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Design for the Value of Presence

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Handbook of Ethics, Values, and Technological Design

Abstract

This chapter elaborates on design for the value of presence. As digital technologies have made it possible for us to connect to each other at a speed and scale that is unprecedented, presence is acquiring many new stances. The distinctions between being there (in virtual worlds), being here (making the being there available here), and the merging realities of these two are essential to the notion of presence. Understanding the essence of presence is the focus of current presence research to which many disciplines contribute, including computer science, artificial intelligence, artistic research, social science, and neurobiology.

The definition of presence used in this chapter is “steering towards well-being and survival,” and this definition introduces a neurobiological perspective on presence fundamental to the approach on which this chapter focuses. This perspective recognizes the choices and trade-offs involved in presence design. Presence design is a meta-design, which creates the context for human experience to emerge. Presence as a value for design can be a design requirement, a factor of analysis, and a key value in a process of Design for Values.

This chapter discusses a number of analytical and design frameworks for constructing and deconstructing presence design. Acknowledging that presence is a fuzzy concept and that a variety of open issues can be identified, presence as a value for design is fundamental for human beings to accept responsibility in complex environments. Further research will need to address how we, as human beings, change and how our sense of presence changes, as a result of living in a network society with ubiquitous technology and all pervasive media being part of our day-to-day lives.

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Notes

  1. 1.

    Project X started off with a birthday invitation via Facebook and resulted in riots in which thousands of young people participated.

  2. 2.

    With the rise of the network society, since the 1990s, notions of presence, tele-presence, mediated presence, and network participation were explored in many conferences like SIGGRAPH, CHI, Doors of Perception, ISEA, and Presence Conferences of the ISPR. The International Society of Presence research (ISPR) was founded in 2002 as a platform for international exchange.

  3. 3.

    Architect Gullstrom eloquently described 500 years of architecture history as a history of presence research in which elaborate processes of framing in different media format human presence and suggest other people, religious entities or other worlds, are being present here. Perspective and gaze, interaction, and attribution trigger the sense of presence. After analyzing buildings and paintings since the early 1600s, she describes in detail how since the 1970s in Palo Alto, in cybernetic circles, in the work of artists, and in many cultural events technology is used to create new architectures for presence in which other places are made present as “being here.” As a result Gullstrom created an architectural “presence design toolbox” consisting of shared mediated gaze, spatial montage, framing and transparency, lateral and peripheral awareness, active spectatorship, and offscreen space.

  4. 4.

    Personal communication with military staff at Thales office in Delft in 2007.

  5. 5.

    YUTPA is acronym of “to be with You in Unity of Time, Place and Action”.

  6. 6.

    This framework is fundamental to the analyses of human network interaction in the emerging participatory systems design paradigm that is studied and developed at Delft University of Technology (Brazier 2011).

  7. 7.

    Currently the Society for Artistic Research hosts the Research Catalogue in which several journals on artistic research are published and debates are orchestrated.

  8. 8.

    MIT Sloan School of Management, founder of the Society for Organizational Learning.

  9. 9.

    Garrick Jones and Patrick Humphries studied processes of change at the London School of Economics, building upon academic research and business consulting practices.

  10. 10.

    Elinor Ostrom’s design principles for sustainable communities (stable local pool resource management) are:

    1. Clearly defined boundaries (effective exclusion of external unentitled parties)

    2. Rules regarding the appropriation and provision of common resources that are adapted to local conditions

    3. Collective-choice arrangements that allow most resource appropriators to participate in the decisionmaking process

    4. Effective monitoring by monitors who are part of or accountable to the appropriators

    5. A scale of graduated sanctions for resource appropriators who violate community rules

    6. Mechanisms of conflict resolution that are cheap and of easy access

    7. Self-determination of the community recognized by higher-level authorities

    8. In the case of larger common-pool resources, organization in the form of multiple layers of nested enterprises, with small local CPRs at the base level

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Nevejan, C., Brazier, F. (2015). Design for the Value of Presence . In: van den Hoven, J., Vermaas, P., van de Poel, I. (eds) Handbook of Ethics, Values, and Technological Design. Springer, Dordrecht. https://doi.org/10.1007/978-94-007-6970-0_16

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