Latour

RELATED TERMS: Actor-Network Theory

Latour
Bruno Latour at Recomposing the humanities event, New Literary History

Bruno Latour summarises concisely the necessity of considering at one and the same time the three interconnected dimensions or actantial fields of the design of narrative environments, that is, narrative (discourse), people (society) and environment (real), in the following sentence:

“Is it our fault if the networks [of both the modern and the ‘non-modern’ or ‘pre-modern’ world] are simultaneously real, like nature, narrated, like discourse, and collective, like society?”

(Latour, 1993: 6)

References

Latour, B. (1993). We have never been modern. Cambridge, MA: Harvard University Press.

Intertextuality

RELATED TERMS: Reception Theory and Reader Response Criticism; Semiotics

Intertextuality, and its cognate term, citationality, is the shaping of a specific text’s meanings by other texts. It can refer to an author’s borrowing and transformation of a prior text or to a reader’s referencing of one text in reading another.

It is likely that the design of any particular narrative environment will involve the citation other prior texts, designs, media productions and environments, from which it will derive part of its meaning. Such citation may have the character of a detournement, where the meaning of the cited item is radically altered. It is an acknowledgement that a narrative environment is, in many ways, like a collage, assemblage or montage, all practices of citation and re-contextualisation.

It is this awareness that ‘writing’, and by extension ‘designing’, involves the borrowing of elements, their re-contextualisation and the new meanings that emerge (the invention) that underlies Derrida’s practice of deconstruction, which engages with the invention that arises from re-contextualisation, the history and memory that comes along with the cited item and the tension or accord between the older and the newer meanings, which may give rise to contradictions, paradoxes or aporia (non-sequiturs, questions, puzzles).

As Edward Said (2003, 14) comments,

“Most humanistic scholars are … perfectly happy with the notion that texts exist in contexts, that there is such a thing as intertextuality, that the pressures of conventions, predecessors, and rhetorical styles limit what Walter Benjamin once called the ‘overtaxing of the productive person in the name of . . . the principle of ‘creativity,’ ‘ in which the poet is believed on his own, and out of his pure mind, to have brought forth his work.”

Similarly, Keir Elam points to the intertextual basis of theatre as a frame. Appropriate decoding of a given text derives above all from the audience’s familiarity with other texts, a skill acquired by learning textual rules. The genesis of the performance is also intertextual, as it bears the traces of prior performances at every level from the written text through the mise en scene, the actor to the directorial style and so on. In this way, any text, according to Julia Kristeva (1970, 12), ‘is a permutation of texts, an intertextuality. In the space of a single text several énoncés from other texts cross and neutralize each other’.

The ‘ideal’ audience, given this multi-layered citationality, is one endowed with a sufficiently detailed, and judiciously employed, textual background to enable them to identify all relevant relations and use them as an interpretive matrix. In practice, people bring whatever level of skill they have attained to the decoding and appreciation of the text/performance, opening to the domain of reception theory and reader response criticism.

In popular culture, intertextuality refers to the incorporation of meanings of one text within another in a reflexive fashion. For example, the television show The Simpsons includes references to films, other television shows and celebrities. These intertextual references assume that viewers know the people and cultural products being referenced.

References

Elam, K. (1980) The Semiotics of theatre and drama. London, UK: Routledge.

Kristeva, J. (1970) Le Texte du roman: approche sémiologique d’une structure discursive transformationelle. The Hague: Mouton.

Said, E. (2003) Orientalism. London, UK: Penguin Books.

Sturken M. and Cartwright, L. (2001). Practices of Looking: an introduction to visual culture. New York: Oxford University Press.

Interaction Design

RELATED TERMS: Actant; Actantiality; Performance and Performativity;

“If it is understood that all use is interaction, then all design is inter-active design”. (Taylor, 2013: 370)

Interaction, a mutual and progressive exchange between two or more entities, human or otherwise, is a key feature of designed environments. The overall pattern of this interaction may be called a field of actantiality or performativity, indicating its dynamic, networked or systemic character.

In interaction design, which arose in the context of human-computer, human-machine or human-technology interaction, the interaction is a two-way exchange which may be person-to-person, person-to-machine, machine-to-machine or machine-to-environment. It is typified by responsiveness and also by being characterisable as a sequence of exchanges.

Nathan Shedroff (2000) contends that interaction design is essentially story-creating and story-telling. It is, therefore, both an ancient art and a new technology. This is because, while media have always effected the telling of stories and the creation of experiences, new media currently offer capabilities and opportunities not yet addressed in the history of interaction and performance. Shedroff notes that, “the emphasis in interaction design is on the creation of compelling experiences.”

