Welcome to my research trail for my assigned topic: historical
re-enactment. Research is currently presented in html format - one day I
may make this more presentable and engaging.
I will admit that when first given this topic, I was not very enthused to
research it further. I thought historical re-enactment only dealt with
battles, colonial livelihoods, and global civil wars. Thankfully, due to
the helpful library research guide, I quickly learned that historical
re-enactment encompassed much more than a living history of wars. My
research progression follows something like this:
historical re-enactment > historical representation > technology’s effect
on realistic representation > simulacrum (when is simulation more real
than reality) > experiencing the past emotionally and somatically >
opportunities for addressing trauma > body-based testimony > open-ended
history in relation to a passionate present
I’ve broken down my research by identifying key terms, questions, cautions
during research, and potential sub-topics. I’ve also included a section of
notes from the simulation reading (Simulacra and simulation) that have
guided parts of my research. Finally, I’ve added a few of the readings
I’ve done, as well as any notes I had for them.
Key terms
Commemoration (landscapes littered with monuments)
Individual and collective memory
Reality Effect / mimetic realism
Simulacrum
Experimental history / education and the bastardization of history
hyperreality
Affective encounters
Definition of Affecturn Turn: the preconscious feelings and impulses
are altered by smells, hormones, gestures, and images, and that these
affective
Cathartic possibilities through reenactment vs. sanitization of the
past
body-based discourse
Alternative past futures
Investigative re-enactment (narrative vs. research tool)
Questions
How do we know what the past smelled, tasted, sounded, felt like?
What is the relationship between realism and authenticity?
When can reenactment be used as redemption? When should it be used as
methodology?
Can a re-enactment operate like a simulation (which presumes virtual
reality)?
How do simulations change the sequence of past, present, and future?
If the real is no longer what it is supposed to be, are re-enactments the
closest we get to maintaining or producing a live / equitable simulacrum?
Topics
The As-If World or alternative past futures: (Hannah Arendt) “I could
always have turned out differently. If we approached the study of history
as a virtual/ video game simulation: at any point, there can be multiple
outcomes. Implications for healing trauma and learning history
Present re-enactments - including past (present) re-enactments that help
participants/historians develop a lived understanding of the studied
group, is there a way to extend this acquired sympathy to current
populations? A somatic learning of difference?
Reconstructing landscapes/soundscapes that no longer have (or maybe never
had) a reality to mimic. In the interests of pre-COVID nightlife, how
might I reconstruct my experiences, my community’s collective memory to
imagine and construct a new type of nightlife?
Simulations and its effects on identity / simulations and semiotics (is
there is no reality)
Cautions
Psycho-intellectual projection: Dangerous to assume that because we
experience certain phenomena (through re-enactment) in certain ways, this
is the experience of our predecessors.
VR simulation is by nature intrusive
Notes on Jean Baudrillard
Quotes:
"Why couldn't the "work" of the unconscious be "produced" in the same way
as any other symptom in classical medicine? Dreams already are."
"Can one live with knowing everything is the distorted truth?"
“But their metaphysical despair came from the idea that the images
concealed nothing at all, and that in fact they were not images, such as
the original model would have made them, but actually perfect simulacra
forever radiant with their own fascination.”
“The whole system becomes weightless; it is no longer anything but a
gigantic simulacrum: not unreal, but a simulacrum, never again exchanging
for what is real, but exchanging in itself, in an uninterrupted circuit
without reference or circumference”
"Ideology only corresponds to a betrayal of reality by signs; simulation
corresponds to a short-circuit of reality and to its reduplication by
signs. It is always the aim of ideological analysis to restore the
objective process; it is always a false problem to want to restore the
truth beneath the simulacrum.”
Is Disneyland a stand-in to confirm our perception of reality? A
suspension of belief or disbelief? Acts of desperation that confirm our
fragile hold of reality (theme parks, scandals, icons)
Evil things are upheld by moral superstructures! Power is a simulation
Revolving causality // Mobius strip - operational negativity // Order only
understands reality (simulation is limited by order)
Is our confirmation of the real only bolstered by its opposite?
Real > reference (referential) > images/icons/signs > simulation
Real > neo real > hyperreal
Analyzes historical accuracy vs. emotional/sympathetic interpretations
of history, oftentimes called a bastardization of history. Is this new
imaginative process hindered or helped by new technologies? When is
the simulation more real than the thing itself?
looks at the value in more fictional-based reenactments of history.
Questions the constitution of collective memory. “reenactment invests
the present space with meanings and memories of the past.”
Body-based discourse
“Trauma, privation, emotional disturbance, and transformation leave
their marks on the body and psyche, and it is to these wounds and
scars that reenactors testify.”
versions of reliving history — “This emerges as a problem of
representation: history is seen as an unassailable set of facts that
awaits a good script.” “reenactment ought to make visible the ways in
which events were imbued with meanings and investigate whose interests
were served by those meanings. Reenactment's central epistemological
claim that experience furthers historical understanding is clearly
problematic: body-based testimony tells us more about the present self
than the collective past.”
“Reenactments are simulations, which in the course of their execution,
point at their own limits. While the simulation (like science fiction)
“extrapolates the future from an assumption (that is, potential),
re-enactments always refer to concrete, past events (that is, actual).
And whereas a simulation (in most cases) remains in virtual reality, a
re-enactment by implication means translation into a real space with
real objects and people”
“Those who investigate Simulation as an entertaining medium has been
reflected on in the fields of aesthetics; they regard simulation to be
a modern and dynamic kind of simulacrum - a blueprint of reality.
Re-enactments can draw attention to aspects of an original historical
situation whose importance has been overlooked or underestimated.
Looks into the inherent risk of unpredictability and revisits
Collingwood’s “reconstruction of a lost mental universe”
What is the relationship between structure and agency when conducting
investigative re-enactment?
Re-enactments should incorporate more reflexivity: placing modern
individuals in dialogue with the historical imaginary
“It is to dramatize the extent to which our knowledge of history is
the outcome of a fragile investigative procedure. It can illustrate
the extent to which history is an open, rather than a closed, body of
knowledge - but one that has a real relationship with passionate
present concerns at an individual level.” ---- history is not static
???
Interview with Sarah Hakani (curriculum development) on VR simulations for
teaching Syrian refugee caretakers and physicians
*edited and condensed for clarity
C: To start off, can you tell me more about the masters program you were
doing and your area of focus?
