topical media & game development
A theoretical foundation for the aesthetics of interaction and awareness -- making sense of the senses
Anton Eliëns, Dhaval Vyas
resource(s)
abstract
To clarify the notion of aesthetics in the context of interactive
systems and to arrive at a foundation for interaction aesthetics,
we start by looking at the history of thought from a philosophical
stance.
We distinguish between two complementary aspects of aesthetics,
namely awareness and judgement.
We identify space, time and dynamics as the dimensions
constituting aesthetic awareness, and tentatively propose a model
based on
interactive game playing to clarify the meaning of interaction.
From semiotic theory we derive a grammar of visual design
that may aid our understanding of how interactive systems
are perceived and what affordance they offer.
Combined, these perspectives clarify the dynamics
of the aesthetic experience of interactive systems,
as an interplay between awareness and judgement,
informed by art, architecture and gaming.
Here we provide an outline of the dialectics
of aesthetic awareness, that aids our understanding
of the adoption and use of the new category of
fun or awareness-oriented interactive systems,
which we will illustrate by discussing our own work,
in particular PANORAMA,
a system supporting social awareness.
keywords:
aesthetics, interaction, semiotics, affordance, emotive dialogs, augmented reality, digital dossier, social awareness
Introducion
When we think of
media as an extension of our senses, [Zielinski (2006)], we may
reformulate the question of interaction aesthetics as the
problem of clarifying the aesthetics of media rich interactive applications.
However, what do we mean exactly by the phrase aesthetics.
The Internet Enceclopedia of Philosophy
discusses under the heading of aesthetics topics such as
Aesthetics
- intentions -- motives of the artist
- expression -- where form takes over
- representation -- the relation of art to reality

These topics obviously does not cover what we want,
so we took the call for contributions to the
aesthetics of interaction as a good chance
to dust of our old books, and rekindle our interest
in this long forgotten branch of philosophy, aesthetics.
It may come as a shock to realize how many perspectives
apply to the notion of aesthetics, as listed below:
perspectives
- analytical
- transcendental
- speculative
- phenomenological
- psychological
- psychoanalytical
- pragmatical
- hermeneutical
- semiotics
- artistic/design

In an analytical sense, our paper may
be regarded as giving a clarification of some of the
terminology used, and in a synthetic sense it may be regarded
as another contribution to the rethorics of interaction aesthetics.
However, our intention is to arrive at a deeper understanding of the notion of
aesthetics that allows us to formulate a model that provides us with the concepts
that we need not only to make sense of what we experience using interactive applications, but
also make sense when we approach the problem of designing such systems.
Afterall, what is the real question?
Ultimately to design implements or artefacts that embody the
computing technology of the future.
An analytical approach
Taking a philosophical stance, a mere analytical approach
shows rightout confusion and a blurred understanding of
notions central to any theory of aesthetics.
For example, we encountered the definition of form
as the way in which material build things.
Let us be clear, although we definitely do cherish the insights
expressed in the sentences below, we refuse to accept
the terminology used without ado.
usage of aesthetics (1)
- design aesthetics is what relates to notions of form and expression in design practice. (3)
- design practice where aesthetic qualities are emphasied. (4)
- the aesthetics of an interactive artefact evolves in the relationship with the user.
- experimental design aesthetics differ very little from art.
- when pro-active technology goes home, pragmatic aesthetics is needed. (5)
- there is a need for a specific basic interaction design course and
knowledge about the aesthetics of interactions (7)
- recent trends call for a stronger focus on the aesthetics of
user experiences (6)
- this intention is aesthetics, and aesthetics for its own sake,
and even goes beyond an interest of meaning.
- to use software is to perceive, to grasp and to apply. We are
right in the middle of aesthetics! (9)
- by turning to aesthetics the critical approach to
computing thus includes an emancipatory aspect.
- very few of these actually hold any artistic or aesthetic quality,
which is not surprising at all with such a new media. (10)
- aesthetics have their root in philosophy, which defines
aesthetics as the (perceived) sense of beauty. (11)

There is a bewildering variety of ways in which the term aesthetics is used.
usage of aesthetics (2)
- aesthetic qualities of objects
- aesthetics of design process
- aesthetics of user experiences
- aesthetics as critical judgemente
- aesthetics as sense of beauty

Still, there is confusion, for example is sense
in sense of beauty meant as appearance
or as faculty of perception or both?
usage of aesthetics (3)
- aesthetics of experience
- aesthetics of appearance
- aesthetics of use

The notion of aesthetics in the history of thought
Some seem to easily do away with philosophical abstractions
and apparently tedious theory, even though these same
philosophical abstractions may provide better understanding
of the forces that are at work.
perspectives
perspectives
- analytical -- context of usage
- transcendental -- abstract form of experience
- speculative -- criteria for beauty
- phenomenological -- self-conscious subjectivity
- psychological -- perception of form
- psychoanalytical -- sub-conscious meaning
- pragmatical -- experience of meaning
- hermeneutical -- understanding of the senses
- semiotics -- social construction of meaning
- artistic/design -- production of meaning through form