It is the character of the interaction which determines the kind of agency an inter-actant can have within the framed experience. In the design of narrative environments the term actant is used for the participant, while the overall interaction creates a field of actantiality or potential agency, but agency which is of a networked, distributed or systemic kind. The participant-actant has limited capacity to control, shape or direct the interaction.

Participant, or participant-actant, is a term which extends beyond the usual understanding of the ‘user’ of a design. It posits an active involvement of participants in the generation of the work, at a profound level, through interaction with, arrangement of, or even production of, its elements.

For examples of such participation, see the work of Usman Haque, particularly Open Source Architecture and Reconfigurable House

In interaction design in the context of human-computer, human-machine or human-technology interaction, the interaction is a two-way exchange which may be person-to-person, machine-to-machine or person-to-machine. It is typified by this mutual responsivity but also by being characterisable as a sequence of discrete exchanges.

Interactive Storytelling

Traditionally, Celia Pearce (1997) argues, interactive narrative has been synonymous with non-linear storytelling, or branching, video-based genres.  Virtual reality, she suggests, offers a more interactive alternative, that of ‘omnidirectional storytelling.’ However, she points out, therein lies the challenge: the more interactivity, the more challenging it becomes to facilitate the story. How can the seeming contradiction between ‘interactive’ and ‘narrative’ be resolved? 

References

Pearce, C. et al. (1997) Narrative environments: virtual reality as a storytelling medium (Panel moderated by Celia Pearce). SIGGRAPH 1997. Available at https://history.siggraph.org/learning/narrative-environments-virtual-reality-as-a-storytelling-medium-moderated-by-celia-pearce/ [Accessed 2 November 2022]

Shedroff, N. (2000) ‘Information interaction design: a unified field theory of design’, in Jacobson, B. (ed.) Interaction design. Cambridge, MA: MIT Press, pp. 267–292.

Taylor, D. (2013) After a broken leg: Jurgen Bey’s Do Add chair and the everyday life of performative things, Design and Culture, 5(3), pp. 357–374. doi: 10.2752/175470813X13705953612246.

Other Resources

Dag Svanaes, Philosophy of Interaction. In The Encyclopedia of Human-Computer Interaction, 2nd Ed. Available at https://www.interaction-design.org/literature/book/the-encyclopedia-of-human-computer-interaction-2nd-ed/philosophy-of-interaction

Intentionality

RELATED TERMS: Philosophy

Intentionality has a more commonsense meaning, relating to one’s intention or what means to do or to say, and a more philosophical sense, which concerns the directedness of consciousness towards its other(s), highlighting the dependence of thought upon the world, in contrast to an idealist view of the self-sufficiency of consciousness.

Both senses have value for design practices, in relation to its purposefulness (what it intends to do), on the one hand, and its ‘aboutness’, on the other hand (what it is about).

Intentionality in design concerns the purpose or function of the design as meant by its creator or as interpreted by its audience or users, two perspectives that may differ

In graphic design, intentionality is often discussed in philosophical terms, especially in relation to language (Noble and Bestley, 2011). Some philosophers argue that intentionality is characteristic of a concept or an intention.

In philosophy, intentionality is related to mental states such as remembering, believing, knowing or experiencing as well as to the concept of free will.

In phenomenology, intentionality is taken to mean that ideas are directed toward an object, with the suggestion that all conscious states are characterised by such ‘directedness’ or ‘aboutness’. Thus,

“One of the core theses of phenomenology is the claim that all consciousness is consciousness of an other-than-consciousness. Consciousness simply is this aiming at or intending an object. This is Husserl’s famous thesis of intentionality as the defining characteristic of the mental.” (Flynn, 2006)

References

Flynn, T. R. (2006). Jean-Paul Sartre. In Borchert, D. M. (ed.) Encyclopedia of philosophy. Volume 8: Price – Sextus. 2nd edn. Detroit, MI: Macmillan Reference USA, pp.603-612

Noble, I and Bestley, R. (2011). Visual Research: an introduction to research methodologies in graphic design, 2nd ed. Lausanne, CH: AVA Publishing.

Installation Art

RELATED TERMS: Environments – Art; Happenings; Immersion; Ocular-Centrism; Sculpture

The term installation is usually applied to arrangements of materials and/or media in interior spaces, whereas exterior interventions are often called land art. However, the boundaries between these categories are fluid, as Rosalind Krauss (1979) discusses.

