SlideShare a Scribd company logo
1 of 25
Interdisciplinary Criticism:d
Analysing the experience of riot!
a location-sensitive digital narrative
Kangeun Lee
UX Prototyping
Table of Contents
O About Riot!
O Core Research Ideas
O Research Questions
O Key Theories of Experience
O Method
O Results and Findings
O Critical Analysis
O Conclusion
O Critique
About Riot!
O “Interactive play for voices” based on
location-sensitive technology
O Users receive PDA, GPS receiver &
headphones
O Explore Queen‟s Square and hear certain
sound files based on location
O Content based on historical background of
Bristol riots in 1831 England
Map of square
(on handout)
Regions in square
(layout)
Core Research Ideas
O HCI and user experience
O Usability important but so is user enjoyment and
engagement
O Analyze sensations and emotions in addition to
behavior and perception
O Value of interdisciplinary approach to exploring user
experience
O Literature, performance, education, etc.
O Relationship of content, technology, place & user
background
O Commonality (group) vs. particularity (individual)
O Experience can be designed but not standardized
O Artistic pole (controlled by designer) vs. Aesthetic pole
(user reaction, uncontrollable)
Research Purpose
O To investigate value of interdisciplinary
approach for exploring the commonality
and particularity of interactive user
experience with location-sensitive digital
narrative.
O Reach beyond usability to evaluate user
enjoyment and engagement (experience-
centered approach)
Theories of Experience
O Performance theory
O Burke: Dramatism (act, agent, scene,
agency, purpose)
O Turner: Categories of social drama (Breech,
crisis, redressive action, reintegration)
O Elements of drama help understand social
conflict and performance in daily life
Theories of Experience
O Museum studies
O Trend of location-sensitive media tour &
sharing experience (Tate Modern & iView)
O Theories of education
O Piaget‟s active learning
O Bruner‟s discovery learning
O Theories of play (ibid)
O Csikszentmihalyi‟s study of „flow‟
O Falk and Dierking, Interactive Experience
Model (personal/social/physical context)
Theories of Experience
O Literary and critical theory
O Close reading
O Theoretical accounts of narrative (more
later)
Method
O Questionnaire Survey
O 563 people, ages 18-55
O Broad impression, quantitative data
O Semi-structured interviews
O 30 people (individuals and groups)
O Ask how in control they felt, how being in place affected
experience and social interaction
O Ethnographic case studies
O Before: interviewed about city, art, technology
O During: „think aloud‟ during experience
O After: 1) critical reflection immediately after, 2) write email
account of experience 5 months later
O Critical Analysis
O Apply literature theories (characterization, authority and
resolution, narrative expectation)
Results and Findings
O From survey
O Enjoyed by most people (avg 74.5/100)
O More by younger and older rather than
middle group (20‟s and 30‟s)
O Those who found out from word of mouth &
TV enjoyed most
O Importance of expectation and anticipation
Results and Findings
O From interview
O Enjoyment vs. Frustration
Results and Findings
O Understanding of system and narrative
O Not aware of multiple clips (3) per area
O Didn‟t notice logic of ordering files
O No temporal sequence, confusing
O Loose relation of scene with location
O Users made up own challenges for
experience (understanding history,
completing course, listening to all the files,
etc.)
Results and Findings
O Place and Content
O Location important, adds authenticity
O Content matching place important
O GPS errors -> use this ambiguity instead?
O 3 random clips per region -> not all related
to specific location -> inconsistency
Results and Findings
O From ethnographic studies
O Habitus: set of acquired dispositions
(social, occupational, educational
backgrounds)
O Sally (50‟s, middle class, married with
children, social service worker )
O Eva (27, environmentalist, activist, recent
graduate)
O Joe (35, working-class background)
O Tony (35, teacher, „artsy‟)
Results and Findings
O Sally
O Likes classical novel adaptations, high
theater (Macbeth), classical music concerts
O Enjoyed narration which sound like BBC
radio dramas (appeal to educated middle
classes)
O Rated experience as highly enjoyable like
most in her age group
Results and Findings
O Eva
O Thought theatrics of content sounded too
rehearsed and characters too stereotypical
O Resistance to technology (environmentalist)
O Content too mainstream for her
O But subject matter appealed to her (has
been in riots as an activist)
Results and Findings
O Joe
O Working-class origin, does not like high-
class culture and „artsiness‟
O Negative experience with education
O Did not like Riot! experience
O Did not like randomness, lack of structure
Results and Findings
O Tony
O Likes „artsiness‟, likes being challenged
O Likes „risky‟ and „radical‟ things
O Experience too mainstream for him, not
thought-provoking enough
Critical Analysis
O Characterization
O Clips short, characters 2D and
stereotypical
O No main character to grab interest
O Authority and Resolution
O No historical context/political analysis
O Resolution (summary of rioter deaths) in
21st century form
Critical Analysis
O Narrative expectation
O Linear narrative
O Most people expect beginning, middle, and end
O Not necessarily chronological
O Problems
O Stages not recognized (intro, explanation of state, initiating acts,
emotional reaction, complicating action, etc.)
O Important scenes conveyed immediately instead of towards end
where climax usually is, fly over users‟ heads
O Though linear structure is there, medium is non-linear
O Can select which scenes they want to hear next but have no
information on them
O Some successes (overlapping of meaningful related scenes,
background noise of crowd, etc.)
O Maybe non-linear content was needed instead (users move in
and out of scenes freely)
Conclusion
O Analysis of Riot! needed interdisciplinary approach
rather than just one theory -> more enriching UX
O Experience = technology + content + place + users‟
characteristics as group/individuals (demographic
& personal background)
O Location important (especially to Bristol natives)
O Different impression of Queen‟s Square after
experience (“psychogeography of public space as
medium for art”)
O Trend: professionals in social sciences (art, theater,
music, literature, etc.) increasingly getting involved
in designing technology
Critique
O Interesting to read about applying literary
theories to understanding user experience
and identifying related problems (Ex: usability)
O Feel like they are being used to prove things
that are already known
O Purpose of Riot! not really that clear
O Some theories mentioned briefly, not really
applied to case study
O Drawbacks of location-sensitive technology
(faulty GPS signal, etc.)
Analysing the Experience of Riot! a Location-Sensitive Digital Narrative
Analysing the Experience of Riot! a Location-Sensitive Digital Narrative

