StoryBeads: a wearable for story construction and
trade
Barbara Barry, Glorianna Davenport, Dan
McGuire
{barbara, gid, dmcguire}@media.mit.edu
Room E15-435 Media Laboratory
Citation: Barry, B., Davenport, G., and McGuire, D. (2000). StoryBeads: a wearable for story construction and trade. In Proceedings of the IEEE International Workshop on Networked Appliances 2000. Newark, NJ, IEEE, 2000.
Abstract
Stories take hundreds of different forms
and serve many functions. They can be as energetic as an entire life story or
as simple as directions to a favorite beach. Technological developments
challenge and change storytelling processes. The invention of writing changed
the story from an orally recounted form, mediated by the storyteller, to a
recorded version which was technologically reproducible. The fleeting experience of a storyteller’s
woven tale became an immutable object. In cinema stories are told with a
sequence of juxtaposed still images moving at a speed fast enough to fool the
eye into seeing a continuously changing image instead of one image after
another. The invention of the computer with its capacity for storage and
manipulation of information let authors design stories and present them to
different viewing audiences in different ways. Mobile computing, like the
technological developments that came before it, will demand its own
storytelling processes and story forms.
This paper introduces a tool for mobile,
digital storytelling called StoryBeads. StoryBeads are necklaces made of small
computer “beads” capable of storing, transmitting, or displaying images. They
are wearable computers used for constructing stories by allowing users to
sequence and trade story pieces combining image and text. The beads communicate
by infrared light, allowing the trading of digital images from bead to bead.
The network consists of a chain of beads connected wirelessly, where individual
beads communicate with their two nearest neighbors. Each necklace is a database
of images distributed across a network of communicating beads. Inter-necklace
communication allows a community of users to share stories digitally by beaming
them from necklace to necklace or by exchanging physical beads between
necklaces. As images travel between users, new image descriptions are added,
providing historical context. Theories of play styles, narrative accrual, and
image-based storytelling informed the design.
StoryBeads encourage messaging among a group of story participants,
demonstrating that mobile and portable devices can create new possibilities for
participation in distributed and networked story experiences.
1
Introduction
Stories are fluid. Their structure, content and
meaning change over time as they are retold and passed from person to person.
Stories reflect the characteristics of their containers: Oral stories, films
and photographs each inspire unique methods for building stories. As new
containers for stories are invented, the activity of story construction evolves
as users find creative ways to express themselves using that container.
We
developed the StoryBeads as system to examine how the storytelling process
evolves when pictures and text can be traded and sequenced by multiple users.
The basis for this study was the StoryBeads, wearable computer necklaces that
can be used for building and trading stories. Digital images are stored on
small computer “beads” which can stand alone as storage devices or can be
strung together creating a network for transmission of images by infrared
light. By pressing buttons on the
beads, users can navigate through their database of images viewing images one
at a time of a special bead, which has an LCD monitor. They can also trade
digital pictures from necklace to necklace to share images, their interactions
driving the co-construction of stories.
The
activity of story construction can be seen as an artistic endeavor, a learning
experience or a play activity. Using StoryBeads users create their stories by
messaging, collecting and building stories as they walk through the world. Stories gain a presence as objects that can
be physically manipulated as building blocks. This paper considers StoryBeads
as new tool for storytelling in a time when stories and the activity of making
stories is becoming more distributed, networked and mediated by
technology. In particular we will
examine how the activity of storytelling influenced the design of StoryBeads.
We will also discuss the technical implementation and our observations of how
they were used by our first test group.
2
Context
2. 1
Story
Webster'
s Dictionary defines story as "the telling of a happening or connected
series of happenings, whether true or fictitious; an account; a
narration." Story is a shape or pattern onto which events or series of
events can be organized and understood (Livo, Rietz, 1986). Stories are
sequences that live in and are influenced by their container, the medium of
their telling. Containers give a story persistence, committing it to
memory. Containers are manifestations
of story that can be experienced by a viewer or listener. The choice of
container influences the telling of the story. For example, a film editor takes
scenes and strings them together to create a cinematic story, while a poet
chooses words to evoke images in the readers mind. The scenes recorded on film
or the words arranged on the page are the building blocks of the story.
