10.1016/j.intcom.2008.10.004
                                                                 ARTICLE IN PRESS
          2                                             M. Jonsson et al./Interacting with Computers xxx (2008) xxx–xxx
          cial performances and their role in programming activity (Ferna-           Laurels Computers as Theatre (Laurel, 1993), where the computer
          eus and Tholander, 2006a), emphasising how visual and tangible             programitself is looked upon as a live performance”, experienced
          forms of representations allow people to involve bodily actions            in use by its users. The role of the developer is then characterised
          such as pointing and gesture in a more direct sense than is pos-           as a theatre director orchestrating the acts to be performed by the
          sible with traditional text-based or symbolic programming repre-           computer program. A second view is through the performance of
          sentations. In analyses of children making animated games                  users, who together and with the system act in a social setting, to-
          together on a PC, a central aspect of the negotiation did, for in-         wards a real or imagined audience” (e.g., Grint and Woolgar,
          stance, concern how objects in the “nal game should move and               1997). A third perspective concerns the communicative acts of
          behave. To discuss such aspects, the children made extensive               designers and programmersin the making”.Examplesofmethods
          use of gestures, and also external resources such as sketches on           that explicitly address such matters include test-running of low-
          a piece of paper. The dynamic and spatial properties of the “nal           “delity prototypes through collaborative role-plays (Rettig, 1994)
          application thus presented a number of challenges that the par-            and methods of bodystorming (Oulasvirta et al., 2003), where
          ticipants addressed through bodily performance within the pro-             designers explore a given context of use through acting out every-
          gramming activity. Similarly, extensive use of bodily action has           day activities in the environment of their target users. Recently,
          been observed among adults building administrative software                such bodily aspects have been increasingly brought into the con-
          systems when talking about less tangible aspects of their designs          ceptual discussions of interaction design at large, especially in
          (Tholander et al., 2008, see Fig. 1).                                      the design of physical and mixed-media interactive environments
             In this paper, we further explore how spatial and physical as-          (Jacucci, 2004; Ciol“ and Bannon, 2007). A related aspect, and
          pects, not of the tools but of the intended interactive setting affect     which we will focus on here, concerns the general development
          the character of a programming activity. This further emphasises           of newtechnicalsolutionsthatextendthequalitiesoftheresulting
          themultitudeofunderstandingsofwhatprogrammingisandwhat                     systems to allow for richer forms of manipulation, perception and
          it should be. We focus speci“cally on the activity of building inter-      technology use. An important aspect of such technologies is that
          active systems that have physicality and spatiality as central qual-       they invite users, and also the developers, to engage in more phys-
          ities of the target setting, i.e., system that support interactions that   ical, social, and bodily forms of interaction.
          include enacted and embodied performances in shared physical                  To further understand how the concept of performance can be
          spaces. A basic assumptionis thata“nalinteractivesettingthatre-            understood in these respects, we have chosen to explicitly draw
          quires enacted and embodied performances shapes the nature of              attention to the activity of computer programming. We “nd this
          the programming activity to hold a rather different character from         relevant as this activity has traditionally been viewed as a primar-
          whenother forms of interactions are designed.                              ily intellectual activity – a view that has recently been challenged
             After a short overview of the perspective of embodied perfor-           by a range of empirical studies (Button and Sharrock, 1995; Dow-
          mances in computer programming, we present three brief cases               ney, 1998; Sharp, 2004; Chong and Hurlbutt, 2007). A view that
          that illustrate how developers manage the situation of building            puts its primary focus on the intellectual aspects of activity has
          systems for different kinds of physical and performance-based              also been substantially criticised in social and cognitive science
          interactions. The examples are used to emphasize a general shift           in general, emphasising the socially and physically situated nature
          in how to understand programming practice, and how it gets                 of creative work in professional practices (see, e.g., Schön, 1983;
          shaped by the variety of ways that emerge through users interac-          Suchman, 1987, 2007; Lave, 1988; Schatzki et al., 2001).
          tion with digital technology that increasingly become physical and            This perspective of studying programming as a socially and
          spatial in character. We end by discussing how an increased                physically situated activity, strongly shaped by the character of
          acknowledgement of physical aspects of programming suggests                theavailableresources,haselsewherebeenreferredtoasembodied
          new challenges for the broader development of new resources                programming,drawingonDourishsnotionofembodiedinteraction
          for software development.                                                  (Fernaeus and Tholander, 2006b). This includes a general concern
                                                                                     for bodily actions performed in order to interact with and through
          2. Embodied performance in computer programming                            a programming environment, and also to the physical aspects of
                                                                                     discussions, negotiations, and perceptionthatgoesonwhenpeople
             Performanceininteractiondesigncanbeinvestigatedthrougha                 engage in construction of computational artefacts. Note however,
          range of different perspectives. One is the classic view of Brenda         that this is not to be mixed up with embedded programming, which
                                                                                     concerns more speci“cally the sensing, behaviour, and control of
                                                                                     physical appliances.
