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.

  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)
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.
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 )
.

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.
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.
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]