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<strong>Interactive</strong> <strong>art</strong> <strong>as</strong> <strong>embodied</strong> <strong>inquiry</strong>: <strong>working</strong> <strong>with</strong> <strong>audience</strong> experience<br />

George Poonkhin Khut<br />

<strong>Interactive</strong> <strong>art</strong>s practice is considered here <strong>as</strong> a medium for critical enquiry. An experience-centred approach is used<br />

to explore how interactive <strong>art</strong> works facilitate processes of <strong>inquiry</strong> and reflection. While it is often said that the role of<br />

an <strong>art</strong>work is to raise questions, my interest here is in <strong>art</strong>’s capacity to help us develop understanding. Given that it is<br />

people and not <strong>art</strong>works that are <strong>as</strong>king these questions, and that meanings evolve through <strong>audience</strong> experience and<br />

interaction, it follows that a more detailed understanding of <strong>audience</strong> experience can help <strong>art</strong>s practitioners<br />

understand some of the ways these forms of <strong>inquiry</strong> and experience can be afforded by their works. Two frameworks<br />

for understanding user experience, drawn from the fields of Human-Computer Interaction and experience-centred-<br />

design are used to examine <strong>audience</strong> experience in Cardiomorphologies, an interactive <strong>art</strong>work that explores the<br />

experience of subjectivity <strong>as</strong> a physiologically <strong>embodied</strong> phenomenon.<br />

The notion of enquiry is central to many forms of contemporary <strong>art</strong>s practice, and is often used <strong>as</strong><br />

a way of evaluating the critical worth of an <strong>art</strong> object or event. Through enquiry we evolve new<br />

understandings and values regarding the subject or focus of our enquiry. We often speak of an<br />

<strong>art</strong>work questioning certain <strong>as</strong>sumptions and values, but who is <strong>as</strong>king the question in such situations?<br />

An <strong>art</strong>work may present us <strong>with</strong> a problematic situation or set of issues, but it is we, the <strong>audience</strong> or<br />

critic that <strong>as</strong>ks the question. If the work of <strong>art</strong> in general is defined by processes that unfold through<br />

<strong>audience</strong> engagement (Dewey, 1958, Shusterman, 1992), how can we better understand the means by<br />

which individual <strong>art</strong>works afford such experiences?<br />

Audience experience h<strong>as</strong> been explored by a many of researchers <strong>working</strong> in the fields of HCI and<br />

experience centred design (Forlizzi and Battarbee, 2005, Dourish, 2001, Press and Cooper, 2003,<br />

Picard, 1997). <strong>Interactive</strong> <strong>art</strong>works in these research environments provide a context for observing and<br />

conceptualising more playful and leisurely forms of human computer interaction that are becoming<br />

incre<strong>as</strong>ingly important <strong>as</strong> computational technologies <strong>as</strong>sume a more perv<strong>as</strong>ive role in our everyday<br />

living and communication (Höök et al., 2003, Sengers and Graver, 2003, Fels, 2000).<br />

These design-b<strong>as</strong>ed approaches to interactive <strong>art</strong>, provide valuable insights into <strong>audience</strong> experience,<br />

but can often seem foreign to the historical trajectories and critical discourses of contemporary <strong>art</strong>s<br />

practice, <strong>with</strong> its prevailing non-instrumental concept of the work of <strong>art</strong>. This paper presents an<br />

exploration of these HCI and design b<strong>as</strong>ed approaches from my own perspective <strong>as</strong> a contemporary<br />

<strong>art</strong>s practitioner. It examines how these design-b<strong>as</strong>ed approaches have been used in the development<br />

and evaluation of Cardiomorphologies, an interactive <strong>art</strong>work that uses a physiologically responsive<br />

interface to explore the experience of <strong>embodied</strong> subjectivity and self-representation <strong>with</strong>in such<br />

interactions. As an <strong>art</strong>ist, I am interested in the processes by which we evolve meanings, values and<br />

identities through sensation, interaction, and <strong>inquiry</strong>. While it is often stated that the t<strong>as</strong>k of <strong>art</strong> is to<br />

raise questions not answer them, my interest here is in <strong>art</strong>’s ability to stimulate learning and self-<br />

cultivation in a manner akin to traditional E<strong>as</strong>t Asian contemplative practices such <strong>as</strong> yoga, tai-chi,<br />

calligraphy, kyudo (archery), etc., – practices that provide a means to unifying body and mind<br />

