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WORKING PAPERS
University of Art and Design Helsinki
26




        Discovering New Media



                  Andrea Botero & Heli Rantavuo
                                          (eds.)


                                 Jazmín Aviléz Collao
                                Lily Díaz-Kommonen
                                        Mauri Kaipainen
                                          Wille Mäkelä
                                          Janne Pietarila
                                        Mariana Saldago
                                            Heidi Tikka
1




DISCOVERING NEW MEDIA

WORKING PAPERS

PU B L I C A T I O N SE RI ES, F 26
University of A rt and design helsinki
Helsinki 2003

T OIMITUSNEUVOSTO
Y rjänä Levanto (editor-in-chief), Pia Sivenius, Susann V ihma

GRAPH IC DESIGN
Jarkko H yppönen

LAY -OUT
Pia Sivenius

FURT H ER IN FO RM ATION
University of A rt and Design Helsinki
Hämeentie135 C
00560 Helsinki
Tel.+358-9-75631, fax +358-9-756 30433
Publications/ A nnu A honen, tel. +358-09-756 30213, e-mail: annu.ahonen@uiah.fi
Research Institute/ Pia Sivenius, tel. +358-09-756 30528, e-mail: pia.sivenius@uiah.fi

ISBN 951-558-145-1                           Painettu julkaisu: ISBN 951-558-098-6
ISSN 1455-8955
3




Contents

A NDREA   BOTERO AND HELI RANTAVUO : DISCOVERING ( OR            C ONSTRUCTING ) N EW M EDIA                         ............... ..3

H EIDI T IKKA : C ONFIGURING   THE   A FFECTIVE U SER ?       ................ ................ ................ ............... ....... 4

L ILY D ÍAZ -K OMMONEN AND M ARIANA S ALDAGO :
I NTERFACE DESIGN AND U SABILITY IN THE D IGITAL F ACSIMILE              OF   M AP    OF   M EXICO 1550.......................16

J AZMÍN A VILÉS C OLLAO , L ILY D ÍAZ -K OMMONEN , M AURI K AIPAINEN AND J ANNE P IETARILA :
S OFT O NTOLOGIES AND S IMILARITY C LUSTER TOOLS TO F ACILITATE
E XPLORATION AND D ISCOVERY OF C ULTURAL H ERITAGE R ESOURCES ....................................................22

L ILY D ÍAZ -K OMMONEN : L OHIKÄÄRMEISTÄ        JA LUOKITTELUISTA ............................................................27


W ILLE M ÄKELÄ : O NKO    ILMAAN PIIRTÄMINEN TÄHDELLISTÄ .................................................................38
3

Andrea Botero
Heli Rantavuo




Discovering (or Constructing?) New Media

This working papers edition is dedicated to
research carried out in the Media Lab UIAH                   We hope that the projects and concepts
(http://mlab.uiah.fi), now ten years old. As we            presented in this issue will illustrate to our readers
work in a young, multidisciplinary field, our              some of the variety of approaches and concerns of
area of inquiry is extense and the boundaries              new media; and how in addition to technical
are not well defined, we are constructing our              experimentations, design issues, and artistic
field at the same time that we discover it.                concerns, our work at the Media Lab also
However and as stated in our mision, “the aim              concerns social and cultural practices related to
of the Media Lab UIAH is to explore, and                   the use of and representations in new media
comprehend the new digital technology and its
impact in society; to find and exploit the
possibilities it opens to communication,
interaction and expression and to evaluate,
understand and deal with the challenges it
poses to design and creative production”.
With this issue we wish to introduce to our
readers what this means in practice by
presenting ongoing research at the Media Lab.

  In this edition, you will find articles on
affectivity in user interfases, on usability, on
visualization of digital information, and on digital
art practices. Heidi Tikka discusses critical design
practice through conceptualizations of users as
affective subjects in interface design. Jazmin
Avilez et al. present and explain the potentials of
Self Organizing Maps (SOM) as a method for
flexible categorizations and visualizations in the
field of cultural heritage. Mariana Salgado et al.
introduce the design and evaluation process of the
Digital Facsimile of the Map of Mexico. Lily
Díaz takes up the problem of classification, and
the implications of this activity for interactive
media design. Last, Wille Mäkelä presents his
doctoral research topic, exploring possibilities for
freehand drawing with digital technology.
4

Heidi Tikka (htikka@uiah.fi)




Configuring the affective user?


Recently, interaction design and research have             subject only. Rather, they engage the user into an
become increasingly interested in the affective            interactive process that can best be described as
aspect of user experience. In my paper, I will             affective. This means that the user in these
argue that affectivity should not be treated in            environments emerges as a corporeal, emotional and
isolation from socio-technical and cultural                social entity, the complexity of which is crafted in
production. Three research, design and art                 the socio-technical networks of production and the
projects that approach affectivity in varying ways         intersecting cultural networks of meaning
will be looked at in order to investigate how the          production.
user becomes conceptualized in each project as               In the following, I will approach the new affective
an affective subject. I will pay specific attention        environments in the context of these networks, for it
to how these projects address sexual difference.           is my understanding that affectivity should not be
Following Donna Haraway and Lucy Suchman, I                treated in isolation from the socio-technical and
will argue for the importance of considering               cultural production. Instead, affectivity should be
user's embodiment and social place as well as              inquired as one of those mechanisms, through which
the socio-technical contexts of design. But I will         users are being engaged into the global networks of
also propose that critical design practice should          power and economy. From this point of view,
be aware of the operation of the unconscious in            affectivity in user interface design is not only a
the design process. Looking closely at the                 matter of designing subjective experiences, but has
presented three works, I will trace possible               political implications as well. Often these
"repressed thoughts" in their discourses.                  implications concern that which has remained
  The first, and considerably longer, draft for this       unthought in the design process.
paper was published in the Cultural Usability
project web site:                                          Three cases
http://mlab.uiah.fi/culturalusability.
Cultural Usability was a preliminary research              It is then my intention to engage in a dialogue with
project carried out at the Media Lab and                   three projects that in different ways approach
coordinated by professor Minna Tarkka.                     questions related to affective environment design.
“Cultural Usability” was used as a working                 These projects share the idea that the affective
hypothesis for a design practice that reaches              dimension in interactive experience can be
beyond the functional interests of contemporary            developed using interface solutions that take certain
usability research and interface development by            corporeal processes as components of interaction.
situating design in its wider socio-cultural               The projects include the Affective Computing
contexts.                                                  research, directed by Rosalind W. Picard at the
                                                           MIT, the virtual reality environment of Osmose by
AFFECTIVE USER IN RESEARCH AND IN DESIGN                   artist Char Davies and the prototype of inter_skin by
                                                           artist and designer Stahl Stenslie. All three projects
During the last few years, interaction design has          are quite different both in terms of their approach
become increasingly interested in the complexity of        and their scope.
user experience. Contemporary interactive                     Affective Computing [1] is an entire research area
environments do not address user as a cognitive            at MIT consisting of thirty research and
5

development projects, the main focus of which is to          figurations, multiple, perhaps irreconcilable
create personal computational systems that can               literacies are needed.
sense, recognize and understand human emotions                  In order to inquire into the construction of the
and respond to these emotions in an intelligent and          "affective", I will approach it questioning the effects
sensitive way. The virtual reality environment               of the affective for user construction. I will ask, who
Osmose [2] first premiered in the Museum of                  is the affective user subject in each of the three
Contemporary Art Montreal in 1995. Equipped with             projects. As all of them, through their corporeal
a head-mounted display and a vest sensing breathing          interfaces, address the user as an embodied subject,
and balance, the user - or the immersant, as Davies          I am curious as to what kind of a body is imagined
calls the user - can explore the three-dimensional,          for the user. How does design take into account the
audiovisual world of Osmose. It has since been               fact that these users may have different bodies? I
exhibited worldwide and more than 10 000 people              will particularly focus on inquiring how sexual
have already immersed into the worlds of Osmose              difference is addressed both explicitly and implicitly
and Éphémère, Davies' following work. The                    in the interface design of these projects. There is a
inter_skin [3] project remains in the stage of               wide agreement that certain paradigm shifts can be
prototyping. Stenslie's idea was to develop a body           detected in how users have been conceptualized in
suit that would transmit touch, accompanied with             human-computer interaction discourse (HCI). These
sound and thus engage on the very practical level in         shifts can be conceptualized as a series of concentric
the cyber sex discourse.                                     circles stretching outbound, starting from machine
  In this stage of my work, I will mainly focus on           considerations and gradually extending towards
how these projects present themselves, how do they           human users and the situated contexts of use. As
conceptualize and contextualize their work. I am             Kari Kuutti has remarked, contemporary HCI
also interested in looking at the actual design              research can be seen in search of approaches for
applications, but so far, only as design concepts.           dealing with the complexity of interactive processes.
The main source for looking at these projects                (Kuutti, 1997, 20-24)
consists of their web pages. In the context of
Affective Computing, I have looked at the most               Situated user, situated design
general level in which the various research areas
(such as Affective Pattern Recognition and                   It seems then, that the idea of the situatedness of
Modeling) and individual projects are being                  user experience has provided one such approach. In
presented. In the following I will refer to this level       "Plans and Situated Actions", Lucy Suchman
as the Affective Computing overview. In relation to          pointed out the importance of seeing the particular
Osmose, I will draw on the introductory pages of             social and physical circumstances in which actions
Immersence Inc. the company of Davies, some of               are taking place and which the goal oriented
her own publications as well as some commentaries            cognitivist approach tends to overlook. In the
and the audio-visual recordings of an immersive              context of feminist epistemology and the "Situated
journey in Osmose. The source material for                   Knowledges", Donna Haraway has elaborated on a
inter_skin consists of the web pages, designed and           knowledge practice that would take partial
produced by Stenslie himself.                                perspectives as the basis of its production. She
                                                             argues for the located knowledges and for the
The effects of the “affective” for user construction         network of connections that would be capable of
                                                             translating knowledges - while accepting the
I am interested in looking at how "affective"                partiality of both knowledges and their translation -
becomes constructed within the networks of both              between different, and differently empowered
technological and semiotic production. This means            communities. This embodied objectivity would
that I will approach the affective drawing on Donna          replace the "view from nowhere" of the traditional
Haraway's discussion of the figurations and their            epistemology with the perspectives of the embodied
productivity. Figurations, as Haraway sees them, are         and locatable visions. (Haraway, 1991, 187-189)
both literal and material. That is, they produce                The interest in regarding the user subject as an
meanings, but also have very real effects on socio-          affective and embodied subject, could, certainly, be
technical arrangements, such as technological                seen against this background of situatedness.
implementations. (Haraway, 1997, 11) For reading             However, as Alison Adam has suggested, there is an
6

interesting discrepancy in how situatedness has been          technical networks of production.
approached within the techno scientific discourse.              Suchman argues that there is a close link between
While the majority of social constructionist                  understanding technological design as the
technology studies has been predominantly                     production of commodities and what she calls the
interested in the social situatedness of the                  "design from nowhere". By separating the
technology and its users, such fields as artificial           technological objects from the design process and
intelligence and situated robotics have looked at             reinforcing the divide between designer-creator and
situatedness in the context of embodiment, ignoring           user-consumer, such conceptualization forgets about
the social dimension of technology and its use.               the socio-technical contexts of production and the
(Adam, 1998, 129)                                             various mediations and translations through which
   Both of these stances may then risk forgetting an          technological design proceeds. (Suchman, 2000, 4)
important aspect in understanding how power is                Consequently, for Suchman located accountability
simultaneously inscribed in socio-technical relations         would mean situating oneself within the actual sites
and bodies inhabiting them. In the context of                 of technological production and use, including the
feminist theory, situatedness is understood as the            more extended networks of global economy and the
embodiment of subjectivities, but also as the                 division of labor. (Suchman, 2000, 4-5) But the
practice of locating oneself within the socio-                sensitization of the design practice for
technical networks of power. As such it is not                accountability also means perceiving the work of
possible to think about situatedness without the              translation in the technological design practice as
recognition of difference. Situated subjects are              well as its partiality. (Suchman, 2000, 5-9)
subjects living and acting within particular bodies             There is an important point that Jeanette Hofmann
and inhabiting particular and partial realities that          makes in her study of the gendered user images in
have very real consequences on those subjects and             word processing software that resonates with
their bodies. Consequently then, following the line           Suchman's account. The socio-technical contexts of
of thought of Adam, the notion of situatedness, with          use are constantly changing, as technical objects and
its ethical and political dimension, can turn out as an       people are in the process of reciprocal exchange.
invaluable tool for the elaboration of difference             (Hofmann, 1999, 239-241) In the context of the
within the context of feminist theory only if it              situated and affective user subject, I want to
recognizes both aspects of situatedness.                      elaborate on the practice of translation and its
                                                              partiality, suggested by Suchman and Haraway and
User representations in technological design                  the procedural point of view, proposed by Hofmann.
practice                                                      In addition, I would like to propose a third one,
                                                              namely the work of the unconscious in the design
In order to inquire into how the user of a particular         process that from my point of view participates in
technological design is being conceptualized, one             all cultural production and the trajectories of which
has to proceed to interrogate the technical choices of        can be detected in the finalized technological
the design. For, as Madeleine Akrich has pointed              product. Consequently, the completed design will
out, user representations most often remain                   never be what the designers think it is, for there will
unarticulated only to become objectified in the               always be something that slips through the material-
design process as those technical choices. (Akrich,           semiotic process of design.
1995, 177, 182) Akrich argues for the recognition of
the complexity of the socio-technical contexts of use         The skin as technological and semiotic figure
and the need to develop methods for making user
images more visible. (Akrich, 1995, 177, 182) Even            As all three projects that I am going to discuss
though she explicitly addresses only technical and            establish a link between corporeality and affectivity
marketing aspects of design and their reconciliation          through their interface solutions that connect
into a successful product, it seems to me, that this          directly to the body, I am interested in inquiring
recognition also concerns larger cultural                     what this "directly" means in every case. What are
constructions. This has also been argued by Lucy              the technical solutions used for accessing body?
Suchman, who sees the unarticulated aspects of user           What kinds of translations are needed? How is the
construction as symptomatic for technological                 partiality of translations dealt with? Is there
design forgetting its own situatedness in the socio-          something that insists in the design as that which
7