Installation artworks have been constructed in exhibition spaces such as museums and galleries, as well as public and private spaces. The genre incorporates a very broad range of everyday and natural materials, which are often chosen for their evocative qualities, as well as media such as video, sound, performance, interactive media, virtual reality and the internet.

Many installations are site-specific in that they are designed to only exist in the location for which they were created, taking into account such things as the nature, attributes, purpose and prior use of that space.

Installation art, according to Harriet Hawkins (2010) in discussing an installation work by Tomoko Takahashi, intertwines spatial politics with embodied visual politics through its configuration of bodies, spaces and objects. The history of installation art, particularly since the 1960s, demonstrates a critique of ocular-centric understandings of art and representation while witnessing the emerging dialogue among artist, viewer and artwork.

installation practice is often referred to as immersive. Installations create spaces into which you take your whole body.


Tomoko Takahashi, my play-station at serpentine 2005 – garden, Installation at Serpentine Gallery, London

References

Hawkins, H. (2010) The argument of the eye? The cultural geographies of installation art, Cultural Geographies, 17 (3), pp. 321–340. doi: 10.1177/1474474010368605.

Krauss, R. E. (1979) Sculpture in the expanded field, October, 8, pp. 30–44. Available at: http://www.jstor.org/stable/778224 (Accessed: 10 February 2016).

In Medias Res

RELATED TERMS: Story (fabula) and Plot (sjuzet or sjuzhet); Semiotic Square

“the world has always been in the middle of things in unruly and practical conversation, full of action and structured by a startling array of actants and of networking and unequal collectives.”

Donna Haraway, The Promises of Monsters

“As Frank Kermode has put it, man [sic] is always “in the middest,” without direct knowledge of origin or endpoint, seeking the imaginative equivalents of closure that will confer significance on experience.”

Peter Brooks, Reading for the Plot

Meir Sternberg (1992) counts Aristotle as taking the earliest and least explicit, but possibly the least unreasonable, anti-chronological position on narrative. This is due to his subordination of events to effects. Aristotle’s Poetics views the arrangement of events in functional terms, as a means to an end, or, more properly, in teleological terms: poetic ends determine or explain means, so as to inform their form. This teleo-logic runs all the way through from Aristotle’s universals of art to his plot rules and variables, silently incorporating temporal (dis)order.

Thus, at the most general level of teleology, the definition of art as mimesis finds its rationale for Aristotle in the universal pleasure felt in things imitated. As Aristotle’s argument descends from art through literary narrative or fiction to tragedy, it progressively refers specific forms and options of mimesis to their specific informing pleasurable effects, kinds of structure to kinds of pleasure, such as unity, surprise, catharsis.

Two of those steps, which concern the relation between chronology and teleology, bear further examination. The first lies within the arrangement of the “whole” (holos); and the second lies within the disarrangements open to “plot” (mythos).

The analysis of action outlined in the Poetics, starts by deriving the need for events to form a “whole”, which is marked by its beginning-to-middle-to-end (chrono-)logical concatenation, from the law of poetic unity. The whole will then cohere as a necessary or probable sequence between well-defined poles of human fortune and experience.

Aristotle’s “wholeness” opposes poetic structure to the mere alignment of events in history writing (chronicle, biography), with its allegedly misguided equivalents in history-like epic, because they abandon the chrono-logic of action for the chronology of an era, a life, or some other time-span covered in serial fashion to yield a “sum” or “total” of episodes.

For Aristotle, then, the opposition of integrative “whole” to additive “sum” in event linkage is all the more principled and value-laden because it ranges from the shape of chronology (tight versus loose) to its intelligibility (universal versus particular), from formal and perceptual aesthetics to ontological sense and coherence.

The next step advances from “whole” toward “plot,” no longer uniform but multiform in sequence and, ideally, even disordered for a time out of wholeness, again on poetic grounds.

Chrono-logic bends, temporarily at least, in response to a stronger, more determinate teleo-logic. Since tragedy and high epic aim for pity and fear, such effects are best produced when the events come on the reader/audience by surprise. Given this demand for surprise, the “whole” action needs to be “complicated”, i.e. in effect dechronologised, into “plot”, by way of discovery and/or reversal (Sternberg, 1992: 476).

The “complex” plot outranks the “simple” plot for Aristotle not because it breaks or deforms the natural temporality that the other preserves, but because its broken temporality best serves, indeed maximizes, the effect common to both types as tragic plots: catharsis.