More Related Content

Similar to Analysing the Experience of Riot! a Location-Sensitive Digital Narrative

Ontologies and the humanities: some issues affecting the design of digital in...
Ontologies and the humanities: some issues affecting the design of digital in...Ontologies and the humanities: some issues affecting the design of digital in...
Ontologies and the humanities: some issues affecting the design of digital in...Toby Burrows
 
Disadvantages Of Applied Ethnomethodology
Disadvantages Of Applied EthnomethodologyDisadvantages Of Applied Ethnomethodology
Disadvantages Of Applied EthnomethodologyAshley Fisher
 
Elmcip presentation hera dubrovnik
Elmcip presentation hera dubrovnikElmcip presentation hera dubrovnik
Elmcip presentation hera dubrovnikScott Rettberg
 
Longitudinal qualitative research analyzing change through time by johnny sal...
Longitudinal qualitative research analyzing change through time by johnny sal...Longitudinal qualitative research analyzing change through time by johnny sal...
Longitudinal qualitative research analyzing change through time by johnny sal...MiguelRosario24
 
Antropologia/anthropology
Antropologia/anthropologyAntropologia/anthropology
Antropologia/anthropologyWilmer Carrion
 
Slideshowfor nw jct
Slideshowfor nw jctSlideshowfor nw jct
Slideshowfor nw jctJohn Thomas
 
Multimodal Metaphors and Game Character Design
Multimodal Metaphors and Game Character DesignMultimodal Metaphors and Game Character Design
Multimodal Metaphors and Game Character DesignFelix Schröter
 