has escaped the work of translation?                          emotions, together with the skills to respond in an
  In order to inquire into the work of translation, I         intelligent, sensitive, and respectful manner toward
will then introduce another notion that for me is             the user and his/her emotions."
suggestive of that work, namely skin. Skin is that               Emotions, in the project, are understood as
which separates the inside and the outside of the             "dynamic states that consist of both cognitive and
body, both in the material and the semiotic sense. In         physical events". Consequently then, the modeling
each of the projects, skin figures, either through            of emotions has to pass through translations
technical choices or metaphorically - or both. I will         between these physical events, the cognitive
then question, what does skin stand for in each               processes that are involved and that can be
project. I will ask how these projects ground                 symbolically communicated, the equipment and the
themselves conceptually and in terms of their design          type of data used for modeling and the existing
in skin and how consistent are these groundings. In           models of human cognition. In the Affective
other words, I will interrogate how skin is produced          Computing research, skin plays a significant role in
in each of these projects both metaphorically and             communicating the physical aspects of emotions.
practically.                                                     The Prototype Sensing System consists of the
  It is here that Haraway's notion of figuration turns        Galvanic Skin Response (GSR) Sensor measuring
out to be particularly helpful, for it seems to me that       skin conductance, The Blood Volume Pulse (BVP)
the metaphoric and artefactual skins of these                 Sensor measuring blood pressure, the Respiration
projects are partially incommensurate, not only in            Sensor measuring the depth of breath and the rate of
relation to each other but also in relation to                the user's respiration, and The Electromyogram
themselves. I am therefore intent on applying the             (EMG) Sensor measuring the electrical activity of
notion of skin also as a critical tool, informed by the       the muscle when it is being contracted. [5]
psychoanalytic concept of repression. I am                       The complex system of modules processing data
interested in investigating whether there is                  from thereon can be roughly conceptualized in a
something that insists in these multiple articulations        following way: The data will be processed first by
of skin in ways that are indicative of the work of            the Affect Pattern Recognition Module, the purpose
repression. I will do this, bearing in mind that it           of which is to determine and categorize relevant
insists not only there, but also here in my encounter         affective signal features and then by the Affective
with these works of art, design and research and is           Understanding module, which will receive, process
therefore partially produced by my engagement with            and store the information provided by the sensing
them. However, with this encounter some foreclosed            and recognition modules. The purpose of the
realities of others could, perhaps, be made more              Understanding module is to model both the user's
visible.                                                      current mood as well as his or her emotional profile.
                                                              It will receive and pass information between itself
                                                              and the other modules and eventually build and
AFFECTIVE COMPUTING: REPRESENTING AFFECT                      maintain a more complete and contextually aware
                                                              model of the user's behavior.
Affective Computing Research Group, [4] directed
by Rosalind W.Picard at the MIT, is undoubtedly               The affective user subject
one of the most influential projects conducting
research and development on the emotional aspects             What I am curious about is, how, exactly are the
of computing at the moment. The project started in            parallels between the physical states, the cognitive
1995 and now involves thirty subprojects, including           states and the affective models being drawn. The
projects in Affect Recognition, such as Computer              user has a body, for it is through body that the
Response to User Frustration, Detecting Driver                affective states of the user become articulate and
Stress or Mood Interfaces. The research project               measurable. Does it matter, what kind of body? Do
understands affectivity as the emotional aspect of            bodily attributes, such as age, gender or ethnic
human-computer interaction. It is "computing that             background count as differences?
relates to, arises from or deliberately influences               As the group is careful to point out, the baseline
emotions. (The) research focuses on creating                  for skin conductivity, for instance, is affected by
personal computational systems endowed with the               such factors as "gender, diet, skin type and
ability to sense, recognize and understand human              situation". What counts as a significant difference in
8

the determination of the baseline or in the                     recovery. The status of frustration is clear, it
categorization of a group of baselines? Do baselines            prevents the human-computer system from
operate as background information that serves in the            achieving its goal, whether it is successful learning
factoring out of difference in order to arrive at clear,        or safe and pleasant driving. Emotions then appear
distinct representations of emotional states? Within            in the form of positive or negative feedback that the
the tradition of the HCI research, the Affective                system needs to be able to recognize and regulate in
Computing research is taking an adventurous step                order to stay functional. Both emotions and the
towards taking the embodiment of the human user                 physical states involved are seen as unintentional
into account. Yet, as it seems to forget the social and         layer of interaction, arising independently from the
semiotic situatedness of the subject, it may risk               goal oriented action of the user.
representing the affective user as a cognitive subject            This kind of approach places skin in a curious
equipped with an additional channel for affective               position in the translation from physical emotional
information, that is free from all social and cultural          states into representations of emotions. Skin, as the
determinants.                                                   surface of the body, becomes that mediating surface
  It is possible, that the absence of social context in         through which the unintentional, and to some extent
the discourse of the Affective Computing is related             uncontrollable flow of fluids, such as sweat, is
to its isolation into the confines of a laboratory, that        translated into representable data. The Galvanic
often characterizes the preliminary stages of such              Skin Response (GSR) Sensor figures as a piece of
innovative development. There are some references               equipment that turns the flowing underside of
in the Affective Computing research overview that               human communication into controllable
suggest an inadvertent slippage of a designer into              representations. Semiotically, skin seems to take the
the place of the user. When describing the                      place usually reserved for nature in the
"Affective Understanding" module, which                         technological discourse. It serves as the limit
constitutes the "brains" of the system, the designers           between the inside and the outside, and as the
express the need of the module to recognize if "the             membrane through which the transgression from the
user has not slept in several days, is ill or starving or       reality of uncontrollable fluids into the reality of
under deadline pressure". For this kind of context              symbolic representations is being most intensely
sensitivity the module should respond for instance              articulated.
by "playing uplifting music" or even opening "an                  There is an aspect in the discourse of the
application that can carry on a therapeutically-                Affective Computing overview that I, personally,
motivated conversation with its user".                          find most intriguing. The ethical dimension of the
  Consecutively, it seems to me that the missing                Affective Computing is addressed in relation to
contexts should be critically interrogated also in the          privacy. The affective user is pictured as an
preliminary development stage. Else, what will                  individual, independent subject that has private
become inscribed in the prototypes that may                     access to and the ownership of his or her emotions.
significantly structure future developments, are the            The strong emphasis on privacy may risk ignoring
unexamined values of those in the privileged                    other kinds of political dimensions, for one may ask,
position of doing the prototyping work.                         whether emotions are such a private business after
                                                                all. In the context of situatedness, I would prefer to
Skin as the underside of human communication                    see the affective user as an embodied, culturally
                                                                conditioned, socio-technically located and
What kinds of emotions figure in the Affective                  connected subjectivity.
Computing overview? It seems to me, that the most                 From that perspective, affectivity does not appear
common one is frustration. There are several                    in the form of private property but as an amalgam of
projects that recognize frustration in the form of              mechanisms through which these subjectivities are
driver stress, in various situations arising at the             constituted as intelligible, culturally meaningful
computer or in relation to videoconferencing. In                beings and as actors in the global networks of
"Computer Response to User Frustration" project,                power, economy and technoscience. That is, as
for instance, an HCI agent is designed to "support              situated subjects, affective users are seen as
users in their ability to recover from negative                 agencies, the actions of which are constituted and
emotional states, particularly frustration. The agent           conditioned by their locatedness within these
uses social-affective feedback strategies" for                  networks. From the perspective of situatedness,
9

emotions form an essential element in how human               terms of setting standards for user experience, with
beings are being integrated into the networks of              the development of ubiquitous and multiple points
power.                                                        of contact for information access.
  Consequently, emotions should not be seen as                   Second, I could imagine an implementation in
discrete entities, but within the larger framework of         which the user's skin would constitute the mediating
culture that participates in the production of the            surface. An application, based on direct skin
complex psychical realities of the speaking and               contact, might; however, lead to a different set of
interacting subjects. The discourse on emotional              questions that border the issue of exclusion from
privacy may inadvertently participate in covering             another direction. For, as a designer of such a
the very operation of those mechanisms of                     system, I might not be able to avoid reflecting,
production.                                                   whether there are any bodies after which I would
                                                              prefer not to interface with the system.
Public information systems and skin contact                      So far, I have been able to locate surprisingly few
                                                              references to hygienic concerns in relation to
For me then, there is something in the discourse on           interfaces requiring extensive bodily contact, [6] but
privacy that insists on further interrogation. As the         if they are ever considered for implementation into
Affective Computing overview states, "research                any publicly accessible information systems, the
focuses on creating personal computational systems            political dimension of the hygienic concerns is
endowed with the ability to sense, recognize and              likely to become more explicit. Any unwanted
understand human emotions, together with the skills           conductivity, such as an outbreak of a new disease,
to respond in an intelligent, sensitive, and respectful       might constitute the basis for exclusive practices, in
manner toward the user and his/her emotions." I am            which the questions of identity, politics, economy
curious as to how the Affective Computing research            and intimacy intertwine, as the recent news on sars
would have to readdress its agenda, if the group              epidemic have proved.
decided to develop an affective interface, requiring
corporeal contact, for public use instead of personal         Abject skin
use. Let me imagine a public information system, an
arena for communal exchange that might greatly                In the very beginning of her meditation on
benefit from being emotionally responsive. Could              abjection, Julia Kristeva addresses abject as that
an implementation based on skin contact be used for           which threatens the certainty of the border
such purpose? It seems to me that the design could            separating the inside and the outside of the "I".
proceed in two directions, at least.                          Abjection emerges in a process in which a not-yet-
   First, I could imagine a wearable interface that           subject makes an effort to separate itself from what
would, perhaps wirelessly, connect into the public            is to become an object. In Kristeva's words: "We
information system. Such an interface would remain            may call it a border; abjection is above all
in personal use and become an additional skin-like            ambiguity. Because, while releasing a hold, it does
layer. The actual, physical contact point between an          not radically cut off the subject from what threatens
individual user and the public system would be                it – on the contrary, abjection acknowledges it to be
technically mediated. There would be no skin                  in perpetual danger." (Kristeva, 1982, 9)
contact between the physical body of the user and                In the context of Kristeva's account, one is then
the public information space.                                 tempted to think about skin conductance, not as
   This kind of solution would raise questions                seamless and neat, but as a leaky process, in which
concerning the social contexts of use. Would                  there will be something, a leftover that cannot be
wearable interface elements constitute an exclusive           mapped into the artefact. The inexplicable and
border between affective and non-affective                    nauseous uneasiness, evoked by the idea of skin
information access - and even a border between                conductance turned bad, might suggest that this
accessible and inaccessible forms of information?             uncertain terrain is the site of abjection. As the
This potential asymmetry in information access                border between the inside and the outside of the
raises questions concerning information design, for           body, skin embodies both psychical and corporeal
interfaces are not to be considered as external layers        negotiations, in which the inside and the outside of
for information only. One may only imagine how                the "I" becomes established. These negotiations as
tricky future information design might become in              Kristeva suggests, constitute an ephemeral and
10

ambiguous process, in which the "I" may try to             "letting go". Using breathing and balance in
violently separate itself from the part that threatens     navigation is intuitive to certain point, for it is
its identity.                                              impossible not to breathe. Interestingly, unlike the
   Later, Kristeva has addressed the rejection of a        Affective Computing research that treats bodily
"stranger" in the context of difference, associating it    processes as non-controllable, involuntary
with the experience of otherness. What is not              processes, Osmose lets the immersant use breathing
culturally assimilable becomes rejected. For her, the      as a way to control one's movement. In other words,
process of positing the other as a stranger draws on       in Osmose, the activity of breathing lingers between
the psychical mechanism, in which the disturbing           uncontrollable and controllable. Davies has pointed
and irreducible otherness of the self is externalized.     out the connection between her interface and the
(Kristeva, 1991, 191-192) The unthought matter of          practice of breathing in meditation, in which
hygiene or "bad conductance", that in my reading           breathing participates in altering the state of the
contaminates the margins of the Affective                  consciousness of the meditating subject. (Davies,
Computing overview, may also indicate the                  1998: 1, 65-74)
exclusion of certain social realities. For, it might be      In the space of Osmose the metaphoric skin and
that as soon as their existence was taken into             the affective subject then form a chiasmatic entity.
account, designers would also have to deal with the        Skin is no more the surface that envelops the
abject dimension of those realities as well as their       subject, separating the inside and the outside. It
own otherness to themselves.                               becomes a porous entity, serving as the vehicle for
                                                           multiple transmissions. The name of the piece refers
                                                           to the biological process of osmosis involving
THE TRANSGRESSIVE SKIN OF OSMOSE                           passage from one side of a membrane to another.
                                                           For Davies, osmosis is a metaphor "for
Osmose, [7] an immersive interactive space, created        transcendence of difference through mutual
by Char Davies was first introduced in the Museum          absorption, dissolution of boundaries between inner
of Contemporary Art in Montreal during the                 and outer, inter-mingling of self and world."(Davies,
ISEA95. It is an immersive virtual environment,            1998: 1, 65-74)
utilizing stereoscopic 3D computer graphics and              The thematic of the boundary breakdown in the
spatialized sound through real time interaction. The       experience of the world is prevalent in both Davies'
"immersant", Davies' term for the user, enters             own discourse and that of the commentators.
"Osmose" wearing a head-mounted display and a              Drawing on phenomenology she intends to place the
motion capture vest with breathing and balance             immersive subject into an embodied relation to the
sensor. The interface is highly body-centered; with        virtual world in which that which differentiates the
breathing the immersant is able to rise and fall in        inner and outer space is subject to constant flow and
space and with altering one's balance to change            transmission to the extent of the dissolution of
direction.                                                 difference.
   Osmose thus demonstrates a new, more physical
approach to the relationship between the perceiving        Feminine space
body and the experiential virtual space. The
interface does not bracket out the bodily processes        A lot has already been written about Osmose and
from the means of navigation. Sense of balance and         the work of its originator, Char Davies. The way
breathing constitute an interactive surface that,          Osmose is being presented both by Davies and her
while moving the body in the immersive space               commentators, ascribes it to her vision in such an
simultaneously alter the physiological condition and       extent that the discourse always seems to pass
state of the body. Deep breath does not only move          through her personal experience as an artist, her
one down in relation to the stereoscopic 3D space          unique position in the corporate world and her
but also brings more oxygen to the body and affects        personal philosophy. It is as if Davies' person served
its physical and chemical balance.                         to hold together the various discourses through
                                                           which Osmose and the following Éphémère are
Boundary breakdown                                         being accessed, for in them technological, corporate
                                                           and philosophical intermingle in an interesting way.
  The interactive experience in Osmose is about            Davies has also written extensively about her work,
11

particularly on its philosophical aspects.                  substrate, which is unlocatable in terms of inside-
  Even though Davies does not explicitly ground             outside dichotomy.
her discourse on Osmose in sexual difference – by             The metaphoric skin of Osmose acquires
for instance making claims about the "femininity" of        connotations both through technologized mediation
the Osmose's space – it is hard not to think about          of the interface as well as through the physiological
Osmose in a gender specific way. Both she and her           processes of the body. However, in the discourses
commentators suggest that Osmose provides an                surrounding Osmose, the bliss of dissolution tends
alternative for the Cartesian representation of space,      to forget both aspects of the mediating substrate.
which in the context of feminist theory has been            Osmose is described as if opening an unmediated
criticized as the phallic acquisition of spatiality. [8]    access to the experience of nature - or, in my
  Moreover, many of the characteristics of the              reading, to the maternal body. [11] However, as
interactive experience in Osmose, such as                   Morse points out emphatically, the immediate
embodiment, sensitivity, surrendering the desire for        experience is only possible because of the second
control or the enveloping quality of space, are             skin. As skin, the mediating interface surface masks
culturally coded as feminine rather than masculine.         the very apparatus of that mediation. And as film
Also, because the discourse tends to pass through           theory has so well demonstrated, a series of
Davies and her subjective experience, which is the          negations and foreclosures are in operation when the
embodied experience of being a woman, it is                 mediating technology is organized to stay out of
difficult to resist the temptation to read Osmose as        frame. (Morse, 1998, 134)
the articulation of a female experience of space.
However, I suggest, that it should rather be read as        The invisible technological mediations
the fantasy of a female space, more specifically as
the fantasy of the maternal body.                           In Osmose, the artistic vision of Davies as well as
                                                            her ethical commitment to the questions of ecology
Immediacy of the maternal body                              is so tightly connected to the audiovisual
                                                            representation, the interface, and the discourses of
From the point of view of psychoanalytically                Osmose that they might be seen symptomatic for
minded feminist thinking, Osmose is then most               such a foreclosure. This is not to say, that Osmose
intriguing. It seems to me that Osmose, in a very           would not be able to produce those deep and
extraordinary way, situates the subject in a space          engaging psychical experiences that so many have
that is the other to the dominant mode of                   described. I seriously believe that the virtual worlds
representation. Davies herself has called Osmose a          like Osmose could increase our sensitivity and our
"counter-environment". [9] But it can also be               capability for empathy by placing us into the skins
thought of in terms of "second skin", a term                of others, helping us to see from the embodied
proposed by Margaret Morse. Under the electronic            perspectives of those others - and I believe, that in
skin, as Morse suggests, one can adopt the place of         this, exactly, is the power of Osmose.
another persona and experience the virtual world as            However, what needs to be interrogated - and not
if it was an immediate experience. (Morse, 1998,            only in the context of Osmose – is how virtual and
132-133)                                                    embodied technologies while opening heightened,
   Who then, is the affective subject in Osmose?            immersive realities simultaneously foreclose others.
What characterizes the fantasy of the maternal body         In other words, the beauty of Osmose may seduce us
is the lack of distance, needed for the constitution of     from seeing its situatedness within the socio-
the subject and object in the symbolic relation of          technical networks of production. The discourse
representation. [10] It seems then, that the                addressing Osmose as the site of privileged
immediacy of the experience within the embodied             subjective experience and the body as its ultimate
interface of Osmose provides access to this fantasy.        grounding risks forgetting Osmose's position as one
In other words, Osmose draws the user into the              of the technologies of the self, that, perhaps
fantasy in which the not-yet-subject is not separable       increasingly, will be used for aligning subjects into
from the maternal body. Interaction in Osmose is            the socio-technical networks of the future.
mediated simultaneously by the motion capture vest
and the chemical balance induced in breathing, in
such a way that these two constitute a diffuse
12

