Wriggle! Creating a Platform for Dynamic and Expressive SocialEmotional Play Katherine Isbister1, Rainey Straus2, Jennifer Ash3 1 Games Research Laboratory Rensselaer Polytechnic Institute Winslow Building 3rd Floor 105 8th Street Troy, NY 12180 USA [email protected] 2 406 49th Street Oakland, CA 94609 USA [email protected] ABSTRACT This paper describes the research rationale and early prototyping environment being developed for Wriggle!— a physically and emotionally engaging game experience and accompanying exhibition and research project. Wriggle! is meant to enable exploration of the social and dynamic nature of emotions, as well as leveraging the appeal of games to enhance comfort with exploring engineering skills and methods. Author Keywords Emotion, affect, gesture, social, digital game, do-it-yourself, maker culture INTRODUCTION Wriggle! is a project that combines artistic practice, game design, and HCI theory and research, as well as museum exhibition and curatorial efforts. The core concept is a game environment that allows multiple players to use their body movement to create expressive and interactive traces. The play parameters will be designed to encourage players to explore how movement can express and create emotional atmosphere, and can become an alternate form of emotional communication. These images of Pollock and Picasso using gesture to create traces (figures 1 and 2) evoke the kind of dynamic action we hope to create with the game space—something we felt fit the Supple Interface workshop call well [11]. 3 Games Research Laboratory Rensselaer Polytechnic Institute Winslow Building 3rd Floor 105 8th Street Troy, NY 12180 USA [email protected] hance the experience and underlying approaches to emotion and communication that are embodied in the game, as well as the do-it-yourself mode of practice that we hope to encourage in visitors themselves after they leave the exhibit hall. Theoretical Framing Wriggle! rests upon a growing body of theory within and related to the HCI field, which underscores the importance of the body in interaction, particularly in circumstances in which emotion comes into play. Increasingly, those who study emotion as a mental phenomenon have made the argument that how we make sense of the world and our feelings is strongly tied to our physical selves (e.g. [6]). HCI theorists such as McCarthy and Wright [18, 19] and Dourish [7] have brought notions of the body and embodiment to the forefront of considerations in understanding digitally mediated experiences, as have new media theorists such as Hansen [8]. Designing with the body in mind is becoming a growing part of practicing designers’ discussions (e.g. [15]). Meanwhile a growing number of system builders have worked to imbue their creations with considerations of the embodied nature of emotion (e.g. [2, 21, 12].), exploring ways in which emotion is engaged through engaging the body of the ‘user’ of a system. Wriggle! builds upon this work around body and emotion, with a particular aim—allowing players to viscerally experience the social and dynamic nature of emotion through the gaming experience. Wright and McCarthy point to the social nature of sense-making around experience [18], and social psychologists point out that emotion is a highly ‘contagious’ and socially constructed phenomenon [9, 16]. With Wriggle! we hope to create engaging gestural play among participants that helps raise their meta-awareness that we all exist in a codetermined emotional atmosphere, and to begin to examine the ways in which they and their fellow players influence that atmosphere. QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. Figures 1 and 2. Evocative traces created by artists Pollock and Picasso. The Wriggle! project has been conceived from the beginning as something that can be hosted in venues like the Esther M. Klein Gallery in Philadelphia [14], which present works on the boundary between the arts and sciences. We have been working with the Klein Gallery to plan curatorial copy and related events that help to en1 which show some of the types of shape factors that can come into play. Figure 3. A slide from Phil Harrison’s Game Developers Conference Keynote about ‘Game 3.0’. The Wriggle! project also draws upon a growing emphasis within the HCI, game development, and larger design community toward empowering everyday consumers to craft their own experiences. Make