an exploration of a semiotic model of interaction through interactive media
TRANSCRIPT
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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,
David BenyonThe HCI Group, School of Computing,
Napier University,
Edinburgh, EH10 5DT,+44 0131 455 2699,
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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