StoryBeads allow users to string together images and text in a pictorial
sequence. These sequences in turn can invoke the sharing of oral stories.
Storytelling
is essentially the sequencing of granules of expression. Whether the granules
are images or words or sounds the storyteller glues these pieces together to
transport the listener into a story world, a space where the audience knows
that anything can happen. The listener has entrusted her attention and
expectations for the story to the storyteller. The storyteller reveals one
piece of the story at a time bringing the listeners or viewers to experience
the story the teller sees in her mind.
The storyteller constructs a story much like one would build a bridge
out of Lego bricks. First the foundation is laid: “Once upon a time”, then the
structure comes into focus as the characters reveal their struggles, triumphs
and sometimes-mischievous tricks. The teller knows which story pieces must
remain for the bridge to stand strong and which ones can be swapped and
forgotten during a given telling. StoryBeads are a physical container for
granules of expression and allow the telling to be integrated with a physical
building activity.
2.2
Constructionism
In
this paper, construction is defined as the epistemological term
"constructionism." Constructionism is a concept developed by Seymour
Papert of M.I.T. It extends
Constructivist theory, which states that all children construct their own
knowledge. Constructionism expands on
this concept by claiming that children have many of their best learning
experiences when they are actively engaged in making a product or artifact,
which is meaningful to themselves or others (Papert, 1991). In the
constructionist experience, the environment responds to the builder, giving her
feedback during the process of learning.
An example of constructionist learning is a child building a scale out
of Lego bricks to learn about weight, balance and gravity -- building a
flexible object to learn about a concept or idea. Constructionism refers to the creation of all types of artifacts,
not only physical objects but also images and stories. Manipulating reusable and redescribable
images as story fragments, learners investigate different story structures, and
different ways of expressing their fictional, documentary or autobiographical
narratives. By trading sequences of images, or single images, they learn how
other storytellers describe images and build stories.
D.W.
Winnicott, a psychoanalytic theorist, sees play as a tool for self-discovery.
The objects used in play are containers to fill with meaning. For example, a
young child, as a way to individuate, might choose a specific toy plane or
story character and mark it as more important than the parent. The symbol
serves as training wheels for the child to internally ride away from the parent
to autonomy. Each play object has a
story. As life changes, the meaning
attached to the object changes.
Winnicott
investigates play activities and their consequences for ego development.
Self-discovery is the result of a process. First, relaxation allows the mind to
move into a chaotic and nonsensical state or space. Stories generated in this nonsensical space contain a grain of
truth about the self. Then, when the truth is spoken and mirrored to another
person, in Winnicott’s world the parent or psychiatrist, it becomes integrated
into the personality. In Winnicott’s
view, play is self-explanation.
In
their work on epistemological pluralism, Sherry Turkle and Seymour Papert of
M.I.T. make a connection between play styles in learning and gender. They argue
that the basic elements of computation should be expanded to include the two
styles of learning they described as "hard" and "soft."
"Hard" describes a logical approach to problem solving using abstract
thought and systematic planning typical of computation design. "Soft"
describes a non-linear, bricolage approach to problem solving using
manipulation of ideas and objects to find an emergent solution. Turkle and
Papert found that, although individuals possess the ability to use both
learning styles, girls are inclined to favor the "soft" approach.
Girls are discouraged from participation in computation culture which places
more value on the "hard" style. Story Beads was developed as a tool
that allows the user to shift between "hard" and "soft"
styles. The "hard" style can be viewed as rule-based play, the
"soft" style as improvisation. An example of a game that incorporates
both styles is hopscotch. There is a rule for physical movement on the
hopscotch grid: get from one end to the other. The players often make up
improvisational rhymes as they jump from square to square the rhyme echoing the
rhythm of the player's feet hitting each square. In StoryBeads, there are not
rules, but there is an interaction design. Images are copied from bead to bead
when traded. Individual beads cannot hold more than eight images. These
constraints influence the story construction activity. The beads are
"soft" in that they allow spaces for improvisational oral
storytelling during the trade of images. They also encourage the bricolage
style as images can be sequenced and resequenced by stringing beads together.
