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The Time-Mill An Interactive Mirror for Evoking Reflective

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The Time-Mill: An Interactive Mirror for

Evoking Reflective Experiences in the

Home



Lucia Terrenghi Abigail Sellen Abstract

LMU University of Munich Microsoft Research We present the “Time-Mill”: a digitally augmented

Amalienstrasse 17 7 JJ Thomson Ave. mirror and image display device. Built by encasing off-

80333 Munich, Germany Cambridge, UK CB3 0FB the-shelf components in a unique physical form, the

lucia.terrenghi@ifi.lmu.de Asellen@microsoft.com Time-Mill is a cultural probe designed to explore how

visual image capture, tactile input, and aesthetically

Dynal Patel Nicolai Marquardt controlled image replay can provide a basis for

Dept. of Computer Science Microsoft Research reflection, evocation of place, and aesthetic wonder in a

University of Cape Town 7 JJ Thomson Ave. home setting.

Cape Town, South Africa 7701 Cambridge, UK CB3 0FB

dpatel@cs.uct.ac.za t-nimarq@microsoft.com Keywords

Cultural probes, mirrors, images, situated displays,

Richard Harper Mike Molloy homes, families, domestic design.

Microsoft Research Microsoft Research

7 JJ Thomson Ave. 7 JJ Thomson Ave. ACM Classification Keywords

Cambridge, UK CB3 0FB Cambridge, UK CB3 0FB H5.m. Information interfaces and presentation (e.g.,

R.harper@microsoft.com HCI): Miscellaneous.



Introduction

As more computing technologies enter domestic

environments, there is great potential not just for

Copyright is held by the author/owner(s). augmenting current behaviors in the home, but also for

CHI 2007, April 28 – May 3, 2007, San Jose, USA creating and inspiring new behaviors. Some of these

ACM 1-xxxxxxxxxxxxxxxxxx. new behaviors may be easily mapped out; others may

require a creative spark either on the part of the

designer or the user. The device we report on here – group at Microsoft’s Research Lab in Cambridge, UK.

the Time-Mill – was developed with the latter goal in This project is part of a larger research agenda into the

mind. With Time-Mill we are seeking to provide a design and social implications of interactive, situated

compelling and engaging experience with images that displays in domestic contexts.

will lead ‘users’ to imagine different ways of mirroring

the present, the past and collaged amalgams of the The work here presented originates from the following

two. research questions: How can interactive displays

support the capture and retrieval of images of family

More particularly, the Time-Mill is a digitally augmented events that occur in particular places in the home? How

multimodal mirror. Like a traditional mirror, it reflects can such displays solicit reflection and evoke memories

in real time the events that occur in front of it. But in a decorative, playful and engaging way? And third,

unlike a traditional mirror, it also captures and retrieves what new experiences and hence lines of inquiry do

snippets of those events and displays them as a such devices suggest?

dynamic collage of images. This collage is deliberately

construed around a particular aesthetic arrangement, More particularly, Time-Mill was designed to answer

namely the movement of ‘leaf’ shapes across the these general questions in the following ways: first, by

screen, each of which contains one of the mirrored dint of capturing images of people; second, by

images. These leaf collages are generated or sought for supporting the ability for people to reflect on the past

through the turning of a physical wheel; hence the through the browsing of those same pictures; third by

name of the device. The result is a playful way of rendering those images aesthetically, seeking to give

encouraging users to engage with mixed traces of such browsing greater delight; and fourth by providing

‘objective images’ and aesthetic ornament. a tactile means of interacting with these reflective

images.

In the first instance, Time-Mill is being explored

through our own reactions to and experiences with the Though carefully designed and constructed, it is worth

prototype in the laboratory. In the future, exploration noting that Time-Mill is not intended as a product, but

of the device will occur through long-term deployment rather is an experience prototype or cultural probe

in other households. There the goal will be to see how designed to solicit insight on these dimensions: the

families might interact and engage with such an object visual, the browsing, the aesthetic and the tactile.

in the course of their everyday lives over time.

Method

Background We arrived at the concept of the Time-Mill in the

The design of the Time-Mill mirror results from the following way: We began with a preliminary field study

close interdisciplinary collaboration of an industrial consisting of in-depth interviews with eight adults from

designer, a computer scientist, a social scientist and a different nationalities, professional backgrounds, and

cognitive psychologist within the Socio-Digital Systems households. The households included couples living

with young children, couples with grown children, Relatively few images are sent, via e-mail, to

couples with no children, and single parents. Our friends and family. Even fewer are printed and sent

questions addressed topics such as: by post (e.g., to grand parents).

