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ABSTRACT bodies, heads, tails, and fins. As the physical pieces are
We introduce aesthetic inquiry as an important perspective assembled into an imaginary fish on top of an RFID tag-
to pursue in Participatory Design. Within the scope of reader, the visitors can view their creation on the round
tradition and transcendence, we pursue aesthetic inquiry by screen at the centre of the assembly table (figure 1, left).
tipping the scale towards transcendence, and by staging When the visitor is satisfied with the constructed fish, it can
offline loops for detached reflection through the use of be released into the virtual sea existing “beneath” the floor
imaginative artefacts. Although aesthetic inquiry resides to surface of the room. The virtual sea can be explored by
some extent in most Participatory Design practice, we see moving digital hydroscopes over the surface, revealing the
the need to elaborate this perspective, and to further build sea beneath (figure 1, right). While constructing the fastest,
Participatory Design practice, tools, and techniques that funniest, or strongest fish, the objective is for visitors to
address this issue. The Fictional Inquiry technique is explore fish anatomy and how it affects the ability to
presented as an illustrative example of a design technique survive under specific conditions. There is no “correct” fish
for pursuing aesthetic inquiry, by using fictional narratives to be assembled, but visitors learn about fish properties by
to temporarily bypass the existing structures of meaning experimenting and exploring. The Fish Generator and the
and expectations within a given practice. We illustrate how digital Hydroscopes are some of the prototypes of a
Fictional Inquiry was utilized in a participatory design Participatory Design project in which visitors, staff
project, in which two design concepts for the Kattegat members at the Marine Centre, and researchers were
Marine Centre were developed. engaged in a process of designing new experiences for
museum environments (the IXP project). The prototypes
provide new ways of engaging with the theme of marine
Author Keywords
life, and challenge existing conceptions about visitors and
Aesthetic Inquiry, Transcendence, Imaginative Artefacts,
their experiences at the Marine Centre [10]
Offline Loop, Participatory Design.
1. INTRODUCTION
At the Kattegat Marine Centre, the visitors can get a first-
hand experience of some of the most extraordinary sea
creatures. A tunnel under the tropical aquaria allows
visitors to see reef sharks, nurse sharks, and the elegant
stingrays swimming above their heads. Through millions of
years, these animals have developed their own
characteristics, according to their surrounding environment:
their ability to find food, breed, move, and protect
themselves in order to survive.
Greetings Humans,
The various aquaria are supplemented by signs with text
and illustrations that provide visitors with information I hope this message finds the hands of good people who can
about the origins and characteristics of the different help us. We, the people of Atlantis, have been forgotten by
species. Apart from the more visually impressive aquaria, humans for many years. For a long time we have been
the Marine Centre offers an open aquarium where visitors living happily, deep in the sea. The Marine Centre was
are free to touch the fish. This activity is highly popular – accidentally built on top of our city, and we now face great
especially among the younger visitors. A range of events problems. We sincerely ask for your help! In Atlantis we
during the day breaks up the activities around the aquaria. live on the great experiences and stories of humans.
A few times a day, the staff feed the tropical sharks that are Stories, adventures, and fantastic experiences provide
located in a large aquarium at the centre of the building. energy and life to the whole of Atlantis. For a long time we
Visitors are invited to watch the feeding session, and the have lived happily on the experiences at the Marine Centre.
staff member generously shares knowledge about the But we are running out of fantastic experiences, and we
feeding habits and characteristics of each species. Apart need your help. We need you to create fantastic experiences
from the very popular feeding of the sharks, the centre so our city can once again thrive. To assist you in this task
features a similar feeding session for the seals outside the I have sent a box of magic tools that you can use however
centre, a 3D cinema, and play facilities. The Marine you like. The tools can do whatever you want them to do. I
Centre’s motivation for joining the Participatory Design hope you will help us save our great city.
project was to explore how to create new types of engaging
experiences for their visitors. Based on initial ethnographic Yours truly,
field studies and additional interviews with visitors and The King of Atlantis
staff members, we initiated a Fictional Inquiry workshop
on location. The result of the workshop became a
cornerstone of the design project.