NHDStudentIntroNevadaPPT
NHDStudentIntroNevadaPPTNHDStudentIntroNevadaPPT
NHDStudentIntroNevadaPPTKarlye Mull
 
Sc2218 Lecture 12 (2008a)
Sc2218 Lecture 12 (2008a)Sc2218 Lecture 12 (2008a)
Sc2218 Lecture 12 (2008a)socect
 
Extended Context/Extended Media - Class 01 - 2015
Extended Context/Extended Media - Class 01 - 2015Extended Context/Extended Media - Class 01 - 2015
Extended Context/Extended Media - Class 01 - 2015Bryan Chung
 
Copyright 2022 Post University, ALL RIGHTS RESERVED
Copyright 2022 Post University, ALL RIGHTS RESERVED  Copyright 2022 Post University, ALL RIGHTS RESERVED
Copyright 2022 Post University, ALL RIGHTS RESERVED AlleneMcclendon878
 
World mythology project and rubric and sources
World mythology project and rubric and sourcesWorld mythology project and rubric and sources
World mythology project and rubric and sourcesThalia Longoria
 
Sc2218 Lecture 11 (2008a)
Sc2218 Lecture 11 (2008a)Sc2218 Lecture 11 (2008a)
Sc2218 Lecture 11 (2008a)socect
 
Malina lafayette 2019 colloquium
Malina lafayette 2019 colloquiumMalina lafayette 2019 colloquium
Malina lafayette 2019 colloquiumroger malina
 
WNR.sg - Sharing Memories of the Family Lives : The Power of the Personal
WNR.sg - Sharing Memories of the Family Lives : The Power of the PersonalWNR.sg - Sharing Memories of the Family Lives : The Power of the Personal
WNR.sg - Sharing Memories of the Family Lives : The Power of the Personalwnradmin
 
Thinking outside the audio tour box: Using front-end and formative evaluation...
Thinking outside the audio tour box: Using front-end and formative evaluation...Thinking outside the audio tour box: Using front-end and formative evaluation...
Thinking outside the audio tour box: Using front-end and formative evaluation...Nancy Proctor
 
Ethnography & participant behaviour
Ethnography & participant behaviourEthnography & participant behaviour
Ethnography & participant behaviourSubhendu Pattnaik
 

Similar to Analysing the Experience of Riot! a Location-Sensitive Digital Narrative (20)

Ontologies and the humanities: some issues affecting the design of digital in...
Ontologies and the humanities: some issues affecting the design of digital in...Ontologies and the humanities: some issues affecting the design of digital in...
Ontologies and the humanities: some issues affecting the design of digital in...
 
Disadvantages Of Applied Ethnomethodology
Disadvantages Of Applied EthnomethodologyDisadvantages Of Applied Ethnomethodology
Disadvantages Of Applied Ethnomethodology
 
Elmcip presentation hera dubrovnik
Elmcip presentation hera dubrovnikElmcip presentation hera dubrovnik
Elmcip presentation hera dubrovnik
 
Longitudinal qualitative research analyzing change through time by johnny sal...
Longitudinal qualitative research analyzing change through time by johnny sal...Longitudinal qualitative research analyzing change through time by johnny sal...
Longitudinal qualitative research analyzing change through time by johnny sal...
 
