Regarding Value in Digital Serendipitous Interactions

  • Ricardo Melo ID+ / Faculty of Fine Arts, University of Porto, Portugal
  • Miguel Carvalhais INESC TEC / Faculty of Fine Arts, University of Porto, Portugal
Keywords: Serendipity, Interaction, Experience, Digital Medium, Design, Defamiliarisation, Creativity.

Abstract

Digital technologies have become our privileged method of interacting with information. With their ubiquity, and focus on personalisation, optimisation and functionality, chance and accidental interactions in the Digital Medium are being replaced with filtered, predictable and known ones, limiting the scope of possible user experiences.In order to promote the design of richer experiences that go beyond the functionally-driven paradigm, we propose that digital systems be designed in order to favour serendipity. Through a literature-based analysis of serendipity, we explore the distinct meanings of value that are possible with serendipitous systems, offering examples of the current state of the art, observing the methods used to do so, and proposing a possible typology, while highlighting unexplored fields, experiences and interactions. 

Author Biographies

Ricardo Melo, ID+ / Faculty of Fine Arts, University of Porto, Portugal
Ricardo Melo holds a degree in Communication Design from the Faculty of Fine Arts of the University of Porto and a Masters in Multimedia from the Faculty of Engineering of the University of Porto. With a background in graphic, interface and interaction design, he is currently a PhD student in Design from the University of Porto and the Research Institute for Design, Media and Culture, where he was awarded an FCT scholarship in order to develop his thesis on the value of serendipity in digital interactions. www.ricardomelo.net
Miguel Carvalhais, INESC TEC / Faculty of Fine Arts, University of Porto, Portugal
Miguel Carvalhais (Porto, 1974) is a designer and musician. He is an assistant professor at the Faculty of Fine Arts of the University of Porto, teaching and researching new media and interaction design. Since the mid-1990s he has been working on computational media and studying creative practices with procedural systems. He is the author of a book on this topic, Artificial Aesthetics, published by U.Porto Edições. www.carvalhais.org

References

Boden, M. A. (2004). The Creative Mind: Myths and Mechanisms. Psychology Press.

Boden, M. A. (2010). Creativity and Art: Three Roads to Surprise. Oxford University Press.

Campos, J., & Figueiredo, A. D. de. (2002). Programming for Serendipity. Proc of the AAAI Fall Symposium on Chance.

https://doi.org/10.2139/ssrn.1385402

Dunne, A. (2005). Hertzian Tales: Electronic Products, Aesthetic Experience, and Critical Design. The MIT Press.

Erdelez, S. (1997). Information encountering: a conceptual framework for accidental information discovery. Presented at the ISIC Proceedings of an international conference on Information seeking in context.

Fidel, R. (2012). Human Information Interaction: An Ecological Approach to Information Behavior. MIT Press.

https://doi.org/10.7551/mitpress/9780262017008.001.0001

Fine, G. A., & Deegan, J. G. (1996). Three principles of serendip: insight, chance, and discovery in qualitative research. International Journal of Qualitative Studies in Education, 9(4), 434–447.

https://doi.org/10.1080/0951839960090405

Galanter, P. (2003). What is Generative Art? Complexity theory as a context for art theory. In GA2003–6th Generative Art Conference.

Leong, T. W., Howard, S., & Vetere, F. (2008). Choice: abidcating or exercising? (p. 715). Presented at the CHI '08: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, New York, New York, USA: ACM Request Permissions.

https://doi.org/10.1145/1357054.1357168

Löwgren, J., & Stolterman, E. (2004). Thoughtful Interaction Design: A Design Perspective on Information Technology.

Melo, R., & Carvalhais, M. (2016a). Convergence and Divergence: A Conceptual Model for Digital Serendipitous Systems. Presented at the 22nd International Symposium on Electronic Art ISEA Hong Kong Cultural Revolution, Hong Kong.

Melo, R., & Carvalhais, M. (2016b). Defamiliarisation towards Divergency. Presented at the xCoAx - 4th Conference on Computation, Communication, Aesthetics X. Bergamo.

Merton, R. K. (1968). Social Theory and Social Structure. Free Press.

Merton, R. K., & Barber, E. (2004). The Travels and Adventures of Serendipity. Princeton University Press.

Murray, J. H. (2012). Inventing the Medium: Principles of Interaction Design as a Cultural Practice. MIT Press.

Pariser, E. (2011). The Filter Bubble: How the New Personalized Web Is Changing What We Read and How We Think. Penguin Group US.

Shklovsky, V. (1917). Art as technique.

Van Andel, P. (1994). Anatomy of the unsought finding. Serendipity: Origin, history, domains, traditions, appearances, patterns and programmability. British Journal for the Philosophy of Science, 45(2), 631–648.

https://doi.org/10.1093/bjps/45.2.631

Wilson, D., & Sicart, M. (2010). Now It's Personal: On Abusive Game Design (pp. 40–47). Presented at the the International Academic Conference, New York, New York, USA: ACM Press.

https://doi.org/10.1145/1920778.1920785

Zuckerman, E. (2014). Digital Cosmopolitans: Why We Think the Internet Connects Us, Why It Doesn't, and How to Rewire It. W. W. Norton, Incorporated.

Published
2016-12-27