Alvaro Sylleros, Patricio de La Cuadra, Rodrigo Cádiz
Alvaro Sylleros, Patricio de La Cuadra, Rodrigo Cádiz
Introduction
The Arcontinuo is an electronic musical instrument that was conceived with the intention of overcoming the difficulties of other
instruments that have failed in getting a consistent place in the
musical scene. Its creation was based on a model founded in concepts of interaction design research and narrative identity that we
intend to describe in detail in the first part of this article. This
model, we hope, could be applied to any design research process
providing an approach to creating products, services and experiences with a quality rooted in the personal and collective organization of meaning. The second part of the article explains the
implementation of the model as a case study, the Arcontinuo.
Where Is Quality to Be Found?
This question, which we take from Robert Pirsigs novel, Zen & the
Art of Motorcycle Maintenance (1974), is formulated by Phaedrus, the
main character, who muses on the subtle dilemma it poses to the
inquisitive mind. Determined to arrive at a competent understanding of quality beyond its strictly physical aspects, Phaedruss line
of reasoning leads him directly to what we might call the phenomenology of quality. Does quality reside in the objects properties or
in the subjects mind? If quality were an inherent property of the
object, then there should be an instrument capable of measuring it.
But beyond its functional features, the emotional and symbolic
aspects of an object remain elusive. One might argue that quality
resides in the subjects mind, which is equivalent to saying that
quality could be just about anything you wish. But if that were the
case, quality would become entirely subsumed by subjectivity.
However, closer observation into the matter radically contradicts
such a presumption.
Phaedrus argues that quality cannot be independently
related with either the subject or the object and polemically states
that it can only be found in the relationship between the two: It is
the point at which subject and object meet.
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This finding is decisive, for it suggests to him the idea that
Quality is not a thing. It is an event.1 Quality is the event at which
the subject becomes aware of the object.
And because without objects there can be no subject
because the objects create the subjects awareness of himself
Quality is the event at which awareness of both subjects and
objects are made possible.
Pirsig closes his argument with a statement that gives the
impression of an impoverishment in the quality of the designed
environment: products, services, and spaces that induce a poor
interactive engagement.
Quality is not just the result of a collision between subject
and object. The very existence of subject and object themselves is
deduced from the Quality event. The Quality event is the cause of
the subjects and objects, which are mistakenly presumed to be the
cause of Quality.
3
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4
5
Ibid., 51-52.
Giampiero Arciero and Vitorio Guidano,
Experience, Explanation, and the Quest
for Coherence, in Constructions of Disorder, Robert Niemeyer and Jonathan
Raskin, ed. (Washington, DC: American
Psychological Association, 2000), 91-118.
Vitorio Guidano, The Self In Process:
Toward a Post-Rationalist Cognitive Therapy (New York: The Guilford Press, 1991).
Narrative Identity
Basing a substantial part of their epistemology of cognitive
identity on the findings of biologists Varela and Maturana, postrationalist psychologists Vittorio Guidano and Giampiero Arciero
explain human or personal identity as narrative identity. 5 Echoing Varelas proposition that identity and interaction codetermine
each other, Guidano 6 sets personal identity within a reality that
is a multi-dimensional process articulated by different levels of
interaction. From this interactive process, knowledge emerges as a
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Humberto Maturana, Lenguaje y Realidad: El Origen de lo Humano, [Language and Reality: The Origin of the
Human] in Desde la Biologa a la Psicologa, [From Biology to Psychology]
Jorge Luzoro, ed. (Santiago: Universitaria, 1989).
8 Guidano, The Self in Process.
9 Maturana, Lenguaje y Realidad, 99.
10 Michael Mahoney, Psicoterapia y Procesos de Cambio Humano, in Cognicin
y Psicoterapia, Michael Mahoney and
Arthur Freeman, ed. (Barcelona: Paids,
1998) and Michael Mahoney, Human
Change Processes (New York: Basic
Books, 1991).
11 Vitorio Guidano, El modelo cognitivo posracionalista. Hacia una reconceptualizacin terica y clnica. (Bilbao: Descle
de Brouwer, 2001), 123.
