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 button, or structural map to help if the participant gets lost. The links (which are activated by clicking) are integrated and thus in effect hidden within multiple rollover events that are insignificant in narrative terms. All these points should suggest to the participant that they are not in a classic game environment and in a new manner they need to carefully observe and touch the visuals to gain an insight into how to progress further.
If the participant succeeds and finds these links and progresses within the project, they are presented with a slightly different version of the opening scene. This may come as a surprise. As the project moves sequentially forwards, the participant may expect to move away from this initial scene (which I describe as a tableau -- a term from painting referring to a frozen moment), but rather they will find that the opening tableau is continually re-presented. This fixed participant perspective (e.g. s/he cannot zoom inwards / outwards or move left or right of the composition) develops a sense of familiarity and safeness, in that no significant re-appraisal of the location is needed; they are always in the same place. This repetition works in two ways, firstly, by freeing up the participant's attention to observe the layered new objects as they uncover them, and secondly the repetition allows the participant to notice the subtle conditional differences within the tableau (which happen after each narrative transition), for example the tableau changes colour with associated environmental seasons, the buildings gradually decay and new detailed objects appear (these are almost always links).
Another technique used to direct the participants' concentration and attention is in the sound design. The soundtrack is normally used as a cohesive force creating another and abridging layer of narrative suspense on top of the moving visuals. Within Deviant, sound is used simply but unconventionally, for the project uses sound both as a prompter tool (some of the harder links to uncover are located by a low scratching noise as you pass the mouse over), and in the opening of each new tableau where it is an atmosphere indicator. The type of music employed intentionally varies from acoustic guitars, old-fashioned tinkling music box, and electro sounds; these help associate the visual language with a sense of folksiness, modernity, childhood and dreams.
 
Ideas of intimacy and touch
The types of interactions offered by the visuals range from touching as a playful or sensual act, touching to open up a new space, touching and pressing to find a narrative link, all of which require a high level of observation. Through this careful and considered exploration (as the physical onscreen "hit" areas are intentionally small), you can get a feeling for the soft or deft movements required to interact with the project. These gentle and considered explorations sit in opposition to commercial point and click choices, which are commanding, direct and to the point (Chapter 1 ).
Small repetitive rubbing motions are required to make the objects move and sometimes progress. This type of onscreen touch talks directly to real-world "physical" intimacies (especially if a computer tracking pad is used instead of a mouse) and as such given the remote human to computer viewing platform of the project, combined with the sensuality of the visuals. Touching may give a sense of overt sexuality. At least initially, the tactile experience may seem somewhat uncomfortable to the participant. It suggests the instigation of a new, possibly unverbalised experience. However, the discomfort is used to develop an engagement with the protagonist. It highlights my preposition that the participant is being intellectually pulled into the visual environment if their moral consciousness is ignited.
For some participants, these types of sensual associations will sit uncomfortably with the childlike and naïve imagery. The clash is deliberate, used to get the participants to think about the events within the world, the base narrative, and what they as participants are contributing. The participant's feelings may be compounded further once they reach the end of the project and investigate the historical platform.
 
Problematic gaming mindset -- repetition
As well as creating a system that defies standardized HCI rules, I also react against the fast moving, goal orientated, participant roles of gaming (more to follow below) as another conditioning in which to confront. Like HCI intuitions, gaming conventions are significant mass cultural skills; the gaming mindset and its interaction tastes are becoming even more ubiquitous amongst contemporary Internet participants. My practice works towards creating experiences that are unconventional, nettlesome, meditative communications. Perhaps the largest decision that illustrates this rationale is the lack of a "back" reading feature (see HCI golden rule 6 [1]). Deviant requires that the participant apply a different type of attention in exploring the visual spaces, one that is considered, slow and risky (you will most likely have to start over again).
An attempt at using a goal-based reading method will lead to frustration and confusion, since they will be "playing" a non-playable structure. The reason is that interactions don't create lasting outcomes and I do not offer a full conclusion. All participants must explore at least part of the un-narrative spaces to uncover the "important" links. At a conceptual level, the project was not conceived as game, rather it works as a responsive artwork /visual communication based on a narrative template, and as such has an unfamiliar agenda. I anticipate many of the participants' problems will come with not knowing how to approach the project, as from the outset no clues are given. Indeed I ask the participant to become a kind of remote collaborator who has to commit to their interpretation and reflective critique to gain any sense of the ultimate purpose of the project.
 
In Conclusion
Deviant is an responsive retelling as artwork. It is not a game in this sense. If it is a game, its an exploratory game, a game whose goals are to generate participant-centric interpretations and emotions. The project does not have a traditional dramatic ending, all is not revealed to the participant at the end of the structure.
My intent in creating Deviant is to communicate my position on the narrative by not offering new narrative outcomes, thus highlighting the historical basis of the founding text: the narrative is trapped in time. From a modern perspective it is un-interpretable (it challenges tropes of ethical interpretation -- by virtue of its anonymous author (s)).
Deviant does two things. Firstly the project causes disturbance via the participant's conditioned expectations for the project to be more non-linear and for them as participants to have more say in the events. It also challenges the notion that historical stories are in some way unmovable by visually representing the characters and the world within a rich, tactile and hybrid symbolic language. This element of the project could be described as the digressive spaces, since they are not essential to the narrative events and work within a different sense of time. They tamper with "history as truth" by using mixed and contemporary personal lexicons. These digressions are as important as the narrative sections, as they speak with their own voice. They speak for me. This contrast in purpose between the non-changing narrative events and the digressive spaces help build a sense of "wrong", of rupture, of hybridity within the project, referring in an oblique manner to the interpretation of this particular historical account as an injustice.
Secondly, it is a narrative treatment, a visual representation of demarcated historical events (the demonically possessed Christian Shaw between the ages of 10-11). I do not involve within the artwork Christian Shaw as an adult or as a successful businesswoman, as this is Christian Shaw depicted in another and healthier section of Scottish history. The project does not attempt an exegesis, as none can found within the founding texts from 1877 [27]. These are corrupted by the anonymity of the author.
The participants' interactions within the narrative sections of the project do not offer new understandings of the events. They only reveal one telling. The linearity and repetition of the narrative plot events -- revealed by any re-readings -- will perhaps elicit a sense of disappointment from the participant, as this appears to make the project simplistic. By doing this, I am asking the participant to imagine new narrative possibilities for themselves and to reconsider their position within the project -- which up to this point is ineffectual in terms of the physical outcome.
The expert participant group who yielded many new readings positively demonstrated such request. This is a repositioning of the participant role where the participant both a digital but a semi-passive interactor and interpreter.
To summarise, Deviant is an responsive system created to help instigate the participants' enquiry into the historical representation of Christian Shaw, to readdress the fact that she has been passed over. The story of Christian Shaw is a scantily known narrative and the little that people know about her is based on a malicious, possibly propagandic and anonymous text.
The project is unusual in at least two ways. It challenges the standardised HCI languages of interaction, some of the conventions of cybertext / hypertext fiction readings (back buttons and easy access re-readings), and the expected goal orientated "making a difference" tasks. It also offers a new and uncommon participant role -- a participant in a new kind of visual reflective tool. I believe that responsive systems should be diverse or even unique, and if appropriate as within Deviant, the author can still experiment with being narrative based whilst removing herself from traditionally controlling the participants' interpretations. Not all systems need be reducible and yield meaning.
2.2 The participants and the method
Part of my research methodology was to set up a group of expert participants to review the new project Deviant: The Possession of Christian Shaw. This group was invited on the basis of their interdisciplinary abilities, personal voice and commitment to my research area, and comprises a mix of digital artists (cybertext, hypertext / fiction / media), designers (website, applied computing and games), writers (academic and journalistic), a poet and a curator. It was also important to me that the group represent both female and male perspectives. The objective viewpoints of these participants will be used not only to aid further understanding of the perception of the project but also to help me as the artist to extract extra arguments, vocalise defences and gain additional contextual insights about my work.
They were invited to become "expert participants/readers" and then asked (via email [28]) that within two weeks of receiving the project they should set aside a period of time which would allow them to undertake a rich, in-depth reading of the work. The strategy that they should employ to achieve a reading was not prescribed. This, I felt, would allow for a naturalistic experience for both the participant and myself. The only specific outcome I required was a typed and emailed description of their journey.
The anticipated feedback was open in respect to the level of reflectivity: some participants would perhaps respond critically, and others, I suspected, would focus on the functionality of the project. This open remit is again an attempt to generate rich and diverse responses.
 
