“Marshalling” Networked Public Displays: Connecting McLuhan’s Media Theory With Networked Public Displays Nemanja Memarovic University of Lugano Via Giuseppe Buffi 13, Lugano, Switzerland [email protected] ABSTRACT Networked public displays are envisioned to become a new communication medium for the 21st century with potentially the same impact on the society as the radio, TV or the Internet. To better understand the capabilities and limitations of such a new medium, we can turn to the field of media theory, and in particular to the work of Marshall McLuhan, who in the 1960s coined the slogan “the medium is the message”. In McLuhan’s theory, the key to understanding how a medium impacts society is to understand the interplay between the figure, i.e., the medium, and the ground, i.e., the context in which it operates. McLuhan also put forward the “four laws of media” – the tetrad – to group and describe both a medium’s impact on society and its influence on other media. This position paper connects McLuhan’s media theory – both figure and ground, and the tetrad – with research on interactions and processes in public space, in order to better understand why networked public displays are suited to be a communication medium that connects communities and stimulates community interaction. Author Keywords Media theory; Networked public displays; community interaction; urban informatics; urban computing ACM Classification Keywords H.4.3. [Communications Applications]: Bulletin boards; H.5.3. [Group and Organization Interfaces]: Theory and Models; H.5.1 Multimedia Information Systems; INTRODUCTION With ever increasing numbers of public displays in urban spaces [18] it is not hard to imagine that networked public displays will soon become a powerful communication medium potentially having the same impact on the society as the radio, TV, or Internet [6, 34, 35]. However, at the moment these displays are receiving none or little attention [16], mainly due their content as they bombard the passersby with advertisement. In order to understand what is it that this medium could be doing and how it could address its audience we turn to media theory, or more precisely to Marshall McLuhan’s media theory [25]. His iconic work is best known for phrases like “the medium is the message”, “the user is the content”, or “the global village” (at the moment of writing used to describe the impact of the TV on the society, now commonly used rot describe the impact of In “Interaction and Architectural Space: A CHI2014 Workshop”. Copyright held by the authors. 2014. the Internet). Two of the interesting tools he left us for analyzing the impact of media on the society are the figure and ground metaphors that explain the interplay between the media and its context; and the tetrad of “four laws of media” that describe how new medias interplay with the old ones and impact the society. In this position paper we extend our previous work [28] by connecting it with McLuhan’s media theory [25], in order to present theoretical ground for networked public displays as a communication medium and thus make our contribution. After presenting related work we present McLuhan’s media theory, i.e., the figure and ground metaphors and the tetrad. We then “Marshall” and describe networked public displays through McLuhan’s figure and ground metaphors and four laws of media. Finally we present our concluding remarks. RELATED WORK The work described here falls closest to the works of Ebsen [9] and McQuire [26] who have connected McLuhan’s media theory and how the screen can be used as an artistic material; and investigated the impact of media architecture on the spectator actor roles in public spaces respectively. We attempt to complement both Ebsen’s and McQuire’s work by going beyond the notion of a single screen and by contextualizing McLuhan theory through the reference to communities. Overall, the use of theory in research on networked public displays has been scarce and has mainly focused on its situated aspects and a single public display [7, 22, 23, 29]. In this domain Dalton et al. [7] have connected the space syntax theory in order to understand people’s movement patterns in the space and how best to place a display so it could receive more attention. Memarovic et al. [29] have also built on the properties of public spaces and human needs in them, i.e., the need for passive engagement in the environment by observing what others are doing, the need for active engagement in the environment by talking to others, and the need of discovery of a place and its new features [29]. Ludvigsen [22] has focused on one of these aspects, i.e., social interaction in public spaces according to Goffman and illustrated how we can design public displays that stimulate it. Matthews et al. [23] connected activity theory and peripheral displays, i.e., displays that are not in users’ main focus and how we can inform their design by supporting activities that are taking place at a certain space. More recently Memarovic et al. [31] focused on the networked aspects of the medium and how we can fit it in with the rest of widespread media such as Facebook, Twitter etc., while Elhart et al. [10] drew upon system scheduling theory to understand how to schedule applications on this new medium. This paper complements the current body of research by motivating the need for the use of networked public displays for community interaction by connecting McLuhan’s media theory [25] and research on social and community interaction in public spaces [4]. MCLUHAN’S MEDIA THEORY One of the most influential and well-known mass media theories that looks into the long-term and societal impacts of medias is the one of