Hybrid Spatial Experience: Mixed Reality in Public Space Design

Fei Shao
22 min readDec 15, 2019

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Design 581-Graduate Seminar, 2019 Fall, University of Washington, Seattle Fei Shao, Contact: sfei0620@uw.edu

Abstract

With emerging technology changing human behaviors on a daily basis, human interactions in public space have been changed significantly. In fact, technologies today are transforming public space into hybrid spaces that have integrated experiences with both virtual and physical interactions embedded. This paper discusses the transition by looking back at how public spaces like community activity spaces and public buildings were designed in the past. After that I point out the gap between an original intention of the design and its actual outcome where its proposal is not accomplished. Drawing on existing Mixed Reality technology participating in public activity, I analyze multiple opportunities they brought forward. More specifically, I suggest that Mixed Reality could be used to fill the gap between designers’ intention and design outcome when designing for user journey of a physical space. In addition to that, I argue that by building virtual communities, Mixed Reality can facilitate community building in public spaces.

Introduction

In public space design, there have always been a gap between an architect’s intention and the design outcome, since it is a “wicked problem” (Rittel & Webber, 1973) to design a fixed physical spatial experience and keep the space inclusive for multiple activities. However, as emerging technologies is changing our experience in public space, it brings out possibilities of mixing material world with virtual experience. More specifically, with Mixed Reality applications becoming more pervasive in forms of Augmented Reality (AR)/ Mixed Reality (MR) games, it provides platforms that allow individualized experiences in public spaces. In addition to that, use of Mixed Reality in public spaces gives more choice of activities that stimulate social interaction. Therefore, though facing difficulties merging physical design with virtual design, I argue in this paper that we need to reconsider public space design as an integrated system that balance between the two worlds. More specifically, Mixed Reality can be used to assist public space design to better convey design intentions, like facilitating community-building, or creating particular user journey.

Background

In the past, though defined differently, public space was commonly perceived as “emphasize open access to either the space or the diversity of activities, most notably social interaction, taking place in it as caused by this open access” (Ali, Madanipour, 1996), and is evaluated by its Accessibility, Activities, Comfort and Sociability (Projects for Public Spaces, 2000). Technologies today have been both creating new affordances (screens in public spaces, guiding system on smart phones, etc.) to the city and perceiving human behaviors with all the data they collected(Martijin de Waal, 2014). We see people today immersed in virtual worlds through their mobile phone on a daily basis: they rely on instructions from their phone to find out which way to go, where to eat, and learn what is going on in the neighborhood. The situation forces us to rethink our relationship with public space as we interact with it.

In this paper I refer to public space generally as community activity space, public parks and public buildings that were designed for people to have a short-term engagement with. From interactive interfaces to augmented reality, and to wearable Mixed Reality devices, these technologies are creating new forms of interaction between human and space. Therefore, the concept “Hybrid Space” (Peter Zellner, 1999) was brought out, which stands for the combinations and fusions of media and physical space(hybrid space labs, n.d.). I refer to experiences in these spaces as Mixed Reality (MR) in this paper.

I argue that MR is blurring the fine line between physical world and virtual world, and already existing in urban context. While one might argue that these experiences is isolating people from real world interactions, I suggest that from a more positive perspective, there are activities made possible only by these new medias that actually encourage more interaction with people and physical environment. This situation brings out the discussion of the relationship among human and public space is inevitably intervened by technology, and what might come out of it.

Methods

The starting point of this paper is by looking at public space design in the past. I critically evaluate the design result and point out the gap between a designer’s intention and design outcome. In order to do that, I draw examples on community public space design which is supposed to facilitate social interaction within the community, and on a case in museum design where the architect intend to design for fixed visitor route. I point out that technologies today have a progressive relationship with human experience in public space, from screen-based interaction to Augmented Reality (AR) and to Mixed Reality (MR). They push the boundary between physical and virtual experience.

