Cleaning up with carpets

Horrible carpet

Following the recent post looking at aspects of casino and slot machine design, in which I quoted William Choi and Antoine Sindhu’s study - “[Casino] carpeting is often purposefully jarring to the eyes, which draws customers’ gaze upwards toward the machines on the gambling floor” - Max Rangeley sends me a link to the Total Influence & Persuasion blog, discussing casinos’ carpeting strategy in more detail:

They don’t want you to look at the floor, they want you to look at the machines!
… after some time you eyes get tired and need a rest. Normally they would be dawn to a area of dull colour that could be used as a “safe haven” (probably all done subconsciously). The ground is normally a good bet, yes?….not in a casino. As soon as you look at the ground it is worse than the machines and your eyes want to move off somewhere else and hopefully toward one of these many waiting, flashing slot machines where you can slot in a few more quid.

Indeed, casinos’ grotesque carpet patterns are apparently fairly notorious - a couple of years ago Boing Boing pointed to this fantastic gallery on Die Is Cast, the website of Dr David G Schwartz, an authority on casino design, strategy, and evolution:

Casino carpet is known as an exercise in deliberate bad taste that somehow encourages people to gamble.

In a strange way, though, it’s s sublime work of art, rivalling any expressionist canvas of the past century. Note the regal tones of Caesars Palace, the bountiful bouquet of Mandalay Place, the soft, almost abstract pointilism of Paris, all whispering, “gamble, gamble” just out of the range of consciousness as people walk to the nearest slot machine.

Image from Die Is Cast
A section of the 9-page gallery of real casino carpet patterns at Die Is Cast.

Implications of this kind of thinking

Are there examples from other fields where graphic design is deliberately used to repel the viewer, specifically in order to shift his or her focus somewhere more desirable?

In newspaper/magazine layout, one might think of company A using deliberately repellent/garish advertising graphics alongside company B’s ad, to shift the reader’s focus away from that page to the opposite page, where company A has a ‘proper’ ad. Or the low-priced items on a menu or on a shelf might be surrounded by ugly/brash/over-busy graphics, so as to make shoppers look away to the area where the higher-priced items are. Maybe even an artist (or the gallery) deliberately positioning ‘ugly’/repellent work either side of the piece which it’s desirable for the visitor to focus on: in comparison, it is bound to look more attractive.

I have no evidence that this happens, but I’m assuming it has been used as a tactic at some point.

Does anyone have any real examples of this?

Learned down the gambling house

Fruit machine reelsMichael Shanks’ Ten Things class at Stanford - which looks like a brilliant application of anthropological and archaeological thinking to design and technology - generated a very interesting project by William Choi and Antoine Sindhu analysing the architectures of control (psychological and physical) designed into both slot machines, and casinos themselves.

Slot machines

From ‘The psychology of the slot machine‘:

[S]lot machines keep players engrossed through a psychological phenomenon known as operant conditioning. What psychologists call the “primary conditioning mechanism” is the inclusion of relatively small payouts in slot machine gameplay. These small payouts provide positive reinforcement to the player … the positive reinforcement provided by the small payouts causes people to continue repeating the behavior. The frequency of payouts is precisely fine-tuned and optimized—a payout rate that is any higher than absolutely necessary cuts down on the casino’s profits.

Slot machines do not stop with a single primary conditioning mechanism. Secondary mechanisms augment the excitement and incentive to continue playing. The most important of these is the inclusion of a system in the machine that yields a high frequency of “near misses,” or situations in which the player believes they have almost won. For example, the slot machine often displays two out of the three jackpot bars, a tremendously stimulating event which has greatly reinforced the player’s behavior at no cost to the casino.

The article compares the positive reinforcement effect in humans to that shown by B F Skinner’s classic experiments with rats, where pressing a lever caused pellets to be dispensed, and where the mechanism was very quickly learned. Skinner’s work on behaviour shaping [PDF link] is of great relevance to my forthcoming PhD research, since it’s effectively about ‘teaching’ (or ‘guiding’) the subject (which could be a rat, pigeon or end-user) towards a different set of behaviour, rather than actual coercion. This continuum between persuasion and outright control will, I suspect, be an important part of the research, although as a number of readers have pointed out in the comments here over the last couple of years, persuasion can be as much about control (in a psychological sense) as code or physical product or environmental architecture are in the world outside our minds.

