Chapter 2

2.0 The preparatory practice - introduction

The practices located in these following sections are precursors to the Deviant project which was created specifically to answer the research question "How does the artist develop an interactive style and visual vocabulary, which evokes rich responses from the participants whilst challenging them to counter conventional interaction tropes?"
The following projects each investigate different aspects of developing responsive pictorial environments and as such support and are contributory to the findings of the Deviant project. In this sense the following artworks function as preparatory sketches.
2.0.1 Angel Interceptor
(8 week, part-time production project completed March 2001)
Angel Interceptor was created in the early stages of this research. It was primarily an exploration of Flash's rendering capabilities and a move towards a drawing style that approximates painting. This was a development from the simplified comic aesthetic and bright colours of RedRidingHood . The narrative base, unlike the subsequent projects, was not sourced from an existing text. Rather it was based on a selection of themes -- namely the intricacies of the interconnections between humans in our contemporary situation and how we may reside in close proximity to others but share no intimacy with them. The enclosed world (as represented by the snow shaker) suggests a control and subjugation relationship between the participant and the figures located within the dome. The scale of the project was intentionally small (250 x 250 pixels) to create an interface situation whereby the participant would have to look intently at a microcosm.
See: Angel Interceptor sketches
See:Angel Interceptor
 
Summary of the outcomes from Angel Interceptor
1. This short project reaffirmed that my practice is fundamentally fuelled by a narrative source; working with looser themes did not allow a focussed interpretative voice.
2. It revealed that a powerful visual communication could be achieved within a small composition.
3. It revealed that translucent/alpha channel layering of colour in Flash creates an interesting faux watercolour effect, indicating potential for a more painterly or detailed rendering style (fig1).
4. It indicated that clear participant-led interaction and re-actions developed a strong connection i.e. "I did that" (notably in the section when the matchstick angels are "shaken" from the sky (fig 2)). This indicates potential for both empowered and de-powered complicity in participant positions.
 
(fig1). (fig2).
Angel Interceptor has been shown online at the: Boston Cybertarts Low Bandwidth Festival (April 2001), and as a projection in the exhibition UKINNY at the Parsons New School, New York (October 2001).
2.0.2 The Bloody Chamber (13 week project completed May 2002)
Unlike Angel Interceptor , The Bloody Chamber was conceived as a narrative re-interpretation. It was produced alongside the development of the contextual practice and literature reviews. Given this chronology, The Bloody Chamber tested many of the early concepts and interests as revealed by establishing the field of study . In specific:
1. Can I both visually and structurally create voyeuristic and changeable multi - perspectives for the participant? [Transformation Murray 1997]
2. How can I develop an aesthetic that both fosters a sense of intimacy and follows on from the detailed visual style as located in Angel Interceptor?
3. Can a dual ending (as transformation of the original narrative) be made meaningful?
See: The Bloody Chamber sketches
See: The Bloody Chamber version 1
See: The Bloody Chamber full version
 
What follows below is a description of my thinking and approaches to creating The Bloody Chamber. Interwoven are supporting comments from Jonathan Olshefski who critiqued the work in December 2003, Link to full paper .
 
Artist's statement The Bloody Chamber
The story of Bluebeard (La Barbe bleüe) was originally told by Charles Perrault in 1697. It is a fairytale about the horror that lies beneath a beautiful surface -- a materialistically idyllic marriage to the powerful Bluebeard. The bride's antecedents are Eve and Pandora, emblems of female curiosity that unleashed evil consequences onto the world. Traditionally in this story, the evil consequences fall to the wife who is put to death by her husband as a punishment for her disobedience (for knowledge of what lies within his private chamber). The tale has had many modern retellings primarily because it supports feminist contentions about gender oppression, the most notable of which is Angela Carter's The Bloody Chamber. In Carter's version, the Bluebeard's traditional ending is subverted by the wife's mother who decapitates the Bluebeard (thus the mother is the hero and not the wife's brothers nor suitors).
The Bluebeard narrative was challenging to work with. Firstly it portrays and deals with hierarchy in the very traditional sense. This comes in the form of the commanding male protagonist -- the Bluebeard. He is mysterious, hugely wealthy, an older man, almost kingly in stature. The Bluebeard is said to be ugly and frightening, not a classical romantic lead. Indeed it is his fabulous wealth and power that makes him attractive to both his wives and society. Traditionally he lives in the ultimate symbol of his status -- a majestic and enclosed castle located on the outskirts of a village.
Feminist readings of this narrative have repositioned the female protagonist (the bride), not as a victim but as a survivor, as an empowered victor who escapes (or kills) her brute of a husband. In my retelling, I am interested in developing another repositioning, that being that both the husband and wife characters are imperfect, are equals because both are dysfunctional and have flawed attributes. The Bluebeard has to overcome his history of failed marriages and his legacy of being the dominator. The bride has to overcome her possessiveness and possibly destructive fantasies. These psychologies are revealed to the participant through the various windows and entrances within the project. These apertures of sight mirror the limited understanding that the protagonists have of one another. Within this project the role of the participant is that of a voyeur who is in control of his or her own larger vantage point, as they can see both of the protagonist's limited perspectives. This control means that they can see the fuller metamorphosis of the original text.
  "The perspective is at times omniscient, but at other times aligns itself with the point of view of either the protagonist or the husband. This variety of narrative perspectives gives much greater depth to the piece …We are able to identify with both characters and, at times, we identify with one through the other." [Olshefski 2003 ]
 
