Written by:

Salvatore Fiore
contact@salvatorefiore.com

Peter Wright
pcw@cs.york.ac.uk
Department of Computer Science,
University of York,
Heslington,
York, YO10 5DD
UK


Alistair Edwards
alistair@cs.york.ac.uk
Department of Computer Science,
University of York,
Heslington,
York, YO10 5DD
UK


We describe work in developing an approach to the design of technological artefacts based in pragmatist aesthetics, grounding ideas in a developing case study, representing one possible way in which such a conceptual approach, which we see as essentially empathic, may evolve. From a conception of designer as creative and intersubjective subject, we explore the difficulties and possibilities in designing empathically for blind experience. We propose appropriation as a basis for sighted designers to build empathy with users by understanding blind experience as aesthetic. Various phases of appropriation provide a way of developing empathy and increasing agency in design.


INTRODUCTION

Aesthetics is a domain with an extensive genealogy which is reflected throughout the historical developments in design practice. In the context of this research, we are specifically concerned with the aesthetics of interaction, in which we see a broad distinction between the analytic, emphasising a view of humans as disembodied processors able to construct independent realities in the mind, and the pragmatic, which instead emphasises how people experience the world dialogically as embodied subjects. The critical difference between the two perspectives is in their legacy on our understanding of design: The former lends support to cognition as the foundation of interaction and a view of the designer as analyst aiming to meet objectively identifiable requirements in design, whereas the latter supports a more artistically-oriented idea about design, more able to account for the roles of emotion, engagement, the separation between objects-subjects and events unfolding unplanned as a normal feature of the instability of existence. Our preference towards pragmatist aesthetics emerges out of discontent with how approaches to design underestimate the relevance of fundamental characteristics of experience and understanding. For example, ‘Experience Design’ [19] aimed at designing experiences and ‘Emotional Design’ [17], essentially classify users within categories of predictable behaviours. Such classification 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 meaning-laden history and the uniqueness of a situation. It also fails to account for the inseparable integration of thinking, feeling and doing in an experience. At the same time, ‘Empathic Design’ approaches [14] have not yet overcome the problem of the designer being unable to really access the subjective experiences of a person.

The designer cannot see through the eyes of another, feel what another feels or develop meaning as any other person would [21] [20]. Similarly, they cannot know experiences of being blind merely by wearing a blindfold and temporarily simulating another phenomenology. Approaches situating the designer in the user’s domain only enable her/him to know how s/he feels, rather than establish empathy towards another. The danger in believing that such empathy represents knowledge of what a user feels, thinks and senses is in the denial of agency for both designer and user in constructing experiences around an event. In this way, while contemporary design practices may not begin with analysis, they often maintain the legacy of an analytic aesthetics proposing the possibility of knowing objectively another’s perspective. A pragmatic aesthetics of interaction provides the basis for exploring an alternative conception of design based on understanding others (rather than interpreting observed behaviours or accepting propositional knowledge as certainty) and appropriation of objects as the aesthetic products of experience. Our work here involves theoretical and practical examination of how such an aesthetics can allow us to think more clearly about empathy in design. We explore a means for sighted designers to express their understanding of blind experience through the construction of artefacts and draw on appropriation, a fundamental process in aesthetic experience, as the basis for design empathy. Taking Dewey’s pragmatist aesthetics [1][2] and the related works of Shusterman [21][20] and Jackson [12] as a basis, we build on contributions seeking more holistic approaches to understanding and supporting experience in design [8][16][18] as well as others who reflect in design the details and subtleties of everyday life and blur the boundaries between the ‘scientific’ and the ‘artistic’ [5][10].

A PRAGMATIST AESTHETICS FOR DESIGN: SENSE AND SENSIBILITY

Adopting a Pragmatist Aesthetics of Human-Computer Interaction prevents denigration of the senses to visceral satisfaction and is inconsistent with conceptions of interaction as the purely rational execution of routines. We are drawn towards an understanding of experience that holistically incorporates thinking, feeling, doing and effecting change within an intersubjectively constructed world: Experience has a consummation and fulfilment and an aesthetic quality which makes it intrinsically worthwhile. This quality is the indescribable sense we have of a situation: When we are in experience, we cannot describe it without first exiting it and transforming it into an object of reflection [12], but we may have a sense of the situation, a sort of immediate and pre-linguistic meaning or understanding that we feel [1].

However, when we encounter a situation that we cannot understand, we have to reflect on our experience and try to make sense of it. This may be reflection on second-hand propositional knowledge told by others or on something experienced directly for the first time. In this light, while understanding of an event when we are experiencing it may happen without conscious reflection on our understanding, making sense of the experience requires conscious reflection on the event. And this is central to our objectives here: An object is itself a form of event, with a unique past and future, whereby its meaning has been transformed through inquiry, enabling it to play a role in the conscious shaping of future experience [12]. As such, while we give meaning to events when we abstract and objectify them, that meaning may always change so that “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]. In the context of designing technological objects then, it is necessary to recognise the way in which the meaning we make of an object emerges both out of what we do [3] and the qualities an object embodies suggesting the potential for action and construction of meaning. Our interaction in the world thus enables us to construct meaningful experiences around objects [18] [15]. More importantly, as we select objects from our environment and give them meaning for the purposes of both utility and enjoyment [12], we appropriate them with respect for the historical significance they carry: We give things a meaning that no other person can and which we would not imagine for any other object in any other situation. The aesthetic of a technological object is then “a result of the human appropriation of the artifact… released in dialogue as we experience the world.”          [4, p.271] so that an object achieves significance and meaning only when appropriated through active and critical reception and appreciated in its creation and use.