S: Yeah! In my masters program, I was in the Harvard school of education
and my program was in technology and innovation. During that time I
worked with this professor named Chris Dede. Chris’s area of focus is on
VR and immersive learning experiences and the potential they have for
things like language-learning and anything that would support
marginalization,like constructing study-abroad experiences in VR rather
than having people travel. Chris introduced me to Richard Mollica, who
worked at the Harvard program in refugee trauma. He was working on the
generative power of VR and immersive mobile apps that train people in
ways that take their trauma background into account, and helps them
re-generate empathy. Richard’s research was on how Syrian caregivers
also have empathy burnout similar to Syrian refugees. He looked into how
trauma often mirrors from recipient to caregiver and all the ways in
which vicarious trauma makes the experience look the same in both of
their brains. He and I talked about what it would look and feel like to
construct experiences and immersive mobile apps that would help mitigate
that, reverse that, and regenerate hope and empathy.
C: Did you have an interest in VR simulation before this project?
S: I think in a very hypothetical way, yes, but it was something I
thought was just a cool thing, but couldn’t really be “my cool thing.”
It started with the Dede asking me to see this exhibit at MIT museum, so
I went to the exhibit called The Enemy, and it was essentially a VR
exhibit, where you walk through and meet soldiers from different sides
of the same battle. For example, an Israeli IDF soldier and a Palestinan
child throwing rocks at tanks. The VR simulation tracks your eye
movements, monitors your body language, and they take a survey pre-VR
experience and post to see how your perceptions have changed, or how
your perceptions evolved based on the amount you were able to empathize.
What mine showed was that my bias beforehand was extremely pro-Palestine
and the simulation itself was created for me to reflect hearing from the
Israeli soldier about their experience of loss. Throughout the hour and
a half that me and this person were talking, I was able to look at him
more, I was able to ask questions back, and see that person as more of a
human. It made me think about what it meant to be able to challenge core
beliefs. And it’s a negative and scary effect of being able to learn
that, but it’s also a very expansive and helpful one to be able to in
this immersive conversion that isn’t real but is real. After that, my
interest in (VR) became real rather than theoretical.
C: With that experience in mind, were you already researching Syrian
refugees and caretakers, and somehow that came together in this new
project?
S: At the time, I wasn’t really researching anything about caretakers.
It had been left out of the equation for me until Richard put that into
the equation. Previously I had been thinking about the impacts of trauma
on language-learning. In undergrad, I did a lot of research on what it
meant for people more from a neuroscience perspective, where the parts
of your brain that are occupied by trauma make it a lot harder to
multitask, harder to switch between languages, harder to inherit new
languages and when you’re being taught in English and your mother-tongue
is Arabic, it’s much harder for someone who has trauma to learn than it
is for someone who doesn’t and is just coming from a different
linguistic background. I was very curious about the extension of that
into VR and language-learning for refugees and with the caregiver
element added, the more that I researched I realized the power of
vicarious trauma is also so strong and heavy. What happens when the
people who are supposed to give care to these very traumatized
populations also lose their ability to do so? It felt like a very
different layering of issues that drew my attention to thinking about
how trauma gets mirrored and what types of ways that community
trauma-bonding are small subsets of this kind of caregiver and victim
dynamic.
C: That’s a whole different element added to it. I’m curious about the
project itself, what were the tools that were used? How did you find
participants? How did you measure the mirrored reactions or similarity
in trauma?
S: What I did was mostly the research to fund and ground the project.
After this one year masters, Richard was going to go to Syria again and
begin to implement these training tools and build out the training in a
virtual environment, like seeing someone’s hand blown off. What do you
do in that situation when you know it’s not real, but you have that
proximity to it feeling very real. We developed several scenarios that
could potentially be of use in this virtual environment and we’re
working with a designer, marking how each of those experiences could be
statistically significant and different from other experiences in terms
of how it would feel to watch someone weep about losing a loved one
versus watching someone come in and have lost a part of their body
versus someone who has come in and lost a sense of self and fear. What I
created was mostly literature review, the basis, everything we needed
for funding, and mockups for what those scenarios would look like to
then work with a designer to create a responsive app that would help
them modulate throughout the training and reflect along the way.
C: Does the app envision that caretakers and those directly affected by
trauma work together?
S: The app we illustrated was strictly for caregivers and that was
partially because of the way funding models came through, but the ways
that we decided to do that were all through Robert’s theory that if the
caregivers do have this regenerated empathy and understand the tools
that you might need for that, then it might lead to a responsive
classroom style, like “I understand this, therefore I’m able to practice
it with you better.” In phase one (which is what we were creating), it
was just supposed to be for caregivers, and phase two, three, four would
look like a more collaborative and responsive approach.
C: How did you stumble upon the idea that caregivers are maybe
subconsciously affected by trauma?
S: That was a question that Robert asked, like “I have this theory, do
you think it’s true?” We read a lot about physicians in general and what
empathy burnout looks like and how it's embedded in so much of this
work: lose a sense of self, lose a connection with this patient, and
then you’ll be able to serve them. I found research on the ways that
medical school is a breeding ground for empathy burnout and the ways
they talk about empathy can be very in-theory only. There was this piece
that said by the third year of medical school, physicians would have an
80% decline in their empathic potential. I was measuring the many
different ways they were being told what they’re doing, why they’re
doing, and that they need to have tough skin. I looked up different
training models for caregivers and found a similarity in many
caregivers, especially those that are in these environments who either
couldn’t handle it or didn’t feel it anymore. We got closer to the
essence of what it means for someone to lose empathy for the person
they’re serving.
C: It makes me think that these fields prioritize using methodology of
written research at the risk of being super theoretical. Considering the
study of emotion and body-based testimony, how does having actual
physiological responses to these types of simulation have the potential
to sustain empathy rather than something that’s experienced
“in-the-moment”?
S: I think that part of it is the safety of being removed - the safety
of knowing you’re in a simulation can help the extension of this, the
part two of this. Say you were to put a Syrian refugee whose house was
completely taken from them, crushed, and their daughters were killed in
front of them and recreate it in a virtual simulation. They’re allowed
to have a little more control in that situation and process in a way
that’s not completely unwritten from their mind. I could see the safety
of that recreation in many senses act as a trigger but I think those
triggers, by allowing a physiological response without those things
happening to you again have a lot of potential. I think the issue is
with people like physicians, it’s not so much that they can’t experience
this in a real environment - I think the issue is we’ve done so much
damage to our emotional capacities that in some ways VR feels like an
opportunity to redo it that feels real-ish, but can potentially reverse
the damage of traditional schooling, burnout, and ways of saying,
“You’re becoming a doctor because it’s good for family,” rather than
“You’re becoming a doctor because it’s good for people.” VR gives you a
chance to backpedal a bit and imagine futures but also recreate pasts of
all of these blunders and when I was thinking about these third-year med
students having lost their empathy, I thought “well it would be great if
they could regenerate it somehow.”