The participants:
1. Prof Mark Amerika is Professor of Digital Art at the University of Colorado in the US. His numerous books include the novels The Kafka Chronicles (1993) and Sexual Blood (1995). In 1993, he started The Alt-X Online Publishing Network, while in 1997 he launched the GRAMMATRON hypermedia narrative project, the first part of his net art trilogy, which also includes PHON:E:ME (1999) and FILMTEXT (2001) [29].
2. George Fifield is a media arts curator, writer, teacher and artist. He is the founder and director of Boston Cyberarts Inc., a nonprofit arts organization which produces the Boston Cyberarts Festival. Fifield is curator of new media at the DeCordova Museum and Sculpture Park in Lincoln, MA. In addition, Fifield writes on a variety of media, technology and art topics for Artbyte, Communication Arts and Digital Fine Arts. [30]
3. Gonzalo Frasca is a videogame researcher and developer, currently working at the Center for Computer Games Research at the IT University in Copenhagen. He's co-founder and senior producer of Powerful Robot Games, a videogame development studio. He has recently produced and co-designed the first official videogame ever commissioned for a U.S. Presidential Campaign. [31]
4. Dr Raine Koskimaa has published four monographs and some forty articles, reviews, and essays dealing with digital literature, hypermedia, cyberpunk fiction, postmodernist fiction, narratology, and empirical participant-response studies. His doctoral thesis was titled Digital Literature. From Text to Hypertext and Beyond [32]
5. Cynthia Lawson is an Educational Technologist at Columbia University. She is also the project manager on Salman Rushdie's Midnight's Children Multimedia Study Environment. Her research covers physical computing, interactive environments for children and sound installation. [33]
6. Nick Montfort is co-editor of The New Media Reader (2003, MIT Press), author of Twisty Little Passages: An Approach to Interactive Fiction (2003, MIT Press), author and programmer of interactive fiction (Ad Verbum, Winchester's Nightmare) and co-author of several Internet based electronic literature projects (Unready.net 2002: A Palindrome Story, The Ed Report). He is a PhD student in computer and information science at the University of Pennsylvania. [34]
7. Dr Anja Rau studied literature in Mainz, Southampton (UK) and Middlebury (VT). Her PhD thesis What You Click Is What You Get? Die Stellung von Autoren Lesern in interaktiver digitaler Literatur was published by dissertation.de , Berlin, in 2000. Her writings on the aesthetics of digital literature have appeared in the Proceedings of Hypertext '99, she is also a reviewer for GameStudies.org and the editor of Tekka [35]
8. Dr Roberto Simanowski is an assistant professor in the department of German Studies at Brown University. He is also the founder of Dichtung-Digital.de an online journal on digital aesthetics. He is the author of Interfictions. Writing in the Net. [36]
9. Stephanie Strickland is a poet, writer and academic. Strickland's essays about electronic literature appear online in ebr and in American Letters & Commentary. She is the author of the print books True North, The Red Virgin: A Poem of Simone Weil, and Give the Body Back. [37]
10. Dr Jill Walker is an assistant professor of Humanistic Informatics at the University of Bergen in Norway. She's fascinated by networked writing, art and expression and expresses this both in her weblog, jill/txt, and in traditional research publications, such as her recently submitted PhD thesis on fiction and interaction. [38]
11. Noah Wardrip-Fruin writes e-literature, and produces evaluative articles about it. His current nonfiction work includes being the lead editor of The New Media Reader (with Nick Montfort) and of First Person: New Media as Story, Performance, and Game (with Pat Harrigan), both of which are published by MIT Press (2002). [39]
2.2.1 The outcomes
As anticipated, I received variable amounts and styles of participant feedback, ranging from more informal comments, detailed walkthroughs of the participants' interactions to critical reflections. I have chosen to include all of the feedback to maintain the integrity and illustrate the variance of the participants' experiences.
I have previously laid out in the conclusion of the artist's commentary section my thoughts on the completed project. What follows is a breakdown of the main participants' feedback points framed in relation to my artist-led insights and objectives.
As acknowledged, Deviant was set up to be more challenging than my other projects. It was created to explore and answer the research question B: "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?", and should also be seem in terms of a progression from The Bloody Chamber project, both in its handling of aesthetics and structure.
2.2.2 Universal outcomes
1. The first unanimously held opinion about the project was that, in visual terms, the project is successfully compelling. The design choices such as the depiction of the protagonist and the large level of detail within the drawings were unanimously valued. The latter was the most mentioned, not only in rendering terms but also in the way in which the project moved, a common analogy being that it was at "pixel" level detail. This resulted in a feeling of having to observe the project in a unique manner, looking at the unusual subtleties -- looking "very closely" at how it moved and how it visually changed.
2. Following on from the compelling nature of the visuals and in conjunction with the sound effects, the next successful and broadly revealed issue was the sense of a particular atmosphere within the project, namely a sense of "disturbance ". Deviant follows on from my other projects by continuing to show hybrid representations that are simultaneously familiar, unreal and anachronistic, setting an upfront discordant relationship with the participant.
 
This feeling of disquiet, of narrative mystery, was seen to help encourage the participants' onscreen and mental enquiry. The feeling of unease suggests (and in this case misleads) that there is a hidden source of this disturbance that will be revealed by their enquiry. This atmosphere is built up from the main landscape composition, which 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 sitting in the right of the composition. This multiplicity of the visuals combined with the naïvety or innocence of the protagonist helps sustain the participants' interest. Commentators also noted that this atmosphere was seen to turn even darker once the narrative source became known and disclosed the fatal consequences of the previously surreal or even funny events.
2.2.3 Split outcomes
1. Whatever final understanding the participants found while engaged within the experience, quite a few of them associated the act of uncovering the disguised links as being game like . Following from this, the ambiguous nature of the project combined with the awareness of conditional links seemed to encourage their expectancy of a traditionally illuminating conclusion to the project.
2. Once again the project does the unexpected, the conclusion or epilogue offers only a partial elucidation. At the end of the project the narrative source is now available, a little is given about the context of the tale and I visually depict the different hypotheses on the protagonist. This new narrative enlightenment combined with participants' sense of the missed links was shown (as intended) to encourage at least one more new re-reading.
  The group is split on the issue of the success of this style of conclusion. For example, Noah Wardrip-Fruin after … reading the text about Christian I at first felt "Ah-ha, it comes together!" And then I thought, "Uh-oh, what is it I'm missing here?" whereas Mark Amerika responds to the epilogue in a entirely different manner "I'm not even sure how necessary it is for me to know about the actual mythology behind Christian Shaw. Sure, her story may have been made up to publicize a particular ideology that promotes patriarchy, and for those who want to dig in deeper, all the more to them. But I prefer to interstand the process of revealing lifestories as I play them, which this piece does regardless of its original source."
  This highlights the still enduring nature (for at least some) of the participants' desire for a conclusion, for clean closure and for direct communication of an idea at the end of an experience.
3. The re-reading shows up another diverse split in the participant group. As discussed previously, the project is visually multi-layered but for the main, is linear. This again confronts some more of the participants' expectancies, namely that the project should be narratively non-linear or dynamic like a game or perhaps a cybertext.
  As they come to realise the actual linearity of the key narrative sequences (especially given the heavy amount of interaction required to re-access them), this discovery returns some of the participants back to a feeling of frustration.
  Re-reading gave a fuller or altered opinion to some as they found themselves becoming more involved cognitively with the protagonists' suffering. Others enjoyed using the branching offshoots [40], which offered them new character based perspectives (resulting in different narrative understanding(s)), and again others found some pleasure in discovering the randomly changing nature of the digressive spaces and/or the opportunity to realise some more of the visual details (note this is an interesting memory and attention issue as the detailing was always there to be seen).
4. The above responses to re-reading were in a sense repeated on any third or more re-readings and as they became more familiar with the project this resulted with the participants finally gaining the sense of the project's inherent linearity and the amount of repetition within their experiences. I propose that it is here, at this point of when many re-readings have passed, that the project does in-fact conclude or the "whole action" has been achieved [Laurel, 41]. The gamble is that some participants may not link any significance to the project's repetition and linearity. Indeed they may see this as an unsatisfactory element to an responsive project (such as Roberto Simanowski), or they may, like Anja Rau (and to an extent Jill Walker) succeed to link these aspects to the source narrative and gain some sense of an even larger meaning -- that being that from a modern perspective the source text is un-interpretable, thus I have chosen not to traditionally re-interpret, whereby keeping the project linear. This elicits a sense of wrong from the participant (given the structural possibilities and context of the practice). Ultimately, this is an attempt to get the participants to create their own thoughts and interpretations on the story.
  Through reading the feedback, I now have an insight into how hard it is for the participants to make a connection to this authorial intention, for it seems the difficult nature of finding the links and the very fact that there are so many requirements to bring your own interpretations, in turn makes it hard to associate with my particular reading. In defence, I do not believe that this detracts from the worth of the project, as this instance of my reading is only a smaller and less important part of its many agendas. The most important and successful of these was the ability to evoke rich sensuous responses from the participants, and their contrasting self-led interpretations of the project.
5. As well as the above points, another split was found in how the participants dealt with the initial confusion that Deviant sets up. The first group, Raine Koskimaa, Noah Wardrip-Fruin, Nick Montfort, Jill Walker and Roberto Simanowski, found this confusion problematic. This for the main was sited in the facts that at the beginning, the narrative source was unknown, my narrative voice is unfamiliar, the visual telling is ambiguous, and most importantly the lack of a conventional participant position . This sense of confusion tended to either evolve into a sense of puzzlement or frustration, both of which lasted the entire duration of the project and resulted in a negative experience for Simanowski and to a lesser extent Wardrip-Fruin. The outcome of this state of confusion on the above group. Led me to some interesting insights about how each individual dealt with trying to reposition themselves into a state of clarity. It was seen that formal techniques such as thorough and systematic "clicking" of the visuals was the preferred method . Also of note was Raine's method of "googling " [42] in order to discover something of the narrative source.
  The remaining participants, Mark Amerika, Anja Rau, George Fifield, Gonzalo Frasca, Cynthia Lawson and Stephanie Strickland , seemed to observe the difficult new nature of the work and absorb this into part of the project's atmosphere, and, with less trouble than the above group, then began to explore the project.
  These two paths or differentiated frames of mind over the issue of confusion show the volatility of creating content that subverts or plays with conventions. For any subversion to work, the participant must be able (however loosely) to reference the systems that are being overturned. Experimenting in such a manner undoubtedly means "losing" some of your participants to perpetual and thus disruptive vertigo.
2.2.4 Unexpected outcomes
Perhaps the most unexpected finding from their feedback was the participants' reaction to being reverted back to a semi-passive interactor. This is a kind of de-powerment of the digital participant. Conventional non-linear and linked projects are normally valued for creating situations by which the participant can make onscreen choices and the responses from these choices significantly change perhaps the outcome, structure, or possibilities within the project. However, within Deviant, the participant cannot alter the narrative sequence though unusually or even misleadingly there is a high level of interaction with the environment. As questioned by Wardrip-Fruin "One thing I found myself wondering, as my mouseovers did things like make flowers bloom, is whether there was a consequence to these actions - was I altering the world model, or just creating an aesthetic moment". Interaction with "simply" embellishing objects for some of the participants was unrewarding.
 
In section 2.13 I lay out my rationale for creating what I call the digressive spaces. On this issue I have once again found that creating uncommon communication exchanges are risks I take with the participant. Interestingly, the playful roll-overs / animatics which I would suggest are one of my signature marks and whose worth had never yet been challenged, have now become for some -- problems. Perhaps it is because this project is highly demanding that they become "red herrings" for the participant (given the frequent feeling of being lost -- every interactive object in turn becomes a possible link). Or perhaps it is because there are many more of such instances within this work that the participants, in turn, suspects they must have further significance.
 