The meaning of an object thus changes with respect to its history and significance. It is through an act of appropriation of the history of a thing that the perceiver is able to construct the meaning of an artefact as more than a functional object. While an object may hold significance that is intersubjectively shared (e.g. a chair as a symbol of power), extrinsic meaning (e.g. a chair functions as a seat), intrinsic meaning (e.g. a chair invokes personal memories of a childhood place), it may also carry the potential to have meaning that allows it to be enjoyed for its own sake. Such meaning comes neither from the formal properties of the object, nor as an invention of mind, but rather emerges from the play of imagination in direct relation to the object itself. In the case of a chair, we might, for example learn that it was once sat on by Leonardo DaVinci while painting or sketching his machines, dramatically impacting on the experience of beholding the object. A person can in this way have a sense of an experience with a chair, but more importantly, can consciously appropriate such an object’s meaning to make sense of her/his experience. This appropriation requires a sensibility towards the thing and its various levels of meanings. The aesthetic in the experience is thus rooted in the way in which this object is meaningful and transforms the perceiver’s understanding, making enjoyment so much deeper. Importantly, such notions of appropriation and construction of meaning do not imply merely interpreting an object to mean what we want, as this would deny all the enrichment and pleasure achieved from submitting ourselves to its alterity and seductive power [21]. The creative process is characterised neither by passive and irrational inspiration nor by a designer in full control of the productive process: these are instead both necessary and complementary moments of the experience of designing [ibid]. We at the same time bridge the gap between creating and perceiving by “reconceiving appreciation as creative production where the [perceiver] actively reconstructs the aesthetic object.” [ibid, p. 54]. The creative act is an experience which connects designer and audience. This has profound implications for our understanding of design. If appropriation of a thing involves actively constructing the aesthetic object and the experience, then the line begins to blur between the dualistic roles of designer and user. We can see a much closer and interdependent relationship between the experiences of creating and appreciating an object, because the very act of appreciating is itself constructive. Many questions consequently emerge regarding how we can realise 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.

UNDERSTANDING BLIND EXPERIENCE: APPROPRIATING OBJECTS TO DEVELOP SENSIBILITY

Our design process begins with the ambiguity engendered in the endeavour of designing an object that we hope will be meaningful for others whose way of perceiving the world differs fundamentally from our own. Given the important role of the senses in shaping experience, our desire to better understand blind experience so that we might more empathically design for it, begins with a recognition of the diversity in ways of perceiving and making sense brought about by being with or without sight. In this sense, we see blind experience as equally meaningful, though qualitatively different from experience which incorporates visual perception. Primarily, this is because the quality or essence which gives an experience its emotional, intellectual and physical completeness, is, for the blind person, developed without actual visual phenomena. This is further to the emotional and intellectual uniqueness of every person’s experiences. Concepts like height, distance, lightness, or colour and visual things or events, such as sunsets, or road markings have particular meanings as a consequence of how we perceive and interact with them in experience. Descriptions by others in the form of propositional knowledge cannot communicate such primary experience of an event. A pragmatist way of seeing requires us to understand the experiences of the blind person in relation to ourselves and it is here that we identify empathy. In other words, we see how the designer’s expression of empathy in the object designed – the eloquent transformation of materials into a work of art – is connected to the experience of the user or perceiver. While the sense of the experience may begin with the user, it develops in direct relation to the history of the thing/event, its present and the possibilities of its future. The object then, to be aesthetic, must give the possibility for the perceiver to appropriate and make sense of it rather than only passively comprehend it or use it. And so the designer must develop a sensibility towards the situation through their understanding.

Understanding through autobiography reading

We have explored blind experience through readings of autobiographical narratives, as we discuss in detail elsewhere [9]. This has enabled us to develop understanding of blind experience and empathise with some of the emotional-volitional aspects of it, moving away from a conception of designer as detached observer, towards an emphasis on understanding another in relation to ourselves [13]. Our endeavours to understand something more about the experiences of autobiographical subjects, have opened up possibilities for reflection on the certainty which we, as designers, ascribe to new knowledge about others: We have engaged in a process of constructing a meaningful response to the texts, making sense of the work rather than describing any given or definitive meaning in it [21]. As the experiences expressed by the autobiography authors lead us to encounter problems in understanding another way of experiencing the world, we explore, confirm or alter the meaning we have created through active attempts to overcome doubt and incongruity in our understanding; interpreting as necessary so that we might make sense. Reading in this way thus mirrors any other aesthetic experience: We can have a sense of the experience and feel some understanding towards aspects of blind experience, but when we encounter something that we don’t understand, such as how it is to not perceive the sky above us, we are forced to consciously reflect on the experience and try to make sense of it. It is in this way, by attention to our own experience, that we move towards appropriating the object through the construction of a new object, by making sense. Thus we reach an understanding in approaching the reading of the texts: that beauty in such processes, lies not in the identification and objectification of novel truths, or the construction of imagined disembodied meanings, but in the enrichment of the design experience, where the activity is legitimised and made meaningful by the agency it brings to the designer to understand the text and make sense of it.