INTER_SKIN AND THE IMPOSSIBILITY OF                          object for the communication. There is no way to
HETEROSEXUAL ENCOUNTER                                       forget myself or hide out what actions I take. If I
                                                             touch my genitals, you will feel that I touch them. In
Inter_skin [12] consists of a datasuit designed for          this way a very direct form of communication
mediating touch by Stahl Stenslie. Its preliminary           arises."
version, cyberSM by Stenslie and Kirk Wolford was               Now, for me, what seems to be arising is a series
presented in the ISEA'94 art exhibition in the               of questions concerning the embodied subjectivities
Helsinki Ateneum. [13] Where cyberSM still used              in datasuits. What exactly does direct
visual interface for controlling the remote                  communication mean in this context? If Stenslie
environment, inter_skin wraps around the user like           touches his genitals, how am I supposed to
another skin. Inter_skin is intended for sharing an          experience that? For, me being a woman, something
affective space with another affective and sensual           would certainly have to be reconfigured in the
subject. The interface enveloping user's body is             datasuit. And after that reconfiguration, how direct
designed to transmit affective touch in such a way           would communication be? The idea of direct
that it becomes the extension of the user's skin both        communication that inter_skin is built on, then
receiving and passing stimuli. As Stenslie describes         seems to foreclose the possibility for heterosexual
the interface: "The main emphasis of the                     relation, for one to one mapping would require two
communication is in the transmission and receiving           similar bodies.
of touch. By touching my own body I transmit the                There are two images depicting inter_skin. One
same touch to my recipient. The strength of the              shows an androgynous figure posing with the
touch is determined by the duration of the touch.            datasuit. The other shows the upper torso of a male
The longer I touch myself, the stronger stimuli you          figure engaged in an activity that takes place below
will feel." In addition to touch, the user in inter_skin     the frame of the picture. The image that schematizes
can communicate with voice.                                  the full androgynous body has erased any signs of
  As the material on this case is still relatively           sexual difference and only indicates with an arrow
sparse, consisting only of a short description in            the place in which sexual stimulation is supposed to
Stenslie's personal website, I will limit my                 take place. The way the inter_skin maps the
discussion of it in a few preliminary remarks.               erogenous zones of the human body is then, to some
However, I think it merits a short discussion in the         extent left for the imagination of the reader. The
context in which I have, more extensively,                   images and Stenslie's account suggest for me that in
addressed Affective Computing and Osmose. For                inter_skin, the encounter between two similar
what is interesting in inter_skin is that it takes the       bodies is not only homoerotic, but also, what Luce
issue of cyber sex and tries it out in the real world. It    Irigaray designates as, hommoerotic, an encounter
helps to realize the missing sexual dimension of             between two male bodies, which conceive of
embodiment that characterizes the discourses of              themselves as universal.
both preceding cases. Inter_skin is about the sexual
aspect of affectivity. Stenslie specifically describes       The unthinkable feminine body
interaction in terms of a sexual contact. However,
the sexual contact in inter_skin is quite difficult to       For it seems to me, that the way inter_skin
imagine, for in it, strangely, autoerotic stimulation        conceptualizes human sexual body, forecloses
and the touch of the other are mixed and mediated            heterosexual relation, because in its terms the
by the datasuit.                                             female body appears, to certain extent, unthinkable.
                                                             If the female body version of the inter_skin were
Autoeroticism                                                specifically designed, the designer would have to
                                                             figure out how to map the hole that in the male
Stenslie himself brings up the importance of                 imaginary constitutes the female sexual organ. For
autoeroticism in his discussion. I will quote him in         in such representational economy female body is not
length: "The fact that I must touch my own body in           enveloped, it envelops.
order to send tactile information imply several                How then, would this enveloping surface be
significant aspects to the communication. First of all       conceptualized in terms of the technology
I must do to myself what I want my accomplice to             constituting inter_skin? How can an enveloping
feel. This makes my own body to a self-referential           surface be enveloped? Could inter_skin cover
13

something that is inside body? It seems to me, that       these three interface solutions to the notion of skin
the negotiations, such a design task would have to        has opened up some interesting spaces for further
engage in, would have to pass through the uncertain       discussion. If skin in the Affective Computing
terrain of inside/outside ambiguity and the               research is taken as the measurable substrate
impossibility of its representation.                      mediating between the affect and the computer, the
  Inter_skin then seems to reproduce the old dream        articulations of skin in the contexts of the Osmose
of symmetry of the self and the other, which here         and the inter_skin seem to gather an abundance of
effectively erases the sexual difference from its         cultural connotations that they both consciously and
system. But one may wonder how much the dream             unconsciously play with.
of direct communication would turn out as a                 Engaging in a dialogue with them, I have wanted
fantasy, for even in the encounter between two male       to show that affectivity cannot be conceived of in
bodies an endless series of experiences, memories         isolation from the socio-technical and cultural
and meanings would inhabit the surfaces of the two        production. In order to make some of the trajectories
bodies.                                                   of this production more visible; I have interrogated
  For me, then, the potential of a system like            the affective subjectivities constituted by them. I
inter_skin is not in the fantasy of direct                have further inquired into the metaphoric power of
communication but in the recognition of the               skin. In my discussion skin has figured as a
fundamental difference between two embodied               technologically fabricated artefact and as the site of
selves. This is why the voice is important, as            complex and conflictual meaning production. I have
Stenslie also points out. In my visions, evoked by        shown that multiple literacies have been needed to
Stenslie's inter_skin, something like inter-skin could    trace these various networks of production and
be conceived of as an intimate, acoustic space in         particularly their intersections.
which tactile stories enumerating uncountable
differences would be shared.                              The “return of the repressed” in affective design
                                                          projects

CONCLUSION                                                I have inspected closely those discourses framing
                                                          the three affective environments. What I have
The three cases that I have discussed are                 attempted to show is, that there will always be
fundamentally incompatible. They set out to explore       something that the design leaves unthought, and that
the affective dimension in computing with varying         what is left unthought is likely to have social
frames of mind and with different goals. It is also       implications, invisible to the designers themselves.
important to notice how their idea of the affective       Moreover, I have suggested that this unthought can
aspect of interaction varies. In Affective Computing      be approached as the "repressed thoughts" of the
research, affect is understood as an emotional            design process. In psychoanalysis the idea of the
reaction and as component of a regulatory feedback        "return of the repressed" is conceived of as an
system consisting of the computer and the human           inexplicable and uncanny insistence that comes to
user. The situation with Osmose and inter_skin is         haunt the well-constructed realities of subjects.
quite different, for they both are interested in            I have then investigated what is it that insists in
evoking affection. In Osmose, the interface               each piece of affective technology, its context of use
enveloping body monitors respiration and balance,         and the discourses in which it is framed. It is not
serving navigation in the virtual and immersive           surprising then that the corporeal technologies
world. Inter_skin is intended to share an affective       aiming at embodied and affective interaction tend
space with another affective and sensual subject.         not to think embodiment in all its viscerality.
The interface that wraps around the user's body is        Drawing on Julia Kristeva's notion of abjection I
designed to transmit affective touch in such a way        have suggested that the foreclosure of certain
that it becomes the extension of the user's skin.         embodied realities, which too intimately may come
  By staging them against each other and by               to touch upon the embodied realities of the
thematizing them in terms of skin, I have wanted to       designers, might result in the foreclosure of certain
elaborate on that affective space that is emerging in     social realities as well.
conjunction with the innovative design focusing on          However, for a conclusion, I want to introduce a
corporeal interfaces. It seems to me that exposing        more specific and a practical question, which the
14

dialogue between these three affective environments         7. http://www.immersence.com/
seems to propose. How should one, as a designer,            immersence_home.htm
engage with the user? In other words, how should            8. see Irigaray (1990) see also my elaboration on
the designer place him or herself in relation to the        Irigaray in the context of VR space, Tikka, (1994,
user? As Madeleine Akrich argues, in technology             1995)
development, more visibility is needed for the              9. Davies refers to McLuhan's concept of "counter-
processes in which user representations are formed          environment" and Henri Lefevbre's idea of "counter-
and applied. Her account also suggests that                 space" in "Landscape, earth, body. being. Space and
designers should be aware of their tendency to              time in the virtual environments of Osmose and
unproblematically slide themselves into the place of        Éphémère" in "Women in New Media", ed. Judy
the user in the course of the design project. But as        Mallory (Boston: MIT Press, 1998) see also
Lucy Suchman points out, neither should the                 Marshall McLuhan and Harley Parker. 1969.
designer isolate him or herself from the realities of       Through the Vanishing Point: Space in Poetry and
users or the realities of technological production.         Painting: New York. Harper & Row, 241, 252 and
Locatedness means increased sensibility to the              Henri Lefevbre. Production of Space. 1991.
consequences of one's design decisions.                     Blackwell. Oxford, p. 407
  Working from a situated and embodied                      10. For an extended discussion of distance and the
perspective also means recognizing one's                    lack of it in representation, see my licentiate thesis
vulnerability. And this is what the dimension of            "Negotiating Proper Distance", Tikka (1999).
abjection might suggest. Learning to engage with            11 As Char Davies puts it: "As technology Osmose
other located and embodied realities might mean             does not seek to replace nature. Immersion within
learning to deal with the strange and the frightening       Osmose is not a replacement for walking in the
within. It may be then, that as soon as the realities of    woods. Osmose is a filtering of nature through
the others were addressed, as soon as difference            artist's vision, using technology to distil or amplify
was, truly, taken into account, the designers of            certain interpretive aspects, so that those who enter
affective computing systems would also have to              Osmose can see freshly, can become re-sensitized,
negotiate their psychical relation to the irreducible,      and can remember what it's like to feelwonder. In
inassimilable difference of the other.                      reminding people of the extraordinariness of simply
                                                            being alive in the world, Osmose acts as a
NOTES                                                       spatialtemporal arena where we ca perhaps re-learn
                                                            how to "be"." Davies (1998, 65-74)
1. http://www.media.mit.edu/affect/AC_affect.html           12. http://sirene.nta.no/stahl/projects/
2. http://www.immersence.com/                               interskin/ise.html
immersence_home.htm                                         13. The work consisted of two suits and a graphical
3. http://sirene.nta.no/stahl/projects/interskin/           interface. However, it suffered from technical
ise.html                                                    difficulties and did not work for the most of the
4. http://www.media.mit.edu/affect/AC_affect.html           exhibition. The presentation of the inter_skin does
5. The GSR Sensor measures skin's conductance               not specify whether what is presented is a prototype
between two electrodes. These electrodes can be             and how functional it is. For my purposes, the
attached to any part of the user's body, but are            functionality of the piece does not matter, for what I
typically attached to the fingertips. Skin                  am interested in, is how it conceptualizes skin
conductivity is understood as the function of the           discursively.
skin's pore size and the sweat gland activity, which
is controlled partly by the sympathetic nervous             BIBLIOGRAPHY
system. When the subject experiences stress or
anxiety, the skin's conductance will increase rapidly       Printed sources:
because of the increased activity of the sweat
glands. After the excitation of the sympathetic             Adam, Alison 1998. Artificial Knowing: Gender
nervous system the skin conductivity will decrease          and the Thinking Machine. London & New York:
gradually as the duct of the sweat gland fills and          Routledge.
pours out.                                                  Akrich, Madeleine 1995. User Representations:
6. Riedel, Oliver & Deisinger, Joachim (1996)               Practices, Methods and Sociology. In Managing
15

Technology in Society: The approach of                Other sources:
Constructive Technology Assessment, ed. Arie Ripp,
Thomas J.Misa and Johan Schot. London & New           Tikka, Heidi 1999. Negotiating proper distance.
York: Pinter Publishers.                              Licentiate thesis. UIAH, Helsinki.
Davies, Char 1998 (1). Osmose: Notes on Being in
Immersive Virtual Space. Digital Creativity,          Digital publications:
Volume 9 Number 2
Davies, Char 1998 (2). Changing Space: VR as an       Affective Computing
Arena of Being. In The Virtual Dimension, ed. John    http://www.media.mit.edu/affect/AC_affect.html
Beckmann. New York: Princeton Architectural           Cycorp
Press                                                 http://www.cyc.com/
Haraway, Donna J 1997.                                Immersence (Osmose)
Modest_Witness@Second_Millennium.FemaleMan            http://www.immersence.com/
©_Meets_OncoMouse™. London & New York:                immersence_home.htm
Routledge.                                            inter_skin project
Haraway, Donna J 1991. Simians, Cyborgs and           http://sirene.nta.no/stahl/projects/interskin/ise.html
Women: The Reinvention of Nature. London: Free        Riedel, Oliver & Deisinger, Joachim 1996.
Association Books.                                    Ergonomic Issues of Virtual Reality Systems: Head-
Hofmann, Jeanette 1999. Writers, texts and writing    Mounted Displays. In: Virtual Reality World 1996.
acts: gendered user images in word processing         Conference documentation. Hudak Druck München.
software. In The Social Shaping of Technology,        at:http://vr.iao.fhg.de/papers/hci/ergonomi-en.htm
Donald MacKenzie and Judy Wajcman. Buckinham          Suchman, Lucy 2000. Located Accountabilities in
& Philadelphia: Open University Press                 Technology Production (draft). pub. Department of
Irigaray, Luce 1992. Speculum of the Other Woman.     Sociology, Lancaster University at:
Ithaca, New York: Cornell University Press. Tr.       http://www.comp.lancs.ac.uk/
Gillian G.Gill.                                       sociology/soc039ls.html
Irigaray, Luce 1990. This Sex Whic Is Not One.        Tikka, Heidi 1995. Cyberspace - A feminist point of
Ithaca, New York: Cornell University Press. Tr.       view. On line MuuMediaFestival proceedings. AV-
Catharine Porter.                                     arkki, Helsinki, at:http://www.uark.edu/depts/
Kristeva, Julia 1991. Strangers to Ourselves. New     comminfo/cmc/tikka.html
York: Columbia University Press.                      Tikka, Heidi 1994. Vision and dominance - A
Kristeva, Julia 1982. Powers of Horror: An Essay      critical look into interactive systems. ISEA’94
on Abjection. New York: Columbia University           conference proceedings
Press.
Kuutti, Kari 1997. Activity Theory as a Potential
Framework for Human-Computer Interaction
Research. In Context and Consciousness, ed. Bonnie
A.Nardi. Massachusetts & London: MIT Press.
Lenat, Doug 1998. From 2001 to 2001: Common
Sense and HAL. In Hal’s Legacy: 2001’s Computer
as Dream and Reality, ed. David G.Stork.
Massachusetts & London: MIT Press.
Morse, Margaret 1998. Virtualities: Television,
Media Art, and Cyberculture. Bloomington and
Indianapolis: Indiana University Press.
Suchman, Lucy 1994. Plans and situated actions:
The problem of human-machine communication.
Cambridge: Cambridge University Press.
16

Lily Díaz-Kommonen (diaz@uiah.fi)
Mariana Salgado (msalgado@uiah.fi)




Interface Design and Usability Testing in the Digital Facsimile of
Map of Mexico 1550