Antropologia/anthropology
Antropologia/anthropologyAntropologia/anthropology
Antropologia/anthropology
 
Slideshowfor nw jct
Slideshowfor nw jctSlideshowfor nw jct
Slideshowfor nw jct
 
Multimodal Metaphors and Game Character Design
Multimodal Metaphors and Game Character DesignMultimodal Metaphors and Game Character Design
Multimodal Metaphors and Game Character Design
 
NHDStudentIntroNevadaPPT
NHDStudentIntroNevadaPPTNHDStudentIntroNevadaPPT
NHDStudentIntroNevadaPPT
 
Sc2218 Lecture 12 (2008a)
Sc2218 Lecture 12 (2008a)Sc2218 Lecture 12 (2008a)
Sc2218 Lecture 12 (2008a)
 
Extended Context/Extended Media - Class 01 - 2015
Extended Context/Extended Media - Class 01 - 2015Extended Context/Extended Media - Class 01 - 2015
Extended Context/Extended Media - Class 01 - 2015
 
Copyright 2022 Post University, ALL RIGHTS RESERVED
Copyright 2022 Post University, ALL RIGHTS RESERVED  Copyright 2022 Post University, ALL RIGHTS RESERVED
Copyright 2022 Post University, ALL RIGHTS RESERVED
 
World mythology project and rubric and sources
World mythology project and rubric and sourcesWorld mythology project and rubric and sources
World mythology project and rubric and sources
 
Sc2218 Lecture 11 (2008a)
Sc2218 Lecture 11 (2008a)Sc2218 Lecture 11 (2008a)
Sc2218 Lecture 11 (2008a)
 
Malina lafayette 2019 colloquium
Malina lafayette 2019 colloquiumMalina lafayette 2019 colloquium
Malina lafayette 2019 colloquium
 
WNR.sg - Sharing Memories of the Family Lives : The Power of the Personal
WNR.sg - Sharing Memories of the Family Lives : The Power of the PersonalWNR.sg - Sharing Memories of the Family Lives : The Power of the Personal
WNR.sg - Sharing Memories of the Family Lives : The Power of the Personal
 
ars_cluster_E_1_1.ppt
ars_cluster_E_1_1.pptars_cluster_E_1_1.ppt
ars_cluster_E_1_1.ppt
 
Thinking outside the audio tour box: Using front-end and formative evaluation...
Thinking outside the audio tour box: Using front-end and formative evaluation...Thinking outside the audio tour box: Using front-end and formative evaluation...
Thinking outside the audio tour box: Using front-end and formative evaluation...
 
Ethnography & participant behaviour
Ethnography & participant behaviourEthnography & participant behaviour
Ethnography & participant behaviour
 
Ethnography
EthnographyEthnography
Ethnography
 
Postmodernism, post-structuralism, and post-colonialism in IR
Postmodernism, post-structuralism, and post-colonialism in IRPostmodernism, post-structuralism, and post-colonialism in IR
Postmodernism, post-structuralism, and post-colonialism in IR
 

More from kangeunlee16

Univers: Grid Poster Series
Univers: Grid Poster SeriesUnivers: Grid Poster Series
Univers: Grid Poster Serieskangeunlee16
 
Guess Who? Final Presentation
Guess Who? Final PresentationGuess Who? Final Presentation
Guess Who? Final Presentationkangeunlee16
 
Design for Forgetting: Disposing of Digital Possessions After a Breakup
Design for Forgetting: Disposing of Digital Possessions After a BreakupDesign for Forgetting: Disposing of Digital Possessions After a Breakup
Design for Forgetting: Disposing of Digital Possessions After a Breakupkangeunlee16
 
System Idea: Guess Who?
System Idea: Guess Who?System Idea: Guess Who?
System Idea: Guess Who?kangeunlee16
 
System Idea: Guess Who?
System Idea: Guess Who?System Idea: Guess Who?
System Idea: Guess Who?kangeunlee16
 
System Idea: Guess who
System Idea: Guess whoSystem Idea: Guess who
System Idea: Guess whokangeunlee16
 
Midterm Presentation: FriendChive
Midterm Presentation: FriendChiveMidterm Presentation: FriendChive
Midterm Presentation: FriendChivekangeunlee16
 
Midterm Presentation: HI Chance
Midterm Presentation: HI ChanceMidterm Presentation: HI Chance
Midterm Presentation: HI Chancekangeunlee16
 