                                                                                        In the “eld of HCI, much workhasattemptedtodevelopwaysof
                                                                                     bringing social and material aspects of use settings to the centre of
                                                                                     concernofinteractiondesign practices, e.g., through contextual in-
                                                                                     quiry, participatory design methods, technology probes, and quick
                                                                                     and dirty ethnography. Bridging the gap between use and design
                                                                                     settings is, however, not only a question of providing information
                                                                                     about users and use settings to the designers. A recent focus on
                                                                                     physicality in programming can be found for example in the moti-
                                                                                     vations for pair programming, where two developers work to-
                                                                                     gether in front of a shared screen. In this way, errors are more
                                                                                     easily detected, and problems are immediately discussed and ad-
                                                                                     dressed collaboratively. Other physical aspects noted in ethno-
                                                                                     graphic accounts of extreme programming practice include the
                                                                                     importanceofacommonworkspace,sothatparticipantsmoreeas-
                                                                                     ily can create a shared understanding of what everybody in the
                                                                                     team is currently engaged in. Instead of storing information about
                                                                                     plans, goals, requirements, etc. in digital “les, information is made
                   Fig. 1. Interaction designers engaged in a modelling activity.    publicly available as physical representations in the forms of phys-
           Please cite this article in press as: Jonsson, M. et al., Setting the stage – Embodied and spatial dimensions in emerging ..., Interact. Comput.
           (2008), doi:10.1016/j.intcom.2008.10.004
                                                                                 ARTICLE IN PRESS
                                                                      M. Jonsson et al./Interacting with Computers xxx (2008) xxx–xxx                                                     3
               ical story cards and sticky notes on whiteboards (e.g., MacKenzie                        ests in their work, we asked the developers to perform and explain
               and Monk, 2004; Sharp, 2004; Chong and Hurlbutt, 2007; Martin                            typical activities in their programming practice, and especially
               et al., 2007).                                                                           how they dealt with the very physical aspects of the interactive
                   In this paper, we discuss how experiential properties of speci“c                     technologies that they developed.
               end-user settings are addressed concretely by programmers in
               their practice. This could be seen as the reverse problem as that ex-                    3.1. Designing for full body interaction
               plored in palpable computing (Büscher et al., 2007), which is con-
               cerned with making the invisible” internal aspects of a                                    A range of interactive technologies requires users to engage in
               computationalsystem,e.g.,systemarchitectureandsoftwarecom-                               extensive bodily engagement to interact with a computational
               ponents, easier for end-users to talk about and relate to in partic-                     system. Such systems include sports arcade games, simulators,
               ipatory     design     practices.     Similarly,     tangible     programming            and training applications for different settings. Physical golf sim-
               projects are commonly addressing how physical representational                           ulators is an example of this class of systems, allowing people to
               forms may make abstract programming concepts more concrete.                              practice their hobby by hitting real golf shots using real clubs and
               Hereinstead,focusisonhowthephysicalend-usercontextisdealt                                balls into a screen projection of a golf course. Naturally, building
               withinconventional,PCandtext-basedprogrammingsettings.The                                such a system will take on a different character than the more
               intention is to start identifying some of the key challenges in                          commonly observed cases of developing systems for PC and lap-
               designing and realising systems for physical action and bodily                           top-based modes of interaction. To explore these aspects further,
               performance.                                                                             we visited a company that focuses on building such golf
                                                                                                        simulators.