Casino design

We’ve looked briefly before at casino layouts and tricks, inspired by a piece on Signal vs Noise, but Choi and Sindhu’s ‘Analysis of casino design‘ goes into fascinating detail:

Casinos are generally designed so that patrons must walk through or at least around the periphery of several slot machine blocks to move around the casino, to maximize the customers’ exposure to the exciting sights and sounds of the slot machines, and especially of others winning on the machines … Casino planners know that slot players love to see and hear other people winning on nearby machines, because players hold it as evidence that money can be made on the machines. Thus casinos are designed to have the loosest machines in prominent areas deep within the gambling floor. Areas such as the ends of long rows or near walkways or elevated sections are generally where loose machines are placed. As people walk through the gambling floor, the sights and sounds of people playing on these more liberal machines draw other customers deeper into the slot machine block, where the machines are tighter.

In general, table players do not like the noise of slot machines because they find it distracting … At the same time, however, spouses or partners of table players will often wile away time playing at a nearby slot machine. Thus casinos are planned such that there are slot machines lining walkways around tables. However, these slots are always tight. This cuts down on the noise and distraction to table players, and makes sense because the majority of players on these machines are playing spontaneously, with little expectation of winning. This demonstrates to what degree casino layouts are optimized—in this case, to the point that a complex system is implemented simply to clean up loose change from spontaneous players.

In most Las Vegas casinos, there is a noticeable lack of natural light and of clocks. The gambling floor is always located away from the main entrance out onto the street to minimize the gamblers’ exposure to the outside world … those who are simply walking around the casino are more inclined to start using a machine, because their perceptions of time are manipulated by the design of the casino.

Other features of the casino, including the music, carpeting, and even the air conditioning system, are manipulated to the casino’s advantage. Studies have shown that carpeting is often purposefully jarring to the eyes, which draws customers’ gaze upwards toward the machines on the gambling floor. Music is usually mild and soothing, and plays on a continuous loop rather than individual songs, contributing to a trance-like feeling of warmth and comfort in the gamblers.

Choi and Sindhu go on to discuss the use of coercive atmospherics (Douglas Rushkoff’s term) - things such as extra oxygen or pheromones pumped into the air - tactics which clearly have been tried - and in retail environments as well as casinos. Although Hunter pointed out in a comment on the SvN post that extra oxygen is not / no longer widely used by the major casinos, the Commercaire website is no longer online (Wayback copy here - switch off images if you want to be able to read it!), and Commercaire’s manufacturers claim to have withdrawn their ‘controversial’ product, if the results claimed [PDF link] - 42% increase in casino revenues - are real, then one might suspect the company has simply changed the way it markets the product (as the ‘Spitting Image’ blog suggests here).

The Terminal Bench

Heathrow: Skyport for the Seventies

Mags L Halliday - author of the Doctor Who novel History 101 - let me know about an ‘interesting’ design tactic being used at Heathrow’s Terminal 5. From the Guardian, by Julia Finch:

Flying from the new Heathrow Terminal 5 and facing a lengthy delay? No worries. Take a seat and enjoy the spectacular views through the glass walls: Windsor castle in one direction; the Wembley Arch, the London Eye and the Gherkin visible on the horizon in the other.

But you had better be quick, because the vast Richard Rogers-designed terminal, due to open at 4am on March 27 next year, has only 700 seats. That’s much less than two jumbo loads, in an airport designed to handle up to 30 million passengers a year.

There will be more chairs available but they will be inside cafes, bars and restaurants. Taking the weight off your feet will cost at least a cup of coffee.

I suppose we should have expected this. If they weren’t actually going to remove the seats, they’d have used uncomfortable benches instead. In itself, it’s maybe not quite as manipulative as the café deliberately creating worry to get customers to vacate their seats that we looked at a few days ago, but as Frankie Roberto commented, “airports seem to be a fairly unique environment, and one that must be full of architectures of control.”

Heathrow: Skyport for the Seventies

Nevertheless, aside from the more obvious control elements of airport architecture - from baggage trolley width restrictors to the blind enforcement of arbitrary regulations, the retailers themselves are keen to make the most of this unique environment and the combination of excitement, stress, tiredness, and above all, confinement, which the passengers are undergoing:

The new terminal may have been heralded as a “cathedral to flight”, but with 23,225 sq metres (250,000 sq ft) of retail space, the equivalent of six typical Asda stores, it is actually going to be a temple to retail. Heathrow may be packed with shops, but when the £4.2bn Terminal 5 opens the airport’s total shopping space will increase by 50% overnight.

