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1. SETTING THE STAGE: AN INTRODUCTIONPhilosophically, the division between sub ject and ob jecthas always been muddy. Yet it has only been recently that in our day-to-day lives, with the proliferation of computational ob jects and relational artifacts, that we personally witness situations that upset the seemingly clean distinctions be- tween sub ject and ob ject, agent and non-agent. The place of agency in the human is slowly being joined by a type of agency (or at least presumed agency) in the ob ject itself. From the Aibo to Paro, ubicomp and situated technologies, a better understanding is needed of how we interact with ob jects with (presumed) overt agency. Questions arise as to the nature of our relationship with these new ob jects. Where does this leave the psychoanalyst, the designer, or the anthropologist as each tries to make sense of these ontologically novel ob jects? How can each respond to the challenges posed by interactions with and development of relational artifacts? This work aims to offer some poten- tial avenues to follow, suggesting ways in which a perturba- tional design approach can create situations of interest to all parties mentioned. The method is by definition interdis- ciplinary, and thus this document delves into a number of fields to describe complementary but separate approaches that will develop in parallel. From one perspective, I ap- proach this as a psychological research question: how do people deal with these new things with “intelligence”? In what ways are their own behaviors influenced by the actions of another ob ject? From the point of view of a designer, I ask: in what ways can I create an ob ject with certain be- haviors that influence a human to explore other manners of experience? How can I design the ob ject such that I do not create another form of dependency on a non-human entity? From the anthropological viewpoint I question: in what ways can I observe or take note of a person’s actions in order to discover the influence of my designed probe or cat- alyst? What methodology is most appropriate for studying these new types of artifacts? Later I will outline my development of syngva, a non- anthropomorphic and non-zoomorphic ob ject designed for personal psychological reflection and used as a probe of how people deal with ob jects that possess presumed (or actual) agency. I want to raise some motivating references regarding our psychological experiences with ob jects. In “Mourning and Melancholia”, Freud describes how melancholics come to in- ternalize the ob ject of their loss as a way of dealing with it, “devouring” the ob ject, swallowing the loss: “The ego wants to incorporate this ob ject into itself and, in accordance with the oral or cannibalistic phase of libidinal development in which it is, it wants to do so by devouring it.” [10, 250] Freud’s observation that an exterior ob ject becomes an in- ternal representation, becomes a part of the person’s self, forms one basis for thinking about our relationships with ob jects of importance. In a complementary vein Winnicott examined those ob- jects of an infant that are first recognized as being separate from the infant: the first “not-me” ob ject. He describes these ob jects as transitional objects and the experiences as transitional phenomena, the “designation of the intermedi- ate area of experience, between the thumb and the teddy bear”. [26, 2] Transitional ob jects in childhood enable cul- tural experience in adulthood: “The place where cultural experience is located is in the potential space between the individual and the environment (originally the ob ject).” [27, 135] This Winnicottian potential space can be experienced, in part, through the the creation of uncanny situations. For Freud the uncanny is “that species of the frightening that goes back to what was once well known and had long been familiar”. [11, 124] But the uncanny is not always fright- ening: it can also represent a resemblance to something we know but can not entirely remember. This concept directly informs the visual design of syngva. 2. FROM THE PAST: PRIOR WORK IN UNDERSTANDING AND CREATING RELATIONSHIPS WITH OBJECTSThe study of personal interactions with computationallyenhanced ob jects and artifacts is a path well-traveled. Im- portant is Turkle’s early work in The Second Self detailing the impact of early computational ob jects—programming languages, video games, and physical ob jects such as the PDA—on personal understanding of the self [24]. In Life on the Screen, she extended this inquiry into the on-line world, showing how people, children and adults alike, question no- tions of aliveness, gender, and identity through virtual en- vironments and artificial agents [23]. More recently Turkle has explored in-situ studies of what she calls “relational arti- facts”: robotic ob jects such as Paro and My Real Baby that raise troubling questions about love, pro jection and agency in both children and the elderly [12, 25]. These sociological studies of human-made artifacts present results that suggest alternative design realities, but also express an evaluation methodology that does not focus on standard HCI practices such as the user study. Obviously relevant is the work in sociable robotics, no- tably that of Breazeal [4]. As I detail below, although my goal is less the creation of behaviors that mimic or resem- ble infants or adults, the insights of Breazeal into a socially situated robotics informs my desire for in-situ experiences. As well, Dautenhahn and Billard [5], following developmen- tal psychological studies from Piaget and Vygotsky, suggest means for robotic learning that is situated in a social con- text. While much academic and commercial robotic and agent work focuses on instrumental uses of the technologies, artis- tic practice does not follow the same disciplinary mores. A piece such as Petite Mal by Simon Penny [20] directly confronts the viewer’s perceptions of agency and intention through the motions of a non-linear, dynamical system. Marc B¨ohlen’s