These thick and detailed descriptions of our soma design processes are shared with a number of goals in mind: (1) to show how first-person methods unfold when designing with bodies; (2) to highlight the value and relevance of first-person methods for soma design; (3) to illustrate how design judgements are made through using one’s first-person somatic experiences from the perspective of a designer. In what follows, we discuss how we conceive of rigour and validity within the soma design process, and the role that first-person methods have in achieving this.
5.1 The Value of First-Person Perspectives for Soma Design
Soma design methods strongly rely on first-person perspectives, as previously articulated in [
37], for example, and as pointed out in the call for this special issue. Our design processes, presented here confirm this and also show us that a first-person perspective is
fundamental for soma design. In [
15], the authors stress the importance of showing the detail in the design process, and how first-person, autobiographical experiences led to certain design decisions. This is what we have tried to achieve in this article, by providing a rich and evocative account of our design processes so far, and the ways in which we have used our somas to explore materials and develop prototypes. We showed in detail, how we have started from our first-person reflections and articulations of somatic experiences, as a way of opening up a design space. But we also showed how first-person experiences continued to be focal during the next phases of both design processes, offering a ground for critique, and evaluation, through the design and experiential qualities extracted from first-person experiences that contributed to “following a red thread” throughout design processes. So, we hope, perhaps for the first time, to have shared a detailed description of how we used first-person methods within the soma design process such that the process itself can be examined and scrutinised by our peers.
Soma Design belongs to a research through design tradition, where rigour does not build from strictly following a method, which may be the case in more traditional HCI research [
71]. Instead, rigour is grounded in the experience of the designers and is commonly referred to as design judgement [
53], reflection in action [
58], or search for appropriateness [
13]. The design judgements (as we choose to call them) in our case are made from first-person experiences of sketching with the body, exploring materials, and step by step shaping of a prototype. Rigour in this process is shown by opening up and sharing the detailed description of the design process with design decisions, so it can be critiqued and examined by others. The difference in soma design, when compared with most other design processes, lies in making these judgements directly with one’s body, rather than just imagining from previous experience how it might feel. As a soma designer, you both build up a more traditional design repertoire of knowing from previous experience what may and may not work, but you also build up a somaestethic design repertoire that resides in the soma [
53]. We argue that this close attention to how our somas have shaped our design work is essential for showing the
rigour of soma design, and of first-person perspectives within interaction design, more broadly. In soma design, the “red thread”, comprising of a collection of experiential qualities, could be understood as a type of design guidelines that are set initially and which the designer uses as a way of reflection and critique along the way, but still allows the designer to open up design explorations. Staying close to the qualities set by the designer, and coming back to them, to experience, test, feel, and reflect with one’s soma (including body, mind, emotions and subjective understanding and values) provides rigour to the process.
Looking at how the “red thread” of the design and experiential qualities evolved in the case of developing the Breathing Wings, Vasiliki initially used her body as a starting point for exploring what types of somatic experiences she would design for, that would be evocative for others. By becoming sensitised to the area of the shoulder blades and upper back, as a way to zoom in to the bodily area being in focus, she engaged with estrangement and defamiliarisation methods (wearing a pair of wings and reflecting on this experience) to open up the design space. Slowly, the design and experiential qualities of “being held”, “feeling embraced”, and “being taken care of” started to emerge, and become more concrete along the way, as somatic experiences that could be “world-changing” for others, as they were for Vasiliki. Working with her body, shape-change materials, and textiles (among other materials) she slowly started giving form and shape to these somatic experiences through touch qualities felt on the shoulder blades and upper back, evoked through shape-change latex shapes. Staying close to the “red thread” of the qualities is not an easy process, but needs reflection, critique, and coming back to experience in the first-person how materials can be shaped to evoke such qualities in interaction. When Vasiliki invited Madeline and Anna to experience the Breathing Wings prototype she observed how some of the qualities were communicated through the prototype, while others failed to be communicated. Both Madeline and Anna shared how the combination of the wearable’s form factors and the touch qualities evoked through the bigger shapes gave them experiences of being embraced (articulated in different ways). But at the same time, the quality of “being held”, for example, failed to be communicated to Madeline, while it did to Anna. And, the smaller shapes failed to communicate the intended experiential qualities, for various reasons. The process of engaging her body (Vasiliki’s) and the other bodies (Madeline’s and Anna’s) in experiencing the prototype helped her to come back to these qualities, and stay close to them. It also helped her to develop the intended interactive experience further, and ultimately design for touch qualities that would create a space for others to potentially have “world making” experiences dynamically shaped between their somas, the shape-change materials, and the wearable.
