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Encouraging ambiguous experience: guides for personal meaning making

Published: 21 June 2014 Publication History

Abstract

I discuss a project in which an interactive edition of a poetry text was introduced in a classroom as a way to learn about designing for ambiguity. As several HCI researchers have noted, ambiguity can be a valuable attribute of designed objects, allowing users to create personal meaning. However, ambiguity can also lead to anxiety or frustration that precludes this kind of engagement. Based on observations, interviews and analysis of work produced by students, I suggest that while an interface designed with guides-features that orient users to an unfamiliar environment-can support and encourage personal meaning making, questions remain about the user's autonomy and the role of the designer in guiding ambiguous experiences.

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References

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Eco, U. The Role of the Reader: Explorations in the Semiotics of Texts. Indiana UP, Bloomington, 1979.
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Gaver, W., Bowers, J., Boucher, A., Gellerson, H., Pennington, S., Schmidt, A., Steed, A., Villars, N., Walker, B. The drift table: designing for ludic engagement. In CHI '04 Extended Abstracts on Human Factors in Computing Systems (2004), 885--900.
[3]
Gaver, W., Beaver, J. and Benford, S. Ambiguity as a resource for design. In Proc. of the SIGCHI conference on Human factors in computing systems (2003), 233--40.
[4]
Iser, W. The Reading Process: A Phenomenological Approach. New Literary History 3, 2 (1972), 279--99.
[5]
Otitoju, K. and Harrison, S. Interaction As a Component of Meaning-making. In Proc. of the 7th ACM Conference on Designing Interactive Systems (2008), 193--202.
[6]
Sengers, P. and Gaver, B. Staying open to interpretation: engaging multiple meanings in design and evaluation. In Proc. of the 6th conference on Designing Interactive systems (2006), 99--108.
[7]
Stein, G. Gertrude Stein: Selections. U of California P, Berkeley, 2008.
[8]
Weick, K. Designing for Throwness. In Managing as Designing. Stanford UP, Stanford, 2004. Figure 4. A student uses a Pilgrim hat to indicate which bird is 'a peculiar third.' Figure 5. Booklet cover with buttons and Band-Aid drawing.

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    cover image ACM Conferences
    DIS Companion '14: Proceedings of the 2014 companion publication on Designing interactive systems
    June 2014
    248 pages
    ISBN:9781450329033
    DOI:10.1145/2598784
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    New York, NY, United States

    Publication History

    Published: 21 June 2014

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    Author Tags

    1. ambiguity
    2. interaction design
    3. interpretation
    4. playful interaction
    5. user engagement

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    DIS '14
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    DIS '14: Designing Interactive Systems Conference 2014
    June 21 - 25, 2014
    BC, Vancouver, Canada

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    DIS Companion '14 Paper Acceptance Rate 107 of 402 submissions, 27%;
    Overall Acceptance Rate 1,158 of 4,684 submissions, 25%

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