Like the fiat of chrono-logising the action, the recommended dechrono-logising of the actual dramatic or epic presentation serves a purpose beyond itself: the teleology remains in control across forms and levels of sequence.

To become viable, indeed a virtue or a clear gain, disordering in these mimetic genres must involve the twisting of the “whole” into complex “plot” movement in the service of determinate and determinative tragic ends: catharsis, above all.

While the Aristotelian argument for the complex plot may well be found wanting, its logic may not. The positive thrust of this (teleo)logic culminates in the recommendation of deformed-and-reformed sequence for intensity. Given the first premise, all the rest follows by a long chain of reasoning from desired poetic end to necessary or contributory means: from pity and fear to surprise effect; from there to discovery (anagnorisis) and reversal (peripeteia); and from there to the twisting or “complication” of the chrono-logical “whole” (holos) into (de-chrono-logised) optimal “plot” (mythos).

Thus, as Meir Sternberg (1992: 479) explains the matter, the key antithesis for Aristotle’s conception of narrative is that between the chrono-logical “whole” (holos) and the optimal “plot” (mythos), the former twisted or “complicated” into the latter to form a complex plot, which is Aristotle’s preference because it better delivers, through plot surprise, the required effect upon the audience, ultimately catharsis.

Sternberg (1992: 481) notes that it is Aristotelian wholes that “begin at the beginning,” not plots. Plots may begin anywhere. Indeed, plots should preferably begin at a point later than the chronological beginning. This assists in developing both complexity and compactness. Furthermore, Sternberg continues, Horace’s in medias res originally urges the epic poet to select a coherent action, for example, that of The Iliad, from a loose extra-literary chronicle, for example, the Trojan War. The Horatian advice, then, bears on the ordering of the whole into unity, not on its disordering into late-before-early plot. It therefore derives, rather than diverges, from Aristotle.

References

Brooks, P. (1984) Reading for the plot: design and intention in narrative. Cambridge, MA: Harvard University Press.

Sternberg, M. (1992). Telling in time (II): chronology, teleology, narrativity. Poetics Today, 13 (3), 463–541. Available from http://www.jstor.org/stable/1772872 [Accessed 24 June 2016].

Imaginary

RELATED TERMS: Storyworld; Iconic Designs, Critical Designs

The imaginary mediates between abstract conception and material realisation. The storyworld, for example, takes place in the imaginary. In design practices, the imaginary does not carry a negative connotation in the sense of being a set of deceptive illusions mystifying or obscuring a real. As Adams and Smith (2019: xxiv) discuss, with the advent of modernity, a shift in thinking of the imagination occurred. It ceased to be considered as merely reproductive or imitative and became authentically creative. In this regard, Kant is a watershed figure through his re-discovery in the first Critique of the productivity of the imagination for understanding. In the meantime, others have continued to clarify and refine Kant’s reflections, expanding the creative imagination from the subjective to the intersubjective sphere; and then on up to the frontiers of the trans-subjective dimension of the social-historical.

In the psychoanalytic theory of Jacques Lacan, the Imaginary, the order of perception and hallucination, contrasts with the Symbolic, the order of discursive and symbolic action, and with the Real, which refers not just experiential ‘reality’ but also to what is imperceptible and unrepresentable. For Lacan, the Imaginary order, intertwined with the Symbolic order and the Real, refers to the fundamental narcissism by which human subjects create fantasy images of themselves, on the one hand, and their ideal objects of desire, on the other hand.

Continue reading “Imaginary”

Humanism

RELATED TERMS: Enlightenment; Posthumanism; Posthuman; Postanthropocentrism; Realism; Modernity

Michel Foucault argues that the term humanism should not be confused with that of Enlightenment. The importance of grasping the notions of humanism and Enlightenment for design practices is that it bears directly upon how the domain of humanity and the human is understood in the design process and in the designed artefacts, experiences and environments, i.e. how is human actantiality and potentiality understood in the ways the design continues to works (continues to design inn the world).

Foucault argues that the Enlightenment is a set of events and complex historical processes that is located at a certain point in the development of European societies which includes elements of social transformation, types of political institution, forms of knowledge, projects of rationalisation of knowledge and practices and technological mutations. All of this is very difficult to sum up in a word, even if many of these phenomena remain important today.

Rather than a set of events, Foucault (1984: 44) suggests that humanism is a set of themes that have reappeared on several occasions over time in European societies. These themes are always tied to value judgments and have varied greatly in their content as well as in the values they have preserved. Furthermore, they have served as a critical principle of differentiation. For example, in the seventeenth century, there was a humanism that presented itself as a critique of Christianity or of religion in general; and there was a Christian humanism opposed to an ascetic and much more theocentric humanism.