Dimensions of aesthetic awareness
perspective(s)
- transcendental -- a priori sensibility
- empirical -- a posteriori judgement
- phenomenological -- speculative (inter) subjectivity

aesthetic awareness
- spatial -- topological relations, layout of image
- temporal -- order, rhythm, structure
- dynamic -- interaction, reflection, involvement

A model of interaction
interaction constitutes the object
game theory perspectives
- system -- (formal) set of rules
- relation -- between player and game (affectionate)
- context -- negotiable relation with 'real world'
dictionary

classic game model
- rules: formal system
- outcome: variable and quantifiable
- value: different valorisation assignments
- effort: in order to influence the outcome
- attachment: emotionally attached to outcome (hooked)
- consequences: optional and negotiable (profit?)

rules vs fiction
Game fiction is ambiguous, optional and imagined by
the player in uncontrollable and unpredictable ways, but the emphasis
on fictional worlds may be the strongest innovation of the video game.

degrees of interaction
degree(s) of interaction
- direct interaction -- first person shooter
- indirect interaction -- contributing to a plot

playful -- learnability -- visualization -- mapping -- affordance
veracity markers -- interaction markers
Experience as meaning
framework set up by Dhaval Vyas [Vyas and van der Veer (2006)].
experience as meaning
user's experience = meaning s/he construct

framework
- experience occurs during the interaction between the user(s) and the
interactive system(s) in the lived environment
- designers convey meaning (consciously or unconsciously)
through the appearance, interaction and function of the system
- user(s) construct a coherent whole that is a combination of
sensual, cognitive, emotional and practical forms of experience

In other words, an interactive system is determined by
function, interaction and appearance.
the dialectics of awareness
dialectics of awareness
- ...-1985: self-improvement -- self for self
- 1985-2006: continuously partially aware -- others for others
- 2006-...: creative contributions -- self for others

The meaning of composition
narrative implications
- objects -- the items in the image
- vectors -- (imaginary) lines suggesting interaction
- gaze -- inward (offer) / outward (demand)

transactional or non-transactional
composition
Composition, then, relates the representational
and interactive meanings of the picture to eachother,
through three interrelated systems.

representations
- information value -- left/right, top/bottom, centre/margin
- salience -- foreground/background, relative size, contrast
- framing -- connecting or dissolving lines

information value
- left/right -- given versus new
- top/bottom -- ideal versus real
- centre/margin -- important versus marginal

frames of reference
frames of reference
It is one of the most important formal qualities of film
that every object that is reproduced appears simultaneously in two
entirely different frames of reference, namely the two-dimensional
and the three-dimensional, and that as one identical object it fulfills
two different functions in the two contexts.

realism versus naturalism
realism
A realism is produced by a particular group as an effect
of the complex of practices which define and constitute that group.

naturalism
Each realism has its naturalism, that is a realism that is
a definition of what counts as real, a set of criteria for the real,
and it will find its expression in the right, the best,
the most natural form of representing that kind of reality,
be it a photograph or a diagram.

dominant paradigm
The dominant standard by which we judge
visual realism (and hence visual modality) remains for the moment,
naturalism as conventionally understood, photorealism.

[Kress and van Leeuwen (1996)]: realism is a social construct
the aesthetics of shock or surprise
ecstatic transport
Using contemporary image techniques, immersive art very often
visualizes elements that can best be described as Dionysian:
ecstatic transport and exhilaration.

collective memory
It is an apparent feature of the concept of immersion that it engages
with the spatial and pictorial concentration of the awareness of one's own people,
the formation of collective identity through powerful images that occupy
the function of memory.

aesthetics of shock
It is within the realm of probability that the shock,
which Walter Benjamin diagnosed as being film's aesthetic innovation,
will undergo renewal and intensification with far more sophisticated means.

principles of montage
- cutting -- unit length, whole scenes, cuts within scenes
- time relations -- synchronized, before/after, neutral
- space relations -- same place (different time), different place
- subject matter -- similarity and/or contrast

film technique
- camera -- position, focus, movement
- transitions -- fading in/out, dissolving, stills
- arrangement -- light/shade, color, sound

Applications to design
The notion of perspective is an interesting notion itself, since it describes both
- the organisation of the image, as well as
- the (optimal) point of view of the viewer.
This intricate relation between viewer and image, dependent on perspective, implies that when looked at from the 'wrong point of view', there will be a distortion of the image. The 'normal' perspective, as we know it, is the 'central' perspective. However, there are variants of perspective that force the viewer into an abnormal point of view, as for example with anamorphismes. In a multi-dimesnional space often a change of perspective, that is a
change of
point of view, suffices for the correction of a reducing or distorting
projection.
Just image how a plane is projected as a line on an orthogonal surface,
and a line as a point.
application(s)
- digital dossiers -- immersive concept spaces
- PANORAMA -- a system to promote social awareness
- ViP -- augmented reality presentation technology

art versus architecture
art versus architecture
- art -- delimited in space and time, focussed attention, reflective distance
- architecture -- everywhere and always, sub-consious sensibility, ambient immersion

Conclusions
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(C) Æliens
23/08/2009
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