Design Dsecisions
Although visually re-imagined, the key narrative symbols can still be seen within this retelling of The Bloody Chamber -- the key, the blood, and the private chamber. What follows below is a short description of the various design decisions as pertinent to understanding the transformation of the original text.
Lack of Colour
The decision to render the project in shades of black and white was taken to highlight the idea of "limitation" and the usage of the colour red (see further below), would be seen as more conspicuous when placed in a monochromatic colour range. The palate also suggests the mundanity or melancholy of the narrative world.
  "Leishman portrays a man (Bluebeard) who is utterly isolated and suffering from acute loneliness."
[Olshefski 2003 ]
This limitation of colour is only broken once and is found within the final chamber. In there, I use pale blue to narrate the presence of the outside world (the priorly unseen back view).
No Horizons
I chose to portray this environment as an enclosed thus limited world. There are no horizons, nowhere in the distance to dream about, no avenue for salvation. This helps to condense the relationships between the characters triangularly between themselves and the location; this limitation helps to give a feeling of claustrophobia.
The participant controlled "Zoom"
To complement this simulated re-imagined world, I designed a navigation system that allows the voyeuristic participant to view either in minute detail or at a distance. Clicking the small magnifying glass icons or pressing the designated keys on the keyboard achieves this. These magnification icons are explicit in their usage as they sit within the same space and retain their function through the entire project.
(fig3). Zooming In. (fig4). Zooming Out.
 
The navigation utilises a strong filmic tradition of "panning in" and out. This gives the viewer control over the narrative through directed enquiry. To emphasise this technique further and to remove the worldscape from "reality", the project does not use a traditional animation technique, thus the standard playing from left to right of animation is in the main replaced by the participant automated "Zoom" -- inwards and outwards.
The participant is given frequent opportunity to compose his or her own vantage points. To help reaffirm the importance of these perspectives and to highlight the feeling of intimacy, the participant must travel through compositional apertures to unravel and witness the narrative.
In tandem with this zooming feature, the navigation asks the participants to "drag" the image/world/scene into a position onscreen that enables them to read the picture. If they don't drag the scene, the picture plane is lost when they have zoomed in. This requires a certain level of skill and patience from the participants, for randomly clicking and dragging will only lose the image. This considered proficiency asks the participant to interact in a more reflective and subtle manner than is commonly seen within many Internet based interactions. It also mirrors the intuitive press/hold/drag/click/zoom of how I would (as the artist) navigate around the drawings as I draw them within Macromedia Flash. A further parallel could also be drawn -- that this formal repositioning of the image refers to the narrative re-interpretation as found within the project.
However, another icon is offered further within the project. A red magnifying glass resets the picture composition back to its original opening position. This feature was built in, after I tested the project and gained an awareness of how much concentration was required to drag and reposition the image into sight. This high level of focus and physical mouse work, I believed, would cause the participants to become totally frustrated with the navigation.

Reinterpreting horror into beauty
As the traditional narrative is a morbid and murderous tale, I wanted to give an unconventional treatment to the imagery. I intentionally created the visuals to give off the feeling of beauty and a mildly unsettling atmosphere of loneliness rather than use the full language of horror. Realigning the tale to a more poetic and sensitive interpretation allows the participant to gain a new and possibly sympathetic view of the Bluebeard, who in this telling struggles with his dominance.
  "The husband appears to be melancholy and has no hair on his head or his face. He also has a red line at the corner of his eye that resembles a streak of blood; this remains throughout the entire narrative, which could be seen as representational of some kind of emotional wound derived from his sight." [Olshefski 2003 ]
The original story already has distinct sexual overtones, of power and subservience, of blood and murder, of beauty and beastliness. I wanted to readapt these elements to include some of our contemporary and modernist fears, whereby loneliness and a non-nurturing environment creates an individual with distorted sense of sexuality. Within this version, both of the protagonists are inherently alone. We see no family or friends but only them seeing one another. This is a reciprocal relationship between the objectifier and objectified.
Architectural re-imaginings
The majority of the subversion (in relation to the traditional telling) was done in the representation of the world's architecture -- and principally the Bluebeard's castle. The weight of line within the drawing is fragile and organic rather than solid and structured. Another subversion can be found in the refuting of the standard laws of physics firstly, we have a time distortion where things move at a slower, stiller pace (things drip and float in an unreal gravity); secondly, hulking objects are seen to be supported by pixel thin lines. This gives an often-unseen tactile and sensuous element to the digital experience, as softness, and a fragility of line is harder to relay over a monitor screen than in other "physical" media such as paper or on canvas.
The colour red
As mentioned earlier, the use of the colour red in The Bloody Chamber continues to relate to its symbolist history. Since the earliest of times it has meant menstruating and fertility, pain and danger, e.g. "spilling blood", life and strength. Some believe red was the first colour Neolithic man perceived. Red roses came to symbolise love and fidelity. Within The Bloody Chamber this use of red is both functional as a prompt (it denotes areas of hidden interest) but it is also used to highlight the only two direct Bluebeard commands (note historically it is believed that writers of Egyptian papyri used a special red ink for evil words) (see Fig 5).
(fig5).The use of red. (fig6).The writing on the wall.
 
