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Touching Our Breathing through Shape-Change: Monster, Organic Other, or Twisted Mirror
KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.ORCID iD: 0000-0003-0874-3338
ITI Larsys, Lisbon, Portugal.;Umeå Univ, Dept Informat, S-90187 Umeå, Sweden..
KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.
KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.ORCID iD: 0000-0001-5755-7721
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2022 (English)In: ACM Transactions on Computer-Human Interaction, ISSN 1073-0516, E-ISSN 1557-7325, Vol. 29, no 3, article id 22Article in journal (Refereed) Published
Abstract [en]

We report on a soma design process, where we designed a novel shape-changing garment-the Soma Corset. The corset integrates sensing and actuation around the torso in tight interaction loops. The design process revealed how boundaries between the garment and the wearer can become blurred, leading to three flavours of cyborg relations. First, through the lens of the monster, we articulate how the wearer can adopt or reject the garment, resulting in either harmonious or disconcerting experiences of touch. Second, it can be experienced as an organic "other"-with its own agency-resulting in uncanny experiences of touch. Through mirroring the wearer's breathing, the garment can also be experienced as a twisted version of one's own body. We suggest that a gradual sensitisation of designers-through soma design and reflection on the emerging human-technology relations-may serve as a pathway for uncovering and articulating novel, machine-like, digital touch experiences.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM) , 2022. Vol. 29, no 3, article id 22
Keywords [en]
Digital touch, breathing patterns, uncanny experiences, soma design
National Category
Human Computer Interaction Design Other Engineering and Technologies
Identifiers
URN: urn:nbn:se:kth:diva-309792DOI: 10.1145/3490498ISI: 000753749600005Scopus ID: 2-s2.0-85124806498OAI: oai:DiVA.org:kth-309792DiVA, id: diva2:1644469
Note

QC 20220314

Available from: 2022-03-14 Created: 2022-03-14 Last updated: 2025-02-24Bibliographically approved
In thesis
1. Designing Monstrous Experiences Through Soma Design
Open this publication in new window or tab >>Designing Monstrous Experiences Through Soma Design
2023 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

There is currently a wave of research and development of novel on-body technologies and materials, including shape-changing technologies to be worn on or used close to the body. Traditional interaction design methods and interface models are not always a good fit for designing meaningful interactions with these technologies as they primarily interact with our somatic selves—not our language-oriented, symbol-processing ways of being in the world. Design researchers are therefore borrowing ideas and methods from the arts and humanities to design with and help to ”humanize” these technologies. One such approach, originating in pragmatist philosophy, is a design program named soma design. Soma design grounds design processes in our first-person sensuous, subjective experience of the world, aiming to deepen our aesthetic appreciation of ourselves and the world that surrounds us. Soma design has previously mostly addressed gentle, soft experiences. The work,I came to engage in, shifted away from the solely soft and comfortable, and instead addressed borderline uncomfortable, at times uncanny, yet evocative experiences. To shed light on and better articulate those experiences, I turned to monster theories, in particular, using the lens of the monster from the humanities, alongside the impurity concept from social anthropology.

In my work, I define these monstrous experiences as ambiguous experiences, which transgress the seemingly opposing experiential categories of comfort versus discomfort. I did so through designing with technologies that apply restriction, pressure, shape-changing, weight-shifting onto our bodies that introduced ways of alienating us from our own bodily rhythms such as our breathing rhythm. As I argue, monstrous experiences constitute one way of addressing some of the dividing dualistic rifts in interaction design. Through the analysis of my design studies, I show how monstrous experiences help to dissolve the distinction between the inside and the outside of the human body—especially when they come into contact with each other through wearable technology, questioning and bridging the boundaries of where one ends and the other begins. In my design experiments, monster experiences are bordering between the human-like and organic versus the alien and unnatural. Monstrous experiences thus expand the repertoire of soma design, adding more ”radical” design exemplars. They help with ”humanizing” the domain of uncomfortable experiences through providing a different articulation, rooted in literature and art.

My work on monstrous experiences makes two main contributions to design for somatic experiences. First, the monster can serve as an analytical lens that bridges dichotomies such as comfort/discomfort, inside/outside, or leader/follower. It provides another perspective from which such opposing categories, despite their seemingly built-in contradictions, can be united into a coherent whole. Second, monstrous experiences can serve as an estrangement method, a design tool for discovering new ways of connecting with our somatic selves, the world that surrounds us or other people, as well as new ways of using sensors and actuators to address, change, affect or alienate bodily processes. Monstrous experiences can help to explore the space between soft/hard and pleasant/uncomfortable experiences, thus, offering an alternative perspective on ”naturalness” in interaction design.