This paper describes the usability test carried          The concept of the Digital Facsimile
out as a part of the interface design to further
develop the Digital Facsimile of Map of Mexico           Printed and material facsimiles of historical and
1550. The working method used brought insights           archival artifacts are frequently used by scholars for
regarding the social and individual subjective           research, as valid replacement for working with the
experience involved in navigating an interactive         original. For reasons of security and preservation,
piece. The work also triggered reflections related       facsimiles are also routinely used in exhibitions by
to user testing and experimental methods                 museums and libraries. Because of their value and
employed. It also defined the guidelines for the         rarity, printed facsimiles are usually also exhibited
second version of the Digital Facsimile that is          in glass containers, where they are out of the reach
presented from May of 2003 at the Gropius Bau            of the public unable to peruse its contents. In
Museum in Berlin, Germany.                               contrast, researchers and audiences frequently raise
  The Digital Facsimile of Map of Mexico 1550 is         questions about both the accuracy and consistency
a work in progress of Systems of Representation          of digital artifacts, with regards to their material
research group in Media Lab [1]. The Facsimile is        counterparts.
being designed by Lily Díaz-Kommonen, Janne                In spite of the fact that digitalization could solve
Pietarila, and Mariana Salgado.                          many problems regarding access to rare and unique
                                                         archival materials, traditional image scanning
BACKGROUND: THE MAP OF MEXICO                            techniques do not properly address many of the
                                                         needs and issues of museums and libraries that also
The map, that is thought to be the work of the noted     happen to be major research centers. For one, these
Spanish cosmographer Alonso de Santa Cruz, is one        methods cannot accurately transfer radiometric and
of only two known maps that give a fairly accurate       volumetric properties of archival items made of
picture of the city of Mexico and its surrounding        organic materials, such as parchment and vellum,
regions in the mid 16th century. The clearly drawn       and which through the passage of time have
roads over the mountains to other parts of the           acquired an almost three-dimensional topography.
country permit us to retrace the routes taken by the     (Brown, 1994, 95) A sizable amount of archival
Spanish conquerors. The map also gives information       artifacts in European libraries belong to this
about the ethnography and the flora and fauna of the     category of parchment items.
region. The population is shown performing a
variety of activities, such as woodcutting, canoeing,    The Map of Mexico 1550
hunting, and fishing. The approximately 150 glyphs
on the map, representing human and animal heads,         As used in this project, the concept denotes a digital
feet, hands, circles and stars, refer to name places.    representation of the original object of such a high
(Larsson, 2002, 492)                                     quality, in terms of resolution, color and shape
                                                         accuracy, that it is accepted by researchers who
                                                         would normally require to get access to the material
                                                         version of the object. This is a significant feature
17

that distinguishes the proposed solution from other        USABILITY TESTING AT THE MUSEUM OF CULTURES
“postcard” or “videogame” quality solutions, which         IN HELSINKI
are mainly intended for non-expert audiences and
experiential purposes. This latter option makes it         The usability test was conducted in March 2003.
possible to develop diverse types of digital cultural      During four consecutive days, we carried out a
heritage artifacts targeted to different audiences.        series of interviews in the Museum of Cultures,
The intensive data acquisition strategy presupposed        Helsinki in order to test the current application and
for such a product could also ensure that there will       to set the guidelines for future steps.
be enough for future generation products.                    A detailed user test plan was created before the
  Digital Facsimiles offers significant benefits: they     interviews, and some reformulation of this plan
can protect the original from excessive use, make          appeared as the interviews were carried out. The
the material available in the best possible quality to     people interviewed include some that were
the widest audience, and they provide the option of        especially invited as well as normal visitors to the
reconfiguration and augmentation – the facsimile           museum. For each of these two groups, we prepared
can be made a part of new works.                           a differentiated set of tasks and questions. Some of
                                                           the people invited were experts in anthropology,
                                                           history and education. All interviews were video
THE GAP BEWEEN A PROTOYPE AND A PRODUCT                    recorded for later analysis.
                                                             This was a special usability evaluation test,
The gap that exists between the model in the               because the visitors to museums are a huge variety
designer’s mind and a final product that can be            of people. At the same time it was not possible to
successfully employed by people has been a subject         generate the conditions of a usability laboratory.
of research for quite some time. Donald Norman, for        The advantage of this situation was that we
example, talks about the system that is the outcome        collected a large amount of data coming from
of the designer’s effort and the system that emerges       different sources. The disadvantages were that it
as a result of the user’s interaction with an artifact.    was not possible to isolate the place, so in several
Between these two is a gap that results from the fact      interviews we had other visitors to the museum
that designers do not really communicate directly          observing the test. In these cases we observed the
with the user but rather, through the system               reactions and comments of them, and consider this
image.[Norman, 1990] The system image results              as a part of the data to analyze.
from the physical structure that has been built. In the      During the interviews, we tried to answer the
case of the map, this includes the type of projection      concerns about the interface using an open format
screen utilized, the tools for interaction itself, and     for the questionnaire. We asked some questions
the types of screens available in addition to the map      from all visitors, but depending on the performance
itself, such as the introduction and the help screens.     of the user, we chose the order of them. We also
   Yet in spite of the very thorough usability testing     left some time for improvisation speaking freely
that can be done, at a more basic level, we will still     about the project.
have the situation of being confronted with the              We were as impartial as possible, not solving all
indeterminacy emerging from a complex system of            the problems immediately, so as to stimulate the
interaction. As Nielsen points out:                        visitors to find their way in the application.
   “A basic reason for the existence of usability          Sometimes it was difficult not to help once we were
   engineering is that it is impossible to design an       there in front of the screen too, producing a dialogue
   optimal user interface just by giving it your best      with the visitor. Anyway all the observations were
   try. Users have infinite potential for making           based on the moments when the users needed help,
   unexpected missing interpretations of interface         trying to identify which features were difficult or
   elements and for performing their job in a              impossible to access without help.
   different way than you imagine.” (Nielsen, 1993,
   10)                                                     General characteristics, usability, and functionality
   In this context, the main objective of the user
testing was to use the opportunity to evaluate and         The usability goals were to make the navigation
improve the already existing interface.                    easy to understand. In the case of the application,
                                                           this translates into being able to find details of
18

special scientific interest while at the same time                   is a list of some of the problems that were identified:
preserving a mental image of the whole map. The                         - Lack of clarity with respect to functionality: The
new version of the interface aims to enhance the                     Moving button had an icon whose meaning was
experience of perusing through the map by giving                     unclear. Nobody who was asked could imagine what
the viewer an extreme close up view of the details,                  was the function of this button before pushing it.
providing the feeling of touching the map, allowing                  Also, the Intro button suggested to most users that it
for navigation according to different rhythms, and                   led to more information about the map. Instead it led
creating the feeling of being in front of an                         to the Title page that contained the name of the
augmented version of the map.                                        application and developers information. This was
  The older version of the application contained                     problematic, since most of the interviewees were
only two display screens: A Title page and the                       very curious about the map, asking a lot of questions
actual application with the image of the map and the                 related to the original map and to historical facts.
interface tool, or Button Area. (See image below.)                      Most of the people tried to drag the small
The original interface tool provided the following                   rectangle that was in the Button Area while doing so
functionalities: a Zoom-in button that provided a                    they touched different points of this small map. The
magnification of 16 times the original, a Zoom-out                   delay in this function provoked people to continue
button that zoomed down to a view of the whole                       touching in this area without understanding the
map, an Intro button that led to the Title page of the               results. The program remembered all the points
application, and Moving button that allowed the                      touched and began to jump, confusing the user.
user to move the entire Button Area.                                    - Incorrect positioning of the interface elements:
                                                                     The whole Button Area was positioned in the
                                                                     bottom right corner of the screen, with the button in
                                                                     the upper left corner being the most visible. In the
                                                                     old version the Intro button was in the upper left
                                                                     hand corner. This seemed to suggest to some users
                                                                     that they should press this button before the others
                                                                     with the result that the first interaction would bring
                                                                     them back to the Title page.
                                                                        - Unclear use of the interface elements: The
                                                                     buttons should work only when they are touched in
                                                                     the center. As the borders between the buttons and
                                                                     the small map were thin, there were
                                                                     misunderstandings. For example, sometimes users
    Image 1. Older version of interface tool, or Button Area.        wanted to push the button and they went to the
 Clockwise starting at upper left corner: the Zoom-in button, the    corner of the screen because in fact they were
   Moving button, the Intro button, and the Zoom-out button.         touching one point inside the small map of the
                                                                     Button Area.
  Inside the Button Area, there was a reduced map                       Because it was not done from the Button Area,
image with a rectangle framing the area currently                    some people did not find at all the function of
displayed on the screen. Touching a section of this                  dragging and moving the map. This state of
map image also allowed the user to move from one                     uncertainty may also be related to the fact that for
section of the map to another, while maintaining the                 the test, we used a very large touchable screen.
same magnification level. This was supposed to help                  Since this is an unfamiliar gadget for general users,
to orient the user in the navigation of the map.                     they did not realize that they could touch it unless
  Outside the Button Area, there was also the                        they were specifically invited to do so.
functionality of being able to select and drag the                      - Unclear indication of current application state:
entire map to all sides of the screen.                               The map could be left in a position occupying only a
                                                                     quarter of the big screen. This sight can make the
Observation and concrete problems identified                         map uninteresting for the next visitor, who sees only
                                                                     a quarter of image of the map on the screen.
The observations were based on testing and
discussion of the older version of the interface. Here
19

From the observations to the new version                   exhibition at the Gropius Bau Museum in Berlin,
                                                           Germany. For this version, we have added a Home
   A deep, and thorough analysis of the video data         screen as first page. (See Image 2) It has a sign
gathered still remains to be performed, however the        inviting the visitors to touch the screen. The screen
usability test has been a useful way to identify           also includes the title of the project, information
problems. Here is an example of how a problem was          about the developers, and the URL of the web site
identified that was extracted from an interview:           where people find more information about the
”Subject 1: Intro...                                       research project.
Subject 2: Yes, Intro.                                       We have also added an Intro screen that has some
Interviewer: Where do you think this button will           information about the original map. This serves the
lead you?                                                  purpose of providing some historical details, as well
 Subject 2: Something about the history of that… the       as relating the digital application to the original
background of the whole project. [She presses it and       map. (See Image 3)
arrives at the Intro screen.]
Subject 1: No, it is just the beginning.”
   Additionally, some of the suggestions that came
from the users were implemented. This was the case
with the changes made to Intro screen. Here is an
example extracted from another interview:
“Interviewer: When you go to the Intro, which kind
of information would you like to have?
 Subject 3: No just the date, as much as I know
about the original, about where is it know, more
about the library, and the actual material, the
physical material, the size, basic data that you can
relate this version to the original artifact. The story
referring to the original sources, because this seems                       Image 4. The Intro screen
the original, but is not the original.
 Interviewer: Do you think it was difficult to               A Help screen has also been added. It can be
understand how to navigate it?                             reached from the Intro screen and it is a clear and
 Subject 3: It was easy.”                                  simple guide to help users in their first steps. In case
                                                           that nobody has touched the computer screen for
General description of principal changes in the new        more than two minutes, the application
version                                                    automatically returns to the Home screen.




                 Image 2. The Home Screen
                                                                            Image 5. The Help screen.

After these observations we defined aspects that
could be improved for a new version. This version            The Button Are was re-designed. The buttons
was especially developed for the AZTECS                    inside were repositioned. This allowed us to place
20

the Zoom-in button, which is also the one used at                  unexpected movements. This happened once with a
the beginning, in a privileged position, on the upper              group of ten-year old girls, and another time with
left hand corner. A Reset button was added. This                   two young men whose age is around twenty-seven.
button resets, or returns, the application to its initial          The older people interviewed were most
state that shows a view of the whole map.                          precautious, waiting their turn to approach the map
  We think that the functionality previously                       but giving advices or suggesting what to do.
assigned to the Moving button is clearer. This                        In order to enjoy the experience of perusing
functionality has now been placed on the top bar of                through this map, one needs a bit of time. The
the Button Area where we have also added arrows                    persons that came to the museum took the time and
to indicate directionality. Our rationale for this                 they had positive reactions towards the map. They
change is that this task affects only the Button Area              found it especially pleasing to drag and move the
and not the image of the map on the screen.                        map with their hands on the screen and to have the
                                                                   possibility to see in detail an interesting part of the
                                                                   item.
                                                                      We think that part of the feedback we received
                                                                   was positively influenced by the fact that the
                                                                   interviewees knew that we were doing the survey on
                                                                   a project that we had done by ourselves. However,
                                                                   this fact did not prevent the exchange of opinions,
                                                                   and we received a lot of good critique that will
                                                                   inform newer versions. For example: Some people
                                                                   tried to find in this application the same features
  Image 6. Revised interface design for Button Area. Clockwise     commonly used in popular interactive media and
  starting on the upper left hand corner: Zoom-in button, Intro
 button, Home page button, Reset button, and Zoom-out button.      CD-ROMs: In order to “open” other links with
                                                                   different information, they clicked on different parts
  The color that the buttons assume when they have                 of the map. We explained why, at this point, we
reached their operational limits, such as is the case              didn’t want to put links and described the concept of
when you cannot zoom in any further, has been                      Digital Facsimile. We found that the concept is not
changed from blue to gray. Also, since it was                      easy to understand for those who are not art
deemed to be confusing, the function of moving                     historians or who are not familiar with the genre of
from one section of the map into another by                        facsimiles as a whole. It is anticipated that the
touching inside the small map in the Button Area                   concept will be modified as the project is further
has been eliminated.                                               developed.

Social and individual subjective experience                        CONCLUSION

We think that there are two ways to experience the                 The Digital Facsimile intends to give the user the
map, social and individual. The social experience                  experience of being in front of an augmented
occurs when there is more than one person in front                 version of the original map. The current design
of the map. For example, it can be that the other                  represents the culmination of the first stage of the
person, the one not touching the screen, enjoys it                 project. It is an interactive display that provides
passively, or gives suggestions of how to use it. In               visitors with an easy and simple way to handle a
both of the cases, s/he is actively participating                  digital replica. It also allows detailed examination of
enjoying and navigating the map, with the rhythm of                the item.
the one that is actively interacting.                                During the second stage, a 3D stereographic
  In some cases it happened that two or more of the                model incorporating volumetric data derived from
users wanted to interact with the map at the same                  the already existing photographs of the map will be
time. Perhaps the big touchable screen motivated                   produced. A website version that displays the map
several users to approach simultaneously. The                      and also allows for compilation, dissemination, and
application is a single user application, so it was not            sharing of information is also being created.
prepared for this kind of use. But the users in such                 The potential future directions are to propose
cases found a great deal of fun, observing the                     product solutions that involve the creation of a
21

museum piece, a professional research instrument,
and an educational tool. As a museum piece and as
an educational tool, the objective will be to extend
the project into an interactive media exhibit that
includes data related to Mexico City, thus tracing a
link between the historical features and the current
daily life in the city. As a professional tool for the
researcher, the Digital Facsimile will have the three-
dimensional aspect that is part of the original
version. We would also like to add some type of
sound feedback.
   The results of this evaluation validated the three
potential future directions for the project since the
user test indicated the necessity of having
differentiated interactive products for the three
probable contexts of use. At the same time, it
confirmed that the expectations of different users
couldn’t be fulfilled in a universal efficient tool. The
project will benefit if these three directions are
developed in parallel. In that way, we will have the
possibility to compare issues about the roles and
implications of an interactive media project tied to
its context of use.

NOTES

1. http://cipher.uiah.fi/Systems_of_representation.