Connected to the topic of value of first-person perspective in soma design, is the impact and scope of the outcome it produces. A common criticism of first-person methods, in general, is that they tend to become too narcissistic and less connected to what seems to be more urgent questions in our society right now. Here, we can only reason around the value of first-person perspective in soma design. Firstly, soma design in itself has a strong political agenda [
37,
39]. It questions the inherent Cartesian division in our society and how this makes designs that push us to live in a certain way, like the underlying conforming mainstream approach of representationalism designing for e.g., screen-based solutions resulting in cognitive overload and sedentary lifestyles. Soma design does this in a way that does not propose a band aid when the damage is already done, like designing a mobile application to encourage movement when the way our society has conformed in setting the norms for how to work and live is the underlying problem. Instead, soma design turns to the soma of the individual and the intelligence that resides there, inviting designers to understand and transfer these first hand experiences into designs that promote living better lives and open up for a plurality of bodies and experiences [
39]. Secondly, by its approach of turning to the soma, it explores, captures, and transfers some fundamental qualities of somaesthetic appreciation in the prototypes, which, in stressful and pressing times, can help us cope with the uncontrollable situation we are in. In the Breathing Wings, this is shown by the design of intimate touch of the back. Intimate touch is known to be important for our emotional wellbeing [
23,
31], where the back plays a specific role in pleasant touch [
45]. The Pelvic Chair could potentially help a large number of people suffering from weak pelvic floor musculature having problems with incontinence, involuntary flatulence, and prolapse causing social anxiety and depression [
29]. The soma approach with its first-person perspective questions and provides alternatives to underlying values, norms, and structures in our society.
5.2 Soma Design as Dynamic and Open for Many Bodies
As we have discussed, in the previous section, first-person methods are really the backbone of soma design. The soma designer uses their soma, and specific first-person approaches to identify design qualities, which might be “world changing”, to build prototypes, and to examine and critique ongoing design work. And, this central use of the soma as a starting point and continual reference point for the soma design process, is often viewed as a limitation. Kristina Höök and co-authors discuss this elsewhere [
38], unpacking how the first-person perspective colours the designer’s choices, and in some sense also blinds the designer to the ways in which each designer’s own lived experiences may be different to those with other bodies, short, tall, fat, thin, black, and white. And, elsewhere, it has been articulated that design students, when learning about the soma design approach, wonder if a piece of design begins with the soma of the designer, then how can knowledge developed through this process be considered valid, and the resulting designs generalisable or even transferable to other somas [
66]. So, let us try to unpick this limitation a little, and identify where the knowledge is in soma design, and how this knowledge gets produced in ways, which make it meaningful.
In the Webster dictionary, validity is broadly defined as “the state or quality of being well-grounded, sound, or correct” [
1]. Such a definition seems like a reasonable foundation for research through design work, as well as qualitative, or quantitative approaches within interaction design. In quantitative research, validity is construed as the extent to which the measure(s) in use are accurate at measuring the phenomena of interest, and reliability refers to the stability of findings when applied to a wider population. But, this ability to generalise results to a wider population is not normally the goal of qualitative research, and in particular not within research through design work [
36,
49,
56,
74]. This is also not the claim made by autobiographical design research and auto-ethnographies in interaction design. Carman Neustaedter [
54] is quite specific in his own writing around autobiographical design research, that it should not be seen as generalisable, but instead a way of understanding pertinent issues related to emerging technology, and constructing research questions. Our work is situated within the design, which is characterised by dealing with shifting environments, where there are not any fixed contexts to generalise to. Instead, generativity, and extensions of knowledge are discussed [
25,
36,
71,
74]. To make something become generative or a knowledge extension, you have to reflect upon the design and design process and abstract knowledge. This knowledge can take many forms, for example, design programs [
56], experiential qualities [
49], strong concepts [
36], annotated portfolios [
25]. But, what makes soma design different from other autobiographical work is perhaps its intent. It is often the intent of the designer that the resulting soma design be used and useful to other somas. In our work, we both extract experiential qualities for other designers to build from, and apply them in our designed prototypes in order to abstract the designed interaction from our own unique experiences to become used and useful to others in many ways. This can be understood as being generative in the actual experience rather than to be generalisable.