(intention) through action.<br />

1. Inquiry in <strong>art</strong> experience<br />

Within the traditions of contemporary Western <strong>art</strong>, <strong>inquiry</strong> <strong>as</strong>sumes special significance, enabling<br />

distinctions to be made between works that are said to be merely ple<strong>as</strong>ing or fun and works of a more<br />

critical or contemplative nature. Where the former presents experiences enjoyed for their own sake,<br />

the later draw the subject into a consideration of matters beyond the <strong>art</strong>work’s immediate physical<br />

Engage: Interaction, Art and Audience Experience, November 26-28, 2007, Sydney, Australia. pp. 156-169<br />

A Creativity & Cognition Studios (CCS) and ACID Symposium. http://www.creativityandcognition.com/engage06


properties, towards a reflection on the larger meanings and values invoked by the work (Hansen,<br />

2005). Playfulness itself can be a focus critical enquiry to the extent that the <strong>art</strong>work provides a<br />

framework for reflecting on what play can mean or contribute to our experience.<br />

Artworks afford enquiry by creating problematic situations involving certain ide<strong>as</strong>, experiences and<br />

conditions. The <strong>art</strong> experience becomes an ongoing process of making-sense-of or reconciling the<br />

problematic nature of the situation encountered. This process of making-sense requires a momentary<br />

separation from, and conscious reflection on the event experienced in relation to previous experience.<br />

Meanings derived from this process of making-sense enable the <strong>art</strong> experience to play a role in the<br />

formation of subsequent life experiences (Fiore et al., 2005).<br />

While much h<strong>as</strong> been said about the problematizing and questioning function of contemporary <strong>art</strong><br />

practices, it is not clear to what extent the problems presented by these works facilitate an actual<br />

process of reflection and enquiry on the p<strong>art</strong> of individual <strong>audience</strong> members. When does questioning<br />

ce<strong>as</strong>e to be a catalyst for actual individually situated reflection and simply a rhetorical habit on the p<strong>art</strong><br />

of <strong>art</strong>ists and <strong>art</strong>s writers? Asking questions is important, but so is searching for answers. Regardless of<br />

the fact that these answers can only ever be provisional accounts b<strong>as</strong>ed on the subject’s present<br />

experience, it is through this action of making-sense and forming an account of one’s own experience,<br />

that <strong>art</strong>works facilitate the development of insights, understandings and values.<br />

So the question is, <strong>as</strong> makers and critics of (interactive) <strong>art</strong>works, how do we develop and evaluate an<br />

<strong>art</strong>work’s ability to facilitate such forms of <strong>inquiry</strong> on the p<strong>art</strong> of our p<strong>art</strong>icipating <strong>audience</strong>s? Audience<br />

experience is hard to define, and it is usually <strong>as</strong>sumed that actual <strong>audience</strong> experiences are too<br />

individual to generalise in any <strong>art</strong>istically useful or meaningful way. Recent work on <strong>audience</strong><br />

experiences in HCI and experience-centred design research reveals <strong>as</strong>pects of experience and reflection<br />

in interaction that can help us to think about the design of interactive <strong>art</strong>works in terms of the varieties<br />

of behaviors they afforded their <strong>audience</strong>s.<br />

2. Cardiomorphologies: designing <strong>with</strong> <strong>audience</strong> experience<br />

For the p<strong>as</strong>t four years I have been exploring this idea of interaction <strong>as</strong> enquiry through the<br />

development of my ongoing interactive <strong>art</strong> project Cardiomorphologies, a physiologically responsive<br />