BIBLIOGRAPHY

Brown, Michelle. 1994. Understanding Illuminated
Manuscripts, A Guide to Technical Terms, The J.
Paul Getty Museum and The British Library.
Larsson, Lars-Olof, Díaz-Kommonen, Lily. 2002.
“Catalogue Entries” in Aztecs, Thames & Hudson,
Ltd., London, UK.
Norman, Donald. 1990. The Design of Everyday
Things, Basic Books, New York, pg 16-33..
Nielsen, Jacob. 1993. Usability Engineering,
Academic Press, Boston,
22

Jazmín Avilés Collao (javiles@uiah.fi)
Lily Díaz-Kommonen (diaz@uiah.fi)
Mauri Kaipainen (mauri.kaipainen@uiah.fi)
Janne Pietarila (jpietari@uiah.fi)




Soft Ontologies and Similarity Cluster Tools to Facilitate
Exploration and Discovery of Cultural Heritage Resources



In this essay, we describe a system and tools           repositories containing cultural heritage knowledge
that we are creating and that allows us to              on a global scale. We want to use these tools to
produce similarity (SC) cluster representations         empower visitors to investigate, navigate, and
of the contents of our Culture Heritage (CH)            research the contents of the CH Forums created. In
Forum, namely the Exploring Carta Marina                addition, users will be encouraged to produce their
Forum at Harkko Museum in Raisio. The concept           own personal spaces, as well as shared spaces
of the CH Forum is being developed as part of           owned by emerging communities of interest.
the CIPHER project. CIPHER, which stands for
Communities of Interest to Promote the Heritage         Cultural Heritage Artifacts
of European Regions, is a research and
development project at the Media Lab that is              The system is being tested with two cultural
funded as part of the IST Programme’s 5th               heritage artifacts: A Description of the Northern
Framework. The motivation for introducing these         People, 1555, and the Carta Marina of 1539. Olaus
types of technologies in the context of cultural        Magnus, the last Catholic bishop of Uppsala,
heritage materials is to allow the use of spatial       Sweden is the author of both of these items.
vector-based computational techniques that                Considered by many to be one of the great
result in similarity mapping.                           achievements of European cartography, Carta
  We propose that similarity mappings can be            Marina provided the first comprehensive description
used to build navigation tools that enable users        of the landscape, the people, and the customs of the
to explore these types of materials without             Nordic region. In addition to documenting many of
knowing the search parameters in advance.               the ethnographic aspects, the pictorial elements also
Also, this method of access to cultural heritage        elaborate the mythical narratives of the region. This
materials might be less dependent of a priori           is particularly true of the myriad representations of
determined ontologies than conventional                 monstrous figures included in the map. The map
curatorial practices. This is on line with our final    consists of nine separate wood-cut sheets put
objective of developing representation methods          together into a map, the total size of which is 1,25 m
and visualization tools that describe cultural          x 1,70 m.
heritage material while at the same time allowing         It can be argued that the Description of the
the user freedom to interpret the material, i.e. the    Northern People, 1555, is the written counterpart of
open interpretation approach.                           Carta Marina. It is a chronicle written in Latin
                                                        containing 22 Books. Each Book is further
INTRODUCTION                                            subdivided into chapters for a total of 778 chapters.
                                                        The work examines the history, landscape, beliefs
  One of the aims of the CIPHER project is to           and customs of the people in the Nordic countries.
develop innovative technologies and methodologies
that enable the exploration of large information
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Discovering New Media