Bluebeard's command "make her my wife" is both violent and authoritative, recognisable as a sequential anchor relating to the traditional version. Those participants familiar with the original text will realise that next, the wife will be presented with keys to his castle, and then she will disobey his order and use them to enter a private room, whereby finally, her husband murders her for her this betrayal. In the original version, the use of red is especially important as when the wife finally enters the forbidden chamber she drops the keys in fright into a pool of blood from her mutilated predecessors -- his previous wives. This created a strong sense of history repeating itself, the sins of her sisters (sister in the feminist sense) is repeated once more by her inability to refuse this curiosity. The blood on the keys is the vehicle of her downfall, as, magically, it cannot be washed off. It is also the only significant magical event in the tale (otherwise the story could be a straight depiction of a serial killer).
The narrative conclusion
Within my conclusion sequences I do not place the wife in the vulnerable position of being a victim of such magic. Rather, I allow the participant to take her role on as an explorer of the castle and the opener of the chamber. Once within this forbidden space, I do not allow the wife/participant to drop their keys in a state of "fright". Unlike the original character, she is stronger.
  "…She is the hero. The protagonist determines her own destiny, through the interaction of the participant. Leishman, in effect, empowers both the female protagonist and the participant, by allowing them to act as the determining force behind their own destinies." [Olshefski 2003 ]
I make another significant narrative intervention at this point. By the time the participant enters the chamber, s/he may have identified the story and therefore have an expectation of the outcome. Whether this is so or not, there are two courses of action open. Perhaps fearing imminent death for the wife, the participant can click the decreasing blue window, which is the link to the outside world. This allows her to depart as Bluebeard's previous wives have done. Alternatively, remaining, either out of curiosity or sympathy for the Bluebeard, removes you from the wife's role back to being the voyeur. You then witness their union -- they take each other's hands and depart into the unknown -- narratively un-chartered future. These endings are more positive and empowered than the original -- in that you, as the wife, are given a choice, you are not a passive "lamb to the slaughter".
  "…Ambiguity is where the piece finds its power. The endings can either be read as two separate realities or as two parts of same reality…In either case she is a survivor. The husband and his former wives are locked in this bloody chamber, inanimate and it is the protagonist who has the power to save them from this state of being." [Olshefski 2003 ]
As well as offering a new interpretation of this story, I have utilised the possibilities that are on offer to the interactive participant. With The Bloody Chamber the participant is the enactor of the multi perspectives, at times becoming the Bluebeard, the wife, a vehicle and interpreter of the combined perspectives, and the narrator of the project. This last point is because they chose their sequential path and the final outcome. The variety of narrative perspectives gives a depth to the work; depth is also mirrored formally as the participant can choose to "Zoom" into or out of the story environment.
The practice of creating interactive experiences is sited in harnessing the participant's curiosity -- their interest in what lies beneath the initial static layer of a project. Curiosity can be turned into a desire to learn more and to reach a conclusion. An empowered curiosity mirrors the actions of the original protagonist and for which she met her death or near-death, hopefully this will make the interactive re-interpretation of this particular narrative even more poignant for the participant.
 
The Bloody Chamber has been shown at the Glasgow Art Fair -- represented by the Centre For Contemporary Arts, Glasgow (2002), the Re-Animate Web Festival, Rotterdam (2003). Online at the Barcelona Online Flash Film Festival: Interactive Section (2003). It also appeared as a linear edit at the Boston Cybertarts Festival: M.I.T Media wall (2003), and as a selected contribution at the PlayEngines, DAC exhibition, Melbourne, Australia (2003), where it won the streaming media section prize and was acquired by the Australian Centre for the Moving Image into the public programs permanent collection.
2.0.3 The preparatory practice -- synthesis
As detailed above, both the projects The Bloody Chamber and to a lesser extent Angel Interceptor were created as preparatory studies for Deviant , which in turn was specifically developed to answer the research question: "How does the artist develop an interactive style and visual vocabulary, which evokes rich responses from the participant whilst challenging them to counter conventional interaction tropes?" What follows is a synthesis of Angel Interceptor's and The Bloody Chamber's findings:
 
1. By using visual metaphors (e.g. windows and doors) that refer to spatial concerns such as inside / outside. Inside represents core, deep, personal and secret spaces, while outside equates with surface, appearances, shells and superficiality. This places participants in multifaceted locations that allow them to see the inner psychologies in relation to the externally perceptible characteristics of the dual protagonists (The Bloody Chamber) and the worldscape; this it seems can promote a sense of immersion.
2. By depicting a certain level of media self-awareness e.g. using CCTV screens and computer monitors as part of the fabric of Bluebeard's world. This emphasises that there may be unseen content, that is, the view and vantage points are chosen from several options. However, within The Bloody Chamber, the navigation system of the extreme zooming in and out method allows the participant to explore the scale of the isolation of the presented world in that there are no other geographies, there is nothing out of shot. This reinforces the melancholy tension of the piece.
3. Within the above projects, a new aspect of a visual vocabulary presented itself in the intentionally leaden nature of the animation and movement of the artwork. What was also forthcoming was the problematic nature of a clearly subjective gestural rendering style (more so The Bloody Chamber than Angel Interceptor). I felt that the drawing style in its idiosyncrasy blocked a reading of the landscape where the world could be seen as being in part universal or familiar. Instead, The Bloody Chamber gives almost complete emphasis to the foreign and alien. If the drawing style was more iconic, this would create a mix of the familiar and the foreign (as found in RedRidingHood ), I propose this ideas-in-conflict quality helps generate an atmosphere of friction or disturbance, which is turn, promotes participant-led enquiries.
4. A manifest source narrative allows for narrative anchors to be devised. This can allow the participant to explore around these anchors and direct the sequence to reflect which aspects of the project they find more interesting, e.g. the inhabitants or the architecture of the buildings, whilst still retaining a feeling of being within an enfolding narrative. This method of self-direction is sustained throughout The Bloody Chamber. However, the drag-able aspect to the navigation did not fully achieve the effect that I wanted (i.e. participants interacting in a more reflective and subtle manner), as I felt it interrupted the perception of the visuals (as often the project could get literally lost off screen). This caused significant irritation.
5. The above projects also revealed to me that the participant experience is at least as important as the structural complexity or level of non-linearity.
 
Unlike The Bloody Chamber, Deviant (see below) will use a little known or unknown source text. This adds another layer of disorientation for the participant and as such Deviant will use another approach in igniting the participant' s interest. Deviant will further emphasize the participant's interpretation and relationship with the narrative protagonists, the usage of secret spaces; the development of detailed non-photographic (Chapter 1 Hegemonies ) narrative environments; to give eminence to an emotional atmosphere and to use enmeshed narrative anchors.
2.1. Deviant: The Possession of Christian Shaw
(32 week project completed Jan 2004)
A clean slate
You, the participant, are advised to participate with the artwork Deviant: The Possession of Christian Shaw first, that is, before reading the following comments, notes on productions, artist own critique and interpretations from the invited expert participants. This, it is felt, will allow you to experience your self-led interpretations and emotional responses before reading how the others traversed and interpretated the project. Participating with the project from a position of unawareness is in keeping with the project' s inherent structural multiplicity and specific conceptual underpinning.
 