After security, two banks of double escalators will transport potential shoppers into a 2,787 sq metre (30,000 sq foot) World Duty Free store… Mark Riches, managing director of WDF, believes his new superstore has the best possible site to part passengers from their cash: “About 70% of passengers will come down those escalators”, he said, “and we will be ready”.

He recognises he has a captive audience: “If we can’t sell to people who can’t leave the building, then there’s something wrong with us”.

Mr Riches, a former Marks & Spencer executive, is planning “to put the glamour back into airport retailing” with plans for gleaming cosmetics counters and a central area reserved for beauty services such as manicures.

“We are moving away from just selling stuff to providing services. This should be real theatre,” he said.

He is also planning what he calls “contentainment” - the music will change according to where you are in the shop and a 14-metre-long “crystal curtain” “bigger than a double decker bus and thinner than a calculator” will show videos, advertising and sports events.

Heathrow: Skyport for the Seventies

Everything about this story - from the location itself out on the bleak badlands between the M25 and A30, to the way the customers are coerced, channelled, mass-entertained and exploited, to the odd hyperbolic glee of Mr Riches’ visions for his mini-empire - seems to scream J G Ballard. If Kingdom Come hadn’t riffed off the Bentall Centre, it could surely have been about a Terminal 5.

Back to the practical aspects: the deliberate removal of public seating to force passengers to patronise restaurants and cafés is in no way isolated to Heathrow. In a coming post - also suggested by Mags - we’ll look at First Great Western’s policy of doing this in some of its railway stations, with none of the glitz of Terminal 5 but all of the cold-eyed distaste for the customer.

Heathrow: Skyport for the Seventies

Images from a leaflet published by the British Airports Authority, 1970.

Making exercise cooler

Snowdown, by Matthew Barnett
Main image and above right: Snowdown aesthetic model; below right: Snowdown functional test rig prototype.

Snowdown, by Matthew Barnett, is fantastic. Powered by a child exercising, moving the handle, it crushes ice cubes and compacts them to make snowballs. There are a lot of kids out there who would very much like one of these, at any time of year - summer especially. Shown last month at Made in Brunel - I hope Matthew finds a way to take the project forward.

Is the requiring-exercise-to-get-a-reward strategy an architecture of control? I think so, and I think this product exemplifies why and how it is possible to use ‘control’ for the benefit of the user. Sure, society benefits when children grow up more healthily, but the children (and their parents) also benefit. And Snowdown actively rewards the user for his or her effort.

We’ve seen this thinking, specifically regarding encouraging exercise, embodied before on the blog in two products, as far as I can remember: Gillian Swan’s Square-Eyes (also from Brunel), and, of course, the Entertrainer. Both of these use television as the ‘reward’ for exercise - in the case of Square-Eyes, 100 steps on the special insole equate to 1 minute of TV time (controlled by a base station); with the Entertrainer, the user’s heart rate is monitored (you can set the level of exercise you want) and the TV’s volume is controlled, which is an interesting concept: you exercise watching the TV, keeping your heart rate within the optimal range:

The chest strap heart monitor wirelessly relays your heart rate to the Entertrainer™. The Entertrainer then determines if your heart rate is within, above, or below your target zone. If your heart rate is low, the Entertrainer lowers the volume on your television (or other infrared remotely controlled device). If your heart rate is within the target zone (range), the volume remains at a comfortable level. If your heart rate is too high, the volume increases.

Stanford’s Captology research group has also investigated exercise-promotion persuasive technology extensively (e.g. here) but I’m not sure to what extent actual ‘control’ is involved, as opposed to persuasion through making exercise more attractive/fun.

Square-Eyes by Gillian Swan Square-Eyes by Gillian Swan
Square-Eyes by Gillian Swan, using special insoles and a control unit

Image from theentertrainer.com
The Entertrainer (image from theentertrainer.com)

Nevertheless, with all the above examples, the element of control is very much something the user opts into (unless, say, parents were to force their kids to use Square-Eyes or have no TV) rather than having it imposed with no choice. The ‘code’ is embedded in the product architecture, but you make a choice to use the product because you want the discipline it can help give you.