C: We associate virtual reality and hyperreality as being so removed
from real emotions to the point that we ask ourselves, “what is real?”
How is it that we’re able to reintroduce lost emotions? With regard to
agency and giving these participants agency, how do you also work in
enough structure to help guide these people to re-experience these
emotions they may have lost? For those who have experienced trauma, how
do you ensure that they have enough agency and safety throughout? Do you
have a guide for that?
S: I think it’s a very work-in-progress guide and I’d be happy to reach
out to the lab about where this is currently but because we were
thinking about it from the perspective of physicians, we weren’t
thinking so much about how to protect these people from the traumas they
have experienced, more so how to open them up to the traumas they often
neglect. The reason they wanted to have a responsive mobile app was in
order to help with that modulation in real-time where it's kind of like
those talk-based therapies where you talk to yourself almost and helps
you regulate yourself. That was kind of the idea when it's like you're
in this environment, you’re in this experiment but there's consistent
feedback because there is this talking to self AI responding that helps
the researchers collect data on how safe it is and what is the impact
it's having so I think the environment for success and environment for
safety looks very different when it's physicians versus like refugees
and so in this one case this responsive of mobile app was the solution
that they had proposed.
C: Does something like this require conditioning or multiple, repeat
immersions of the simulation?
S: I think the goal is to find one simulation that does it and I
continue to think about The Enemy as an option for that. The Enemy was
an opportunity for me to be in this environment and reflect on it now,
three years later. I'm thinking a lot about that immersive experience -
of course it didn’t change my mind but it stuck with me for many years
in terms of how I think about war or how I even think about gang
violence or how I think about issues that I feel very stern on and get
to think about how the interpersonal differs from the state level.
C: Do you feel like the exhibit led you into that position? How much
choice did you feel like you had throughout it and were there things
that surprised you about yourself and was that separate from thinking
that the simulation had a clear agenda?
S: Yes! That reminded me that I had a lot of choices throughout the
experiment. There were three pairs that you can talk to that are on
different sides of different wars and battles and I still stuck with the
Israeli soldier for a really long time. I was asked by that person in
the VR if I wanted to go talk to someone else and I just wanted to
continue talking to the soldier. The choices that were made felt a
little bit primed going into it because the survey beforehand asked,
“How do you feel about Israel and Palestine?” I kept tricking my brain,
thinking “Oh, this person is being really nice to you because you said
you were pro-Palestine.” I do feel like I was primed but at the same
time they did give you a lot of choice: some people walked through the
exhibit in 20 minutes and I was in there for 2 and 1/2 hours, talking to
that Israeli soldier for 1 and 1/2 hours and everyone else for 30
minutes. And that all felt like a lot of choice. They're not rushing you
through this experience: you take what you need and that experience
makes me think that this doesn’t always need repeat exposures and I
don’t think that many things do. If we strip it down to the most human
sense, there have been conversations that have changed lives and I think
that the past shouldn’t be unwritten through a VR world just because
it’s technical and an experiment that might need multiple doses. There
have been such singular experiences that are so transformative that I
think the goal would be to create a singular experience rather than to
force someone through an experiment. The closest you can get to humanity
the better. When someone’s a lab rat and they're just pushed into this
and are going to come out of it feeling more “blank,” more kind, more
equipped - I think it takes you away from the initial goal, which is to
re-embed humanity into you, rather than, ”let me show you the ways you
can perform humanity.”
C: I think this experiment paired with you was a great match because
you’re someone who has taught yourself through all your experiences of
getting to know other people and through your research to have this
approach of “I am going to try to understand perspectives that I don’t
already.” That’s not something everyone already has built-in as a habit.
I'm just wondering how that can be incorporated into schools. From an
early age, something like this could be really helpful for people who
don’t interact on a daily basis with marginalized populations or anyone
of difference.
S: That's when I get really excited about the K-12 implications of it
and the ways that VR has the potential to introduce communities to new
communities without doing harm to other communities. Shared Studios was
almost doing this except that it was invoking harm because it was real
experience with another community. But if the Shared Studios model
existed as simulations of people rather than people that you can
voluntourism around, that could be really interesting too. The ways that
we are taught to generate empathy through serving the marginalized
rather than learning about the marginalized and understanding the
marginalized could be subverted in a really cool way in VR. It’s
learning about rather than entering the community and pick up the trash.
There are a lot of implications in terms of what it could mean, even
putting people in conversations that their friends wouldn’t bring them
into - different social groups to be met where you are, to really
understand that it’s not “oh my sister is just a hippie.” A lot of
people resonate with wanting to have a conversation with someone like
them that’s not them. Creating this simulation that shows the different
types of people you could get to know that represent different types of
people on Earth could be really helpful in even mending familial
dynamics. It’s the same with the physicians. You don’t need to learn the
skills to pretend you’re listening, you could just learn how to listen.
C: Do you think it’s important to have that environment knowing that
you’re entering something that is supposedly not real? All these
opportunities to repair certain relationships or to learn about other
people - that seems like it requires a lot of time and energy into using
the equipment that already makes you feel displaced. If we really want
to introduce this to someone and the benefits are substantial, at what
point does that become intrusive?
S: The whole element about at what point does it become intrusive is a
very 2020 thought, but a past of immersion and a future of immersion
aren’t intrusive. I feel like it's not intrusive to actively mend
through a technology that’s an extension of sitting at a table and
saying “Mom, I want to talk to you.” There's a world in which this can
be such an embedded way of coping, of healing, and of really learning
about difference in a way that makes a lot of things pains superfluous.
Currently, it's really hard to think about how this wouldn’t be very
intrusive or require a lot of priming and or wouldn't require a lot of
after care. That is part of the issue with VR being reactive rather than
reinstating humanity. If we decided today that the purpose of VR was to
reinstate humanity, it wouldn’t have to be reactive. It could just be to
teach humanity, understand one another, to learn empathy from a young
age and learn the ways to modulate it yourself so you’re not burnt out
and reaching for something to learn how to feel again. There’s a future
world where it’s not an extension of you but just a part of how you
learn.
C: It’s exciting that a lot of historians and some teachers are talking
about the potential for lived or experimental history where there’s
always a continuous connection between the past and the present. How can
we reference the past in a way that honors our current bodies, and
doesn’t just displace us in a previous body or another body somewhere
else on this planet?