3
Related Work
StoryBeads
is directly related to a body of work called "Digital Manipulatives"
that is being researched by the Epistemology and Learning Group at the MIT
Media Lab (Resnick, 1998). The work is Constructionist in that it expands the
range of things that children can design and build using mathematical and
computational concepts. Physical objects like badges, blocks, tiles and beads
are imbued with computation giving them behavior and the ability to communicate
with each other, usually by infrared light. Some of the physical objects can be
programmed by the children, while others are used as fixed construction blocks.
Their research also looks at play as a way to learn about systems. For example,
a set of tiles that communicate by infrared light allow children to arrange the
tiles in different ways to create patterns or experiment by adding new program
behaviors to the blinking lights that jump from tile to tile (Kramer, 1998).
StoryBeads use emergent patterns in story and allow people to share images and
experiences. They are more of a construction set for collecting and building,
than for observing and hypothesizing. Their focus is on trade between users as
a network, where tiles trade code between objects. Closer to the interaction
design of StoryBeads a recent project by Rick Borovoy of the Epistemology and
Learning group called "i-balls," uses handheld devices to allow the
trade of icons to create games of community interaction (Borovoy et al., 1998).
This work also relates to much of the work in the Interactive Cinema Group of
the MIT Media Lab where systems help users sequence short media elements. Some
examples of these systems are Dexter, Contour, Agent Stories and most recently work
in very distributed movies, where distributed communities collaborate in the
co-construction of video-clip based stories (Davenport & Murtaugh, 1997;
Davenport et.al. 2000).
4 StoryBeads System Overview
The Story Beads necklace consists of one or more storage
beads and a single amulet bead.
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|
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String of storage
beads and amulet bead. |
The storage beads act as networkable, nonvolatile storage devices. Each bead
can store up two eight color image on an internal EEPROM. The amulet bead acts
as an access terminal. Users can call up images from any bead and display them
on the
amulet's
small color LCD display.
4.1 Bead Hardware
Each storage bead measures 1.5 x 1 x 1 inches and weighs .9 ounces. Each bead
is also equipped with:
o up to four 32 Kb serial EEPROMs,
o a pair of infrared transceivers for inter-bead communication,
o an embedded version of the Motorola 68000 microprocessor,
o simple power management circuitry.
The microprocessor controls inter-bead communication and manages the bead's
image catalog. The storage bead also allows users to associate each image with
up to three pieces of metadata, such as descriptive strings, and to associate
the bead itself with a piece of metadata such as a thematic description of the
images on it.
The amulet measures approximately 2.5 x 2.5 x 1 inches and weights 1.1 ounces.
It is equipped with a small color LCD display that can display 320x240 images
in eight-bit color. The amulet is also equipped with a third IR transceiver
that allows it to send images to and receive them from other
beads
or other necklaces.
4.2 UI Overview
The user accesses the images stored on a bead by
pressing a pushbutton switch on the bead's surface. That bead then transfers an
image from its on-board non-volatile memory to the amulet, where it is
displayed on the amulet's LCD screen. If the bead contains more than one image,
pressing the button a second time sends another image to the amulet for
display. Pressing the button multiple times allows the user to cycle through
all of the
images on the amulet.
The user interface on the amulet allows the user to
alter the way that images are stored on the necklace and also allows the user
to trade images with other users. The amulet's interface supports four basic
functions:
o delete an image,
o view the keywords associated with an image,
o transfer an image to another necklace,
o and direct an image received from another user to the proper bead.
All of these functions are activated using
pushbuttons on the surface of the amulet.
4.3 Communication
Typical ad-hoc networks support multiple routes between
nodes. However, our decision to create a necklace as a network imposes a
particular approach to packet transmission. On this linear network, each bead
on the necklace can only communicate with its neighbors on each side. Thus, for
a message to travel the length of the necklace, intervening beads must be able
to accept a message, detect its destination, and then pass it along.
It thus looks very much like a flat ad hoc RF network (Johnson, 1994). Each
element acts as a simple router and must maintain some representation of the
network and its resources. However, the network topology supports only one
meaningful route between nodes. An additional issue is that the computational
resources of each node are very limited, imposing limits on the complexity of
the routing algorithms that can be implemented efficiently.
