being anonymous; it’s about
reconstructing identity in digital
spaces. What qualities do people
want to include as they rebuild
their digital self? What do they
want to leave out?
A major challenge in developing a prototype of the Swarm
was to allow the user to create
a digital identity that, as in real
life, was not singular or static.
Instead, users can take on many
different personas in accordance
with the nature of the activity
they are conducting or the person they are interacting with.
Therefore, the Swarm supports
avatars that simultaneously represent the users’ multiple identities. For example, a user can
set a social avatar for friends
to see while simultaneously
projecting a professional avatar
to colleagues. Furthermore, in
order to allow greater creativity
when creating digital identities,
the user can embed their avatar
with digital content that will be
revealed when it is clicked on.
This can act as an incentive for
those not present to join the person or allow for those who can’t
be there to “get the picture.”
abstract user needs such as
“identity” and “friendship.”
If we took an engineering
approach to digital systems,
we would ask questions about
how users or systems worked.
If we took a usability approach,
we would ask questions about
how people would understand
systems and put them to use.
However, both approaches
leave other questions unasked.
How do pages on MySpace or
Facebook reflect youth subcultures? How do digital cameras
change the way that people
think about images? What
roles do mobile phones play in
people’s lives? Reflecting the
idea that digital media are not
simply engineering artifacts but
cultural objects, these sorts of
questions are the domain of cultural theory.
team, in all likelihood, their
perspectives may not seamlessly align with the vision of
corporate culture. So is there a
middle ground between these
options and the direction to go
absorb Baudrillard, Deleuze and
Guattari, Derrida, and Foucault?
There is, but it lies not so
much in “what we should do”
and more in sensitizing one’s
self to cultural theory concerns
about “what we should recognize” as we go about traditional
ethnographic approaches. We
should recognize that digital
artifacts are important not so
much for how they work, but
for what they mean to people
and for people. What we need
to address is not so much how
people use technology but how
they live their lives through it.
If there is a take-home message
for design practitioners, then,
it is to be aware that usability
of information technologies is
often secondary to their utility,
and that cultural theory offers
a perspective on the uses that
technologies and artifacts serve
for people in everyday life.
Situating Cultural Theory in a
Broader Design Spectrum
Cultural theory, then, offers an
alternative to traditional usability approaches by focusing on the
cultural contexts in which technologies are put to work, and it
offers a way to understand not
just how they are deployed and
used but how they are experienced and understood. These
glimpses of the complex forces
that drive us to engage with
technologies in a particular way
are useful for designers wanting
to move beyond “efficiency” and
“function” to incorporate more
Applying Cultural Theory
Our experience with the Swarm
prototype demonstrates that a
cultural analysis had relevance
for our project. You might ask,
how could it have relevance for
yours? By and large, cultural
theory resists easy reduction to
rules of thumb and straightforward communicable “
implications for design.” There are no
simple formulas or slogans. A
cultural theorist could be hired
as part of a commercial design
team to provide insights into
the forces that drive us to adopt
a particular trend. Yet these
insights would be inexorably
entwined with the discipline’s
origins in Marxist theory, meaning they would be arrived at
via a searing critique of consumer culture. For this reason,
although a cultural theorist
could be an immensely useful
addition to a commercial design
ABOUT THE AUTHOR
Christine Satchell Ph.D. is a
senior research fellow with
creative industries at
Queensland University of
Technology and an honorary research fellow with the Interaction
design group at the University of
Melbourne. My research is about understanding the social and cultural nuances of
everyday user behavior in order to inform
the design of new technology. Currently, I
am part of a team focusing on the relationship between constellations of technologies
including mobile devices, social networking
sites, sensors, and shared displays in
urban environments.
November + December 2008
DOI: 10.1145/1409040.1409046
© 2008 ACM 1072-5220/08/1100 $5.00