S: Sometimes that’s the coolest thing: your past evolves every day and
thinking about history as a fixed thing is also something that this VR
world would like to disrupt. A history could be completely rewritten
through one conversation, similar to how history could be rewritten
through one immersion, one interaction in that world. I think a future
world acknowledges that every day, every hour, you are a new body and
that new body has learned these things. You can learn something and it
could just fit into your system of other things you’ve learned and it
doesn’t have to disrupt everything because you are a new body. What does
it mean for current selves and past selves to coexist without them
hurting one another?
C: I’ve been thinking a lot about alternate past futures, which comes
from a video game standpoint, where the game acknowledges that the
player has a multitude of paths they can follow even if the game is a
re-enactment of something from history. Keeping this multitude of
alternate realities in mind, from our class reading, Baudrillard argues
that our reality has become transformed into references, images, and
icons that have assumed a reality behind them when in fact there’s
nothing left to reference. In this view, everything is a simulation.
Does this theory change your perspective?
S: My initial quick thought is that I don’t agree with it. Everything
isn’t a simulation, but there can be many pasts and many futures. They
can all be real. What you shared about alternate past futures is very
resonant because there are so many branches of where things could have
gone and while I’m on one of them, all of the other ones are still real
and are ways I could have processed my histories. That in itself gives
room to say one immersive experience or conversation can shift you on
another branch of your past path. We have an arbitrary number of paths
that any path can branch onto and some people might say that it makes
none of them real, but you could be on any of those paths and our
potential to grow, change, evolve, understand, re-evaluate, re-name,
re-consolidate information in our brains differently. The more we can
remember those pasts, the more we’re able to say “this is the new
offshoot of it.” I don’t think alternate past futures means you’re on a
different path you could’ve been on, but more so that you could’ve
easily jumped. We’re so malleable that we can remember a past that we
thought we had forgotten or that wasn’t real. We can heal in a different
way. I feel really connected to reality and that’s also part of my fear
of “it’s all fake.” I do think there are possibilities of that but there
are much stronger possibilities of us having lived so many more lives
than we’re able to name and that those lives can lead to so many more
lives than we’re able to process.
C: Maybe it’s semantics, but if reality assumes the ultimate truth, one
ideal life, and if we actually have all these iterations of life we
could experience, then those iterations uphold the idea that everything
is a simulation.
S: Yes! Both can be true - I will just panic about it. But, I think that
the ways people often think about “everything is a simulation” is so
watered down. It’s easier to say “everything is a simulation” to mean
“I’m completely disconnected from my reality” rather than saying “I am
so deeply interwoven with my reality.” Rather than saying “I contain
10,000 pasts,” it’s easier to say “everything is fake.”
Miniature (project)
With all this new information, I had to mull over what I wanted to create
over a long(ish) run. I wanted everything I had learned to connect to my
current preoccupations with nightlife and community. After answering the
question about which imagination I felt trapped in, I thought about how
the pre-COVID nightlife has quickly become an experience of the past. How
might I communicate or re-animate that club essence (a thing I've been
trying ever since Shanghai)?
My thought process from topic to project idea went something like this:
Historical re-enactment > lived history > living history > living
re-enactment > DJing is keeping past music alive, re-animating past
creations > remix = infinite alterations > past flowing into present >
clubs are living re-enactments
How can I describe to someone my connection to nightlife?
What would this re-construction of my elation in Shanghai and Shanghai
adjacent (not referring to physical location, but the type of experience
felt) look like?
I started out by taking a live mix from a night that captured that
essence: playing b2b with someone I hope to play with and collaborate
with indefinitely. Then, I chopped it up according to the most memorable
(sometimes very messy) transitions and fed it to an Octatrack, a live
sequencer. While I could have easily done this in a DAW, I really wanted
to mimic the feel of DJing with equipment and the Octatrack makes
sampling so tangible. After re-creating a mix from those samples, I then
went ahead and chopped it up within Ableton. I fed those resulting
samples to the Octatrack. I repeated the process about three times and I
have those recordings below. It was an experiment to see what iterations
and re-enactments could look like with soundscapes. While I had hoped
that I would be able to reverse the process, I doubt it would ever come
close to the original (re: Jean Baudrillard). It's not perfect, and I
doubt anyone would want to listen to iteration 1, 2, or 3, but the
process itself is something I want to continue exploring.
Original Live Mix (the first 12 min of a 2 hour set)
First Iteration
Second Iteration
Third Iteration
Maps
I started out by identifying stakeholders and other sub-topics and then
re-drew to expand the boundaries in order to reflect the stakeholders or
stakes that I was missing in my first diagram.
In order to visualize and understand my connection between historical
re-enactment and club simulations, I began making causal diagrams. These
causal diagrams illustrate the idea of "club culture as re-enactment"
more than re-enactment of club culture. The ideas outlined in this show
how different parties become environments for active experimentation in
not just the most visible parts of raving (people, style, lighting), but
also the ways in which people connect with strangers, learn new ways of
becoming (as well as overcoming past traumas or anxieties), and allow
for difference to supersede the mainstream. In thinking about Morgan's
essay on re-performance and Small's proposal for Musicking, I wanted to
demonstrate how DJs (I'd argue are also performers) guide re-enactment,
either through experimentation or preservation of ongoing club genres.
What conditions are needed for the DJ to re-work the way we feel
incentivized to move our bodies? And for dancers (also performers), how
does irregular movement or freedom of movement allows us to re-shape
(even if temporarily) the ways societal norms are hardcoded into our
bodies?
This helped me create a concept map for the club system or "lifeworld,"
which is a term lovingly adapted from Fiona Buckland's
Impossible Dance. It's pretty straightforward, and includes the
various stakeholders in this system, but it wasn't a map that led to
many 'aha's' that would help me gain new insights on this chosen path.
For deeper clarification, I created two diagrams that better connected
my research and thoughts on club culture as historical re-enactment as
simulation. While I'm still thinking through the connections between the
various nodes, I am seeing new possibilities for creating a guide.
Topic Development
I spent much of the past week researching simulation, performance, and
re-enactment in the form of club-specific contexts. I found really good
resources that connected bodies on the dancefloor (club lifeworlds) to
memory reconstruction and socio-political transformations that carried on
from past to present, club to outside the club. In particular, historical
re-enactment's emphasis on body-based discourse to uncover and formulate
new meanings (either missed or impossible to determine through other
methods) is evident in musical performance. Coined "Musicking," Small
defines any instance of musical performance to include all ways of taking
part, whether that's performing, listening, practicing, providing
material, or dancing. Fiona Buckland took this idea of dancefloor
participation to introduce club environments as pathways for
worldbuilding, especially among queer individuals. Another idea I was
especially intrigued by was connecting underground nightlife to
experimental theater and playgrounds (play-reality). These ephemeral and
liminal zones become laboratories of the present, allowing participants to
embody action and historiography in order to construct new experiences and
new meaning. In other words, "a pathway towards a way of 'being in the
world' that resists fixity, embraces possibilities and offers the promise
of mutuality."