<strong>art</strong>work designed to respond to autonomically mediated changes in breath rate and he<strong>art</strong> rhythms. A<br />

large mandala-like video projection and real-time sonification responds to changes in breath and he<strong>art</strong><br />

rhythms, collected from sensors attached to the p<strong>art</strong>icipant’s body. P<strong>art</strong>icipants are invited to explore<br />

how these patterns can be transformed through sustained attention to contr<strong>as</strong>ting varieties of<br />

mental/emotional activity and body awareness.<br />

Figure 1 Cardiomorphologies <strong>as</strong> exhibited at Beta_space gallery, Sydney: (left) p<strong>art</strong>icipant being introduced to the<br />

sensor devices and (right) interacting <strong>with</strong> the work Photos by Greg Turner.<br />

Engage: Interaction, Art and Audience Experience, November 26-28, 2007, Sydney, Australia. pp. 156-169<br />

A Creativity & Cognition Studios (CCS) and ACID Symposium. http://www.creativityandcognition.com/engage06


This research culminated in 2005 <strong>with</strong> in an intensive study of <strong>audience</strong> experience, developed in<br />

collaboration <strong>with</strong> curatorial researcher Lizzie Muller and interaction designer Greg Turner. Using<br />

methods adapted from the disciplines of HCI and human centred design we developed the<br />

Cardiomorphologies interactive experience through a series of iterations. Tools such <strong>as</strong> Video-Cued<br />

Recall (Omodei et al., 2002, Suchman and Trigg, 1991), Person<strong>as</strong> & Scenarios (Cooper, 1999, Kan et<br />

al., 2005), and Future Workshops (Kensing, 1991) were used to record, examine and reconceptualize<br />

the varieties of <strong>audience</strong> experience afforded by the design of specific interface elements and the<br />

experience <strong>as</strong> a whole (Muller et al., 2006).<br />

Early on in our collaboration I identified a list of six experiential aims that described the qualities of<br />

engagement that I w<strong>as</strong> interested in facilitating through the work. These experiential aims included<br />

such qualities <strong>as</strong>:<br />

� Sensual and kinaesthetic – the projected imagery generates and reinforces enjoyable<br />

sensations of changing weight, motion and patterning <strong>with</strong>in the body;<br />

� Close fitting – the <strong>art</strong>work should reflect <strong>as</strong> accurately <strong>as</strong> possible actual changes in<br />

physiology. It should feel like a very clear extension of the p<strong>art</strong>icipant’s body;<br />

� Quiet, concentrated, inwardly-attentive-focus – the p<strong>art</strong>icipant is focused on sensing and<br />

responding to subtle shifts <strong>with</strong>in their own psycho-physiology;<br />

� Explorative, curious – the experience invites exploration and interest;<br />

� Enabling and Instructive – p<strong>art</strong>icipants develop an ability to physically sense changes in he<strong>art</strong><br />

rate pattern, and how these patterns interact <strong>with</strong> different mental/emotional states,<br />

p<strong>art</strong>icipants have a sense that they have learned something about their own ability to sense<br />

and enact changes in their own psycho-physiology; and<br />

� Meaningful – the <strong>art</strong>work provokes a consideration of the p<strong>art</strong>icipant’s mind-body processes in<br />

ways that might inform their experiences and actions in other ‘real life’ contexts.<br />

My aim <strong>with</strong> Cardiomorphologies h<strong>as</strong> been to facilitate experiences of the body <strong>as</strong> subjectivity (the<br />

body <strong>as</strong> a subject, the subject <strong>as</strong> a body) in ways that would stimulate reflections on the nature of our<br />

embodiment, its representation in contemporary culture, and the relational abilities and personal<br />

insights these experiences can provide. My approach to bodily experience <strong>as</strong> a focus of <strong>inquiry</strong> draws<br />

extensively on the somatic bodywork traditions exemplified by the Feldenkrais Method, Hanna Somatics<br />

and the Alexander Technique, methods that cultivate body-mind coordination <strong>as</strong> a way of enhancing,<br />

maintaining or recovering the quality of our being in the world (Feldenkrais, 2002, Hanlon-Johnson,<br />

