1. [Shneiderman 1998]
  HCI is an abbreviation of Human-Computer Interface
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.

  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]
  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.

  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.
 
 
  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 Internet users.
    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]
  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

  27. Anon. 1877, p.123.
Sharpe 1884, p. 172.
Vediovis, 1982, p. 319
 
  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 participantparticipant'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]
  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]
  27. Anon. 1877, p.123.
Sharpe 1884, p. 172.
Vediovis, 1982, p. 319
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)
 
 
 
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 )
.

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]
49. The State of Play: Law, Games, and Virtual Worlds Conference, New York Law School November 13-15, 2003.
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."