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  • 8/2/2019 An Exploration of a Semiotic Model of Interaction Through Interactive Media

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    An exploration of a semiotic model of interaction through

    interactive media

    Shaleph O'NeillThe HCI Group, School of Computing,

    Napier University,

    Edinburgh, EH10 5DT,+44 0131 455 2699,

    [email protected]

    David BenyonThe HCI Group, School of Computing,

    Napier University,

    Edinburgh, EH10 5DT,+44 0131 455 2699,

    [email protected]

    1 Introduction

    Semiotics has been called the mathematics of the arts

    because it deals with concepts that are relevant to so

    many different disciplines; cultural studies, literature,art, anthropology and so on. It has also been applied to

    HCI where Benyon (Benyon 2001) has argued that it

    could form the basis of a 'new HCI. Semiotics centralcritical focus on the signs, messages and texts that are

    used to create meanings within different domains make

    it a prime candidate for inclusion in HCI theory. Over

    the past ten years or so a number of experts have

    conducted research into Semiotics in relation to HCI.

    Most notable among them are Peter Bogh Andersen

    (Andersen 1993, Andersen 2001, Andersen 1990) and

    the members of the semiotics-engineering group

    (SERG) (Barbosa, et al. 1999, deSouza, et al. 2001a,

    deSouza, et al. 2001b, deSouza, et al. 2000, Prates, etal. 2000a, Prates, et al. 2000b). However as technology

    continues to advance and the diversity of interaction

    continues to develop computer semiotics, as it is, has

    not kept pace. Like most HCI research, computer

    semiotics has focused on traditional ideas of

    interaction. A re-evaluation of this approach needs to

    be conducted in new technological domains, taking

    into account the already existing spectrum of semiotic

    theory. Semiotics as a whole has a rich history of

    critiquing a wide variety of domains and as such it

    offers HCI a unique perspective and insight into areas

    such as virtual environments, CSCW and ubiquitous

    computing. The aim of research from this perspectiveis to offer accounts of these new domains, which may

    extend our concepts of analysis and design moving

    towards a semiotics of interaction.

    2 Position

    Semiotics concern with the nature and use of signs is a

    good place to approach HCI from because some of the

    central concerns of HCI parallel those already present

    in semiotics. The notion of the sender and reader in

    semiotics is not dissimilar to the notion of designer and

    user in HCI. From this perspective and other research

    around semiotic ideas in HCI a number of questionshave emerged that we are interested in looking at.

    1. Using a qualitative methodology, is it possible

    to find evidence to support a theoretical

    semiotic model of interaction?

    2. What other elements can be found in the data

    to develop this model so that it is more

    effective at describing interaction from this

    semiotic point of view?

    3. Can we begin to move away from purely

    denotational meanings in a semiotic

    evaluation and start to consider the richer

    world of connotations during interaction?

    4. What, if anything, can this semiotic model ofinteraction say about the notion of presence in

    virtual environments, given that interaction ina virtual world is a mediated experience?

    3 Towards A Semiotic Model

    The focus of our early research into semiotics has

    taken a broad view of many strands of semiotic theory.

    In our first paper (O'Neill, et al. 2002) we focused on

    the work of Umberto Eco (Eco 1976) in relation to a

    semiotic analysis of mobile phone interfaces. Starting

    from the SERG perspective that interfaces can be

    considered to bea one shot message from designer touser (Prates, et al. 2000b), We applied Ecos revised

    KF model as a tool by which to analyse interactions

    looking at the meanings associated with the signs

    within the interface.

    The revised KF model is built around the notion that

    meanings can be extrapolated from signs as either

    denotations or connotations that are dependent on the

    context and circumstances in which the signs are

    encountered. The revised KF model then is a dynamic

    tool that looks at the way the meanings of signs change

    depending on where they are encountered. Applying

    these ideas to mobile phone interfaces uncovered how

    the meanings of individual signs were dependent on

    the context provided by the concurrent and sequential

    signs in the interface (Andersen, 1990).

    This early work showed that the KF model is useful as

    an analytical tool for studying the intricacies of

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    interaction at the interface and that semiotics in general

    can be applied to interface concepts. However,

    although its level of detail is very useful for looking at

    interface problems it is a particularly cumbersome tool

    to use for looking at complex interfaces, capturing

    nothing of the human aspects of interaction in general.

    Clearly a more general model of interaction with muchmore scope across different domains could be a useful

    contribution from semiotics to HCI.

    3.1 Sequential and concurrent syntagms Peter Bogh Andersens notions of concurrent and

    sequential syntagms (Andersen 1990) provide an

    insight into HCI by abstracting a point of view direct

    from structural semiotics. By drawing on semiotic

    concepts from Theatre and Dance, Andersen focuses

    on the notions of the sequence of events in relation to

    the actors and props present on the stage. For Andersen

    computer based signs exist as two-dimensional objects

    that occupy both sequential and concurrent planes.During interaction computer based signs occupy a

    place in the interface, which is relative to other signs

    on the screen. As they are interacted with they are

    brought into relation temporally to other signs in the

    interface that occur as a result of system response.