1995, Rywerant, 2003). The above mentioned research collaboration <strong>with</strong> Muller and Turner provided a<br />

way of <strong>as</strong>sessing and reflecting on the extent to which these aims where being realised or transformed<br />

in actual <strong>audience</strong> experiences of the work.<br />

Figure 2 Cardiomorphologies v.2 <strong>as</strong> exhibited at Beta_space gallery September 2005, showing variations in<br />

colour, size and intensity <strong>as</strong> mapped from changes in breathing and he<strong>art</strong> rate data. The white light in the centre of<br />

the image glows brighter <strong>with</strong> each inhalation, while the pink and orange rings in the middle section blend from pink<br />

to orange to green according to changes in he<strong>art</strong> rate. The ray-like emanations indicate changes in he<strong>art</strong> rate<br />

patterning that can be mediated by mental and emotional focus. Photo by Greg Turner<br />

Engage: Interaction, Art and Audience Experience, November 26-28, 2007, Sydney, Australia. pp. 156-169<br />

A Creativity & Cognition Studios (CCS) and ACID Symposium. http://www.creativityandcognition.com/engage06


3. Understanding experience in interaction: reflection and immersion<br />

Hansen (2005) h<strong>as</strong> proposed four modes of <strong>audience</strong> interaction that describe the different ways in<br />

which <strong>art</strong>works can facilitate processes of reflection and <strong>inquiry</strong>: in Figure 2 the vertical axis indicates<br />

how physically active the user needs to be in order to experience the <strong>art</strong>work, while the horizontal axis<br />

indicates the quality of the p<strong>art</strong>icipants interaction, varying from immersed (totally absorbed) to<br />

reflective. Hansen’s model provides a way to describe the process by which <strong>audience</strong>s enter into<br />

contemplation (enquiry) through transitions from one state to another: from ‘immersed while active’ to<br />

‘reflective while p<strong>as</strong>sive’ or from ‘reflective while active’ to ‘immersive while p<strong>as</strong>sive’. In<br />

Cardiomorphologies <strong>audience</strong>s learn to influence the appearance of the work through a combination of<br />

breathing and intentional focus. Applying concepts of ‘physically active/physically p<strong>as</strong>sive’ to<br />

Cardiomorphologies highlights the limitations of C<strong>art</strong>esian dualism <strong>with</strong> respect to subjectivity <strong>as</strong><br />

physiologically <strong>embodied</strong> phenomena. Biofeedback interactions collapse conventional distinctions<br />

between the body <strong>as</strong> something we are and the body <strong>as</strong> something control. Interactions <strong>with</strong>in such<br />

systems entail a process of embodiment whereby subjects learn to <strong>art</strong>iculate progressively finer details<br />

of their being, moving from that which is perceived clearly to sub-conscious processes beyond their<br />

present perceptual thresholds. Edmonds et al. (2004) have noted how physiologically responsive<br />

interfaces (i.e. controlled by changes in he<strong>art</strong> rate, sweat gland activity, brain wave rhythms etc.)<br />

promote an approach to interaction b<strong>as</strong>ed around the idea of being-<strong>as</strong>-a-way-of-doing, rendering<br />

subjectivity <strong>as</strong> a fundamentally interactive phenomenon.<br />

Closely fitting and kinaesthetically engaging breathing and he<strong>art</strong> beat biofeedback, in the form of a<br />

series of expanding and contracting halo forms provide the b<strong>as</strong>is for the <strong>audience</strong>’s initial (non-<br />

reflective) immersion into Cardiomorphologies. Muller’s (2006) analysis of interviews recorded <strong>with</strong><br />

Cardiomorphologies p<strong>art</strong>icipants using video-cued recall documents this process: after an initial ph<strong>as</strong>e<br />

of familiarisation, p<strong>art</strong>icipants became immersed in the movement of the breathing and he<strong>art</strong> beat<br />

visualizations, literally ‘zoning out’ and reporting that [I’m thinking] just about my he<strong>art</strong>beat, I’m just<br />

thinking about the he<strong>art</strong> and breathing calmly, that w<strong>as</strong> the focus, nothing else. Several p<strong>art</strong>icipants<br />

reported the focusing and relaxing power of the image, for example: My thoughts kept jumping to<br />