Deviant: The Possession of Christian Shaw
Please note: those using Mac, screen resolution 1024 x768 please make sure the new external browser window is fullscreen before you proceed with the project.
 
2.1.1 Introduction
Deviant: The Possession of Christian Shaw
As mentioned above the project Deviant was created to answer the research question "How does the artist develop an interactive style and visual vocabulary, which evokes rich responses from the participant whilst challenging them to counter conventional interaction tropes?" which was in turn devised from my investigation into the specific research context . As mentioned earlier (Literature Review ) in the thesis the area of interactivity within narrative forms is the subject of many different domains, far more than I cover. Cybertext, hypermedia (hypertext fiction), new media art and Human Computer Interaction (HCI [1]) are the relevant theoretical fields which my practice is positioned between.
 
The most useful field from the practice led perspective is HCI. The others, in the main, discuss the theory, social (participant centric) potential of the artefacts, and the formal aspects such as structure and programmatics, whereas HCI sits in the opposite territory where the theoretical issues are required but HCI is mostly applied in the practice e.g. designing commercial graphical user interfaces for websites or computer applications.
 
Interestingly, and I propose this as an indication of the innovation of the presented practice, the practice led HCI field is something this research refutes and reacts against. This is not because I think the HCI is flawed. Far from it, HCI is essential in delivering coherent computer to human experiences, but art does not always follow the path of least resistance. Rather in this research, I am exploring and presenting emotional experiences that are intrinsically and importantly anti intuitive, that are "difficult". My methods of researching i.e. through practice, observation and reading, sits uncomfortably within each of the above domains, though this is the very reason I believe my practice is relevant to all of them. This maker-led perspective adds a different practice led voice to the arguments.
 
This project follows on from The Bloody Chamber (May 2002) and to a lesser extent Angel Interceptor (March 2001) in terms of aesthetic language and structure. It is presented as the substantive portion of practice within this study. Unlike The Bloody Chamber and my Masters project RedRidingHood (December 2000), it relies on a little known and historically rooted narrative . This is a departure from my practice in the sense that the participant is presented with a wholly unknown narrative environment. The title may suggest the thematic landscapes, but it is also a misnomer i.e. the name Christian implies a male character, while in fact the protagonist is a young girl. For those participants familiar with my work, this duality is a consistent quality of my practice.
 
The method of creating the artwork and the way I obtained critical reactions was new. Firstly, I chose not to track my process via a daily or weekly logbook but rather opted to collate the technical and artistic notes combined with the equivalent sketchbook digital files as they were created. These would be reviewed at the end of the project. Secondly, to help with the critique, I chose to set up a group of expert participants for the project. These participants were asked to explore, reflect and review the completed practice; this high calibre feedback is used in collaboration with my own previously elucidated insights. This method will allow for three tracks of writing around the project: my own as the author "insider", those of the diverse external participants "outsiders", and the integrated interwoven comments, thus balancing the subjective and objective viewpoints.
2.1.2 Practice as preparatory sketches
The following pieces of practice were created both in the months leading up to the start of this project's production and as conscious line tests or visual maquettes for the final project.
Tekka Preview
Various Visual and Responsive Roughs
2.1.3 Onscreen aesthetics
In Chapter 1 (My Aesthetic ) I defined the nature of my aesthetic in terms of being familiar, foreign or abstract. Such features are primary in setting up an responsive exchange with the participant. These visuals unlike found in print and filmic media, have behavioural characteristics. They have ways of responding to an interaction at what I like to describe as a micro, mid and macro levels. At the micro level, the minutiae of the interaction are important, the participant is focused on understanding the sole unit in question, e.g. understanding how a particular flower moves at a pixel level (the smallest unit of onscreen representation) in response to your onscreen touch. At the mid level, the assessing of the characteristic is in relation to the prior responses found within the specific project (this is especially important on any re-readings of a project). At the macro level, what is important is reviewing how the combined micro and mid responses sit within what has been experienced before in the previous artworks from both the practitioner and indeed other artists. This marco level is based within the larger media context.
What follows below is a list of specific notions or criteria that relate to the visual aspect of the project.
These ideas were developed at Deviant' s inception.
 
1. Deviant was to be an animated drawing, as opposed to animation; this would give a sense of difference [2].
2. Deviant would follow on from my other practice by attempting to foster a sense of intimacy. The feeling is highlighted by the proposed viewing platform of the personal computer within the Internet. This works by an unusual oxymoronic sense of remoteness and connectivity, in that the participant has a sense of physical closeness to the artwork. For example, they can spend as little or as much time with it as they wish, they explore it in a welcoming environment -- at home or at work -- rather than say in an art gallery or museum. But in contrast, my authorial control is remote, because I do not conventionally re-interpret or clearly present the narrative -- the structural access to the project is not stable like that of a book or a film. In the latter aspect the participant may feel acutely individualized as they alone must explore, experience and attempt to create meaning from an artwork that is unconventional. I propose that this individualised autonomy creates an even further closeness to the work.
.
This lone exploration from the participant has parallels with my characterisation of the protagonist: she is portrayed as being lonely and as a vacant shell, hollow as she is fictive, thus referring to the loneliness of the participant who explores the project.
3. Deviant would be rendered by detailed hand drawing and patterns. This would give a sense of both sensuousness and preciousness as experienced by the quality of the line combined with the movement, colour and sound. The resulting onscreen image is touchable, conveying an illusion of tangibility . This technique is employed rather than using the quicker intrinsic software line tools.
4. In the totality of the project, Deviant was devised as one picture, one prescribed landscape in which things appear, grow, retract, and evolve. Another way to describe it is as a series of tableaux -- frozen moments in which narrative events can be drawn out by coaxing interactions. Another notion is Deviant as a wind-up visual musical box, in which special precious things lie.
5. Deviant was to be an experiment in creating both narratively visual transformations (as a type of multiple state) and interpretative transformations, e.g. questioning of the "truth" of what is seen and understood after the epilogue text .
6. Deviant would follow on from my other practice by continuing to show hybrid representations both familiar and unreal, setting an upfront malapropos relationship with the participant.
 
