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ORIGINAL PAPER
The Net in the Park
Antonio Rizzo & Elisa Rubegni & Erik Grönval &
Maurizio Caporali & Andrea Alessandrini
Received: 10 November 2008 /Accepted: 3 February 2009 /Published online: 24 March 2009# Springer Science + Business Media B.V. 2009
Abstract Ubiquitous Computing, Pervasive Comput-
ing, Physical Computing, Everyware, Tangible User
Interface, and the Internet of Things all share the same
viewpoint — a viewpoint that sees computers, phones,
and game consoles as no longer being the only devices
in our environment deemed worthy to embody compu-
tation and be connected. Each of these approaches
focuses on slightly different aspects of the features and
potentialities of the enabling technologies (i.e., Physical
Computing focuses on the growing power of micro-
controllers; IOT on the increasing influence of taggingsystems; Everyware on the pervasiveness of the web
through wired and wireless connections, etc.) We
understand and place more emphasis on the similarities
then the differences among these approaches, and at the
same time, we try to address specific human activity
issues by exploiting these new enabling technologies
and visions. In the paper, we present a project, Wi-roni,
that addresses two issues: in-person communication and
the added value of being in a given location when
accessing a given content. To this end, we considered in
some detail the possibilities of three of these enabling
technologies: ultrasound sensors, MEMS, and mash-up
of Internet application. These technologies were chosen
based on the nature of the human activity, and not vice
versa. In Wi-roni, an Urban Architecture project located
in the La Gora public park in Monteroni d'Arbia, a small
village in the province of Siena (Italy), we developed
two interconnect solutions: Wi-wave, a column for
accessing web audio content in public spaces, and Wi-
swing, a children’s swing that tells stories while
swinging. These devices represent both the concretegrounds from which to begin to address the above-
mentioned human activity issues and the playground in
which to explore the new, emerging interaction
modalities that the enabling technologies could allow.
Keywords Ubiquitous Computing . Tangible
interface . Situated editing . Urban furniture
From Ubiquitous Computing to the Internet
of Things
Mark Weiser ’s vision (Weiser 1993) of digital
technology predicted the ubiquitous presence of
computing in the environment, with computers
integrated into everyday objects and becoming just
another part of the background. Ubiquitous Comput-
ing (Ubicomp) is striving to make this vision real,
producing invisible/transparent technology integrated
into the environment that allows a model of interac-
Know Techn Pol (2009) 22:51 – 59
DOI 10.1007/s12130-009-9067-y
A. Rizzo (*) : E. Rubegni : E. Grönval : M. Caporali :
A. Alessandrini
Communication Science Department, University of Siena,
Via Roma 56,
Siena 53100, Italy
e-mail: [email protected]
E. Rubegni
TEC-Lab, Università della Svizzera Italiana,
Via Buffi 13,
Lugano, Ticino 6900, Switzerland
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tion based on physical manipulation of objects. This
approach modifies how people get in contact and
interact with their environments as well as the
activities that they can perform. Everyday objects,
once they are enhanced by embedded digital technol-
ogy, are not the same anymore, and neither are the
actions they enable. Tangible User Interface (TUI)(Ullmer and Ishii 2000) and Physical Computing
(O’Sullivan and Igoe 2004) paradigms focus on the
combination of physical and digital computation where
networked devices will be increasingly integrated
into the environment and will constitute the substrate
of what has been named Everyware (Greenfield
2006). The Internet of Things (IOT) combines the
power of Internet (contents and services) with
everyday objects empowered by sensing technologies
such as radiofrequency identification (RFID). RFID
tags can be embedded in any type of object, such as a shell (Mugellini et al. 2007), a stone (Rubegni et al.
2007), or a wooden stick (Caporali et al. 2005),
allowing these objects and their associated contents to
be connected. Sensors have the ability to detect the
physical status of things and to communicate any
changes. Thus, sensors collect data regarding the
environment, enabling objects to respond to changes
and raising awareness about their current context. For
example, the integration of local and global informa-
tion is a characteristic of Aware-Umbrella (Vazquez
and Lό pez de Ipiña 2008), an umbrella that mergescurrent weather information with Internet weather
forecasts and, when rain is imminent, advises the user
to bring it with him.