“Playing for one's own pleasure, which alone can create the conditions
for new communication. [. . .] it relates to the emergence of the free
act, self-transcendence, pleasure in being instead of having.”
"The body itself is a theater of memory"
"Underground events therefore can be conceived as “festal interzones”
or “experimental theatres of change” (St John 2009a: 147) where
processes of transformation, however small, may be put into train
using play as its engine. "
"communitas: the moment at which “spectators’ individuality becomes
finely attuned to those around them, and a cohesive if fleeting
feeling of belonging to the group bathes the audience"
"Gaillot positions the community of the techno-rave as a “laboratory
of the present” (1999: 23–24) that offers a mode of being together
that celebrates the sensation of “now-ness” (St John 2009a: 95), we
might also understand it as a playground of the present."
"The liminal quality of such sites may support the search for new
lifestyles and performative identities; yet, these are not
automatically emancipatory, but may reinforce restrictive identities
and power relations."
"Meaning therefore is always a retrospective and reflexive act of
turning-toward"
"Play-reality highlights the simultaneity of, or the oscillation
between, real and not real."
Potential Forms
spacial, auditory, quadraphonic sound
Choose-your-own-adventure // multiple rooms within the club
embodied historiography: how to include an invitation to engage
From both the feedback of the practice presentation last week and the real
presentation this week, I’ve realized that it’s difficult to communicate
my associations, experience, and perceptions of a topic in a few minutes.
However, I learned how necessary that is to provide others context,
especially those without similar backgrounds. I guess I wanted the context
to be more ambiguous, as to not influence any type of understanding people
had of underground club before going through my guide. For me, the
ultimate goal would be to convey the impact and embodied experience I’ve
had and to somehow allow others to come to similar (or dissimilar)
conclusions. I’m still wondering, what are the conditions necessary to
re-create the possibilities for transformation, previously made possible
in past underground club events? I know I was focusing a little too
heavily on the technical side, since from the practice round, it seemed
evident that others needed more visual guidance in the form. In becoming
too concerned with minute aspects of re-enactment, I wasn’t able to
recognize that from my exploration of intertwined re-enactment and
simulation, my guide would inevitably diverge from concrete or actual
experiences. Moving forward, I want to flesh out the affordances of both
in order to expand on the interactions or reflections made possible in my
guide.
For this topic. I spent a substantial amount of time researching and
creating the guide. I came upon the analogy to underground club culture
while researching performative aspects of historical re-enactment, and
from there, read many texts on simulation and club lifeworlds in order to
strengthen the connection. Once I solidified the systems and metaphors, I
composed three soundscapes (which was my original form) and built a
website for the guide. I attached the landing page as instructions for the
project rather last-minute, and from the feedback, I realized I should
have spent more time focusing on writing out the intent for the
experience. After the presentation, most people were surprised by this
analogy and wanted more evidence in the guide, particularly in relation to
collective memory and bodily co-presence. I liked Adam’s suggestion that
it could be done asynchronously and from Sarah’s feedback on re-thinking
the motivations behind historical re-enactment, I realized that providing
instructions or tools for self-reflection during the experience would have
made it stronger. Post-presentation, I revised the landing page in order
to give more background on underground club culture as historical
re-enactment, and to provide participants a preface for what they might
experience. I want the project to not only reflect immediate perceptions
of underground clubs, because I believe that a virtual simulation and
re-enactment can be transformative without its traditional physical
containment. And this epiphany of sorts has been an inspiring drive behind
my research and experimentation with form. I definitely focus on both, but
research before experimentation. Maybe if I did them simultaneously, or
figured out a way to actively put them in dialogue, then I wouldn’t have
felt stuck in terms of how to take the guide further. However, feedback
was very helpful, and I think I have new channels to explore as well as a
new direction for the project.
Since I'm interested in continuing with this topic, I went ahead and
created another map that detailed the affordances of historical
re-enactment and simulation. I think it's clearer and it's already sparked
new ideas for renovating the guide I have currently.
Daily Practice
For the daily exercise, I decided to use a memory palace. Since historical
re-enactment is rooted in individual and collective memory, I wanted to
direct my focus to a kind of memory-meditation. While memory palaces are
used mostly to store new information, I just revisited the same journey I
took multiple times while I was living in Shanghai. It wasn't until
Shanghai that I fell deep into the allures of underground club culture.
For me, the underground spaces in Shanghai were emblematic of liminal and
reflexive possibility. I experienced a rewakening that showed me an
alternate reality, and it gave me direction in building and supporting a
similar culture within the states.
Every day, I would revisit the journey I took from the apartment I was
staying in to the club I frequented the most. Each embodied memory
resulted in remembering a different night, and I tried as much as possible
to not pre-determine which night I wanted to revisit. By the end of the
memory palace, I would write down whatever word(s) came to mind, and from
there, I created a little sound snippet that felt representative of the
meanings or images associated with the word(s). I chose to create sounds
again because my form was originally a layered soundscape. While some of
the daily sounds are closer to the words (if we assume a universal sonic
dictionary), I am limited by my growing production skills, so some sounds
don't quite capture what I intended, but I tried not to spend too much
time perfecting them.
Day 1: Searching, excavating
Day 2: Exuding (warmth), reverie
Day 3: Subterranean, cool
Day 4: Pillar
Day 5: Awaiting, precipice
Day 6: Amalgamation, starlings
Janky Prototypes
For the in-class exercise, I chose a lighter as the object. It's so small
and usually does one of two things (light a candle or light a cigarette),
but here were my full list of affordances: -button and wheel to
create a flame -a small light -warm some fingers -light a
candle -burn small things -attach 2 pieces of plastic together
-balance an uneven chair or table -illuminate ideas
-conversation starter w/ a stranger -irl random dating?
-sanitize something -version of fidget spinner -spooky
story telling lighting
I chose to act out an example of using the lighter to pass notes to
someone IRL. Maybe passing a lighter could be another small way of
reminding people to vote. What if lighters had QR codes on them? You could
stick a QR code on anything, but because of the nature of how lighters get
passed around (in non-pandemic settings), messages could very well get
passed on to strangers or people outside of your usual social circles. I
have a few lighters that came into my hands more randomly than other items
I own. Of course, lighters that get passed around are usually tied to
smoking, so this isn't necessarily the context in which I'd want to pass
them out. But if it's currently a tool to get messages to people outside
your normal spheres, then that that means there's room for intervention.
