Jeanyoon Choi

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Behavioural Interface

8/9/2024, 4:07:12 PM | Jeanyoon Choi

Behavioural Interface
Original Notes (Pre-LLM)

Behavioural Interface: Rather than explicitly displaying icons/buttons to express the present of a certain function, those functions are implicitly hidden - and presented upon the user’s unconscious/unintended behaviour - creating a special context within the interaction design. (Especially important within the mobile interaction design)

So the key is in minimising and hiding functionality → and when the audience unintentionally/accidentally triggers such (normally phenomenological) interaction, then the hidden interface/functionality is presented.

For instance, Omega: People just do a normal Personality Test (Choosing from one of the options), but once they start to unintentionally shake/move the mobile device, the accelerometer triggers the ‘Omega’ signal - which triggers the destruction of the vectorised space within the artwork, which act as a symbolic act of phenomenological resistance within this artwork.

Another example: KAIST Museum AI artwork → Current plan, people first land on accelerometer-triggered interaction, where their phone shaking interaction rotates the surrounding accordingly at the start – Then once they accidentally speak out any word, the TTS + LLM combination is suddenly triggered, showing the Prop & Back-Prop interactions within multi-screens settings, and then displays the result accordingly (Symbolically showing how AI is embedded within our daily lives(?) + Wow-Effect: Verfremdungseffekt)

Thus Behaviour Interface is not designed for everyone to interact with - rather, it is target for relatively smaller group which will accidentally trigger such hidden interactions - but once they do trigger those, they will have an unforgettable/unique interactive experience where such uniqueness is triggered from the unexpectedness (Verfremdungseffekt) - as well as serving the literal ‘Distancing Effect’ of objectifying the situation/re-think about the interaction itself (Just like within the artwork Omega)

English Version (LLM-Generated)

The behavioural interface art approach detracts from the traditional representation of functions through visible icons and buttons. In this innovative strategy, the intended features are concealed and only revealed upon unintended or unconscious behaviour by the user. This method has found particular importance within mobile interaction design, where it effectively creates a unique interaction context. The crux of this approach lies in the reduction and concealment of functionality. Its significance is amplified when the viewer unintentionally triggers hidden interaction, which, in turn, uncovers the hidden interface or functionality.

For example, in the artwork 'Omega', individuals usually start by taking a regular personality test involving a set of choices. However, inadvertent shaking or movement of the mobile device triggers the 'Omega' signal. This causes the artwork's vectorised space to implode, symbolising phenomenological resistance within the art piece.

Another example is the AI artwork at the KAIST Museum. Initially, viewers are introduced to an accelerometer-triggered interaction wherein shaking their phone rotates the surroundings accordingly – Then, by accident, if someone speaks, the Text-to-Speech (TTS) and Last Layer Modification (LLM) features are activated. This displays the Propagation and Back-Propagation interactions across multiple screens, finally revealing the result while symbolically emphasising the integration of AI in our daily lives. This interaction also has a "wow" effect due to the Verfremdungseffekt, or defamiliarization effect.

In conclusion, the behavioural interface is not intended to be accessible to all. Instead, it aims to engage a smaller group that might unintentionally trigger hidden interactions. However, once triggered, these interactions offer an unforgettable and distinctive experience. The unexpectedness of these interactions creates a sense of distancing, prompting viewers to re-evaluate the interaction, like in the artwork 'Omega'.

Korean Version (LLM-Generated)

행동 인터페이스: 특정 기능의 존재를 명시적으로 아이콘이나 버튼으로 표현하는 대신, 해당 기능은 암시적으로 숨겨져 있습니다. 그리고 사용자의 무의식적이거나 의도하지 않은 행동에 의해 이를 제시함으로써 상호작용 디자인 내에서 특별한 맥락을 형성합니다. (특히 모바일 상호작용 디자인에서 중요).

따라서 핵심은 기능을 최소화하고 숨기는 데 있습니다 → 그리고 관객이 실수로 그러한 (보통은 현상학적인) 상호 작용을 유발하면, 숨겨진 인터페이스/기능성이 제시됩니다.

예를 들어, '오메가': 사람들은 일반적인 성격 테스트(옵션 중 하나를 선택)를 합니다. 그러나 사람들이 무의식적으로 모바일 기기를 흔들기 시작하면, 가속도계가 '오메가' 신호를 유발하며, 이는 이 작품 내에서 벡터화된 공간의 파괴를 일으키며, 이는 현상학적 저항의 상징적 행위로 작용합니다.

또 다른 예: KAIST 뮤지엄 AI 작품 → 현재 계획에 따르면, 사람들은 처음에 가속도계에 의해 작동하는 상호작용에 착륙하며, 이는 그들의 휴대폰을 흔드는 상호작용이 처음에 주변 환경을 돌리게 합니다. 그러다 사람들이 우연히 어떤 단어를 말하게 되면, TTS + LLM 조합이 갑자기 실행되어 다중 스크린 설정 내에서 Prop & Back-Prop 상호작용을 보여주고, 그 결과를 보여줍니다 (AI가 우리의 일상 생활에 어떻게 내재되어 있는지를 상징적으로 보여주는 것 뿐만 아니라 Wow-Effect: Verfremdungseffekt를 일으킴).

따라서 행동 인터페이스는 모든 사람들과의 상호작용을 위해 설계된 것이 아닙니다. 하지만, 이는 상대적으로 작은 그룹을 대상으로 하며, 그들이 우연히 숨겨진 상호작용을 발만한 경우에는 그들이 예상치 못한 것(Verfremdungseffekt)에서 기인하는 독특함을 이끌어내는 잊지 못할만한/독특한 상호작용 경험을 갖게 됩니다. 이는 또한 글자 그대로의 '외견 효과'를 제공하여 상황을 객관화하고 상호작용 자체에 대해 다시 생각하게 합니다 (예를 들어, '오메가' 작품 내에서처럼).

Tags

Behavioural Interface

Interaction Design

Mobile Interaction Design

Phenomenological Interaction

Accelerometer

Omega

KAIST Museum AI Artwork

TTS

LLM

Prop & Back-Prop

AI

Verfremdungseffekt

Distancing Effect



Text written by Jeanyoon Choi

Ⓒ Jeanyoon Choi, 2024