Despite this, the necklace must maintain support for dynamic
reconfiguration. Early play tests with children, who are the intended audience
for this iteration of the beads, made it clear that the users expect to be able
to add, remove, and rearrange the beads on the necklace.
To enable this flexibility, we divided the network into two layers. The first is the physical layer, which has
the following responsibilities:
o transmit data to neighboring beads
o error detection
o discover routes between beads and propagate that routing information to all
beads
The second is a data link layer, which is designed
to transmit lengthy packet streams across those routes. It has the following
functions:
o allow one bead to direct packets to any other bead on the
necklace
o retransmit data when errors are detected
o break up and reassemble packet streams
We
implemented route discovery using a hybrid of the two approaches currently used
on ad hoc networks: source-initiated on-demand routing and table-based routing
(Royer & Toh, 1999). When a bead needs to establish a connection with
another bead, it initiates a route discovery process that we call
"necklace reconfiguration." The beads cooperate to determine the
length and configuration of the necklace. Once this process is complete, a
routing table is propagated to all of the beads.
This routing table is maintained for as long as there is constant activity on
the network. If the network is silent for more than fifteen seconds -- the
amount of time that a child would need to remove the necklace, reconfigure it,
and put it back on – then the next transmission will be preceded by a necklace
reconfiguration.
4.4 Route discovery
The
ultimate goal of the necklace reconfiguration process is to create a name space
for the necklace by assigning each bead on the chain a unique Bead ID, which
functions as that node's address.
In assigning Bead IDs, we assume that the necklace forms a linear network. We
give the right-most bead on the network a Bead ID of "0". The bead to
its left is given a Bead ID of "1", and so on. Each bead has a Bead
ID one higher than the bead to its right.
The process of assigning Bead IDs begins with an attempt to find the right-most
bead on the necklace. Each bead, on its own, is capable of accepting a packet from
one side and sending it out the other. We exploit this to send a Force
Reconfiguration packet as far down the necklace as we can. When the packet
reaches the right-most bead on the network, attempts to transmit it further
will time out. The bead will detect these timeouts and begin the next phase of
the route discovery process.
The right-most bead assigns itself a Bead ID of 0, and instruct the bead to its
left to take a Bead ID of 1. This message propagates leftward down the
necklace. Each bead appends to the packet critical information about itself
including: the four bit Bead ID, a single bit indicating whether the bead's
memory is full, and a single bit indicating that the bead is an amulet or not.
There are additional bits available for future support of different types of
media.
When attempts to transmit the packet farther to the left time out, the system
will recognize that it has reached the other end of the necklace. At that
point, the packet will contain a complete list of all of the beads on the
necklace and their characteristics.
"Right" and "left" are admittedly somewhat fluid concepts
here, because they depend on one's point of reference. Indeed, because beads
can be put on the chain backwards or upside down, "right" and
"left” can vary from bead to bead. It is during this phase of the route
discovery process that each bead determines its orientation. Bead 0 determines
the master orientation of the necklace. Each individual bead can either be
normal or backward. If a bead detects that it is backwards, it redefines its
concept of "right" and "left" for the duration of the
route.
The final step in the assignment process is distributing the routing table to
each bead. This left-most bead transfers this table to the bead on its right,
which copies it into its own memory and then passes it to the bead on its
right. This continues until the message has reached bead 0, and the end of the
necklace. At this point, a stable name space has been established.
4.5 Using the network
Communication on the logical layer is based on the
fact that the bead network is laid out like a number line. If a bead wants to
send a message to a bead with a lower number than its own, it sends it to the
right. If a bead wants to send a message to a bead with a higher number than
its own, it sends it to the left.
In addition, each bead acts as a relay. If an incoming message is destined for
a bead with a number lower than its own it passes it immediately to the right.
Similarly, if a bead receives a message destined for itself, it will open the
packet and act
appropriately on its contents.
Logical layer commands are fairly straightforward.
Large streams of information, such as images, are broken down into 68 byte
packets. Two of these bytes are taken up by header information and another two
are taken up by a UDP-based checksum (Lee, 1999). The 64 byte payload size was
imposed because it is the largest amount of data that can be written to the
image storage
EEPROM at any one time.