Jenny Holzer displays messages on giant structures, what about doing this
on a seemingly trivial everyday object?
Project Prototypes
1) Sonic Inbox
Because I chose the number 7, I left class with "email" as the starting
technology. I was most intrigued with Gmail's autosend feature, which
related to the idea of creating a future memory, or storing a memory with
the intention of being opened in the future. While I did in fact send
myself a memory (recounting feelings I had over breakfast), I wasn't sure
how I would turn that into a prototype. Instead, I was interested in
establishing a connection between memory and sound.
What if emails (future memories) could be translated into sound?
I liked the idea of an inbox being a physical storage box. It reminded me
of a performance done by a friend, where he performed a piece using a
hand-cranked music box. What if this music box, rather than reading
musical notes, could somehow read letters? It would require some mapping
of notes to characters, but the idea is to either honor or let go of a
memory through its conversion to sound. Perhaps the sound get stored into
a playlist for later.
Example of a music box that would read letters
2) Non-linguistic language translator
Incorporating real-time data, what if there was a chat box that
pulled images crowd-sourced from various apps like Google Maps and
Instagram as well as sounds crowd-sourced from various locations around
the globe and the converted the text to a feed of audio-visual content?
Aporee is a site that displays
high-quality ser-uploaded sounds based on location. They all have fairly
robust descriptions, which could pair well with the web app's chat box.
Similarly, Free Sound could be used
to search for sounds related to the written memory. The idea is to convert
messages/memories into something that involves a multitude of emotions.
These sonic and visual artifacts can be then be used to create connections
between various memories. While there is often a visible disconnect in
forming connections across a screen, using real-time data (or
crowd-sourced data) to start a more expansive, immersive dialogue with the
user may help remind them of environments with "natural" stimuli. I'm
interested in seeing how juxtaposition, or the pairing of different
datasets might engage the user more actively, but also offer them a novel
format that remains connected to the non-digital world around them.
From a friend's participation in my daily practice of re-enactment, they
came to the words "adrenaline rush", "joy", "shaking", and "full." An
example of the translation might involve these images, interwoven with
these sounds. The sounds were pulled by querying these words, and it's
quite interesting to see how sounds are fitted to certain words, or how
the users who upload these sounds describe them.
Currently, I pulled photos from Google Earth using its "I"m feeling lucky"
function, but I would need to find a better way to pair the word with the
photo. There's not an easy way to search for specific descriptors because
the photos aren't tagged or categorized that way. For this to work, I'd
either need to find another source or find some medium that can map words
to images.
3) Hearing memory
This is a simple idea, but it involves strapping a contact microphone to a
user's throat, recording any changes in breathing, swallowing, noises from
the chest, etc. while the person recalls a specific memory. I'm not sure
if memories have been categorized as physiological sounds, but this could
be interesting when comparing memories associated with contrasting
feelings. Depending on the level or analysis of the audio, memories could
be categorized differently. Those with higher frequency or amplitude
(general increase in activity) would be stored into a folder of "vivid
memories," something for the user to revisit more deeply. As the reverse,
instead of recording sounds generated by a user's memory, an experiment
would be to use certain sounds from varying environments as the trigger
for new audio movement.
If these were somehow amplified and collectively listened to, like a sonic
dinner party, this could put the participant in a different, new
conversation with memory, whether the memory they listened to was a point
of joy, pain, sadness, etc. I think another interesting way to use the
recordings would be to incorporate a feedback loop, where the recordings
are funneled into another room, and the participants in that room are
connected to contact mics that then record their reactions to the first
collection of sonic memories. I imagine the experience would be cathartic,
a soft-to-noisy open grieving scene, much like what occurred in Midsommar.
IAE & Publics
At this point, I would say I am still unsure about how to continue. From
the start, this project was less about self-expression and more about the
impact of club culture, which has always in my opinion, and then deepened
through research, been a space for real, progressive change. Research on
more overt examples of progressive change has been done in the past, where
others (Buckland) have looked at certain club spaces and parties that have
elevated minorities or alternative expression. However, while researching
historical re-enactment and simulation, I became fascinated by this
discovery of the characteristics of underground clubs that lent themselves
to becoming liminal and temporal spaces, charged with the potential for
involved communities to experiment and transform (where many of these
transformations would continue to take place outside of clubs). My
original intent and instinct for many years was to illuminate this theory
of club to those who aren't part of the community or to those who haven't
the slightest clue what club culture entails. I suppose I thought it would
be helpful (transformative) for those who don't necessarily have access to
physical clubs to still experience the same stage of possibility, but
served in a digital, more accessible format. Now, I've been sitting with
this idea for too long, and the world has an onslaught of much more
pressing issues that fulfilling this original objective seems frivolous.
Pivoting away from this club-specific framework, I thought this project
could still address the fatigue, the mental burnout of our increasingly
hyper-digital personas. That's why I was looking into memory, because I
thought it would reveal something revelatory with regard to our lack of /
desire for connection. Maybe I'm questioning myself whether things can
truly be good or the same through complete digital fabrication (how we
talk, learn, remember). My foray into creating this form was to test
whether or not I could create an experience or tool that would unlock
feelings of community, identity-play, possibility, or any of the effects
of underground club by mimicking certain underground characteristics. I
still think there's a lot left to explore with how we might translate our
bodies (and our histories with how we use our bodies) to different
affordances of the technologies we use daily. I also think sound is an
untapped resource for unlocking key emotions or memories, which is why I
chose to use that as a form. Maybe it's truly laughable to want to
re-imagine how we might see, hear, or feel new sensations through a
recalibration of how we use our devices.
I'll document what other thoughts I have regarding IAE and publics below:
Idea: People need space to experiment or play - a need for release
(others would say disembodiment). People need places that inhabit a
culture, creative practice, or an artform that challenges, inspires, and
accepts. Arrangement: an underground club: usually abandoned/
repurposed industrial spaces (hard). Spaces where there aren’t many
residents around or spaces that are embedded in neighborhoods. Type
of music played and alcohol/drug usage (soft) Type of party
determines type of crowd, which altogether determines the type of effect
Effect: (small) These arrangements made me realize that there was a
crew that I belonged to -- I started listening exclusively to this type of
music -- I felt re-invigorated, re-inspired to live.
Aren’t these spaces always in danger of closing? Isn’t that an effect of
this idea that clubs aren’t taken seriously? The long-lasting effects of
involvement in underground club - does it really have the potential to
produce say the dissolution of identities, give alt identities and
minorities autonomy that can exist outside of these parties?
