Archives for category: random

By Mona Sakr

An overview Loke and Robertson’s ‘Making Strange’ methodology and a discussion of its relevance to embodiment

In Loke and Robertson’s (2008) ‘making strange’ methodology, the way we perceive and feel the moving body is actively unsettled in order to find new perspectives on the body and bodily interaction. The practice of ‘making strange’ builds on the work of dancer Maxine Sheets-Johnstone who explored the phenomenological consequences when individuals disrupted their familiar or habitual movements. In ‘making strange’, our assumptions and habitual understandings about the body are unsettled through explicit inquiries into movement. Loke and Robertson argue that de-familiarising the movements of the body can open up new spaces in the design of artefacts and technologies. It can help us to invent or devise new types of movement; it enables an investigation into the experience of movement; and it encourages us to find new methods for re-enacting or recording movement.

 So how does ‘making strange’ work? Loke and Robertson suggest a range of techniques that can facilitate innovative thinking about the body and movement:

  • Scoring – a simple score might consist of three movements e.g. walking, standing and crouching, but by improvising in terms of the speed, duration, order, focus, or use of space, these movements can be radically altered.
  • Falling – unorthodox movements, like falling, can help us to re-feel and re-negotiate our relationship with the moving body.
  • Somatics – certain practices, like Qi Gong, can help us to become more aware of our felt sensations and to prioritise these over the external perception of movement.
  • Finding Pathways – what part of the body do you lead with when you move, and what would happen if this were changed? Try walking left shoulder-first, or leading with your elbow when you lift your arm.
  • Imagery – the language we use to talk about the body and movement can help us to enact movements differently. Think of the ‘light as a feather, stiff as a board’ game that you may have played when you were younger. Chanting these words as a group while lifting one of your peers changes the experience.

For dancers, these techniques are a way of accessing, inventing and designing new forms of movement. For researchers of the body though, we also need methods for capturing responses to these movement techniques. And as designers, we need to link these responses to, or ‘write’ them into, systems that depend on movement.

Some ideas for recording responses might include:

  • Video to capture the movement
  • Transcriptions of the movement through visual plots e.g. plotting the motion of particular points on the body
  • Photography to capture the moments that define the essential points of the movement e.g. when we raise our hands, the essence of the movement is in the fingers raised towards the sky
  • In situ comments on the phenomenological consequences of the movement
  • Oral or written reflective commentaries

‘Making strange’ is an exciting starting point in the design of embodied interaction. Beyond the techniques it suggests though, we need robust methods for capturing the outcomes of practising these techniques, along with guidelines for implementing them in the design of systems that depend on whole-body interaction. For me, the next step in understanding the ‘making strange’ methodology will be to try the techniques suggested by Loke and Robertson and to capture my responses in the ways I’ve suggested.  Will the outcomes be useful in thinking about and designing for whole-body interaction?

Loke, L. & Robertson, T. (2008) Inventing and devising movement in the design of movement-based interactive systems. OZCHI’08 (81-88).

By Mona Sakr

Getting to grips with the philosophical approach of phenomenology

When you work with/in embodiment, you come across so many concepts that feel almost impossible to get a true grip on. Beautiful ideas, like phenomenology, roam free and can be intimidating as a result. In my role at MODE, I am currently contributing towards a glossary of terms that are used in embodiment research. It’s a fantastic way of working out what’s really important when you’re first engaging with a new concept or approach. After writing the first draft of the glossary entry for ‘Phenomenology’, I decided to test myself. Without looking at a single book, paper or webpage, what could I say that I knew about phenomenology? The result was the following:

10 things I know about phenomenology

  1. Phenomenology is the study of lived experience.
  2. The founder of phenomenology was the German philosopher Husserl, who lived and wrote at the turn of the twentieth century.
  3. Heidegger, Husserl’s student, was fundamental in developing the field of existential phenomenology.
  4. In 1927, Heidegger wrote Being and Time, a central text in phenomenology.
  5. In Being and Time Heidegger made the distinction between tools that are ‘present-at-hand’ and ‘ready-to-hand’. Tools that are ‘ready-to-hand’ can be used without thinking, without awareness. Although familiarity usually leads to tools becoming ‘ready-to-hand’, our awareness of them may be drawn back to them if they suddenly stop working (Heidegger uses the example of the pen that breaks while you are writing).
  6. In 1945, Merleau-Ponty wrote a book called Phenomenology of Perception. It is another central text in phenomenology.
  7. In Phenomenology of Perception, Merleau-Ponty presents the body as the hub of all meaning-making. Physical touch represents a ‘chiasm’ (a crossing-over) between subjectivity and objectivity. Bodies are both capable of touching and are tangible.
  8. Dreyfus (1992) built on Heidegger’s ideas towards technology use in his critiques of artificial intelligence. He has argued that AI algorithms and devices only make sense through the implicit and tacit knowledge that a user brings to them. Studying interactions with technology are therefore as much about studying the user as they are about studying the object.
  9. How do you collect data as a phenomenologist? Phenomenologists typically access lived experience through interviews and participant reflections (either written or oral). An interview approach called Interpretive Phenomenological Analysis (IPA) is one example of a methodological framework that uses phenomenology as its starting point.
  10. Phenomenological enquiries are likely to foreground the lived experience through four ‘lifeworld existentials’ (Veletsianos and Miller, 2008): body, time, space, relations with others.

At the end of this exercise, the questions I’m left asking are:

What are the glaring gaps in my breakdown of phenomenology?

Is this a positive exercise or does it lead to the reduction of ideas?

What concepts/approaches in embodiment would I struggle to do this exercise for?

By Mona Sakr

A discussion of the term ‘intercorporeality’ and its relevance to embodiment in digital environments.

 The term ‘intercorporeality’ simultaneously foregrounds the social nature of the body and the bodily nature of social relationships. As a concept, it emphasizes the role of social interactions in the construction and behaviours of the body: ‘the experience of being embodied is never a private affair, but is always mediated by our continual interactions with other human and nonhuman bodies’ (Weiss, 1999, p. 5). At the same time, it suggests that our existence in relation to others – our intersubjectivity – is something tangible and bodily (Csordas, 2008).

 Intercorporeality is a relevant concept for understanding embodied experiences in digital environments because as Kim (2001) suggests, digital environments open up new opportunities for intercorporeal practices. Through bodies, we can share and extend our ‘bodily experiences’ (Merleau-Ponty, 1962).

Consider the following examples:

  • Through a webcam, I can see into locations that go beyond those that immediately surround me in physical space,
  • Through social media, I can extend my grip on others and touch the lives of others though they are not physically close to me (see Springgay, 2005),
  • Through my phone, I can audio record others’ voices and hear again the past and the interactions it comprised.

The words ‘see’, ‘touch’ and ‘hear’ demonstrate the extent to which social interactions are bodily. The examples above suggest that digital environments can impact on the body’s perceptions and sensations and this will, in turn, affect the way we interact with others – our intercorporeal practices.

Csordas, T. J. (2008) Intersubjectivity and intercorporeality. Subjectivity, 22(1), 110-121.

Kim, J. (2001) Phenomenology of digital-being. Human studies, 24(1-2), 87-111.

Merleau-Ponty, M. (1962) Phenomenology of Perception. London: Routledge & Kegan Paul.

Springgay, S. (2005) Thinking through bodies: Bodied encounters and the process of meaning making in an e-mail generated art project. Studies in Art Education, 47 (1), 34-50.

Weiss, G. (1999) Body images: Embodiment as intercorporeality. New York: Routledge.

By Mona Sakr

A few days ago, I talked about Streeck’s taxonomy of gesture in Gesturecraft. It’s now time to share the taxonomy of hand action we’ve developed at the lab in response to a study of the hands in scientific inquiry. This taxonomy relates particularly to scientific inquiry contexts (though it may be useful for looking at hand action in other forums of experience) and is based on ‘reading’ both the form and function of hand actions. It’s inspired by literature in the field and video analysis of students involved in inquiry learning about the behaviour of light.