At the moment, there is no facility for numbering
packets and reassembling them at the destination. It is assumed that packets
will reach their destination in the order in which they were sent. If there is
network contention, streams originating from the amulet are given precedence on
the network (under the assumption that they represent the user's most recent
commands). Other packets are discarded. This approach was adopted largely
because the beads do not carry enough RAM to support buffering.
4.6
High-level protocol
Once
a stable routing table has been established, it is possible to access and
manipulate the data stored on the beads. High-level messages, like route
discovery messages, are sent across the necklace in 68 byte packets. Data
objects larger than 64 bytes in size, such as images, are broken into packets
and transferred across the network. All high-level messages must originate from
a bead with a valid Bead ID and must be destined for a bead with a valid Bead
ID. This information is encoded in the packet header.
Packets
fall into three broad categories: requests, image data, and directives.
Image
data packets are the most common type of message and are generally sent in
response to an explicit user command. When a user presses the push button on a
bead, for instance, that bead it examines its routing table, determines the
Bead ID of the amulet, and then transmit the image in 64 byte chunks to the
amulet.
Requests
are somewhat less common on the network and are used mostly for
synchronization. Request messages allow any bead on the network to access
information stored on any other bead on the necklace. The StoryBeads desktop
computer interface retrieves the images from the necklace by issuing image
requests to each bead on the necklace.
Directives
are also relatively uncommon on the network. They allow beads to modify the
databases of other beads. The directive "delete", for instance,
allows either the user to remove an image from a bead. Normally only the amulet
and the computer interface issue directive messages.
4.7 Beads as independent devices
Storage beads can function both as nodes on a
network and as independent storage devices. As nodes, they allow other devices
to access and modify their data. As independent devices, their functionality is
necessarily more limited due to the lack of a powerful user interface.
Nevertheless, users can trade images between two beads without using the amulet
as an intermediary simply by holding them end-to-end and pressing the bead's
push button. If no other bead is in range for image trading, the bead detects
the time out and instead increments the current image number. By judicious use
of the push button, the user can choose which image she wishes to trade with
another and then transmit that image.
The
desktop application is used for organizing images and downloading image files
to the beads. In the graphical user interface the user can organize images by
describing them and putting them on graphic representations of beads. There are
two ways to describe StoryBead images. Images can have textual descriptions
attached to them and are also associated by the keyword of the bead that
contains them. Each bead is given a thematic keyword. Thematic keywords are
single words used to describe the contents of a bead. For example, a bead with
a thematic keyword "flying" might contain pictures of bugs, birds and
airplanes. When images are placed in a bead container they are tagged with that
bead’s thematic keyword. Metadata for an image is assigned by the user in the
interface and consists of the textual description, the thematic bead keyword
and the destination bead for the image. To provide flexibility in the interface
there is a scratch space for holding images not yet placed in a bead container.
A user can also develop a thematic keyword bank, a scrolling list of keywords
that can be dragged and dropped on a bead to tag it. Once a necklace
configuration is built it can be downloaded to the necklace by selecting menu
pulldown item that initiates the process of sending the images to the images
and text to the necklace via the serial port. The desktop interface
communicates with the entire strand of beads through a serial port connected to
a "loader bead." The loader
bead, the first bead in a necklace, sends commands to the strand of beads to
read and write data to and from the desktop interface.
Users
can save necklace configurations for future uploading and subsequent
downloading to the necklace.
4.9
System Diagram (see Figure 1)

5.1 Technical Evaluation
The StoryBeads hardware proved relatively robust in
practice. Users quickly learned how to use the beads to trade and organize
images. Our route discovery process also allowed users to add, remove, and
rearrange beads. Infrared noise and some users' propensity to reconfigure the
network while packets were being passed revealed the need for a sturdier error
checking system and for more powerful logic to deal with network contention and
timeouts.
It is also very difficult to create a truly immersive user experience with the
current generation of batteries, storage devices, ir transceivers, and
microprocessors. Long battery life, at some level, requires a diminishment of
the user experience, either through slower, reduced-power components or through
elaborate power-saving heuristics that disable portions of the device.
Incorporating a battery sufficiently powerful battery into the StoryBead more
than doubled the size and tripled the weight.
