user experience

By Milosz Waskiewicz, 27 May, 2021
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Abstract (in English)

Writers workshops—the lifeforce of any writing movement. Electronic literature has had its share of writing workshops, and we’d like to revitalize that tradition. Yet electronic literature opens up dimensions of meaning—and just as reading electronic literature becomes convoluted and complex, so too does critiquing works in progress. Can a small, dedicated group of people be brought together to surmount these challenges? Are there people willing to commit 5 hours of their lives to yet more meetings, as well as homework? Probably. After all, we are crazy enough to write and deep read this stuff, so we may well be crazy enough to share our addictions.This engagement series would happen mostly before the ELO 2021 conference. We will provide a survey and ask for volunteers in early February for two pods of six writers each. Each pod would have a moderator. An introductory meeting with all pods would take place in early March, and then schedule two pod meetings in March and April. These working sessions would allot 30 minutes per work to discuss and react.Pod participants (max of 12 people unless we get someone else to moderate a new pod) would gain training in user interaction and reaction and be able to workshop their works in progress.

At the conference, a virtual engagement session with all participants would discuss what went well, what could be improved, and how this preliminary pod approach could be extended to provide an outlet for electronic literature creators to explore each other’s works. All ELO conference participants would discuss ways that reacting critique techniques, user experience and interface testing, and plain old writing workshops could help electronic literature creations.WritePODS will provide an outlet and a voice for works in progress. It will also be ideal for newcomers to electronic literature as this would ensure that participants will know at least the 6 others in their pod before the conference. WRITEPODS can also spark new collaborations and creations.

DURATION OF EVENT AT THE CONFERENCE: 90 minutes, with the first 30 showcasing some of the works, 30 minutes to discuss the pods, and 30 minutes to dream about the future.MAXIMUM NUMBER OF PARTICIPANTS: 12 in the pods (unless someone else volunteers as a moderator for another pod) and unlimited in the conference event.

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Description (in English)

In the form of an interactive text projection installation, the proposed project will utilize the language of the contemporary algorithmic ‘user culture’ to create a dynamic second-person narrative. In doing so, it seeks to examine the relationship between an ubiquitous virtuality, the logic of quantification and data-based representation, and the possibility of a remaining physicality. This project stemmed from a conversation with a student, where we talked about an existing application designed for food delivery, such that one would not even need to move anywhere for basic needs. This prompted my comment, "the last physical space will just be where you are standing." Anchored by this statement, the project consists of an application that will be activated when the viewer/user steps into a particular spot in the gallery and their presence is detected. The projected application would simply be a blank screen that, when activated, types out random, fictitious, and absurd ‘you-statements’ that would resemble the language utilized in contemporary data-mining and the algorithmic quantification of users (ie.  you might also enjoy…, you have a pattern of…). The result is a projection that mimics the process of data extraction, displaying text that is part fictional characteristics forcefully prescribed onto the viewer/user, and part second-person narrative, imperious and coercive, questioning what it means when information represents the populace. It tells the viewer/user a narrative about themselves, that is most likely untrue, but perhaps eerily familiar. Much primacy has been given to the role and place of the ‘user,’ with ideas adorned by this prefix becoming commonplace: user-generated content, user-friendly, user-interface, user experience…etc. UX (user experience) denotes a sense of the user-centric, of working for the user, designed to make the user’s life better. Despite this claim, UX is conceived to better understand the user for the benefit of the state and corporate administration. What was once on the peripheries (the user) is now the main source of value-extraction. The project is partly an examination of the dominance of a supposedly user-centric, individualized, customizable big data society, by placing certain attributes and data onto the viewer/user that are false, while constructing a situation that resembles and emphasizes the violence of data-extraction and databased representation, in particular its fallibility. Through linking the physical presence and location of the viewer/user with the apparatus that extracts and prescribes (false) attributes, the project intends to emphasize the polemics of data extraction from users and their subsequent representation by such information, while insisting on the fraught linkage between these virtual enterprises and the persisting physicality.

By Vian Rasheed, 12 November, 2019
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Abstract (in English)

Responding to the conference theme of “peripheries,” user experience and interface design are frequently on the periphery of electronic literature. Attention to these details, however, can effectively immerse readers in sensory-rich literary aesthetics. User experience and interface design also prompts authors to consider differently-abled readers, viewers, and/or inter-actors, often themselves on the peripheries. This presentation proposes practices for embodying user experience and interface design in works of electronic literature. The desired end result is to enable creators of electronic literature to best utilize the features, affordances, and constraints offered by the digital context of their medium to promote affectively powerful literary experiences.