I purpose that these contentious "aesthetic moments" function within Deviant as being alluring world objects that "simply" add to the notion of subtlety and function like toys. They are types of environmental assets made by me to depict the naïve possible worldview of Christian Shaw. They are not directly narrative, but they can also have cultural associations that help stimulate the participants' interpretations as well as their sense of touch and of atmosphere.
2.2.5 In summary
Unlike my previous projects (RedRidingHood , The Bloody Chamber ) I do not comment or moralize with this narrative (as acknowledged by Walker and Rau ), this means any interpretation will always depend on what the participant brings to this story. I believe some people will be able to do this more easily than others, depending on personality, training or familiarity with my work. It is noteworthy that eight of eleven expert participants succeeded to gain some sense of resolution. Those participants who are driven by a "winning state" or clear conclusions will not fare so well. Deviant, unlike many other artworks within my field [43], appeals firstly to the eyes and ears and then to the mind, and in this case, then importantly refuses to yield easily graspable concepts and claims. This comes in part from its non-verbalised or photo-realistic rendering. This is hard on participants who cannot or are unable to commit to their own interpretations. The largely varying nature of this group's response however proved that the project does succeed in instigating multiple readings.
 
For example some people found particular issue with the problematic non-traditional conclusion, the frequency of their frustration when "pixel hunting" for links, others the lack of extra narratives or classic re-interpretation, or the misnomer of the title not matching the protagonist's gender, others the static or dormant nature of the structure, preferring instead a more filmic and audio rich approach. Many of the participants' comments overlapped and touched on the same issues, whereas with some of the participants these issues didn't perplex them at all.
But what they did agree on were the:
Immersive achievements of the visual style:
  "The visuals are very impressive. The figures are sketched with only a few lines, which nevertheless give a good impression of the character behind the face. The girl and partly the other characters in the play always move slightly. Thus the girl's eyelid closes and opens and sometimes the pupil moves on mouseover to adjust the gaze to the user who is at the end of the mouse. These effects are very impressive" (Simanowski ).
In particular the level of detailing:
  "I became almost hypnotized by the small details in which I found myself (rolling over every single petal, forming buildings out of flowers, making sure every dot is released to then form symmetric cross grids, etc, etc.) There was no frustration, because every time I went back to a different scene, it was just that: different" (Lawson ).

"Deviant is a work, which requires a close, very close look. There are minutest details to which you should pay attention to. Or, at least there are lots of small details you may pay attention to, but what is their significance is not really clear" (Koskimaa ).

The subtlety of the movement within the piece:
  "It writhes and undulates under my caress, very sensuous. I feel like I'm making love to it. Actually I should note that I'm doing this on a laptop and using a mouse pad, not a desktop mouse" (Fifield ).

"I loved the slow nodding and slight opening of the fingers of the child in the tree-thicket. That uncanny feel I wish had been prolonged" (Strickland ).

Their empathy with the protagonist's suffering:
  "I feel complicitous. Its funny, but when the monsters are touching her I feel it must be painful but the old lady's touch seems that it might be therapeutic" (Fifield ).

"The girl spits coals (actually until I read the final summary of the story I didn't realise they were coals and I thought the lines were of smell, not heat. I was disgusted anyway, so I don't think it mattered)…"(Walker ).

The particular sense of disturbance:
  "The images and the feeling of the interactivity work together well to create a sense of disturbance…" (Montfort ).

"Don't look for the aesthetically pleasing here; rather, witness the anti-aesthetic leaking (of emotion, confusion, visual dyslexia, uncertainty)" (Amerika ).

The readings were a particularly rich set of feedback data.
2.3 Answering the research question
How does Deviant: The Possession of Christian Shaw 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?
A. By disturbance, subtlety [44] and difference.
I have found that the main method of generating emotionally engaging responses from the participants is from using subtlety. I propose that the within Deviant the evoking rather than commanding sensibility is an important feature. It is the gentle and delicate nature of the project's communication exchange that draws the participants' emotions in. What follows are the different manners in which Deviant can be seen to be subtle.
 
Imagery
It was found that using a visual language that deviates from the real, one that dips into mass culture and uses signifiers that are hollow enough vehicles for the participant to fill [McCloud 1993], creates the potential for cognitively active imagery.
The entire group noted the success of the subtleties in the visual details and the portrayal of character. They acknowledged feeling both positive (compelling, evocative, intriguing) and at times negative (frustrated, irritated) involvement both with the world and the protagonist. This subtlety is in the main located within the drawing and the scale of the images. This hand drawn comic nature of the representation style created for some participants an association of a childlike worldview (Koskimaa , Fifield ). Combined with the dark narrative background, this created a strong sense of dissonance.
 
Touching
As well as the physical pixel based detail of the imagery, subtlety is carried into the way the participants are asked to touch the onscreen material. The areas of "hotspots" are small and often disguised. Thus broad, frustrated or fast searches of the space will not reveal them. Similarly as discussed in the previous conclusion , the project does not animate or move like a conventional piece of motion graphics. Most of the animation (I've used the term animatics) are set up to respond to the mouse enquiry rather than being traditionally time-based. This aspect can also beguile, because it gives a participants' touch a new prominence. These types of touches -- making world objects come to life -- talks directly to real-world "physical" intimacies (especially if a computer tracking pad is used instead of a mouse). As such it emotionally charges the remote human to computer viewing platform of the project, since it is unexpected. A different type of concentrated observation seems a consequence of the interactive premise of subtle disguising and revealing, this seemed to generate for some feelings of hypnosis and/or meditation.
 
Movement
As mentioned above, the animation style is often set up to respond to the mouse. After such interactions, the project uses varied styles of movement as reactions. Some are realistic (such as the protagonist's journey to the Doctor), some alien (the way the flower heads spin and dilate), but in the main, most of the movement is slow or what I like to think as being "suspended" in some invisible emulsive gravity. This slower nature is often teamed up with a slightness of movement. "…The movement in several places is minimal, almost unnoticeable" (Koskimaa ). This creates an unusual sense of stillness or quiet, which once actually moving, again requires a high level of observation. This technique was designed to help the participants become contemplative (as discussed in 2.13 , though not everyone enjoyed the amount of quiet "I liked, as I said, the overall disturbingness, but I wanted it to move fast, and or fluidly…" (Strickland ).
This subtlety, in all its layered incarnations, is I propose uncommon within responsive artworks and as such helps create a sense of difference within the project, levelling all the participants to an even naïve explorative field whereby keen observation and thought are required. This I believe helps insight the participant curiosity.
2.3.1 What else was revealed?
Deviant, as well as answering the research question B, also brought fourth interesting information about the contextual perception of my practice. As mentioned above, though most participants associated this project as being some kind of game , they also had difficulty in specifically typecasting this piece as a "traditional game" or indeed directly linking it to my earlier works.
  "In "Deviant: The Possession of Christian Shaw", the artist defamiliarizes her previous attention to plot and linearity and focuses more on the unfolding of micro-scenes that never congeal into what we usually call story but operate more as an interactive experiment in moving visual art…" (Amerika ).

"In the case of Red Riding Hood, knowing the story ahead of time made the piece stronger as a commentary, but also without knowing the story (if that can be imagined), the online tale you tell "works." By contrast, knowing this story in advance, I would not have fully explored the possible places to go, because too many of them seemed not relevant to the story…" (Strickland )

 
Varying terms such as exploratory narrative (Fifield ), visual narrative (Walker ), interactive experiment in moving visual art (Amerika ), and interface/game/interactive environment (Lawson ), are all used in an attempt to describe the new communicative exchange as offered by the visual language and the structural behaviour of Deviant.
It has reinforced my proposal that I am in a little traversed research space or artistic practice. I believe that interactive systems should be diverse or even unique, and if appropriate as within Deviant, the author can still experiment with being narrative based whilst removing herself from traditionally controlling the participants' interpretations. Not all systems should be reducible and yield meaning.
A surprising revelation was that micro level interactions generated participant suspicions of some larger significance. It also seemed unlikely to them that interactive objects could not be responsive "for the mouse's sake" (Lawson ). This seems to indicate an empiristic, anti-post-modernist attitude.
 
Although suspected, it was also found that confusion as an experience is particularly hard to bear. The main method available to remove this sense of confusion (at least in discovering links to progress the project) is by acutely observing and memorizing, the main landscape and looking for changes. Perhaps this project requires a new type of onscreen observation, one that requires looking and seeing at the same time [45], a kind of half-dreaming. This need for simultaneous observation and interaction was problematic for the participants, perhaps because it is an unexpected request from a clearly responsive piece of work. With unconventional or inherently difficult works, it is anticipated that not all of the emotions would be easy to sustain -- confusion, frustration even irritation are expected. It was previously thought that the coaxing visual style and the "still" nature of the project would soften these negative participant emotions and the dormant state of the world meant that the participant would be wholly in control of her/his investigation. This, it was thought, would allow them to set their own pace. From the feedback it appears that the confusion over the location of the links, their unclear role as participant combined with the narrative ambiguity (on the first reading) creates for some too strong a sense of confusion, which is not conducive to exploring, observing and touching.
2.3.2 Insights and omissions
What could be/should be changed within Deviant: The Possession of Christian Shaw?
1. To alleviate some of the participants' confusion, and as suggested within some of the feedback, I intend to expand the role of abstract sound effects as hints or indicators. This use of audio would preserve the way the visuals function but clarify the participants' role, thus enabling them to observe the changes more easily.
2. I would look to develop the complicit engagements within the project whilst still preserving the literalness and linearity of the key narrative sequences. This could be further developed by creating a stronger sense of voyeurism (as better felt with The Bloody Chamber ) of an invasion into the psyche of the protagonist. Similarly, the response from a given interaction (especially within the incarceration of the victims sequence) could be utilised further using more "surprise" [46], horror, or shock element. This would help make the exchanges more meaningful and promote a sense of sympathy and guilt from the participants.
 
 
Chapter 3 -- Summary of what was revealed
 
Expansion
1. HCI is an abbreviation of Human-Computer Interface [Shneiderman 1998; p. 638]
    Human-computer interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them.

Human-computer interaction arose as a field in the early 1960s from intertwined roots in computer graphics, operating systems, human factors, ergonomics, industrial engineering, cognitive psychology, and the systems part of computer science. Alongside information visualization, another predominant area of study is the computer interface (GUI --Graphical User Interface) as experienced in commercial software packages, information driven websites, various computer operating systems, auto tellers, GUIs are present in any instance of interactive screen based communication with a human user.

The ultimate goal of HCI is to enable fluid or intuitive interactions with the particular computer system in question. In this fluid state the participant would not have to think about what menu to choose, or which mouse button to click, but could naturally and fluently perform the necessary actions to achieve their goals -- the interface would then become transparent.