For
the first user tests the participants could download images from a desktop
interface, trade images, string beads together and have the sequence read back
to the desktop application. The viewing bead at that time was still under
development.
5.2 Activity Evaluation
Two
girls, Mara and Katherine, were the first participants in our user tests. They
arrived on the test day, only one had used her digital camera to record
images. They decided to go for a walk
and take some pictures. While getting their jackets the girls saw bags of glass
beads that we had planned to give them after the testing. The bead bags went
into the girls’ pockets and they set out to gather some pictures. The girls
took pictures of each other, people they encountered on the walk who they knew
and pictures of nature. All of the photographs were shot in documentary style.
There was no composing of subject or design of environment.
After
arriving back at the lab, the girls downloaded their pictures onto their
individual PCs. Each girl had a PC configured to run the desktop application. The digital cameras assigned sequentially
numbered filenames to their pictures. The girls renamed their picture
files. If this step were not taken
opening pictures in the StoryBeads application would be random without any
relevant association between the filename and its contents. Each girl opened
the desktop application, then turned on each storage bead arranging a string of
four next to the loader bead. They uploaded the existing contents of the empty
beads, which appeared on the desktop as four rectangles each with eight spaces
to place images. The girls opened their image files, placed them in the desktop
application and wrote descriptions for each image. It took two hours for
downloading pictures from the cameras, renaming them and putting them into the
desktop application adding keyword descriptions. In the middle of the process
Mara took a break and built a bracelet from her glass beads and some copper
wire she found around the lab.
The
girls were offered seeded content of sequenced stills from cartoon episodes if
they wanted to start with those stories. Both girls preferred to use their own
images. When one accidentally opened a cartoon still, she kept it, but
singularly, not as part of a seeded sequence.
Mara
completed her Story Bead necklace configuration first. She decided to put
images on two out of four beads.
|
|
|
Katherine's original
necklace configuration shown on the Desktop User Interface. |
She
downloaded the contents of her necklace configuration to the storage beads.
Katherine had more images to annotate. Meanwhile, Mara took out her glass beads
and began to sort them by type and color on the floor. Once Katherine was finished she began to
download her configuration to her set of storage beads. The system crashed.
Since the configuration was not saved, Katherine would have to remake a new
configuration replacing and annotating all the that had been lost. While we
were troubleshooting, Mara joined Katherine in bead sorting. They each sorted
their glass beads. They traded a few beads, Katherine wanted mostly yellow, and
began to collaborate building a necklace for Mara. While sitting on the floor they each had one side of the necklace
string and were stringing beads, talking and, occasionally, asking my opinion
on the next bead for the necklace. Katherine and Mara had never met before but
were sharing stories about their families and summer activities while building
the glass bead necklace.
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Girls stringing glass
beads while storytelling. |
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Girls arranging a
shared Story Bead necklace. |
The
StoryBeads were back up and running. Katherine re-entered some of her previous
images into the interface and left one bead blank. The images were uploaded
successfully to the necklace. During this test the beads were not in their
plastic casings. We needed to tell the girls how the beads worked, mainly, how
to press the button to trade images. They held beads up to other beads and
traded images. When a bead was full of images, and no green flashed on an
attempted trade, the girls tried to turn them around to fit more images through
the infrared port not used in the previous trade.
After
trading images, the girls moved to one desktop machine and strung all their
beads together to look at the images, much like their collaboration building
the glass bead necklace. They uploaded
the images to the interface and viewed them. Two beads had files corrupted
during the trade. They were taken off the necklace. The images were again
loaded into the desktop. The girls saw the traded images and described their
images and told other stories that the images reminded them of to us and to
each other.
|
|
|
Ending Necklace
configuration |
At
the end of the activity, we asked the girls to describe their experience. They assured us it was fun and they just
looked tired because they had to get up early to come to the lab. They liked taking the pictures and trading
them with the beads. They also gave us some suggestions as to other ways that
the beads might be fun. Mara thought the beads should not be expensive so
people could afford to have a few of them. Mara also thought it would be fun to
play games on the beads. The beads could get games from the desktop and would
let you play the game while you walk around. Katherine thought that you could
have a special bead that you could put things on, things no one else would see,
even if they found the bead. It wouldn't be like the rest. She also thought the
battery power ran out too fast. Beads should be smaller and have batteries that
last for a long time, maybe making a bead charger for overnight. They both
agreed that the beads should be prettier, more like the glass beads, in
different colors and designs.