external thoughts but then I’d sort of get sucked back in and drawn back to the image, and then I just<br />

kept st<strong>art</strong>ing to relax more and more.<br />

physically active<br />

(conscious choice)<br />

immersive reflective<br />

physically p<strong>as</strong>sive<br />

(unconscious reflex)<br />

Figure 3 Four modes of interactive contemplation described by Hansen (2005), <strong>with</strong> elaborations by the author: <strong>as</strong><br />

biofeedback unfolds from a first-person subjective (somatic) perspective, biofeedback interaction describes an<br />

voluntary extension of perception and conscious choice towards previously unconscious reflexes i.e. nervous system<br />

arousal, he<strong>art</strong> rate activity etc. Subjects learn to modify these normally unconscious behaviours through qualitative<br />

changes in subjective orientation and incre<strong>as</strong>ed sensitivity to proprioceptive and interoceptive sensations.<br />

Engage: Interaction, Art and Audience Experience, November 26-28, 2007, Sydney, Australia. pp. 156-169<br />

A Creativity & Cognition Studios (CCS) and ACID Symposium. http://www.creativityandcognition.com/engage06


With time, changes in the slower time frame data such <strong>as</strong> breath and he<strong>art</strong> rate trends, and low<br />

frequency he<strong>art</strong> rate oscillations revealed by the spectral analysis (Bhat and Bhat, 1999, McCraty et al.,<br />

1995, Vicente and Thornton, 1987), begin to reveal themselves through gradual changes in the colour<br />

of various graphic elements (refer to Figure 2). Ambiguities regarding the precise cause of these<br />

changes, especially <strong>with</strong> regard to the ray-shaped spectral display, generate unstable movements<br />

across Hansen’s horizontal ‘immersive – reflective’ axis <strong>as</strong> <strong>audience</strong>s move through different stages of<br />

self-identification and ambiguity regarding the works status <strong>as</strong> a reflection of the action and presence<br />

<strong>with</strong>in the work. Audience accounts of this stage of their experience, <strong>as</strong> documented by Muller through<br />

video-cued recall, revealed two p<strong>art</strong>icularly interesting <strong>as</strong>pects, firstly that all p<strong>art</strong>icipants only had a<br />

very vague understanding of the kind of information being displayed by the ray-shaped spectral<br />

analysis display, and secondly that, despite this, the appearance of these rays prompted in most c<strong>as</strong>es<br />

the recounting of very intimate and personally meaningful stories <strong>as</strong> a way of reflecting on the self<br />

(Muller et al., 2006).<br />

4. An interaction-centred framework for understanding experience<br />

Interaction design researchers Jodi Forlizzi and Katja Battarbee (2005) have developed a framework for<br />

<strong>working</strong> <strong>with</strong> user experience (Figure 4) that provides a useful tool for evaluating <strong>audience</strong> experience<br />

<strong>with</strong> interactive and p<strong>art</strong>icipatory <strong>art</strong> systems. Where Hansen’s model describes the quality of <strong>audience</strong><br />

experience <strong>as</strong> a simple alternation between reflective, immersive, and active or p<strong>as</strong>sive modes of<br />

engagement, Forlizzi and Battarbee’s model outlines a more complex appreciation of the varieties<br />

experience at work in an interactive experience, and the processes by which these experience evolve<br />

into meanings and values. Building on the experience-centered aesthetics of John Dewey (1958) they<br />

describe three principal types of experience at work in a given user-product interaction: experience<br />

itself – the raw and un-reflected perceptions and self-talk <strong>as</strong> experienced when we make a cup of<br />

coffee, an experience – the experience we have when we ride a roller co<strong>as</strong>ter) and co-experience – the<br />

experiences we share <strong>with</strong> others such <strong>as</strong> when we visit an exhibition or play a computer game<br />

together. In addition to these three types of experience, they identify three types of user-product<br />

interaction through which these experiences emerge: fluent interactions that we perform <strong>with</strong>out<br />

thinking, like riding a bicycle, cognitive interactions that require us to think about the interaction at<br />

hand, such <strong>as</strong> would be required to fix a bicycle, and expressive interactions that help the user to form<br />

a bond to the product and mark it <strong>as</strong> their own, such <strong>as</strong> when we select or create our own ring tones<br />

and wallpaper images for our mobile phone or personal computer.<br />

Figure 4 Forlizzi and Battarbee’s model of experience in interaction (Forlizzi and Battarbee, 2005).<br />