Potential audiences for this project:
1: An audience that doesn’t understand the the idea that club culture is
radical, or is a space for social change
2 An audience that is well-versed with this type of culture. What would my
project do for them? How would it change their relationship with club
culture?
Maybe my idea is that it feels like we need specific contexts to enjoy
club culture, that being a large oftentimes industrial space, disembodied
conditions, whether that’s environmental or drug/alcohol-enhanced. And
through practices of re-enactment or more thoughtful/ slowed-down
simulation, we can access those internal wonders, drives to reinvent and
transform.
Sound Experiments & Interface Research
Encouraged by Sarah to break away from technology, I tried to carry out a
version of janky prototype #3 (sonic dinner party). It was simple, but I
was warmed and surprised by the outcome. I sent a voice message to nine
random friends asking them to record their surroundings at the time of
hearing the message. A few sent outdoor recordings, which included ambient
playground, construction, and wind sounds. Others sent recordings that
were especially cute, including one of someone singing along to the radio.
After receiving them, I randomly sent them back to the group, and asked
them to describe or think about a memory they associated with the
recording. These answers really surprised me, mainly by the fact that
people often attributed the sound to a vacant, typical 'liminal' space.
Based on the responses, I knew it was important to somehow incorporate
these recordings or the possibility of incorporating crowdsourced audio to
the website. I also worked on designing the visual arc of the website to
reflect the liminal association, from a bare room that gradually zooms out
and vibrates to complete white.
Audio Recordings & descriptions
“I hear something faint.. at first i thought it was birds chirping, and
then a tea kettle starting to boil, but it sounds like some machine moving
back and forth to cut something but squeaky? but maybe squeaky on purpose
instead of rusty squeaky ?”
“I feel like, hearing people work in the wood shop at high school from
outside the building, also swinging on the swings at my elementary school
while in high school bc the sound of creaking but also a pushing sound
like someone pumping their legs or pushing off from the ground to go
higher”
“It sounds like a playground in an industrial wasteland”
“Reminds me of being in a coffee shop in the winter time for some reason.
hanging with a friend”
"Da bobst library lol”
“It reminds me of a merry go round on myrtle beach”
Further Research & Inspiration
Answers to guide questions What is my starting question?
How can we experience tones of liminal possibility through the constraints
of a screen/touchpad? Why we use computers What am I researching?
Hacking the computer, thinking through the ways we’re supposed to use it
and how we might be able to use it differently (affordances). Can we mimic
dance through a computer? Why am I interested in it?
Maybe boredom from how its been used throughout quarantine, would like to
bridge this virtual/irl analog/digital gap What effect would I like to produce in participants (users, publics,
audience)?
Still be able to experience the feelings seemingly possible only within
(club) spaces or (physical) proximity. In as plain language as possible: describe the format you have in mind
for your project. (ie "it is a shoe that allows its wearers to pollinate
flowers; it is a mobile app that asks users to notice noise
pollution.")
It is a web experience that creates opportunities for users to discover
new emotions, new expressions by re-enacting core components of
underground clubs.
Class Workshop: "I plan to..."
-I plan to create a web experience that uses live recording/looping of
real-time sounds in order to facilitate alternative forms of digital
connection through collective sonic memories.
-I plan to disrupt how we may passively sit with or experience sounds that
we hear in solitude or with others.
-I plan to explore how certain web interactions paired with lived or
corporeal re-enactments push our boundaries of perception
-I plan to create this web experience that pulls from underground spaces
in order to re-think how we use these digital interfaces. What is my point
of intervention? That it is watching from both sides? One-way watching?
What type of feedback am I hoping to generate?
-What if sound was coming at you through a screen? What does that look
like/how does that feel? ...ack ack this is not a visualizer
-What does it mean to hear sound (w/o context) from a stranger
-is digital interaction w/ computers receptive? Reciprocated? Do I have a
problem with the fact that it is not?
-Am I addressing a problem that I’m trying to create or am I simply
filling a void? Easy problem: “zoom fatigue” // digital overload //
computer overstimulation (simulation?)
-Do I take issue with how we perceive others (and other things happening)
through digital interfaces/interactions? How is this harmful? Am I just
trying to facilitate a friendly empathetic web channel?
-In clubs, it’s hard to pin down each person’s established identities,
does that make people kinder? More empathetic? What inspires empathy?
LOL
-If 2 people (strangers) interact on this web page, what am I hoping to
accomplish? A WEB EXPERIENCE TO FACILITATE INTENTIONAL DIGITAL
CONSUMPTION
Possibilities Matrix
What is the arc? You are asked to record a snippet of what’s
happening around you (environment or something you’re doing) and it gets
uploaded to the web You are an adult/teen? And when you enter, you are
brought to a queue (a waiting room of sorts). While in the queue, the
website helps you configure the type of experience you’re envisioning. As
you’re brought into the room, it is dark, nighttime, and you continue
peeling back the layers of a simulated (club-esque) environment, but one
where through exploration w/ mouse movement, different visual phenomena
occur - the sonic party happens as the number of sounds encountered
correlate with the number of people in the web room. They can be heard
separately from the soundscape or together, eventually if there are 2 many
people in the “room”, it becomes noise. As it approaches this threshold
(maybe noise, maybe a specific length of time), the colors appear to
reflect daytime. AT this moment, you can chat with others in the room,
either by sending a hello or sending a general message to the screen. The
emotional arc is one of unfamiliarity to familiarity, disembodiment to
embodied connection
Takeaway: Turning the affordances of
digital interaction inside out => like a restorative experience, leaves
you with a warm feeling, that digital interactions don’t need to be
draining or a one-way reception
"Interface is “feeling aura”. Aura is shaped through frequency, and
only through invested and varied interaction does it take on a more
developed form "
Antechambers (waiting rooms)
"What the antechamber therefore represented was a tightening of
opportunities to interact with a person of station as well as a delay
in bringing about an interaction (Schlögl 2004: 190–1). Thus viewed,
the antechamber constituted a key space in a complex social arena."
“As a rule, we do not wish to wait. If we follow Gracián, for
instance, the ability to wait is a means for realising one’s goals. In
other words, waiting is only worth its temporal cost when the desired
goal is finally reached. By contrast, waiting for its own sake was and
is thought to be undesirable.” Hoping for an encounter // on the
lookout for others Waiting rooms == chance to synchronize and
attune the passengers Systemic waiting == standardised mass
experience and a constitutive temporal region of modernity.
Delay is essential to fulfillment: If time is round and space is
curved, waiting is the designation for a detective story in which we
wait to disinter ourselves.