   

This ultimate goal is broken down into eight golden rules of HCI:
1. Strive for consistency.
2. Provide shortcuts for experts.
3. Offer informative feedback.
4. Ensure closure of tasks.
5. Avoid user errors.
6. Provide easy reversal of actions.
7. Support user control.
8. Reduce memory load.

2.

Not animation / but something else

   

The website vectorpark.com in relation to the fast action motion graphics as typified by Gmunk, www.gmunk.com/2001_NYC_transit/FINN_QT.html or www.weworkforthem.com, instils a sense of quiet or reflection. The vibrant and frenetic movement of MTV's television advertisements heavily inspired much of the flash animation circa 2001. I sought to utilise this sense of stillness (as seen in vectorpark.com ) to create an upfront uncommon dialogue with the participant to indicate that this artwork requires reflection, exploration and committed engagement.

3. Fullscreen memory [Huitt 2003]
When humans are presented with new information, we tend to respond to material if it has an interesting feature or activates a known pattern (is familiar or calls to mind prior knowledge). This gets transferred into what is known as STM (short-term memory), which is what we are thinking at any given moment. The generally held principle is that most people can process 5+-2 new instances at any one point. The final transference into more long term memory depends on how we group, characterise, classify, or sequentially organise the information. This movement into long-term memory takes sufficient commitment to learning the information, whereas simply repeating or attempting to memorize the experience may not suffice. For details on Information Processing, see electronic text: http://chiron.valdosta.edu/whuitt/col/cogsys/infoproc.html
   

Within Deviant, the use of visual perception and memory is key. The volume of pictorially important links to be found within the tableaux are highlighted either by a colour or the fact that they are new objects and similarly the non-important objects are repeatedly shown in the same position after each significant narrative intersection passes. This it was hoped would in effect neutralise these objects as they become familiar and memorized. The fullscreen scale of the presented interface is used to create enough visual resting spaces (locales that are empty or minimal) so as not to overload the participant's visual perception or inquisition but keep the intensity, e.g. detailing of the rendering, as high as possible.

4. "…interactivity conflicts with the creation of a sustained narrative development, and consequently with the experience of temporal immersion. Among the architectures described above, the only one that places interactivity in the service of narrative desire is the mystery story structure (no 6), because the reader's actions discover, rather than create the object of this desire, and because the story to be investigated is itself unilinear, determinate, and external to the interactive machinery." [Ryan 2001;p.259]
5. Mixed belief systems
Towards the end of the artwork Deviant features a hidden subterranean world, which refers to the older Scottish folkloric belief in faeries. This faerie belief was made underground with the onslaught of Calvinistic rationality and the cold, hard light of Reason circa 1550 onwards [Henderson & Cowan 200].
   
6. Arthur Miller's play, Crucible (1953), was based on the 1692 Salem witch trials. It was deeply influenced by the blacklisting of his left-wing friends and reflected the era of McCarthyism.
7. The Omen, film directed by Richard Donner, (1976).
 
8. Traditional accounts of witch-hunting paid little attention to gender, but it is now discussed intensely see:
[Garrett 1977]
[Barstow 1994]
[Bruyn 1979]
[Roper 1994]
9. The female archetypes
    With RedRidingHood, the re-interpretation is rooted mostly in the visual; I transform her into a blonde, an initiated, sexual persona. Attitude wise she is depicted as being wily and as dangerous as the wolf character -- readdressing an imbalance that she is passive. Then contradicting this portrayal, if you explore her musings in the hidden diary, you discover that she was previously (before you encounter her in the narrative) a love struck romantic girl, full of ideals who was "used" by the wolf. This instigated her change of look and frivolous confident manner, but gravely she's directing these changes to attract the wolf, so in this sense she is both the traditionally naive victim RedRidingHood and dually and superficially sexually empowered RedRidingHood.
[Leishman 2000]
    In the Bloody Chamber the female lead is shown as equally voyeuristic and psychologically demented as the Bluebeard. They are mutually obsessed with one another. In respects to the source text the major reinterpretations come in the form that the Bluebeard is depicted as a weaker more humanly flawed character and the wife figure is (via the participant and not the Bluebeard) in charge of her own destiny, e.g. in the project she never dies, she can only leave or stay.
[Leishman 2002]
10. Temporality in responsive narratives
    The issue of the functionality of time in reponsive structures was notably discussed by Markku Eskelinen, in his paper at the DAC 98: Omission impossible: the ergodics of time. In his paper he states that the spatial emphasis nearly always supersedes analysis of the temporal. Using Stuart Moulthrop's Hegirascope as illustration, he goes on to describe how the text, with it's programmed "client pull" 30 sec decision limit in each node, presents the participant with a "double interface" e.g. where the text will sequence itself after 29 seconds pass or the participant if can control the sequence if they act quickly enough. Hegirascope also goes on to repeatedly allow access to its various nodes allowing re-readings ad infinitum.
    The paper is available in electronic format, see [Eskelinen 1998 & Moulthrop, Hegirascope, 1995/7].
Also see: [Aarseth 1999]
11. For an excellent online resource woodcuts from the 16th Century onwards, see electronic text: http://special.lib.gla.ac.uk/exhibns/damnedart/index.html . Illustration dated 1544.
   
12.
   
13. "Think loop. The basic building block of an electronic sound track, the loop also conquered surprisingly strong position in contemporary visual culture. Left to their own devices, Flash animations, QuickTime movies, the characters in computer games loop endlessly -- until the human user intervenes by clicking. As I have shown elsewhere, all nineteenth century pre-cinematic visual devices also relied on loops. Throughout the nineteenth century, these loops kept getting longer and longer -- eventually turning into a feature narrative…Today, we witness the opposite movement -- artist's sampling short segments of feature films or TV shows, arranging them as loops, and exhibiting these loops as "video installations." The loop thus becomes the new default method to "critique" media culture, replacing a still photograph of post-modern critique of the 1980s. At the same time, it also replaces the still photograph as the new index of the real: since everybody knows that a still photograph can be digitally manipulated, a short moving sequence arranged in a loop becomes a better way to represent reality -- for the time being. " [Manovich, Generation Flash, 2002]
14. Randomised time
Within the pop-in framed compositions that depict Christian's possessions, there are programmed random objects. These screengrabs depict the different and randomly sequenced flora.
   
15. Layering opposed to filmic
    Filmic: relating to, or characteristic of movies; cinematic.
When we think of the visual languages used in films, much of what we perceive is bound up in the technologies used to produce the moving image, e.g. the capabilities of the camera (e.g. zooming, panning) and the possibilities in the editing / postproduction. The temporal nature of traditional filmic or cinematic experience works by depicting single images in succession, this allows for complex juxtaposition of the images to create narrative tension, often using tropes such as the close-up and flashback.
    This time based approach naturally filtered into the production of Internet artworks, however even then is was used differently. There was a return to using short looping sequences (think QuickTime clips, defaulted Flash art) in lieu of epic narratives with a dramatic ending. This return to the looping trope (early films were loops) was heavily influenced by the limitations of new media technology and the bandwidth available to the majority of the Internet's audience.
    Though still a significant aesthetic feature of Internet based moving image, filmic conventions have become more associations or reference points to subvert -- in that the artworks may use content from handheld digital cameras, web cameras -- using live streams as content [a], or surveillance cameras, thus are still formally directed and sequential in nature but are then often looped [b], miniaturised or montaged into split or multi-screen [c] screen compositions.
    This last technique is the furthest departure from traditional cinematic experience, as instead of sequence and single images, the participants experience is of: co-existence, addition, simultaneity and multiplicity. As Manovich points out -- "In spatial montage, nothing is potentially forgotten, nothing is erased" [d; p.71]. This is a significant paradigm change in how the participant reads the communication.
    Layering as a technique is much like multiple montaging. Instead of having clearly demarcated screens [c], panels or windows, layering creates dual or multiple images as elements are overlapped, obscured, or extended. This creates an additional level of spatial relationships, since layers create depth hierarchies, in which society associates with being "on top" as being best or most relevant and being below or bottom as worse or insignificant.
    Like multi-screen, layering as a technique has become more prominent as a mediation from the commercial tools that are used everyday by the artists -- layers and thinking pictorially in layers are an intrinsic interface feature in Photoshop, Illustrator, Aftereffects, Flash, and can also be programmed into HTML pages using CSS [e].
    Conceptually, layering can be used as a mixed metaphor -- to reveal hidden or disguised articulations, to suggest complexity and impenetrability. For example layering when used in excess can also mean illegibility of the communication. Layering alongside the developments in spatial montage offers new ways to organize and present narrative experience.
.
  (a) Thomson & Craighead (2004) Template Cinema, electronic text.
  (b) Owenns, Jimmy (2001) Peau Nue, electronic text.
  (c) Lialina, Olia (1996) My boyfriend came back from the war!, electronic text.
  (d) [Manovich 2002]
  (e) Cascading style sheets (CSS) address many of the problems of HTML. Some of the older tags, especially the notorious <FONT>, clutter Web page source code and make for inflexible sites. With CSS, style information can be centralized. This centralization leads to increased power and flexibility.
16. Michael Nitsche argues that applying the cinematic three-act structure (from Aristotle) in new interactive mediums is excluding the inherent qualities of the medium, that it would imply "that interactive narrative is the product of gluing together a narrative structure with an interactive method" that essentially the user's ability to choose gets limited. Instead he proposes that the three-act or act structures can be projected onto the user's experience, that "his/her experience as the plot". [Nitsche 1998; p.69-73.]
17. Secret Spaces
    "With the theme of drawers, chests, locks and wardrobes, we shall resume contact with the unfathomable store of daydreams of intimacy. Wardrobes with their shelves, desks with their drawers, and chests with their false bottoms are veritable organs of the secret psychological life. Indeed, without these 'objects' and a few others in equally high favor, our intimate life would lack a model of intimacy. They are hybrid objects, subject objects. Like us, through us and for us, they have a quality of intimacy. Does there exist a single dreamer of words who does not respond to the word wardrobe?" [Bachelard 1969; p.78]
18. Murray distinguished three main qualities of this new medium: immersion, agency, and transformation. By immersion, she means the power of the medium for helping the user to construct beliefs rather than suspending beliefs. [Murray 1997; p.181]
19. Scottish History Conference: The Survey of Scottish Witchcraft, 1563-1736, University of Edinburgh, (January 2003). Available in electronic format: http://www.arts.ed.ac.uk/scothist/witchconf/index.html
20. Copy of the original text by Diane Greco for Tekka.net , Sept 2003.
    The Possession of Christian Shaw
"In 1695, a little girl named Christian Shaw began to exhibit symptoms of what, at the time, was believed to be "demonic possession," causing seven of her neighbors to be tried as witches and burned at Gallow Green in Paisley, Scotland. As soon as we enter "The Possession of Christian Shaw," which takes this curious historical episode as its starting point, we are thrust into classic Donna Leishman territory -- spooky, dystopic, and strange. In Leishman's reinterpretation of 17th-century Paisley, crummy grey high-rises shoot up, in defiance of all known laws of perspective, from a deep green landscape of popsicle contours. The formerly-reliable cursor hops around and changes shape alarmingly. You click on a bush; a pair of reptilian eyes opens and does not close. And although you find, after a few tries, that it is possible to remove the heads from trees, this opportunity to violate the landscape does not advance your progress. There are, in fact, no buttons or other obvious wayfinding devices in Leishman's vision of Paisley -- that would be too easy.
No, you are here to watch and to listen, and to consider, in the long moments you have while watching the elusive and enigmatic Miss Shaw twitch in the grass or disappear behind a grove of trees, whether you're really getting intimate with Paisley, or if you're merely getting to know its tricks a little better."
 