Transforming understanding through storytelling

As we appropriate the text, the interpretation we make and the knowledge we construct, render changes in it so that it is continuously becoming. The object becomes an organising focus for the production of discourse, rather than a static substantive entity (ibid). It was by reflection on the initial phase of reading towards understanding that we could begin to imagine objects and the possibilities that may emerge through their construction and the idea of an constructing interactive chair emerged. We imagined a chair with capabilities to sense and indicate, by vibrating, the presence of a person. This suggested infinite possibilities for meaning-making, from the instrumentality of showing a blind person where the chair is in a room and letting them feel (while seated) the approach of another, to deeper meanings emerging from the potential effects of such an object on perceptions of space and place. This idea was a result of a newfound empathy towards certain ambiguities and beauties in blind experience and the enchantment that we might come to understand more through the creation of such an object. The aesthetic experience of reaching a better, perspectival, understanding of blind experience has thus opened up new possibilities for our appropriation: expressing such understanding in the construction of a new artefact. This appropriation took place through storytelling and specifically the writing of a story about the imagined interactive chair [7] wherein fictional characters played out experiences with the object, embodying our ideas about the chair. Writing the story was an opportunity to be agent in imagining possibilities, the activity itself assisting in building a better understanding about the evolving subject. The focus was on exploring experiences and interactions, relationships and meanings, rather than on depicting tasks and actions. Within design practice scenarios, stories and personas have been adopted as means for designers to consider a range of users and situations, defining requirements and identifying intended users’ physical, cognitive and emotional needs [11]. However, by seeking a “a user’s-eye view” [6], stories used elsewhere in design differ fundamentally from our work. Our story was instead a way of exploring the designer’s understanding of blind experience: The story characters were not representative ‘users’ of the chair, but merely embodied our understanding of people whose appreciation of their own experiences of blindness had enabled them to find expression through the construction of autobiographical objects.

Intersubjectivity in design: a second appropriation

The creation of the story brought the first embodiment of the interactive chair and a new artefact to be appreciated in itself. Moving further on in the design involved handing over this story-artefact to a second person to appropriate and create another artefact from their understanding. This was realised through development of a storyboard by an artist, expressing his understanding of the chair story, drawing characters, situations and events as he interpreted them. When we create stories and see their interpretation by another person as a storyboard, we are presented with new opportunities to reflect and re-examine our own understanding of the subject-matter. Each appropriation is unique and an opportunity for reflection by both the designer and others involved in the process, to find new meanings and possibilities within the emerging objects. Because of this, we see our current research as exemplary of one way in which appropriation may form the basis for an approach to design that is essentially exploratory and empathic. And, as the project continues its gradual evolution towards the construction of the chair, we work to build upon our understanding of what this object may represent for both us and the blind people who will ultimately interact with it.

CONCLUSIONS

In our process, appropriation is central to a series of creative phases involving designers, artists and engineers. The collaborators appropriate consecutively the artefact with which they are presented. This has so far involved the creation of a narrative and storyboard, with stages of formal design, modelling and building to follow. Critically, subjective reading towards pragmatic understanding of autobiographical texts has enabled us to initiate an empathic process towards understanding blindness, leading through subsequent phases of appropriation and artefact construction. In this exploratory process, we do not primarily seek to create an object that a blind person can use, but rather to construct a better understanding of blindness, developing a more natural connection. We can never know if our understanding corresponds with others’, but by adopting appropriation as our foundation in design, we respect and connect with the things others have already constructed out of their experience. With our pragmatist stance, it has been possible to highlight issues of sense and meaning, regaining a reality wherein sighted and blind ‘worlds’ do not differ and where one way of being makes sense in light of the possibilities opened by another. A sense of otherness pervades the design process with interpenetrating meanings and dialogue. As a result, agency can be felt by a sighted person striving to understand what it means to be blind: An empathic stance for self-discovery and understanding of the human condition, dialogically. We have come to see the objects of our design as having the potential to suggest deeper meanings and enrich our experiences as designers. Most of all, the experiences of creating these objects help us develop a sensibility towards possible meanings that we might give them and which we imagine the people who will use and experience our interactive chair might construct. If, at such an incomplete stage in our design project, reflecting critically on our pragmatic approach can remind us of human qualities sometimes lost in the search for novel design approaches and, if the value of art is in the moment of liberation from the shell formed by the slackness of routine and from the endless absorption in the instrumental properties of the object, then the value of design is also in refreshing our sensibilities and helping us to learn new ways of thinking.


REFERENCES

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Published in:

Proceedings Critical Computing Conerence, Aarhus, 2005. Pp. 129-132