An interesting perspective is the connection of
these pervasive computational artifacts with Web 2.0
technologies and the opportunities they offer. Web 2.0
sees “Internet as a platform” (O'Reilly 2007) in the
sense that the second generation of Internet-based
services enable people to collaborate and share
information online and to be authors of contents
(such as blogs, social networking sites, wikis, andfolksonomies). Web 2.0 opens up opportunities for
increasing the power of computational objects and
devices not only in retrieving Internet contents but
also in enabling the production of content as well as
the creation of social/human networks. Indeed, this
area is as promising as it is as-yet unexplored.
Below, we present our perspective in designing
patterns of interaction in these emerging technology
domains. Our perspective will be exemplified through
the solutions developed in response to a specific
design need.
Our Perspective in Designing for Networked
and Computational Everyday Objects
We share the view that computers, phones, and game
consoles are no longer the only devices in our
environment deemed worthy of being “intelligent ”
and connected. But within this broad view of the
process of creating new objects and things, we want
to address two specific issues. First, most current
technology solutions take the user out of from the
physical and social context in which he is actually
involved — communication devices and data links are
seldom used to empower in-presence social activities.
Second, the development of most networked devices proposes the irrelevance of physical location as one of
the key advantages of being constantly connected. In
considering these two issues, we do not dispute the
utility of distance communication and any-place-any-
time accessibility to information; however, aligning
with the strategy of the Palcom project (Kyng et al.
2006; Brønsted et al. 2007), we seek to complement
these two crucial factors of ubiquitous computing
with their converse. We propose to respond to these
challenges by conceiving interaction modalities suitable
for social activities occurring in the here-and-now, inreal-time and real-place. Our goal is to develop design
solutions that mitigate or even eliminate the almost
compulsory estrangement from the physical context
when using communication technology. We challenge
information and communication technologies that allow
anytime-anywhere access to provide content that could
be enhanced by the fact of the user being in a given
location. Internet resources are barely affected by the
context in which the user accesses them — the content
and interaction modality remain the same irrespective of
physical location or cultural environment. For most webtechnologies, the specific location from which the user
accesses information adds nothing to the user ’s experi-
ence: whether the user is in New York, Hong Kong, or
the countryside near Siena does not seem to matter.
In facing the first of these challenges, we turn
mainly to TUI. This kind of device potentially enables
not only a reduction of the interaction gulf on both
sides (execution and evaluation) but also allows us to
design for patterns of behavior that could have
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aesthetic and imaginative value. This is an important
pre-requisite for allowing modes of interaction with
communication technologies that could be meaningful
on-site, and not only at a distance.
In response to the second challenge, we share
Marco Susani’s assumption that “information has no
meaning if it has no connection with material, publicspace, and if there is no mechanism for the social
sharing of information” (Susani 2005). But while he
proposes “to superimpose digital information onto the
social territory, creating an enriched and original
space for social interactions” based on the smart-tag
paradigm, we prefer to further develop the Situated
Editing (SE) principle, to which he also contributed in
the first phases of the POGO project. SE is, in our
view, a way “to allow a seamless integration of the
physical and virtual worlds through intuitive interac-
tion modalities”
(Rizzo et al. 2003). In SE, digitalassets are stored on physical media carriers or
transferred through wireless connections to specific
tools that receive privileged modalities of processing
and manipulation according to the tool at hand.
We introduced and dealt with these challenges in
Wi-roni, an interactive urban architecture project.
The Wi-roni Project
The Wi-roni project began as a response to the design brief issued by the municipality of Monteroni d’Ar-
bia, a small village near Siena. The main issue was to
facilitate the process of socialization in public spaces
among local citizens with special attention to chil-
dren, the elderly, and immigrants. We considered the
brief a very interesting opportunity to introduce and
experiment with solutions to our Ubicomp challenges:
(a) using distant communications to promote on-site,
in-presence communication and (b) making the
physical location have an impact on the fruition of
web content.