  • 1. WORKING PAPERS University of Art and Design Helsinki 26 Discovering New Media Andrea Botero & Heli Rantavuo (eds.) Jazmín Aviléz Collao Lily Díaz-Kommonen Mauri Kaipainen Wille Mäkelä Janne Pietarila Mariana Saldago Heidi Tikka
  • 2. 1 DISCOVERING NEW MEDIA WORKING PAPERS PU B L I C A T I O N SE RI ES, F 26 University of A rt and design helsinki Helsinki 2003 T OIMITUSNEUVOSTO Y rjänä Levanto (editor-in-chief), Pia Sivenius, Susann V ihma GRAPH IC DESIGN Jarkko H yppönen LAY -OUT Pia Sivenius FURT H ER IN FO RM ATION University of A rt and Design Helsinki Hämeentie135 C 00560 Helsinki Tel.+358-9-75631, fax +358-9-756 30433 Publications/ A nnu A honen, tel. +358-09-756 30213, e-mail: annu.ahonen@uiah.fi Research Institute/ Pia Sivenius, tel. +358-09-756 30528, e-mail: pia.sivenius@uiah.fi ISBN 951-558-145-1 Painettu julkaisu: ISBN 951-558-098-6 ISSN 1455-8955
  • 3. 3 Contents A NDREA BOTERO AND HELI RANTAVUO : DISCOVERING ( OR C ONSTRUCTING ) N EW M EDIA ............... ..3 H EIDI T IKKA : C ONFIGURING THE A FFECTIVE U SER ? ................ ................ ................ ............... ....... 4 L ILY D ÍAZ -K OMMONEN AND M ARIANA S ALDAGO : I NTERFACE DESIGN AND U SABILITY IN THE D IGITAL F ACSIMILE OF M AP OF M EXICO 1550.......................16 J AZMÍN A VILÉS C OLLAO , L ILY D ÍAZ -K OMMONEN , M AURI K AIPAINEN AND J ANNE P IETARILA : S OFT O NTOLOGIES AND S IMILARITY C LUSTER TOOLS TO F ACILITATE E XPLORATION AND D ISCOVERY OF C ULTURAL H ERITAGE R ESOURCES ....................................................22 L ILY D ÍAZ -K OMMONEN : L OHIKÄÄRMEISTÄ JA LUOKITTELUISTA ............................................................27 W ILLE M ÄKELÄ : O NKO ILMAAN PIIRTÄMINEN TÄHDELLISTÄ .................................................................38
  • 4. 3 Andrea Botero Heli Rantavuo Discovering (or Constructing?) New Media This working papers edition is dedicated to research carried out in the Media Lab UIAH We hope that the projects and concepts (http://mlab.uiah.fi), now ten years old. As we presented in this issue will illustrate to our readers work in a young, multidisciplinary field, our some of the variety of approaches and concerns of area of inquiry is extense and the boundaries new media; and how in addition to technical are not well defined, we are constructing our experimentations, design issues, and artistic field at the same time that we discover it. concerns, our work at the Media Lab also However and as stated in our mision, “the aim concerns social and cultural practices related to of the Media Lab UIAH is to explore, and the use of and representations in new media comprehend the new digital technology and its impact in society; to find and exploit the possibilities it opens to communication, interaction and expression and to evaluate, understand and deal with the challenges it poses to design and creative production”. With this issue we wish to introduce to our readers what this means in practice by presenting ongoing research at the Media Lab. In this edition, you will find articles on affectivity in user interfases, on usability, on visualization of digital information, and on digital art practices. Heidi Tikka discusses critical design practice through conceptualizations of users as affective subjects in interface design. Jazmin Avilez et al. present and explain the potentials of Self Organizing Maps (SOM) as a method for flexible categorizations and visualizations in the field of cultural heritage. Mariana Salgado et al. introduce the design and evaluation process of the Digital Facsimile of the Map of Mexico. Lily Díaz takes up the problem of classification, and the implications of this activity for interactive media design. Last, Wille Mäkelä presents his doctoral research topic, exploring possibilities for freehand drawing with digital technology.
  • 5. 4 Heidi Tikka (htikka@uiah.fi) Configuring the affective user? Recently, interaction design and research have subject only. Rather, they engage the user into an become increasingly interested in the affective interactive process that can best be described as aspect of user experience. In my paper, I will affective. This means that the user in these argue that affectivity should not be treated in environments emerges as a corporeal, emotional and isolation from socio-technical and cultural social entity, the complexity of which is crafted in production. Three research, design and art the socio-technical networks of production and the projects that approach affectivity in varying ways intersecting cultural networks of meaning will be looked at in order to investigate how the production. user becomes conceptualized in each project as In the following, I will approach the new affective an affective subject. I will pay specific attention environments in the context of these networks, for it to how these projects address sexual difference. is my understanding that affectivity should not be Following Donna Haraway and Lucy Suchman, I treated in isolation from the socio-technical and will argue for the importance of considering cultural production. Instead, affectivity should be user's embodiment and social place as well as inquired as one of those mechanisms, through which the socio-technical contexts of design. But I will users are being engaged into the global networks of also propose that critical design practice should power and economy. From this point of view, be aware of the operation of the unconscious in affectivity in user interface design is not only a the design process. Looking closely at the matter of designing subjective experiences, but has presented three works, I will trace possible political implications as well. Often these "repressed thoughts" in their discourses. implications concern that which has remained The first, and considerably longer, draft for this unthought in the design process. paper was published in the Cultural Usability project web site: Three cases http://mlab.uiah.fi/culturalusability. Cultural Usability was a preliminary research It is then my intention to engage in a dialogue with project carried out at the Media Lab and three projects that in different ways approach coordinated by professor Minna Tarkka. questions related to affective environment design. “Cultural Usability” was used as a working These projects share the idea that the affective hypothesis for a design practice that reaches dimension in interactive experience can be beyond the functional interests of contemporary developed using interface solutions that take certain usability research and interface development by corporeal processes as components of interaction. situating design in its wider socio-cultural The projects include the Affective Computing contexts. research, directed by Rosalind W. Picard at the MIT, the virtual reality environment of Osmose by AFFECTIVE USER IN RESEARCH AND IN DESIGN artist Char Davies and the prototype of inter_skin by artist and designer Stahl Stenslie. All three projects During the last few years, interaction design has are quite different both in terms of their approach become increasingly interested in the complexity of and their scope. user experience. Contemporary interactive Affective Computing [1] is an entire research area environments do not address user as a cognitive at MIT consisting of thirty research and
  • 6. 5 development projects, the main focus of which is to figurations, multiple, perhaps irreconcilable create personal computational systems that can literacies are needed. sense, recognize and understand human emotions In order to inquire into the construction of the and respond to these emotions in an intelligent and "affective", I will approach it questioning the effects sensitive way. The virtual reality environment of the affective for user construction. I will ask, who Osmose [2] first premiered in the Museum of is the affective user subject in each of the three Contemporary Art Montreal in 1995. Equipped with projects. As all of them, through their corporeal a head-mounted display and a vest sensing breathing interfaces, address the user as an embodied subject, and balance, the user - or the immersant, as Davies I am curious as to what kind of a body is imagined calls the user - can explore the three-dimensional, for the user. How does design take into account the audiovisual world of Osmose. It has since been fact that these users may have different bodies? I exhibited worldwide and more than 10 000 people will particularly focus on inquiring how sexual have already immersed into the worlds of Osmose difference is addressed both explicitly and implicitly and Éphémère, Davies' following work. The in the interface design of these projects. There is a inter_skin [3] project remains in the stage of wide agreement that certain paradigm shifts can be prototyping. Stenslie's idea was to develop a body detected in how users have been conceptualized in suit that would transmit touch, accompanied with human-computer interaction discourse (HCI). These sound and thus engage on the very practical level in shifts can be conceptualized as a series of concentric the cyber sex discourse. circles stretching outbound, starting from machine In this stage of my work, I will mainly focus on considerations and gradually extending towards how these projects present themselves, how do they human users and the situated contexts of use. As conceptualize and contextualize their work. I am Kari Kuutti has remarked, contemporary HCI also interested in looking at the actual design research can be seen in search of approaches for applications, but so far, only as design concepts. dealing with the complexity of interactive processes. The main source for looking at these projects (Kuutti, 1997, 20-24) consists of their web pages. In the context of Affective Computing, I have looked at the most Situated user, situated design general level in which the various research areas (such as Affective Pattern Recognition and It seems then, that the idea of the situatedness of Modeling) and individual projects are being user experience has provided one such approach. In presented. In the following I will refer to this level "Plans and Situated Actions", Lucy Suchman as the Affective Computing overview. In relation to pointed out the importance of seeing the particular Osmose, I will draw on the introductory pages of social and physical circumstances in which actions Immersence Inc. the company of Davies, some of are taking place and which the goal oriented her own publications as well as some commentaries cognitivist approach tends to overlook. In the and the audio-visual recordings of an immersive context of feminist epistemology and the "Situated journey in Osmose. The source material for Knowledges", Donna Haraway has elaborated on a inter_skin consists of the web pages, designed and knowledge practice that would take partial produced by Stenslie himself. perspectives as the basis of its production. She argues for the located knowledges and for the The effects of the “affective” for user construction network of connections that would be capable of translating knowledges - while accepting the I am interested in looking at how "affective" partiality of both knowledges and their translation - becomes constructed within the networks of both between different, and differently empowered technological and semiotic production. This means communities. This embodied objectivity would that I will approach the affective drawing on Donna replace the "view from nowhere" of the traditional Haraway's discussion of the figurations and their epistemology with the perspectives of the embodied productivity. Figurations, as Haraway sees them, are and locatable visions. (Haraway, 1991, 187-189) both literal and material. That is, they produce The interest in regarding the user subject as an meanings, but also have very real effects on socio- affective and embodied subject, could, certainly, be technical arrangements, such as technological seen against this background of situatedness. implementations. (Haraway, 1997, 11) For reading However, as Alison Adam has suggested, there is an
  • 7. 6 interesting discrepancy in how situatedness has been technical networks of production. approached within the techno scientific discourse. Suchman argues that there is a close link between While the majority of social constructionist understanding technological design as the technology studies has been predominantly production of commodities and what she calls the interested in the social situatedness of the "design from nowhere". By separating the technology and its users, such fields as artificial technological objects from the design process and intelligence and situated robotics have looked at reinforcing the divide between designer-creator and situatedness in the context of embodiment, ignoring user-consumer, such conceptualization forgets about the social dimension of technology and its use. the socio-technical contexts of production and the (Adam, 1998, 129) various mediations and translations through which Both of these stances may then risk forgetting an technological design proceeds. (Suchman, 2000, 4) important aspect in understanding how power is Consequently, for Suchman located accountability simultaneously inscribed in socio-technical relations would mean situating oneself within the actual sites and bodies inhabiting them. In the context of of technological production and use, including the feminist theory, situatedness is understood as the more extended networks of global economy and the embodiment of subjectivities, but also as the division of labor. (Suchman, 2000, 4-5) But the practice of locating oneself within the socio- sensitization of the design practice for technical networks of power. As such it is not accountability also means perceiving the work of possible to think about situatedness without the translation in the technological design practice as recognition of difference. Situated subjects are well as its partiality. (Suchman, 2000, 5-9) subjects living and acting within particular bodies There is an important point that Jeanette Hofmann and inhabiting particular and partial realities that makes in her study of the gendered user images in have very real consequences on those subjects and word processing software that resonates with their bodies. Consequently then, following the line Suchman's account. The socio-technical contexts of of thought of Adam, the notion of situatedness, with use are constantly changing, as technical objects and its ethical and political dimension, can turn out as an people are in the process of reciprocal exchange. invaluable tool for the elaboration of difference (Hofmann, 1999, 239-241) In the context of the within the context of feminist theory only if it situated and affective user subject, I want to recognizes both aspects of situatedness. elaborate on the practice of translation and its partiality, suggested by Suchman and Haraway and User representations in technological design the procedural point of view, proposed by Hofmann. practice In addition, I would like to propose a third one, namely the work of the unconscious in the design In order to inquire into how the user of a particular process that from my point of view participates in technological design is being conceptualized, one all cultural production and the trajectories of which has to proceed to interrogate the technical choices of can be detected in the finalized technological the design. For, as Madeleine Akrich has pointed product. Consequently, the completed design will out, user representations most often remain never be what the designers think it is, for there will unarticulated only to become objectified in the always be something that slips through the material- design process as those technical choices. (Akrich, semiotic process of design. 1995, 177, 182) Akrich argues for the recognition of the complexity of the socio-technical contexts of use The skin as technological and semiotic figure and the need to develop methods for making user images more visible. (Akrich, 1995, 177, 182) Even As all three projects that I am going to discuss though she explicitly addresses only technical and establish a link between corporeality and affectivity marketing aspects of design and their reconciliation through their interface solutions that connect into a successful product, it seems to me, that this directly to the body, I am interested in inquiring recognition also concerns larger cultural what this "directly" means in every case. What are constructions. This has also been argued by Lucy the technical solutions used for accessing body? Suchman, who sees the unarticulated aspects of user What kinds of translations are needed? How is the construction as symptomatic for technological partiality of translations dealt with? Is there design forgetting its own situatedness in the socio- something that insists in the design as that which
  • 8. 7 has escaped the work of translation? emotions, together with the skills to respond in an In order to inquire into the work of translation, I intelligent, sensitive, and respectful manner toward will then introduce another notion that for me is the user and his/her emotions." suggestive of that work, namely skin. Skin is that Emotions, in the project, are understood as which separates the inside and the outside of the "dynamic states that consist of both cognitive and body, both in the material and the semiotic sense. In physical events". Consequently then, the modeling each of the projects, skin figures, either through of emotions has to pass through translations technical choices or metaphorically - or both. I will between these physical events, the cognitive then question, what does skin stand for in each processes that are involved and that can be project. I will ask how these projects ground symbolically communicated, the equipment and the themselves conceptually and in terms of their design type of data used for modeling and the existing in skin and how consistent are these groundings. In models of human cognition. In the Affective other words, I will interrogate how skin is produced Computing research, skin plays a significant role in in each of these projects both metaphorically and communicating the physical aspects of emotions. practically. The Prototype Sensing System consists of the It is here that Haraway's notion of figuration turns Galvanic Skin Response (GSR) Sensor measuring out to be particularly helpful, for it seems to me that skin conductance, The Blood Volume Pulse (BVP) the metaphoric and artefactual skins of these Sensor measuring blood pressure, the Respiration projects are partially incommensurate, not only in Sensor measuring the depth of breath and the rate of relation to each other but also in relation to the user's respiration, and The Electromyogram themselves. I am therefore intent on applying the (EMG) Sensor measuring the electrical activity of notion of skin also as a critical tool, informed by the the muscle when it is being contracted. [5] psychoanalytic concept of repression. I am The complex system of modules processing data interested in investigating whether there is from thereon can be roughly conceptualized in a something that insists in these multiple articulations following way: The data will be processed first by of skin in ways that are indicative of the work of the Affect Pattern Recognition Module, the purpose repression. I will do this, bearing in mind that it of which is to determine and categorize relevant insists not only there, but also here in my encounter affective signal features and then by the Affective with these works of art, design and research and is Understanding module, which will receive, process therefore partially produced by my engagement with and store the information provided by the sensing them. However, with this encounter some foreclosed and recognition modules. The purpose of the realities of others could, perhaps, be made more Understanding module is to model both the user's visible. current mood as well as his or her emotional profile. It will receive and pass information between itself and the other modules and eventually build and AFFECTIVE COMPUTING: REPRESENTING AFFECT maintain a more complete and contextually aware model of the user's behavior. Affective Computing Research Group, [4] directed by Rosalind W.Picard at the MIT, is undoubtedly The affective user subject one of the most influential projects conducting research and development on the emotional aspects What I am curious about is, how, exactly are the of computing at the moment. The project started in parallels between the physical states, the cognitive 1995 and now involves thirty subprojects, including states and the affective models being drawn. The projects in Affect Recognition, such as Computer user has a body, for it is through body that the Response to User Frustration, Detecting Driver affective states of the user become articulate and Stress or Mood Interfaces. The research project measurable. Does it matter, what kind of body? Do understands affectivity as the emotional aspect of bodily attributes, such as age, gender or ethnic human-computer interaction. It is "computing that background count as differences? relates to, arises from or deliberately influences As the group is careful to point out, the baseline emotions. (The) research focuses on creating for skin conductivity, for instance, is affected by personal computational systems endowed with the such factors as "gender, diet, skin type and ability to sense, recognize and understand human situation". What counts as a significant difference in
  • 9. 8 the determination of the baseline or in the recovery. The status of frustration is clear, it categorization of a group of baselines? Do baselines prevents the human-computer system from operate as background information that serves in the achieving its goal, whether it is successful learning factoring out of difference in order to arrive at clear, or safe and pleasant driving. Emotions then appear distinct representations of emotional states? Within in the form of positive or negative feedback that the the tradition of the HCI research, the Affective system needs to be able to recognize and regulate in Computing research is taking an adventurous step order to stay functional. Both emotions and the towards taking the embodiment of the human user physical states involved are seen as unintentional into account. Yet, as it seems to forget the social and layer of interaction, arising independently from the semiotic situatedness of the subject, it may risk goal oriented action of the user. representing the affective user as a cognitive subject This kind of approach places skin in a curious equipped with an additional channel for affective position in the translation from physical emotional information, that is free from all social and cultural states into representations of emotions. Skin, as the determinants. surface of the body, becomes that mediating surface It is possible, that the absence of social context in through which the unintentional, and to some extent the discourse of the Affective Computing is related uncontrollable flow of fluids, such as sweat, is to its isolation into the confines of a laboratory, that translated into representable data. The Galvanic often characterizes the preliminary stages of such Skin Response (GSR) Sensor figures as a piece of innovative development. There are some references equipment that turns the flowing underside of in the Affective Computing research overview that human communication into controllable suggest an inadvertent slippage of a designer into representations. Semiotically, skin seems to take the the place of the user. When describing the place usually reserved for nature in the "Affective Understanding" module, which technological discourse. It serves as the limit constitutes the "brains" of the system, the designers between the inside and the outside, and as the express the need of the module to recognize if "the membrane through which the transgression from the user has not slept in several days, is ill or starving or reality of uncontrollable fluids into the reality of under deadline pressure". For this kind of context symbolic representations is being most intensely sensitivity the module should respond for instance articulated. by "playing uplifting music" or even opening "an There is an aspect in the discourse of the application that can carry on a therapeutically- Affective Computing overview that I, personally, motivated conversation with its user". find most intriguing. The ethical dimension of the Consecutively, it seems to me that the missing Affective Computing is addressed in relation to contexts should be critically interrogated also in the privacy. The affective user is pictured as an preliminary development stage. Else, what will individual, independent subject that has private become inscribed in the prototypes that may access to and the ownership of his or her emotions. significantly structure future developments, are the The strong emphasis on privacy may risk ignoring unexamined values of those in the privileged other kinds of political dimensions, for one may ask, position of doing the prototyping work. whether emotions are such a private business after all. In the context of situatedness, I would prefer to Skin as the underside of human communication see the affective user as an embodied, culturally conditioned, socio-technically located and What kinds of emotions figure in the Affective connected subjectivity. Computing overview? It seems to me, that the most From that perspective, affectivity does not appear common one is frustration. There are several in the form of private property but as an amalgam of projects that recognize frustration in the form of mechanisms through which these subjectivities are driver stress, in various situations arising at the constituted as intelligible, culturally meaningful computer or in relation to videoconferencing. In beings and as actors in the global networks of "Computer Response to User Frustration" project, power, economy and technoscience. That is, as for instance, an HCI agent is designed to "support situated subjects, affective users are seen as users in their ability to recover from negative agencies, the actions of which are constituted and emotional states, particularly frustration. The agent conditioned by their locatedness within these uses social-affective feedback strategies" for networks. From the perspective of situatedness,
