Designing invisible objects: A case study in empathy and appropriation Salvatore Fiore (salfiore@cs.york.ac.uk) Peter Wright (pcw@cs.york.ac.uk) Department of Computer Science, University of York, Heslington, York. YO10 5DD Abstract Current work involves examining the implications and possibilities of adopting a pragmatist aesthetics perspective in HCI. Specifically, emphasis is on pursuing a better understanding of how the practice of designing technological artefacts may be an aesthetic experience resulting in the construction of objects that form the focus for reflection and meaning-making. In this position paper, we discuss the initial phases of a developing case study addressing the challenge for sighted designers of constructing such a technological artefact for blind people. The case study, adopting qualities of a pragmatist aesthetics approach, highlights the implications for design of the inseparability of acts of creating and appropriating objects and emphasises the role of empathy in designing and the search for the aesthetic in design. Introduction Predominantly in response to the ways in which technologies now pervade the everyday lives of many people, experience has regained its deserved importance following the ultimately hopeless project of conceptualising humans as disembodied processors. Rooted within analytic aesthetics, HCI work has historically pursued the objective of identifying and meeting requirements assumed to be extractable from intended users of imagined artefacts. In this context, analytic ideals of disembodiment, and the presence of logically independent facts in the world are represented in the pursuit of functional, usability and, more recently, experience requirements. However, out of a recognition that functionality and clarity are not enough [2], the criteria for assessing design success have more lately been extended to encompass wider concerns with experiences of use. HCI researchers concerned with broader aspects of experiences with technology, have turned towards various interdisciplinary paradigms and metaphors, as diverse as Literary Theory [3], Art [4] and Pragmatist Aesthetics [5] [6] [7] [8] [9] [2] for ideation. Many such approaches share the common goal of aiming to provide an holistic and non-analytic understanding of human interaction and experience, that is able to account for the ways in which people engage physically, emotionally and intellectually with the things and people that make up their surrounding world. However, experience has been adopted in a variety of competing design approaches with differing ideas about how it relates to design practice. Indeed, some existing perspectives adopting experience as a central concern may appear to encourage more human-centred approaches but actually suffer from the constraints legacy to a positivist and ultimately unrealistic pursuit of objectivity. For example, ‘Experience Design’ advocates [10] who seek to design experiences and others who support an orientation towards ‘Emotional Design’ [11], essentially classifying users within categories of predictable behaviours. Doing so disregards the wealth of experience brought to the interaction by a person’s prior experiences and individual way of being, as well as an object’s history and the uniqueness of a situation. It also fails to account for the inseparable integration of thinking, feeling and doing in aesthetic experience. At the same time, user-centred empathic approaches to design [12], while seeking to understand users and their experiences more holistically, have not yet overcome the problem of the designer being unable to really access the subjective experiences of a person s/he wishes to empathise with. The designer cannot see through the eyes of another, feel what another feels or develop meaning as any other person would, much of this revealed within the work of Shusterman [1][18]. As such, approaches that situate the designer in the user’s domain only really enable the designer to know how they would themselves feel in that situation, rather than truly establish empathy towards the other person. The danger in believing that such empathy represents a certainty and knowledge of what a user feels, thinks, senses and ultimately wants, is in the denial of agency for both the designer and user in constructing experiences around a thing, as opposed to the object directing and limiting the possibilities for experience. In an effort to avoid such a lack of agency, some approaches to design are developing to be more critical and reflective in nature, extending the relevance of HCI to influence and echo the details and subtleties of everyday life [4] [13] [14]. At the same time, such critical perspectives blur borderlines that separate disciplines and concerns between the ‘scientific’ and the ‘artistic’. Perhaps then, further overcoming divides between the artistic and the scientific by looking towards an alternative aesthetics of interaction is one way of establishing a better understanding of aesthetic experience and requiring a more deeply-rooted shift in practice and perspective. Pragmatist aesthetics [1] [15] [16] [17] [18] [19] provides a more human-centred description of experience which this research takes as its starting point. We adopt pragmatist aesthetics as a guide, in an attempt to better understand what it entails