Cultural Probe for 'Together We Shop'
Cultural Probe for 'Together We Shop'Cultural Probe for 'Together We Shop'
Cultural Probe for 'Together We Shop'kangeunlee16
 

More from kangeunlee16 (12)

Univers: Grid Poster Series
Univers: Grid Poster SeriesUnivers: Grid Poster Series
Univers: Grid Poster Series
 
Mission Burnfat
Mission BurnfatMission Burnfat
Mission Burnfat
 
LookToon
LookToonLookToon
LookToon
 
Guess Who? Final Presentation
Guess Who? Final PresentationGuess Who? Final Presentation
Guess Who? Final Presentation
 
Design for Forgetting: Disposing of Digital Possessions After a Breakup
Design for Forgetting: Disposing of Digital Possessions After a BreakupDesign for Forgetting: Disposing of Digital Possessions After a Breakup
Design for Forgetting: Disposing of Digital Possessions After a Breakup
 
System Idea: Guess Who?
System Idea: Guess Who?System Idea: Guess Who?
System Idea: Guess Who?
 
System Idea: Guess Who?
System Idea: Guess Who?System Idea: Guess Who?
System Idea: Guess Who?
 
System Idea: Guess who
System Idea: Guess whoSystem Idea: Guess who
System Idea: Guess who
 
Midterm Presentation: FriendChive
Midterm Presentation: FriendChiveMidterm Presentation: FriendChive
Midterm Presentation: FriendChive
 
Midterm Presentation: HI Chance
Midterm Presentation: HI ChanceMidterm Presentation: HI Chance
Midterm Presentation: HI Chance
 
Cultural Probe for 'Together We Shop'
Cultural Probe for 'Together We Shop'Cultural Probe for 'Together We Shop'
Cultural Probe for 'Together We Shop'
 