The Methodology
The design methodology was based on a co-
evolutionary process in which concept design, technol-
ogy design, and activity design were carried out
simultaneously so that each strand of the process could
inform the others (see Rizzo et al. 2003; Marti et al.
2005).
The first phase of the project was dedicated to user
studies and eliciting user requirements. The main
objective of the investigation was to identify needs
and opportunities that could foster the concept design
phase. From this perspective, it was important to
involve both citizens and municipality staff, applying
different techniques, including interviews, focusgroups, and ethnographic observation. Considering
the outcome of the user study and the suggestion from
stakeholders on the municipality staff, we decided to
focus on “La Gora ” park due to the presence of
outdoor activities that could change during the course
of the day and according to the range of people
present.
Concurrently with the user study, a technology
survey was conducted. This benchmarking aimed to
investigate available enabling technologies and to
gain inspiration from other urban projects. Theexploration focused mainly on interactive urban
furniture (benches, wall, public lighting, etc.), hard-
ware (e.g., sensors, RFID devices, Wi-Fi antennas,
MEMS, mash-up technology, etc.), and software
applications for accessing services and contents on the
web.
The third thread, concept generation, ran parallel to
the user and technology research, using input from the
user study to define brainstorming session issues and
input from the benchmarking segment to feeding the
sessions with inspirational material.Based on this research, a set of design concepts
was produced and subsequently organized into
scenarios in order to define the goals of the project
in a more concrete, narrative format ready to be
utilized and developed in various design phases
(Rizzo and Bacigalupo 2004). The strategy for
selecting among the proposed design concepts was
based on two principles: (1) progressive introduction
of devices and contents and (2) progressive intro-
duction of modes of interaction. The rationale behind
these principles concerned the need to becomeliterate in the use of digital technologies, especially
with respect to senior citizens, and the new behav-
iors we expected would be evoked by novel and
“social” modes of interaction. Thus, the initial period
of introduction of the Wi-roni devices should be
studied for its heuristic value as part of the overall
design process, and the lessons learned applied to the
same devices as well to the other design concepts
ready to be tested.
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The following examples depict the first two of the
final concepts produced for Wi-roni: Wi-wave and
Wi-swing. We will illustrate them starting with the
narratives used for mock-up scenarios and moving
through to the working prototypes. In describing the
two design processes, for the sake of simplicity and
due to space limitations, we will focus on the aspectswe consider most relevant for producing the opera-
tional prototypes and modes of interaction, that is, the
dramatization of the scenarios performed by design-
ers, stakeholders, and users in varying and sometimes
random combinations. Thus, we will have to leave out
other aspects of the design process, including why and
how certain design decisions were made.
Wi-wave
Wi-wave is a device that aims to facilitate access toand interaction with web content in public spaces.
Many interface options were discussed and analyzed,
and designers and technicians worked to come up
with an artifact that could meet the needs determined
by our activity analysis and adapt to the physical
factors of the location 24 h a day, 7 days a week.
Thus, for the design of the first device, we focused on
audio content and gesture-based interaction. The
choice of sound as the first vehicle for content was
due to: (1) the immersive and pervasive nature of
sound; (2) its high compatibility with other concurrent activities; and, last but not least, (3) low risk of
accidental or voluntary damage to the device.
The choice of gesture-based interaction was con-
sidered a viable solution since: (1) it does not require
direct contact with the devices (responding to hygiene
and damage prevention needs); (2) it does not
interfere with the type of energy used to present the
content (audio), as voice interaction would; (3) it is
“ public” since it can be observed by others in its
various components (position and movement); (4) it
allows for easy turn-taking.Wi-wave uses ultrasonic sensor technology to
capture physical gestures as a navigation interface
for three channels of audio playback/streaming. The
content offered by Wi-wave is a collection of two
audio types: streaming radio and synchronized pod-
cast. The use of podcast is quite popular on the web
since the audio files are described through an XML
file (RSS feed) that standardizes the sharing of
periodically updated audio content over the Internet.