Drawing on three examples of AR/ MR games (Pokémon GO, Ingress, Super Mario), I argue that by applying MR (MR) into public space, there is new opportunities of embedding more engaging social interaction in public spaces. I discuss how these examples have altered human behaviors in public spaces, and how they affect the relationship between human and public spaces. After that, I point out potentials of MR in stimulation community building and providing customized experience in hybrid spaces.

Evolving public space

1. Public space design in the past

Public space is essential in community-building, as it is planned to attract people and encourage social interaction. However, looking at public space design in the past, the results is not always in consistence with designer’s intention. Here I present two examples with two common purposes of public space design to highlight the limitation in public space design and to analyze the reason within it.

Drawing example of the plan of Pendrecht (Fig.1, a neighborhood in Rotterdam, Netherlands) developed by Stam Beese, where she took a topology approach and created these “units” that has a consistent pattern. We can see from the plan that each small unit has its own gathering center space,

Fig.1, Master plan of Rotterdam, Netherlands, http://socks-studio.com/, Diagram by Fei Shao

and the plan has a bigger center public space in the same pattern. The instruction comes from the city council of Rotterdam-Zuid: “the new districts that were built in Rotterdam-Zuid were to be designed in the spirit of the ‘neighborhood concept’” (Martijin de Waal, 2014). The intention was to break the isolation and alienation in neighborhoods, which was assumed to be the result of industrialization and modernization by the city council. In this case, the designer and the committee did the same thing by “both cherished the hope that architects would be able to create a new type of society through their designs at the neighborhood level.” (Martijin de Waal, 2014) Although the original intention seemed positive and enticing, only thirty years later, in the 1990s, the neighborhood was mostly vacant and possessed by homeless people. And the public spaces got fenced to claim territory. As a result, the deliberately designed space for public activity end up getting divided into fragmented private spaces, which stray from what the designer had expected.

The gap is also created when architects set out to design for specific route in order to better measure what Benford & Giannachi call “trajectories”. Trajectories allow each participants to choose their individual journey, which would “intertwine and interweave in different ways to create social structures “(Benford & Giannachi, 2011). However, it is a “wicked problem” (Rittel & Webber, 1973) to design for an individualized user route and keep the spatial design flexible for a diverse range of activities at the same time.

To give an example, Daniel Libeskind’s Jewish Museum in Berlin is designed to take visitors on a specifically designed trajectory that shows its history in a timely order. The design was intentionally designed with three different routes telling different stories (Fig. 2), including continuity with German history, immigration from Germany, and the Holocaust.

Fig. 2, The crossroad of different route, Archidaily, https://www.archdaily.com/

However, in reality, the visitors get distracted during certain routes for numerous reasons, and it is hard to find their way back into the particular route. Thus, as a result, the well-intended, poetic design concept end up making the exhibition design “unreadable”(Benford & Giannachi, 2011).

In these two cases, although the physical space is well designed with specific intentions, the outcome varied in ways the designer did not expected. While the reason for the creation of the gap between designer’s intention and the design outcome is complicated, I argue here that one of the main reasons is that public space have too little constrains over human behavior to embed specific trajectories in it, for it is supposed to be inclusive at the same time.

However, with today’s technology influencing our spatial experience, it could be utilized to assist spatial design by enabling it with interactions on a more detailed, and interpersonal level through another layer of reality.

2. Technology Intervention Transforming Public Space into Hybrid Space

The idea of assisting built environment with embedded information technology is not new. In fact, according to Weiser, it has been used in cities for as long as written language existed. He coined the concept of ubiquitous computing and suggested that the first information technology is written language(Weiser, 1991).

Evolving from printed boards, LED and plasma screens that become pervasive. They can change more constantly and contain motion to assist various purposes. More recently, development in sensing technologies and net worked devices enabled digital media to communicate more directly with citizens (Wiethoff & Hussmann, 2017). In order to make this data more approachable to citizens, open application interfaces (APIs) have been implanted into cities. At first, the interfaces made possible are mostly websites or mobile app-based platforms. These platforms created a new layer of virtual space on top of urban environment, changing public spaces into hybrid spaces.