A small proportion of images are framed and hung

General aspects of each household: members of on the walls, or archived in albums.

the immediate and extended family, their ages, Once framed, images are hardly ever changed or

geographical distances between them and typical moved to different places in the household.

communication patterns.

The browsing of the digital photo archives is

Routine kinds of social gatherings within the family: sporadic and usually done on the PC by one or two

i.e., reunions, rituals, celebrations. people, hardly ever in bigger groups.

Social life within the household: the kinds of people

who visit, the events that occur in the house and Given these facts, the question then arose as to why

characteristics of those events. users make the effort of taking images in the first

The material properties of the house itself: its age, place. Our inquiry indicated that this was motivated by:

layout, changes, decoration, the use of spaces for

visitors, family activities, etc. A desire to safely record and maintain records of

How persons and events are captured in the social relationships constitutive of family life.

domestic social context: the mechanics of this, A related sense of responsibility towards the next

responsibility for it, storage and display of images generation to ensure that a kind of heritage and

and memories, by whom and for whom, etc. honouring of family members and their evolution is

documented (e.g., baby photo-albums).

While we cannot present all the results of the analysis A trust in the future of digital technology

here and nor, further, can we elaborate the relationship (especially for its capturing and storing

of our findings to those of other studies reported in the affordances) despite a lack of immediacy (because

literature, these interviews helped us to define what of the limited affordances for immediate and social

Anderson calls a ‘space for design’ [1]. This space was browsing of traditional displays).

built on the following foundations:

With these foundations and motivations understood, we

Households increasingly capture family events and then sought to place a creative element in our

social contexts with digital cameras. reasoning by juxtaposing these image-capturing

Most of the pictures taken are not displayed but are practices against another, much neglected but common

stored on the PC of the camera owner. ‘imaging’ technology in home settings, namely wall-

mounted mirrors. Although mirrors are mundane

familiar artifacts, they have interesting affordances angle digital camera is embedded in the mirror frame

when juxtaposed with digital image capture. (see Figure 1).



Unlike digital cameras, which are optimized to show

images after the event, mirrors are designed to reflect

the “here and now”. In doing so, they augment physical

space through the literal reflection of the light in that

space. In another sense, they reflect the activities that

occur in front of these surfaces. Finally, unlike cameras,

mirrors add value to where they are located in the

home in different ways: those in the dining room have

a different value to those in the bathroom, for example.



Having considered these affordances, we decided to

build a probe that mixed the properties of digital

imaging, archiving and display with those of domestic

mirrors. We sought a device that could let us

investigate how we might create a digital mirror for the

home setting which would also allow the capture and

retrieval of those same ‘mirror images’. We sought Figure 1. The components of the Time-Mill mirror: a tablet PC,

also, a device that could allow users some kind of direct a control wheel, a digital camera, a see-through mirror.

control of the capture and display of those images and

which, at the same time, would provide a new aesthetic As a user rotates the wheel, a melody is played (similar

experience. We wanted a mirror that was more than a to the interaction with a music box), and an animation

mirror, and a digital camera that worked in a new way. is displayed on the tablet screen. Leaves appear,

In essence, we wanted a bridge between seeing in real flowing from left to right, visible through the mirrored

time and seeing the past. glass. This animation is intended to metaphorically

evoke the flowing of time, and to suggest the capturing

The result was Time-Mill, an artifact embodying a and remembering of impressions or snippets of the

design which we hope can give special value to the events occurring in that place.

social spaces of the home.

When the wheel is rotated in a clockwise direction, at

The Time-Mill Interactive Mirror random moments, Time-Mill takes a picture, capturing

The Time-Mill artifact consists of a physical wheel an image of the person engaged with the device (see

coupled with a mirror: a Tablet PC is mounted behind a Figure 2). Within the leaves, these images are

semi-transparent mirrored piece of glass and a wide- sporadically shown.

When users rotate the wheel in the opposite direction, function and the meaning conferred on them depending

a similar animation and melody begins, but the pictures on where they are situated in households can be

that are framed in the leaves are now the ones important. These matters can provide resources for

captured and stored in previous interactions, when the imagining what looking, seeing, reflecting and capturing

same (or maybe other) people played with the artifact might entail in the future.

in the past. Such pictures are randomly selected from

bundles of pictures created previously, and are Thus it seems to us incorrect to believe that what a

retrieved in reverse chronological order. mirror might reflect is some objective, visual ‘record’ of

an event. In our view, a richer more subtle

understanding recognizes that what a mirror reflects is

bound up with purpose and this in turn is related to its

place in the home. In other words, a mirror might be

placed in a hallway to provide visual ornament; in a

bathroom to provide a line of sight to one’s own skills

at self-presentation and cleanliness; or in a dining room

to reflect events that occur in that place that matter.



