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Ontenna-Elective-Course-Critical-Design

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Eksamen E2023
Elective Course: Critical Design
Ontenna: Hearings aids as visual and
physical representers
Eksaminator | Michael Haldrup Pedersen
Intern medbedømmer | Maja Fagerberg Ranten
Dato | 28.11.2023
Tidspunkt | 10:00
Anslag | 43.911
Younes El Ghazouani | Studienr. 75104 | yeeg@ruc.dk
Jasmin Esa | Studienr. 57941 | jasmies@ruc.dk
Derya Gür | Studienr. 68882 | dgur@ruc.dk
Troels Cords Thomsen | Studienr. 69199 | tcordst@ruc.dk
El Ghazouani, Y | Esa, J | Gür, D | Thomsen, T
Elective Course: Critical Design E2023
Abstract........................................................................................................................................ 3
Introduction..................................................................................................................................4
Individualization...........................................................................................................................5
Description of our problem and case........................................................................................ 5
Ontenna device........................................................................................................................6
Existing theory and concepts.....................................................................................................7
Critical design (Bardzell, J. & Bardzell, S. 2013)..................................................................... 7
Sociocultural benefits.........................................................................................................7
Potential uptakes for critical design................................................................................... 8
Summary............................................................................................................................8
Probable/Plausible/Possible/Preferable (Dunne, A. & Raby, F. 2013)..................................... 9
Probable Futures............................................................................................................... 9
Plausible Futures............................................................................................................... 9
Possible Futures................................................................................................................ 9
Preferable Futures............................................................................................................. 9
Summary..........................................................................................................................10
The Three Waves (Bødker, S., 2015).................................................................................... 11
First Wave of HCI............................................................................................................. 11
Second Wave of HCI........................................................................................................11
Third Wave of HCI............................................................................................................11
Synthesizing of the waves............................................................................................... 12
Summary..........................................................................................................................12
Fourth Wave of HCI - Entanglement......................................................................................13
How Humans and Tech Perform Together....................................................................... 13
Rethinking How We Come to Know Things, Focusing on Phenomena........................... 13
Figuring Out Who's Responsible for What in This Intertwined World.............................. 14
Design Practices That Go Beyond Just Thinking About the User....................................14
Summary..........................................................................................................................14
Where The Action Is.............................................................................................................. 15
Summary..........................................................................................................................16
Critical Design and Ontenna........................................................................................................17
Aesthetics in HCI (Bardzell, J. & Bardzell, S. 2013)........................................................ 17
Critical Design Theory (Dunne, A. & Raby, F. 2013)........................................................17
Third-Wave HCI (Bødker, 2015)...................................................................................... 18
Entanglement HCI (Frauenberger, C. 2019).................................................................... 18
Embodied Interaction (Dourish, P. 2001)......................................................................... 18
Summary of articles usage.............................................................................................. 19
Analysis/reflection.....................................................................................................................20
Ontenna as a critical design & speculative design................................................................ 20
Ontenna’s relation to the HCI waves..................................................................................... 22
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El Ghazouani, Y | Esa, J | Gür, D | Thomsen, T
Elective Course: Critical Design E2023
First Wave: Human Factors and Ergonomics.................................................................. 22
Second Wave: The Contextual Machine..........................................................................22
Third Wave: The Experience Turn................................................................................... 22
Fourth Wave: Entanglement HCI..................................................................................... 23
Ontenna evolution through HCI’s waves..........................................................................23
Designing through actions..................................................................................................... 24
Our hands on experience with the Ontenna device...............................................................25
Conclusion................................................................................................................................. 26
Litterature................................................................................................................................... 27
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El Ghazouani, Y | Esa, J | Gür, D | Thomsen, T
Elective Course: Critical Design E2023
Abstract
This essay explores the Ontenna device, an innovative hearing aid that represents auditory
information through visual and tactile means. The study delves into the application of critical design
principles and Human-Computer Interaction (HCI) theories to understand and evaluate the Ontenna
device. By examining the device's design and functionality within the frameworks of critical and
speculative design, third-wave HCI, and embodied interaction, the essay contributes to the discourse
on assistive technology and its integration into the lived experiences of individuals with hearing
impairments. It critically analyzes Ontenna's role in challenging conventional notions of sensory
perception and disability, proposing a new paradigm in which design not only addresses functional
needs but also encourages a reevaluation of sensory experiences. The essay leverages theories from
renowned HCI scholars and aligns Ontenna's design philosophy with contemporary movements in
HCI, highlighting its significance as a case study for innovative, particularly inclusive design practices.
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El Ghazouani, Y | Esa, J | Gür, D | Thomsen, T
Elective Course: Critical Design E2023
Introduction
In the realm of assistive technology, innovation is not just a matter of technological advancement,
but also of reimagining human experience. This essay introduces and examines Ontenna, a
groundbreaking device designed as a hearing aid through visual and tactile representation,
challenging traditional notions of sensory aids. Ontenna stands at the forefront of a paradigm shift
in assistive technologies, where the focus is not only on compensating for sensory limitations but
also on enriching and diversifying sensory experiences.