More recently, MR applications like location-based AR games have contributed to enhancing the sense of hybrid experience. Hybrid space today is a mixed structure of space, time, interfaces, and roles that establish new configurations of real and virtual, local and global, fact and fiction, personal and collective (Benford & Giannachi, 2011).

2.1 Case study of “Pokémon GO”

Evolving from screen-based interaction, location-based mobile game (a game dependent on player location) (de Souza e Silva, 2008) “Pokémon GO” represents for a deeper level of merge between physical and virtual interaction. This location-based AR game created some interesting phenomenon in public spaces in 2016.

One important feature of the game is that physical movements are required to play. Designers linked the game with Google Map that tracks players’ locations. This way, as players walk around, Pokémons will show up in nearby physical locations. Moreover, designers anchored “Pokéstops” to public spaces where player can catch more Pokémons (virtual creatures in the game) and gain rewards in the game.

Fig.3, Pokémon GO players in public park, Photo by: Amr Alfiky

Players can nominate Pokéstops through their phone. And according to Niantic, these spots were chosen specifically to let players to discover and enjoy their community. Therefore, after the players nominated the spots, Niantic would decide whether they are eligible. To be considered eligible, the spots need to have historical, educational or cultural value (“Pokémon GO,” n.d.). And because of the game benefits on these spots, people started gathering, playing Pokémon music, wearing costumes, and playing with their mobile phone, created a unique phenomenon in public space that has never been seen before.

In this case, by playing the game, through still immersed in the virtual environment, players get to socially engage with each other in a real public space setting. Furthermore, research shows that playing Pokémon Go increases player’s physical activity, specifically in step counting. In a survey, it was shown that the game might lead to a long-term behavior change (Althoff, White, & Horvitz, 2016). Players that shown most enthusiastic about the game were found walk more after the game fever than before.

2.2 Case study of Ingress

As for the initial “Pokéstops”, the spots were transferred from another location-based game also developed by Niantic, released in 2012 called Ingress: The game repurposes public landmarks into fields that in-game factions fight over (Moore, 2015). Players gain “Control Fields” by linking “Portals” that are anchored to public landmarks (Fig. 4). In other words, the game purposes players to territorialize their environment through interaction on their mobile devices.

Fig. 4, Screenshot of Ingress intel map showing a nearby portal, by Kyle Moore

Following the same rules as Pokéstops, portals are suggested by players through the game, and also need to be historical or educational to pass the Niantic Lab’s Criteria (“Ingress,” n.d.). However, at first, the locations were not limited to famous local landmarks, many of them were established at public murals, unauthorized graffities, and a large number of informational displays. The variety of possible portals arouses awareness and interest of urban surrounding for players and motivate them to explore unvisited spots of the neighborhood.

According to a survey, 88% of players have visited previously unvisited locations whilst playing, which makes a great difference because people tend to be stay to their routine in a familiar neighborhood and their mobility patterns are highly predictable (Colley et al., 2017). In addition to that, these optional urban activity increases urban playfulness (de Souza e Silva & Hjorth, 2009) that enhance engagement in public space.

Through navigating these virtual portals, players gain knowledge of their local environments. Furthermore, because of the rule in the game, players gain deeper atachment to these spots because of their effort in the game. Because of the game context, these landmarks no longer only function as culture heritages, people would refer to them not only as “ the cool graffiti at the corner”(figure), but also “the portal in Ingress”. This reinterpretation of landmark embeds new meaning and collective memories within the community.

The spots marked as portals in Ingress were later tranfered to Pokésmon GO as Pokéstops. And all the collective information of Ingress players were passed on to Pokésmon GO players in the neighborhood.