               3. Three cases of programming for embodied performance                                       Theobservedsettingissituatedinagolftrainingcentreconsist-
                                                                                                        ing of a number of small booths each containing an interactive
                   Thissectionprovidesthreeexamplecasesofdesigningforinter-                             golf simulator environment that are used by individuals or small
               active settings where embodied performance is a central property,                        groups of players. Each booth consist of a large wall projection of
               andhowthisin”uencestheactivityofprogramming.Theaimisto                                   a3D-renderingofagolfcourseincombinationwithasensor-based
               explore the multitude of use settings that developers may need to                        deviceforcapturingthephysicalpropertiesofthegolfshot,suchas
               relate to. Rather than documenting the practices in detail, we have                      ball speed, direction, and spin, to calculate the trajectory and indi-
               chosen to describe speci“c themes of the three different settings,                       cate where in the simulated environment the ball will end up
               pointingathowtheyilluminatecertainaspectsandchallengesthat                               (Fig. 2).
               programmers have to face when designing for such settings.                                   Thesetupofthesystemprovidesaninteractive contextthatin-
               Throughthesecasesweattempttocontributetoanunderstanding                                  volves two distinctly separate modes of interaction, “rst, hitting
               of some of the dimensions involved in design of technologies                             golf shots to actually play the game, and second, interacting with
               involving physical experiences, and in particular, the interplay be-                     the simulation to carry out the actions necessary to play in the
               tween programming practice and its resources, the physical con-                          manner one wants. This involves indicating to the system what
               texts, and the material properties of the interactive devices.                           club one is using, aiming the screen projection in the direction
                   First, we examineagolfsimulatorsetting,whichisacasewhere                             one wants to hit the shot, perceiving information presented on
               the target activity is heavily based on physical action and full body                    the screen regarding distance to the hole, speed, and direction of
               interaction. Our second case concerns the design and control of                          the wind, elevation, etc. This requires designers to support the
               interactive performances in public spaces, in the form of live med-                      users possibility of shifting orientation between viewing the
               ia-rich presentations at large exhibitions. Finally, we examine the                      screenprojectionasagolfcourseandviewingtheinformationpre-
               activity of programming a certain type of autonomous embodied                            sented to control the progression of the simulation. The “rst being
               interactive devices called GlowBots. An overview of the three cases                      a highly physical mode of interaction while the second being more
               is provided in Table 1.                                                                  of an information seeking mode of interaction.
                   Each setting was studied through a light-weight ethnographic                             Collaborative and social dimensions are important both to how
               study, based on observations and interviews with programmers                             golf is generally played in real-life settings, but was also prominent
               at their respective work places. After explaining our research inter-                    in our observations of how the game is played in the golf simula-
                                                                                                        tion centre where it was set up. Addressing these dimensions re-
                                                                                                        quires the developers to consider how the physical and spatial
               Table 1                                                                                  setting supports of”ine aspects of the interaction around the sys-
               Characteristics of the three cases.                                                      tem such as observing others shots, commenting on them, com-
               Use setting                                    Programming setting                       paring them to those of oneself. This is supported both by how
               Golf simulator                                                                           the spatial and physical con“guration of the simulation cater for
               Full-body interaction including non-           PC-based interaction in conjunction       watching by audience and co-players. It is also addressed in the
                  computational artefacts as interface”     with a physical stage for debugging       simulation technology by leaving traces of the trajectories of the
                  elements, i.e., real golf clubs and balls,  and “ne-tuning the simulator              shots of the other golfers that remain on the screen projection. In
                  and physical space                                                                    our observations of the developers building the system they use
               Multimedia show                                                                          a conventional PC-based programming environment to control
               System tailored for a speci“c location,        Programming activity is                   the simulation technology. Their golf simulation technology is
                  interaction includes a complex              intertwined with the creation of a        based on models and principles from virtual game-worlds used
                  collaborative interplay between people      physical environment, as well as          in traditional desktop settings. A key challenge in this development
                  on and behind a physical stage              with the “nal end-user activity
                                                              setting                                   is hence to use a traditional programming environment in building
               GlowBots                                                                                 atechnologythatinvolvesahighlyphysicalactivityconductedina
               Handheld physical interaction, where           Programming and testing happens           constrained physical space.
                  multiple devices in combination work to     on very different devices,                    Programming and testing in this environment naturally in-
                  frame the larger social setting, e.g., to   emphasising loops of testing,             volves addressing a number of issues in which physical and spatial
                  turn off the lights and perform             debugging, and tuning the                 qualities become salient. As non-computational physical objects
                  physically with the displays                interactive properties                    such as club and ball are central interactive resources testing,
                 Please cite this article in press as: Jonsson, M. et al., Setting the stage – Embodied and spatial dimensions in emerging ..., Interact. Comput.