12 Giampiero Arciero. Estudios y Dilogos
Sobre la Identidad Personal (Buenos
Aires: Amorrortu, 2005), 184.
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the multiplicity of a who, moment by moment. Our consciousness of our personal history seeks to accommodate the natural
tension between sameness and selfhood by recourse to a narrative
plot with temporal characteristics, wherein language is used to
integrate emotion and explanation into the creation of an explicit
identity. This is what Guidano calls narrative identity.
Which brings us to the question at hand: In what way can
these notions of human identity and of the self-system be useful
for the design research process?
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The data to be gathered consists of a collection of personal meanings, at which we arrive by noting how the subjects explain their
emotions and non-verbal narratives (i.e., their tacit knowledge), so
that in the process of the explanation, the data become explicit
knowledge. Thus, after the data processing is completed (e.g.,
using taxonomies, hierarchical diagrams, statistics, etc.), we should
know more about how our subjects organize meaning. The analysis undertaken can be both qualitative and quantitative over a
small group of people (8 to 12) because establishing archetypes is
advisable to get a deeper insight into the personal meanings of
each subject.18
Placing the gathering into two different experience dimensions or sensibilities as Guidano names them, is important. One
of the scenarios consists in capturing the sameness experience
dimension. Sameness is a synchronic image of meaning, analogous
to a photograph that shows a collection of steady features (emotions, explanations, and non-verbal attributes). An important
instrument in this experience dimension is the interview in any
formwhether focus group, one-on-one, or dyad.19 Other ways of
capturing sameness include looking at what people write in social
networks, listening to what they say in meetings of any kind, or
studying the variety of images and sounds they produce.
Figure 1
Diagram of the design research model based
on the narrative identity process.
20 Ibid.
21 Laurel, Design Improvisation, 51.
However, this model cannot be used independently because
it will always be contrasted with the selfhood findings or the constancy of oneself, the multiplicity of a who, moment by moment.
It is the sensibility for the unexpected, the contingent, the new. It is
a diachronic image of meaning analogous to a movie that
exposes different emotional and narrative states, such as functional-behavioral issues, body language, special displacements,
movement, the acts of liking or disliking, and many others. An
important instrument for the selfhood capture is ethnography.20
Ethnography and participatory observation have the special virtues of locating the observer inside the movie and of providing a
richer narrative structure by registering parameters such as
rhythm, intensity, order of episodes, plot, and the like. Another
important instrument is informance,21 which consists in building a
determined performance to obtain information.
The results obtained from gathering with both the sameness
and selfhood interactive processes should be compared. In some
situations, the coherence between features and states is subtle.
For example, in some cases, the preferencesmade manifest in
what a person says and in what that person actually doescannot
be exactly the same. Such a finding can be interesting when it
brings to light tacit or explicit aspirations, desires, misconceptions,
and so on. A more discriminating interpretation of incoherence
might lead to very creative and appropriate solutions that might
enhance the quality of the interaction event.
The great benefit of gathering data in the sameness and
selfhood interactive process is the rich reference domain of the
critical interactions reservoir obtained from the research results,
encompassing both negative and positive issues (problems and
opportunities), as well as every tacit or explicit feature or state.
We summarize these ideas by way of a diagram (see Figure 1). The
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The instrument should allow for the use of human gestures.
Subjects were interested in ergonomic and haptic
interfaces. The physical effort involved in playing an
instrument for long periods of time becomes relevant
when performers opt for a specific body posture or
kinetic articulation.
I would like to customize the interface. Most potential
users habitually interact with computers and would
expect their instruments to have the same flexibility.
They have developed skills to interact with interfaces,
such as setting parameters, remapping, loading, and
creating new sounds. They expect to find similar
features in a musical instrument.
I dont have time for a long learning process; it has to
play easily. Not everyone is meant to play instruments.
It should be challenging, difficult. It should provide
the opportunity to develop a skill. The learning process
was the topic that elicited the most divergent responses.
Subjects who played electronic instruments were
looking for a plug and play type of design solution,
while subjects who played acoustic instruments were
looking for an instrument that would require a more
gradual development of skills and that would allow
for the accuracy and sophistication of human control.