2.3 Super Mario on Hololens

Instead of pulling out our smart phones every time we need to enter a virtual space, wearable MR devices were developed to allow continuous immersion in hybrid spaces. For instance, Microsoft launched its wearable MR device called Hololens in 2015, it is a wearable optical passthrough device that enables people to see holograms on top of material environment. By scanning the physical environment, it anchors virtual objects to real space: “When the user places a hologram in their environment, this can be done by creating what is called a ‘patial anchor’. This is a fixed coordinate system in world-space which can be used to keep holograms appearing stable as the user moves around the environment.”(Vassallo, Rankin, Chen, & Peters, 2017)

It provided assistance in spatial experience through placing virtual contents in physical environment. An example to see the evolution of interaction in MR is through a well-known video game first developed in 1985- Super Mario Bros. Although AR games have been shown in Hololens presentations before, they mostly brought the game screen to a floating interface in the room. I chose this example that takes place in Central Park to highlight the new possibilities brought forward by Hololens in public spaces.

Fig. 5, Screenshot of demo Super Mario on Hololens, Abhishek Singh, https://shek.it/

The Mario game was formerly developed to fit many different platforms. This time, the individual developer Abhishek Singh enabled player first-person perspective of Mario (Fig.5), as he jumps to break the bricks or step on a mushroom. One of the unique features with Hololens is that it requires physical gesture. In this game, in order to crack a brick, or squash a mushroom, the player needs to do it as one would with physical objects, which means no more control buttons. In the demo video, Abhishek Singh turn a path in Central park in into Super Mario World 1–1. He jumped his way through a distance in Central Park, guided by virtual objects like bricks, pipes, coins to the castle where he raises the flag as a symbol of passing the level in the game.

Findings

  1. Virtual community in hybrid space

The field of computer science and its derivative fields has a long tradition of developing virtual spaces, most recently in MR. It is when the use of interactive 3D computer graphics to establish the illusion of computer generated “virtual reality” (Sutherland, 1970) that led to an explosion of interest in this topic, especially when coupled to the Internet to create shared virtual spaces. (Benford & Giannachi, 2011) In these shared virtual spaces, virtual communities were built through chats, multiuser domains, and multiplayer online games (de Souza e Silva, 2006). The platforms enable people to build connections and enhance the sense of community online.

In location-based mobile gaming like Pokémon GO and Ingress, the collaboration between material world and virtual world in facilitating community building is highlighted. In fact, sense of community belonging is an important concept in these games (Kim, Merrill Jr., & Song, 2018). As a matter of fact, evidences have shown that Pokémon GO promotes a sense of belonging to community by facilitating conversations between strangers and strengthening social ties (Zach, Tussyadiah, 2017; Vella et al., 2019).

Evolving from screen-based interaction, AR games took one step further by motivating physical movement in the built environment. researches on Pokémon GO have shown that it successfully motivates people to step outside of their routine and visit new places (Kitamura & Van Der Hoorn, 1987; Noulas, Scellato, Lambiotte, Pontil, & Mascolo, 2012). It makes a great difference since human behaviors are highly predictable, especially in mobility (Song, Qu, Blumm, & Barabási, 2010). People tend to stick to their regular route and move from home, work, and few other regularly visited locations like grocery store, coffee shop or religious institution. And yet motivated by gaming, they are willing to go out and explore the neighborhood. Moreover, former survey show that most Pokémon GO players play in groups (70%) rather than alone(Colley et al., 2017), which means aside from virtual communities, the game also facilitated face-to-face meetups.

The new way of interaction between players and public spaces was created: when people are running around in groups to capture virtual creatures, the boundary between the material world and the virtual world blurs. Players’ motivation and guidance come from virtual challenges while action takes place in built environment. Through the process, they gain more knowledge and attachment to the built environment which stimulate a sense of community belonging. Moreover, players get to interact with virtual objects and battle other players in real-time, particularly people in nearby communities. In this way, the power of virtual communities is able to enhance social connection in real communities. According to Lily Shirvanee, this new connection made possible by new media might “inspire new communities and possibly generate new potential for a more democratized public space.” (Martijin de Waal, 2014)

2. User journey in hybrid space

In today’s public space, including parks, squares, public buildings, we see these hybrid experiences. Journeys in public spaces are guided by Google Maps, reviews on Yelp, and rewards in location-based games. In a sense these design interventions created a new way of experiencing physical space. Behind this mundane experience is a more manageable user journey in public spaces.

