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Visitor
Orientation
Place, too, not less than time, pervades everything;
for everything that happens is in a place.
-Simplicius, In Aristoteles categories commentarium
Places and environments come as corporeal or incorporeal.
Computers has, e.g., allowed for the development of incorporeal places
in many forms: web sites, chat places, communities, and most visually
3D worlds. Human-computer interaction is evolving into a discipline concerned
with the experience of being-a-visitor of incorporeal environments in
addition to being-a-user of corporeal (i.e., mouse and keybord) and incorporeal
tools (i.e., software utilities). Here a field of possibilities is opening
up for human-computer interaction since place is of great consequence
to us. Corporeal places hold the power to shape our thoughts, emotions,
and actions [Gallagher ‘93]. That this applies also to incorporeal
places becomes apparent when we examine, e.g., research on net related
communities [Rheingold ’93, Cherny ’99, Hafner ’01],
3D environments, and computer supported collaborative work [Harrison &
Dourish ’96].
In computer-supported environments people have what can be termed placial
experiences, i.e., people treat computer environments as places [Reeves
& Nass ’96]. We can also turn to the everyday language games
of human-computer interaction to gain a sense of the power of place. We
speak, e.g., of being part of communities, surfing the web, hanging out
at chat places and being in virtual worlds. When we work we say that we
do so in operating systems and applications. So, e.g., we say things like
“Where do I change the screen saver in Windows?” and “I
am in Word now. In the spell checker. How do I get out of this?”
Why is it that we use so many place-related metaphors in everyday talk
about computers? The answers lie in that we always place ourselves (willfully
or not) somewhere or other. Indeed the self can be seen as a self-locative
system [Benson ‘01], i.e., a system that strives to continuously
place itself whether in corporeal or incorporeal worlds and places. This
behavior is part of our psychology and fundamental groundedness in life
[Ibid ’01 p10]. Being placed is one of life’s constants on
par with heartbeats and breathing.
Mental life is so dependent on being placed that we can only loose our
sense of it under the most unusual circumstances. To the extent that we
are not experiencing ourselves as being physically placed, e.g., in a
city, a room or a garden, we experience ourselves as incorporeally placed,
e.g., in cultural worlds, digital places or in the incorporeal realities
of our imagination. When we become immersed in a good book or a movie
we experience fictive places. Similarly, when we become immersed in human-computer
interaction we experience digital environments or soft places. Soft places
depend on the interaction between people, machines and software. These
places emerge out of human-computer interaction.
In my licentiate thesis [Hedman ‘01] I reported from a set of visitor-oriented
studies and delineated how visitor orientation could be a viable field
of research. In my continuing work I attempt to broaden the theoretical
treatment of place. Researchers from the humanities have contributed to
our understanding of place considerably. I have searched for literature
that can serve as perspectives on human-computer interaction in soft places.
Two central questions are: How is that soft places can arise? How is it
we find ourselves at home or not at home in soft places? Place, on the
modern scientific world view, is merely seen as some soft and cosy aspect
of human culture. The reason why we do not talk as much of place as of
space in human-computer interaction stems from our modern world view of
space as being somehow primary, more real in a scientific sense than place
[Casey ’93 p. xiv]. Place is thought to be secondary and fleeting,
not an intrinsic feature of the physical universe. What is forgotten however
is that we did not form our conception of space in space for as humans
we begin our journey as placed. So in this sense at least, place is more
primary for us since it is where thought begins, our social world opens
up and our personality forms. Any discussion of space, machines or science
in general can only be held against this background of being-in-place.
This is why I believe that our relation to place is important to explore
in human-computer interaction. To discuss place in human-computer interaction
may seem like taking a step up on the ladder of abstraction, i.e., to
move from relatively concrete concepts of users and space to the complexity
involved with persons and place. But, in fact, what is being done is the
opposite. The turning to place and people is a going back to basics. This
task warrants a pluralistic approach that draws on literature in different
fields.
Admittedly pluralism can be a double-edged sword that offers perspective
but no singular unifying model such as that offered by e.g., a cognitive
approach to HCI, i.e., the human as information processor model [Dix et
al ‘98]. However, wide-scope analysis exclude neither thorough synthesis
nor focus. While the analytic challenge is to provide for multiple views
of human-computer interaction in soft places, the synthetic challenge
is to show how those perspectives can be used in explaining the phenomena
of soft places. How do soft places emerge out of human-computer interaction?
It is this question of emergence that is the central issue of consideration
here. How is it that we place ourselves in the digital world? What aspects
come into play in the generation of place? What are some central features
of soft places? These are main questions that I try to provide answers
to. I also provide practical advice that builds on the theoretical work
and the empirical results. Some of the empirical work was undertaken while
I was working on my licentiate thesis and have been reported on in that
work [Hedman ‘01]. Other studies have been conducted after the finishing
of my licentiate thesis.
References
Benson C (2001) The Cultural Psychology of self—Place, morality
and art in human worlds Routledge
Casey E (1993) Getting Back Into Place Bloomington: Indiana University
Press
Cherny L (1999) Conversation and Community—Chat in a Virtual World
Stanford, CA: Center for Study of Language and Information (CLSI).
Dix A, Finlay J, Abowd G, Beale R (1998) (Eds) Human-Computer Interaction
Second Edition Prentice Hall Europe
Gallagher W (1994) The power of place New York, NY: HarperPerennial
Hafner K (2001) The Well—A story of love, death & real life
in the seminal online community New York: Carroll & Graf Publishers
Harrison S & Dourish P (1996) Re-Place-ing Space: The Roles of Space
and Place in Collaborative Systems In Proceedings of the ACM Conference
on Computer-Supported Cooperative Work CSCW ’96 (Boston, MA). New
York: ACM Press
Hedman, A. (2001). Visitor Orientation : Human computer interaction in
digital places Licenciate dissertation at the Royal Institute of Technology,
Sweden. ISBN-91-7283-049-2 ISSN-0348-2952
Reeves B & Nass C (1996) The media equation: how people treat computers,
television and new media like real people and places Cambridge University
Press
Rheingold H (1993) The virtual community: Homesteading on the electronic
frontier Addison-Wesley
Uppdaterade
2003-03-05
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