And again, Snowdown stands out, since it is something fun in itself. Indeed, it may be stretching it to see it as any more a control example than any other children’s toy which requires exercise (bicycle, trampoline, rollerskates, etc). If I hadn’t seen Matthew’s description which specifically highlighted the product’s ability to promote exercise in children, I probably wouldn’t have considered it in this light at all. And it’s perhaps this ‘mindless margin’ (to quote Brian Wansink) of helping yourself while not feeling that you’re being ‘controlled’, which might lie behind positive, successful, ethical, useful applications of architectures of control in design as opposed to the generally anti-user spirit with which the majority are imbued.

More educational architectures of control: museums

A display case in the Kremlin museum, Moscow
A ‘traditional’ museum display cabinet in the Kremlin museum, Moscow. I liked the owl.

Two very interesting posts from last week looked at the use of control in museum design - Frankie Roberto discusses trying to get children (in particular) to learn interactively, and Josh Clark has some thoughts on the way that museum and gallery visitors can be encouraged to think more about the work on display.

Slipping information into play

Frankie - who works for London’s Science Museum - notes the approach of using interactive games or exhibits with forcing functions to (force?-)feed the user information whilst playing: users are “surreptitiously slipped educational information whilst they’re having fun”:

Museums often try to force visitor behaviour in order to achieve learning outcomes, sometimes more successfully than others. A common example of this is a game - designed to appeal to children - which has factual text embedded within it. The ‘Mobile Mayhem’ game included within our recent Dead Ringers exhibition is a typical example. The gameplay, essentially about pressing the right buttons at the right time, is bookended by some factual paragraphs about mobile phone recycling. By revealing the content word by word, and making the screens unskippable until the whole paragraph has been displayed, the player is meant to be forced to read the text, and hence to take in the new and educational information.

Mobile Mayhem, from the Science Museum
Mobile Mayhem, from the Science Museum
The Mobile Mayhem game, from the Science Museum’s Dead Ringers exhibition website. In the screen shown in the first image, educational text appears word by word, forcing the reader to read it (or at least wait for it to be revealed) before proceeding to the actual game.

The word by word revealing of text is familiar from so many indistinguishable Powerpoint presentations (usually accompanied by that awful typewriter noise, of course), and seeing it used in a ‘control’ context makes me wonder how many speakers/lecturers/managers intentionally (even if subconsciously) reveal their dull text or bullet points word by word so that the audience is forced to stick with the information in the order it’s presented and not read (or think) ahead? I’ve had a few teachers and lecturers in my time who used a bit of paper to cover up parts of OHP transparencies they didn’t want us to read yet, in the hope that we’d pay more attention to what they were saying, and I remember how much that used to irritate me (I like reading ahead!), but I understand why they did it.

Relating back to my recent look at forcing functions in textbooks, Frankie makes the point that:

The problem is, of course, that it’s not that difficult to ignore the education and just focus on the game… it’s pretty impossible for software to actually evaluate educational ‘understanding’, and so attempting to force can be somewhat disingenuous.

[As an aside - and this is something I really should develop in a separate post - there does, equally, come a point where our understanding of how other people understand ideas and concepts makes a one size-fits-all evaluation very difficult. I expect someone has done a study like this (I do hope so - I'd love to read it), but wouldn't it be fascinating to find out whether certain ways of understanding (or visualising) certain concepts help certain people think laterally and draw conclusions that others have missed? For example, this is Richard Feynman, in 'It's as Simple as One, Two, Three':

When I see equations, I see the letters in colors - I don't know why. As I'm talking, I see vague pictures of Bessel functions... with light-tan js, slightly violet-bluish ns and dark brown xs flying around. And I wonder what the hell it must look like to the students.

I first noted that quote down a few years ago when reading a collection of Feynman's essays, as I'd always had the same kind of very mild grapheme-colour synæsthesia that the quote implies, but I wonder whether the phenomenon actually helped Feynman structure mentally and remember mathematical concepts? And can we learn from it in designing educational systems? Anyway, I'll come back to that idea in a future, more relevant, post!]

Encouraging visitors to think

Beldam Gallery, Uxbridge, 2002 The Foundry, London, 2006
Left: When issued with a booklet explaining artwork on display, many visitors walk around reading this before forming their own impressions of the work. This is an exhibition at Uxbridge’s Beldam Gallery in 2002. Right: Displaying work with no explanatory text, captions or booklets compels visitors to make their own judgments and form their own interpretations of the work (or ignore it, but that’s something of a judgment in itself). This is Dave Cranmer’s Pixelly Paintings at the Foundry, London, in 2002.