1040 ez
1040 ez1040 ez
1040 ez
 

Analysing the Experience of Riot! a Location-Sensitive Digital Narrative

  • 1. Interdisciplinary Criticism:d Analysing the experience of riot! a location-sensitive digital narrative Kangeun Lee UX Prototyping
  • 2. Table of Contents O About Riot! O Core Research Ideas O Research Questions O Key Theories of Experience O Method O Results and Findings O Critical Analysis O Conclusion O Critique
  • 3. About Riot! O “Interactive play for voices” based on location-sensitive technology O Users receive PDA, GPS receiver & headphones O Explore Queen‟s Square and hear certain sound files based on location O Content based on historical background of Bristol riots in 1831 England
  • 4. Map of square (on handout) Regions in square (layout)
  • 5. Core Research Ideas O HCI and user experience O Usability important but so is user enjoyment and engagement O Analyze sensations and emotions in addition to behavior and perception O Value of interdisciplinary approach to exploring user experience O Literature, performance, education, etc. O Relationship of content, technology, place & user background O Commonality (group) vs. particularity (individual) O Experience can be designed but not standardized O Artistic pole (controlled by designer) vs. Aesthetic pole (user reaction, uncontrollable)
  • 6. Research Purpose O To investigate value of interdisciplinary approach for exploring the commonality and particularity of interactive user experience with location-sensitive digital narrative. O Reach beyond usability to evaluate user enjoyment and engagement (experience- centered approach)
  • 7. Theories of Experience O Performance theory O Burke: Dramatism (act, agent, scene, agency, purpose) O Turner: Categories of social drama (Breech, crisis, redressive action, reintegration) O Elements of drama help understand social conflict and performance in daily life
  • 8. Theories of Experience O Museum studies O Trend of location-sensitive media tour & sharing experience (Tate Modern & iView) O Theories of education O Piaget‟s active learning O Bruner‟s discovery learning O Theories of play (ibid) O Csikszentmihalyi‟s study of „flow‟ O Falk and Dierking, Interactive Experience Model (personal/social/physical context)
  • 9. Theories of Experience O Literary and critical theory O Close reading O Theoretical accounts of narrative (more later)
  • 10. Method O Questionnaire Survey O 563 people, ages 18-55 O Broad impression, quantitative data O Semi-structured interviews O 30 people (individuals and groups) O Ask how in control they felt, how being in place affected experience and social interaction O Ethnographic case studies O Before: interviewed about city, art, technology O During: „think aloud‟ during experience O After: 1) critical reflection immediately after, 2) write email account of experience 5 months later O Critical Analysis O Apply literature theories (characterization, authority and resolution, narrative expectation)
  • 11. Results and Findings O From survey O Enjoyed by most people (avg 74.5/100) O More by younger and older rather than middle group (20‟s and 30‟s) O Those who found out from word of mouth & TV enjoyed most O Importance of expectation and anticipation
  • 12. Results and Findings O From interview O Enjoyment vs. Frustration
  • 13. Results and Findings O Understanding of system and narrative O Not aware of multiple clips (3) per area O Didn‟t notice logic of ordering files O No temporal sequence, confusing O Loose relation of scene with location O Users made up own challenges for experience (understanding history, completing course, listening to all the files, etc.)
  • 14. Results and Findings O Place and Content O Location important, adds authenticity O Content matching place important O GPS errors -> use this ambiguity instead? O 3 random clips per region -> not all related to specific location -> inconsistency
  • 15. Results and Findings O From ethnographic studies O Habitus: set of acquired dispositions (social, occupational, educational backgrounds) O Sally (50‟s, middle class, married with children, social service worker ) O Eva (27, environmentalist, activist, recent graduate) O Joe (35, working-class background) O Tony (35, teacher, „artsy‟)
  • 16. Results and Findings O Sally O Likes classical novel adaptations, high theater (Macbeth), classical music concerts O Enjoyed narration which sound like BBC radio dramas (appeal to educated middle classes) O Rated experience as highly enjoyable like most in her age group
  • 17. Results and Findings O Eva O Thought theatrics of content sounded too rehearsed and characters too stereotypical O Resistance to technology (environmentalist) O Content too mainstream for her O But subject matter appealed to her (has been in riots as an activist)
  • 18. Results and Findings O Joe O Working-class origin, does not like high- class culture and „artsiness‟ O Negative experience with education O Did not like Riot! experience O Did not like randomness, lack of structure
  • 19. Results and Findings O Tony O Likes „artsiness‟, likes being challenged O Likes „risky‟ and „radical‟ things O Experience too mainstream for him, not thought-provoking enough
  • 20. Critical Analysis O Characterization O Clips short, characters 2D and stereotypical O No main character to grab interest O Authority and Resolution O No historical context/political analysis O Resolution (summary of rioter deaths) in 21st century form
  • 21. Critical Analysis O Narrative expectation O Linear narrative O Most people expect beginning, middle, and end O Not necessarily chronological O Problems O Stages not recognized (intro, explanation of state, initiating acts, emotional reaction, complicating action, etc.) O Important scenes conveyed immediately instead of towards end where climax usually is, fly over users‟ heads O Though linear structure is there, medium is non-linear O Can select which scenes they want to hear next but have no information on them O Some successes (overlapping of meaningful related scenes, background noise of crowd, etc.) O Maybe non-linear content was needed instead (users move in and out of scenes freely)
  • 22. Conclusion O Analysis of Riot! needed interdisciplinary approach rather than just one theory -> more enriching UX O Experience = technology + content + place + users‟ characteristics as group/individuals (demographic & personal background) O Location important (especially to Bristol natives) O Different impression of Queen‟s Square after experience (“psychogeography of public space as medium for art”) O Trend: professionals in social sciences (art, theater, music, literature, etc.) increasingly getting involved in designing technology
  • 23. Critique O Interesting to read about applying literary theories to understanding user experience and identifying related problems (Ex: usability) O Feel like they are being used to prove things that are already known O Purpose of Riot! not really that clear O Some theories mentioned briefly, not really applied to case study O Drawbacks of location-sensitive technology (faulty GPS signal, etc.)