5.2 Establishing the Plot and Narrative of the
Fictional Inquiry
The Fictional Inquiry workshop was a half-day event
involving two researchers and a family of four (two adults
aged 38 and 39, and two children aged 9 and 11). The
purpose of the workshop was to explore new ways for Figure 3 – The family members exploring the magic items in the box.
visitors to experience the Marine Centre. Being familiar
with the Centre, and encouraged by the excitement of co- The letter explained that the Marine Centre had
designing new technology to create exciting experiences, a accidentally been built on top of the lost city of Atlantis.
family had volunteered to participate in the design process. The people of Atlantis survived on fantastic experiences
We met up with the family at the Marine Centre, and Centre, but were running out, and needed the help of the
briefly talked about the project and the plans for the day. family to create new fantastic experiences. To aid them in
their work, the King of Atlantis had sent a box of magic beneath the floor (figure 4). The hidden treasures would be
tools (figure 3). The family could ascribe any qualities to strange fish, or secrets that only she would find.
the tools, and use them however they liked. The box
contained a variety of objects such as a mirror, a flute, an
apple, and a black cloak. The objects in the box were
selected to strike a balance between not dictating an
obvious use in the context of the Marine Centre, while still
providing inspiration for possible usage.
Having explored the contents of the box we discussed the
plot embedded in the narrative; the family had to imagine
new experiences at the Marine Centre to save the people of Figure 4 – The daughter of the family illustrating her idea of a treasure
Atlantis. At their disposal, they had the magic tools that the finder.
King of Atlantis had sent. The ideas created should be
illustrated and enacted at the Marine Centre. Initially, some A second concept was developed by the mother, who had
time was spent discussing the fictional narrative frame; chosen a magnifying glass from the box of magic objects.
how had the Marine Centre been built on top of Atlantis, Her idea centred on the ability to explore the characteristics
and how did the people of Atlantis live off experiences? of the different fish in detail. The magnifying glass would
Intentionally, the narrative was not thoroughly elaborated, be used at the different aquaria at the Marine Centre to
as the collaborative construction of the narrative was an zoom in on the details of various species. Furthermore, the
important part of the appropriation of this Offline narrative. magnifying glass would enable her to control the
All participants participated in imagining and formulating behaviours of the fish in the water (figure 5).
the details and structures of the new universe.
5.3 Conducting the Fictional Inquiry
Before embarking on the task, the family and the
researchers spent some time discussing the items and
imagining for what they might be used (figure 3). Each of
the family members chose two specific places at the Marine
Centre for which they had more or less specific ideas as to
how new experiences might be realized using the magic
tools from the box. As the family set out into the centre, we
brought out a video camera, and asked the family members Figure 5 - The mother of the family illustrating her idea using a
magnifying glass
to show how the tools were to be used, and talk about how
they would work. Following the narrative, we needed to
send the tape to the King of Atlantis so he would know how These concepts were two among several developed during
he could create exciting new experiences. This was, of the workshop. After having presented the ideas for new
course, inherent to the narrative to encourage the experiences at the Marine Centre, we returned to the room
participants to document their findings. where we had introduced the narrative frame, to discuss the
As the family entered the Marine Centre, the family activities. At this point in the workshop, we left the
members took turns presenting their ideas. The fictional frame and returned to the setting of the Marine
presentations progressed with an initial idea expressed by Centre. There had, of course, been no doubt during the
one of the family members, followed by a discussion and workshop that the story was fictional and that the objects in
elaboration of the ideas. Here we will present only two of the box did not have magic properties. But this was of
the ideas that particularly embody the issues that became relatively little importance; the playful atmosphere of the
central to the remainder of the design process, and that may workshop, and its ability to spur imagination had been fun
be traced to the design of the Fish Generator and the and motivating. As such, all participants were well aware
Hydroscopes. The daughter of the family was eager to that most of the ideas developed were not realistic, in the
share her ideas with the group. Her first idea was inspired sense that they could not be constructed. They did,
by the hallways in the Centre that link a series of dark, however, provide the springboard for discussing the
cave-like rooms filled with smaller aquaria. In the box, she qualities of experience that would be desirable at the
had found a pen originally used for a digital whiteboard. Marine Centre, and the means that might be used to realize
When pressed, the tip of the pen emitted a subtle humming these. In particular, the discussion centred around three
tone (caused by the batteries in the pen). The daughter’s issues: accessing the hidden world beneath the sea, being
idea was that the pen could be used as a treasure finder; actively involved and engaged in the activities, and
when she walked with the pen and pushed the button, the exploring the secrets and details of the hidden universe.
humming sound would guide her towards hidden treasures The last issue in particular came from the concepts that the
mother and the daughter presented (figures 4 & 5). The in the workshop worked specifically to support the
treasure finder highlighted the idea of actively exploring narrative and the plot: the message in a bottle, the pictures
the hidden dimensions of life under the sea. The idea of the lost city of Atlantis, and the sand at the bottom of the
involving the magnifying glass fostered discussion around box of magic items. Anchoring elements were, however,
the details of the fish, and the possibility of exploring their also present during the workshop. The fact the workshop
abilities. The issue of accessing the world beneath the sea took place at the Marine Centre anchored the activities in
was very much a question a being able to enter another the theme of the centre and in the physical layout of the
universe in which sound, light, and movement were exhibition.
