FRAMEWORKS · EMBODIED & POETIC INTERACTIONS

Analytical Frameworks for Interaction Design

Tools for evaluating embodied and poetic qualities in technology

These frameworks provide a rigorous lens for analyzing and designing interactions. The first—4E Cognition—comes from cognitive science and gives us a vocabulary for embodied interaction. The second—Poetic Qualities—draws from literary analysis and design philosophy to evaluate openness and interpretive space.

Use them together to evaluate existing interactions or to guide new designs. They're meant to be practical tools, not just theoretical constructs.

The 4E Cognition Framework

The 4E framework comes from cognitive science research that challenges the traditional view of cognition as purely mental computation happening inside the brain. Instead, it argues that cognition is:

  • Embodied - shaped by the body's physical form and capabilities
  • Embedded - situated in and constrained by environmental context
  • Enactive - brought forth through action and doing
  • Extended - distributed across body, tools, and environment

These aren't separate categories—they're overlapping dimensions. An interaction can (and should) be evaluated across all four.

1. Embodied

Core Concept

Cognition and experience are fundamentally shaped by having a body with particular sensorimotor capacities. The body isn't just a vessel for the mind—it's constitutive of how we understand and interact with the world.

What this means for interaction design:

  • Physical form determines what interactions are possible and how they're experienced
  • Sensory modalities (vision, touch, hearing, proprioception) shape understanding
  • Bodily metaphors ground abstract concepts (e.g., "grasping" an idea)
  • Movement and gesture can be cognitive acts, not just input mechanisms
Questions to Ask:
  • What bodily capabilities does this interaction engage?
  • Which senses are involved? Is it multi-sensory or limited to one modality?
  • Does the physical interaction map meaningfully onto the conceptual task?
  • How does body size, ability, or morphology affect the experience?
  • Are there embodied metaphors at work? Do they resonate?

Examples: A swipe gesture that mimics turning a page. Haptic feedback that makes digital actions feel tangible. VR environments that engage proprioception and spatial reasoning. Musical instruments where sound is literally embodied in physical action.

2. Embedded

Core Concept

Cognition doesn't happen in isolation—it's always situated in a particular environmental and cultural context that shapes and constrains what's possible and meaningful.

What this means for interaction design:

  • Context determines interpretation and use
  • Physical environment (lighting, noise, space) affects interaction
  • Social context shapes meaning (public vs. private, formal vs. casual)
  • Cultural embedding determines what metaphors, gestures, and patterns resonate
Questions to Ask:
  • Where will this interaction take place? How does location matter?
  • What environmental factors (light, sound, movement) affect usability?
  • Is the interaction context-aware or context-agnostic?
  • How does cultural context shape interpretation?
  • Does it work across different social settings? Should it?

Examples: A navigation app that adjusts based on walking vs. driving context. Smart home controls that respond to time of day and occupancy. Interfaces that adapt to ambient light levels. Social features that change behavior in public vs. private spaces.

3. Enactive

Core Concept

Cognition and meaning emerge through action—through doing, not just observing or computing. Understanding comes from engaging with the world, not just receiving information about it.

What this means for interaction design:

  • Learning happens through interaction, not just instruction
  • Meaning is made in the process of use, not predetermined
  • Active exploration reveals possibilities and constraints
  • The interaction itself can be the understanding, not just a means to an end
Questions to Ask:
  • What do users actively DO? Is there genuine agency?
  • Is meaning discovered through use or prescribed beforehand?
  • Does the interaction afford exploration and experimentation?
  • Can users learn by doing rather than reading instructions?
  • Does the system respond to and evolve with user actions?

Examples: A drawing app where you learn tools by using them, not reading about them. A musical interface where sound creation is the act of learning synthesis. Games where mechanics are discovered through play. Tangible interfaces where manipulation reveals function.

4. Extended

Core Concept

Cognition isn't bounded by the skull—it's distributed across brain, body, tools, and environment. Technologies become part of our cognitive system, extensions of how we think and remember.

