Psychnology
is a very young journal, but is developing rapidly. Each successive
number attracts broader interest, both in terms of the span of
approaches contributed and the geographical origin of contributors
and, presumably, readers. This is exactly how it should be. Psychnology
is an electronic-only journal, which permits more rapid and flexible
editorial approaches than are possible with traditional print-based
publications. But Psychnology is also a serious journal, with
peer reviews of articles, professional presentation, and full
archival status. So, young and yet serious: much like the field
the journal covers, the evolving relationship between people and
ICT (information and communication technology). Each sides of
this relationship impacts on the other. Technologies must be designed,
or evolve, in ways that match the capabilities and limitations
of the people who use them. On the other hand, technology changes
people; in fact it could be argued that without ICT, understood
in its widest sense, people wouldn't be people. While this has
always been the case, the rapid pace of technological innovation
makes the changes to people brought by technological advances
vastly more salient than in earlier times.
The
target topic for this issue of Psychnology, Future Interfaces,
puts the focus firmly on the potential changes to everyday life
that new ICT will bring to us. As the Call for Papers indicated,
a clear trend is to design and develop technologies for specific
purposes, needs and situations, such as mobility, group collaboration,
disability, age, and so on. And of course another trend, as exemplified
by this journal, is towards virtualisation; not only of information,
but also of processes, organizations and activity patterns. The
call produced a rich response in the form of a large set of submitted
papers from around the world, on a diverse range of topics highly
relevant to the theme of the issue. So much so that accepted papers
had to be distributed over two issues; in issues three and four
you will find a total of 10 papers on the special theme of Future
Interfaces, and 3 papers of more general interest, from Finland,
France, Germany, Italy, Japan, Spain, Sweden and the UK.
The
first series of papers in response to the call open issue number
three. Our own invited paper on the Exploratorium (Waterworth
et al.) presents a way of linking the body, the mind and the emotions.
A wearable device called the Body Joystick allows immersants to
explore a multi-level virtual world using only breath and balance.
By linking the emotional contents of the levels to the way of
breathing of the immersant, we aim to provide a form of "psychofeedback"
through embodied navigation.
Looking at more specific uses, Fukuda and Bubb present a study
of eye tracking to compare young and more elderly users of an
electronic timetable service. While both groups exhibited common
difficulties arising from poor design, the elderly group were
less flexible in their information gathering behaviour. The paper
provides a usefully detailed description of the use of eye tracking
as an evaluative technique.
The following paper by Carmichael at al., on the VISTA project,
deals with the important topic of accessibility of guidance to
services available through digital television. As the authors
point out, the expanding range of such services into areas such
as e-banking, e-government and e-business provides many new opportunities,
but often at a high cost in terms of complexity of use. The authors
describe evaluations of an on-screen, talking and listening avatar
who provides an intermediary between users and services. The results
indicate both the potential and the difficulty of providing flexible
conversational interaction, and also draw attention to the need
to take the characteristics of specific groups of users into account.
What is clear is that such activity based design will be increasingly
important in the future.
Moving to the World Wide Web Garcia and Sicilia suggest a more
general ontology-based approach to supporting information seeking
on the web. This permits more nuanced styles of querying for information
than are currently provided by query-formulation interfaces based
on word indexing. Essentially, the approach calls for the identification
of shared semantic categories in the way groups of people make
sense of information, and using this knowledge to design more
meaningful interactions with sources of information. This is an
important step towards the evolution of a more "intelligent"
Semantic Web. Menezes examines the role of feedback when education
is carried out "in virtuality", both in terms of discussion
groups and on-line courses. She uses an ethnographic approach
to identify strengths and, especially, weaknesses and suggests
that, through extended experience and communication, feedback
can lead to a viable community of learning - a "collective
intelligence" built by all participants.
The
two papers of more general interest in the current issue both
concern highly topical research. Retaux suggests an account of
the sense of presence, in this case within video games, based
on activity rather than separation between the physical and the
virtual. This is important work, which will hopefully lead to
a more fruitful conception of the role and determinants of presence.
Castelnuovo et al. expand work in the burgeoning field of VR for
mental rehabilitation. They analyse the value added by VR over
more conventional environments, and describe the V-STORE and its
use in the treatment of patients with Dysexecutive Syndrome.
It
has been a great pleasure for me to serve as Guest Editor of these
two themed issues of Psychnology journal. The collection of papers
in this and the forthcoming issue provide clear and fascinating
pointers towards Future Interfaces.
John
Waterworth
Umeå, Sweden