  • 10. 9 emotions form an essential element in how human terms of setting standards for user experience, with beings are being integrated into the networks of the development of ubiquitous and multiple points power. of contact for information access. Consequently, emotions should not be seen as Second, I could imagine an implementation in discrete entities, but within the larger framework of which the user's skin would constitute the mediating culture that participates in the production of the surface. An application, based on direct skin complex psychical realities of the speaking and contact, might; however, lead to a different set of interacting subjects. The discourse on emotional questions that border the issue of exclusion from privacy may inadvertently participate in covering another direction. For, as a designer of such a the very operation of those mechanisms of system, I might not be able to avoid reflecting, production. whether there are any bodies after which I would prefer not to interface with the system. Public information systems and skin contact So far, I have been able to locate surprisingly few references to hygienic concerns in relation to For me then, there is something in the discourse on interfaces requiring extensive bodily contact, [6] but privacy that insists on further interrogation. As the if they are ever considered for implementation into Affective Computing overview states, "research any publicly accessible information systems, the focuses on creating personal computational systems political dimension of the hygienic concerns is endowed with the ability to sense, recognize and likely to become more explicit. Any unwanted understand human emotions, together with the skills conductivity, such as an outbreak of a new disease, to respond in an intelligent, sensitive, and respectful might constitute the basis for exclusive practices, in manner toward the user and his/her emotions." I am which the questions of identity, politics, economy curious as to how the Affective Computing research and intimacy intertwine, as the recent news on sars would have to readdress its agenda, if the group epidemic have proved. decided to develop an affective interface, requiring corporeal contact, for public use instead of personal Abject skin use. Let me imagine a public information system, an arena for communal exchange that might greatly In the very beginning of her meditation on benefit from being emotionally responsive. Could abjection, Julia Kristeva addresses abject as that an implementation based on skin contact be used for which threatens the certainty of the border such purpose? It seems to me that the design could separating the inside and the outside of the "I". proceed in two directions, at least. Abjection emerges in a process in which a not-yet- First, I could imagine a wearable interface that subject makes an effort to separate itself from what would, perhaps wirelessly, connect into the public is to become an object. In Kristeva's words: "We information system. Such an interface would remain may call it a border; abjection is above all in personal use and become an additional skin-like ambiguity. Because, while releasing a hold, it does layer. The actual, physical contact point between an not radically cut off the subject from what threatens individual user and the public system would be it – on the contrary, abjection acknowledges it to be technically mediated. There would be no skin in perpetual danger." (Kristeva, 1982, 9) contact between the physical body of the user and In the context of Kristeva's account, one is then the public information space. tempted to think about skin conductance, not as This kind of solution would raise questions seamless and neat, but as a leaky process, in which concerning the social contexts of use. Would there will be something, a leftover that cannot be wearable interface elements constitute an exclusive mapped into the artefact. The inexplicable and border between affective and non-affective nauseous uneasiness, evoked by the idea of skin information access - and even a border between conductance turned bad, might suggest that this accessible and inaccessible forms of information? uncertain terrain is the site of abjection. As the This potential asymmetry in information access border between the inside and the outside of the raises questions concerning information design, for body, skin embodies both psychical and corporeal interfaces are not to be considered as external layers negotiations, in which the inside and the outside of for information only. One may only imagine how the "I" becomes established. These negotiations as tricky future information design might become in Kristeva suggests, constitute an ephemeral and
  • 11. 10 ambiguous process, in which the "I" may try to "letting go". Using breathing and balance in violently separate itself from the part that threatens navigation is intuitive to certain point, for it is its identity. impossible not to breathe. Interestingly, unlike the Later, Kristeva has addressed the rejection of a Affective Computing research that treats bodily "stranger" in the context of difference, associating it processes as non-controllable, involuntary with the experience of otherness. What is not processes, Osmose lets the immersant use breathing culturally assimilable becomes rejected. For her, the as a way to control one's movement. In other words, process of positing the other as a stranger draws on in Osmose, the activity of breathing lingers between the psychical mechanism, in which the disturbing uncontrollable and controllable. Davies has pointed and irreducible otherness of the self is externalized. out the connection between her interface and the (Kristeva, 1991, 191-192) The unthought matter of practice of breathing in meditation, in which hygiene or "bad conductance", that in my reading breathing participates in altering the state of the contaminates the margins of the Affective consciousness of the meditating subject. (Davies, Computing overview, may also indicate the 1998: 1, 65-74) exclusion of certain social realities. For, it might be In the space of Osmose the metaphoric skin and that as soon as their existence was taken into the affective subject then form a chiasmatic entity. account, designers would also have to deal with the Skin is no more the surface that envelops the abject dimension of those realities as well as their subject, separating the inside and the outside. It own otherness to themselves. becomes a porous entity, serving as the vehicle for multiple transmissions. The name of the piece refers to the biological process of osmosis involving THE TRANSGRESSIVE SKIN OF OSMOSE passage from one side of a membrane to another. For Davies, osmosis is a metaphor "for Osmose, [7] an immersive interactive space, created transcendence of difference through mutual by Char Davies was first introduced in the Museum absorption, dissolution of boundaries between inner of Contemporary Art in Montreal during the and outer, inter-mingling of self and world."(Davies, ISEA95. It is an immersive virtual environment, 1998: 1, 65-74) utilizing stereoscopic 3D computer graphics and The thematic of the boundary breakdown in the spatialized sound through real time interaction. The experience of the world is prevalent in both Davies' "immersant", Davies' term for the user, enters own discourse and that of the commentators. "Osmose" wearing a head-mounted display and a Drawing on phenomenology she intends to place the motion capture vest with breathing and balance immersive subject into an embodied relation to the sensor. The interface is highly body-centered; with virtual world in which that which differentiates the breathing the immersant is able to rise and fall in inner and outer space is subject to constant flow and space and with altering one's balance to change transmission to the extent of the dissolution of direction. difference. Osmose thus demonstrates a new, more physical approach to the relationship between the perceiving Feminine space body and the experiential virtual space. The interface does not bracket out the bodily processes A lot has already been written about Osmose and from the means of navigation. Sense of balance and the work of its originator, Char Davies. The way breathing constitute an interactive surface that, Osmose is being presented both by Davies and her while moving the body in the immersive space commentators, ascribes it to her vision in such an simultaneously alter the physiological condition and extent that the discourse always seems to pass state of the body. Deep breath does not only move through her personal experience as an artist, her one down in relation to the stereoscopic 3D space unique position in the corporate world and her but also brings more oxygen to the body and affects personal philosophy. It is as if Davies' person served its physical and chemical balance. to hold together the various discourses through which Osmose and the following Éphémère are Boundary breakdown being accessed, for in them technological, corporate and philosophical intermingle in an interesting way. The interactive experience in Osmose is about Davies has also written extensively about her work,
  • 12. 11 particularly on its philosophical aspects. substrate, which is unlocatable in terms of inside- Even though Davies does not explicitly ground outside dichotomy. her discourse on Osmose in sexual difference – by The metaphoric skin of Osmose acquires for instance making claims about the "femininity" of connotations both through technologized mediation the Osmose's space – it is hard not to think about of the interface as well as through the physiological Osmose in a gender specific way. Both she and her processes of the body. However, in the discourses commentators suggest that Osmose provides an surrounding Osmose, the bliss of dissolution tends alternative for the Cartesian representation of space, to forget both aspects of the mediating substrate. which in the context of feminist theory has been Osmose is described as if opening an unmediated criticized as the phallic acquisition of spatiality. [8] access to the experience of nature - or, in my Moreover, many of the characteristics of the reading, to the maternal body. [11] However, as interactive experience in Osmose, such as Morse points out emphatically, the immediate embodiment, sensitivity, surrendering the desire for experience is only possible because of the second control or the enveloping quality of space, are skin. As skin, the mediating interface surface masks culturally coded as feminine rather than masculine. the very apparatus of that mediation. And as film Also, because the discourse tends to pass through theory has so well demonstrated, a series of Davies and her subjective experience, which is the negations and foreclosures are in operation when the embodied experience of being a woman, it is mediating technology is organized to stay out of difficult to resist the temptation to read Osmose as frame. (Morse, 1998, 134) the articulation of a female experience of space. However, I suggest, that it should rather be read as The invisible technological mediations the fantasy of a female space, more specifically as the fantasy of the maternal body. In Osmose, the artistic vision of Davies as well as her ethical commitment to the questions of ecology Immediacy of the maternal body is so tightly connected to the audiovisual representation, the interface, and the discourses of From the point of view of psychoanalytically Osmose that they might be seen symptomatic for minded feminist thinking, Osmose is then most such a foreclosure. This is not to say, that Osmose intriguing. It seems to me that Osmose, in a very would not be able to produce those deep and extraordinary way, situates the subject in a space engaging psychical experiences that so many have that is the other to the dominant mode of described. I seriously believe that the virtual worlds representation. Davies herself has called Osmose a like Osmose could increase our sensitivity and our "counter-environment". [9] But it can also be capability for empathy by placing us into the skins thought of in terms of "second skin", a term of others, helping us to see from the embodied proposed by Margaret Morse. Under the electronic perspectives of those others - and I believe, that in skin, as Morse suggests, one can adopt the place of this, exactly, is the power of Osmose. another persona and experience the virtual world as However, what needs to be interrogated - and not if it was an immediate experience. (Morse, 1998, only in the context of Osmose – is how virtual and 132-133) embodied technologies while opening heightened, Who then, is the affective subject in Osmose? immersive realities simultaneously foreclose others. What characterizes the fantasy of the maternal body In other words, the beauty of Osmose may seduce us is the lack of distance, needed for the constitution of from seeing its situatedness within the socio- the subject and object in the symbolic relation of technical networks of production. The discourse representation. [10] It seems then, that the addressing Osmose as the site of privileged immediacy of the experience within the embodied subjective experience and the body as its ultimate interface of Osmose provides access to this fantasy. grounding risks forgetting Osmose's position as one In other words, Osmose draws the user into the of the technologies of the self, that, perhaps fantasy in which the not-yet-subject is not separable increasingly, will be used for aligning subjects into from the maternal body. Interaction in Osmose is the socio-technical networks of the future. mediated simultaneously by the motion capture vest and the chemical balance induced in breathing, in such a way that these two constitute a diffuse
  • 13. 12 INTER_SKIN AND THE IMPOSSIBILITY OF object for the communication. There is no way to HETEROSEXUAL ENCOUNTER forget myself or hide out what actions I take. If I touch my genitals, you will feel that I touch them. In Inter_skin [12] consists of a datasuit designed for this way a very direct form of communication mediating touch by Stahl Stenslie. Its preliminary arises." version, cyberSM by Stenslie and Kirk Wolford was Now, for me, what seems to be arising is a series presented in the ISEA'94 art exhibition in the of questions concerning the embodied subjectivities Helsinki Ateneum. [13] Where cyberSM still used in datasuits. What exactly does direct visual interface for controlling the remote communication mean in this context? If Stenslie environment, inter_skin wraps around the user like touches his genitals, how am I supposed to another skin. Inter_skin is intended for sharing an experience that? For, me being a woman, something affective space with another affective and sensual would certainly have to be reconfigured in the subject. The interface enveloping user's body is datasuit. And after that reconfiguration, how direct designed to transmit affective touch in such a way would communication be? The idea of direct that it becomes the extension of the user's skin both communication that inter_skin is built on, then receiving and passing stimuli. As Stenslie describes seems to foreclose the possibility for heterosexual the interface: "The main emphasis of the relation, for one to one mapping would require two communication is in the transmission and receiving similar bodies. of touch. By touching my own body I transmit the There are two images depicting inter_skin. One same touch to my recipient. The strength of the shows an androgynous figure posing with the touch is determined by the duration of the touch. datasuit. The other shows the upper torso of a male The longer I touch myself, the stronger stimuli you figure engaged in an activity that takes place below will feel." In addition to touch, the user in inter_skin the frame of the picture. The image that schematizes can communicate with voice. the full androgynous body has erased any signs of As the material on this case is still relatively sexual difference and only indicates with an arrow sparse, consisting only of a short description in the place in which sexual stimulation is supposed to Stenslie's personal website, I will limit my take place. The way the inter_skin maps the discussion of it in a few preliminary remarks. erogenous zones of the human body is then, to some However, I think it merits a short discussion in the extent left for the imagination of the reader. The context in which I have, more extensively, images and Stenslie's account suggest for me that in addressed Affective Computing and Osmose. For inter_skin, the encounter between two similar what is interesting in inter_skin is that it takes the bodies is not only homoerotic, but also, what Luce issue of cyber sex and tries it out in the real world. It Irigaray designates as, hommoerotic, an encounter helps to realize the missing sexual dimension of between two male bodies, which conceive of embodiment that characterizes the discourses of themselves as universal. both preceding cases. Inter_skin is about the sexual aspect of affectivity. Stenslie specifically describes The unthinkable feminine body interaction in terms of a sexual contact. However, the sexual contact in inter_skin is quite difficult to For it seems to me, that the way inter_skin imagine, for in it, strangely, autoerotic stimulation conceptualizes human sexual body, forecloses and the touch of the other are mixed and mediated heterosexual relation, because in its terms the by the datasuit. female body appears, to certain extent, unthinkable. If the female body version of the inter_skin were Autoeroticism specifically designed, the designer would have to figure out how to map the hole that in the male Stenslie himself brings up the importance of imaginary constitutes the female sexual organ. For autoeroticism in his discussion. I will quote him in in such representational economy female body is not length: "The fact that I must touch my own body in enveloped, it envelops. order to send tactile information imply several How then, would this enveloping surface be significant aspects to the communication. First of all conceptualized in terms of the technology I must do to myself what I want my accomplice to constituting inter_skin? How can an enveloping feel. This makes my own body to a self-referential surface be enveloped? Could inter_skin cover
  • 14. 13 something that is inside body? It seems to me, that these three interface solutions to the notion of skin the negotiations, such a design task would have to has opened up some interesting spaces for further engage in, would have to pass through the uncertain discussion. If skin in the Affective Computing terrain of inside/outside ambiguity and the research is taken as the measurable substrate impossibility of its representation. mediating between the affect and the computer, the Inter_skin then seems to reproduce the old dream articulations of skin in the contexts of the Osmose of symmetry of the self and the other, which here and the inter_skin seem to gather an abundance of effectively erases the sexual difference from its cultural connotations that they both consciously and system. But one may wonder how much the dream unconsciously play with. of direct communication would turn out as a Engaging in a dialogue with them, I have wanted fantasy, for even in the encounter between two male to show that affectivity cannot be conceived of in bodies an endless series of experiences, memories isolation from the socio-technical and cultural and meanings would inhabit the surfaces of the two production. In order to make some of the trajectories bodies. of this production more visible; I have interrogated For me, then, the potential of a system like the affective subjectivities constituted by them. I inter_skin is not in the fantasy of direct have further inquired into the metaphoric power of communication but in the recognition of the skin. In my discussion skin has figured as a fundamental difference between two embodied technologically fabricated artefact and as the site of selves. This is why the voice is important, as complex and conflictual meaning production. I have Stenslie also points out. In my visions, evoked by shown that multiple literacies have been needed to Stenslie's inter_skin, something like inter-skin could trace these various networks of production and be conceived of as an intimate, acoustic space in particularly their intersections. which tactile stories enumerating uncountable differences would be shared. The “return of the repressed” in affective design projects CONCLUSION I have inspected closely those discourses framing the three affective environments. What I have The three cases that I have discussed are attempted to show is, that there will always be fundamentally incompatible. They set out to explore something that the design leaves unthought, and that the affective dimension in computing with varying what is left unthought is likely to have social frames of mind and with different goals. It is also implications, invisible to the designers themselves. important to notice how their idea of the affective Moreover, I have suggested that this unthought can aspect of interaction varies. In Affective Computing be approached as the "repressed thoughts" of the research, affect is understood as an emotional design process. In psychoanalysis the idea of the reaction and as component of a regulatory feedback "return of the repressed" is conceived of as an system consisting of the computer and the human inexplicable and uncanny insistence that comes to user. The situation with Osmose and inter_skin is haunt the well-constructed realities of subjects. quite different, for they both are interested in I have then investigated what is it that insists in evoking affection. In Osmose, the interface each piece of affective technology, its context of use enveloping body monitors respiration and balance, and the discourses in which it is framed. It is not serving navigation in the virtual and immersive surprising then that the corporeal technologies world. Inter_skin is intended to share an affective aiming at embodied and affective interaction tend space with another affective and sensual subject. not to think embodiment in all its viscerality. The interface that wraps around the user's body is Drawing on Julia Kristeva's notion of abjection I designed to transmit affective touch in such a way have suggested that the foreclosure of certain that it becomes the extension of the user's skin. embodied realities, which too intimately may come By staging them against each other and by to touch upon the embodied realities of the thematizing them in terms of skin, I have wanted to designers, might result in the foreclosure of certain elaborate on that affective space that is emerging in social realities as well. conjunction with the innovative design focusing on However, for a conclusion, I want to introduce a corporeal interfaces. It seems to me that exposing more specific and a practical question, which the
  • 15. 14 dialogue between these three affective environments 7. http://www.immersence.com/ seems to propose. How should one, as a designer, immersence_home.htm engage with the user? In other words, how should 8. see Irigaray (1990) see also my elaboration on the designer place him or herself in relation to the Irigaray in the context of VR space, Tikka, (1994, user? As Madeleine Akrich argues, in technology 1995) development, more visibility is needed for the 9. Davies refers to McLuhan's concept of "counter- processes in which user representations are formed environment" and Henri Lefevbre's idea of "counter- and applied. Her account also suggests that space" in "Landscape, earth, body. being. Space and designers should be aware of their tendency to time in the virtual environments of Osmose and unproblematically slide themselves into the place of Éphémère" in "Women in New Media", ed. Judy the user in the course of the design project. But as Mallory (Boston: MIT Press, 1998) see also Lucy Suchman points out, neither should the Marshall McLuhan and Harley Parker. 1969. designer isolate him or herself from the realities of Through the Vanishing Point: Space in Poetry and users or the realities of technological production. Painting: New York. Harper & Row, 241, 252 and Locatedness means increased sensibility to the Henri Lefevbre. Production of Space. 1991. consequences of one's design decisions. Blackwell. Oxford, p. 407 Working from a situated and embodied 10. For an extended discussion of distance and the perspective also means recognizing one's lack of it in representation, see my licentiate thesis vulnerability. And this is what the dimension of "Negotiating Proper Distance", Tikka (1999). abjection might suggest. Learning to engage with 11 As Char Davies puts it: "As technology Osmose other located and embodied realities might mean does not seek to replace nature. Immersion within learning to deal with the strange and the frightening Osmose is not a replacement for walking in the within. It may be then, that as soon as the realities of woods. Osmose is a filtering of nature through the others were addressed, as soon as difference artist's vision, using technology to distil or amplify was, truly, taken into account, the designers of certain interpretive aspects, so that those who enter affective computing systems would also have to Osmose can see freshly, can become re-sensitized, negotiate their psychical relation to the irreducible, and can remember what it's like to feelwonder. In inassimilable difference of the other. reminding people of the extraordinariness of simply being alive in the world, Osmose acts as a NOTES spatialtemporal arena where we ca perhaps re-learn how to "be"." Davies (1998, 65-74) 1. http://www.media.mit.edu/affect/AC_affect.html 12. http://sirene.nta.no/stahl/projects/ 2. http://www.immersence.com/ interskin/ise.html immersence_home.htm 13. The work consisted of two suits and a graphical 3. http://sirene.nta.no/stahl/projects/interskin/ interface. However, it suffered from technical ise.html difficulties and did not work for the most of the 4. http://www.media.mit.edu/affect/AC_affect.html exhibition. The presentation of the inter_skin does 5. The GSR Sensor measures skin's conductance not specify whether what is presented is a prototype between two electrodes. These electrodes can be and how functional it is. For my purposes, the attached to any part of the user's body, but are functionality of the piece does not matter, for what I typically attached to the fingertips. Skin am interested in, is how it conceptualizes skin conductivity is understood as the function of the discursively. skin's pore size and the sweat gland activity, which is controlled partly by the sympathetic nervous BIBLIOGRAPHY system. When the subject experiences stress or anxiety, the skin's conductance will increase rapidly Printed sources: because of the increased activity of the sweat glands. After the excitation of the sympathetic Adam, Alison 1998. Artificial Knowing: Gender nervous system the skin conductivity will decrease and the Thinking Machine. London & New York: gradually as the duct of the sweat gland fills and Routledge. pours out. Akrich, Madeleine 1995. User Representations: 6. Riedel, Oliver & Deisinger, Joachim (1996) Practices, Methods and Sociology. In Managing