What this means for interaction design:

  • Tools become cognitive prosthetics, not just external aids
  • Offloading cognition to the environment (external memory, visual organization)
  • The system + user forms a coupled cognitive unit
  • Designing for how the tool changes thinking, not just enables tasks
Questions to Ask:
  • How does this tool extend cognitive capabilities?
  • What cognition is offloaded to the interface?
  • Does it become part of how users think, or remain external?
  • How does using this tool change cognitive strategies over time?
  • What happens when the tool is removed? Has it become necessary?

Examples: Note-taking apps that become external memory. Calculators that change how we approach math problems. GPS navigation that alters spatial cognition. Social media that extends social awareness across distance.

Poetic Qualities Framework

If the 4E framework helps us understand embodiment, the Poetic Qualities framework helps us evaluate openness, ambiguity, and interpretive space. It draws from how poetry works—creating meaning through imagery, rhythm, and what's left unsaid.

These aren't separate from embodiment—they're complementary lenses. An interaction can be deeply embodied AND poetically open.

1. Interpretive Openness

How much room does the interaction leave for multiple interpretations and appropriations?

Prescribed
Open

Evaluate:

  • Single intended use or many possible uses?
  • Fixed meaning or emergent meaning?
  • Can users make it their own?

2. Central Imagery/Metaphor

What is the core metaphor or image? Is it rich, resonant, and multi-layered?

Evaluate:

  • Is there a clear central metaphor?
  • Does it work across contexts/cultures?
  • Does it carry multiple associations?

3. White Space

What's deliberately left open? Where are the gaps users fill in themselves?

Evaluate:

  • What's NOT prescribed?
  • Where is ambiguity productive?
  • Does silence/pause have meaning?

4. Compression & Resonance

Economy of means—doing more with less. Depth revealed over time.

Evaluate:

  • Is it minimal yet rich?
  • Do repeated interactions reveal more?
  • Layers of meaning to discover?

5. Rhythm & Tempo

Pacing and timing. Fast/slow, immediate/contemplative.

Fast
Slow

Evaluate:

  • User-controlled or system-determined pacing?
  • Space for breath and pause?
  • Does rhythm match intent?

6. Appropriability

Can users make it their own? Customize, adapt, repurpose?

Evaluate:

  • How flexible is it?
  • Can it be used in unintended ways?
  • Does it invite personal adaptation?

How to Use These Frameworks

For Evaluating Existing Interactions

Step 1: Choose an interaction to analyze
Be specific. Not "Instagram" but "the double-tap to like gesture" or "the Stories swipe interface."

Step 2: Apply the 4E framework
Go through each dimension systematically. Ask the questions. Rate each dimension (low/medium/high engagement) and note why.

Step 3: Apply the Poetic Qualities framework
Map the interaction across the six dimensions. Where does it sit on each spectrum? What's strong? What's weak?

Step 4: Synthesize
What's the overall profile? Highly embodied but not poetically open? Rich metaphor but poor appropriability? Look for patterns and tensions.

For Designing New Interactions

Use the frameworks as design constraints:

  • Embodied: What bodily experience do we want to create? Which senses?
  • Embedded: What contexts will this be used in? How does that shape design?
  • Enactive: How do users learn through doing? What's discovered vs. explained?
  • Extended: How does this extend cognition? What do we want to become part of their thinking?
  • Poetic: Where do we leave interpretive space? What's the central metaphor? What's the white space?

Use them to critique your designs:
As you iterate, regularly evaluate your work against these frameworks. Are you prescribing too much? Not enough embodiment? Missing opportunities for enaction?

Combining the Frameworks

The magic happens when you use both together. An interaction can be:

  • Highly embodied, low openness: Engaging physical interaction but prescriptive use (most game controllers)
  • Low embodied, high openness: Conceptually open but limited physical engagement (many software tools)
  • Highly embodied AND highly open: Rich physical engagement with interpretive space (musical instruments, artist tools)
  • Low embodied, low openness: Neither physically engaging nor interpretively open (most forms, bureaucratic interfaces)

The goal isn't always to maximize both—context matters. But being intentional about where you sit on these dimensions, and why, makes for better design.

Remember

These frameworks are tools for thinking, not rules to follow. Use them to sharpen your analysis, guide your intuition, and articulate what you're sensing but can't quite name. They're meant to open up conversations about design, not close them down with prescriptions.

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