21. Smith, Patrick, electronic text, see: http://www.vectorkpark.com (2000)
Schmitt, Florian & Jugovic, Alexandria, electronic text, see: http://www.requiemforadream.com
(2002)
22. The term "pop up" refers to the phenomena when an Internet browser is stimulated by the source-code to launch a new external browser window. This popup window can be given specific attributes such as size, position and can even be asked to animate. A recent trend has seen non-requested popups being spawned (opened) as soon as the participant opens an index browser page. This popup code repeatedly sends new windows every few seconds. The content in these spawning windows tends to be commercial adverts or pornography. To reverse this irritating trend, new programs such as Popup Killer, Popup Blocker, and Ad Stopper have been created to stop these automatic popups from occurring. See: http://www.panicware.com
For an example of spawning popups as Internet art, see the electronic text by: Joan Heemskerk and Dirk Paesmans' OSS/**** on http://www.jodi.org
..
23. Branching offshoots
   
    The nearest structure to be found in research question A is in the "centered systems, arborescent structures (tree like and branching)" category. Also see reference 40 ....
24. [McCloud 1993; p.71]
Scott McCloud discusses the different types of sequences that can be used in moving images and comics. These categories are broadly defined as:
1. Moment to Moment, panel to panel, requiring very little closure.
2. Action to Action, a single distinct progression.
3. Subject to Subject, participant participation is required to make 'meaningful' closure.
4. Scene to Scene, deductive reasoning is required, often showing transitions over significant distances of time and space.
5. Aspect to Aspect, the wandering eye technique setting the mood and tone.
6. Non-Sequitur, no logical relationship but related through perception of sequence.
    The non-sequitur is the most experimental and demanding on the participant, as it creates no conventional meaning. I have discussed this area more in my Masters of Design thesis, Does point and click interactivity destroy the story? [Leishman 2000]
25. [Leishman, D. (Dec 2000) RedRidinghood]
[Leishman, D. (2001) Angel Interceptor]
[Leishman, D. (May 2002) The Bloody Chamber]
26. Ryan is interested in the relinquishing of the model of the novel in favor for localized experience of narrative such as short episodic, provocative or poetic structures. Ryan also suggests that hypertexts depart from verbal textuality and should include images, spoken word, sounds and reach into the territories of conceptual visual art. This Ryan feels will enable a better sense of user immersiveness and generate more appropriate stories for digital media. [Ryan Immersion and Interactivity in Hypertext 2001, ch 8]
27. [Anon. 1877, p.123]
[Sharpe 1884, p. 172]
[Vediovis, 1982, p. 319]
28. Copy of original email sent out to the expert reader / participant group, (19/01/04):
Subject: Invite to be an Expert Participant
Dear ________________,
I am writing to ask whether you would be interested in becoming a 'participant/explorer' of my new artwork. This piece of work was devised and created within a practise based PhD framework. This work constitutes a significant portion of my final thesis. Practise based /practise integrated PhDs in Art and Design are relatively new here in the UK and as such I sit as the first candidate within Glasgow School of Art's Visual Communication department to submit for such a degree.

I have selected you as a potential participant for your interdisciplinary abilities, personal voice and commitment to my research area; I respect you as being a valued expert.

Your reading and feedback will be used in conjunction with my own self-reflection to critique the project. You would be cited and given credit for your comments in my thesis and in any subsequent papers generated from my research.

My expectations from you would be simply that within 2 weeks of receiving the project you would spend a period of time to allow a rich, in-depth reading of the work. The strategy, which you employ to achieve a reading, is completely up to you. The only specific outcome that I would need is a typed and emailed description of your experience. Without spoiling the surprise of this project, I would like to say that it covers narrative structure, visual interactive exploration, and onscreen aesthetics, and is my most complex project to date.

If you feel you would like more information before accepting or declining this position please do not hesitate to ask,

Yours,
Donna Leishman

29. Amerika, Mark:
[Grammatron1997]
[PHON:E:ME 1999]
[ FILMTEXT 2001/2]
30. George Fifield
Boston Cyberarts Inc, http://www.bostoncyberarts.org

DeCordova Museum and Sculpture Park,
see: http://www.decordova.org
.
31. Gonzalo Frasca
Powerful Robot Games, electronic text, see: http://www.powerfulrobot.com/

Electronic text, see: http://www.ludology.org
.
32. Dr Raine Koskimaa, works as a professor of digital culture at the University of Turku, Finland, where he teaches and conducts research especially in the field of digital textuality.
Thesis available in electronic format, see: http://www.cc.jyu.fi/~koskimaa/thesis/
.
33. Cynthia Lawson
Electronic text, see: http://www.cynthialawson.com/
34. Nick Montfort
Electronic text, see:http://nickm.com

[Wardrip-Fruin, & Montfort 2003]
[Montfort 2003]
[Montfort. N., (2000) The Ed Report, electronic text]
35. Dr Anja Rau
Electronic text, http://www.tekka.net
Electronic text, http://www.gamestudies.org/about_reviewers.html
Electronic text, see:http://www.flickwerk.wordwrap.de
Electronic text, see:http://www.wordwrap.de
.
36. Dr Roberto Simanowski
[Interfictions 2002]
Electronic text, see: http://www.simanowski.info

Electronic text, see: http://www.dichtung-digital.de
37. Stephanie Strickland
Electronic text, see: http://www.stephaniestrickland.com/
38. Dr Jill Walker
Electronic text, see: http://huminf.uib.no/~jill
39. Noah Wardrip-Fruin
[ Impermanence Agent 1998+]
40. Link to Large structural diagram of Deviant
41. " A 'whole' human-computer activity can be described, using the broad definition of a whole action, as having a beginning, middle, and end, and being composed of incidents (one or more) that are parts of that whole. Thus playing a computer game until it ends (or I end it) is a whole action, and a 'session' with my word processor is a whole action (even if I don't finish the chapter I'm writing)." [Laurel 1993; p.70]
42. The Phenomena of "googling" as Koshimaa referred to it, is when the participant enlists the help of google.com, one of the Internet's premier search engines (software set up to trawl through all documents on the Internet), to search out extra information on any given subject. Raine used the keywords "Christian Shaw" to search out extra information.
43. Literary hypertext fiction/ serious hypertexts & coded/kinetic poetry
These art forms (generally) have low visual appearances, perhaps have minimal or no sound and instead use low grade (in a typographical sense) type to communicate with the participant. These choices are opposite to Deviant, which is almost exclusively pictorial, notably coloured, uses sound and then refuses to yield easy graspable narrative claims. Below is sample of such practices that either give primacy to verbalised communication, or embed deconstruction theories:
[Andrews 2003]
[Biggs 1996]
[Fisher 2001]
[Mez 2001]
[McPhee 2003]
44. The power of subtlety over literalness in the style of the visual language used within the Deviant project

I define subtlety as meaning: initially/on the first reading the full meaning is difficult to detect. This difficulty comes in understanding the visual signs either because of their scale or the fact that they are not fully representational. The participant must apply more observation and analysis than is commonly needed when the visual sign is clear/iconic and able to be interpreted with rapid certainty.

45. Confronting Change Blindness
[Rensink 2000]

There is a strain of cognitive psychology that specialises in investigating the phenomena that is called "looking without seeing" or change blindness. This occurs when the observer looks directly at an image yet fails to perceive a change in neither the Central Interests (Main theme e.g. location, colour) nor Marginal Interests (insignificant to the full meaning e.g. a specific shadows, angle of horizon). Hypotheses exist proposing that the act of blinking / non-fixed position of the eye may be a factor, or that "inattentional blindness" occurs: When observers are intently engaged in one visual task, they will often be unaware of what would normally be a perfectly visible simultaneously occurring event [Mack & Rock, 1998]. Then in addition and perhaps more key to Deviant -- Simons [1996] and Zelinsky [1997, 1998] have also found that in scenes consisting of small collections of objects, changes made to directly attended objects can be missed.

46. Techno-suspense is also followed by techno-surprise
Janez Strehovec's techno surprise is connected with the expectations of what is going to open after the act of clicking and what kind of reality will the participant/ user enter. [Strehovec 1998 & Strehovec 2001]
47. The use of artists/designers journals as a method with practice based PhDs is a developing trend in the UK. [Moon 1999]
 
48. Interstitial paradigm
Interstitial art exists in the interstices (spaces between), capable of binding two or more things together.
[Moulthrop Gamely Interstitial 1999]
[Moulthrop Misadventure: Future Fiction and the New Networks 1999]
 
49. The State of Play: Law, Games, and Virtual Worlds Conference, New York Law School November 13-15, 2003.
  *. Such as deployed in: Victory Garden (1991) Moulthrop, S., the back track button takes you back to the previously read lexia (block of text). Afternoon (1987) Joyce, M, the first of its simple navigational buttons is an arrow pointing left: pressing it takes the reader back to the previously read lexias. Patchwork Girl (1995) Jackson, Shelly, the two way arrow takes the reader to the next lexia in the default line and with the alt-key pressed down, to the lexia previously read.
Deviant Project Methodology
The below text is a extended commentary on the methods used to create and elucidate the Deviant project.
 