    Andersen proposes a model here that looks at the

    process of interaction based on the notion that it takes

    place through the manipulation of the signs within an

    interface over a period of time. What is unique in this

    description of interaction is that it can be viewed as a

    kind of pseudo discourse that takes place between the

    computer and the user in terms of the meanings each

    one can attribute to the signs as they are activatedduring the interaction. These ideas provide the

    backbone for our interaction models as they are evident

    in various domains such as theatre, dance, cinema and

    wayfinding (Andersen 1990) (Passini 1992) to name

    but a few.

    3.2 The UmweltJacob Von Uexkulls conception of the Umwelt (Allot

    1994, Allot 1992, Deely 2001, Kull 1998, Sebeok

    1979) is built upon the unique notion that all

    significations take place within the bounds of firstly,

    our genetic codes in terms of hereditary aspects of

    species, and secondly, the social codes within which

    we live as aspects of our environment into which we

    become indoctrinated as we develop and grow as

    people. There can be no signification outside these

    constraints because they are what give us a) the need to

    communicate and b) the means by which to do it. The

    Umwelt then is effectively the mass of knowledge that

    we carry around with us into every interaction, which

    has been formed and continues to form as a result of

    those interactions. This is an important idea in our

    model for two reasons. Firstly it takes the place of

    existing cognitive models in HCI in representing

    knowledge and memory. Secondly, It is clearly linked

    to ideas about semiosis and connotation because this

    knowledge of codes is the well that the semiotic

    process draws from to allow signification to take place.

    Ecos revised KF model then, is really a dynamic

    model of the semiotic process in relation to the

    Umwelt (Eco 1976).

    3.3 The Perception/Action LoopContained within Uexkulls conception of the Umwelt

    is a model of the relationship between organism and

    environment, which is a perception/action model.

    Again it is very similar to those proposed in HCI by

    cognitive psychology. This is very useful because it

    frames these ideas in semiotic terms that allow us to

    build an integrated model of interaction from a

    semiotic perspective. The fundamental difference

    between Uexkulls perception/action model and the

    cognitive perspective is that Uexkull characterises its

    operation in terms of signs rather than in terms of

    processing raw sensory data. This is an important shift

    in perspective that considers these signs as

    phenomena which are encountered during interaction

    which provide possibilities for interaction rather than

    the goal, task, action, evaluation approach originated

    by the ecological psychologist Gibson and

    subsequently extended and applied to HCI in a major

    strand of Normans work (Norman 1998).

    3.4 Information artefacts According to Andersen information artefacts are the

    different types of signs that make up an interface.

    These are the buttons, graphics, words and such like

    that he categorised in his book Computer Semiotics(Andersen 1990). Since then however, as pointed out

    earlier, many new forms have come to be included in

    an interface to the point where we now have the new

    media Metalanguage (Manovich 2001). So the

    information artefacts in our model are considered to be

    all of the elements that now go into an interface which

    constitute the beginnings of this new metalanguage.

    3.5 The ModelThe model (Figure 1) works like this: Uexkulls

    perception/action loop encounters and manipulates

    phenomena or information artefacts (Benyon 2000)

    that exist in an interface. This activity, which producessequential chains from the concurrent chains of the

    system throughout an interaction, is a sense making

    process that occurs in relation to aspects of denotation,

    connotation and meta-language. In other words our

    semiotic model of interaction describes an

    interface/information space as a number of signs

    brought together to form a text. This text is

    experienced as a pseudo-discourse, mediated through

    the concurrent and sequential chains of the system.

    This results in the production of meaning

    (interpretation) by the user who acts through the

    messages of the text as if it were a medium.

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    Fig 1. A semiotic model of interaction through a computer Medium

    5 Future work

    In relation to our future work we are focusing on the

    development of this model as a tool for exploring

    interaction in Virtual Environments. As part of the

    Benogo project (Arnspang 2002) work is scheduled to

    take place that will look at the concept of presence in

    interactive mediated environments. It is hoped that

    this model, and the methods associated with it will

    bring some insight into this type of mediated

    interaction from a semiotic point of view.

    There is an interesting phenomenological perspective

    to presence that might link the notion of the Umwelt

    in this model to the notion of the embodied mind as

    proposed by Lakoff and Johnson (Lakoff, Johnson

    1999). In their work the utterances of individual

    subjects uncover the metaphors by which they

    understand meanings. This is similar to the semiotic

    processes in the Umwelt and might help us to

    understand more about the part connotations play in

    interaction. Lakoff and Johnson provide a number of

    categories of metaphor that they consider as being

    active in the mind. Further development of a method

    to explore the notion of the Umwelt in this model

    might do well to include some of this research,

    particularly in relation to a sense of presence in

    mediated environments.

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