The
glass beads were present during the Story Bead testing accidentally. Their
presence and the girls' use of them showed a storytelling forum that was
meditative, conversational, and engaging much like Winnicott's exploratory play
space. The girls were facing each other involved in conversation about the activity
of building and interjecting personal stories instead of communicating with a
desktop machine, as in part of the Story Beads activity. They saw the beads as
a way to organize and show their own images. The time and steps to get images
on the system could be viewed as a disconnected tedious process that might be
relieved by adding a gaming element to the UI.
The
exchanges between the girls about the images in their stories were descriptive.
They told who was in the image, where it was taken or what it was about.
Stories from Katherine about her dog were expressed while she was renaming the
files but not in the UI. When she first opened the file she told me why her dog
was named Orlando and how her sister had followed Orlando around for an entire
day snapping photos. Orlando was moving so fast he was only half in the
pictures, not one picture showed him sitting still. In the UI she used a more
generic description "dog" or "face," in the case of a close
up. It is much more a keywording system than one that encourages stands of
descriptive text, which might be concatenated into a textual version of
sequential story. The UI keywording
activity could be designed to encourage the association of related images or
the wrapping of stories around a single image. The girls thought was not
necessarily important to have many pictures on a bead. They suggested one bead
with lots of pictures or many beads with one each. Their critique was more
object focused than story focused.
6
Conclusions
The
StoryBeads were successful in that story fragments could be organized into
collections and images described. It was clear from the first user testing that
images were not sequenced into a linear story as in, for example, a film.
Individual images were traded and described in oral stories, one image to one
story or piece of story. A strength of the system is its ability to allow both
personal and co-construction of story. Users can build their own stories,
contribute to another user's stories or participate in a co-authored story. The
redescription of story content using text was not a primary activity as it was
imagined when the system was designed. The StoryBeads do encourage repurposing
of content by physical manipulation, stringing and trading physical beads, by
digital repurposing as images are traded to a new author and by the
redescription of content as images acquire description histories over time.
In
the future, the storytelling activity can be extended in few ways. We would
like to build another version of the beads with scaled back storage capacity
yet room for the distributed storytelling engine, a computational decision
maker, as a way for the content to be searched and displayed. This would mean
relieving the system of the intense computational load of shipping image data
from memory to storage and from bead to bead so as to free up the processor for
managing the storytelling algorithms.
Image data could be stored as a referencing filename instead of the actual
image and the users could connect and view their stories using a web browser
connected to a central server which would hold all users' images. Another
option for gathering images would be delivery of an image to projection screens
in an architectural space. The infrared protocol could be adjusted to the IrDa
standard to allow bead communication with other hand held or portable devices,
such as cell phones or PDAs.
Another
approach would be to increase mobility, meaning freedom from a desktop machine
and the ability to construct stories while moving through the world. This would
involve implementing another mode of communication for the beads, using a
short-range wireless connection, instead of the nearest neighbor infrared
interaction. Recording beads could also
be added to the system to allow pictures to be taken, and annotated, within the
system. This would integrate the activity of collecting stories into the
necklace.
Aesthetically,
as suggested by the girls in the test group, the beads could be more colorful.
The plastic casings can be dyed or sandblasted to create effects on individual
beads. Another option is finding ways
to cast the beads directly into acrylic instead of in a resin case. This would
only be feasible if the batteries did not need to be replaced by opening the
bead cases, as is the case now.
StoryBeads
is a new tool. The users will become more knowledgeable in their construction
techniques, physical and cognitive, as the medium is exposed to the public and
as authors use the tool imaginatively as they face the constraints and
opportunities of the medium.
Acknowledgements
We
would like to thank MIT students Eric Gunther and Marc Knight for their
diligent work in helping realize this project. Digital Life and News in the
Future Consortiums of the MIT Media Lab are continuing sponsors of this
research work. Lego Corp. was generous in offering their expertise and
facilities for the casting of bead casings. Motorola Corp. donated equipment
and consulting on bead hardware and the LCD display.
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