to build empathy for others in design and support the qualities of aesthetic experience for the people who create, perceive and use technological artefacts. Making sense of aesthetic experience It is the very nature of experience when understood as aesthetic which creates problems for cognitive and behaviourist approaches to HCI and design work. From a pragmatist perspective, an experience has a consummation and fulfilment, rather than just an ending, giving a sense of completeness and enabling the experient to label the experience with an individual quality and self-sufficiency that sets it apart as unique. This individualising quality which makes an experience intrinsically worthwhile is neither distinctly emotional, practical nor intellectual although experience is pervaded by a unifying emotion throughout. Each emotion is undergone in direct connection with specific circumstances and context, so that joy felt at one time is unique from what we may also be inclined to label as joy at another. The importance of this is that emotion acts as a unifying force in an experience, functioning “like a filter through which perceptions are screened” [19, p11] and giving experience an aesthetic quality. Our sense of engagement with the happenings and care for the outcomes thus help make the experience fulfilling. As such, there is no scientific formula designers might employ for supporting ‘an aesthetic experience’: Any normally complete experience may be said to have an aesthetic quality and intrinsic meaning residing in it and the symbolic value of emotion is critical in shaping this aesthetic. But value and meaning in experience are not isolated to emotion. When we are in experience, we cannot describe it but only act in it and respond to events, objects and situations. While this may firstly suggest problems for HCI approaches trying to work from users’ own accounts of their experiences, there are deeper implications for our understanding of how people experience objects. As soon as we attempt to describe a situation and consciously reflect on its significance, we exit it and enter another, transforming the previous situation into an object. While in an experience, though, we may have a sense of the situation, referring to “the situation itself and not simply to the feeling the situation engenders” [19, p.20]. As such, the sense of a situation is an immediate meaning which is itself directly felt [15] so that it becomes possible to sense or feel the situation without first creating an object out of it through reflection. However, when we encounter a situation that lacks coherence, or doesn’t ‘make sense’ we seek out elements and relations within the situation to reveal its meaning for us [19], thus introducing the role of intellect in making sense or meaning out of an experience. In this way, intellect, and emotion work together as we interact with objects, events and situations. This is further complicated by the assumption that objects and events are virtually inseparable, given the fact that every object carries with it a past and a future and is therefore an event in itself. In other words, objects are events with meaning whose character has been transformed through inquiry and which will play a role in the conscious shaping of future experience [19]. As such, while we give meaning to events when we abstract and objectify them, that meaning may always change. As Jackson notes, “An object is always an abstraction. It is like a sketch of the thing itself, a sketch in which certain features are highlighted and others overlooked.” [ibid, p25]. It is further pertinent for our understanding of design that we select objects from our environment and give them meaning for the purposes of both utility and enjoyment. Such objects embody qualities which suggest potential for action and the construction of meaning. In this way we appropriate the things we encounter with respect for the historical significance they carry, by inference and imagination of possible consequences: We give things a meaning that no other person can and which we would not imagine for any other object in any other situation. In the same way, the aesthetic of a technological object is “a result of the human appropriation of the artefact” that is “released in dialogue as we experience the world.” [20, p.271]: We create the meaning of an object not only as we imagine and make it, but also as we use it, change it, work with it and make it a part of our experience. The artefacts a designer makes then, achieve significance and meaning only when appropriated through active and critical reception, such that the object is to be appreciated in its creation and use. However, meaning also emerges through knowledge about an object’s history: Encountering a chair which was sat on by Michelangelo to observe the Sistine ceiling, the aesthetic quality of the experience and enjoyment of that chair is changed remarkably. The chair makes the perceiver think about the artist as no other chair can in a way disconnected from its appearance or formal properties. At the same time, that meaning is personal for the perceiver and would be inexistent for a person who knows not of Michelangelo or the Sistine chapel. Another chair may be of sentimental value to the perceiver and full of intrinsic or expressive meaning, for example expressing