Onscreen participant position
In tandem with designing the visual character of the project, consideration must be given to the anticipated participant position -- what is asked of the participant when confronted by the visual media. What follows below is a list of specific design decisions that relate to the participant positions. These were devised at Deviant' s inception.
 
1. Deviant was designed to push both the interpretation of the visual space, and the role of the participant. Thus the physical fullscreen nature of the project was devised (rather than reducing -- suffusing memory load, see HCI golden rule 8 [1]). This large fullscreen format demands more memory and attention as the participant attempts to comprehend the picture plane and its meaning [3].
2. The project enables the receivers to become naïve participants in that it is set up to be different to what they have experienced before, thus eliciting a unique personal experience. This comes from the multiple differences, such as unique visual appearance; the nature of the structure designed into the artwork; movement style; and the absence of back button or a help menu etc… The project's intention is to be dramatically surprising and provide initial and problematic differences in relation to what the participant will expect, this feeling of unexpectedness or mystery [4] is sustained throughout.
3. The feeling of "danger" is presented to the participant when exploring the project. This comes in main from the fact that there is no going back to previous tableaux (defying the HCI golden rule number 6: provide easy reversal of actions [1]). This back tracking or usage of a back button is often standard with hypertext fiction and games [*]. Deviant experimentally defies this convention to encourage a focused attention on the presented material. It is anticipated that this attention leads the participant to being sensitised to the slow moving non-cosseted pace of the unconventional animation [2], the project aims to promote contemplation, dreaming, wondering, and thinking non-hierarchically about the presented MSE .
4. The project is intentionally frustrating, reflecting the notion that the events are "trapped in history", trapped in historical texts. The character of Christian cannot be physically helped and I do not present other more positive outcomes. Instead I have designed the project to utilise the participant's frustration as a springboard in which they realise the horrors and travesty of the story.
5. The above features could be seen to be destructive for any authored intentions, suggesting that only participants who enjoy confusion or ambiguity should be the participants. These hardships are offset by the weight given to the participants' interactions. Once the participant has overcome the conditioned instincts that their actions should reveal narratively key reactions, and that they do not have the safety net of going back, they are free to touch, tickle, and play with the layered images. Within the project there are hundreds of tiny moveable parts that await such investigations.
6. Similarly, the participant has autonomy over much of the project's timing (see further below). In this sense the participant is more an explorer of detail where touching and gentle prodding is the method to progress instead of aggressive point and clicks. Without the participant, the project would lie dormant and frozen on the first tableau.
 
Narrative base
This historical but fictive depiction of the world is inspired by the idea that very little is known about Scottish society in 1696. Historians of the Early Modern Period are split over ideas of how rural communities would have worked because there is a lack of primary source materials. Some believe that the communities lived in enclosed socio-political bubbles, where they would not have heard much news of the larger social changes at hand, others believe that the communities were in fact aware and furthermore influenced by the changing political and theological concerns, thus they would be a mixed belief community, combining pagan, beltane, catholic, protestant, and atheist communities [Cowan 2003]. Both of these ideas inspired the portrayal of the narrative world. Deviant is like the latter, a mixed visual code of different historical times and refers to mixed belief systems [5], but then contrastingly is enclosed and limited -- the participant never gets to explore anywhere past the set horizons. What follows below is a list of specific aspects of the design in relation to the founding and base narrative text.
 
1. I designed the title to read as: Deviant: The Possession of Christian Shaw. This was devised both as a thematic indictor and also to highlight the subject matter e.g. "Christian" as a man/boy, "Christian" as woman/girl, or possibly "Christian" as an adjective relating to Christianity. Another reading may link the church to the term "deviance". The term "possession" has connotations of mental illness and/or supernatural acts of foreign control.
2. History as fiction. The historical account was written by an anonymous author, thus arguably turning the narrative into a work of un-interpretable fiction as the historical author may or may not have been a first hand witness. The narrative turned fiction is in itself now deviant, allowing for creative closure and personal interpretations. This notion links to the larger argument of society's belief in history as irrefutable truth. Within this situation a historical distortion is also found within the contemporary "living memory" of Christian Shaw, who is mainly seen as a tainted and manipulative child and not as a heroine of the Church (the view presented at the time of the said events).
3. The project refers to applicable grand narratives such as the New England Salem witch trails; Arthur Miller's play Crucible [6], and the political association with the term "witch-hunt". It also has links to historical horror and pulp archetypes of malevolent or evil children e.g. Damien in the book /film The Omen (also a demoniac) [7]. Other associated narratives can also be found, such as the folklore surrounding the Scottish witch trials (especially the feminist discussions [8]), and my back catalogue of practice that speaks to female archetypes and hybrid meanings [9].
4. As the title suggests, the project alludes to larger social notions of deviance e.g. gender, behavioural stereotypes. It also attempts to elicit sympathy from the participant towards the character of Christian, by imaginatively but literally showing the events. The extra narratively digressive content is a symbiosis of how I as the author feel about the characters, together with my imagining of what kind of perspective of the world she would have taken.
5. From the base narrative I found the notion of naïvety interesting, Christian only being a ten-year-old would be naïve to the larger world. We are naïve to the "truth" of the story. The participant is naïve in the exploratory sense. With naïvety I link the notion of innocence, and with innocence comes a dark undercurrent, the risk of a lost innocence. Within the project there is sense of something wrong, a melancholy. She, like many children, is insecure, fragile and curious, deserving of protection from the surrounding adults. This "wrong" trickles down from the deceptive anonymity of the tale.
 