To help us think about how it might transpire that soma designs deeply intertwined with our own somas might be generative for other somas we turn to Karen Barad’s writing on new materialism, and in particular her thoughts on agential realism [
5]. As has been introduced elsewhere recently within HCI [
11,
24], Karen Barad [
5], and a number of others [
8,
30], take the perspective that materials, bodies, objects, artefacts and matter all have agency, and play an active role in the construction of meaning, culture and knowledge. Such a theoretical turn opposes social constructivist views of the world, where matter/artefacts/objects/things are dead, and only made to matter or come into significance through discourse and culture, i.e., that things themselves only have value when language and culture are applied to them. Instead, within new materialism,
matter does not exist as a thing, but rather
matter is a “doing”. “Mattering” signifies the idea that what matters is dynamic phenomena produced through intra-actions between materials, bodies, objects, and artefacts. The use of intra-action here is of significance, and reflects the new materialist worldview that there are no inherent boundaries between objects (as is suggested by the term interaction). What makes up the boundary of some
thing only becomes known through its intra-actions with other things.
If we bring this lens to our own work, and that of soma design, then we start to think not that the soma acts on the soma designed artefact, or that the soma designed artefact acts on the soma, but instead, the soma and soma designed artefact intra-act together to produce the phenomena that (if successful) creates new meanings, new practices, new knowledge, and potentially new worlds. Karen Barad is a theoretical physicist and many of examples are drawn from Bohr’s radical work in quantum physics. She writes extensively about apparatus and the role the human plays in the production of measurements produced by apparatus in the lab. In [
4], she describes apparatus as:
“the material conditions of possibility and impossibilities of mattering; they enact what matters and what is excluded from mattering”
We could think of the soma designed artefacts that we make as a kind of apparatus—a material configuration, that dynamically re-configures the world, through the intra-actions, and entanglements that are made possible with it. A soma designed artefact creates the conditions (the boundaries, and properties of entities) by which matterings of certain phenomena may arise, and others not. To achieve this within a soma designed aretfact (or apparatus if you will) we must pay great attention to design in ways which are dynamic, which create a certain bounded openness. We do this since the soma is dynamic and open, where new experiences create new opportunities, which may in turn create new ways of being and living [
37]. This dynamism in soma design starts with the identifying design qualities grounded in first-person somatic explorations. We find this to be somewhat akin to hunting for the new phenomena that could be “world making” [
5], as we search for material-body entanglements, which can open up new possibilities, new experiences, new worlds for our somas, and to become generative [
64] This is articulated, for example, by Madeline and Anna as they iteratively return to and discuss, which Feldenkrais exercises gave them a totally new perspective or experience on their somas—the resulting focus on relaxational power, unitedness, differentiation, and connectedness, were for Madeline and Anna “world making”. Along the way they discarded somatic experiences that did not maintain interest, focusing instead in those that gave new aesthetic somatic experiences every time that they were experienced. This perspective on Soma Design suggests that meaning is constantly being made in the
intra-action between the object (the matter, in this case the designed artefact) and the soma. The soma is reconfigured through its entanglements with the soma design artefact. You cannot look at a soma design and know what it is about, and how it may be meaningful, you have to experience it, to intra-act with it, in order to
know. What is mattered in the moment of use is shaped in the moment between the soma design artefact and the soma itself. What we are trying to articulate, is that a specific soma, in a specific time and place, intra-acting with a specific design is where a particular mattering happens, is articulated or understood.
We can see this
mattering in some of the thick descriptions shared of our soma design process. For example, where Madeline establishes through intra-actions with Feldenkrais exercises how her pelvic floor muscles work, and where they do not work. In contrast to the surgeons’ description of her body, Madeline is able to produce a new meaning about her body, her soma is remade. Taking the Breathing Wings as another example, this artefact became “mattering” for Vasiliki as it foregrounded new and evocative experiences at the intersection between her body and the wearable. The actuation felt on the skin in the form of inflation/deflation made her experience the touch of the shape-change as a leakage towards her flesh, feeling almost like it spilled towards the inside of her shoulder blades—reaching the muscles and bones. This “world making” experience that she designed, made her not only feel, but also almost “see” the anatomy of her back through her intra-actions with the prototype. Both Madeline’s and Vasiliki’s experiences articulated through the concept of intra-actions are not so dissimilar from the
reciprocal shaping experienced by Audrey Desjardin and Ron Wakkary, where they observe that as the project changes over time, so do they—the designers—change as well [
16].
We intend that our soma design should be used and be generative in creating experiences to other somas than our own, but we do not pretend that for every soma sitting on the Pelvic Chair, or wearing the Breathing Wings, that there are generalisable experiences, nor even transferable experiences. We are aiming for something else. The mattering that emerges will be a dynamic entanglement between the soma design, and the soma. The designed soma artefact should offer an open, yet bounded experience. It should not prescribe one experience, nor infinite experiences. In this sense, an approach to understanding the validity of soma design is close to those argued for within feminist research, to account for a plurality of bodies and experiences [
39], to be applicable to many [
14].