magazine is an example of a rallying point for amateur creators, which in turn points to live events as well such as the “Maker Faire” [17]. Sony’s Phil Harrison gave a keynote at this year’s Game Developer Conference in which he touted ‘Game 3.0’, with an emphasis on ‘online collaboration and user generated content’ [20]. Research labs such as Scott Klemmer’s at Stanford (http://hci.stanford.edu/srk/) take a bottom-up approach to creating tools and toolkits for designers that use this maker aesthetic. Wriggle! takes this approach into the games arena, making use of the Nintendo Wii controller (Figure 4), but driven using a Max/MSP/Jitter patch. Figure 5. The Sensual Evaluation Instrument objects, created by Straus for a prior research project, illustrate the sorts of form factors we might leverage when creating the ‘skins’ for the controller. By taking a mass-market console-based game remote and repurposing it for a very different environment and providing it with a very different ‘skin’, we are hoping to show gallery goers and the larger player community that they, too, can ‘hack’ the consumer play environment to produce radical new experiences for themselves. This do-it-yourself message will also be a part of the Klein Gallery’s larger curatorial plan for the exhibition of Wriggle! Project context: The concept for Wriggle! emerged from three key streams of work among the authors: 1. An ongoing arts practice in which Isbister and Straus have used player content creation strategies in the Sims games to produce artworks (see www.simgallery.net for an overview of this work). 2. Exploration of affective systems and their evaluation, in collaboration with colleagues at the Swedish Institute for Computer Science [12]. 3. Exploration of nonverbal communication in digital interactions [10, 13]. Goals of the project: It is our hope that Wriggle! will provide: - A powerful and engaging play experience for those who try it out. We are inspired by experiential goals [3 (4), 22] set out by the vanguard of the independent gaming community. Figure 4. The Nintendo Wii controller. Max/MSP/Jitter is a long-standing graphical programming environment based upon MIDI, with a large and very active development community (see [5]). Within months of the release of the Nintendo Wii system, Max users had developed several patches that allowed users to access the Wii controller. We are using one called aka.wiiremote, developed by Masayuki Akamatsu. We are hoping to develop ‘skins’ for the controller that shift its form factor and create interesting emotional affordances for the player. Straus has sculpted biomorphic objects for a prior project [12] shown here in Figure 5, 2 - An opportunity for us to meld and apply our artistic and design practice to create a compelling platform for play. - An inspiration to others who want to repurpose consumer hardware. - Through play data and player-authored mini-games, a new window into gestural dynamics and emotional communication DESIGN OVERVIEW Wriggle! consists of several interwoven components: 1. An on-site gaming experience. Players will manipulate sensor-enabled objects (built up from the Wii controller and possibly also the Nike shoe sensor, with sculptural elements layered onto them) to explore creat- ing shared emotional atmosphere in several mini-games (see Figure 6). The game space will be displayed on a large projection screen and audio will be played through speakers in the installation (and potentially also through the game controllers’ small speakers as well). Figure 6. An early sketch of the components of the game experience. 2. A web-based auxiliary gaming experience and collaboration space. We hope to build a way for remote participants to join in with mouse-based interaction. In either case we will provide a web environment in which visitors can learn about the exhibit, learn about do-ityourself component hacking and concepts, and have an opportunity to add mini-games to the Wriggle! repertoire that they have built themselves. 3. A database of emotional dynamics collected from gaming during the exhibition. The project is designed to have minigames that are in essence ‘calibration’ exercises in asking players to act out emotions and to explore social psychological effects such as emotional contagion. Their play sessions will be recorded so that we can build a deeper parameterized knowledge of social emotional dynamics toward applications in other areas of experience design, and towards evolution of our basic understanding of shared emotional dynamics. 