Josh’s post argues that many museums and galleries would better fulfil their educational and inspirational potential if they encouraged visitors to think more about what they are looking at, rather than spoon-feeding them information and an ‘established’ opinion - especially pertinent to art:

My wife Ellen is an art historian and a professional museumgoer. She tells me that museum visitors commonly spend more time reading wall texts than looking at the art… It’s a law of interface behavior that users will always follow the path of least resistance. Looking at art is hard. Many find it intimidating, unfamiliar, uncomfortable. It’s easier to read wall text, go shopping or listen to audio commentary than it is to actually face down the work itself.

The interface is broken.

The support materials should be less prominent. What a work “means” or why it’s “important” is second-order information. The important experience is simply to look at the work, to absorb its sensual impact. Respond to it, rather than study it like a schoolbook. For lots of visitors, though, the support materials seem to distract, reducing the time that visitors take to reflect on the works.

The design question: How do you get people to consider the art instead of plunging into its documentation?

As Josh notes, there are designers who think entirely the opposite, and long for more structured lead-ins in galleries, with the artwork’s title and rationale defined clearly up-front. (The always-interesting David Friedman subverts the concept further.)

I can see both points of view. When I was very young I used to get frustrated visiting ‘traditional’ museums that really interested me (mostly motor museums and those with technology) because there was rarely a pre-defined route around them, and I wanted to see everything. When you’re a little kid, zig-zagging across a room from one side to the other to make sure you don’t miss anything out can be difficult, especially when every other visitor is much taller than you and the room seems intimidatingly large. I remember thinking how a museum with displays only along one wall, so that you had to look at them in a certain order, would be good. Now, of course, I would tend to see that as excessive control, and want to be able to miss out things that don’t interest me, and indeed, form my own interpretations of what’s on display.

Josh goes on to give the example of a fairly simple compromise which both allows the visitor to form his or her own interpretations of the work, and to read interpretations if desired:

I think that it would be better to make wall text less prominent, encouraging visitors to spend their time with the art instead.

The modern art museum in Paris, the Centre Pompidou, uses an architecture of control that does just that. Each gallery has a stand with a set of cards offering commentary on the works in the gallery. The wall text is limited only to title, artist and materials. The behavior of museumgoers changes: People walk into the gallery, and spend time with the works. Afterward, those who are curious to learn more go retrieve a card and return to look at the works some more after reading about them.

The educational and background materials are still there, but presented in a way that still encourages people to confront the works first.

It’s interesting that this really does apparently change people’s behavior. (An alternative might be to have more information under a hinged flap on the wall or a pedestal so that only those who want/feel the need to have an established opinion on the piece end up reading it. Or perhaps even the title, artist and materials could be listed under the flap, so that visitors who want to form entirely independent opinions aren’t even swayed by the pieces’ titles or the artists’ names.)

Would you feel cheated if you visited an art gallery and there were no interpretation or explanation of the pieces available at all? Before it became so well-known, how many people picked up The Catcher In the Rye (with its famously sparse blurb-less covers) from a library shelf and put it back, unable to make a commitment to reading it without having an idea what it was about?

Of course, the argument can shift considerably when the subject is a museum dedicated to educating visitors about the exhibits and why they are important, rather than an art gallery, but the principle that Josh outlines of the visitor interfacing (as it were) directly with the exhibit, whether that’s a painting (and the interfacing is figuring out one’s own response to it) or a hands-on science experiment, or anything in between, has a good degree of commonality. The ‘middle man’, the filter of best-fit interpretation drawn up to fit on the standard-size card and fit standard-size opinions, is stripped out.

The Science Museum does a fantastic job of explaining concepts and opening visitors’ eyes to things they actively want to understand, but may never have known how to approach before. It doesn’t tell them how to think about something, but allows them to find out things they didn’t know, and thing more about the things they thought they did know. There is a difference. Bristol’s Exploratory, sadly now closed, was immensely inspirational to me as a child: this was somewhere where all learning was through actual interaction with the (mostly physics-based) exhibits plores.

As we’ve noted before, much of education is about changing behaviour, even if we define the behaviour we want to change as “being ignorant”. Control is one way of attempting to force a change in behaviour, manipulative persuasion is another (thanks Toby) but allowing people to learn because something interests them cuts out the necessity to use force or deceit. If you can make something interesting, you overcome the resistance.