To discuss the project Deviant: The Possession of Christian Shaw I devised two new methods.
The first is the way in which I documented the creative journey of producing the project, namely I chose not to track my creative process via a daily nor weekly logbook [47], but decided to collate the technical / artistic notes, and the "sketchbook" digital files as and when they were created. I only reviewed them after the project was completed. I have felt this method to be in keeping with what I have termed the fluid or emergent process.
At the start of the project, a considerable amount of preplanning and formal designing occurred, typically a lot of critical and creative exploration happens at this early stage. I find when creating responsive non-linear content that one must allow a significant space in which ideas and solutions emerge rather than being fully in place from the start. This emergent type of exploration is not the same as using one's artistic intuition. Rather, ideas and solutions emerge from and through the overarching sketch of the project and the continual visual analysis of what has just been achieved. This could be described as a kind of seesaw effect. It occurs all the way up to the end of the project.
This non-intrusive collection of material seems logical given that the non-linear structure and the content are transformations of a traditional linear narrative. I describe the extraction and creation of the extra explorative content as being like spinning a web around the established inner core. This web can be: gossamer (delicate and decorative), leafy (giving clearly extra life to the core), robust (whereby the extra spaces are as important or more important and usurp the core material), or indeed a mix of all the previous. Whatever path is chosen, this process is always highly demanding. To document my creative process at each step, I feel, would insert unnatural pauses and stops, resulting in a lack of focus. This would lead to a more fragmented end product.
Once the project had been completed, I then immediately began the process of reviewing the collected materials. The immediacy was necessary to utilise the fresh memory of the production. The supplementary documentation was seen to serve as aids in recalling the multi-faceted experiences of the making.
The end product of this review of the documentation material was a written document (now this Chapter 2) detailing the larger context in which the project sits; what its objectives are and how they came to be formed; specific prepositional notions that were developed through the making (e.g. animatic rather than animation, narrative source as un-interpretable); and a breakdown chronologically of how long each facet of the project took to develop. The document ends with two conclusions. The first is a review after the fact of what the project achieves and has become. The second is a clarification and summary of how I propose the project functions.
This latter conclusion is intended to directly precede and be used in comparison with the empirical knowledge as gained from the expert participants' feedback (see below). This method allows 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 utilising the subjective and objective viewpoints.
 
The second method was selecting and inviting a group of expert participants to explore this new practice.
These specific experts were asked to use and reflect on my new work. This group was invited on the basis of their standing within the research community and their interdisciplinary abilities (especially important given the findings that my practice sits in-between various contexts). They are a mix of digital artists, designers, writers, a poet and a curator. It was also of key importance to me that the group represent both female and male perspectives.
These participants were invited (via email [28]), and then asked that within 2 weeks of receiving the project, to set aside a period of time which would allow a rich, in-depth reading of the work (it actually took around 4 weeks). The write up (for those who asked) was recommended as being 1-2 pages long. The strategy that they employed to achieve a reading was non-prescribed. This I felt would befit their expert status and allow for a naturalistic experience for both participant and me. The only specific outcome I required was a typed and emailed description of their journey. The feedback was open in respect to the level of reflectivity. This open remit was again an attempt to generate rich and diverse responses.
Fourteen participants were invited, twelve of whom accepted (this was a much higher percentage than was anticipated). In the end one of these twelve had to leave the group at the early stages due to health reasons. I had decided to invite fourteen, expecting about half to accept. Such a small number is appropriate since I am not using a surveying or sampling technique. Rather, the respondents are elite experts in relevant fields.
I feel it is worth noting that after the feedback was collated, this high number of acceptances was fortunate, as my open remit in the conduct of how the readings were achieved combined with their personal and professional workloads has significantly affected the length and calibre of the feedback.These empirical viewpoints from the participants were used not only to aid my further understanding of the perception of the project, formalise defences as a type of critique but also helped me to both reveal its "uniqueness" and reposition the practice .
 
 
 
The Narrative source for
Deviant - The Possession of Christian Shaw
In the year 1696, the 11yr old daughter of John Shaw, the Laird of Balgarran, fell victim to one of the most well remembered cases of "demonic possession" in Scottish History. It resulted in a large number of locals being implicated as her tormentors, concluding with three men and three women being put to death on Paisley's Gallow Green on the 10th of June 1697.
The girl's name was Christian. At the time of the proceedings she would have been regarded as a living illustration of the mighty power of God. She, an 11yr child, was able to sustain herself against and repel the devil from her body.
Her concerned family, with the advice of the Church, took Christian to a famous medical authority, Dr. Brisbane, in Glasgow. Whilst in his surgery, she spat out a coal cinder, which was said to be as big as a chestnut, and almost too hot to handle. Dr Brisbane announced that her affliction was preternatural. What followed were a series of investigations into the community, witch trials and the subsequent execution of the six guilty people who were said to have cursed and thus invoked Christian's demonic possession. As grisly as the resolution of this case was, it seemed to bring to an end the hysteria in Renfrewshire concerning witches and witchcraft.
Through the passing years, and as society became more sceptical and atheist about the likes of witches and demons, the character of Christian has come under close scrutiny, in particular the possible motivations that drove her actions and caused her "condition". In the early stages of her possession she was said to have suffered bizarre and gruesome seizures.
Below is a list of examples:
- Vomiting items such as straw, pins, eggshells, orange pills, hair, excrement, and bones.
- Presenting violent pinch marks all over her body and wounds caused by some unknown "invisible" person(s).
- Falling into a trance whereby she could at times seem deaf, dumb, blind or dead.
- Citing sophisticated theological points from the scriptures, concepts beyond her artifice.
- Successfully predicting the future.
- Her body contorting and bending almost double upon herself.
- Eyes sinking back into her head until they looked to disappear.
- Flying unaided across her classroom.
- Picking up her glove from the ground without the use of her hands.
 
The years passed but the case would not be forgotten.
The first new reading of the events proposed that the 11-year-old Christian was an impostor
[27], a wicked trickster who faked her ailments and enacted hellish pranks on gullible audiences. She (perhaps aided by her father) managed to manipulate both the Church and the Law, causing the deaths of the local community members out of spite.
Another contemporaneous reading is that Christian was in fact suffering from a then undiagnosed mental illness resulting in her possible hysteria, her fits and the "strange" physical feats.
  "While the story is bizarre, modern psychiatry could certainly explain Christian Shaw's condition… she was suffering from dissociative disorder/conversion disorder, trance and possession disorder; pica of infancy and childhood; localisation-related (focal) (partial) idiopathic epilepsy…and acute and transient psychotic disorder." [McDonald & Thom & Thom 1996]
But most recently, using a feminist angle, scholars have investigated the first hand documentation of the case [McLachlan & Swales 2002.]. These quasi-legal/narrative documents detailed both the dramatic acts of Shaw's possession and the trial itself. They uncovered a decisive fact, that these original documents were written by an anonymous author. To cast further aspersions on the truth of these historical artefacts -- the documents contained many striking resemblances, in tone, and language, to the more famous Salem witchcraft outbreak in New England in 1692 (four years earlier [Rosenthal 1993.]). Is it possible that the anonymous author had access to and was inspired by the accounts of events in Salem?
These recent findings lead to many new questions: Was the narrative constructed to verify the existence of the Devil and thus of God? What could have been the motivation to leave the texts anonymous? Did anyone gain from this?
Whatever the modus operandi of the author, the narrative has created a legacy (albeit unknown outside Paisley and select Historians) whereby the prevailing belief still remains that Christian was a bad, or even evil, manipulative child, an embarrassment to Paisley history. The fact that as a woman Christian became one of the earliest recorded Scottish female entrepreneurs (she was responsible for establishing the Paisley fine thread industry), is little remembered. What actually happened to the young Christian Shaw and why six community members were put to death, is unfortunately anyone's guess. The anonymity of the author has turned the narrative into a fictional space, into which prevailing social imaginings can exist; the idea of a young educated evil girl is certainly a seductive archetype...
My personal response on hearing this tale was one of curiosity. Something rang untrue about this 11yr old, daughter of a Laird, who mischievously conned all these erudite adults. Then the visual aspects of the story -- the eyes retracting into her head, her body bending double… seemed horrifically ridiculous and impossible, but my overall intuition led me to feel that our memory of Christian had been unjustly distorted. Deviant: The Possession of Christian Shaw is my reconstruction to who I think Christian might have been, a re-imagining of her world.
Further Reading on the wider context, available in electronic format:
http://www.arts.ed.ac.uk/witches/reading.html
 
What follows are links to the traces of Christian Shaw's legacy as can be found today:
Available in electronic format:
http://www.magictorch.net/witchcraft.htm (expanded context and detailed descriptions of the events)
http://www.firstfoot.com/Great%20Scot/christianshaw.htm (focusing on her professional live)
http://www.oakleafcircle.org/Renfrew.htm (lengthy description)
http://fp.ayrshireroots.plus.com/Genealogy/Historical/Bargarrans%20Daughter.htm (local run website)
http://www.geocities.com/mjjodoin/paisley.htm (perspective from a possible relative)
 
 
 
 
Confusion
The below text is a further extended commentary on the generalised outcomes and issues as revealed by an analysis of the external participants responses to the Deviant project.
 