Engage: Interaction, Art and Audience Experience, November 26-28, 2007, Sydney, Australia. pp. 156-169<br />

A Creativity & Cognition Studios (CCS) and ACID Symposium. http://www.creativityandcognition.com/engage06


Meanings evolve through transitions from one type of interaction to another. In Cardiomorphologies,<br />

biofeedback technologies are used to shift the usually fluent or subconscious experiences of breathing,<br />

he<strong>art</strong> rate and nervous system activity to a level of cognitive awareness and reflection in which<br />

p<strong>art</strong>icipants learn to identify, sense and eventually coordinate the physiological behaviours being<br />

monitored (Olsen, 1995). At certain stages during their interaction p<strong>art</strong>icipants achieve a degree of<br />

fluency <strong>with</strong> the behaviour of certain (biofeedback) interface elements to the extent that they can begin<br />

to experiment <strong>with</strong> expressive interactions (i.e. make he<strong>art</strong> beats speed up or slow down, make shapes<br />

larger or smaller, etc.). The competency required to undertake these more expressive and playful<br />

forms of interaction indicates a transition from a cognitive (learning) stage of interaction to a fluent<br />

(learnt) interaction. Cognitive stages can be characterised not only by alternating between processes of<br />

immersion and reflection, but also by complex movements between fluent (learnt and or subconscious)<br />

interactions and expressive interactions where p<strong>art</strong>icipants engage in playful forms of exploration<br />

regarding the works ability to accurately reflect their presence <strong>with</strong>in the system.<br />

Expressive interactions also describe processes in which p<strong>art</strong>icipants develop a sense of identification<br />

and individuality through their representation in the <strong>art</strong>work: i.e. that is me, that is my he<strong>art</strong>, this is<br />

me being angry, etc. One of the perceived shortcomings of Cardiomorphologies, revealed during the<br />

video-cued-recall interviews and feedback from previous iterations of the work, w<strong>as</strong> relative sameness<br />

of the look and sound of the work from one p<strong>art</strong>icipant to another: <strong>audience</strong>s indicated an strong desire<br />

for their interaction to reflect their sense of uniqueness and individuality. Forlizzi and Battarbee’s model<br />

reinforces the importance of this kind of expressive interaction in the production of meanings and<br />

values, and suggests the need for a re-consideration of the role of expression in my conception of the<br />

work. Interestingly, throughout the development of Cardiomorphologies I consistently avoided the idea<br />

of the work <strong>as</strong> an instrument for expressive (i.e. musical) performance, favouring instead the concept<br />

of the instrument <strong>as</strong> a tool for sensing and locating otherwise hidden details of our being. My<br />

reluctance to frame the interaction in terms of expression stemmed from concern that <strong>audience</strong>s might<br />

become fixated on the notion of expression and lose sight of the work’s primary goal <strong>as</strong> a system for<br />

sensing and reflecting on their own (physiologically) <strong>embodied</strong> subjectivity. Expression in Forlizzi’s<br />

scheme provides users <strong>with</strong> a b<strong>as</strong>is for establishing their identity <strong>with</strong>in the interaction, and in relation<br />

to other users, <strong>as</strong> a b<strong>as</strong>is for co-experience, which in their model of interaction, encomp<strong>as</strong>ses the<br />

discussions and informal comparisons that take place between p<strong>art</strong>icipants who have interacted <strong>with</strong><br />

and/or observed the interaction. Differences between the work’s response to different individuals helps<br />

intensify their experience of themselves <strong>with</strong>in the system, and becomes a st<strong>art</strong>ing point for a (co-<br />

experiential) discussion between visitors and p<strong>art</strong>icipants about the work and their own<br />