The exploration of Ontenna is situated within the context of Human-Computer Interaction (HCI)
and critical design. The first part of the essay provides an overview of Ontenna's unique approach
to translating sound into visual and tactile feedback, offering a new perspective on how
technology can be harnessed to bridge sensory gaps. This discussion is framed by an analysis of the
principles of critical and speculative design, which guide the interpretation of Ontenna's role in
questioning and redefining the boundaries of conventional design for disability.
Moving beyond mere functionality, the essay also delves into the concept of embodied interaction,
a key aspect of third-wave HCI. This perspective allows for a deeper understanding of how
Ontenna not only aids in hearing but also integrates into the bodily experiences and social
contexts of its users. By doing so, the essay aims to highlight the transformative potential of
Ontenna in reshaping our understanding of assistive devices and their role in fostering inclusive
design practices.
This introduction sets the stage for a comprehensive analysis of Ontenna, underscoring its
significance as a case study in innovative, inclusive design and its alignment with contemporary
movements in HCI and critical design. The essay thus seeks to contribute to the discourse on
technology's role in augmenting human capabilities and redefining the sensory experiences of
individuals with hearing impairments.
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El Ghazouani, Y | Esa, J | Gür, D | Thomsen, T
Elective Course: Critical Design E2023
Individualization
This essay was collaboratively written from start to finish by the group.
Description of our problem and case
The next section outlines the main problem and examines the case study. It includes a clear
problem statement and a description of the design. Visual materials like pictures are presented for
clarity.
Ontenna is a wearable user interface that enables the user to hear sound through his/her body via
tactile feedback. Ontenna can be worn on the hair of the person in the center of this figure and on
the collar of the person on the right-hand side of this figure.
Instead of highly depending on improving something that is already impaired, Ontenna enables the
user to take advantage of their other senses, that are not impaired and use those in ways which are
similar to how animals such as frogs and other reptiles use vertebrate vibration detectors to gauge
the world around them, whether it be something that needs their attention, or something that
poses a threat (Keiko, T. 2020).
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El Ghazouani, Y | Esa, J | Gür, D | Thomsen, T
Elective Course: Critical Design E2023
Ontenna device
Device technological functions
The Ontenna device is an innovation in the field of assistive technology; it serves as a tactile sound
system specifically created for hard of hearing. The key function of the Ontenna is to convert
auditory signals into a unique combination of tactile vibrations and corresponding visual cues.
These vibrations are diverse, consisting of 256 distinct patterns, allowing users to perceive a wide
range of sounds through their sense of touch and vision. The operational principle of the Ontenna
is based on the direct translation of sound volume and frequency into haptic feedback (vibrations)
and visual cues (light intensities). This innovative approach enables individuals who are deaf or
hard of hearing to experience sound through alternative sensory modalities, providing them with a
means to interpret and enjoy auditory information that they may otherwise miss (Keiko, T. 2020).
Clip on device
The Ontenna is a versatile device that can be worn as a clip on various articles of clothing or as a
hair accessory, making it convenient and unobtrusive for users. It offers a wide range of
applications, from everyday sound perception to practical alerts, such as notifying users about
incoming telecommunications like phone calls and emails (Keiko, T. 2020).
Modes
The Ontenna offers multiple modes of operation, including a 'Simple Mode' for basic sound
perception and a 'Smart Mode' for synchronized group activities. This adaptability highlights the
device's potential to facilitate inclusive experiences in various settings, such as sporting events and
cultural performances (Keiko, T. 2020). It also can be set to a more ‘sound sensitive mode’, which
means that even the sound of stepping while walking, could be transformed into vibrations.
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El Ghazouani, Y | Esa, J | Gür, D | Thomsen, T
Elective Course: Critical Design E2023
Existing theory and concepts
This section outlines the key theories and concepts from four main articles that inform our
analysis. The theories are presented in order of how they are applied in the essay.
Critical design (Bardzell, J. & Bardzell, S. 2013)
The insights derived from Jeffrey Bardzell and Shaowen Bardzells (2013) work form the
foundation of the group's exploration, particularly regarding the sociocultural advantages and the
possible acceptance of critical design. The essay further expands on their perspectives as
discussed below.
Sociocultural benefits
In the text by Jeffrey Bardzell and Shaowen Bardzells (2013), critical design is positioned as a
research through design methodology that emphasizes the ethical considerations inherent in
design practices. It seeks to uncover the potentially obscured agendas and values embedded
within design and to propose alternative values that may be more aligned with contemporary
social, aesthetic, and ethical concerns. The sociocultural benefits of critical design are manifold
and include the potential to reveal the ideological underpinnings of consumer culture and to foster
a critical consciousness among both designers and the public.