Onscreen time
Time is treated in six different ways within Deviant [10].
1. Historical time is present where older folklore imagery is mixed with the modern, or even with futuristic elements. For example, there are skyscrapers or tenement flats with the representation of the invisible devils (inspired from European 16th century woodcut illustrations [11]). Similarly the use of historical dates and events in the Reverend Brisbane's journal refer to a larger bank of media representations of the period e.g. The New England Salem Witch Trials or English Renaissance literature.
2. Literal and present time occurs within the project. This type of time is entirely controlled by the participant. It is represented by the time taken to explore, the time taken to play. In the project there are no timeouts (i.e. when the artist programs events to occur even if the participant doesn't find and instigate them).
3. There are elements of frozen time, as found represented in the alarm clocks. These clocks are used within the first tableau [12] as safety catches or visual prompts, as most people, if lost, will press the customary clock. Another form of frozen or suspended time occurs on any re-readings of the project, as re-readings will reveal perhaps different interpretations, but the artwork and events are the same. The result is a re-enforcing the notion that the events are "trapped in history."
4. Narrative time is used within the project, for example the changing seasons are shown by the sensitively changing colour hues of the landscape. This ties both to the narrative source, and the feeling of other worldliness as the changing colours indicate that the months fly by.
5. Embedded or nested time can be found in the form of looping animations [13]. These interaction-enabled events vary between looping a set number of times and stopping, or looping endlessly until the participant moves forward in the project. This type of time is an experiment in giving the participant a sense of the world coming anthropomorphically alive and active after their onscreen touch.
6. Least frequent of all the depictions of time is random time. There are programmed random objects within the pop-in framed narratives of Christian's possessions (in tableau two [14]). These are presented in a randomised manner, giving another sense of timing, a sense of being "other" in contrast to the set linear content of the buildings and Christian. The objects add to the supernatural quality of the sequences, as they refer to no natural sense of time or place within the rest of the project.
To summarise, the uniqueness of experiencing "time" in this artwork in terms of other mediums (films, novels, performances) supports the preposition that artwork exists in a hybrid position.
 
Onscreen structures
Another fundamental aspect of the visual telling of the project is the structuring of the content. Structure within responsive media in a sense acts as the method of delivery for sequence, even if it is set up as anti-sequential. What follows below is a list of specific notions that relate to the structuring of the images. These were devised at Deviant's inception.
 
1. The world is structured in layers or levels, which overlap on top of the first scene. This stacking is in opposition to the conventional animation or film that uses a time-based method where the narrative is played in frames, which are shown in succession (for further discussion see [15]). Instead, the world is presented as something different. This difference is again an attempt at placing the participant in another unconventional position. It also enforces again the picture opposed to animation analogy. The addition of layers adds and evolves the main composition. These layers are combined with bursts of traditional animated sections, to sustain the mixed up unpredictable nature of the project.
2. The project has an enmeshed but narratively linear path plotted to a narrative skeleton (see below). Outside of this skeleton the project contains many interactive digressions or interruptions to the story. Digressions are the spaces in which the extra emotion and sensual explorations exist. These areas are loosely narrative when associated with the base story. The skeleton or frame acts as a suture co-joining the various multi linear perspectives, conditional links and the participant's awareness that they are in a narrative environment. The skeleton protects against total disjuncture in the project.
 
The narrative skeleton
The digressive spaces and non-narrative experiences have been taken out the diagram below. What then is seen is the stripped down spine of the narrative which correlates to the source text's seasonal timeline and dramatic events. For narrative purposes, tableau 5 and 5B function the same.
 
Tableau1. Lays out the narrative environment e.g. Balgarran 1696. Establishes the key protagonists -- Reverend Brisbane, Laird Shaw and Christian Shaw -- also offers pre-history motivations for the Reverend and Christian.
Tableau 2. Depicts the initial acts of possession, which are ambiguous in that they could be disturbing but natural opposed to supernatural.
Tableau 2B. Is a key narrative junction. It is a transition signalled by Christian's visit to the doctor. This signifies the start of a downward spiral towards the fatal consequences.
Tableau 3. Depicts the second round of now obviously supernatural acts of possession.
Tableau 4. Depicts the arrival of the Glasgow court into the narrative and subsequent capturing of the community members, who are caught playing with the devil character in the grass.
Tableau 5/B. Depicts the execution of the community members by burning, and their reduction to ash.

Tableau 6. Depicts the intentionally ambiguous ending, as in "real life" the legal system departed from Balgarran and Christian remained. She subsequently suffered various historical and demonising judgments on her character, and aspersions over her complicity in the fatal events.
 
3. The participant's experience of the project does not initially reveal the plot [16]. First is an accumulative experience of atmosphere. Dissonance strikes, but after awhile, although coming from a position of ignorance, the participant absorbs the available narrative content and also actively explores the world. They continuously search for the hidden [17].
  Secondly, and towards the end of their first reading, participants cognitively construct the information they have experienced in a process similar to Murray's understanding of "immersion" [18]; at this stage they may or may not begin to form an interpretation.
  Thirdly, once they have reached the epilogue text, and if they re-enter the project, a further round of atmospheric accumulation occurs.
  This is unlike experiencing other narrative forms. For example, structurally, the participant's experience of the project does not work like games, which often use the model of increasing the difficulty of the participants' tasks as they move through its structure. Nor does it use a cinematic three-act structure i.e. beginning, middle and end [16]. Instead in Deviant the participant is required to re-enter the project (preferably multiple times) to gain their own sense of conclusion.
 