1.     Ergotic movements

Ergotic movements are those that change the surrounding environment . Such movements may involve changing the position of an object, or attempting to change its physical properties. In the context of scientific inquiry, ergotic movements are necessary in order to facilitate observations of particular phenomena.

2.     Epistemic movements

Epistemic movements are those that enable an individual to know more about the physical properties of an object. While ergotic movements are designed to change the surrounding environment, epistemic movements enable better perception of the surrounding environment e.g. through feeling the texture of an object.

3.     Deictic gesture

Deictic gestures are used to point to or physically highlight objects or areas in the physical world. They may be used to draw attention to a representational field or a particular aspect within a field.

4.     Re-enactment gestures

While deictic gestures draw attention to particular parts of the environment, re-enactment gestures focus on descriptive processes and so have an added temporal dimension of expression. Through using re-enactment gestures processes that are otherwise too fast to be visible can be slowed down.

5.      Ideational gestures

While all of the actions described above relate to physical phenomena that are present, ideational gestures can be used to indicate content that is not present in any respect, like abstract ideas or previous experiences. In the context of scientific inquiry, students may wish to invoke previously learned knowledge in order to make sense of what is currently occurring. Gesture may be helpful in this because it constitutes a way of representing absent knowledge.

Food for thought:

‘…developments in technology point towards the possibilities of post-bodied and post-human forms of existence…’ (Featherstone & Burrows, 1995, p. 2)

Featherstone, M. & Burrows, R. (1995) Cultures of Technological Embodiment: An Introduction. In M. Featherstone & R. Burrows (eds.) Cyberspace, Cyberbodies, Cyberpunk. London: SAGE. 

By Victoria Grace Walden

I’ve always been a critic of 3-D technology because I feel it distracts from the verisimilitude. However, recent experiences of 3-D films have made me ponder whether they do offer spectators a sensual experience more similar to real world perception than 2-D films.

Those who champion 3-D filmmaking seem to imply this argument. Just before the release of his 3-D spectacular Avatar, James Cameron proclaimed: “We are born seeing in three dimensions… most animals have two eyes, not one. There is a reason.”  (

Interestingly, the free dictionary defines third-dimensional not only as added depth, but added realism too:

“third dimension


1. The quality of depth or thickness in an object or a space.

2. The quality of seeming real or lifelike.”

( )

Previously I, like many critics of the technology, could never understand this belief. How could this awkward, often unfocused, image be more “lifelike” than then 2-dimensional cinematic images we were used to?

In December 2012 I was fortunate to receive tickets to the Premiere of Ang Lee’s Life of Pi. I’d heard great things about the film so was naturally excited. However, my experience of the screening (which was in 3-D much to my dismay) was an unpleasant one, but one that emphasised how affect is always an embodied and pre-logical experience. I have problems with my peripheral vision and suffer from astigmatism therefore me and 3-D glasses do not have a happy relationship. While the beautiful, fairly still sequences of the zoo in the opening of the film were spectacular to watch, as soon as Pi was lost at sea I felt an overwhelming sense of nauseous. The experience was so unpleasant I missed the majority of the film, opting instead to stare at the floor or close my eyes in fear I may vomit. I felt physically unwell even after the film had ended and I had left the auditorium.  The motion of the train journey home only emphasised the sickly feeling.

This rather unpleasant cinematic encounter reminded me of the importance of considering affect as a pre-logical attribute of the film (and in fact any) experience.  Eric Shouse (2005) and Brian Massumi (1980) are clear to differentiate between feeling, emotion and affect. As Shouse explains, “a feeling is a sensation that has been checked against previous experience and labelled” therefore infants cannot experience feelings (Shouse, 2005:3). While “an emotion is the projection / display of a feeling” which can be genuine or faked to correlate with social expectations (Shouse, 2005:4). However, “an affect is a non-conscious experience of intensity; it is a moment of unformed and unstructured potential” (Shouse, 2005: 5).