"Critical design is a form of research aimed at leveraging designs to make consumers more critical
about their everyday lives, and in particular how their lives are mediated by assumptions, values,
ideologies, and behavioral norms inscribed in designs." (Bardzell, J. & Bardzell, S. 2013, p. 1)
Critical design challenges the current status quo by embodying alternative social, cultural,
technical, or economic values in design artifacts. This approach is not merely a critique of existing
conditions but also a constructive means to envision and materialize alternative futures. By
engaging with critical design, individuals are encouraged to question and look beneath the surface
of the material culture that surrounds them. This process is intended to cultivate a critical
sensibility, which is characterized by an unwillingness to take things for granted and a propensity
to question the normative assumptions of society.
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El Ghazouani, Y | Esa, J | Gür, D | Thomsen, T
Elective Course: Critical Design E2023
Potential uptakes for critical design
Jeffrey Bardzell and Shaowen Bardzells (2013) articulate that critical design holds the potential
for social emancipation. It does so by engaging the public's imagination and encouraging a more
active and critical engagement with the world. The ultimate aim is to stimulate debate, provoke
action, and inspire a demand for design products that reflect a more nuanced and challenging view
of human needs and experiences.
"By inscribing alternative values in designs, critical design cultivates critical attitudes among
consumers and designers alike, creating demand for and supporting the professional emergence
of alternative design futures." (Bardzell, J. & Bardzell, S. 2013, p. 3)
The uptake of critical design within the Human-Computer Interaction (HCI) community, as
Bardzell suggests, has been limited due to its underdeveloped literature and unclear methods.
However, Jeffrey Bardzell and Shaowen Bardzells (2013) argue that there is an opportunity for
design theorists and researchers to expand the practice of critical design by actively developing it
in ways that are meaningful and relevant to the community. This development requires moving
beyond the intentions of critical design's originators, Anthony Dunne and Fiona Raby (2013), and
instead, promoting a broader understanding of 'critical' that can be practically applied within HCI
research.
Summary
In summary, the sociocultural benefits of critical design are rooted in its ability to question the
taken-for-granted aspects of design and to propose alternative values that challenge the dominant
ideologies of consumer culture. The potential uptake of critical design within HCI research lies in
the community's ability to adapt and evolve the practice in ways that are both accessible and
applicable to the field's diverse range of concerns.
Probable/Plausible/Possible/Preferable (Dunne, A. & Raby, F. 2013)
In the discourse of speculative design, Anthony Dunne and Fiona Raby (2013) describe a
framework for understanding futures within the design context, categorizing them into four
distinct typologies: probable, plausible, possible, and preferable.
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El Ghazouani, Y | Esa, J | Gür, D | Thomsen, T
Elective Course: Critical Design E2023
Probable Futures
This category is characterized by a linear projection of current trends and patterns, assuming
uninterrupted progression without significant systemic disruptions. It is within this domain that
conventional design practices predominantly operate, with methodologies and pedagogies
grounded in the anticipation of likely developments.
Plausible Futures
Plausible futures extend beyond the predictable, engaging with the realm of scenario planning.
This approach is not fixated on forecasting but rather on the exploration of a spectrum of
potentialities, enabling organizations to prepare for diverse eventualities. It is a methodological
space that prioritizes strategic adaptability over predictive accuracy.
Possible Futures
The possible future paradigm shifts focus towards the imaginative extension of current scientific
and technological capabilities. It emphasizes the necessity of a narrative linkage between the
present state and the envisioned scenario, thereby ensuring a degree of relatability and cognitive
plausibility. This is the domain where speculative fiction and other narrative forms play a pivotal
role in shaping the collective imagination.
Preferable Futures
Intersecting with both the probable and plausible, preferable futures are inherently normative,
reflecting collective aspirations and values. The concept of 'preferable' is inherently subjective,
raising questions about whose preferences are represented and how these futures are
determined. The current hegemony of governmental and corporate entities in defining these
futures is critiqued, with a call for a more democratized and participatory approach to
future-making.
Through this framework, Anthony Dunne and Fiona Raby (2013) advocate for the utilization of
speculative design as a tool for critical reflection and societal dialogue. The intention is not to
prescribe specific futures but to employ the concept of future as a medium for critique and a
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El Ghazouani, Y | Esa, J | Gür, D | Thomsen, T
Elective Course: Critical Design E2023
catalyst for intellectual and imaginative engagement with both present conditions and future
possibilities. As they writes;
“Of course the idea of preferable is not so straightforward; what does preferable mean, for whom,
and who decides? Currently, it is determined by government and industry, and although we play a
role as consumers and voters, it is a limited one. “
(Dunne, A., & Raby, F., "Speculative Everything", 2013, p. 4)
The authors posit that by broadening the scope of design to include speculative endeavors, we can
foster a more malleable reality and enhance our capacity to envision and work towards futures
that are collectively preferable.
Summary
In summary, Anthony Dunne and Fiona Raby’s (2013) framework categorizes futures in design into
four types: probable (what's likely to happen), plausible (strategic what-ifs), possible (imaginative
yet scientifically grounded), and preferable (subjectively ideal futures). They argue for speculative
design as a means to critique the present and open dialogue about desired futures, challenging the
current trend where futures are often dictated by a powerful few.