In the nineteenth century, there was a suspicious humanism hostile and critical toward science and another that, to the contrary, placed its hope in that same science. Marxism has been, for some, a humanism; as have existentialism and personalism.

In the twentieth century, there was a time when people supported the humanistic values represented by National Socialism and when the Stalinists themselves said they were humanists.

References

Foucault, M. (1984). What is Enlightenment? In: The Foucault Reader, edited by Paul Rabinow. New York, NY: Pantheon Books, 32–50.

Human Ecosystem

RELATED TERMS: Anthropocene – Capitalocene – Chthulucene; Plantationocene; Ecology and Economy

Hearth and Home

Systems as small as a household or as large as a nation state may be discussed as a human ecosystem. Human ecosystems interact in a complex web of human and ecological relationships, connecting human ecosystems to the biosphere. Human ecosystems have so thoroughly pervaded the biosphere that they are considered the major factor in a new geological era: the Anthropocene.

Designed artefacts, experiences and environments are the media through which the relationships among people and between people and their habitats and niches are realised.

Continue reading “Human Ecosystem”

Human Actantiality

RELATED TERMS: Actant; Actantial Model – Greimas; Actantiality; Agency; Agon; Audience; Design of Narrative Environments; (The) Heroic; Philosophy;

People are not exterior, whether anterior or posterior, to the design process nor the designed outcome. An important question, then, in designing such environments, is how this human dimension is to be theorised and practised. Are the people involved in the designed artefact, experience or environment participants, actors, agents, bodies, identities, selves, subjects, persons, or an admixture of some or all of these categories, and more besides?

Such questions concern who (actively) navigates (the guiding environment and/or the itinerant?) and who is learning (the pedagogue and/or the subject of pedagogy?) in the narrative or learning environment; how these actants are materialised; and the nature of what it is that they (whoever or whatever they are) are doing or learning, for example, a group of selves acts and learns differently from a group of subjects and both, in turn, act and learn differently from a group of individuals or a bunch of things.

Amelie Rorty (1988), in examining the concept of personhood and personal identity as it has developed in Western and Christian culture, explains that the vocabulary for describing persons, their powers, limitations and alliances is a rich one. She proposes to attend to the nuances of that vocabulary in order to preserve some important distinctions that have been made over the centuries. Thus, Rorty distinguishes among heroes, protagonists, characters, persons, souls, selves, figures, individuals, presences and subjects, while arguing that each inhabits a different space in fiction and in society.

Rorty’s analysis is important for narrative and learning environment design because it highlights that designing for a group or a society of persons differs from designing for a group or society of selves or a group or society of individuals. Equally, educating a group or society of persons differs from educating a group or society of selves or individuals, just as educating for (i.e. in order to to create) a group or society of persons differs from educating for a group or society of selves or individuals.

Rorty’s investigation, in part because of its scope in covering fictional and social worlds, is therefore of significance for narrative environment design and analysis, particularly for developing an actantial and agonistic approach which emphasises narrative environments as fields of human and non-human action, interaction, agency, conflict, functionality and actantiality, i.e. complex, world-forming, human-and-non-human inter-acting and intra-acting. Such an approach permits discussion of ‘causality’ in narrativity and learning or the ‘drivers’ of narrative or learning action in sequences of events and the consequences of prolonged inter-action.

Rorty’s insights may be of value, therefore, in developing a conception of what kind of actants and actantiality a particular narrative environment or learning environment constitutes; and what are the ‘drivers’, ‘causal’ determinations, power dynamics and fields of conflict or contest (agon) at play in that narrative environment or learning environment.

What this approach makes clear is that while narrativity and learning are not equivalent, they are co-implicated, and both have consequences for understanding what it means to follow a lead or to follow a clue or a sign, and to ‘come to know’ or to arrive at a destination or a conclusion: an end.

For a fuller outline of Rorty’s historical survey of the concepts of person and identity, see Parsons (2006).

References

Parsons, A (2016) Modes of actantiality. Poiesis and Prolepsis [Blog]. Available at http://prolepsis-ap.blogspot.co.uk/2016/12/modes-of-human-actantiality.html [Accessed 10 December 2016]

Rorty, A. (1988). Characters, persons, selves, individuals. In: Mind in action: essays in the philosophy of mind . Boston, MA: Beacon Press, 78–98.