Cultural Theory and Design:
Identifying Trends by Looking
at the Action in the Periphery
Christine Satchell
The Interaction Design Group , University of Melbourne | satc@unimelb.edu.au
Cultural theory helps us understand users’ needs and desires;
it sheds light on why people are
likely to adopt one trend but not
another and helps indicate what
cultural influences are shaping society at any given time.
It points out things like why
our love for the iPod extends
beyond its functionality as an
MP3 player and includes our
collective embrace of its distinctive white headphone cords. So
although design practice has
ways of understanding technological features—and of eliciting
user needs—cultural theory
helps to illustrate the symbolic
value of technological artifacts,
which is often at least as important to their adoption and use
as their instrumental functions.
This makes cultural theory a
viable way for a designer of new
technologies to produce a well-received product or service.
The use of cultural theory in
the design process is not necessarily about telling designers
to “do” something different.
Instead, like other theories, it is
about thinking differently. The
use of cultural theory is being
applied in the development of a
mobile phone prototype called
Swarm, illustrating how different conceptual thinking can
lead to actual results [ 1]. This is
followed by speculation about
how this type of thinking can
be applied as part of the design
process.
Application of Theory to Practice
A three-year study of mobile
phones and youth culture
revealed that participants’ needs
were not about technology;
they were about culture, style,
fashion, identity, friendship,
and deceit. Translating such
complex, subtle user needs into
design called for a framework
to contextualize these nuances
of mobile-driven interactions
[ 2]. Cultural theory was ideally
aligned to do this because it
provides an in-depth perspective
on the ingrained and intangible
practices that are at the heart
of social communication [ 3].
What follows are two key concepts—“focusing on the action
in the periphery” and “digital
identity”—along with an illustration of these concepts as found
in user data and in a design.
to focus [ 4]. For example, one
of the peripheral groups that
have been of most interest to
cultural theorists is youth.
Significantly, cultural theory
provides a holistic critique of
everyday social behaviors of
youth cultures, not as some sort
of novelty but as unique, meaningful cultural formations. This
is important because innovation
is often occurring within the
subcultures of youth cultures:
Think hackers and gamers. By
understanding the activities of
these fringe users, new designs
can successfully be brought into
the mainstream. The process
through which illegal underground peer-to-peer file sharing
culminated in the development
of the iPod is a classic example
of this.
When taking this view, the
focus of attention is not what
properties youth have as a class
of users, but rather by what
mechanisms youth is constituted as a cultural category—not
so much “what youth is doing,”
but “how youth is doing it.” This
highlights the contrasts between
what the HCI usability specialist would look for and what the
cultural theorist would look for.
Another way of considering the
difference is an emphasis on
goals as compared with experi-
[ 1] “Cellphone Tells the
World What Mode You
Are In.” New Scientist.
23 December 2006.
[ 2] Satchell, C. “Cultural
Theory and Real World
Design: Dystopian and
Utopian Outcomes.”
In the Proceedings of
CHI ’08, Florence, Italy,
2008.
[ 3] Sengers, P., J.
McCarthy, and P.
Dourish. “Reflective
HCI: Articulating an
Agenda for Critical
Practice.” Extended
Abstracts CHI ‘06, 1683-
1686. New York: ACM
Press, 2006.
Focusing on the Action
in the Periphery
Cultural theory looks beyond
mainstream culture and
focuses on activities occurring
on the periphery. This means
that previously unrepresented
groups and practices come
[ 4] Eagleton, T.
After Theory. New York:
Basic Books, 2003.