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El Ghazouani, Y | Esa, J | Gür, D | Thomsen, T
Elective Course: Critical Design E2023
The Three Waves (Bødker, S., 2015)
The scholarly discourse on Human-Computer Interaction (HCI) describes its progression through
three waves, each demarcated by distinct epistemological stances, methodological approaches,
and design philosophies. The group built upon Susanne Bødker's progression of the three waves to
get a better understanding of the HCI design progression.
First Wave of HCI
The inaugural wave is anchored in the paradigms of cognitive science and human factors, positing
the human as a solitary information processor interacting with computers. This wave is
characterized by a positivist methodology that emphasizes quantifiable assessments of human
behavior, operationalized through systematic usability testing and adherence to ergonomic
principles. This approach is encapsulated in the model-driven analysis of user-system interaction,
seeking to optimize the efficiency of the human component within this dyad.
Second Wave of HCI
Advancing beyond the individualistic focus, the second wave encompasses the collaborative and
organizational dimensions of technology use. It foregrounds the situatedness of action and the
distributed nature of cognition within social collectives and communities of practice. Theoretical
constructs such as activity theory provide a scaffold for understanding the interplay between
human actors and technology within the socio-cultural milieu. Methodologically, this wave
introduces participatory design and contextual inquiry, reflecting a commitment to engaging with
users within their authentic contexts and practices.
Third Wave of HCI
The third wave represents a paradigmatic shift towards a more holistic integration of technology
in the fabric of everyday life, transcending the boundaries of the workplace. It embraces a
phenomenological perspective, recognizing the plurality of user experiences and the
meaning-making processes engendered by technology interaction. As an example from bødker
describes.
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El Ghazouani, Y | Esa, J | Gür, D | Thomsen, T
Elective Course: Critical Design E2023
“Looked at as a common artifact, it seems that, like the hotel keyrack, it is the recognizablity and
shared orientation toward a “big thing” that puts this in common among users, more than it is a
familiarity pertaining to past experiences and familiar routines”
(Bødker, S., "Third-Wave HCI", 2015 p.30)
This wave challenges the value systems inherent in the second wave, advocating for a design ethos
that privileges experiential and affective dimensions of technology use. Methodologically, it calls
for an exploratory and participatory approach to design, capable of engaging with the open-ended
and emergent nature of technology in contemporary life.
Synthesizing of the waves
In synthesizing these waves, Susanne Bødker (2015) articulates a vision for HCI that seeks to
reconcile the individual-centric focus of the third wave with the collaborative ethos of the second.
This integrative approach aspires to transcend traditional dichotomies, advocating for a
comprehensive understanding of technology as it permeates all facets of human existence, from
work to leisure, rationality to emotion.
Summary
In summary, the evolution of HCI from the first through the third wave represents a progression
from a user-system interaction model to a holistic integration of technology within the full
spectrum of human activities, emphasizing the need for a design philosophy that is both
participatory and sensitive to the complex, lived experiences of users.
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El Ghazouani, Y | Esa, J | Gür, D | Thomsen, T
Elective Course: Critical Design E2023
Fourth Wave of HCI - Entanglement
How Humans and Tech Perform Together
Christopher Frauenberger's 2019 paper delves into the intricate interplay between humans and
technology, challenging the traditional foundations of Human-Computer Interaction (HCI)
research and practice.
“As a possible way forward, I have proposed to engage with entanglement theories. These theories
have in common, that they are making the argument that humans and their things are
ontologically inseparable from the start. Embracing performativity, they postulate that
ontological entities, or actors, only constitute themselves through intra-action with other
entities.” (Frauenberger, C., 2019, p. 21)
The paper posits that our deep entanglement with digital technologies—ranging from virtual
realities to pervasive systems—introduces ontological uncertainties and ethical dilemmas that
necessitate a reevaluation of the current HCI research paradigm. Frauenberger suggests that
post-humanism and relational ontologies could pave the way for what he terms "Entanglement
HCI," which would redefine the performative relationship between humans and technology. This
perspective recognizes that material artifacts, such as computer devices, are not merely tools but
active participants in human activities, thus reshaping our understanding of agency within the
human-technology nexus.
Rethinking How We Come to Know Things, Focusing on Phenomena
The paper advocates for a shift in the epistemological processes within HCI, centering on
phenomena rather than traditional metrics. This approach aligns with theories like Actor-Network
Theory (ANT) and Post-Phenomenology, which argue that knowledge is generated through the
interactions and associations within networks of humans and non-humans. Such theories
challenge the notion of separate 'social aspects' of technology, instead viewing every aspect of
computer science as inherently social and intertwined with human activity.
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El Ghazouani, Y | Esa, J | Gür, D | Thomsen, T
Elective Course: Critical Design E2023
Figuring Out Who's Responsible for What in This Intertwined World
Christopher Frauenberger 2019 addresses the increasing attention on ethics and responsibility in
HCI, especially as the lines between humans and machines become more blurred. The paper
discusses the difficulty in assigning responsibility in a world where humans and machines are
deeply interdependent. The entanglement theories propose that humans and things are
'ontologically inseparable from the start,' making it challenging to study them in isolation or to
trace clear lines of accountability.