  • 16. 15 Technology in Society: The approach of Other sources: Constructive Technology Assessment, ed. Arie Ripp, Thomas J.Misa and Johan Schot. London & New Tikka, Heidi 1999. Negotiating proper distance. York: Pinter Publishers. Licentiate thesis. UIAH, Helsinki. Davies, Char 1998 (1). Osmose: Notes on Being in Immersive Virtual Space. Digital Creativity, Digital publications: Volume 9 Number 2 Davies, Char 1998 (2). Changing Space: VR as an Affective Computing Arena of Being. In The Virtual Dimension, ed. John http://www.media.mit.edu/affect/AC_affect.html Beckmann. New York: Princeton Architectural Cycorp Press http://www.cyc.com/ Haraway, Donna J 1997. Immersence (Osmose) Modest_Witness@Second_Millennium.FemaleMan http://www.immersence.com/ ©_Meets_OncoMouse™. London & New York: immersence_home.htm Routledge. inter_skin project Haraway, Donna J 1991. Simians, Cyborgs and http://sirene.nta.no/stahl/projects/interskin/ise.html Women: The Reinvention of Nature. London: Free Riedel, Oliver & Deisinger, Joachim 1996. Association Books. Ergonomic Issues of Virtual Reality Systems: Head- Hofmann, Jeanette 1999. Writers, texts and writing Mounted Displays. In: Virtual Reality World 1996. acts: gendered user images in word processing Conference documentation. Hudak Druck München. software. In The Social Shaping of Technology, at:http://vr.iao.fhg.de/papers/hci/ergonomi-en.htm Donald MacKenzie and Judy Wajcman. Buckinham Suchman, Lucy 2000. Located Accountabilities in & Philadelphia: Open University Press Technology Production (draft). pub. Department of Irigaray, Luce 1992. Speculum of the Other Woman. Sociology, Lancaster University at: Ithaca, New York: Cornell University Press. Tr. http://www.comp.lancs.ac.uk/ Gillian G.Gill. sociology/soc039ls.html Irigaray, Luce 1990. This Sex Whic Is Not One. Tikka, Heidi 1995. Cyberspace - A feminist point of Ithaca, New York: Cornell University Press. Tr. view. On line MuuMediaFestival proceedings. AV- Catharine Porter. arkki, Helsinki, at:http://www.uark.edu/depts/ Kristeva, Julia 1991. Strangers to Ourselves. New comminfo/cmc/tikka.html York: Columbia University Press. Tikka, Heidi 1994. Vision and dominance - A Kristeva, Julia 1982. Powers of Horror: An Essay critical look into interactive systems. ISEA’94 on Abjection. New York: Columbia University conference proceedings Press. Kuutti, Kari 1997. Activity Theory as a Potential Framework for Human-Computer Interaction Research. In Context and Consciousness, ed. Bonnie A.Nardi. Massachusetts & London: MIT Press. Lenat, Doug 1998. From 2001 to 2001: Common Sense and HAL. In Hal’s Legacy: 2001’s Computer as Dream and Reality, ed. David G.Stork. Massachusetts & London: MIT Press. Morse, Margaret 1998. Virtualities: Television, Media Art, and Cyberculture. Bloomington and Indianapolis: Indiana University Press. Suchman, Lucy 1994. Plans and situated actions: The problem of human-machine communication. Cambridge: Cambridge University Press.
  • 17. 16 Lily Díaz-Kommonen (diaz@uiah.fi) Mariana Salgado (msalgado@uiah.fi) Interface Design and Usability Testing in the Digital Facsimile of Map of Mexico 1550 This paper describes the usability test carried The concept of the Digital Facsimile out as a part of the interface design to further develop the Digital Facsimile of Map of Mexico Printed and material facsimiles of historical and 1550. The working method used brought insights archival artifacts are frequently used by scholars for regarding the social and individual subjective research, as valid replacement for working with the experience involved in navigating an interactive original. For reasons of security and preservation, piece. The work also triggered reflections related facsimiles are also routinely used in exhibitions by to user testing and experimental methods museums and libraries. Because of their value and employed. It also defined the guidelines for the rarity, printed facsimiles are usually also exhibited second version of the Digital Facsimile that is in glass containers, where they are out of the reach presented from May of 2003 at the Gropius Bau of the public unable to peruse its contents. In Museum in Berlin, Germany. contrast, researchers and audiences frequently raise The Digital Facsimile of Map of Mexico 1550 is questions about both the accuracy and consistency a work in progress of Systems of Representation of digital artifacts, with regards to their material research group in Media Lab [1]. The Facsimile is counterparts. being designed by Lily Díaz-Kommonen, Janne In spite of the fact that digitalization could solve Pietarila, and Mariana Salgado. many problems regarding access to rare and unique archival materials, traditional image scanning BACKGROUND: THE MAP OF MEXICO techniques do not properly address many of the needs and issues of museums and libraries that also The map, that is thought to be the work of the noted happen to be major research centers. For one, these Spanish cosmographer Alonso de Santa Cruz, is one methods cannot accurately transfer radiometric and of only two known maps that give a fairly accurate volumetric properties of archival items made of picture of the city of Mexico and its surrounding organic materials, such as parchment and vellum, regions in the mid 16th century. The clearly drawn and which through the passage of time have roads over the mountains to other parts of the acquired an almost three-dimensional topography. country permit us to retrace the routes taken by the (Brown, 1994, 95) A sizable amount of archival Spanish conquerors. The map also gives information artifacts in European libraries belong to this about the ethnography and the flora and fauna of the category of parchment items. region. The population is shown performing a variety of activities, such as woodcutting, canoeing, The Map of Mexico 1550 hunting, and fishing. The approximately 150 glyphs on the map, representing human and animal heads, As used in this project, the concept denotes a digital feet, hands, circles and stars, refer to name places. representation of the original object of such a high (Larsson, 2002, 492) quality, in terms of resolution, color and shape accuracy, that it is accepted by researchers who would normally require to get access to the material version of the object. This is a significant feature
  • 18. 17 that distinguishes the proposed solution from other USABILITY TESTING AT THE MUSEUM OF CULTURES “postcard” or “videogame” quality solutions, which IN HELSINKI are mainly intended for non-expert audiences and experiential purposes. This latter option makes it The usability test was conducted in March 2003. possible to develop diverse types of digital cultural During four consecutive days, we carried out a heritage artifacts targeted to different audiences. series of interviews in the Museum of Cultures, The intensive data acquisition strategy presupposed Helsinki in order to test the current application and for such a product could also ensure that there will to set the guidelines for future steps. be enough for future generation products. A detailed user test plan was created before the Digital Facsimiles offers significant benefits: they interviews, and some reformulation of this plan can protect the original from excessive use, make appeared as the interviews were carried out. The the material available in the best possible quality to people interviewed include some that were the widest audience, and they provide the option of especially invited as well as normal visitors to the reconfiguration and augmentation – the facsimile museum. For each of these two groups, we prepared can be made a part of new works. a differentiated set of tasks and questions. Some of the people invited were experts in anthropology, history and education. All interviews were video THE GAP BEWEEN A PROTOYPE AND A PRODUCT recorded for later analysis. This was a special usability evaluation test, The gap that exists between the model in the because the visitors to museums are a huge variety designer’s mind and a final product that can be of people. At the same time it was not possible to successfully employed by people has been a subject generate the conditions of a usability laboratory. of research for quite some time. Donald Norman, for The advantage of this situation was that we example, talks about the system that is the outcome collected a large amount of data coming from of the designer’s effort and the system that emerges different sources. The disadvantages were that it as a result of the user’s interaction with an artifact. was not possible to isolate the place, so in several Between these two is a gap that results from the fact interviews we had other visitors to the museum that designers do not really communicate directly observing the test. In these cases we observed the with the user but rather, through the system reactions and comments of them, and consider this image.[Norman, 1990] The system image results as a part of the data to analyze. from the physical structure that has been built. In the During the interviews, we tried to answer the case of the map, this includes the type of projection concerns about the interface using an open format screen utilized, the tools for interaction itself, and for the questionnaire. We asked some questions the types of screens available in addition to the map from all visitors, but depending on the performance itself, such as the introduction and the help screens. of the user, we chose the order of them. We also Yet in spite of the very thorough usability testing left some time for improvisation speaking freely that can be done, at a more basic level, we will still about the project. have the situation of being confronted with the We were as impartial as possible, not solving all indeterminacy emerging from a complex system of the problems immediately, so as to stimulate the interaction. As Nielsen points out: visitors to find their way in the application. “A basic reason for the existence of usability Sometimes it was difficult not to help once we were engineering is that it is impossible to design an there in front of the screen too, producing a dialogue optimal user interface just by giving it your best with the visitor. Anyway all the observations were try. Users have infinite potential for making based on the moments when the users needed help, unexpected missing interpretations of interface trying to identify which features were difficult or elements and for performing their job in a impossible to access without help. different way than you imagine.” (Nielsen, 1993, 10) General characteristics, usability, and functionality In this context, the main objective of the user testing was to use the opportunity to evaluate and The usability goals were to make the navigation improve the already existing interface. easy to understand. In the case of the application, this translates into being able to find details of
  • 19. 18 special scientific interest while at the same time is a list of some of the problems that were identified: preserving a mental image of the whole map. The - Lack of clarity with respect to functionality: The new version of the interface aims to enhance the Moving button had an icon whose meaning was experience of perusing through the map by giving unclear. Nobody who was asked could imagine what the viewer an extreme close up view of the details, was the function of this button before pushing it. providing the feeling of touching the map, allowing Also, the Intro button suggested to most users that it for navigation according to different rhythms, and led to more information about the map. Instead it led creating the feeling of being in front of an to the Title page that contained the name of the augmented version of the map. application and developers information. This was The older version of the application contained problematic, since most of the interviewees were only two display screens: A Title page and the very curious about the map, asking a lot of questions actual application with the image of the map and the related to the original map and to historical facts. interface tool, or Button Area. (See image below.) Most of the people tried to drag the small The original interface tool provided the following rectangle that was in the Button Area while doing so functionalities: a Zoom-in button that provided a they touched different points of this small map. The magnification of 16 times the original, a Zoom-out delay in this function provoked people to continue button that zoomed down to a view of the whole touching in this area without understanding the map, an Intro button that led to the Title page of the results. The program remembered all the points application, and Moving button that allowed the touched and began to jump, confusing the user. user to move the entire Button Area. - Incorrect positioning of the interface elements: The whole Button Area was positioned in the bottom right corner of the screen, with the button in the upper left corner being the most visible. In the old version the Intro button was in the upper left hand corner. This seemed to suggest to some users that they should press this button before the others with the result that the first interaction would bring them back to the Title page. - Unclear use of the interface elements: The buttons should work only when they are touched in the center. As the borders between the buttons and the small map were thin, there were misunderstandings. For example, sometimes users Image 1. Older version of interface tool, or Button Area. wanted to push the button and they went to the Clockwise starting at upper left corner: the Zoom-in button, the corner of the screen because in fact they were Moving button, the Intro button, and the Zoom-out button. touching one point inside the small map of the Button Area. Inside the Button Area, there was a reduced map Because it was not done from the Button Area, image with a rectangle framing the area currently some people did not find at all the function of displayed on the screen. Touching a section of this dragging and moving the map. This state of map image also allowed the user to move from one uncertainty may also be related to the fact that for section of the map to another, while maintaining the the test, we used a very large touchable screen. same magnification level. This was supposed to help Since this is an unfamiliar gadget for general users, to orient the user in the navigation of the map. they did not realize that they could touch it unless Outside the Button Area, there was also the they were specifically invited to do so. functionality of being able to select and drag the - Unclear indication of current application state: entire map to all sides of the screen. The map could be left in a position occupying only a quarter of the big screen. This sight can make the Observation and concrete problems identified map uninteresting for the next visitor, who sees only a quarter of image of the map on the screen. The observations were based on testing and discussion of the older version of the interface. Here
  • 20. 19 From the observations to the new version exhibition at the Gropius Bau Museum in Berlin, Germany. For this version, we have added a Home A deep, and thorough analysis of the video data screen as first page. (See Image 2) It has a sign gathered still remains to be performed, however the inviting the visitors to touch the screen. The screen usability test has been a useful way to identify also includes the title of the project, information problems. Here is an example of how a problem was about the developers, and the URL of the web site identified that was extracted from an interview: where people find more information about the ”Subject 1: Intro... research project. Subject 2: Yes, Intro. We have also added an Intro screen that has some Interviewer: Where do you think this button will information about the original map. This serves the lead you? purpose of providing some historical details, as well Subject 2: Something about the history of that… the as relating the digital application to the original background of the whole project. [She presses it and map. (See Image 3) arrives at the Intro screen.] Subject 1: No, it is just the beginning.” Additionally, some of the suggestions that came from the users were implemented. This was the case with the changes made to Intro screen. Here is an example extracted from another interview: “Interviewer: When you go to the Intro, which kind of information would you like to have? Subject 3: No just the date, as much as I know about the original, about where is it know, more about the library, and the actual material, the physical material, the size, basic data that you can relate this version to the original artifact. The story referring to the original sources, because this seems Image 4. The Intro screen the original, but is not the original. Interviewer: Do you think it was difficult to A Help screen has also been added. It can be understand how to navigate it? reached from the Intro screen and it is a clear and Subject 3: It was easy.” simple guide to help users in their first steps. In case that nobody has touched the computer screen for General description of principal changes in the new more than two minutes, the application version automatically returns to the Home screen. Image 2. The Home Screen Image 5. The Help screen. After these observations we defined aspects that could be improved for a new version. This version The Button Are was re-designed. The buttons was especially developed for the AZTECS inside were repositioned. This allowed us to place
  • 21. 20 the Zoom-in button, which is also the one used at unexpected movements. This happened once with a the beginning, in a privileged position, on the upper group of ten-year old girls, and another time with left hand corner. A Reset button was added. This two young men whose age is around twenty-seven. button resets, or returns, the application to its initial The older people interviewed were most state that shows a view of the whole map. precautious, waiting their turn to approach the map We think that the functionality previously but giving advices or suggesting what to do. assigned to the Moving button is clearer. This In order to enjoy the experience of perusing functionality has now been placed on the top bar of through this map, one needs a bit of time. The the Button Area where we have also added arrows persons that came to the museum took the time and to indicate directionality. Our rationale for this they had positive reactions towards the map. They change is that this task affects only the Button Area found it especially pleasing to drag and move the and not the image of the map on the screen. map with their hands on the screen and to have the possibility to see in detail an interesting part of the item. We think that part of the feedback we received was positively influenced by the fact that the interviewees knew that we were doing the survey on a project that we had done by ourselves. However, this fact did not prevent the exchange of opinions, and we received a lot of good critique that will inform newer versions. For example: Some people tried to find in this application the same features Image 6. Revised interface design for Button Area. Clockwise commonly used in popular interactive media and starting on the upper left hand corner: Zoom-in button, Intro button, Home page button, Reset button, and Zoom-out button. CD-ROMs: In order to “open” other links with different information, they clicked on different parts The color that the buttons assume when they have of the map. We explained why, at this point, we reached their operational limits, such as is the case didn’t want to put links and described the concept of when you cannot zoom in any further, has been Digital Facsimile. We found that the concept is not changed from blue to gray. Also, since it was easy to understand for those who are not art deemed to be confusing, the function of moving historians or who are not familiar with the genre of from one section of the map into another by facsimiles as a whole. It is anticipated that the touching inside the small map in the Button Area concept will be modified as the project is further has been eliminated. developed. Social and individual subjective experience CONCLUSION We think that there are two ways to experience the The Digital Facsimile intends to give the user the map, social and individual. The social experience experience of being in front of an augmented occurs when there is more than one person in front version of the original map. The current design of the map. For example, it can be that the other represents the culmination of the first stage of the person, the one not touching the screen, enjoys it project. It is an interactive display that provides passively, or gives suggestions of how to use it. In visitors with an easy and simple way to handle a both of the cases, s/he is actively participating digital replica. It also allows detailed examination of enjoying and navigating the map, with the rhythm of the item. the one that is actively interacting. During the second stage, a 3D stereographic In some cases it happened that two or more of the model incorporating volumetric data derived from users wanted to interact with the map at the same the already existing photographs of the map will be time. Perhaps the big touchable screen motivated produced. A website version that displays the map several users to approach simultaneously. The and also allows for compilation, dissemination, and application is a single user application, so it was not sharing of information is also being created. prepared for this kind of use. But the users in such The potential future directions are to propose cases found a great deal of fun, observing the product solutions that involve the creation of a
  • 22. 21 museum piece, a professional research instrument, and an educational tool. As a museum piece and as an educational tool, the objective will be to extend the project into an interactive media exhibit that includes data related to Mexico City, thus tracing a link between the historical features and the current daily life in the city. As a professional tool for the researcher, the Digital Facsimile will have the three- dimensional aspect that is part of the original version. We would also like to add some type of sound feedback. The results of this evaluation validated the three potential future directions for the project since the user test indicated the necessity of having differentiated interactive products for the three probable contexts of use. At the same time, it confirmed that the expectations of different users couldn’t be fulfilled in a universal efficient tool. The project will benefit if these three directions are developed in parallel. In that way, we will have the possibility to compare issues about the roles and implications of an interactive media project tied to its context of use. NOTES 1. http://cipher.uiah.fi/Systems_of_representation. BIBLIOGRAPHY Brown, Michelle. 1994. Understanding Illuminated Manuscripts, A Guide to Technical Terms, The J. Paul Getty Museum and The British Library. Larsson, Lars-Olof, Díaz-Kommonen, Lily. 2002. “Catalogue Entries” in Aztecs, Thames & Hudson, Ltd., London, UK. Norman, Donald. 1990. The Design of Everyday Things, Basic Books, New York, pg 16-33.. Nielsen, Jacob. 1993. Usability Engineering, Academic Press, Boston,
  • 23. 22 Jazmín Avilés Collao (javiles@uiah.fi) Lily Díaz-Kommonen (diaz@uiah.fi) Mauri Kaipainen (mauri.kaipainen@uiah.fi) Janne Pietarila (jpietari@uiah.fi) Soft Ontologies and Similarity Cluster Tools to Facilitate Exploration and Discovery of Cultural Heritage Resources In this essay, we describe a system and tools repositories containing cultural heritage knowledge that we are creating and that allows us to on a global scale. We want to use these tools to produce similarity (SC) cluster representations empower visitors to investigate, navigate, and of the contents of our Culture Heritage (CH) research the contents of the CH Forums created. In Forum, namely the Exploring Carta Marina addition, users will be encouraged to produce their Forum at Harkko Museum in Raisio. The concept own personal spaces, as well as shared spaces of the CH Forum is being developed as part of owned by emerging communities of interest. the CIPHER project. CIPHER, which stands for Communities of Interest to Promote the Heritage Cultural Heritage Artifacts of European Regions, is a research and development project at the Media Lab that is The system is being tested with two cultural funded as part of the IST Programme’s 5th heritage artifacts: A Description of the Northern Framework. The motivation for introducing these People, 1555, and the Carta Marina of 1539. Olaus types of technologies in the context of cultural Magnus, the last Catholic bishop of Uppsala, heritage materials is to allow the use of spatial Sweden is the author of both of these items. vector-based computational techniques that Considered by many to be one of the great result in similarity mapping. achievements of European cartography, Carta We propose that similarity mappings can be Marina provided the first comprehensive description used to build navigation tools that enable users of the landscape, the people, and the customs of the to explore these types of materials without Nordic region. In addition to documenting many of knowing the search parameters in advance. the ethnographic aspects, the pictorial elements also Also, this method of access to cultural heritage elaborate the mythical narratives of the region. This materials might be less dependent of a priori is particularly true of the myriad representations of determined ontologies than conventional monstrous figures included in the map. The map curatorial practices. This is on line with our final consists of nine separate wood-cut sheets put objective of developing representation methods together into a map, the total size of which is 1,25 m and visualization tools that describe cultural x 1,70 m. heritage material while at the same time allowing It can be argued that the Description of the the user freedom to interpret the material, i.e. the Northern People, 1555, is the written counterpart of open interpretation approach. Carta Marina. It is a chronicle written in Latin containing 22 Books. Each Book is further INTRODUCTION subdivided into chapters for a total of 778 chapters. The work examines the history, landscape, beliefs One of the aims of the CIPHER project is to and customs of the people in the Nordic countries. develop innovative technologies and methodologies that enable the exploration of large information