Eisenstein also highlights that sensation differs from cognitive understanding because it returns us to a pre-evolved state: socially, before man formed linguistic structures and individually, that infant state before we learnt social norms of behaviour and language (As Shouse echoes in his paper). While Eisenstein uses the term “emotion” in his writing, his concept of “emotion” is not dissimilar from contemporary notions of “affect”.  The term “affect” only became widely used after Silvan Tomkin’s seminal work Affect Imagery Consciousness (1961-63).

I argue therefore, that 3-D does not make the image appear more “lifelike” but rather 3-D technology submerses the spectator in a lifelike sensual experience. While Ang Lee’s use of 3-D resulted in me being distracted not only from the verisimilitude, but the entire film experience, the technology caused a physical response in me unlike any 2-D film I’d ever seen. I’ve often, momentarily, recoiled or jumped when watching 2-D films, but never felt physically sick and the affect has never continued beyond my leaving the auditorium.

When I first became interested in questions of embodiment I wondered how my body and the bodies I encounter (virtual or real) could affect and be affected. What could the connection between the body and affect be? What I have come to understand is that embodiment is central to affect, affect is my body’s response – my body’s way of thinking.


Massumi, B (1980) Introduction in Deleuze, G & Guattari, F A Thousand Plateaus, London, UK & New York, USA: Continuum

Shouse, E (2005) Feeling, Emotion, Affect in M/C Journal: A Journal of Media and Culture Vol 8 Issue 6 Dec 2005 accessed at: http://www.

Smith, G.M (2004) Moving Explosions: Metaphors of Emotion in Sergei Eisenstein’s Writings in Quartley Review of Film and Video 21.4 (October- November 2004) pp305-315 accessed at:

Also, for an interesting article on 3-D and haptic visuality see:

Ross (2012) The 3-D aesthetic: Avatar and hyperhaptic visuality in Screen 53:4 Winter 2012 pp 381- 397 accessed at:

By Mona Sakr

‘Just as others have argued that it is through our ways of seeing the world that we become viewing subjects (see Crang, 1997), it is through our bodies that we become doing subjects.’ (p. 261)

Jaworski, A. & Thurlow, C. (2011) Gesture and movement in tourist spaces. In C. Jewitt (Ed.) The Routledge Handbook of Multimodal Analysis. Abingdon: Routledge, pp. 253 – 263.

By Mona Sakr

How important is the body in a world of email communication and blogging? It seems that individuals can have influence on others without ever referencing their body. Or do emails and blogs reference a different kind of body? Does digital communication depend on imagined bodies? When I read a blog, do I necessarily imagine a body for the blogger? If so, what shape do these imaginings take?

I try this out…

I visit Keri Smith’s blog. Keri Smith is an illustrator and writer who makes quirky and beautiful books (e.g. ‘How to be an explorer of the world’). The most recent post on her blog is a photographed image of used teabags, followed by a quote from Georges Perec. Before I read the quote or reflect on the image, I imagine the actions that were necessary for the information in front of me to be gathered. Some one needed to have taken that photograph. Given that Keri Smith is an artist, I imagine that she took the photograph and she set up the scene to be photographed. I imagine also that she read this particular quote in the context of more general reading, and that her choice of this quote was marked by an embodied activity – looking up from the novel perhaps to consider what has just been read, or folding over the edge of the page to mark the place where the quote appears.


In short, my appreciation of the blogpost is coupled with the reconstruction of activity that I assume made it possible. The activities were presumably carried out by a body. While I do not imagine a particular body with certain physical features, I think in terms of actions and capabilities – what the body must have been capable of doing and what it did. I make sense of the blog and the individual who writes it through this imagining of the body. I like the actions that (I assume) made the blog possible, and I therefore like the blog and blogger.

What place is there for imagined bodies in theories of social media and digital communication?