Tuck W Leong, Frank Vetere, Steve Howard Department of Information Systems, The University of Melbourne {tuck.leong; f.vetere; showard}@unimelb.edu.au
ABSTRACT Serendipity occurs when unexpected encounters lead to meaningful and often pleasurable experiences. We observe serendipitous encounters in human-computer interactions with technologies such as random image displays and with shuffle listening of digital music. In fact, the World Wide Web itself is a gigantic playground for serendipitous encounters as we browse and meander from one topic to another. Even though the value of serendipity is widely acknowledged, there is little research that investigates how to harness it for improving the user-experience with interactive systems. This paper reports on a theoretical analysis of self-reported data, demonstrating the significance of serendipity on user-experience. Author Keywords Serendipity, iPod, music, random, user-experience. ACM Classification Keywords H.5.3. Group and Organization Interfaces. INTRODUCTION Serendipity is an enigmatic and evocative experience that defies easy translation. Most of us have encountered it (albeit not all the time) in our quotidian lives. Although the experience is often imbued with magic and regarded as a product of chance and luck, its effects are potentially meaningful, engaging, memorable, inspirational and even transformative. Encounters of serendipity are delightful and pleasurable; such as when a random thought of someone we know, coincides shortly with an unexpected phone call from that same person. Further, when serendipity is encountered under certain contexts, unexpected connections or enlightened discoveries may even be made. For example in science, with Rntgens discovery of X-rays, or documented in Art, relating to Picasso, who one day resorted to using only blue because he had no other colors. The specific effects intrigued him enough to continue to with what is now referred to as his blue period [10]. There is also evidence of serendipity arising from the use of interactive systems for leisure, for example when playing some fantasy and role-playing computer games. Such games harness computational-generated randomness to allow its narratives to unfold; in an effort to mimic real life [7]. The internet itself is said to be one big space for serendipitous retrievals, when we browse and meander from topic to topic while concurrently recognizing interesting and informative information en route. Conversely, using push technology, amazon.com tempts us with lists of recommended titles based on our purchase and browsing records, hoping to stimulate purchases via serendipity. UNDERSTANDING SERENDIPITY While work has been carried out to trace its etymology, there remain various acceptable definitions of serendipity [6]. Here, we define serendipity as the meaningful experience of chance encounters. The uniqueness of serendipity when compared to other user- experiences such as enchantment [5], lies in the necessary element of unexpectedness. In his lifelong study of serendipity, Robert Merton [6] explains that serendipity arises from observing an unanticipated, anomalous and strategic datum. It is unanticipated, because we are not planning for it; anomalous, because it is unfamiliar and provokes curiosity, and strategic, because it refers to what the sensitized observer brings to the datum. AIM In this paper we investigate serendipitous experiences that arise from the use of an interactive system to listen to digital music. In particular we limit our discussion to serendipitous accounts with digital music manifested during shuffle listening. Shuffle listening is an alternative listening mode offered by digital music players whereby listeners can abdicate choice to the system to deliver the digital music tracks to them in a random order. We aim to identify the character of serendipity and the elements involved to give birth to this experience during digital music listening. We also hope to uncover properties which are particular to the mechanism of shuffle listening; shedding light on how this interactive system supports for an experience like serendipity during use. From our analysis, and critical insights, informed by various sources of literature, we argue in this paper that serendipity is a
valuable phenomenon to support when designing interactive systems used in leisure activities. We hope that this understanding will inspire (and inform) the design of other interactive systems that are supportive of serendipitous experiences during use; mindful of our abilities to actively complete experiences for ourselves, and systems that allow us to creatively make meaning of our lives and adding to our own sense of self. APPROACH To ground our investigation, we need to turn to data which contains listeners accounts of their experience when listening to music in shuffle. Data from 113 distinct pieces of such self reporting were gathered from various online sources. The major data source was a very active discussion board, ilounge.com where 88 distinct short posts and some replies were gathered, ranging from a few sentences to a few short paragraphs. Other