Abstract

Designers and artists have integrated recent advances in interactive, tangible and ubiquitous computing technologies to create new forms of interactive environments in the domains of work, recreation, culture and leisure. Many designs of technology systems begin with the workplace in mind, and with function, ease of use, and efficiency high on the list of priorities. [1] These priorities do not fit well with works designed for an interactive art environment, where the aims are many, and where the focus on utility and functionality is to support a playful, ambiguous or even experimental experience for the participants. To evaluate such works requires an integration of art-criticism techniques with more recent Human Computer Interaction (HCI) methods, and an understanding of the different nature of engagement in these environments. This paper begins a process of mapping a set of priorities for amplifying engagement in interactive art installations. I first define the concept of ludic engagement and its usefulness as a lens for both design and evaluation in these settings. I then detail two fieldwork evaluations I conducted within two exhibitions of interactive artworks, and discuss their outcomes and the future directions of this research.

Keywords

ExhibitionComputer scienceSet (abstract data type)Human–computer interactionRecreationFunction (biology)Process (computing)Through-the-lens meteringInteractive designFocus (optics)MultimediaLens (geology)Visual artsEngineeringArt

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Publication Info

Year
2007
Type
article
Pages
509-512
Citations
67
Access
Closed

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Ann Morrison, Peta Mitchell, Margot Brereton (2007). The lens of ludic engagement. , 509-512. https://doi.org/10.1145/1291233.1291358

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DOI
10.1145/1291233.1291358