different; getting a concrete sensory experience of being in Tipping the scale towards transcendence does, however,
the world of the fish. provide only one dimension of the pursuit of aesthetic
These issues from the Fictional Inquiry workshop were inquiry. The second aspect of our argument has been the
further developed during the remainder of the design construction of offline loops for detached reflection. This
process. In particular, the aspects of exploring the hidden idea is at the core of the Fictional Inquiry technique, as it
universe and being actively engaged in exploring the deliberately bypasses the existing structures of meaning
specific properties of various species became central in the and motivation. As illustrated by our case study, however,
design sessions that followed the Fictional Inquiry this is a dynamic process in which participants co-construct
workshop. Moreover, these aspects are reflected in the a fictional universe. The introduction of the narrative of the
prototypes that were eventually evaluated at the Marine lost city of Atlantis and the plot was not sufficient to
Centre. The Fish Generator specifically builds on the idea construct this framework. The workshop participants spent
of being an active participant in exploring the time discussing what was possible in this world, what were
characteristics of various species of fish. The element of its motives and goals. This negotiation unfolded as both
experimentation developed as the design process consolidating the universe from what was provided in the
progressed, but key ideas from the Fictional Inquiry narrative, and also as an imaginary endeavour where the
workshop remain present in the prototype. The participants would associate new meaning with the
Hydroscopes manifest the idea of exploring the hidden narrative, and the universe as such would evolve from the
universe. In some respects, it echoes the idea of the treasure co-construction. During the discussion, we did not reach
finder that was proposed during the Fictional Inquiry anything resembling a stringent or comprehensive model of
workshop. The Hydroscope plays with the idea that the sea this universe, only an idea of the narrative that was rigid
is a hidden universe, and that visitors need to actively enough to be shared among the participants. The staging of
explore this to view the fish beneath. the narrative, in the form of transcending and anchoring
elements, may be understood as an imaginative artefact.
6. PURSUING AESTHETIC INQUIRY IN This artefact mediates the creation of an offline loop in
PARTICIPATORY DESIGN which normal structures of purpose and motives are
Our case study illustrates an example of pursuing aesthetic suspended. Our case-study exemplifies the way in which
inquiry in participatory design. We build our notion of the appropriation of this imaginative artefact is a process of
aesthetic inquiry on the ideas of Wartofsky [29], Engeström participants “buying-into” and constructing this new world,
[14], and Nelson & Stolterman [23], as the process of similar to the idea of suspended disbelief.
exploring profoundly new ways of perceiving and
experiencing our everyday world. As initially argued, this 7. CONCLUSION
can be described as tipping the scale towards transcendence Within the field of Interaction Design, recent contributions
in Participatory Design practice. Our case study involving have explored the aesthetics of interaction with interactive
the use of the Fictional Inquiry technique exemplified this technology. These contributions have explored how
movement. The staging of the workshop involved the aesthetic experiences derive from our intellectual, bodily,
predominant use of transcending elements that invited the and socio-cultural engagement in the world (e.g. [24], [22])
creation of new ideas, artefacts, and practices. Perhaps and how aesthetics is an emergent quality of using
most significantly, the narrative frame of the workshop, interactive technology. Within the field of Participatory
derived from the lost city of Atlantis, worked as a Design, the concepts of design and use are tightly coupled.
transcendent element that invited new associations and a As such, a complementary Participatory Design approach
departure from current practice. Moreover, the ‘magic’ would be to pursue aesthetics as an integral part of the
items in the magic box acted as very concrete transcendent mutual learning process of design. Aligning ourselves with
elements. The items were specifically chosen so as not to the recent contributions in interaction design, we formulate
embody well-known practices; putting a camera in the box our concern within Participatory Design as one for aesthetic
would arguably have anchored the workshop more strongly inquiries in the design process. This perspective couples the
in current practice, as this artefact is common to most aesthetic concern to design as mutual development and
museum visitors. Moreover, several of the elements applied learning.
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This research has been funded by Center for Interactive a narrative space. 2005, In Proceeding of the 2005
Spaces (the IXP project) and Center for Digital Urban Conference on interaction Design and Children,
Living (the Danish Council for Strategic Research grant Boulder, Colorado, June 08 - 10, 2005, ACM Press,
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