‘Squeaky/Pain’: Cultivating Disturbing Experiences and Perspective Transition for Somaesthetic Interactions
Main Article Content
Abstract
Through an exemplary design case study, we look at how mediating bodily disturbances and cultivating perspective transition from first-to second-person perspective amplifies somaesthetic awareness. The paper focuses on the less explored aspect of soma design, which is the mediation of disturbing experiences that disrupt the everyday flow i.e., pain. The design process illustrated a transition between first- and second-person perspectives to cultivate and externalize the experience with pain as a wearable bodily interaction. The externalized pain experience was translated into an interactive wearable, ‘Squeaky/Pain’, that augments the wearer’s somaesthetic awareness via sound, tactile, and kinesthetic sensations. This paper makes two main contributions to soma design: introducing the implications of disturbing experiences for augmenting somaesthetic awareness and exemplifying how inner bodily disturbances can be materialized through the cultivation of first-and second-person perspectives.
Downloads
Article Details
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International license.
COPYRIGHT NOTICE
All contents of this electronic edition are distributed under the Creative Commons license of "Attribution-ShareAlike 4.0 Internacional" (CC-BY-SA). Any total or partial reproduction of the material must mention its origin.
The rights of the published images belong to their authors, who grant to Diseña the license for its use. The management of the permits and the authorization of the publication of the images (or of any material) that contains copyright and its consequent rights of reproduction in this publication is the sole responsibility of the authors of the articles.
References
Aslan, I., Burkhardt, H., Kraus, J., & André, E. (2016). Hold my Heart and Breathe with Me: Tangible Somaesthetic Designs. Proceedings of the 9th Nordic Conference on Human-Computer Interaction, Article 92. https://doi.org/10.1145/2971485.2996727
Aslan, I., Seiderer, A., Dang, C. T., Rädler, S., & André, E. (2020). PiHearts: Resonating Experiences of Self and Others Enabled by a Tangible Somaesthetic Design. Proceedings of the 2020 International Conference on Multimodal Interaction, 433–441. https://doi.org/10.1145/3382507.3418848
Benford, S., Greenhalgh, C., Giannachi, G., Walker, B., Marshall, J., & Rodden, T. (2012). Uncomfortable Interactions. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2005–2014. https://doi.org/10.1145/2207676.2208347
Desjardins, A., & Ball, A. (2018). Revealing Tensions in Autobiographical Design in HCI. Proceedings of the 2018 Designing Interactive Systems Conference, 753–764. https://doi.org/10.1145/3196709.3196781
Devendorf, L., Andersen, K., & Kelliher, A. (2020). Making Design Memoirs: Understanding and Honoring Difficult Experiences. Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, 1–12. https://doi.org/10.1145/3313831.3376345
Ehn, P. (2008). Participation in Design Things. Proceedings of the Tenth Conference on Participatory Design. https://doi.org/10.1145/1795234.1795248
Gastaldo, D., Rivas-Quarneti, N., & Magalhaes, L. (2018). Body-map Storytelling as a Health Research Methodology: Blurred Lines Creating Clear Pictures. Forum Qualitative Sozialforschung / Forum: Qualitative Social Research, 19(2), Article 2. https://doi.org/10.17169/fqs-19.2.2858
Given, L. M. (Ed.). (2008). The SAGE Encyclopedia of Qualitative Research Methods. SAGE.
Haines, S. (2015). Pain is Really Strange. Singing Dragon.
Hendriks, S., Mare, S., Gamboa, M., & Baytaþ, M. A. (2021). Azalea: Co-experience in Remote Dialog through Diminished Reality and Somaesthetic Interaction Design. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, Article 261. https://doi.org/10.1145/3411764.3445052
Höök, K. (2018). Designing with the Body: Somaesthetic Interaction Design. MIT Press.
Höök, K., Caramiaux, B., Erkut, C., Forlizzi, J., Hajinejad, N., Haller, M., Hummels, C. C. M., Isbister, K., Jonsson, M., Khut, G., Loke, L., Lottridge, D., Marti, P., Melcer, E., Müller, F. F., Graves Petersen, M., Schiphorst, T., Segura, E. M., Ståhl, A., … Tobiasson, H. (2018). Embracing First-Person Perspectives in Soma-Based Design. Informatics, 5(1). https://doi.org/10.3390/informatics5010008
Höök, K., Ståhl, A., Jonsson, M., Mercurio, J., Karlsson, A., & Johnson, E.-C. B. (2015). Somaesthetic Design. Interactions, 22(4), 26–33. https://doi.org/10.1145/2770888
Loke, L., & Robertson, T. (2013). Moving and Making Strange: An Embodied Approach to Movement-Based Interaction Design. ACM Transactions on Computer-Human Interaction, 20(1), Article 7. https://doi.org/10.1145/2442106.2442113
Maranan, D. S., Grant, J., Matthias, J., Phillips, M., & Denham, S. L. (2020). Haplós: Vibrotactile Somaesthetic Technology for Body Awareness. Proceedings of the Fourteenth International Conference on Tangible, Embedded, and Embodied Interaction, 539–543. https://doi.org/10.1145/3374920.3374984
Massumi, B. (2002). Parables for the Virtual: Movement, Affect, Sensation. Duke University Press.