the care of a loved one in carving it as a gift, while yet another chair may have extrinsic meaning, instrumentally linked and confined to the cognitive understanding that, for example, it can be sat on. The Michelangelo chair differs in that it is fundamentally aesthetic in nature and enjoyed for its own sake. And the layers of meaning the perceiver could give it, while ultimately endless, are inextricably linked to reality and the existence of the chair. Such meaning comes neither from the formal properties of the chair, nor as an invention of mind, but rather emerges from the play of imagination in direct relation to the perceiver’s ideas about and the presence of the chair. A person can have a sense of an experience with ‘Michelangelo’s chair, but more importantly, s/he can consciously appropriate the chair’s meaning to make sense of he/his experience. It is in this act of appropriation of the history of a thing that the perceiver is able to construct the meaning of the chair as more than a functional object. Experiencing it, they can have a sense of something intangible; a sense which pervades the moment that is perhaps something like awe, wonderment, fascination and delight. Reflecting on the experience brings forth the conscious recounting of it and perhaps thoughts about how this chair came to be here, wondering what it meant to Michelangelo or imagining him seated on it, for example. In all this though, the perceiver is also aware that the chair is a chair and that chairs carry significance as objects to be sat on, to be used as symbols of power, to give comfort or provide a platform to reach up higher, etc. But the aesthetic in the experience is rooted in the way in which this object is meaningful for an individual in a way that teaches him/her something about him/herself and other things: offering opportunity for growth and transformation of understanding and experience and making enjoyment of the object so much deeper. Design as an aesthetic experience The question from here then, is whether or not this aesthetic experience can be purposefully embodied in objects by their creator. And, moreover, can a designer provide me with that same sense of extrinsic enjoyment of a technological object; turning technological materials into eloquent expressions of meaning? While artists create artworks, turning materials at hand into a medium of expression, able to embody meaning as s/he transforms such materials through his/her own vision and unique experience, the meaning of the object is limited to that expression. Making the connection to the meaning in the object can only come from the perceiver appropriating it. As such, we are forced in this light to begin recognising the presence of the designer as an expressive subject in the creation and making meaning of the artefact, subverting analytical HCI practice that puts the user at the centre, makes the interface invisible and anonymises the designer. In short, adopting such a Pragmatist understanding of aesthetic experience implies a different way of understanding the experience of creating technological artefacts. Certainly the focus in this should be on the actual use of objects in appreciative experience rather than on fetishizing the objects themselves as finite and incorruptible ends. In relation to this, if appropriation is seen as a process of creative production where the perceiver actively constructs the aesthetic object, the line blurs between the dichotomous and dualistically defined roles of designer and user. In this light, making and perceiving are interdependent wherein the artefact itself is always becoming as people understand it, actively interpret it, appropriate it and ultimately create new objects. Importantly though, such notions of interpretive appreciation and construction of meaning do not imply any suggestion that a person’s appreciation of an object is about merely transforming it to mean what they want, as this would deny all the enrichment and pleasure achieved from submitting ourselves to it’s alterity and seductive power [1] The point is simply that “Experience involves both receptive undergoing and productive doing, both absorbing and responsively reconstructing what is experienced, where the experiencing subject both shapes and is shaped. The notion of experience…links artists and audience in the same twofold process. Art, in its creation and appreciation, is both directed making and open receiving, controlled construction and captivated absorption.” (ibid, p.55, emphasis added) In the context of HCI, this suggests that while the creative act shapes both designer and artefact, appreciation (by a ‘user’) is also an act of creative production. As such, while the aesthetic experience may begin with the ‘user’ it responds directly to the history of the thing as event, which the ‘designer’, by expressing through the object, has played a significant role in shaping. It is this point which most significantly suggests the importance of examining the experience of HCI design itself, raising questions about the value of the creative process. In particular, how can we embody in HCI practice, the pragmatist ideals of design as a process of self-development, change, discovery and of reflection that is felt and sensed as well as intellectual? Whose values are represented within the object? Who is the creator