Wi-wave allows everyone to listen to podcasts in a
public area, and, from a research perspective, allows
us to explore issues regarding the design of interac-
tion through patterns of behavior that may have
aesthetic and imaginative value.
Wi-wave Scenarios
The following is an example of one of the narratives
used for mock-up scenarios:
Anna is a 30-year-old housewife living in Monter-
oni d'Arbia. Her daughter Luisa is 4 years old. Anna
takes Luisa to the park at 10:00 a.m., where they can
meet other mothers with their children. There is a
playground for children and benches for the adults.
Anna finds one of her friends in the park with her 5-
year-old daughter and sits next to her on the bench
while the girls run back and forth, playing together. After chatting for a while, the mothers call their
daughters back over. The girls are getting tired and
dirty from playing, so Anna asks them if they would
like to hear a fairytale. The girls like this idea quite a
bit, and Anna gets up and goes over to Wi-wave.
Anna raises her hand to activate the system. Luisa
runs over, smiling, and waves her hand in front of Wi-
wave to select the fairytale. Wi-wave says, “ Il
principe ranocchio…” (The Frog Prince). Luisa
makes an arc in the air, and Wi-wave says, “ Il leone
nella foresta…” (The Lion in the Forest). After a short jingle, the fairytale begins automatically: “ c'era
una volta…” (Once upon a time). Luisa runs back
over to her friend on the bench and sits to listen to the
story. Following the story, the children begin to mime
some crucial narration points, and their mothers now
and then join in the game. When the story is finished,
the mothers decide that it's time to prepare lunch, but
Luisa wants to listen again (thus the mother waves at
Wi-wave in order to produce the Goodbye jingle).
They say goodbye to their friends; Luisa waves
goodbye to Wi-wave, and she and Anna head back home.
This and other scenarios drove the design of mock-
ups of the first Wi-roni devices. The mock-up activity
was a creative session in which we defined the
content to be presented and explored possible shapes
for the artifact. First, rough mock-ups were built to be
tested and refined quickly. In an early phase, mock-
ups were made using cardboard and paper, as they
were easy to cut and shape into forms in which the
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sensors could be embedded. Those mock-ups were
almost interactive: sensors were connected to a
computer and activated the first versions of the
software application being developed concurrently.
The second and third generations of mock-ups and
prototypes were built using more suitable materials
and technology, as we needed to refine the shape andthe set of gestures suitable for the sensors.
Each mock-up was evaluated in the laboratory with
end users, and based on the findings of user testing
(dramatization sessions based on the scenarios), the
artifact was refined and improved. Evaluation was
based on qualitative and exploratory tests that were
videotaped in order to document the study and
thoroughly analyze users’ behavior and gestures.
Evaluators asked the testers to play a given role and
perform a certain task using the artifact without
clarifying how to use the interface; users wereencouraged to explore and discover how to use the
device, or even to propose an interaction pattern.
The evaluation of the first generation of mock-ups
(see Fig. 1) aimed to refine the set of intentional
gestures, determine the position and sensitivity dis-
tance of the sensors to avoid unintentional interaction,
and observe the group dynamics created around the
device as a social focal point.
The lexicon and syntax of the gesture-based
interaction emerged through the elaboration of spon-
taneous gestures and adaptation of the physicalartifact to these natural gestures. The data gathered
in tests done with the first mock-up provided
sufficient information for refining the design and
moving forward with development of more interactive
prototypes.
The second generation of prototypes changed
significantly in terms of shape and modes of
interaction. A vertical pillar-like structure was used,in which the sensors were embedded into the edge of
a circular shape at the top of the central structure. The
first evaluation session immediately revealed the
stronger appeal of this version compared to the pre-
vious one. In fact, in front of the wall mock-up, many
users had tried to push the sensors, clearly perceived
as buttons, while the vertical structure attracted users
who, in the majority of cases (about 65%), found the
correct way to turn on the system and interact with it.