McLuhan [25] that states “the medium is the message”. The importance of his work is currently getting more and more attention and there are even academic conferences that solely analyze the use of his work in describing media [5]. A key to understanding the impact of a medium on the processes it creates and changes is to understand the interplay between the figure and the ground, i.e., the media and the context in which it operates respectively [21]. For McLuhan one cannot understand the true impact of a medium (figure) unless the context (ground) in which it operates is not taken into account. For example, if car is seen as a medium (figure) the context in which it operates (literally the ground) resulted in expansions of highways and freeways that linked the suburbs and the city, and new social practices such as carpooling or street racing [36]. The importance of understanding the interplay between the figure and ground is best captured with this quote [32] “My writings baffle most people simply because I begin with ground and they begin with figure. I begin with effects and work round to the causes, whereas the conventional pattern is to start with a somewhat arbitrary selection of ‘causes’ and then try to match these with some of the effects.” In order to further understand the impact of media on the society McLuhan’ used a tetrad of “four laws of media”, questions that can be used to describe existing and new media’s impact: 1) What processes does a medium amplify? 2) What does it [the medium] make obsolete? 3) What does it retrieve from the past, something that was obsolesced? and 4) What does the medium flip into when it is pushed to the extreme? For example, Levinson [20] described the radio through the tetrad “Radio, for example, enhanced oral communication across great distances; obsolesced aspects of written communication, such as the newspaper as the leading edge of news delivery; retrieved some of the prominence of oral communication from pre-literate times; and reversed into broadcasts of sounds and images — television.” The tetrad has also been used to describe, e.g., the Internet [39], augmented reality [37], the impact of PDAs, or even processes like software testing [3]. MARSHALLING NETWORKED PUBLIC DISPLAYS McLuhan argues that it is important to understand the interplay between the medium (figure) and the context in which it operates (the ground). Networked public displays operate in the context of public spaces. Public spaces are building blocks of local communities as they provide the ground where local neighbors bump into each other to share the latest news, help with a heavy grocery bag, or just ‘hang out’. These activities, in turn, help in creating the common identity: “When public spaces are successful […] they will increase opportunities to participate in communal activity. This fellowship in the open nurtures the growth of public life, which is stunted by the social isolation of ghettos and suburbs. In the parks, plazas, markets, waterfronts, and natural areas of our cities, people from different cultural groups can come together in a supportive context of mutual enjoyment. As these experiences are repeated, public spaces become vessels to carry positive communal meanings.” [4]. In the spirit of McLuhan’s writing that starts with understanding of the ground and explore the context of networked public displays, i.e., the public space in which they operate, and make an “inventory of effects” [25] that they can stimulate and support and at the same time explain the reasons for that. Networked public displays can stimulate physical activities and engagement with the space, which in turn can lead to social interaction between passers-by and community members. Some of the examples of applications that were able to do that are Communiplay [33] that allows people to play a game where they juggle and bounce balls together through a display network. Another example is FunSquare that stimulates social interaction between passers-by through an obscure/wrapped up information presented on a display, created by matching information from display’s vicinity (e.g., the number of people in the space) with information from elsewhere (e.g., the population of Pitcairn Island [29]. The reason why networked public displays are able to do that is because they are stimulating and supporting existing processes in public spaces. One of the most common processes that occur in public spaces is social triangulation, a form of active engagement in the environment, where unusual features in the space, e.g., a sculpture, fountain, or street performance, provide the common ground/theme for people to socialize, which can lead to the notion of belonging to a community [4]. In turn this also stimulates passive engagement with the environment where people simply observe what others are doing, which can be translated to the “honey pot” effect where seeing people interact with public displays raises interest of passers-by to observe what others are doing as well as to interact with a display. Exchange and interaction between local community members is another process that networked public displays can stimulate and support. One example of such an application is Digifieds [1] that allowed local community members to upload classifieds to a display network. In order to keep the accent on the local community classifieds could be uploaded only through a mobile phone client and when a user is next to a display or they could be created directly on the display. Also, a classified would be seen only on a smaller part of a display network that was representative of a particular neighborhood. A reason why networked displays are able to do that is because