                 (2008), doi:10.1016/j.intcom.2008.10.004
                                                                   ARTICLE IN PRESS
          4                                              M. Jonsson et al./Interacting with Computers xxx (2008) xxx–xxx
          Fig. 2. An illustration of the physical use setting of the golf simulator and the two different modes of interaction with the system while playing, as well as when programming
          anddebugging.Theleftpictureshowsinteractionusinggolfballandclubs,andtherightshowsthePCwithwhichtheusershavetointeracttoforexampleselectcourseand
          clubs.
          e.g., the correctness of the physical measurements cannot be sim-           a stage where one or several presenters give speeches accompa-
          ulated on the PC only. Testing and debugging thereby requires the           nied by visual multimedia material displayed on large displays
          programmer to use a physical setup of the system and hit actual             (see Fig. 3). The multimedia material can be composed of static
          golf shots to generate different test values. The opposite of such          text/image slides in combination with video streams and/or com-
          technical testing procedures involves addressing how the system             puter animations. An important difference to other multimedia
          supports the imagined experience and the appropriate feeling of             presentations is that this material is spread out over several
          actually hitting real golf shots on a golf course. A central issue here     screens, is often combined with live video footage of the presenter,
          regards addressing how users will experience the spatial qualities          andtypically also includes a light show with directed and ambient
          of the setup so that it gives a realistic sense of how the course pro-      light accompanying the presentation as well as spatial audio
          jection is perceived. Achieving this requires extensive “ne-tuning          accompanying the various video streams. There are also several
          of the speci“c placing of the sensors and the position of the hit-          points of interaction both with the system and between the differ-
          ting-mat hit in relation to the room and the screen projection.             entpeopleinvolved.First,theshowisperformedcollaborativelyby
                                                                                      the people on stage and a number of people (who are also the
          3.2. Programming for performance in large public spaces                     designers/programmersofthepresentation)locatedinabackstage
                                                                                      control room. The presenter has control over what slides and video
             Performances in public spaces have been a popular domain for             that are currently being displayed, either directly or indirectly by
          exploring novel interaction forms and technologies. Such settings           subtle cues to the control room staff. Except for interacting with
          include musical performances (Jordà et al., 2007), place-speci“c            thepresenterthecontrolroomstaffalsohastocoordinatetheirac-
          artworks (e.g., Cof“n, 2008) and one-off pervasive game experi-             tions between them. At certain types of events the presentation is
          ences (Jonsson et al., 2006). One kind of system intended for such          also combined with interactive features to, e.g., allow for voting or
          a public interactive space that we have chosen to investigate here          other feedback from the audience, and in other ways of engaging
          is multimedia presentations at larger exhibitions. The activity of          the audience in the activity.
          setting up and controlling such systems provides an interesting                The presentation activity can be divided into two phases, the
          case to examine due to the various performative, embodied and               setup (programming) phase, and the performance (execution)
          spatial factors affecting the activity.                                     phase. The setup phase focuses on the creation of the stage, both
             The systems specialised on at the second development com-                in a literal physical sense, but also in a more general sense as to
          pany that we visited, are aimed for settings that typically include         create a framing of the performance that will take place. The
          Fig. 3. Physical setting of a multi-screen multimedia presentation accompanying an on-stage presentation (left), and the control room used to set up and control the various
          elements in the presentation during the show (right).
           Please cite this article in press as: Jonsson, M. et al., Setting the stage – Embodied and spatial dimensions in emerging ..., Interact. Comput.
           (2008), doi:10.1016/j.intcom.2008.10.004
The words contained in this file might help you see if this file matches what you are looking for:

...Research report software architecture an overview of the state art by jan bosch editor department issn computer science and business administration isrn hk r res se university karlskrona ronneby s sweden copyright authors all rights reserved printed psilander grafiska table contents introduction description notations anders ive using formal languages to describe patrik persson evaluation evaluating architectures techniques magnus broberg quality attributes charlie svahnberg design role styles patterns in daniel einarson methods po bengtsson applications product line michael mattsson dssa object oriented frameworks christer lundberg birds different feather essay on components erik e mail ide www http mented tests are performed determine whether requirements fulfilled if not parts system during recent years systems redesigned since architects often experi has been treated more explicit than earlier become enced building domain experience helps recognised as a topic have them decrease req...

no reviews yet
Please Login to review.