Abstract
Experience design (XD) and its relationship to NMD is the focus of Chapter 7: a dimension of new media design based on the entire human sensorium. XD is not only consequential to our study, but leads to an important philosophical question – how to think and design for a dynamic, complex system rather than the components of that system – and a challenge to new media artists and designers to anticipate and activate a range of sensorial encounters between media environments and users. What is required to digitally encode, store and retransmit an experience? Theatre people, actors and performers are uniquely well placed to answer this question and our discussion returns to the work of dumb type to consider this. We also explore the performer/spectator relationship in the digital media work Karen by Blast Theory. For this company, digital media offers enormous scope for varying the environments they are creating and therefore also the possible forms of user interaction with these environments.
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Notes
- 1.
Experience directly relates to the qualities of participation and affect; as we have shown, these qualities are an important part of NMD itself. Expectations for experience to be the grounds for engaging with an artwork – the rising effect of the neo-liberal ‘experience economy’ (Pine and Gilmore 1998) – account at least in part for the widespread interest in and popularisation of NMD artworks.
- 2.
For example, in the world of industrial design, Jani Modig – an experience designer with Deloitte Digital – says ‘The terminology is still very new and its definition is in flux’ (Modig cited in Granell 2015).
- 3.
We will refer to this frequently, as the description of OR in this essay is useful and the arguments made are also a helpful point of departure for the discussion in this part of the chapter.
- 4.
OR also exists as an installation commissioned by the Tokyo ICCC.
- 5.
Blast Theory, ‘Karen’ FAQ.
- 6.
Thinking of Peggy Phelan’s superb description of the work of Francesca Woodman in this regard: ‘To accept that her death survived her work, we need first to see it as something not enveloped entirely by the creative energy of her art. Woodman’s use of photography as a way to rehearse her death allows us to consider her art as an apprenticeship in dying, rather than the thing that somehow outlasts or conquers death’ (Phelan 2002, 1002).
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Phelan, Peggy. 2002. ‘Francesca Woodman’s Photography: Death and the Image One More Time.’ Signs 27(4): 979–1004.
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Author information
Authors and Affiliations
References
References
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ANAT. 2016. Australian Network for Art and Technology Website. http://www.anat.org.au/. Accessed 7 April 2016.
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Archey, Karen. 2015. ‘Karen: A Life Coach, a Friend, a Data Mine, an App.’ E-flux Conversations Website. http://conversations.e-flux.com/t/karen-a-life-coach-a-friend-a-data-mine-an-app/1923. Accessed 7 April 2016.
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Benjamin, Walter. 1968. ‘The Work of Art in the Age of Mechanical Reproduction.’ In Illuminations, edited by Hannah Arendt, 217–252. New York: Schocken.
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Blast Theory. 2015. Karen. Blast Theory.
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Blast Theory. n.d. ‘Karen – FAQ.’ Blast Theory Website. http://www.blasttheory.co.uk/projects/karen/. Accessed 7 April 2016.
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Davis, Erik. 2001. ‘Experience Design and the Design of Experience.’ In Arcadia: Writings on Theology and Technology. Also available online: http://www.anat.org.au/2010/08/arcadia-2001/. Accessed 9 April 2013.
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dumb type. 1995. S/N. Kyoto: dumb type.
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dumb type. 1998. ‘dumb type: OR.’ Epidemic Art. http://www.epidemic.net/en/art/dumbtype/proj/or-spect.html. Accessed 16 April 2016.
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Epidemic. 2005. ‘dumb type: OR Installation.’ Epidemic Art. http://www.epidemic.net/en/art/dumbtype/proj/or-inst.html. Accessed 6 April 2016.
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Filippidis, Katrina. 2015. IGM Interviews – Dr. Kelly Page and Matt Adams (Blast Theory). Indie Game Magazine, 06 May 2015. http://indiegamemag.com/igm-interviews-part-3-dr-kelly-page-matt-adams-blast-theory/. Accessed 10 March 2016.
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Granell, Craig. 2015. ‘Experience Design: An In-depth Guide to What this Mix of Branding, UX, Service Design and More Really Means.’ Digital Arts Online. http://www.digitalartsonline.co.uk/features/graphic-design/experience-design/#. Accessed 9 March 2015.
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Hood, Woodrow, and Cynthia Gendrich. 2001. ‘Noise and Nudity: Kyoto’s Dumb Type’. TheatreForum 18: 3–11. Also available online at http://faculty.catawba.edu/wbhood/dumbtype1.htm. Accessed 10 April 2016.
-
Hood, Woodrow, and Cynthia Gendrich. 2003. ‘Memories of the Future Technology and the Body in dumb type’s memorandum.’ PAJ: A Journal of Performance and Art 25(1): 7–20.
-
Newbery, Patrick. 2014. ‘Experience Design: When Innovation Isn’t Enough.’ WIRED Magazine, March 2014. http://www.wired.com/insights/2014/03/experience-design-innovation-isnt-enough/. Accessed 6 November 2015.
-
Nutt, Michaela. 2015. ‘Karen.’ National Theatre of Wales Community Website. http://community.nationaltheatrewales.org/group/karen. Accessed 5 March 2016.
-
Page, Kelly L., Emma Giles, and Kirsty Jennings. 2014. ‘Act Otherwise. Invisible Hand: On Profiling and Personalisation – Insight Report.’ Blast Theory Website. http://www.blasttheory.co.uk/wp-content/uploads/2015/03/Act-Otherwise_Invisible-Hand-Report.pdf. Accessed 7 April 2016.
-
Phelan, Peggy. 2002. ‘Francesca Woodman’s Photography: Death and the Image One More Time’. Signs 27(4): 979–1004.
-
Pine, Joseph B., and James H. Gilmore. 1998. ‘Welcome to the Experience Economy.’ Harvard Business Review. July–August, 1998. Available online: https://hbr.org/1998/07/welcome-to-the-experience-economy. Accessed 2 February 2016.
-
Rose, Frank. 2015. ‘Karen, an App That Knows You All Too Well.’ The New York Times, 2 April 2015. http://www.nytimes.com/2015/04/05/arts/karen-an-app-that-knows-you-all-too-well.html?_r=1. Accessed 6 July 2015.
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Schechner, Richard. 1985. Between Theater and Anthropology. Philadelphia: University of Pennsylvania Press.
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Shedroff, Nathan. 2001. ‘Experience Design Introduction.’ Nathan. http://www.nathan.com/ed/. Accessed 9 April 2013.
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Stern, Daniel N. 2010. Forms of Vitality: Exploring Dynamic Experience in Psychology, the Arts, Psychotherapy, and Development. New York: Oxford University Press.
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Takatani, Shiro. 2013. Unpublished Interview with Peter Eckersall, Edward Scheer, Sara Jansen, and Fujii Shintaro. Kyoto, 15 December 2013.
-
Tokyo Intercommunication Centre. 2007. ‘Installation OR.’ Intercommunication Centre Online (ICC). http://www.ntticc.or.jp/About/Collection/Icc/OR/statement.html. Accessed 7 April 2013.
-
Trippi, Laura. 1996. ‘dumb type/Smart Noise’. World Art 2: 28–33.
-
Westling, Carina. 2016. ‘Ms Carina Westling.’ The University of Sussex. http://www.sussex.ac.uk/profiles/174825. Accessed 2 March 2016.
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Eckersall, P., Grehan, H., Scheer, E. (2017). XD: Reproducing Technological Experience. In: New Media Dramaturgy. New Dramaturgies. Palgrave Macmillan, London. https://doi.org/10.1057/978-1-137-55604-2_7
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