In Pokémon GO and Ingress, even though the portals and Pokéstops were suggested mostly by players, designers’ intention is well planted and implemented. It is designers’ intention to have players explore and enjoy their community environment (“Pokémon GO,” n.d.). In order to do that, the hot-spots (whether for Pokéstops or portals) are carefully chosen by Niantic Lab’s Criteria. (“Ingress,” n.d.) Therefore, while it seems the players were left with all the liberty to wander around the community, the user journey in these games are actually deliberately guided through the plantations of hot-spots. And because all users share the same map, their journeys are bound to collide, facilitating social interactions (Vella et al., 2019) between strangers in the intersections of their journeys.

In the Super Mario example on Hololens, the journey is way more liner and fixed, as it was designed to have the player move forward. The player would simply follow figurative guidance in the game-in this case, bricks and green pipes in front of him. And more guidance comes with more constrains on human behavior that would lead players properly on the designed journey.

Proposals

1. Consider human-technology-public space as an integrated system

In the future, the boundary between physical and virtual environment is bound to blur more. I suggest that in public space design, we design for the intertwined relationship between human, technology and physical space, and that we need to consider all facets of a hybrid space to design for an integrated system.

In the past, when screen interaction first become pervasive, Manovich argues that these hybrid space should be approached architecturally (Manovich, 2006). I argue here that with MR technologies become more pervasive, we need to consider both worlds equally as they would assist one another in shaping a hybrid experience. Moreover, with wearable MR device like Hololens, people will be able to continuously immerse in different realities. The fact the device allows people to interact with virtual object in a natural, physical way bridges virtual experience to the material world. By utilize this opportunity, the gap between design intention and outcome could be filled by virtual assistant. By giving more detailed instruction, more constrains would be formed in virtual world that will lead people on a customized journey. And this requires working between spatial design and virtual interface design. By doing that, designers may create new spatial experience where users/visitors can have a clear journey of the space properly guided and perceive the initial intention of designers.

A mundane example of well-designed hybrid experience is the operation pattern of a movie theater: the designer has the full journey planed for visitors. As we enter the theater, the first step is walk to the cashier to get tickets, foods, and drinks. And then the waiting areas for us to hang around until the movie starts, some of these areas have game machines to help kill time. After that is the movie journey, where we have our ticket checked and find our sit as instructed in the first step. During the movie, the physical setting and the screen work together to take us onto an immersive experience. I would point out here that the movie theatre itself is already integration of physical environment and virtual experience through a giant screen. After the movie, we would exit from a different route that does not meet the entering crowd. In this case, a sequence of experience is well aligned and designed within the intertwined system of human, digital technology and physical space working together. Without the screen, the spatial design itself would make no sense. And without the spatial design, the movie experience would never be as immersive. Only when designed together, both physical space and digital screen is arranged with proper role in this experience.

2. Community building in virtual space

Enhancing social interaction has been the main purpose of public space design. With technology interaction transforming public space into hybrid space, the new layer of reality created by technology is providing opportunities in reinforce community building.

While physical spatial design not always succeed in accomplish intentions, MR games mentioned in former paragraphs succeeded in encouraging human activities in public space. Therefore, the game created opportunities for people to socially engage with public space. Motivated by the game, players gain better understanding of their surroundings, and build up virtual community by sharing community information. Since place-based understanding is essential to maintaining a healthy social fabric (MATEI, BALL-ROKEACH, & QIU, 2001; Oldenburg, 1999), the placement of virtual motivation for dwellers to explore unvisited spots might have positive relation to a viable social network within communities.