Design Practices That Go Beyond Just Thinking About the User
Finally, the paper critiques the current user-centered design paradigm and proposes a new
approach that considers the broader implications of design. It suggests that HCI should move
beyond designing interactions with technologies to designing human relationships with their
world, where technologies play a mediating role. This reorientation calls for a more holistic
understanding of our socio-material existence and encourages design practices that account for
the complex interdependencies between humans and the material world.
Summary
In summary, Christopher Frauenberger's 2019 paper on Entanglement HCI advocates for a new
wave of HCI research and practice that embraces the complex, intertwined relationships between
humans and technology. It calls for a theoretical and practical reconfiguration that acknowledges
the co-constitutive nature of humans and technology, aiming to create a more inclusive,
responsive, and ethically aware HCI landscape.
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El Ghazouani, Y | Esa, J | Gür, D | Thomsen, T
Elective Course: Critical Design E2023
Where The Action Is
Paul Dourish's 2001 paper is situated at the intersection of HCI and philosophy, particularly
phenomenology. He argues that HCI has traditionally been dominated by cognitive perspectives,
which often neglect the embodied nature of human experience.
"Embodied interaction is the creation, manipulation, and sharing of meaning through engaged
interaction with artifacts." (Dourish, P., 2001, p. 126)
In contrast, Paul Dourish 2001 proposes that HCI should embrace the concept of embodiment,
which recognizes that human interaction with technology is fundamentally rooted in our physical
and social existence.
The book's philosophical discourse is grounded in the works of phenomenologists like Edmond
Husserl, Martin Heidegger, Alfred Schutz, and Maurice Jean Jacques Merleau-Ponty, who have
emphasized the pre-reflective, lived experience of being in the world. Paul Dourish 2001 uses
these philosophical perspectives to argue for a more holistic approach to HCI, one that considers
the physical presence and social context as integral to the design of interactive systems.
In terms of design, Dourish suggests that interactive systems should be developed with an
understanding of how people inhabit their bodies and the world. This involves designing for direct
engagement with technology, as opposed to creating interfaces that act as mere conduits for
abstract cognitive processes. The goal is to create systems that are more intuitive and aligned with
the natural ways humans interact with their environment.
The chapter also discusses the implications of embodied interaction for the future of design,
suggesting new directions that account for the richness of human experience. It challenges
designers to think beyond the screen and to consider the broader physical and social contexts in
which technology is used.
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El Ghazouani, Y | Esa, J | Gür, D | Thomsen, T
Elective Course: Critical Design E2023
Summary
In summary, "Where the Action Is" is a seminal text in HCI that advocates for a shift towards
embodied interaction. It bridges the gap between the technical aspects of design and the
philosophical considerations of technology use, offering a comprehensive framework for
understanding and improving the way humans interact with computational systems.
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El Ghazouani, Y | Esa, J | Gür, D | Thomsen, T
Elective Course: Critical Design E2023
Critical Design and Ontenna
Aesthetics in HCI (Bardzell, J. & Bardzell, S. 2013)
Jeffrey Bardzell and Shaowen Bardzells (2013) exploration of aesthetics in HCI argues for the
importance of sensual and emotional engagement with technology. They describe Critical design
as:
“Dunne describes critical design as “a form of social research,” so its primary intended outcome is
knowledge, not a design product. For Dunne and Raby, its purpose is to “seduce the viewer into
the world of ideas rather than objects” (Bardzell, J. & Bardzell, S. 2013, p. 2)
Ontenna's use of light and vibration to convey sound engages users in a multisensory experience
that is both functional and aesthetically pleasing, thus enriching the interaction beyond the
utilitarian. It could also be argued, that the device's physical design, resembling a hairclip or
microphone, makes user interaction easier and less socially awkward, allowing discreet use
without drawing attention.
Critical Design Theory (Dunne, A. & Raby, F. 2013)
Anthony Dunne & Fiona Raby 2013, in their seminal work, argue for a type of design that moves
beyond problem-solving to include questioning and challenging the norms and expectations of
technology's role in daily life. They state;
"Critical Design uses speculative design proposals to challenge narrow assumptions,
preconceptions, and givens about the role that products play in everyday life" (Dunne A., & Raby,
F., 2013 p. 34).
Ontenna, as a device, embodies this by not just providing a functional solution for the hard of
hearing but also by inviting users and observers to reconsider the nature of sensory perception
and the experience of sound.´
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El Ghazouani, Y | Esa, J | Gür, D | Thomsen, T
Elective Course: Critical Design E2023
Third-Wave HCI (Bødker, 2015)
Susanne Bødker's 2015 third-wave HCI moves beyond the individual and the context of use to
consider the emotional, experiential, and cultural context of technology. She notes,
“In summary, the challenges of third wave meets second wave, 10 years later, pivot around how
design may utilize the bringing together of technologies, experiences, and users across domains,
some of which are work, others not, as well as how we may conceptualize and study these
open-ended relationships.” (Bødker, S., 2015, p. 27).
