Interactive Architecture
Interactive Architecture
W Chang, E Champion, S-F Chien & S-C Chiou (eds), 14th International Conference on Computer-Aided
Architecture Design Research in Asia (CAADRIA 2009), Yunlin, Taiwan, pp. 675-684.
1. Introduction
The last few years saw a distinct escalation of mass development in interactive
digital media, portable gadgets, communication devices, network and online
sharing that encouraged the growth of many virtual communities. People are
consuming more and more smart technologies. Various online media (i.e.
Twitter, Wikis, Blogs, Chat rooms, forums, Auctions etc) are becoming ever-
greater knowledge sharing and social networking resources.
The popularity of online communities such as ‘Second Life’ or ‘Face Book’
is an indicator of the shift of the masses to the virtual world. This affection of
digital culture is provoking users to be disinterested towards the real world. A
lack of the full range and breath of interaction with the environment can lead
to psychological and pathological disabilities (Grusser et al, 2006). The
phenomenon known as ‘Hikkiomori’ or ‘social withdrawal syndrome’ is one
such indication in recent years among male gamers in Japan who spend majority
of their time at home shutting off interaction with the outer physical world
(Jones, 2006).
670 H. RAHAMAN, B. K. TAN
Architecture is the art and science of the built environment. It is an act of creation
through material understanding and representing the establishment of a cultural
order. It is a social product, a mimesis of society’s intentions and etiquette; thus
it reflects what a society holds important. Architecture is about permanence and
materiality while digital culture is virtual, dynamic, real time and transient. But
there often prevails some unwillingness in architecture to accept digital culture,
which possibly can lead towards replacing material by the virtual. These fears
of replacement are however misplaced as digital culture is not engaged in
assaulting the essence of materiality. Rather, interaction design reinforces
materiality and becomes a defence of architecture (McCullough 2004, p63).
Digital technology promises the possibility of transforming space and modes
of representations to meet changing needs and desires. Architecture by rejecting
digital culture misses out the potentials of this new tool to renew and reinvent
itself. According to Bullivant (2005, p5) architecture in the information age
faces two challenges: the need to reconcile materiality with the image and
practices of a digital culture; and overcoming the limitations of the built
environment through flexible digital technologies.
New evolving design technology promises the possibility of transforming
space and modes of representations to meet changing needs and desires. So
now designers are thinking about ‘fusion’ of digital media with physical space.
Pervasive computing as a catalyst emphasizes interactive media and network
technologies as key ingredients to design of a dynamic ‘third space’ or
‘interactive space’, which mediates between the immaterial and the material.
INTERACTIVE SPACE: SEARCHING FOR A DUAL... 671
2. Case Studies
(h) Meta L Hyttan (2002): By re-animating the steel industry hall using
site-specific interactive media the historic blast furnaces in Avesta is being
transformed into an interactive environment for visitors to learn and experience
history, science and art (Bullivant, 2006).
(i) EnterActive Carpet (2006): A luminous field of red LED lights embedded
into the entry walkway at the Met Lofts apartment building, Los Angeles;
responds to the moves of visitors. When triggered, the impact is mirrored on
an eight-story grid of LED panels on the building facade.
(j). The KidsROOM (1996): A fully automated and interactive narrative
play-space for children developed at the MIT Media Laboratory.
The need to connect architecture and interaction design comes from overlapping
subject matters and escalating social consequences. The path toward this
connection involves a shift from foreground object to background experiences
– thus developing embodied interaction through creation, manipulation and
sharing meanings. Although, Dourish (2001, p9) has defined three components
- participation, task accomplishing and practical action as the basis of an
embodied environment, we have also identified some other attributes from the
cases (explained in Table 1).
(a) Participative/ Agency: ‘Agency’ refers to the degree of which we are
able to interact in a meaningful way with our environment. Thus the more
meaningful the interactions and the more involvement within a context, the
higher the interactivity is. All cases are found to have some inherent
characteristics of participative manner depended upon user agency. However,
high interactivity does not always mean a higher proportion of meaningful
interactions; rather the criterion for successful interactivity is depended upon
the level of desire by which the individual wishes to interact.
(b) Task accomplishing: Although most cases are not task based, some
environments like KidsRoom, Meta L. Hyttan and Age Invaders are designed
with built-in objective of task accomplishing narrative. User gets new
experiences while accomplishing certain task and advance to new level.
(c) Practical Action: Engagement with such interactive environment must
pose some practical action to have meaningful real-time interaction.
Environment creates embodied interaction by creating, manipulating and
sharing-meaning through engaged interaction with artefacts. All case studies
676 H. RAHAMAN, B. K. TAN
(f) Embodied Learning: Interactive design affirms the need for embodiment.
Study shows that, some cases like Meta L Hyttan, Intelligent stage, KidsRoom
etc. are designed intentionally for embodied learning to take place – especially
where experiences are based on accomplishing a task. However, most of the
cases are developed for pleasure or excitement rather than task-based learning.
(g) Transformative Space/Element: The case studies show that for new
experience through agency, transformation is essential. Transformation can
take place through/within form, space, shape, colour, sound or even motion.
Examples like Dune 4.0, UVA volume, Enteractive carpets etc all are designed
to respond user’s movement through transformative elements.
(h) Visual Identity: Visual identity is mainly understood in terms of cognition.
As computing becomes pervasive, the identity of either user or systems goes
beyond the appearance of screens. New forms of ambient, haptic and multiuser
interfaces promote a shift from objects to experiences. Most of the projects are
designed for universal user and instead of emphasizing the visual identity of
an object – importance was given to the process of identifying with an
experience. Meta L Hyttan is designed in such way to give user an environment
to learn and experience - history, science and art through exploring the space.
Remote home on the other hand provide a communicative mediated environment
through interactive furniture, wall surface etc for different users located in
different space.
(i) Interface: Interface is the most important part for bridging the user with
the environment. Interactive environments are found to be smart and
reconfigurable. The design of such smart systems in interactive environments
is likely to be event driven, motion sensitive, decentralized and senses the
activity. Like Dune 4.0, UVA, Interactive stage, Ambient Room, Enteractive
carpet, Water pavilion, etc are all embedded with hidden sensors to provide
uninterrupted interaction with users.
(j) Shared experience: Interactive technologies can be both private and social.
In the public sphere, interactive technologies can serve as social capital to
energize the urban scene through the creation of shared meanings and
representations e.g. Blog wall or Tactical sound garden is built within this
concept of shared common interest. As in Antenna design, interactive
environments can create meaningful dialogues within the urban context by
creating situations that can serve as meaningful places for socialization.
3. Conclusion
space by reviewing case studies and identifying some common design attributes.
We did not find any set of attributes associated with a particular typology;
common design attributes are not exhaustive. More research with a larger sample
size of case studies is required to see if certain design attributes are essential
for each typology. We hope this paper has contributed to understanding
interactive spaces and offers designers a palette of design attributes to inspire
them when designing interactive spaces.
References