In the game Ingress, players draw on their knowledge about their local environment to find Portals. By contributing to the game, players gain a sense of accomplishment and unconsciously built up sense of belonging to the virtual community. Moreover, the contribution made by current players benefits the game system by enriching its map that would facilitate latter players to explore.

While most AR/MR applications today are focused on games, I suggest that other applications can be intentionally designed to merge virtual community with physical interaction in public spaces. That is, bringing the power of virtual communities to empower physical community building in today’s fragmented urban spaces.

3. Customized user journey in public space

On the other hand, in hybrid spaces, lies a more manageable user journey, which enables designers to embed more detailed guidance in these spaces. For example, in more enclosed public spaces that are meant for particular tasks like museums, in order to create an immersed experience viewing exhibitions, designers want visitors to have a well-directed trajectory. Drawing back on the Jewish Museum in Berlin, the architect designed three routes to tell different stories that enable visitors to have different experience in the structure:

“The first leads to a dead end — the Holocaust Tower. The second leads out of the building and into the Garden of Exile and Emigration, remembering those who were forced to leave Berlin The third and longest, traces a path leading to the Stair of Continuity, then up to the exhibition spaces of the museum, emphasizing the continuum of history.(“Jewish Museum Berlin,” n.d.)”

While it is poetic to translate history into spatial language and guide visitors on a particularly designed spatial experience, as I mentioned before, the design did not work as well as the architect intended and caused confusion during visits. (Benford & Giannachi, 2011). In today’s exhibitions, there are multiple ways of guiding a visitor on a specifically designed route: location tracking, voice guidance, etc. I suggest that MR technologies can be used to help execute the exact design intention by implanting virtual interaction throughout each journey. As MR technology enables continuous guidance and real-time interaction in these spaces, designers can use these features to better manage user journey in built environments. For instance, designers can implant figurative guidance that put more constrains on visitors’ behaviors, or they can use the additional layer to make the exhibition interactive in a way that would tell those three stories more vividly.

On the other hand, I would also point out that in a more public space like public park, individualized immersion can be problematic. In the Super Mario case, seeing both views in the video, we can understand the reason Singh dresses as Mario and jumps up and down in Central Park is to avoid dangerous gully or squash mushrooms in the game. However, as it shows in the video, other pedestrians walk pass him looks confused. Because of they are unable to share the same virtual environment, they have zero understanding of Singh’s behavior. And that is the barrier created by immersive personal experience. Therefore, I suggest when designing for customized experiences in public spaces, there should be shared information between personal immersions. Moreover, public spaces should be used as intersections for individualized journey collide. In this way, when designing for particular journeys, designers can design for hybrid experiences that allow visitors to interact on a more detailed and interpersonal level. And keep public spaces inclusive for a variety of public activities. Furthermore, design intentions would be properly achieved so that visitors can have more enjoyable experience in hybrid spaces.

Conclusion

Under the influence of technology creating new ways of interaction in public spaces. I propose in this paper that in the future, we would be designing for much more integrated experience in hybrid space that requires designers to consider the virtual space and physical public space as an interconnected system. Specifically using MR technologies to provide guidance through a spatial experience.

Using MR technologies to public spaces, specifically wearable devices that enable constant engagement in virtual world, physical interaction and virtual interaction requires equal awareness. I argue that the two parts should not be designed separately like it is today but designed to work together as a system. I also propose that MR can be used to fill the gap between a designer’s intention and design outcome in public space design. Specifically, when the task is to facilitate community building or create particular journeys, MR applications can be useful in accomplishing the task.

Future research can draw on this paper’s proposals to discuss using MR approaches to design for public spaces. In addition to that, the main focus of today’s AR/MR application are focused on games, as I chose to discuss in this paper. However, other possible applications should also be explored and discussed in these fields in the future.

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Fei Shao
Fei Shao

Written by Fei Shao

Product Designer with a background in architecture, Mdes, University of Washington