Ontenna's design aligns with this wave by enhancing the user's cultural and emotional
experiences, particularly in the context of music and dance, which are deeply cultural activities.
Entanglement HCI (Frauenberger, C. 2019)
Christopher Frauenberger’s 2019 concept of "Entanglement HCI" suggests that our interactions
with technology are deeply intertwined with our social and material realities. He proposes that;
“From different angles and with different foci all these works compose the fertile ground on which
our understanding of what HCI is doing is slowly shifting.” (Frauenberger, C., Entanglement HCI,
2019 p. 11).
Ontenna is a direct application of this idea, as it entangles with the user's sensory experiences and
social interactions, offering a new dimension to the perception of sound and communication.
Embodied Interaction (Dourish, P. 2001)
Paul Dourish 2001 emphasizes the importance of considering the body as a site of interaction and
meaning-making in HCI. He argues that;
"Embodied interaction is the creation, manipulation, and sharing of meaning through engaged
interaction with artifacts" (Dourish, P., "Where the Action Is," 2001, p. 126).
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El Ghazouani, Y | Esa, J | Gür, D | Thomsen, T
Elective Course: Critical Design E2023
Ontenna's design is a direct application of this concept, as it translates auditory information into
tactile and visual stimuli, creating a new form of embodied interaction for the deaf and hard of
hearing.
Summary of articles usage
Ontenna, through its design and functionality, becomes a critical conversation piece in the
discourse of HCI. It stands as a testament to the potential of critical design to not only fulfill a need
but to also provoke thought, encourage societal discourse, and ultimately lead to a reevaluation of
the norms surrounding technology and disability. It is a physical embodiment of the theoretical
principles laid out by Anthony Dunne & Fiona Raby, Christopher Frauenberger , Paul Dourish,
Susanne Bødker and Jeffrey Bardzell and Shaowen Bardzells, serving as a bridge between the
hearing and the hard of hearing, and as a medium through which we can explore the deeper
implications of our entanglement with technology.
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El Ghazouani, Y | Esa, J | Gür, D | Thomsen, T
Elective Course: Critical Design E2023
Analysis/reflection
Ontenna as a critical design & speculative design
Ontenna, as a device, stands at the intersection of critical and speculative design. It challenges the
conventional approach to assistive technologies for the hard of hearing by not attempting to
replicate hearing but by augmenting the sensory experience through other modalities. This aligns
with Jeffrey Bardzell and Shaowen Bardzell 2013 notion that critical design "cultivates critical
attitudes in both consumers and designers alike" (Bardzell, J., & Bardzell, S., 2013). Ontenna does
not simply offer an alternative to hearing aids; it reimagines the sensory world of the hard of
hearing, prompting a reevaluation of what it means to 'hear' and interact with one's environment
and challenging the norm.
“As with critical theory, the role of theory in this tradition is speculative: not to explain what is
known but to challenge us to see in new ways, to generate new modes of engagement or ideas.”
(Bardzell, S., 2013, p .3202 )
The speculative aspect of Ontenna's design is encapsulated in the "what if” scenarios it presents.
Anthony Dunne & Fiona Raby 2013 advocate for the power of "what if" in design to open up new
spaces for discussion and exploration (Dunne A., & Raby, F., 2013). Ontenna's proposition, "What if
other senses than hearing can help hard of hearing navigate through daily life?" is a speculative
endeavor that challenges the behavioral norms associated with hearing impairments. Instead of
conforming to the traditional objective of minimizing disability, Ontenna speculates on a world
where the disability is not minimized but redefined, where the lack of one sense is not seen as a
deficit but as an opportunity for a different kind of sensory engagement.
This speculative approach is not just about imagining futures but is deeply rooted in the present,
exploring the probable, plausible, possible, and preferable futures as outlined by Anthony Dunne &
Fiona Raby. The probable future might involve incremental improvements to hearing aids, the
plausible future could see the integration of various sensory aids into a cohesive system, the
possible future might involve a radical rethinking of sensory perception, and the preferable future,
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as envisioned by Ontenna, is one where the experience of sound is not limited to the auditory but
is a rich tapestry woven from multiple sensory inputs.
This form of design thrives on imagination and aims to open up new perspectives on what are
sometimes called wicked problems, to create spaces for discussion and debate about alternative
ways of being, and to inspire and encourage people’s imaginations to flow freely (Dunne A., &
Raby, F., 2013, p. 2)
Ontenna's design contributes to new knowledge by demonstrating how critical and speculative
design can be applied to real-world problems. It shows that design can be both practical and
philosophical, providing solutions that are deeply reflective of the values and beliefs of a society.
By focusing on the experience of the hard of hearing rather than the impairment itself, Ontenna
shifts the discourse from one of limitation to one of possibility. It invites both users and designers
to consider not just how we design for disability, but why we design for it in the ways that we do.