This is, crudely speaking, to note a mapping between

place and function, and indicates that what we seek to

see and how we might want to see are bound to

moralities, to ways of life. It seems to us that once we

have recognized that this is what mirroring, seeing,

showing and so forth is about, we can begin to explore

the relationship between places, intentions and ways of

Figure 2. Interaction with the Time-Mill mirror.

looking in manners that are richer than is ordinarily the

case in CHI research.

Discussion

Time-Mill raises a number of questions that we think Put in another way, this is not simply to draw a

are relevant for discussion in the design and CHI distinction between rational and emotional purposes for

communities. The first is essentially conceptual but it design; nor is it simply to think about ways in which

leads on to empirical matters. These in turn lead to digital augmentation can expand the time and

questions of design. It has to do with the exploration of geographical scope of ordinary objects such as mirrors.

new ways of looking, seeing, reflecting and capturing in Rather, it is to broaden our conceptions of such objects

home settings (or indeed elsewhere). In the CHI in other ways: to consider new design concepts in such

community, we often give little thought to artifacts as a fashion that the purposes of looking, seeing,

prosaic as mirrors, but the relationship between their reflecting and capturing can be expanded.

This is what motivated Time-Mill. Our experience of it Similarly, we learned that the method of interaction

in-house is of course only the first stage before could take other forms too. The ‘wheel’ could take

exploring its use in home contexts. Even so, it is worth many shapes, even shapes which are not like wheels at

making a few further remarks based on our use so far. all: the flower shown on this version is a case in point.



First of all, we have found that Time-Mill does not A third and yet not inconsequential set of findings are

create visual experiences that necessarily trigger or methodological. We have found that the importance of

reflect memory. Rather it does two things which are these aesthetic values only became clear once the

orthogonal: On the one hand it provides visual material device had been built and experienced. Here, we had

that evokes new experiences, new reflections on the an initial concern that whatever choice we made would

moment itself: the images become part of what is occlude our understanding of the situated values of

experienced in the ‘here-and-now’. On the other, its Time-Mill as a means of recollection. But building Time-

‘peculiar’ rendering of things done evokes the past in Mill made clear that there is no ‘objective’ record to be

ways that makes that past different from how it was conveyed (as if it were a trace somehow embodied in

experienced in the first place. If the mind has a mirror the mind’s eye) but instead a creative interpretation of

on its past, Time-Mill shows a past that is contrasting: what might have been. In light of this, our minds were

not as seen, experienced and recollected, but through a opened up to the possibility that we could create other

playful, distorting but not discordant lens. It seems to interpretations of the past. If the value of the device

us that to grasp the past here is not to capture one’s lies in its creative generation of that past, then we are

own past, but is to touch something different. no longer threatened by the fear that it might be lost.



If this is the first set of learnings we take from Time- In this view, the past is another country, as L.P. Hartley

Mill, a second set has to do with the aesthetic would have it, because people do indeed do things

experience it frames. Here, we learned from Time-Mill differently there. We can think of Time-Mill therefore as

that there are many new ways of looking that we could a mirror onto a past of its own making. In turn, our

create. Our experience has suggested that the leaf making of Time-Mill has opened up for us a future of

design appealed to many but alternatives could be new design possibilities.

imagined. Thus it could be balloons or bubbles, cars or

boats; the shaping or the framing of the caught images References

giving new meaning to those same images. This, as we [1] Anderson, R.J. (1994). Representations and

say, is important given that the aesthetic creates a requirements: The value of ethnography in system

design. Human-Computer Interaction 9: 151-182.

different past, a different view, and a mirror onto a

world that was not as experienced or recollected except

through the Time-Mill device itself.

Interactivity Supplement

CHI 2007, San Jose

CONTACT INFO

First Name Lucia

Last Name Terrenghi

Organization LMU, University of Munich

Street Address Amalienstrasse 17



City Munich

State/Province

Country Germany

Postal Code 80333

Daytime Telephone +49 (0) 178 6635711

Email lucia.terrenghi@ifi.lmu.de

URL https://wiki.medien.ifi.lmu.de/view/Main/LuciaTerrenghi

DESCRIPTION

Title: The Time-Mill: An Interactive Mirror for Evoking Reflective Experiences in

the Home



Project Description:



Time-mill is an interactive multimodal mirror, which plays with temporal fragments

of the life that is staged in front of it. Like a traditional mirror, it dynamically

reflects in real time the scenes taking place in front of it: but it differs in that it can

capture and retrieve fragments of these staged scenes as people interact with it,

simultaneously augmenting the present with traces of the past.