of an object? And further, who is the object for? We simultaneously move away from a conception of the designer as detached observer of another’s experience, towards an emphasis on understanding the other person and their experiences, in relation to ourselves [21] so that the essence of empathy with others lies in “…moving what was Other, through our understanding of their independent selfhood and experience, into relation with us…” [ibid, p31]. Appropriation then becomes the basis for creation of objects and experiences, whereby the designer reaches an understanding about something and transforms it with respect to its own qualities or creates something new from their understanding. Appropriation also becomes the focus for aesthetic experiences of using an object as people understand and construct meaning around it. Developing Empathy through appropriation In this research, exploratory reading of autobiographical narratives [22] [23] [24] [25] [26] [27] has brought to the fore the relevance of these implications when the designer’s way of perceiving the world differs fundamentally from the people who will use and perceive the intended artefact. While all experience is subjective and unique, the significance of understanding experience as embodied becomes more evident when the people who will perceive it are blind (or otherwise physically disabled). Design both for and as aesthetic experience then becomes a process of constructing objects to connect with others whose experiences the designer, by virtue of his/her own phenomenology, cannot understand. Just as a person cannot know another by putting him/herself in their situation, a sighted person cannot know what it is to experience blindness by merely wearing a blindfold or turning out the lights. The reading of autobiographies by and about blindness provide documents of unique experiences of blindness and seen collectively, help develop a picture of how blindness is not an experience of itself but a way of being that alters the conditions for experience. Clearly, experience, whether blind or sighted, is always experience; unique, intersubjective, embodied, meaningful and emotionally intoned. However, if we are to turn the materials at hand into some eloquent expression of meaning, if we are to develop a chair that will be enjoyed for its own sake, we need to find some way of connecting with the people who we hope will appreciate this new object. We can search ways of providing a useful chair to a blind person; listening to and interpreting their stated needs and constructing an object which we know will meet them. For example, we might identify in the autobiographies how blind people use sound to locate things and navigate space, and give the chair some auditory capability to make it easy to find in a room. We would then have satisfied our useful function as builders of an accessible artefact. We might further try to embody some intrinsic meaning in the object; by presenting our auditory chair as a device that helps a blind person feel more control over a space by being able to remotely identify the location of the object that would otherwise have been memorised in numbers of steps or made present by feeling the way or with the assistance of a sighted bystander. These are certainly worthy objectives of design. However, what is missing from this scenario is the aesthetic connection between object, ‘designer’ and ‘user’. In creating such a chair without attention to aesthetic experience, we would have failed to do any more than respond to some of the practicalities of blindness. Driven by the technological possibilities of implementing an auditory interface, we would merely have built a (possibly) useful object in response to one observable characteristic of being blind; the auditory navigation of space. And, although we would have been able to say that we now have greater awareness of this characteristic and of how blind people use objects, we would not have understood anything more about experiences in being blind or how to create some object that connects meaningfully with such experiences in the same way that the Michelangelo chair might have done for us. So, we try instead to understand better about being blind. This is a process that is more accessible and uncomplicated than it might seem. Reading the narratives, we do so not to analyse them, but to understand as subjective readers. As we are confronted by difficulties in understanding, we try to interpret [1] [7], but do so always as a way of making sense of our own experience of reading. We cannot, for example, have the sense of an experience of not knowing what the visual appearance of a person is, or make sense of how such non-knowledge could bear no personal meaning for us. But we can become more aware of our own understanding of blindness and begin to explore ways of expressing that understanding in an object in the hope of connecting better with other people. As such, we take freedom in exploring the autobiographical narratives and in constructing a new artefact out of our appreciation for the experiences recounted. This artefact, a story about a chair [28], embodies our own understanding of blindness and explores, through fictional narrative, some possibilities of interaction with an interactive chair. We, in this way, appropriate the autobiographies and transform their significance through the creation of the story artefact. But clearly we have not created a chair yet. For now, it is just an idea, linked to fictional characters in a story, all fruit of imagination in connection with the narratives read. However, passing the story to an artist 1, we are presented after weeks of careful sketching, by a storyboard2. This storyboard presents new meanings to us. The artist has taken the story and appropriated it, transformed it and given it new meaning. Situations are embodied visually in a way not imagined previously and characters, interactions and events are more complete. The artist has made his own appropriation which we can now take forward for further phases which will give form, functionality and situation to the chair. References 1. 