sources include eight article length personal reviews from online web magazines (such as wired, eyeonmac, macnewsworld), seven online news sources (such as guardian, subtraction) and finally, 10 full blog entries which are longer personal reminiscences as well as short replies to some of these blog entries (such as cityofsound, womanathome, mushrush, gunson). From this data, we are able to get a glimpse into the various shades of the felt and lived experience of serendipity. Further, these accounts are sufficiently rich to be used to compare with Mertons definitional list of elements for serendipity. EXAMINING THE ELEMENTS OF SERENDIPITY For analytical clarity, we will discuss the elements of unanticipated, anomalous, and strategic separately although in reality, it is their tight interdependency and recursive interplay that gives birth to serendipity. After all, meaningful experience only arises from the coming together of the sensory, emotional and intellectual [4]. For us to encounter an aesthetic experience such as serendipity, each component needs to be zestfully integrated and consummate. Unanticipated In shuffle listening, the unanticipated element is provided by the interactive device delivering music in random order to this listener. This is not a whim from unknown forces. Anomalous and Strategic When considering the elements of anomalous and strategic, Merton reminds us that this requires a sensitized listener, someone who is not only actively engaged, but who is capable of seeing connections of the anomalous data with self and the world in a meaningful way. In short, the unanticipated, anomalous, and strategic datum is not simply out there, but is in part (but only in part) a cognitive construction that is a function of its observers theoretical orientation and knowledge, both explicit and tacit.[6] We will use one listeners account to ground this comparison: My shuffle delivered Amazing Grace followed George Carlins Religion (the invisible man who lives in the sky) and topped that a little later with the combo of Bachs Toccata and Fugue in D minor and Tom Lehrers Vatican Rag. Out of all the songs on the device, those were the only four religion-related pieces. Amazing! The shuffle has the same irreverent attitude towards religion that I have. (#109) To connect the anomalous and strategic, the listener determines the consonance of not just the individual tracks - the meanings/values associated with each track, past experiences associated with the tracks but also perform this in relation to her own autobiography. In recounting that they were the only four religion-related pieces, and in noting the order, she seizes the strategic element of the data. This in turn allows her to reflect on her values, sense of self and attitude towards religion. In short, to make sense of the anomalous and strategic, this listener has to engage in an active act of meaning making. From this meaningfully constructed and integrated experience, and in concert with the element of the unanticipated, she experiences serendipity. In light of this, we can restate serendipity as an aesthetic experience through chance encounters. Elements particular to shuffle listening Our investigation highlights some interesting facts. While, the general mechanism of shuffle listening does allow for serendipitous experiences, and concurs with Mertons definitional list of elements, there are particularities in relation to shuffle listening which we wish to point out. The unanticipated element as conceptualized by Merton refers mainly to unforeseen forces acting in the world. An extensive list [10] of such forces includes that of chance, luck, accident, side effect, a by product etc. However, in shuffle listening, this element is delivered by a designed feature of the interactive system the shuffle mechanism. We also bring to attention that the anomalous or unfamiliar datum might not be in fact so unfamiliar. Given that this anomalous track is drawn from the listeners music library, is likely to be familiar to her. If this is the case, then this track is potentially inscribed. Inscribed content acts like mediated memories [11] - representing the various forms of renderings of our experience - acting as an instrument for meaning making. Inscribed content is also a part of our personal narratives because it has been imbued with memories, personal meanings or associated with extra symbolic meanings, certain emotions, etc, created through past encounter(s). Further, digital music can be inscribed with behavioural meta-data by the listener [3]. However, to partly defend its anomalous character, a closer analysis actually reveals that the track has in fact been defamiliarized [1] - performed unwittingly by the shuffle mechanism. In presenting this familiar track that has been 3 inscribed with its own memories in a random order, it smudges the listeners original conception of the content; marking it with ambiguity and to an extent defamiliarizes the familiar. This is reflected by a listeners accounts that, shuffling lets you listen to tracks you have not heard in a long time, plus they can come across sounding different in different order.