Whistling Machines suggests a non-logocentric, non- iconic means of interaction with an agent-based system [2]. Max Dean’s and Raffaello D’Andrea’s The Table: Childhood engages the gallery visitor by having a common household item, the table, “select” one person for attention and track- ing through movement of the table. Outside the realm of robotic art, but still considering notions of agency and re- lationships, is the Placebo Pro ject of Anthony Dunne and Fiona Raby [8], a consideration of our founded (but not always rational) experience with electromagnetic radiation. Recent pro jects of Kelly Dobson, including Machine Ther- apy and Wearable Body Organs [7, 6] suggest alternative Figure 1: The first version of the creature, syngvaa. ways of relating with the plethora of machines around us as well as creating new ob jects to help one deal with the mechanical world. The ground on which this work walks is that of critical technical practice [1]. My attempt to articulate an alterna- tive role for agents and robotics and their joint relevance for humans owes much to the pioneering work of Agre. 3. SYNGVAN: A CREATURE FOR REFLECTIONRecalling my stated desire to make this a truly multi-disciplinary endeavor, I will describe the products that re- sult from two of the disciplines that I embrace: that of the designer and of the sociologist. 3.1 The Design of syngvanAt the most base level, syngva1 is a creature you singto. Yet this description belies the subtlety and intricacy of my desired interactions. As an ob ject, syngva is not an- thropomorphic; it is not zoomorphic. The first version was blobular with one end “thicker” than the other.2 The mo- tion and (perceived) agency is simple: as your singing pitch increases, syngvaa moved forward; as your singing pitch de- creases, syngvaa moved backward. (See Figure 1.) Ampli- tude determines whether the movement is in a straight line or curved. Technical problems related to wireless instruc- tion transmission and pitch tracking caused the movements to not always follow the programmed patterns. Even in this simple formulation people’s behavior was modified un- consciously by syngvaa: in a number of interactions, when syngvaa stopped moving, the person stopped singing, even though there were no instructions to do so and there was no reason to do so, other than the influence of the creature’s actions on the persons behavior. I want my design for the next version of the creature to live in the interstices of determinism and automation, of the instrumental and the artistic. To do this I have to con- sider alternative modes of both motion and action. While the syngvaa moved on wheels, what would it mean for the 1 A note on naming: The word “syngva” comes from Old Norse meaning simply “to sing”. I see this pro ject taking a number of forms as it develops. Rather than enumerating each new revision with the suffixes “Version 1.0”, “Version 2.0”, and so on, I have decided to add letters to the end of the word instead, moving to the next letter of the alphabet with each new revision. Thus the first version is “syngvaa”, the second is “syngvab”, and so on. For the remainder of this document, however, I use “syngva” to refer to the pro ject in general. 2 Indeed, this shape already provoked interesting responses, with disagreement as to which end was the “front”. next version to “waddle” in response to your singing? If extra “appendages” came out of the “body”, changing the center of mass and thus its motion? If these appendages un- dulated while you held syngva in your lap? This is merely one example of a possible motion system that moves beyond hegemonic wheels.3 The creature is more than its motion, of course, and thus just as I require a special motion sys- tem I require a special agent system. Here I draw from Phoebe Sengers’ work on “anti-boxology”; that is, an active aversion to creating behaviors that live in conceptual and programmatic boxes with impenetrable walls [21]. While there is certain knowledge that every embodied agent must know (such as its orientation and position of appendages), as well as common behaviors (such as movement towards a “goal” and repetition of a desired action), the division between knowledge about the world and the transition be- tween behaviors does not have to be a chasm. Beyond the requirement that the agent (the creature) responds only to singing and not to the voice (a signal processing problem, complicated somewhat by tonal languages), I want a system that learns something about a particular person’s vocal pat- terns, about her way of expressing herself. I want to create a bounded blank slate from which the agent, in response to regular interactions with the human, launches into id- iosyncratic behaviors partially created on the fly. I will use techniques from evolutionary robotics [19] to develop con- trol mechanisms that reflect the individual characteristics of each person’s singing. Outside of the laboratory context there must be a reason for someone to want to continue to interact with the crea- ture. I see the syngva pro ject as a way to encourage non- linguistic reflection. Given the open-endedness of the inter- action, and the design that does not demand the creation of a creative product, syngva will encourage exploration of non-standard means of expression. syngva decontexualizes personal experience, creating an uncanny situation where the action of singing is strangely familiar, with the outcome (the behavior of syngva) providing a unique situation. syn- gva requires a continual semiotic process that barely touches on existing knowledge. While a user can call forth concepts such as “front” and “back”, my conscious choice to not make reference to animals or humans forces the user to create, de- velop, and refine links between the signifier (the observed actions of syngva) and the signifieds (the human’s internal representations). By carefully constructing a bounded blank slate I hope to find pro jective mechanisms in the person’s descriptions of their interactions. 