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Sissy - Elise van den Hoven

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Shaping and Understanding Audience Bodily Experience<br />

ABSTRACT<br />

Lian Loke<br />

Faculty of Engineering and Information Technology<br />

University of Technology, Sydney<br />

PO Box 123, Broadway, NSW AUSTRALIA<br />

Lian.Loke@uts.edu.au<br />

We are exploring new possibilities for bodily-based<br />

aesthetic experiences, by bringing together participatory<br />

art practices, human-computer interaction, new media and<br />

the Bodyweather performance methodology. In the<br />

development of a prototype participatory live art<br />

installation, Speechless, we placed audience bodily<br />

experience as the subject of the artwork. Internal<br />

physiological processes of breathing and heartbeat were<br />

made audible through breath- and pulse-sensing digital<br />

soundscapes. We were particularly interested in the role<br />

of the embodied imagination and its transformative<br />

capacity on the felt experience of the body. The recounts<br />

of audience testing provide preliminary insights into how<br />

people experienced their bodies in new ways through<br />

participation in the artwork.<br />

Author Keywords<br />

Audience, body, felt experience, imagination, interactive<br />

art, sensors, sound<br />

ACM Classification Keywords<br />

H5.m. Information interfaces and presentation (e.g.,<br />

HCI): Miscellaneous.<br />

INTRODUCTION<br />

We are exploring new possibilities for bodily-based<br />

aesthetic experiences, by bringing together participatory<br />

art practices, human-computer interaction (HCI), new<br />

media and the Bodyweather performance methodology.<br />

In the kinds of artistic contexts we are envisaging,<br />

audience participation is crucial and audience experience<br />

of their own bodies becomes a central component of the<br />

work. The application of digital technologies can<br />

externalize and amplify qualities of bodily experience in<br />

ways not possible before, such as internal physiological<br />

processes of breathing and heartbeat (e.g., Schiphorst and<br />

Andersen, 2004; Khut, 2006).<br />

Many contemporary artists are currently working with<br />

audience experience and participation as important<br />

elements of their practice, particularly in the realm of<br />

interactive art. Participatory art practices share with<br />

interactive art the premise that the artwork is brought into<br />

being – or completed – only with the interaction or<br />

participation of people (Winkler, 2000; Bishop, 2006;<br />

O’Reilly, 2009). There is growing interest in applying<br />

OZCHI 2011, Nov 28 – Dec 2, 2011, Canberra, Australia.<br />

Copyright the author(s)<br />

Available online at<br />

http://research.it.uts.edu.au/idhup/workshops/workshop-the-body-indesign/<br />

OZCHI 2011 Workshop Proceedings The Body In Design<br />

ISBN: 978-0-9757948-5-2<br />

26<br />

established methods from HCI to these novel artistic<br />

contexts in order to understand the audience experience<br />

of the interactive artwork (e.g., Höök et al., 2003; Khut &<br />

Muller, 2005; Bilda et al., 2006; Khut, 2006; Muller et<br />

al., 2006)<br />

Methods for accessing and evaluating user experience<br />

such as think-aloud protocols, co-discovery, recounts,<br />

video-cued recall, interviews and questionnaires can<br />

provide artists and researchers with valuable insights into<br />

the audience experience. These methods can be applied in<br />

an iterative process of making and evaluating, so that<br />

understandings of audience experience are folded back<br />

into the developing work. A tension exists for artists as<br />

authors of a work and the audience interpretation of the<br />

work. How the evaluation data is used to influence the<br />

final work may be approached differently by artists and<br />

by interaction designers, depending on what values are<br />

driving the development. Höök et al. (2003) raise<br />

concerns about directly applying traditional HCI<br />

evaluation methodologies to artworks; what is considered<br />

good research practice in a field that traditionally values<br />

objectivity may not fit well with the more subjective<br />

stance of the world of art. They describe how they<br />

adapted existing HCI evaluation techniques to suit artists’<br />

concerns, with a particular focus on fine-tuning and<br />

improving the interaction design aspects of the interactive<br />

artwork. In our project, we were interested to find out<br />

how audience responded to the work and if it generated<br />

responses of a poetic and somatic nature.<br />

Bilda et al. (2006) developed a coding scheme to analyse<br />

audience experience of interactive artworks, containing<br />

the seven categories of physical, purpose, state, object,<br />

perceptual, conceptual and recall. The categories of state<br />

and perceptual are the most rele<strong>van</strong>t to our interests. State<br />

covers the person’s felt, emotional state, the use of their<br />

physical senses, as well as the activities that they are<br />

engrossed in during the interaction. Perceptual deals with<br />

the perception of sound, image and the relations between<br />

them. However, it does not acknowledge how the<br />

perception of external events impacts on the perception of<br />

self and the experience of the feeling state of one’s body.<br />

We conducted research into understanding and designing<br />

for body-focused interactions in an artistic context,<br />

extending the research conducted in the Thinking<br />

Through The Body project (Loke et al., 2011). We were<br />

interested in how people could experience their bodies<br />

and sense of self in new ways, by drawing their attention<br />

to internal processes and sensations, amplified and<br />

externalized through the use of digital technologies. We<br />

were also interested in how we could potentially shape<br />

this bodily focus through the use of the embodied<br />

imagination. We turned to the Bodyweather performance

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