(#32) Though defamiliarized the track is still partially loaded with personal memories and meanings, etc awaiting potential evocation and reconstitution during listening. While inscriptions are associated with the content, it is the listener who reconstitutes and reinterprets the evocation, nodding to Mertons description of a sensitized observer. SERENDIPITY AS USER-EXPERIENCE Although we may now understand how the mechanics of shuffle listening can potentially encourage serendipity, we need to also understand its effects when encountered during use of an interactive system. It is through only through this understanding that we can begin to envision how this particular rich user-experience can be supported in the design of interactive systems. Previous characterizations of serendipity [2] reveals that it is emblematic of aesthetic experience a particular type of experience that is formative and transformative, distinguishable, isolable sequences of external events and internal responses to them [9] which Dewey conceives as being tightly integrated, meaningful, whole, fulfilling and transformational [4]. However, these generic descriptions miss out on the nuances that set serendipity apart from other meaningful experiences. In fact, the stamp of serendipity only truly comes to life when we examine listeners accounts of their serendipitous experiences during shuffle listening. Put to flesh, their accounts give us a unique sense of the felt life and lived [4] when experiencing serendipity. One listener describes this most vividly: Its kind of like an unexpected conversation with somebody at school, or work. You see them everyday, might not have had a real conversation in YEARS! But, suddenly, by chance, NOW youre engaged, and its so HEADY! I mean you know them but not like THIS! Suddenly you see them through NEW EYES! (#107) Another listener describes the experience to be almost epiphanic, recounting how preconceptions were demolished; transformed by new insights, What I now realise I like about music is its breadth and richness, not the narrowness of focus on a particular artist/genre. Each random track is like an aural postcard from another time, another place; each hits home, conjuring vivid memories, some real some false. After years of listening to music constantly, I've suddenly got a whole new way of experiencing it (#95). Serendipity is meaningful and illuminating as it allows us to reconnect with the past and engage with it with new eyes. One user equates this as, cool and refreshing to trip across a great song you havent heard in a long time. (#20), while another reports that, hear(ing) songs that I havent heard for years and fall(ing) in love with them again (#81). This is also confirmed by one listener who reports, Id be coming across stuff Id forgotten about for years and it was always like hearing an entirely new angle on what you owned. (#52) Serendipity arising from shuffle listening may also help forge new connections: Sometimes some interesting synergies between apparently disparate genres or specific pieces of music can reveal themselves (#7), or another describes the discovery as forge(ing) new connections between my heart and my ears (#91). These connections may even spark creativity in some, which may be what Bjork (an Icelandic songwriter/performer) meant when asked what type of music was inspiring her at that moment, when she enigmatically reply that, Im quite inspired by my iPod shuffle, Ive got Missy Elliot, Peaches, and John Cage. Its not exactly the song; its whats between them [8]. But to be fair, not all serendipitous experiences are epiphanic or earth-shattering. The experience of serendipity can be delightful; akin to the joy and surprise of bumping into friends I have not seen for a long time (#69) or disbelief from the coincidence of a series of events where during one session in the car with my shuffle, I experienced shuffle nirvana, as the device was exhibiting pure genius with its selection (#90). And it can even make us wonder about the universe, sometimes shuffle delivers a sequence of music so perfectly thematically in tune that the sense that iTunes just knows is quite unsettling. (#93) As an early caveat, we hasten to add that we have only presented positive listener accounts. Experiences during shuffle listening are not always positive and serendipitous. We will pursue this point further in the next section. DISCUSSIONS AND LIMITATIONS When reflecting upon our investigation, we can see that whilst the elements involved in shuffle listening are in the main similar to Mertons list, it is also not difficult to observe that the elements in shuffle listening appear to actually work surreptitiously (or even serendipitously?) to tip it in favor of serendipitous discoveries. Further, in as much as we may attribute luck, chance or even magic to our encounters with serendipity, by having access to a mechanism that randomly delivers music tracks that are already made meaningful to a sensitized listener as well as being potentially evocable during listening does bolster the possibility for listeners to experience serendipity. Although our comparisons and analysis using Mertons description of serendipity has demonstrated how this experience of serendipity might be afforded through the mechanisms of shuffle listening, this in itself is only scratching the surface of a rich experience that has yet to receive HCI researchers attention and effort. Whilst useful and illuminating, Mertons description can only assist us part of the way. Some work has begun to uncover other factors at play within the practice of shuffle listening that