2. 3. 4. 5. Conclusions The process of developing this chair is not complete. Nonetheless, it is a process that has already opened opportunities for feeling design as an aesthetic experience. In this sense, we are less concerned in this paper with elucidating a precise methodology than with establishing a coherence with a pragmatist conception of aesthetic experience in the design process. Building the actual chair in collaboration with other designers and engineers will in future be an opportunity to explore if such an object will be appreciated by people for its own sake. For now though, the artefacts being created as representations of designers’ appropriations of the chair, are themselves meaningful and aesthetic. Identifying a way towards design as an aesthetic experience is a necessary part of establishing any support for aesthetic experience for people using and perceiving objects. If aesthetic, the experience of using a thing is inseparable from the experience of creating it. As such, the inseparability of creating, perceiving and appropriating must be taken as fundamental if we want to design in a way that supports aesthetic experiences with objects as events; with design, like art, as experience. As the case of trying to understand blindness shows, empathy with others comes not through entering the field or asking questions, but by appropriating the objects created through experience and making sense of the experience of doing so. As a case study in design as/for aesthetic experience, this research is providing opportunities for reflection on the hopelessness of trying to establish some form of analytic checklist for design that will lead more-or-less reliably to aesthetic experiences and is instead suggesting the benefits of opening the way to a more artistically-led approach based on pragmatic empathy. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 1 Our thanks to Mikey Ball for his artistry in creating the storyboard. 2 The storyboard will be presented at the workshop, along with the story. 28. Shusterman, R. (1992). Pragmatist aesthetics: Living beauty, rethinking art. Blackwell. Petersen, M. G., Iversen, O. S., Krogh, P. G. & Ludvigsen, M. (2004) Aesthetic Interaction – A Pragmatist’s Aesthetics of Interactive Systems. In Proc. DIS2004. Wright, P. & McCarthy, J. (2004). The value of the novel in designing for experience. In Pirhonen, A., Hannakaisa, I., Roast, C. R. & Saariluoma, P. (Eds.) Future Interaction Design. Springer-Verlag UK. Dunne, A. & Raby, F. (2001). Design noir: The secret life of electronic objects. Birkhäuser. Fiore, S. G. (2004). From designing for function to designing for meaning. In Proc. ECCE-12. Fiore, S. G. (2003). Conceptualising an experience framework for HCI. In Proc. HCII 2003. Fiore, S. Wright, P. & Edwards, A. (2005) Agency, interaction and disability: Making sense through autobiographical accounts. In Proc. Include 2005. McCarthy, J. and Wright, P. C. (2004a). Technology as experience, MIT Press. McCarthy, J and Wright, P. (2004b). Putting ‘feltlife’ at the centre of HCI. In Proc. ECCE-12. Shedroff, N. (2001) Experience Design 1. New Riders. Norman, D. (2004) Emotional Design. Basic Books. Mattelmäki, T. & Battarbee, K. (2002) Empathy Probes. Proc. PDC2002. Gaver, W., Boucher, A., Pennington, S., & Walker, B. (2004) Cultural Probes and the value of uncertainty. In Interactions. September + October. pp.53-56. Gaver, B., Dunne, T. & Pacenti, E. (1999) Cultural Probes. In Interactions. January + February. 21-29. Dewey, J. (1958). Experience and Nature. Dover Dewey, J. (1934). Art as experience. Capricorn . Dewey, J. (1933). How we think. D.C. Heath and Company. Shusterman, R. (2002) Surface and Depth. Cornell University Press. Jackson, P. W. (1998) John Dewey and the Lessons of Art. Yale Univ. Press. Dreyfus, H. L. (2001). On the Internet. Routledge. Josselson, R. (1995). Imagining the real: Empathy, narrative, and the dialogic Self. In Josselson, R. & Lieblich, A. (Eds.) Interpreting experience: The Narrative Study of Lives (vol. 3). Sage. Brace, M. (1980) Where there’s a will. Souvenir Press. Hocken, S. (1977). Emma and I. Time Warner Hull, J. M. (1991). Touching the rock: An experience of blindness. Arrow. Keller, H. (1996). The story of my life. Dover Publications. Kuusisto, S. (1998). Planet of the blind. Faber and Faber. Magee, B. & Milligan, M. (1995). On blindness: An exchange of letters. Oxford Univ. Press. Fiore, S. G. (2005) Chairs: The ambiguity of invisible objects. In (ed) Sloane, A. Home Oriented Informatics and Telematics. IFIP.