Our main goal is to understand how the design of interactive hybrid products

such as Time-mill can affect social and interactional behaviors and stimulate

reflection on time and space.



PRESENTATION HISTORY

This work has not been presented or demonstrated. We believe this demo is

worthwhile for the CHI 2007 venue as it will provide a novel and entertaining way

of capturing CHI attendees and their social circles.



ENVISIONED INTERACTION

The Time-mill prototype consists of a physical control wheel, a Tablet PC, a one-

way mirror and a webcam (see Figure 1). All these components are housed

within a single case.









Figure 1: Left, the Time-mill prototype. Right, the Time-mill components: 1 = physical control

wheel, 2 = Tablet PC, 3 = one way mirror, 4 = webcam.

Users can interact with the prototype by rotating the physical control wheel.

When the wheel is rotated a melody is played and an animation shows leaves

flowing across the screen. The animating leaves metaphorically evocate the

flowing of time and the human possibility of capturing and remembering just

some snippets. The one way mirror is used to create an illusion that allows us to

superimpose these snippets of the past on a reflection of the present (see Figure

1, left image).



The idea is for users to first frame themselves in the mirror and then rotate the

wheel clockwise to capture the moment. The resulting picture is then framed

within a large leaf that is animated across the screen from left to right (see Figure

2). Smaller leaves also accompany the large leaf across the screen as part of the

artistic effect. The rate at which leaves animate across the screen is directly

proportional to the wheel rotation speed. Once the largest leaf is animated off the

screen, another picture is captured to begin the next cycle, provided the wheel is

still being rotated.









Figure 2: Screenshot of the Time-mill animation when rotating clockwise “Capture Mode”



When the wheel is rotated anti-clockwise, a similar animation is displayed. Only

this time the leaves flow from right to left, displaying pictures from previous

moments or episodes that were captured and stored (see Figure 3). The large

leaf is used to show the current picture which the system picked from an episode.

In this mode some the smaller leaves frame other images, which are used to

provide a preview of the upcoming episodes. Episodes are ordered

chronologically, showing the most recent first and are delineated by detecting

long periods of inactivity. In this mode, the wheel rotation speed performs a duel

function. Firstly, it provides a way of controlling the rate at which images animate

across the screen. Secondly, it is used to select the next image to be framed in a

large leaf. This is based on a logarithmic scale to provide a fine and course

grained navigational control. When rotating slowly you can view each successive

image in an episode. When rotating quickly you can skip entire episodes. If the

user stops rotating the wheel, the large leaf remains stationary on the screen.

After a predefined period of no interaction all the leaves animate off the screen,

leaving the prototype in its stationary state as a normal mirror.









Figure 3: Screenshot of the Time-mill animation when rotating anti-clockwise, “Browse Mode”







TECHNICAL REQUIREMENTS

SPACE AND FLOOR PLAN

The prototype dimensions are 40cm X 30cm X 6cm, and it weights 6Kg. It needs

to be fixed to a wall using three screws, two at the top of the frame and one the

bottom of the frame. The top of the frame should be 170cm from the floor. The

ideal location would be in a communal space, where there is sufficient space on

either side of the prototype for people to gather around it.



Only one person can rotate the wheel at a time. However, three or four people

can be gathered around it at any time. The wide angle webcam ensures that they

can all get captured at once.

Wall Time-mill

0.3m







0.4m

2.4m 0.4m 1.7m







Plug



Floo

2m 2.4m



FLOOR VIEW WALL VIEW







ACOUSTICAL

The prototype produces sound. It plays various melodies when people are

interacting with it. As such, it needs to be in a location where it will not cause a

disturbance and the environment is not too very loud either.



LIGHTING

The prototype does not require any special lighting conditions. Ideally, though, it

should be mounted in a room that is not lit too brightly.



TIME

The demo should run throughout the conference. It can accommodate up to

three or four people at a time. We anticipate that groups of people will use the

prototype for 5 to 10 minutes.



COMPUTATIONAL EQUIPMENT

We do not need any computational equipment. We will transport the prototype to

the conference venue.



NETWORKING

We do not need any internet or network connections.



POWER

Our demo will require 1 plug for electric power.



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