Abstract [sv]

Vi är mitt i en våg av forskning och utveckling av nya kroppsnära bärbara teknologier och material, inklusive formförändrande teknologier som appliceras på eller nära kroppen. Traditionella metoder för interaktionsdesign och gränssnittsmodeller är inte alltid lämpliga för att utforma meningsfulla interaktioner med dessa teknologier eftersom de primärt interagerar med vårt somatiska jag---inte våra språkorienterade, symbolbearbetande sätt att vara i världen. Designforskare lånar därför idéer och metoder från konst och humaniora för att designa och hjälpa till att ”humanisera” dessa teknologier. Ett sådant tillvägagångssätt, med grund i pragmatistisk filosofi, är ett designprogram som heter soma design. Soma design utgår från designprocesser grundade i individens personliga,  sensuella, subjektiva upplevelser av världen, med syfte att fördjupa vår estetiska uppskattning av oss själva och världen som omger oss. Soma design har tidigare mestadels fokuserat på lugna, stillsamma upplevelser. I mitt arbete valde jag att inte arbeta med mjuka och bekväma upplevelser utan fokuserade istället på upplevelser som gränsar till det obehagliga, ibland märkliga, men samtidigt suggestiva upplevelser. För att förstå och bättre artikulera dessa upplevelser valde jag att använda monster teorier, mer specifikt monster teorier från humaniora, samt det som kallats orena eller förorenade upplevelse i social-antropologin.

I mitt arbete har jag kommit att definiera monstruösa upplevelser som ambiguösa upplevelser som överskrider eller upplöser synbart motsatta kategorier såsom behagliga versus obehagliga upplevelser. Det gör jag genom att designa med teknik på kroppen som begränsar, trycker, ändrar sin form, skapar viktförändringar, eller alienerar oss från våra egna kroppsliga rytmer, såsom vår andningsrytm. Dessa monstruösa erfarenheter utgör ett sätt att hantera några av de problem som uppstår när vi gör alltför skarpa dualistiska åtskillnader i interaktionsdesign. Genom analysen av mina designstudier visar jag hur monstruösa upplevelser hjälper till att upplösa idéer om skillnaden mellan insidan och utsidan av människokroppen -- speciellt när insidan och utsidan kommer i kontakt med varandra genom bärbar teknologi där de i någon mening ifrågasätter och överbryggar gränserna för var insidan slutar och utsidan börjar. I mina designexperiment upplöser monsterupplevelserna  gränserna mellan det mänskliga och organiska versus det främmande och onaturliga. Monstruösa erfarenheter utökar därmed soma design-repertoaren genom att addera fler, mer "radikala", design exempel. De hjälper till att "humanisera" de obekväma upplevelserna genom att tillhandahålla en annan artikulation, rotad i litteratur och konst.

Mitt arbete med monstruösa upplevelser ger två huvudsakliga bidrag till design för somatiska upplevelser. För det första kan monstret fungera som en analytisk lins som överbryggar dikotomier såsom komfort/obehag, insida/utsida, eller ledare/följare. Det ger ett annat perspektiv från vilken sådana motsatta kategorier, trots deras till synes inbyggda motsägelser, kan förenas till en sammanhängande helhet. För det andra kan monstruösa upplevelser fungera som en förfrämlingsmetod, ett designverktyg för att upptäcka nya sätt att få kontakt med  våra somatiska jag, den värld som omger oss eller andra människor, såväl som  nya sätt att använda sensorer och aktuatorer för att adressera, förändra, påverka eller främmandegöra kroppsliga processer. Monstruösa upplevelser kan därmed hjälpa till att utforska utrymmet mellan mjuka/hårda och trevliga/obekväma upplevelser, och därmed erbjuda ett alternativt perspektiv på ”naturlighet" i interaktionsdesign.

Place, publisher, year, edition, pages
Stockholm: KTH Royal Institute of Technology, 2023. p. vi, 113
Series
TRITA-EECS-AVL ; 2023:38
Keywords
soma design, first-person perspective, monster, monstrous experiences, shape-changing, restrictions, uncomfortable experiences, wearable technologies, soma design, förstapersonsperspektiv, monster, monstruösa upplevelser, formförändrande, begränsningar, obekväma upplevelser, kroppsnära teknik
National Category
Human Computer Interaction
Research subject
Human-computer Interaction
Identifiers
urn:nbn:se:kth:diva-326940 (URN)978-91-8040-573-7 (ISBN)
Public defence
2023-06-15, https://kth-se.zoom.us/j/64324539119, Room D2, Lindstedtsvägen 9, Stockholm, 14:00 (English)
Opponent
Supervisors
Funder
EU, Horizon 2020, 722022Swedish Foundation for Strategic Research, RIT15-0046
Note

The room for the public defence have been altered, from room D3 to D2.

QC 20230516

Available from: 2023-05-16 Created: 2023-05-15 Last updated: 2023-06-12Bibliographically approved

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Karpashevich, PavelGarrett, RachaelLuft, YoavCotton, KelseyHöök, Kristina

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