McCracken, L. M., Sato, A., & Taylor, G. J. (2013). A Trial of a Brief Group-Based Form of Acceptance and Commitment Therapy (ACT) for Chronic Pain in General Practice: Pilot Outcome and Process Results. The Journal of Pain, 14(11), 1398–1406. https://doi.org/10.1016/j.jpain.2013.06.011
Merleau-Ponty, M. (1962). Phenomenology of Perception (C. Smith, Trans.). Routledge.
Neustaedter, C., & Sengers, P. (2012). Autobiographical Design in HCI Research: Designing and Learning through Use-it-yourself. Proceedings of the Designing Interactive Systems Conference, 514–523. https://doi.org/10.1145/2317956.2318034
Newton, K. M. (1997). Victor Shklovsky: ‘Art as Technique.’ In K. M. Newton (Ed.), Twentieth-Century Literary Theory: A Reader (pp. 3–5). Macmillan. https://doi.org/10.1007/978-1-349-25934-2_1
Núñez-Pacheco, C., & Loke, L. (2020). Getting into Someone Else’s Soul: Communicating Embodied Experience. Digital Creativity, 31(4), 245–258. https://doi.org/10.1080/14626268.2020.1835987
Savic, S., & Huang, J. (2014). Research Through Design: What Does it Mean for a Design Artifact to be Developed in the Scientific Context? 5th STS Italia Conference: A Matter of Design. Making Society through Science and Technology. https://doi.org/10.13140/RG.2.1.4306.6729
Schiphorst, T. (2009). Soft(n): Toward a Somaesthetics of Touch. CHI ’09 Extended Abstracts on Human Factors in Computing Systems, 2427–2438. https://doi.org/10.1145/1520340.1520345
Schiphorst, T., & Seo, J. (2010). Tendrils: Exploring the Poetics of Collective Touch in Wearable Art. Proceedings of the Fifth International Conference on Tangible, Embedded, and Embodied Interaction, 397–398. https://doi.org/10.1145/1935701.1935798
Schön, D. A. (1995). Knowing-in-action: The New Scholarship Requires a New Epistemology. Change, 27(6), 26–34.
Sheets-Johnstone, M. (2010). Kinesthetic Experience: Understanding Movement Inside and Out. Body, Movement and Dance in Psychotherapy, 5(2), 111–127. https://doi.org/10.1080/17432979.2010.496221
Shusterman, R. (2006). Thinking through the Body, Educating for the Humanities: A Plea for Somaesthetics. Journal of Aesthetic Education, 40(1), 1–21.
Shusterman, R. (2019). Pleasure, Pain, and the Somaesthetics of Illness: A Question for Everyday Aesthetics. In O. Kuisma, S. Lehtinen, & H. Mäcklin (Eds.), Paths from the Philosophy of Art to Everyday Aesthetics (pp. 201–214). Finnish Society for Aesthetics.
Smeenk, W., Tomico, O., & van Turnhout, K. (2016). A Systematic Analysis of Mixed Perspectives in Empathic Design: Not One Perspective Encompasses All. International Journal of Design, 10(2), 31–48.
Svanæs, D. (2013). Interaction Design For and With the Lived Body: Some Implications of Merleau-Ponty’s Phenomenology. ACM Transactions on Computer-Human Interaction, 20(1), Article 8. https://doi.org/10.1145/2442106.2442114
Swann, C. (2002). Action Research and the Practice of Design. Design Issues, 18(1), 49–61. https://doi.org/10.1162/07479360252756287
Tennent, P., Marshall, J., Tsaknaki, V., Windlin, C., Höök, K., & Alfaras, M. (2020). Soma Design and Sensory Misalignment. Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, 1–12. https://doi.org/10.1145/3313831.3376812
Trompetter, H. R., Bohlmeijer, E. T., Fox, J.-P., & Schreurs, K. M. G. (2015). Psychological Flexibility and Catastrophizing as Associated Change Mechanisms During Online Acceptance & Commitment Therapy for Chronic Pain. Behaviour Research and Therapy, 74, 50–59. https://doi.org/10.1016/j.brat.2015.09.001
Tsaknaki, V. (2021). The Breathing Wings: An Autobiographical Soma Design Exploration of Touch Qualities through Shape-change Materials. Designing Interactive Systems Conference 2021, 1266–1279. https://doi.org/10.1145/3461778.3462054
Tsaknaki, V., Cotton, K., Karpashevich, P., & Sanches, P. (2021). “Feeling the Sensor Feeling You”: A Soma Design Exploration on Sensing Non-habitual Breathing. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, Article 266. https://doi.org/10.1145/3411764.3445628
Wilde, D., Schiphorst, T., & Klooster, S. (2011). Move to Design/Design to Move: A Conversation about Designing for the Body. Interactions, 18(4), 22–27. https://doi.org/10.1145/1978822.1978828
Wilde, D., Vallgårda, A., & Tomico, O. (2017). Embodied Design Ideation Methods: Analysing the Power of Estrangement. Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 5158–5170. https://doi.org/10.1145/3025453.3025873
Zhang, X., & Wakkary, R. (2014). Understanding the Role of Designers’ Personal Experiences in Interaction Design Practice. Proceedings of the 2014 Conference on Designing Interactive Systems, 895–904. https://doi.org/10.1145/2598510.2598556
Zimmerman, J., Forlizzi, J., & Evenson, S. (2007). Research Through Design as a Method for Interaction Design Research in HCI. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 493–502. https://doi.org/10.1145/1240624.1240704