To reiterate, Deviant, instead of offering a concluding elucidation at the end of a first reading, places the participant into an additional atmospheric and emotional accumulative experience. Thus Deviant works on:
1. Initial atmospheric accumulation (emotive).
2. Cognitive stitching of the available information gained along a personal path. By this I mean becoming less confused.
3. Re-reading, creating another more informed emotional accumulation (emotive).
 
1- 2- 3 is then repeated until the participant has perceived all the narrative information and is atmospherically replete. At this participant specific point they may achieve an awareness of the larger conceptual meaning of the project or not (they may formalize a different and as valid interpretation). Either way it is the participant who ends their involvement with the project.
To briefly summarise, the visual language of the presented world and the structuring of the participant's experience function as a re-interpretation and not the structuring of the narrative events. These are true to the historical narrative, as much as one can be true to a corrupt source. All my body of practice (RedRidingHood , The Bloody Chamber ) shows a method of reinterpretation through the visual styling of narrative, leading the participant to become involved through comment or critique on the experience. This is especially intrinsic to Deviant.
2.1.4 Chronology of the production:
Tools used: drawing /reading /sketching /brainstorming/ notes / observation / digital maquettes/animation and sound editing.
Initial Research
I started by investigating possible subject areas that would compliment my notions of large pictorial interactive spaces. The subject area should conceptually mesh with the idea of MSEs , e.g. show dual or polycentric arguments or perspectives. From this point I chose to focus on the Scottish reformation period, and in specific, the witch-burning era. I felt that basing the project on historical facts or actual events combined with the gendered issues around witch trials would provide me with a new narrative format that still links to my larger interests in folklore, female archetypes and social hierarchies. It would also allow me to experiment with the emotional resonance of the participant's experience, who on finding out that the characters and events of the project are in some extent real and not entirely fiction, may possibly react with intensified emotion.
 
At this point I attended the Scottish History Conference: The Survey of Scottish Witchcraft, 1563-1736 [19], where I first heard the narrative of Christian Shaw, the little girl from Renfrewshire, who was supposedly possessed by the devil. I proceeded to read material around the historical events of Christian Shaw's possession, discovering both weighty academic papers (which had uncovered that the source materials were authored anonymously) and spurious modern day Internet postings. This thin but rich vein of discourse convinced me that not only would the historical material provide me with a fertile narrative base which I could ethically semi-fictionalise, but also had a real-world pulse.
 
The Rough
Week 1-6
I decided to create a working "rough" of the project for Tekka . Publishing a preview of the project would indicate to my peers the direction of my work, and also enable validation via early and informal feedback [20]. A working rough meant creating some layers of interaction and branching paths, but in the main the rough was designed to present the narrative environment. In keeping with my previous works, this environment should be largely pictorial, describing a place that is both familiar and unreal, setting an upfront dissonant relationship with the participant. The pictorial description should loosely allude to Scotland's landscapes, both contemporary and ancient, rural and city dwelling. This initial rough can be compared to a videogame's full motion video clip (FMV), as the rough is in some sense a concentrated depiction of the leading character Christian Shaw, her nonverbal attitude (alluring, lonely, troubled) and the supporting worldscape.
The outcome of this initial attempt was a feeling that I portrayed Christian as being too old, too sexualised -- she was said to be ten years old at the start of the narrative. I was relatively happy with the consolidation of the buildings with the fauna and the appropriateness to the narrative of developing secret spaces within the forests [17], but not the colour palette, which I felt needed to be subtler, more sensitive, in keeping with the depiction of Christian. I also felt that the fragility of the drawn line was important, and needed to be developed further. This digital but hand drawn quality would hopefully add to notion of craft and preciousness in the space.
Week 7
As stated before, I proceeded to draw up a new graphic composition (working to the fullscreen format). This formed the basis of the opening scene. The composition offsets the safe feeling of green healthy pastures with the unfeasibly tall and thick lined skyscraper buildings. Similarly, the feminine feeling hill in the foreground is contrasted with the opposing blank screen like shape sitting in the right of the composition.
Week 8
The main goal was to design and plan the structure of the project. I decided on using a stacking layer system, which had already been used with some spatial success in Vectorkpark and Requiemforadream [21]. Using layers would work in an entirely different way to the time based sequences of film and animation. Depth as visual metaphor in combination with bursts of traditional animated sections place the project in a much less charted artistic territory. This difference is again an attempt at placing the participant in another position, which is removed from conventional.
Week 9
Having decided on the visual style and structural rationale, I plotted out a skeleton of narrative anchors . These key events are the essential backbone within which the narrative experience is contained. Without these the project would move into being narratively incomprehensive or much more difficult responsive visual artwork. Balancing these anchors with the more obscure content is the key to addressing the participant -- too many anchors and the project is prosaic and dull, too few either makes the work fully elitist or at best attractive looking nonsense.
Within this week I also decided to use the embedded "pop-in" window technique in the project (like a browser pop-up contained within the main project window) [22], thus giving the illusion of windows within a window. These extruding windows are designed to help frame and isolate the individual events of Christian's possession. I believe separating them out from each other will allow the participant to focus and realise the unique bizarreness of them.
At this point I started the work being semi blind, or perhaps better described as conscious of blind spots and blank spaces -- I am not able to fully comprehend the outcomes (aesthetic, structure nor emotional architectures) as they may change before the end. I worked towards becoming fully aware.
Week 10 - 18
Is spent designing and creating the blank spaces -- the content in-between the narrative anchors. I decided on six key tableaux that relate to the anchors. These tableaux are subtle variations of the opening scene. I spread my time at this stage between working up the anchors and filling in the blanks. This is done using a revisionary method, updating and refreshing the look, animation, and sounds all in tandem. Working in tandem allows me to gain a better sense of the total project.
Occasionally (once a week on average) I stepped back (physically as well as mentally), and took screen grabs as required, printing them out to amend and rework onscreen compositions. I used extensive lists and notes whilst this tightening up occurs. At this point I had a heavy cognitive load, a high level of concentration is required as the project takes its fuller form. I am editing simultaneously:
· The expanded character details and imagined psychology e.g. pre-histories in journals.
· Coherency of the landscape details (degradation of the world, seasonal changes etc.).
· Consistency in the transitions of tableaux.
· Evolving the pop-up narrative animations, so that they are not too literal or passive.
· Audio management, decided on using loops for atmosphere and incidental effects as a tactile experience.
During this period, Dr. Hugh McLachlan , an expert on the historical narrative arranges an interview. I made an appointment and presented the "work-in-progress". We discussed informally amongst other things the notion of historical correctness as applied to this narrative and the idea of a "living memory" as it relates to ethics.
Week 19
At this three-quarter stage, I concentrated on the structural successes and failings. I devise the faded tableaux that occur when the extruding pop-in narrative windows are instigated. This was a solution to a looming technical problem, that the overlapping highly detailed visuals combined with movement and audio would not, I discover, stream smoothly over the Internet.
Week 20-23
During these weeks I worked on the invisible compositions e.g. the grotesque imaginations of the evil demons, the devil and the unreal plants. These were inspired from a bank of 16 -17th century woodcut illustrations [11]. The monstrous characters and the bespoke foliage (found in the pop-in narratives) are presented in a randomised manner, giving another sense of time, a sense of being alive, supernatural or "eternal" in contrast to the set linear actions of the buildings and Christian.
Week 23-26
Nearing the end of my project, I began to edit in a more technical sense. Most of the time was spent testing streaming over the Internet and the performance of the work over different browsers and platforms.
(Note: after the feedback from participants' it was apparent that the streaming capabilities of the Macromedia Flash Player combined with the interaction style is not wholly satisfactory. Their viewing problems varied but they averaged at least 2 "crashes" within their whole reading and re-reading experiences.)
Week 26-30
At these, the end weeks, the last refinements occurred; now that 98% of the project is complete I could get a sense of the whole composition. I tightened up some elements, retouched colour, and checked against the initial narrative for chronology. Most importantly at this stage I removed superfluous content. Consideration was given to the amount of verbal text located in the two journals (is it too much?). I deliberated redoing them with an entirely visual diary, no words only images. I decide to err on the side of caution, as I, as the creator, was entirely familiar with the work at this stage, whereas the participant will be in most cases entirely new to not only the narrative base but the structure, style and logic of the artwork.
The expert participants were invited to begin exploring the project. I began a review of the notes and sketches in preparation for my write-up of the process and a critique.
2.1.5 Deviant conclusion
At the conclusion of the project I proposed that Deviant defies conventions and at times is unique for many reasons. What follows is a description of the outcomes that have emerged through my observation of the finished project and the assessment of the associated documentation that surrounded the production of the practice.
 