3.1.1 Aside: Whither Designer Ethics? Whither ethics when the designer can create an ob ject that modifies the user’s behavior without her knowledge? This aspect of my pro ject is troubling and can only be faced through the development of the ob ject itself. As a designer I must be aware of the pro jective mechanisms at work, contin- ually raising questions as to how this ob ject could adversely affect the user. This is all the more important when creat- ing interactive ob jects that have the potential to pull our evolutionary strings [22, 25]. 3 See the work of Hod Lipson and colleagues [3, 17] for evolutionary motion and control systems that provide id- iosyncratic movement profiles. Additionally, I would like to consider evolution of creature morphologies, similar to the Golem pro ject of Lipson and Pollack [18]. 3.2 in-situ Understanding of syngva“If this is an awful mess . . . then would something lessmessy make a mess of describing it?” [16, 1] John Law, a sociologist of scientific knowledge, is describing a juxtaposed drawing: images, geometric shapes, text, lines. No “order”, as we would usually understand it. His use of the graphic illustrates the messy situations of contemporary sociological studies of technology. When you consider the variety of actors in any one technological artifact, the incongruence of each with the other becomes apparent: graduate student, advisor, data sheets, assembly code, institution, users, local community, conference paper, etc. Would a framework that attempts to smooth away the differences between each of these actors merely “make a mess” of the situation? Would purification into the oft-mentioned spheres of nature and society [13] really give us a better understanding of these novel experiences? Beyond the preliminary laboratory studies I want to present syngva to a handful of people for at least one-week periods. My approach to analysis of these situations is to work from an actor-network theory (ANT) point of view. Less a the- ory and more a methodology, ANT, among other things, considers the ob jects of study to be on the same ontolog- ical level as the sub jects, the humans interacting with the ob jects [14, 63–86]. In science and technology studies this representations a radical shift in point-of-view(see Latour and Woogar [15]); for my purposes, this aspect of ANT is especially relevant when we consider ob jects, such as syn- gva, which can act on their own, and which do have at least presumed agency. In addition, ANT challenges Western metaphysical as- sumptions about reality: that we assume reality is “out- there”, independent of our actions, that it precedes us, that it is definite, and that it is the same everywhere [16, 23-26]. Law shows in a number of examples that even if there is a reality “out-there”, it is not independent of our actions (our measurement equipment, what he calls inscription devices influences the types of data we obtain), that it does not pre- cede us (knowledge about a transcription factor only exists after we have discovered it), that it is not definite (forms are fluid depending on points of view), and finally, that it is multiple (different accounts of the same event can exist at the same time). What does this mean for my evaluation methodology? I will go into my observation of interactions of people with syngva without a framework in mind, without any prior de- sire to reduce my eventual space of observations to n points, where n is small. Rather, following the expositions of Latour and Law, I will look for assemblages, for multiple realities, for creations of new social groups by the actors in the situa- tion. I will observe how syngva, as an object, creates a new reality for the user, how syngva enables the expression of al- ternative forms of reflection. I will look for situations where the ob ject has left traces of its influence on the person. As an example, a recent paper examined people’s reactions to the Roomba, a robot developed by iRobot for cleaning purposes [9]. Without remark, they reproduced the following quote: “I [sic ] made me think it was a little bit pathetic, because it would sorta near-miss all the time, you know, slam into things by a quarter to an eighth of an inch.” [9, 261] Rather than observe that the informant was pitying the robot for its stupidity, they chose instead to refer to how people were “pleasantly surprised” when using the Roomba. My hope is that interactions with syngva provoke these sorts of re- sponses, situations where I can see how interactions with the ob ject have modified people’s descriptions about them- selves and the ob ject. My choice of not coming into these situations with a prior framework in mind will hopefully prevent me from reporting the previous quote without comment. Since my only guiding principle will be to follow the data, to follow the accounts of my informants, I will be able to see how their personal, idiosyncratic way of relating to syngva develops over time. 5. REFERENCES[1] P. E. Agre. Toward a critical technical practice:Lessons learned in trying to reform ai. In G. Bowker, L. Gasser, L. Star, and B. Turner, editors, Bridging the Great Divide: Social Science, Technical Systems, and Cooperative Work. Erlbaum, 1997. [2] M. B¨ohlen and J. Rinker. Experiments with whistling machines. Leonardo Music Journal, 15:45–52, 2005. [3] J. Bongard, V. Zykov, and H. Lipson. Resilient Machines Through Continuous Self-Modeling. Science, 314(5802):1118–1121, 2006. [4] C. Breazeal. Designing Sociable Robots. MIT Press, Cambridge, MA, USA, 2002. [5] K. Dautenhahn and A. Billard. 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[25] S. Turkle. A nascent robotics culture: New complicities for companionship. In American Association for Artificial Intel ligence (AAAI), 2006. [26] D. W. Winnicott. Playing and Reality, chapter Transitional Ob jects and Transitional Phenomena, pages 1–34. Routledge, New York, NY, USA, 2005 [1971]. [27] D. W. Winnicott. Playing and Reality, chapter The Location of Cultural Experience, pages 128–139. Routledge, New York, NY, USA, 2005 [1971]. Last modified 18 February 2008 at 9:54 pm by haleden |