4. On-site curatorial text and events, including a do-ityourself workshop for teaching young people how to ‘hack’ comparable systems and how to add content to Wriggle! The Klein Gallery will craft text and a series 3 of events that help to frame the notion of emotional expression and its translation into a new vocabulary in the digital realm, and the culture of hacking these new social and emotional territories. Isbister will also work with engineering students and faculty at RPI to coordinate DIY workshops for locals to learn about how to repurpose consumer components such as the Wii controller and Nike shoe sensor, toward empowering them to considering engineering as a way to ‘hack the social atmosphere’. CURRENT STATE OF WRIGGLE! The Wriggle! team has done early brainstorming of gestural play possibilities, using Isbister’s Game Research Lab motion capture system (see Figure 7). This semester, Ash (an undergraduate at RPI) has been taking an interactive arts programming course, and put together the working demonstration of the Wii controller patched to a drawing program, that we’ll be showing in the workshop. We are planning to collect initial feedback from workshop attendees about what they like and would like to see in terms of gestural input and reactivity from the system, with a follow-up game design workshop planned for May. We hope to involve a broad community of game designers in the project, which is possible due to the easy accessibility of both the controller and the Max/MSP/Jitter patches. 4. Csikszentmihalyi, M. Beyond Boredom and Anxiety: Experiencing Flow in Work and Play. San Francisco: JosseyBass, 1975. 5. http://www.cycling74.com/ 6. Damasio, A. The Feeling of What Happens: Body and Emotion in the Making of Consciousness. San Diego: Harcourt, Inc., 1999. 7. Dourish, P. Where the Action Is: The Foundations of Embodied Interaction. MIT Press, 2001. 8. Hansen, M.B.N. Affect as interface: Confronting the ‘digital facial image’, Chapter 4 in New Philosophy for New Media, MIT Press, 2004. 9. Hatfield, E., Cacioppo, J.T., Rapson, R.L. Emotional Contagion. Cambridge University Press, 1994. 10. Isbister, K. Better Game Characters by Design: A Psychological Approach. Morgan Kaufmann, 2006. 11. Isbister, K. and Höök, K. Supple Interfaces: Designing and evaluating for richer human connections and experiences. Proc. ACM SIGCHI’07 Workshop. ACM Press. 2007. 12. Isbister, K., Höök, K., Sharp, M. and Laaksolahti, J. The Sensual Evaluation Instrument: Developing an Affective Evaluation Tool. Proc. ACM SIGCHI 2006, ACM Press. 2006. 13. Isbister, K., and Nass, C. Consistency of personality in interactive characters: Verbal cues, non-verbal cues, and user characteristics. International journal of humancomputer studies 53(2), 251-267, 2000. Figure 7. Gestural play brainstorming using a motion capture system. (Movie is available here: http://wriggle.hss.rpi.edu/wriggle.hss.rpi.edu/images/ c/c4/WriggleEdit.mov ) CONCLUDING REMARKS Wriggle! is an adventurous interdisciplinary experiment, which we hope will provide both a compelling end experience, and some valuable insight into social emotional dynamics. We invite your reactions to both the concepts and the initial controller prototype, toward a stronger final design that is truly ‘supple’. ACKNOWLEDGMENTS We would like to thank Curtis Bahn and Tomie Hahn of RPI’s Arts Department for their insights and assistance; Noah Schaffer, a Ph.D. student at RPI, and Rob Ecuyer, the technical support person for the Games Research Lab, for their assistance in running the motion capture brainstorm and helping us acquire the very elusive Wii system. Thanks also to Kirsten Boehner of Cornell for joining in our brainstorm. REFERENCES 1. Bahn, C. Interactive Arts http://www.arts.rpi.edu/crb/iap/index.html 14. Esther M. Klein Gallery, http://www.kleinartgallery.org/ 15. Klemmer, S.R., Hartmann, B., and Takayama, L. How bodies matter: Five themes for interaction design. DIS 2006: ACM Conference on Designing Interactive Systems: pp. 140–149. 16. Knapp, M.L. and Hall, J.A. Nonverbal Communication in Human Interaction. Wadsworth Thomson Learning, 2002. 17. http://www.makezine.com 18. McCarthy, J.C. and Wright, P.C. Making sense of experience. 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