The second prototype suggested a clearer concep-
tual model providing the affordance necessary for public installation. With the second mock-up, we also
tested cooperative use of the system, inviting groups
of users to interact with Wi-wave and attempt to
access its audio content (see Fig. 2).
The third generation of prototypes and the evalu-
ation outcomes provided the basis for defining the
final prototype. This prototype was built in collabo-
ration with two architects who designed the final
structure (Fig. 3). The final prototype was evaluated
by end users, including children ages 8 – 12. The
evaluation of the final prototype revealed manyinteresting aspects mainly regarding the mode of
interaction, which changed significantly depending
on the shape of the structure.
Fig. 1 One of the first mock-ups with the shape of a wall and
three channels Fig. 2 Second mock-up evaluation with a group
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These laboratory tests were considered sufficient to
support the initial installation of Wi-wave; the types
of behavior we could induce in the lab had beenexhausted, and at that point only field testing would
allow us to identify issues for fine-tuning or deter-
mine the need for radical changes. The Wi-wave
component (see Fig. 4) is currently composed of three
sensors, a microcontroller, and a computer, which
runs the custom software developed as part of the
project.
Wi-swing
Wi-swing is a tool for listening to storytelling and,more in general, for broadcasting the output of Wi-
wave (Fig. 5). Wi-swing is principally dedicated to
children, who make up its privileged user class. They
can browse contents and control the speed of the
narrative through the movements of the swing. The
first mock-ups we built were based on the following
scenario.
Wi-swing Envisioning Scenario
Livia is spending her free afternoon with her twodaughters Alessia and Martina at La Gora Park.
After running about a bit, Alessia and Martina ask
Livia to go to Wi-wave so that they can listen to the
stories they have selected on the Wi-roni website, but
at the Wi-wave column there are already some people
listening to podcasts on the issue of the day — the
relationship between Carla Bruni and French Presi-
dent Sarkozy — who seem quite intent on continuing to
listen. Livia suggests the children go to Wi-swing to
listen to the stories. Alessia and Martina immediately
run to the Wi-swing and turn the seat to activate the storytelling feature. Alessia sits on the swing and as
soon as it begins to oscillate regularly the narrative
starts. Martina pushes Alessia on the swing while
listening, and at a certain point the swing goes so
high that the narrator ’ s voice becomes strangled.
Fig. 3 The Architect building the final prototype
Fig. 4 System diagram
Fig. 5 Image of the Wi-swing model and mock-up
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Martina and Alessia laugh while Livia tells them to be
more careful and quieter. The story ends and Martina
and Alessia switch positions to listen to another story.
The next one is full of songs that the girls want to sing
together, so they stop the swing and ask their mother
to push as they share the swing seat, enjoying and
participating in the narration.The Wi-swing concept was refined in the mock-up
session, during which we assessed enabling technol-
ogy (MEMS sensors) and patterns of interaction. We
separately tested MEMS sensors connected to a
personal computer that communicated via USB cable
with a development kit (ST microelectronics MEMS
development kit). At the same time, we developed
mock-ups using cardboard and wood.
Rough mock-ups were built to explore the Wi-
swing concept, and the first generations were not
interactive. Production of the first mock-ups beganwith the development of a scale model (1:10) to allow
us to understand the basic physics behind the Wi-
swing concept. Utilizing the model, we explored the
motion properties and swing dynamics: the swing
works like a pendulum, and three fundamental
properties played important roles in the development
of the Wi-swing concept (oscillation, oscillation limit ,
potential swing seat torsion).
Constructing the model (see Fig. 6) gave us many
insights regarding patterns of interaction and the
potential of the swing’s physical properties. To further
elaborate on the concept and the interaction possibil-
ities, we dramatized the mock-up scenario (see Rizzoand Bacigalupo 2004) so as to allow the material
properties of the mock-up involved in the interaction
(Bertelsen et al. 2008) to further enhance the Wi-swing
concept and its modes of interaction. We organized a
workshop with end users that informed the design
process with new information on how the system
should react to specific input and, more importantly,
what input would generate a specific system behavior.