In this reflection, Ontenna serves as a case study for how design can be used to question and
reshape our understanding of human abilities. It exemplifies how critical design can move beyond
critique to offer tangible alternatives that impact people's lives, and how speculative design can
ground "what if" questions in the realities of those who live with sensory differences.
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Ontenna’s relation to the HCI waves
Ontenna, as an assistive technology device, can be analyzed through the lens of the four waves of
Human-Computer Interaction (HCI) as follows:
First Wave: Human Factors and Ergonomics
The first wave of HCI was characterized by a focus on cognitive science and human factors, with an
emphasis on systematic testing and formal methods. Ontenna, when viewed through this lens,
would be analyzed for its ergonomic design and the effectiveness of its sensory feedback system.
The precision with which Ontenna translates sound into a spectrum of vibrations and light would
be paramount. As Susanne Bødker 2015 notes, the first wave is concerned with the fit between
humans and technology, and so Ontenna's design would be scrutinized for how well it enables
users to distinguish between different levels of sound through tactile and visual means. The
device's ability to convey the characteristics of sound through vibration and light would be a
critical factor in its assessment within this wave (Bødker, S. 2015).
Second Wave: The Contextual Machine
The second wave of HCI expanded the view to consider the context of groups and work settings,
recognizing the importance of collaborative and social aspects of technology use. Ontenna's
impact on social inclusion would be a focal point, as it facilitates communication and collaboration
among users with hearing impairments. The device's role in enabling Kamimoto Eri to move more
freely and sing with other members of her performance group illustrates the second wave's
emphasis on the social integration of technology. This wave's approach to HCI is encapsulated in
Susanne Bødker's 2015 statement that technology is not just used in social settings, it is part of
the social fabric (Bødker, S., 2015).
Third Wave: The Experience Turn
The third wave of HCI places importance on human values, experience, and meaning-making, with
a strong emphasis on the cultural and emotional aspects of interaction. Ontenna would be
celebrated for its role in enriching the sensory experience of sound, providing a new avenue for
experience-based use situations. This wave would appreciate how Ontenna allows individuals to
experience more everyday sounds and participate in cultural events in a way that was previously
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inaccessible to them. The device's ability to enable a performer like Kamimoto Eri to experience
the rhythm of music through vibration aligns with the third wave's focus on technology from the
workplace into homes and everyday life (Bødker, S., 2015).
Fourth Wave: Entanglement HCI
In the proposed fourth wave, Entanglement HCI, as introduced by Christopher Frauenberger 2019
the relationship between humans and technology is seen as deeply interconnected, with
ontological uncertainties, epistemological challenges, and ethical conundrums. Ontenna would be
viewed as a device that not only assists hard of hearing but also reshapes their interaction with the
world. Christopher Frauenberger 2019 suggests that HCI should embrace the performative
relationship between humans and technology, and Ontenna does just that by allowing sound to be
experienced through alternative sensory channels. The device's development process, which was
in collaboration with hard of hearing, exemplifies a participatory approach that is central to this
wave, aiming to create completely new and different values (Frauenberger, C., 2019).
Ontenna's role in the fourth wave would be to challenge and expand the traditional notions of
ability, creating a shared space where hard of hearing and normal-hearing people can enjoy all
kinds of sports and cultural events together. This aligns with the fourth wave's focus on the
practices of design and mattering (Frauenberger, C., 2019), where the design process itself is
reflective of the complex interplay between human needs and technological capabilities.
Ontenna evolution through HCI’s waves
In a comprehensive view, Ontenna traverses the trajectory of HCI's evolution, from a tool that
must be efficient and user-friendly, through a facilitator of social interaction and collaboration, to
an enricher of personal experience and cultural participation, and finally, as a symbol of the
entangled future of human-technology relations. Each wave of HCI offers a distinct perspective on
Ontenna's contribution to the field, reflecting the discipline's growth from ergonomic design to a
broader, more integrated understanding of technology in human life.
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Designing through actions
Ontenna's design philosophy aligns with the concept of embodied interaction, emphasizing user
engagement with technology through practical action and the environment (Dourish, P., 2001). By
translating auditory information into tactile and visual stimuli, Ontenna creates a novel interaction
language for the hard of hearing community, embodying the principle of embodied interaction.
The significance of Ontenna lies not only in its physical form but also in the actions it affords. It
enables hard of hearing individuals to interact with their surroundings in new ways, extending
their possibilities for experiencing the rhythm and intensity of sounds through the body, rather
than through hearing alone.
The most important aspect of the way in which we encounter the world is that we encounter it
practically. We encounter as a place in which we act. (Dourish, P. 2001 p. 108)
Designing through actions with Ontenna involves recognizing the performative aspect of
technology, where each interaction is a performance involving the user, the device, and the
environment. This performative aspect is key to understanding Ontenna's contribution to HCI, as
it represents a shift from designing for users to designing with users, making technology a means
to a broader range of human experiences (Dourish, P., 2001).