have a critical influence over the emergence of this experience [3]. Further, there are limitations within this investigation; with the main being that the data which informs our analysis are limited to reports obtained from online sources. Thus the data may reflect a skewed segment of the general population (e.g. gender, age, technical proficiency, personality etc.). The use of some online fora such as discussion boards may also mean that users descriptions can be fragmented, tend to be short, clipped and may lack richer and more detailed descriptions. On public discussion boards, peer consensus and influence may also color and sway the respondents views. Nevertheless, we established valuable insights into how listeners experience serendipity through the use of shuffle when listening to digital music. Like all data, self reports are flawed; however they may still offer significant insights into the lived and felt aspects of experiential accounts distilled through careful analysis. To make substantial progress, we need to conduct intensive ethnographically-based field work, to study the phenomenon as experienced in action, during use in the wild. It is only through the gathering of rich and comprehensive accounts of listeners experiences with serendipity; and its careful analysis that we can begin to understand how we might be able to support for the experience in our design of interactive systems. This also raises methodological implications of how to access such rich, personal and often idiosyncratic experiential data. A final caveat is also in order. Throughout this analysis, we highlighted data that are limited to only positive self reports of serendipitous experiences because we want to focus on users serendipity and how this experience is manifested during shuffle listening. Whilst the loaded elements of shuffle listening might encourage its appearance, we are certainly not implying that shuffle listening will always lead to serendipity. After all, in making it so easily availability will certainly destroy the magic and the wonder that is central to its charm. CONCLUSION Serendipity is a coined word, created almost ex nihilo (out of nothing) [6]. However, to experience it, a complex array of elements needs to be present. It also requires us to be sensitive to the elements at play and to be willingly engaged in bringing it to life. While all of us have experienced the memorable effects of serendipity, it appears that there has been very little research in understanding the mechanics of how it may occur and mining the depths of its experiential effects. This investigation is a small step towards that goal. As we have demonstrated with some data, the unexpected twists that accompany our experiences of serendipity have effects that range from delightful surprise to heightened engagement. In experiencing it, our preconceptions are challenged, we forge new insights and in the right context, we are even inspired to local acts of creativity. Seen in this light, there appears to be great potential for this rich experience in the design of interactive systems in some non mission/safety critical domains. Beyond the domain of entertainment, this includes areas such as education and various branches of creative activities. Perhaps the lack of effort in understanding how serendipity can be supported when designing interactive systems may stem from our agreeance (and correctly so) with van Andel who concludes that serendipity is not something that can be planned for or programmed by computer[10]. Extending his conclusion, we may also concur that any attempt to design serendipity is to extinguish the phenomenon itself. However, our investigation of serendipity through shuffle listening suggests that while we cannot design serendipity, there may be potential for designers to provide a congenial scaffold whereby this engaging and enigmatic experience may be discovered opportunistically. REFERENCES 1. Bell, G., Blythe, M. & Sengers, P., Making by making strange: Defamiliarization and the design of domestic technologies. ACM Trans. Comput.-Hum. Interact., 12, 2 (2005), 149-173. 2. Leong, T.W., Vetere, F. & Howard, S., The serendipity shuffle, in Proc19th OZCHI. (CHISIG) Australia. (2005), 1-4. 3. Leong, T.W., Vetere, F. & Howard, S., Randomness as a resource for design, in Proc 6th ACM DIS. ACM Press. (2006), 132-139. 4. McCarthy, J. & Wright, P., Technology as experience. 2004, Cambridge: MIT Press. 5. McCarthy, J., Wright, P., Wallace, J. & Dearden, A., The experience of enchantment in human-computer interaction. Pers Ubiquit Comput, 10, 369-378 (2006). 6. 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