they represent an improved version of more traditional public notice areas that historically have been used for local community members and neighbors to exchange information and potentially goods [2]. Leaving a mark in the setting and/or decorating a particular space, thus creating history and historical connections with it is another process that networked public displays can support. Within this area CLIO project [38] is a prominent example as it allowed people to upload stories of historical/local relevance for a place in the city of Oulu or Corfu (two separate deployments) in the form of text, pictures, and videos that were shared across a display network. Another and more simple example is the Moment Machine [27] that allows passers-by to take photos and leave them in the urban setting and also share them across the network, thus collecting and creating memories within and across public spaces. Instant Places’ “Pins” [17] that allowed football fans to express their belonging to a community by displaying football club’s emblem is another example of an application that allows leaving a mark on a networked public display. Historically, people have been leaving their marks since the beginning of the time, e.g., cave paintings or pictograms or modern city graffiti. Marking of a space in turn creates history and historical connections with it. For example, “The freedom to leave a personal mark on a site, one that can rest within marks of history is one kind of valued modification. The photographs, notes, and flowers left at the Vietnam Memorial in Washington offer a moving image of this kind of transformation” [4]. This notion of leaving a mark in the setting is also stimulating the provision of difference and diversity. Again here, instant Place’s “Pins” are a good example as they allow people to leave different marks, thus stimulating and supporting diversity. This is also possible as public spaces represent the ground where different can and should be seen [14]. Networked public displays can also unite community members to express their opinion about locally relevant topics thus stimulating civic engagement. For example, the Discussions in Space application [40] and UBInion [15] allowed local community members to post comments on new architectural changes in the environment and general problems with a city respectively. Similarly to leaving a mark in the setting, also the ability to express one’s opinion in public space has been with us since the beginning of time. A prominent example of one such public space is ancient Greek’s Agora – a central point in any city where community members would gather to discuss and debate locally relevant topics. Creating links across space and time is another process that networked public displays support. In this area researchers have mainly investigated the use of real-time video connection to create connection between distant places, e.g., Hole in Space connected New York and Los Angeles through a video link. Similar and more recent projects are Connected Urban Spaces [11], Hole in the Earth [12], and Telectroscope [42]. A more recent and engaging example is Communiplay that engaged people across spaces in a game where participants from different public spaces were juggling balls together. Some of these experiences of bridging distant places are similar to the experience walking in a public spaces where we see glimpses of connections of our locality with other distant places, e.g., seeing Chinese restaurant can spark and intrigue imagination/day dreaming about a far away location (unless you are in China). Public spaces can stimulate discovery and imagination by creating connections to other distant worlds. As an example Stonehenge portrays our connection with the universe [4]. We can look at the above-mentioned processes also through the McLuhan’s tetrad or four laws of media. What Processes Does a Media Amplify? Networked public displays amplify casual/chance encounters and social interaction between passers-by and local community members, exchange and community interaction, marking the territory and creating historical connections with the locality and local community, visibility of different social, interest, age and other groups, public debate, links to distant places. What Does the Media Make Obsolete? Static “special features” of public spaces such as fountains and sculptures, analog notice boards, physical public decision/discussion meetings, interactions in the virtual world. What Does It Retrieve From the Past, Something That Was Obsolesced? The strongest notion that networked public displays bring back from the past is local community interaction and exchange within community members. As pointed by Thompson [43] “We are thus looking to an urban society where, perhaps, more people are living in relative proximity than ever before, but where the regular daily social contact that comes from sharing homes or living in culturally homogenous districts no longer pertains. It is an intriguing prospect – a close-knit society of strangers.” As shown in the above section networked displays bring back the accent on local community interaction. They are also bringing back the notion of a notice board as a tool for local (and in this case also distant) exchange. Graffiti, visual appropriation of the urban space. What Does the Media Reverse Into When Pushed to the Extreme? TV/ real-time audio-visual connection enhanced with other stimuli that describe a public space such as smell and noise, platform used for self-promotion (similar to Facebook), or even “PlaceBook” social networking service that creates place profiles and connects places. 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