Advertisement

Smart Bugs and Digital Banana Peels: Accidental Humor in Smart Environments?

  • Anton Nijholt
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9749)

Abstract

In this paper we look at possibilities to introduce humorous situations in smart environments. The assumption is that in future smart environments we have the possibility to configure and even real-time reconfigure environments in a way that humorous situations can be created or that conditions for humorous situations to emerge can be implemented. However, in order to do so we need to investigate how unplanned and unintended humor can emerge when users are confronted with unknown technology or surprising behavior of new (digital) technology. We can design jokes and humorous interactions and situations in movies, on stage, in literature, or in videogames. When we introduce unfamiliar technology or even imperfect technology we can expect that its use leads to humorous situations. Although intentionally and autonomously creating humorous situations by smart sensor and actuator technology is an ultimate goal, in this paper we look at situations and the ‘design’ of situations that possibly lead to humor because of users interacting with the environment. Users are not necessarily aware of how the environment expects them to behave, and they are probably not aware of shortcomings of the environment. Unintended humor from the point of view of a smart environment designer can also happen when a user starts to exploring shortcomings in order to generate humorous situations. In this paper we have some preliminary observations, mainly by looking at examples and design approaches, on designing environments where such accidental humor can emerge.

Keywords

Humor Human-computer interaction Accidental humor Smart environments Sensors Actuators Games Entertainment 

References

  1. 1.
    Valitutti, A., Toivonen, H., Gross, O., Toivanen, J.M.: Decomposition and distribution of humorous effect in interactive systems. In: Proceedings of the Artificial Intelligence of Humor. The AAAI Fall Symposium Series, pp. 96–100. AAAI, Arlington (2012)Google Scholar
  2. 2.
    Raskin, V.: The Primer of Humor Research. Mouton de Gruyter, Berlin (2008)CrossRefGoogle Scholar
  3. 3.
    Warren, C., McGraw, A.P.: Differentiating what is humorous from what is not. J. Pers. Soc. Psychol. 110(3), 407–430 (2015). http://dx.doi.org/10.1037/pspi0000041. Advance online publicationCrossRefGoogle Scholar
  4. 4.
    Švelch, J.: Comedy of contingency: making physical humor in video game spaces. Int. J. Commun. 8, 2530–2552 (2014)Google Scholar
  5. 5.
    Bergson, H.: Laughter: An essay on the meaning of the comic. Translated from Le Rire: Essai sur la signification du comique. Gutenberg project (2003). Original edition appeared in 1900Google Scholar
  6. 6.
    Berger, A.A.: An Anatomy of Humor. Transaction Publishers, New Brunswick (1993). First edition appeared in 1976Google Scholar
  7. 7.
    Morreall, J.: Taking Laughter Seriously. State University of New York Press, New York (1983)Google Scholar
  8. 8.
    Carroll, N.: Theorizing the Moving Image. Cambridge Studies in Film. Cambridge University Press, Cambridge (1996)Google Scholar
  9. 9.
    Buijzen, M., Valkenburg, P.: Developing a typology of humor in audiovisual media. Media Psychol. 6(2), 147–167 (2004)CrossRefGoogle Scholar
  10. 10.
    Silber, M.J.: Digital humor theory. M.Sc. thesis, School of Art and Design, Pratt Institute, New York (2013)Google Scholar
  11. 11.
    Nijholt, A.: The humor continuum: from text to smart environments (keynote paper). In: Proceedings of the International Conference on Informatics, Electronics & Vision (ICIEV), 15–18 June 2015, pp. 1–10. IEEE Xplore, Kitakyushu, Fukuoka (2015)Google Scholar
  12. 12.
    Nijholt, A.: Designing humor for playable cities. In: Ahram, T., Karwowski, W. (eds.) Proceedings of the 6th International Conference on Applied Human Factors and Ergonomics (AHFE 2015). Ji, Y.G., Choi, S. (eds.) Section Advances in Affective and Pleasurable Design, Las Vegas, USA, 26–30 July 2015. Procedia Manufact. 3C, 2178–2185 (2015). Elsevier (ScienceDirect)Google Scholar
  13. 13.
    Dix, A.: Designing for appropriation. In: Proceedings of the 21st British HCI Group Annual Conference on People and Computers: HCI… But Not as We Know It, vol. 2, pp. 27–30. British Computer Society, London (2007)Google Scholar
  14. 14.
    Klein, S.R.: Humor and contemporary product design: international perspectives, Chap. 12. In: Chiaro, D., Baccolini, R. (eds.) Gender and Humor: Interdisciplinary and International Perspectives. Routledge Research in Cultural and Media Studies, vol. 64, pp. 201–211. Routledge (Taylor & Francis Group), New York, London (2014)Google Scholar
  15. 15.
    Kirman, B., Linehan, C., Lawson, C.: Exploring mischief and mayhem in social computing or: how we learned to stop worrying and love the trolls. In: Proceedings of the CHI 2012 Extended Abstracts on Human Factors in Computing Systems, pp. 121–130. ACM, New York (2012)Google Scholar
  16. 16.
    Galloway, A., Brucker-Cohen, J., Gaye, L., Goodman, E., Hill, D.: Design for hackability. In: Proceedings of the DIS 2004, pp. 363–366. ACM Press, New York (2004)Google Scholar
  17. 17.
    Callaghan, V., Chin, J., Zamudio, V., Clarke, G., Shahi, A., Gardner, M.: Domestic pervasive information systems: end-user programming of digital homes, Chap. 7. In: Advances in Management Information Systems Research Monographs, pp. 1–17. ME Sharp, New York (2005)Google Scholar
  18. 18.
    DiSalvo, C., Louw, M., Coupland, J., Steiner, M.: Local issues, local uses: tools for robotics and sensing in community contexts. In: Proceedings of the Seventh ACM Conference on Creativity and Cognition (C&C 2009), pp. 245–254. ACM, New York (2009)Google Scholar
  19. 19.
    Danzico, L.: The design of serendipity is not by chance. Interactions 17(5), 16–18 (2010)CrossRefGoogle Scholar
  20. 20.
    Moradi, I., Ant, S., Gilmore, J., Murphy, C.: Glitch: Designing Imperfection. Mark Batty, New York (2009)Google Scholar
  21. 21.
    Nunes, M.: Error, Glitch, Noise and Jam in New Media Cultures. Bloomsbury, New York (2012)Google Scholar
  22. 22.
    Vavarella, E.: Art, error, and the interstices of power. CITAR J. 7(2), 7–17 (2015)CrossRefGoogle Scholar

Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  1. 1.Imagineering InstituteIskandarMalaysia
  2. 2.Faculty EEMCSUniversity of TwenteEnschedeThe Netherlands

Personalised recommendations