Confusion naturally inspires a need for clarity, for an analysis of why one is confused, to understand what lies beneath. As each of the participants in this confused group attempted to clarify their understanding of the project, an interesting situation was revealed in that they were seen to use quite different resolution strategies.
1. "I simply could make no sense of the work. That was frustrating in two ways: I could not fathom what was the work all about (what was the story, or was there a story at all), and I could not make sense how did it all function." Koskimaa "googled" (used the common search engine google.com ) using the keywords "Christian Shaw" from the project title. From the search engine results, he managed to attain some extra information on the subject resulting in a better narrative clarity. "What I got then, was a perspective on the case of Christian Shaw, which was somehow filtered through a child's mind, and (visually) set in contemporary era."
2. Wardrip-Fruin chose to observe the onscreen reactions to his interactions in an orderly way.
"I moused over every element on the screen without finding an active one".
He goes on to question whether the interactive objects (such as the flora and the fauna) have any structural functionality e.g. does his interaction with them change anything within the project or whether he was "…altering the world model, or just creating an aesthetic moment?" This mechanical exploration did not make the project any clearer for Wardrip-Fruin. He remained confused for the duration of his readings.
3. Montfort seemed to focus on anachronism and his initial gender confusion based around the lead character. Montfort 's confusion seemed to be particularly focused on revealing a narrative understanding. He believes the lack of a clear participant position will result in a lack of participant motivation.
"If my actions are supposed to have repercussions and be "right" or "wrong" (e.g., "don't touch the flowers and make them change" or "explore and manipulate everything") I don't know about it. This isn't a problem, but it makes me less likely to try to get to the bottom of the mysteries of this piece, and less likely to think that there is a bottom."
4. Walker's confusion (in the same manner but more so than Montfort's) was caused by the gender misnomer of the name Christian. This created a tainted reading of the narrative up to the point of accessing the epilogue text.
"I was confused though, when the main character of the story was a little girl - knowing only men named Christian I assumed that the Christian who was possessed was a man. So I kept wondering which of the male characters was Christian Shaw. The priest? The fatherly man who takes the little girl to the doctor's office? I wondered whether the little girl was somehow causing a Possession of someone else, and as that became less and less likely, I became more confused."
5. Simanowski was doubly confused with the lack of conventional links, notably in comparison to my earlier RedRidingHood project (the window links in question are both functional and decorative in my previous work and within Deviant they are fully decorative) and by the "vague" visuals in relation to a narrative meaning. Unlike others in this group Simanowski failed to make any rewarding (for him) conceptual sense of the presented material. He could not understand the material in a meaningful way. However I would like to note that he did only traverse less than half of the linked content.
"…on some windows of the houses makes those turning red and invites to click but there is no link (!?). This is surprising and suggests coming back…The click on one of these copies evokes a surface again filled with the girl, which provides additional rather vague, unclear information about the girl."
 
To generalise, everyone in this group apart from Koskimaa continued to be confused up to and past the epilogue. Montfort ran out of time within his exploration (he had other professional commitments) and Wardrip-Fruin required some help to finish his. When he had a complete or "full" reading he believed that the project needed to articulate its stance on the narrative in a clearer manner. Simanowski had the most extreme reaction to the project whereby he thought that it failed to convey any conceptual meaning. Koskimaa however managed to formulate and vocalise some resolution: "So, maybe Deviant is a toy, with deadly serious meaning attached to it. The fun comes out of never-ending new details, the repetition with some surprising variations, but suddenly the play gives way to sinister consequences."
 
 
 
The Others
The below text is a further extended commentary on the generalised outcomes and issues as revealed by an analysis of the external participants responses to the Deviant project.
 
Unlike the previous group Koskimaa, Wardrip-Fruin, Montfort, Walker and Simanowski the remaining participants Fifield, Amerika, Rau, Frasca, Strickland and Lawson seemed less resistant or less troubled by the difficult nature of this visual project.
Deviant refuses to yield to traditional meaningful exchanges but instead offers immersion through its unique atmosphere, narrative events and digressive spaces. A major feature of this group is that they seem to be able to free associate and vocalise their personally sourced questions. They also begin to acknowledge themselves within their interactions; this is highlighted by their comments of discomfort at feeling compromised as well as attraction toward the tactility of many exchanges.
Also interestingly, two of the participants in this group (Amerika and Frasca ) go as far as not needing to reach any formal conclusion about the project. They state that they do not need to reach the end point, thus are happy to remain in the dark as to the narrative source. This apparently is because they enjoyed the project at their own interpretative level.
In contrast, Fifield , Strickland and Lawson find no clash with their experiences within the project in terms of understanding how the epilogue "fits in" with their actions. Indeed, Fifield goes on to forms many interesting departure questions.
Rau succeeds in unravelling herself from confusion by grasping my authorial intention. She understands the work "a face or an aspect and an atmosphere" and not a conventional moralising re-interpretation. And furthermore, she manages to link the project's linearity, repetition and non-yielding nature to the source text as appropriately being 'un-interpretable'.
Within this group (and including Koskimaa from the other grouping), it is clear that the participants experienced an emotional immersion and created some unique and unexpected interpretations.
 
 
 
 
Conventional participant position
The below text is a further extended commentary on the generalised outcomes and issues as revealed by an analysis of the external participants responses to the Deviant project.
 
Within Deviant, the participant is challenged by two main unconventional requests.
The first and more important is that they are asked to become a new type of onscreen explorer. They need to acutely observe and memorize the main tableau, for the 'differences' within this composition function both as links and suggestive narrative. This image as tableau is demanding as it is large (almost fullscreen) and unusual because visually it plays with rules of reality. This difficult appearance is compounded further by the possibility to interact.
Interactions within responsive visual media are most commonly associated with videogames, and as such tend to share some of the same conventions. These consist of clear game-play logic, rules, and quantifiable outcomes.
Example of seeking a type of game logic:
  "One thing that did puzzle me badly, were the puzzle like animations encountered in several places. There seems to be some logic behind the procedure according to which these patterns reshaped, but it was just impossible to find out, what that logic might actually be. On certain places (like the 'snow flakes' on the wall in doctor's office') the reshaping turned out to be just a loop, where the pattern returned to the initial one after a while. And what are the empty screens, with just a link 'x' on them. Is there something supposed to appear on them at some point?" (Koskimaa )
This sense of making a physical difference ties into the larger convention of the empowered digital interactor. Because Deviant doesn't use a clear instructional interface or prompting convention, but rather uses an integrated interface (the links are characters within the landscape), the participants are left to their own devices, left to decide for themselves where to explore. This will feel like a type of abandonment. This combination of looking, exploring for yourself, taking risks as you try to make choices requires a skill of simultaneity, deciding how to manage and prioritise your cognitive load. Participants may decide that narrative is of most importance and disregard the non-narrative experiences. For others it might be the way you touch the world objects and how that creates movement thus giving up any attention to the story qualities, or others may attempt to make some sense of everything and multitask attempting to analyse and be aware of the project in its totality.
The second challenge to convention comes in a sense after the first role has been experienced and after any re-readings of the project. This will highlight or affirm that your role is non-consequential, that you cannot alter the outcome of the project.
  "Possession does much the same thing in this sequence, never allowing the user any options other than to burn these people, though it is entirely unclear to the user - or at least to this user - why they must be burnt." (Walker )
This position radically refutes the acceptance that to be an interactor is to be empowered, however it ties in to the source narrative, which is un-interpretable. The second role may seem to invalidate the above position, but I propose can work in the same manner -- by asking the participant to feel this difference and vocalise for themselves what they would want to change within the project, what interventions they would emotionally like to make. Difference is used as a creative highlighting tool.
Another and perhaps even more interesting situation can occur from this lack of authored judgement, in that the participant may become more aware of her position as a participant and her actions i.e. have feelings of complicity as if she is in some way tormenting Christian.
 
 
 
Design Choices
The below text is a further extended commentary on the generalised outcomes and issues as revealed by an analysis of the external participants responses to the Deviant project.
 

 

"Some forms of experimental cinema have found a way to trigger otherworldliness - I am thinking of Until the End of the World, Blue Velvet, and the recent Lost In Translation - but the online art world has had less success creating experientially-disturbing environments that one can relate to "on another level". Leishman has taken this on as a central part of her artistic investigations and one can only hope that she will continue developing new work in this area." (Amerika )
  "Possession is of course not a conventional narrative where events are described or shown in a straightforward manner. Instead the story is told largely by suggestion, and through the unsettling atmosphere of the graphics. The cityscape is the backdrop for narrative fragments of many kinds. A skyscraper opens up to show strange creatures inside." (Walker )
The design choices within Deviant were set up to create a sense of interest and a feeling of difference: to be unlike what the participants expected or are familiar with. There are several mechanisms for achieving this: the level of detailing and subtlety; the mixing of hybrid representations both familiar and unreal, loosely alluding to Scotland's landscapes, both contemporary and ancient, rural and city dwelling. As previously detailed in 2.1.3 - 2.1.4 , I also created a sense of stillness in terms of not using standard filmic animation techniques and in the way the sound is used within the project (scantly). Difference was also achieved by the way in which the main composition offers a fixed perspective onto which additional layers build up new compositions. As well as creating this sense of unease, the depiction of the protagonist was devised to elicit identification and sympathy. She is rendered simply, dressed in contemporary attire, her features relay subtle changes of emotion, and she gesticulates, in the main, with her body. This simplicity is made visceral as she enacts the various grotesque, funny and surreal acts of possession.
What follows below are examples of the feedback comments as pertinent to Deviant's design choices and visual language:
 
Cultural associations/references
  "The drawing is beautiful. It has many antecedents for me including American comic book artist Jim Woodring and French artist Mobius (Jean Giraud) in its fantastic elements. It is fragile (childlike) and frightening at the same time. The figures are preadolescent, with eyes like Margaret Keene paintings or many Japanese anime." (Fifield )
  "This alien culture is loaded with constructed visual metaphors that portray ideas-in-conflict with each other…The fact that the work ends by explicitly referring to a story that took place in the late 1690s does not diminish the eerie post-contemporary feel that this digital source material resonates with our lives today. Think of Goth culture, of the Columbine high school massacre, or even of the strange sexual scandals surrounding the Catholic Church." (Amerika )
"The mix of pastoral and childish atmosphere in the main illustration got a more twisted feel to it. Still, it was far from the anxiety of witch-burning Salem familiar from various movies. The places where it got darker were the scenes including industrial-like constructions, with flames burning on them when clicked on right spots - even though I can't work this into a coherent interpretation, I can't help but see a reference to the Holocaust in the flaming ovens." (Koskimaa )
 
Specific symbolism in the imagery

 

"I took a lot of the tree/apple stuff as having an Eden reference, with a naked woman at the "heart" of the tree of knowledge sort of aspect. I liked the woman-and-madness aspect." (Strickland )

 

"Four houses which activate sound on mouseover. Moving in a circle between the houses add up the soundfiles to a melody (as if the houses life together in harmony?)." (Simanowski )
  "Then the cage falls down as if into the pond below. Since one realizes for a second the death's-head on the cage/box one assumes that the fours men haven been sentenced to death. The emerging salving-cheery piano music seems to underline this notion as a relief." (Simanowski )
  "The next link evokes a burning house, probably the hell, with five window in which the four men and the girl can be seen, on mouse over displayed on an extra board as we know it from sport, cultural, and political events (the trial as a media event?)." (Simanowski )
 