psychophysiology.<br />

5. Exploring co-experience in interactive <strong>art</strong><br />

As Graham (1997) h<strong>as</strong> noted, <strong>audience</strong> experiences of interactive <strong>art</strong> are seldom <strong>as</strong> solitary <strong>as</strong> <strong>art</strong>ists<br />

often imagine. Forlizzi’s inclusion of co-experience <strong>as</strong> a key component of the interactive experience<br />

highlights this often neglected dimension of <strong>audience</strong> experience, especially in <strong>art</strong>works designed for<br />

solo interaction, enabling us to observe and evaluate the varieties of experience and interpretation<br />

facilitated through interactions between the individual p<strong>art</strong>icipant, the <strong>art</strong>ist/operator and other<br />

observing <strong>audience</strong> members. The idea of co-experience is developed intensively in the installation<br />

b<strong>as</strong>ed works of such <strong>art</strong>ists <strong>as</strong> Lee Mingwei (2005), Shigeaki Iwai (2006), Iain Mott (2006) and Christa<br />

Sommerer & Laurent Mignonneau (2003) to name but a few, and is used widely in various forms of<br />

community <strong>art</strong>s practice and various e-mail and mobile phone b<strong>as</strong>ed Fl<strong>as</strong>h mob practices (Hewitt,<br />

2003). Whilst co-experience itself is not a central focus of works like Cardiomorphologies, the<br />

Engage: Interaction, Art and Audience Experience, November 26-28, 2007, Sydney, Australia. pp. 156-169<br />

A Creativity & Cognition Studios (CCS) and ACID Symposium. http://www.creativityandcognition.com/engage06


development of co-experience <strong>as</strong> a design element by Forlizzi and in the practices of <strong>art</strong>ists like Lee<br />

Mingwei, helps refocus our attention away from a machine-centred approach, towards a more<br />

<strong>audience</strong>-centred approach to the facilitation of <strong>inquiry</strong> and learning in creative <strong>art</strong>s practice.<br />

Figure 5 Visitors observing a young p<strong>art</strong>icipant in Cardiomorphologies v.2, Arnolfini gallery, Bristol, UK, 2006.<br />

Co-experience h<strong>as</strong> been an important and unavoidable element of my work <strong>with</strong> biofeedback<br />

interactivity from the outset. The processes of attaching the he<strong>art</strong> and breath sensors and inducting<br />

p<strong>art</strong>icipants into and out of Cardiomorphologies necessitates at the very le<strong>as</strong>t a dialogical relationship<br />

between the p<strong>art</strong>icipant and the installation operator (usually myself). Having the work accessible to<br />

non-p<strong>art</strong>icipating observers opens the work up to a much larger <strong>audience</strong> than would otherwise be<br />

available for a work that can only respond to one person at a time <strong>with</strong> sessions l<strong>as</strong>ting between ten<br />

and thirty minutes. As the work h<strong>as</strong> evolved through various iterations, these ide<strong>as</strong> of co-experience,<br />

conviviality and dialogue have become incre<strong>as</strong>ingly important to my concept of what this kind of<br />

interactive <strong>art</strong>work is and does, <strong>as</strong> a form of cultural and social practice.<br />

Cardiomorphologies creates a social space that allows for friends and strangers to be present to each<br />

other in ways seldom afforded by normal social condition: visitors interact <strong>with</strong> the work one at a time,<br />

but can also p<strong>art</strong>icipate <strong>as</strong> observers. This experience of observing w<strong>as</strong> not something that I had<br />

initially anticipated <strong>as</strong> being of much interest at all, but in practice creates a surprisingly intimate and<br />

careful atmosphere, <strong>as</strong> observers bear witness to the normally hidden processes of the p<strong>art</strong>icipant’s<br />

embodiment – i.e. listen to my he<strong>art</strong> beat, this is me being calm, this is me being sad, etc. While a few<br />

p<strong>art</strong>icipants have found the presence of observers initially disconcerting, the majority seem to<br />

appreciate the space this creates, and in many instances it is likely that the presence of observers<br />

intensifies the quality of the p<strong>art</strong>icipant’s engagement <strong>with</strong> the work and the processes explored<br />

through it.<br />

The framing of <strong>audience</strong> experience through formalised research methods such <strong>as</strong> the recording of<br />

post-experience interviews and video-cued-recall add a further dimension of co-experience to the<br />