Layering Technique
Firstly, instead of being complexly non-linear (in the cybertextual sense), the project is a layered structure, which uses branching offshoots [23]. This structural layering works in "building up" compositions that can be regarded as a MSE . The different layers show the interrelationships between the narrative objects. This linking works in an unconventional manner -- layering as a storytelling technique is little used within digital media; it requires participants to make associations between objects using a spatial rather than time based metaphor, such as typically practiced by Owenns or Thomson & Craighead [15]. This sense of difference is compounded further when the depiction of the world and its inhabitants is a mix of the believable, impossible, familiar and bizarre (My aesthetic ). The total effect is that the work communicates to the participant in an unfamiliar, disturbing but imaginative manner.
 
Embedded Experiences
Within the various visual layers the participant can discover multiple embedded -- what I call -- animatics (animated effects). These animatics differ from one to another, but can be broadly described as being non-sequitur [24] visual objects, which contribute to the atmosphere by depicting the flora and fauna of the story world and sit beside the recognisable narrative events which work in a more traditional filmic manner.
The latter group form the narrative template for the project; they are structured in a linear sequence albeit spaced out within the project. The former and more abstract content distracts from this linearity, as these at best narrative-like types of objects are digressions that cannot be easily linked to the main narrative. They require imaginings by the participant.
Interaction with these embedded animatics is the primary type of experience within the project (as they are the most ubiquitous). Otherwise the presented world appears static, dormant and picture like. The opening and subsequent scenes await the participant to uncover and "touch" their inner awaiting life. This clear dependence on the participants' interaction makes the space more discursive and feels more non-linear that in the formal structural sense it is.
This ambiguity of structural form requires the participant to begin either self-motivated interpretations in search of some meaning (as Deviant has no clear precedents), or to submit to the unfamiliarity of the project. This could turn the previous feelings of non-linearity into a kind of anti-linearity. Whatever path the participant takes, the project sets up an upfront malapropos relationship.
 
Empathetic visual style. Evolving Tableau
As developed within my entire practice [25], these challenging participant roles are offset by a visual style that is assessable in that it utilises a pictorial language (this shift to the pictorial is supported by Ryan's recent thinking [26]). These assessable images are understood in a more universal way than a fully idiosyncratic visual language would allow. Within Deviant, the composition, as well as the visual style, was set up to cushion and soften these uncomfortable participant positions (for Deviant is my most closure-challenging project to date). The rendering of the world-scape is intentionally quiet, subtle, detailed and beguiling, all of which aims to encourage the participant to start exploring and thinking.
From the start of the project, Deviant communicates to the participant in a new way. It does not start "playing" like a traditional animation, nor does it behave like my previous projects. Rather, the participant must investigate the composition. The initial scene lays out some of the project logic, or should I say mixed-logic, as the scene does not use clearly animated prompts, nor allows for a back