"The real problem with the interface is that it is an interface.
Interfaces get in the way. I don't want to focus my energies on an
interface. I want to focus on the job. . . . An interface is an
obstacle: it stands between a person and the system being used" "The
purpose of the interface is to represent the data, the dataflow, and
data structures of the computer to the human senses, while
simultaneously setting up a frame for human input and interaction and
translating this input back into the machine. "
Storyboard (sorry it's so messy)
______
______
________ Final order/ arc:
______
Feedback & User Testing
After the 2nd time we met, Sarah gave me incredibly good feedback,
which was to focus on establishing context for the user. Up until that
point, I wasn't working on the onboarding as much but realized that the
user wouldn't get as much out of it if they were unclear about the setup
and design. From our discussion, it became evident that users would be
unclear whether I was trying to create something like an online club
experience because of the communal direction or something more in line
with Carl Craig's Dia Beacon exhibition. I loved the Carl Craig piece, and
even before I saw it, had intended to create a piece that evoked similar
sensations, but through a digital interface. It was also apparent that the
sonic avatar could be a point of confusion, and needed thorough
explanation, especially since I was proposing two versions, solo,
non-live, and group, live. Another important idea we discussed was giving
instructions to emulate an embodied experience throughout. It seemed
cheesy incorporating it at first but I really think it helped with fully
prepping the user and getting them to move through what I was hoping for
them to experience.
After finishing most of the experience, I sent it to 3 people. From that,
it seemed like I still needed to flesh out the about/instructions page.
Originally, I had it all in one mini window, and from users' feedback, I
broke it into two: an about window to give context and an instructions
window to situate the user. I also clarified a few of the instruction in
the actual experience to help guide the user to the end (some didn't know
if it would). In the next round of user feedback, I sent it to my cohort.
Jay gave really good feedback, saying he "really liked the concept of
shared space that emphasizes experience rather than chat over video or
text" and loved the idea of abstract co-presence. A few things he brought
up were his concern about the time spent with the visuals, where he found
it difficult to spend an extended amount of time, and the possibility of a
group accomplishment. It was really interesting hearing from some that it
emulated a good drug experience and for others, a bad trip. Because there
was no live or real-time-interaction, I didn't intend for the user to stay
longer than 3-5 minutes. Maybe this is in a way, a web drug, something
that is meant to be brief. Knowing that others might be visiting at the
same time, or that you're the 33rd visitor might also bring about a group
accomplishment. However, I do wish to explore the possibilities of an
emergent soundscape, and somehow track the changes in perception with
instantaneous sound. Li Shu and Fisher also had questions about group
behavior or emotion, wondering if other people would share similar
experiences. That helped me begin my presentation with a question on
collective experience. I'm definitely very grateful for the many users who
spent time going through different versions of the project. I attribute
the good (hopefully) UX to the user-testing!
Since I was continuing from project one, I think one of my greater
accomplishments over the second half of the semester was pushing through
and looking at my original intentions from a new angle. For project one, I
was laser-focused on peeling back elements that constituted underground
clubs. From forming connections between historical re-enactment and
simulation to the underground’s embodied or performative nature, I became
engrossed in dissecting the aspects that gave these spaces their
experimental, sometimes transformative quality. Of course, I was drawing
from personal experience, where much of my current work has been driven by
my aspiration for underground club. However, this desire to unpack my deep
attraction for it by breaking it down in an abstract, instructional way
prevented me from seeing how the project could incite change in a system.
I went back to designing a few experiments that would better inform my
connection between sound and collective memory. Based on the prototype
idea of a sonic dinner party, where sounds recorded in one area are
funneled into another space, I did a low-fi version, where I simply asked
a random group of friends to send me their recordings of their
surroundings at that moment. After, I shuffled the sounds and sent a
random recording to a different individual in the same group and asked
them to describe an emotion or a memory they associated with the
recording. The answers surprised me, since most answered with a depiction
of a space usually typified as liminal. This gave me more of a direction
for the arc, or a goal of the project, which was to facilitate human
connection through an unfamiliar, yet reminiscent sonic experience. In
addition, as I was trying to remove myself from replicating the experience
of underground clubs, I researched and experimented with the form I was
choosing, a website.
Originally, it was more overtly chosen as a website because of
the pandemic’s closure of physical clubs. I realized through research and
experimentation that I was not interested in creating a replacement or
something similar to online club parties. I wanted a form that could act
as the relief or release from digital confinement that underground clubs
often provide. From this point, I put a lot of work into the arc and the
experience of the form. What changes from beginning to end? How can an
individual be sonically led through a bodily activity? I wanted to create
something that was brief but fully immersive, where users could experience
a build of sonic totality. The class exercises on matrices helped a lot
with determining the stages or flow of the experience. And after meeting
with Sarah the second time, I realized how important it was to set it up
right and provide enough context and instructions for the user. Too often,
I’m wary of giving away too much information, which would potentially
detract from someone’s inclination to explore. However, I needed to bring
users up to my level of the project’s understanding, in order for them to
experience it the way it was intended. I did a few different versions of
the enter page’s About/Instructions windows based on user feedback, and
looking back I may have packed in a bit too much information, but I chose
to be more detailed about the solo/live group versions in order to avoid
confusing people (could have made things worse if people chose to skim). I
think moving forward, I might not need to create the live version,
although I still think it would add a lot to the experience for users to
incorporate their own recordings. That would cut down the information by a
lot, and users will have an easier time preparing themselves.
Based on the feedback from users during user-testing and
classmates during the presentation, the project felt impactful. I was
really happy to hear from people how they experienced it, the emotions and
thoughts that went through their head, and the overall effect. I
definitely owe it to Sarah for suggesting instructions to go along with
the experience, which significantly affected the way I designed it. Some
of the choices I made were presumptive of people’s conditioned
associations, which involved thorough storyboarding of the appearance of
various sounds in conjunction with mouse/touchpad movements. For example,
asking users to close their eyes may seem silly, but I predicted people
would open them upon hearing the buzzing ringtone. I might explore having
the option for people to use an additional audio guide that narrates the
instructions, as Yiru pointed out that not having vocals made it feel
lonely. The instructions resonated well, and they seemed clear enough to
everyone, which definitely made me happy. It was also good to hear from
people that they didn’t need to feel the presence of others. There, I
think I can suggest a collective experience through something like a
status bar that shows website visitors. Overall, I’m really pleased that
the experience evoked something beautiful and uncanny for people, and that
it may have been a nice reset from screen (zoom) fatigue. I would like to
expand on it throughout the year, but I do feel like this piece, aside
from a few adjustments and add-ons is complete.