Ontenna stands as both a critical and speculative design artifact and a testament to embodied
interaction. It challenges the traditional HCI focus on cognitive interaction and emphasizes the
lived experience of interaction—the 'doing' over the 'thinking'—which is central to its significance
as a case study in HCI (Dourish, P., 2001).
“It is the way in which we act - the practical tasks in which we are engaged, and how they are
accommodated into the world - That makes the world meaning full to us.” (Dourish, P. 2001, p.
108)
Furthermore, Ontenna's focus on action aligns with the fourth wave of HCI, which involves
recognizing and engaging with the entanglements of technology, people, and the world
(Frauenberger, C., 2019).
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“Further, Entanglement HCI recognises the mutually constitutive relationship between humans
and their tools and thus re-directs our moral deliberations about desired futures from questions of
impact to questions of who we want to be.” (Frauenberger, C. 2019, p. 22)
The actions facilitated by Ontenna make these entanglements visible and meaningful, enhancing
our understanding of technology's role in shaping human experiences.
Our hands on experience with the Ontenna device
In our quest to comprehend the device and its purpose more thoroughly, we conducted a
week-long test. The Ontenna device was tested and worn on the collar when going around doing
everyday tasks. The outcomes of this experiment led to insightful observations.
When the tester is not personally affected by deafness or hearing impairment, fully immersing
oneself in the experience becomes a challenge. There's a distinct difficulty in comprehending the
implications of a physical handicap and how the device might genuinely affect an individual. During
the testing period, there was heightened awareness of the surroundings. Nevertheless, the
inherent subjectivity of the 'researcher' mindset could potentially detract from a fully immersive
and objective engagement with the experiment.
Interestingly, when testing moved about with the device, it seemed to draw more attention to her
own awareness of it rather than causing any disturbance to those around her. People she
interacted with were mostly curious, asking about the device before continuing with their
conversations.
On the initial day of testing, The group wore a thick sweater, and the device was placed on the
collar of this garment. Notably, even in the sensitive mode, the vibrations were imperceptible due
to the thickness of the sweater. This observation suggests that users need to consider clothing
thickness when choosing the device's placement for optimal effectiveness. These nuanced details
highlight the multifaceted nature of integrating such devices into daily life, prompting a thoughtful
consideration of various contextual factors.
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Conclusion
This essay has critically examined the Ontenna device, an innovative tool in assistive technology
that challenges traditional methods of sensory perception for individuals with hearing
impairments. Through its unique approach of converting auditory signals into tactile and visual
feedback, Ontenna not only offers a new avenue for sensory experience but also serves as a
significant case study in the application of critical and speculative design principles within (HCI).
The specific contributions of this analysis lie in its detailed exploration of how Ontenna navigates
the realms of third-wave HCI and embodied interaction. By examining the device's design and its
impact on users, the essay illuminates the potential of inclusive technologies to enhance and
diversify sensory experiences, thereby redefining the norms of design for disability.
Looking forward, there are several avenues for further experimentation and research. One
potential area is the lengthwise study of Ontenna users to assess the long-term impacts on their
sensory perception and social interactions. Such studies could provide deeper insights into how
changes in sensory experiences influence daily life and social dynamics. Additionally,
experimenting with varying designs and feedback mechanisms within Ontenna could lead to a
more tailored user experience, accommodating a broader spectrum of sensory preferences and
needs.
Another promising direction is exploring the integration of Ontenna's principles in other forms of
assistive technology. By applying the critical design approach demonstrated by Ontenna to
different sensory aids, researchers and designers can potentially innovate new devices that
challenge existing limitations in assistive technology. This could also involve cross-disciplinary
collaborations, blending insights from neuroscience, psychology, and design to create more holistic
and human-centered assistive technologies.
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Litterature
Bardzell, J., & Bardzell, S. (2013). What is “critical” about critical design?
https://doi.org/10.1145/2470654.2466451
Bødker, S. (2015). Third-wave HCI, 10 years later---participation and sharing. Interactions, 22(5),
24–31. https://doi.org/10.1145/2804405
Dourish, P. (2001). Where the Action Is the Foundations of Embodied Interaction. MIT Press.
Chapter 4: “Being-in-the-World”
https://www.researchgate.net/profile/Paul_Dourish/publication/200026266_Where_the_Action_I
s_The_Foundations_of_Embodied_Interaction/links/09e4150afd29965764000000.pdf
Dunne, A. and Raby, F. (2013). Speculative everything: design, fiction, and social dreaming. MIT
Press.
https://ebookcentral-proquest-com.ep.fjernadgang.kb.dk/lib/kbdk/detail.action?docID=3339745
&pq-origsite=primo
Frauenberger, C. (2019). Entanglement HCI The Next Wave? ACM Transactions on
Computer-Human Interaction, 27(1), 1–27. https://doi.org/10.1145/3364998
Keiko, T. (2020). Engineer breaks sound barriers for the hard of hearing. NHK WORLD.
https://www3.nhk.or.jp/nhkworld/en/news/backstories/1303/
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