This dramatization led to the following conclusions:
(1) when one track or podcast ends, the swing should
be in a ‘rest
’position before launching the next tune.
After 120 s of no-swing within the play range, Wi-
swing goes into stand-by. (2) If the swing stops in the
middle of a podcast, it should continue from where it
stopped if the swing is reactivated within 90 s. (3) To
fast-forward within a specific track, the swing should
be pushed forward and halted in that position. While
Fig. 6 Image of Wi-roni system: Wi-wave and Wi-swing
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the swing remains in that position, the podcast
advances at double speed. Once it reaches the end, if
the position continues to be held, Wi-swing moves
from one podcast to the next, producing the audio withthe story title until the seat is returned to the vertical
position. (4) If the swing is pushed backwards and
remains in that position, the podcast will be re-winded
at double speed until the swing returns to the original
‘rest ’ position. Again, if the backward position is held,
Wi-swing moves from one podcast to another.
These system and interaction characteristics
evolved from our dramatization of mock-up scenar-ios. The results we obtained might seem obvious and
simple once presented, but we would not have been
able to produce these interaction patterns without the
drama-workshop. Situated ‘acting’ or play is a
powerful instrument that allowed us to try out and
validate modes of interaction without having the full
system available.
The Wi-roni Back-end
Updating of the data provided through Wi-roni sets(Figs. 6 and 7) can be done by introducing and
managing content on the web site (http://www.saul.
unisi.it/wironi) (see Fig. 8). The web site is a Content
Management System (CMS) powered by Drupal
technology. It is organized to allow a distributed
workflow for managing and publishing content through
the Wi-roni sets. It is also set up to accept content
produced by Wi-roni tools once they are implemented
and made available to people in the Park. In addition to
the CMS, there is also a Wi-roni Web application
manager, which dynamically connects Wi-roni tools inthe park with Web content through Web Services.
Fig. 7 A picture of the final prototype
Fig. 8 A screenshot of
the website back-end: an
example of the Web inter-
face used to manage the
Story Podcast
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Conclusions
The two proposed challenges — complementing distant
communication with in-presence communication and
bringing “everyware” into harmony with the specific
value of a given location — open up perspectives that
will take some time to explore and fully understand interms of their implications. They provide an opportu-
nity to create innovative services and products with
current enabling technologies, and offer the possibility
to address socio-technical issues from a new perspec-
tive. Today, most current web services and the related
tools available to access them are “ private”, both in the
sense that they are conceived to be used mainly by
individuals and in the sense that they are operated in a
privately owned space.
In the Wi-roni project, we exploited two main
technical mechanisms characteristic of Web 2.0: RichInternet Applications and mash-ups combined with
sensors, coupled with new or existing physical
devices so as to increase the options and possibilities
users have in using web information in a public space.
We also worked towards making modes of interaction
public both in the sense that they are carried out
without any personal devices and in the sense that
they are open to dialogical modes of operation with
others.
Moving in this direction means making the user ’s
location equally as important as the web services,and the two should harmonize in order to produce
the ideal combination through the added value
offered by the second side of this binominal (web
service/location). To better explain the intent, we can
use the metaphor of water distribution as a stand-in
for the Internet: water should be in any location
where we want life, but it is a matter of human
cultural design whether to have a simple tap or to
build a fountain.
From the point of view of interaction design,
designing a fountain requires an effort beyond that which is necessary for designing a washing machine or
any other industrialized object. Any “fountain” is
unique, and its modes of interaction should be unique
as well, as they will become part of the aesthetic and
imaginative values of the “service and location”
product. Thus, the choreography generated by the
emerging behavior of people involved in new and
traditional convivial activities will become a value in
itself. This is one of the peculiarities of looking at the
interaction modalities through the lens of Situated
Editing.
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