
The mutual efforts of joining art and science have been an important source of innovation in many fields throughout history. In this article, we investigate the relatively common origins, differences, and similarities between the Interactive Art and Human-Computer Interaction (HCI) areas of knowledge. We also investigate what kind of human-computer interactions are sought by artists or emerge in Interactive Art examples, as well as what kind of frameworks, evaluation criteria or methodologies are reported in the literature to support the design and evaluation of Interactive Art. As a result of our analysis of Interactive Art examples found in the literature and beyond, we derived four genres of dialogue that emerge naturally or are stressed by authors: visual, embodied, tangible and social. These genres, albeit not comprehensive, can inspire the design of novel forms of interaction in computational systems with or without artistic intent. Moreover, frameworks, evaluation criteria, and methodologies may allow a cross-pollination between Interactive Art and HCI. While interactive artists may provide novel ways to look at the design and evaluation of interactive systems, these artists may also benefit from appropriating traditional HCI methods, tools, and technologies for new purposes. Lastly, we draw on our findings and learned lessons to outline a research agenda with the main objectives of 1) encouraging Interactive Art research, 2) studying Interactive Art examples, 3) practicing Interactive Art design and evaluation, and 4) designing Interactive Art for all.
Parallel computing, Computer engineering. Computer hardware, Interface (matter), Artificial intelligence, Virtual Presence and Embodiment in VR Research, Interaction design, Science, User Experience and Design Research in HCI, Interactive art, Interactive media, Interaction Design, Interactive design, TK7885-7895, QA76.75-76.765, Tangible User Interfaces in Human-Computer Interaction, Performance art, Computer software, Visualization, Bubble, Dialogue Genres, Human–computer interaction, Interactive Art, Interactive visualization, Computer science, Art history, Embodied cognition, Human-Computer Interaction, Ubiquitous Computing, Multimedia, Computer Science, Physical Sciences, Interaction Techniques, social interactions, Maximum bubble pressure method, Art
Parallel computing, Computer engineering. Computer hardware, Interface (matter), Artificial intelligence, Virtual Presence and Embodiment in VR Research, Interaction design, Science, User Experience and Design Research in HCI, Interactive art, Interactive media, Interaction Design, Interactive design, TK7885-7895, QA76.75-76.765, Tangible User Interfaces in Human-Computer Interaction, Performance art, Computer software, Visualization, Bubble, Dialogue Genres, Human–computer interaction, Interactive Art, Interactive visualization, Computer science, Art history, Embodied cognition, Human-Computer Interaction, Ubiquitous Computing, Multimedia, Computer Science, Physical Sciences, Interaction Techniques, social interactions, Maximum bubble pressure method, Art
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 5 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Top 10% | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