I need a portable object that I can carry easily, like an
acoustic guitar. Carrying a big or heavy instrument
was considered inconvenient. The human capacity
to transport an instrument imposes constraints on
its size and weight.
The performance should be interesting to watch on stage.
Some electronic musical devices and interfaces are
not visually appealing to the audience because the
musician-instrument interaction does not appear to
relate organically to the performance. Thus, taking
into account the visual effect of the interaction
between the musician and the instrument and,
especially, allowing the audience to see what the
hands are doing are important.
Stage 2: Selfhood Capture
As discussed previously, selfhood is the dimension of contingencyof the fact, the action. Although the observation of selfhood can take place in the context of a concert or rehearsal, in our
case where the main goal consisted in capturing musical gestures,
we designed a more controlled experience.
Based on the information gathered during the sameness
stage, the subjects were made to listen to sets of recorded and synthesized sounds. They were asked to listen to every sound and
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Figure 2
Categorizing scheme for gestures, based
in osteokinematic motions (the basic joint
movements of the human body).
Figure 3
The five most recurrent basic gestures.
Percentages were calculated by dividing
the total count of each gesture by the total
number of observed gestures.
Stage 3: Mockups
Based on the key interactions gathered in the sameness and selfhood stages, mockups were built and tested on subjects. The most
recurrent gestures, objects, and interactions were used to shape
three different mockups shown in Figures 4, 5 and 6.
Each mockup was assessed in terms of its functional,
emotional, and symbolic traits. The mockup that received the highest assessment is shown in Figure 4. From a functional point of
view, the elbow rotation seems to be a very natural gesture for
music articulation. The percentage of recurrence (72%) is clearly
indicative of an efficient gesture that mainly uses one articulation
to displace the hand over a curved surface. Instrument size was
similar to what musicians described in the sameness stagethat is,
a size that allowed for easy and comfortable handling by the
human body. Emotional issues, as well as the aesthetics of the
shape, were highly valued. Symbolically, the benefit of capturing a
natural ergonomic gesture, along with the hand position, up front
facing the audience, was highly appreciated.
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Figure 4
Mockup based on elbow rotation,
finger extensions and a rigid surface to
be finger rubbed.
Figure 5
Mockup based on shoulder extension
and abduction with a rigid conic surface
to be rubbed by hand.
Figure 6
Mockup based on shoulder and elbow
extensions with two semi spheres
on the hands.
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Figure 7
Functional Prototype: The Arcontinuo.
Conclusion
The musical instrument created was strongly determined by the
proposed design research model. For example, its continuous and
curved shape, which, to our knowledge, no other electronic musical instrument possesses, was suggested from the data collected
through the sameness and selfhood captures. We believe that one
benefit of gathering data using our model is the possibility of
obtaining a multidimensional set of critical interactions, encompassing both problems and opportunities, for designing useful
objects in a great variety of domains.
By embracing an epistemological point of view centered on
the quality of the interaction between the subject and the object,
we have achieved a design research model that seeks out and
finds key interactions relating to the personal identity of the exact
consumer group for whom the product is destined. These interactions are captured by means of two experiential dimensions:
sameness and selfhood. These two dimensions are addressed in
an alternating cyclicalor spiralingprocess in which the object
is progressively adjusted to the expectations, feelings, needs, gestures, and opinions of that particular consumer group. Thus, the
object designed is conceived and materially put together to reflect
the users meanings; it thereby receives the users intellectual and
emotional acquiescence, as most successful innovations ought to
do. However, the designers creativity and artistry in producing
the form will always be decisive in the process of translating these
meanings into a product.
Acknowledgments
The authors would like to thank the anonymous reviewers for
their helpful comments, and Dr. Gary Kendall and Nicols Goic
for their valuable feedback and suggestions. This research was
funded by grants from VRI Pontificia Universidad Catlica de
Chile, FONDECYT N 11090142, FONDECYT N 11090193, and
FONDART, Consejo Nacional de la Cultura y las Artes, Government of Chile.
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