<strong>audience</strong>s overall experience of the work (Muller and Khut, 2005). Although problematic from a<br />

Engage: Interaction, Art and Audience Experience, November 26-28, 2007, Sydney, Australia. pp. 156-169<br />

A Creativity & Cognition Studios (CCS) and ACID Symposium. http://www.creativityandcognition.com/engage06


conventional social research perspective, the development of research-focused dialogues between<br />

<strong>art</strong>ist/researcher and <strong>audience</strong> <strong>as</strong> an integral p<strong>art</strong> of the work <strong>as</strong> a whole, is an area of great interest to<br />

me <strong>as</strong> practitioner, especially when considered in relation to theories of relational or dialogical<br />

aesthetics <strong>art</strong>iculated by writers such a Nicol<strong>as</strong> Bourriaud (2002) and Eduardo Kac (1999). While<br />

ethnographic materials (i.e. interview transcripts, time-series graphs, personal histories, etc.)<br />

generated through these dialogues suggest strong potential <strong>as</strong> <strong>art</strong> materials in their own right<br />

(documentaries, datab<strong>as</strong>e driven <strong>art</strong>works, etc.) their primary attraction for me at this stage of the<br />

works development is <strong>as</strong> a device for shaping the p<strong>art</strong>icipant experience itself: the way in which the<br />

p<strong>art</strong>icipant’s experience is shaped and intensified by the presence of interested observers, and the<br />

range of performative expectations that <strong>audience</strong>s bring to this type of playful psychographic<br />

exploration.<br />

6. Conclusions<br />

In the above examples I have shown how frameworks drawn from HCI and experience-centred design<br />

research, can be used to examine the way in which interactive <strong>art</strong>works stimulate enquiry and<br />

understanding through interaction. Where some have found the application of these design-b<strong>as</strong>ed<br />

frameworks and methods problematic or irrelevant to the concerns of contemporary <strong>art</strong>s practice<br />

(Penny, 2004) others have argued for their value and importance <strong>as</strong> tools for developing interactive <strong>art</strong><br />

experiences (Sengers and Graver, 2003, Sengers and Sikszentmihályi, 2003, Muller and Khut, 2005).<br />

As tools for understanding experience in interaction these approaches have enabled me to evolve and<br />

critique my work <strong>with</strong> bodily experience in ways that allow it to remain close to the lived reality of the<br />

<strong>audience</strong> experience. Methods such <strong>as</strong> Video-Cued-Recall, Person<strong>as</strong> and Scenarios and Future<br />

Workshops <strong>as</strong> introduced to me by Lizzie Muller (Muller and Khut, 2005, Muller et al., 2006) have<br />

helped me to gain a deeper understanding of what is happening at an experiential and cognitive level<br />

when <strong>audience</strong>s interact <strong>with</strong> my works, highlighting congruencies and mismatches between my own<br />

conception of the experience <strong>as</strong> a <strong>art</strong>ist-designer and the lived experience of individual <strong>audience</strong><br />

members. Working <strong>with</strong> Forlizzi and Battarbee’s model of experience-in-interaction h<strong>as</strong> allowed me to<br />

evaluate my work in terms of its ability to transform sensation into insight and understanding: how is<br />

experience is circulated <strong>with</strong>in this matrix of experiential modalities, and drawing attention to potential<br />

sticking points or unexamined design opportunities. The frameworks and methods outlined in this paper<br />

provide a means for <strong>art</strong>ists engaged in these kinds of critical and research-focussed interactive<br />

practices to gain a closer understanding of the experience-centred processes and conditions at the<br />

he<strong>art</strong> of their work.<br />

Engage: Interaction, Art and Audience Experience, November 26-28, 2007, Sydney, Australia. pp. 156-169<br />

A Creativity & Cognition Studios (CCS) and ACID Symposium. http://www.creativityandcognition.com/engage06


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