Appreciation of how the imagery is composed
  "The user always keeps the bird's eye view of the city, the surfaces pop up from this city to the foreground like hidden stories and display few figures and objects which appear more like revealed key'words' for a story nobody dares to tell." (Strickland )
  "I did not at all object to the anachronisms, satellite dish etc. I liked the buildings and trees that grew, especially when their "insides" were revealed." (Strickland )
  "I think the design, layout, characters, and clever windows within the frames (as opposed to pop-ups) are great. The angled aerial view is wonderful in giving the user a feeling of being able to see it all (but not really!)" (Lawson )
 
Revealing of the principal symbolism

 

"I liked the continuity of look and main character from the Red Riding piece. My initial impressions had to do with pilgrimage, surveillance, a disturbing atmosphere, a possibly abused child who may have been anorexic and was self-hurting. I tended to identify the authority figures with one another, father, priest, doctor. I liked the use of blemish and bug and bandage and so on." (Strickland )
 

"The principle of this piece is uncovering and hiding as well as repetition."
(Simanowski )

 

"One dichotomy seems to be recurrent: blooming and falling down. You can make trees grow taller, or apples to fall down from the tree; you can make flower bloom, or flower petals fall down. (In somewhat similar sense, fire appears in two quite opposite roles, as the source of warmth, and as something (potentially) threatening.)" (Koskimaa )

  "As the title already suggests, the work is about Difference, about the Other. Christian sees these strange creatures. There is a striking discrepancy between the tragic background story, and the funny, even sympathetic 'monsters' met around the work, accompanied by the childish, nightmare visuals…" (Koskimaa )
   
Disturbance
The below text is a further extended commentary on the generalised outcomes and issues as revealed by an analysis of the external participants responses to the Deviant project.
 

 

"The images and the feeling of the interactivity work together well to create a sense of disturbance…" (Montfort ).
  "Don't look for the aesthetically pleasing here; rather, witness the anti-aesthetic leaking (of emotion, confusion, visual dyslexia, uncertainty)" (Amerika ).
As previously laid out , my practice sets out to offer a different type of experience than is commonly found within commercial easy to use interactive exchanges. This ideal can be seen to follow Stuart Moulthrop's Interstitial paradigm [48].
I am interested in creating artworks as opportunities by which the participant can explore and experience digital emotion. The main method by which I do this is by creating a sense of disturbance. This refers to an emotional unbalance. I believe that a participant will have an immediate automatic reaction to such a context, involving emotions such as excitement, fear, curiosity, and, most importantly, a need to seek out the root cause of the disturbance -- to either put a stop to the unease or simply to understand why it exists. This belies the larger belief that a disturbed environment is negative and the order of things should be balanced.
The emotion of disturbance has long interested me.
Specifically within Deviant, this sense of disturbance is from the inherent difficulty of understanding the project, how it functions, what its narrative is and what your position as participant will be. It is also supported by the aesthetic choices such as the hand drawn line art nature of the representational style. The rendering created a sense of innocence for some participants as they linked this style with a childlike worldview (Koskimaa , Fifield ) and this combined with the dark narrative background (as offered by the sound effects on the first reading) and then by the narrative elucidation on any second or more readings, creates a strong sense of dissonance.
The desire to uncover the reasons why Deviant has an uncomfortable or sad atmosphere is a useful and compelling tool to drive the participants' commitment to reach the end of the project (traditionally when all is revealed). This as mentioned by some of the participants (Simanowski and Walker ) is akin to being exposed and an active participant in a mystery novel [4]. The need to know helped embolden some of the participants' resolve when faced with the inevitable frustration and confusion, driving them on to reach the end.
 
Game like
The below text is a further extended commentary on the generalised outcomes and issues as revealed by an analysis of the external participants responses to the Deviant project.
 
Nearly all of the participants felt that Deviant was in some way game like, the 'like' suggesting that it was not completely akin to a game (e.g. Rau cites a comparison to the adventure game genre but does not label Deviant an adventure game).
Most acknowledged that another description might be needed to fit the work.
Frasca uses the phrase "lab for discovery", Amerika "moving visual art", Koskimaa speculates that the project could be a "toy" and Simanowski uses the analogies of a "slideshow / detective story". Lawson was the most explicit in acknowledging Deviant as a new game format, seeing the gaming rationale as being where the "subtleties motivate one to continue without a clear goal, but knowing that there must be one".
This confusion over whether Deviant should be understood as a game or a narrative comes from the many levels in which it acts as a hybrid and refutes conventionality. Two main opposing characteristics are that firstly it works on a hiding / revealing and linked premise (a game quality), though suggests a narrative telling by the structuring of the islands of linear animation and by the thematically descriptive title. As well as these two points, the project can also be seen to use repetition as a possible metaphor e.g. the circular looping within the pop-in windows depicting Christian's acts of possession. This looping sensibility can be said to be a feature of Internet art [Manovich, 13]. The two main aspects share a similar drive towards an end, narratively -- a conclusion, gaming-ly -- achieving the goal. Interestingly, a discussion already exists as to whether quantifiable outcomes, achieving the goal or endings are a prerequisite of being understood as a game. Games designer Eric Zimmerman recently stated, "A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome." [49] In contrast, Greg Costikyan (also a games designer who believes in open-ended outcomes) defines a game as "a form of art in which participants, termed players, make decisions in order to manage resources through game tokens in the pursuit of a goal." [Costikyan 1984.] Sitting in the middle is Jesper Juul with his "Classic Game Model" (a model for games that were dominant from 3000 BC to approximately 1970 AD and during that historical period proposes Juul, nearly all "games" had outcomes), which states: "A game is a rule-based formal system with a variable and quantifiable outcome, where different outcomes are assigned different values, the player exerts effort in order to influence the outcome, the player feels attached to the outcome, and the consequences of the activity are optional and negotiable." Juul by using a demarcated timelines suggests that contemporary rule-based systems can be something "other" than the classic model [Juul 2003.].
 
Within Deviant, the endpoint serves to reposition the participant back towards confusion, as seen from a gaming viewpoint. The conclusion to the project does not offer participants an understanding of their role, of what the project's ultimate goals are. It does clarify its narrative source, explaining what has been visually experienced. It does something "other" than offer a narrative or gaming ending.

This newness or refusal to be categorised saw some of the participants attempt a general description of the project: exploratory narrative (Fifield ), visual narrative (Walker ), interactive experiment in moving visual art (Amerika ), and interface/game/interactive environment
(Lawson )
.

 
 
 
 
Handling of a non-traditional conclusion
The below text is a further extended commentary on the generalised outcomes and issues as revealed by an analysis of the external participants responses to the Deviant project.
 
In relation to this project I prefer the term epilogue to conclusion, as epilogue suggests an after word, a comment after the main body of experience rather than a conclusion as a significant and final narrative event.
The desire for conclusions in narrative media is well documented [Douglas 2000]. Traditional media utilises the dramatic arc whereby drama is built on conflict of some kind -- an opposition of forces or desires that must be resolved by the end of the story (see diagram above). Modernist forms offer new senses of cultural self awareness (typically using emotions of disorientation, alienation, disunity) and fragmented structures. Postmodernism similarly fragments and utilises multiple voices but in a more positive manner. The latter movement in particular significantly departs from clear or neat end points.
What has been revealed from the comments within some of the feedback is their desire for a conclusion that is wholly clarifying (Simanowski , Wardrip-Fruin ). This seems linked to the general feeling that they were is a game-like puzzle system, whereby some of the participants could only handle their sense of confusion because they expected a release and clarification in the form of the conclusion.
But I do not untie their tension, nor offer any answers to their questions, nor explain the conceptual remit of the project. No criteria is given by which they can judge their interpretation as being "right or wrong". In this sense the conclusion does not function as a reward. They have not beaten the system.
I only offer an epilogue that identifies the narrative source, offers the text-based information about the protagonist. The text reduces some of the bizarreness of the project imagery and turns it into less idiosyncratic representations. I also state the historical premise and the fact that the project is founded on an anonymous un-interpretable text. I then go on to visually depict the various hypotheses of the truth of the events, again without commenting on which version I favour.
This comment-free revelation of source will come as a shock for those participants requiring an elucidation. My refusal to give value to the ending is an attempt to incite the participant into another re-reading. The re-reading could be seen in terms of continuing to a new level, whereby the epilogue expanded understanding will allow for different interpretations.
What follows below are examples of the feedback comments describing some of the participants' reactions to Deviant's conclusion.
Wardrip-Fruin after:
  "… reading the text about Christian I at first felt "Ah-ha, it comes together!" And then I thought, "Uh-oh, what is it I'm missing here?"… the transition to the epilogue (the section with the text and the four versions of Christian's image) didn't seem distinct enough to me. Even with the fading out and music, I didn't realize that I wasn't looking for more of the same ".
Amerika :
  "I'm not even sure how necessary it is for me to know about the actual mythology behind Christian Shaw. Sure, her story may have been made up to publicize a particular ideology that promotes patriarchy, and for those who want to dig in deeper, all the more to them. But I prefer to interstand the process of revealing lifestories as I play them, which this piece does regardless of its original source".
Fifield :
  "What follows is a simple panel. Four petals hold four possible Christians. The text explains the historical context and an interesting set of hypotheses... The story is of great. We feel know the heroine and something about her hallucinations."
Simanowski :
  "The explanation is clarifying and disappointing. Disappointing because Leishman's piece fails to convey a clear picture of her own approach to the Christian-Story. Neither does she convincingly or just noticeable question the traditional account nor does she make a point of Christian's life afterwards as a female entrepreneur except four portraits of Christian at the very end showing her dressed in modern style like an intellectual or a business person…That there is no way out of the story, no official end (one can only close the window) is interesting on the other hand as a hint on the unfinished business to read the Christian-story."
Frasca :
  "I am quite positive that I did not reach the end of the story (even though, personally, I do not think that it was essential, since I enjoyed the piece as such). The first two times I did not see the introductory photo album, so my reading was quite different when I finally found it (again, this is not necessarily a problem)."
Lawson :
  "Fascinating story, and in reading the text, I had a series of "ah ha!"s tying the text back to moments I had experienced in the interface. My inclination was to go back and start over (which is not always present in environments like this one), and was happy to discover there were places I had not visited before…"