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1 ASEMIOTICS OF HUMAN ACTIONS FOR WEARABLE AUGMENTED REALITY INTERFACES By Isabel Pedersen 2005 Published: Isabel Pedersen. “A Semiotics of Human Actions for Wearable Augmented Reality Interfaces.” Semiotica Vol. 2005 (155 1/4) pp. 183 201. Abstract Wearable Computers create a personal augmented reality for people who wear them. Unlike virtual reality, wearable augmented reality could potentially alter mobility, interactivity, and beingness (existence) in the actual world. As wearable computers emerge as a medium of communication, several designers like Steve Mann, discuss their physical and political goals. In other words, these computers are actively being designed by the discourse that discusses them. This paper suggests that wearables ought to be considered in terms of semiotics and rhetoric during the early phases of media design. Treating wearable actions semiotically helps us understand the meaningmaking potential of the medium. Treating the interface itself as a rhetorical text helps us understand how interfaces can be both manipulative and transformative. This paper uses Kenneth Burke’s rhetoric as a design framework, and it draws on the work of Marcel Danesi, Glenn Stillar and many others. It also examines many actual wearable computer inventions to foreground the nature of the medium. INTRODUCTION Wearable computers, computers that you strap to the body and ‘wear,’ emerge as a new medium of communication. While their more distant mobile relatives like cell phones, gameboys, notebooks, and personal digital assistants run rampant in society, wearable computers (‘wearables’) sit just over the horizon waiting for adoption by the masses. Wearables are unique because they have the potential to create an augmented reality for users. Augmented Reality (AR) is similar to Virtual Reality because both attempt to alter the meaningmaking that constitutes our reality. However, virtual reality users remain inside specially equipped rooms, ‘caves,’ which construct a reality, while augmented reality users move through the actual world with senseenhancing equipment like headmounted, visual displays. This paper explores wearable computing, in combination with augmented reality or ‘wearable AR’ in semiotic and rhetorical terms. Further, it posits a new design strategy for wearable interfaces with the goal of making wearable AR more humancentric in three areas: wearer movement, interactivity and existence (beingness). In this paper, I ask that we treat ourselves as active agents of media design, even though I acknowledge that some media theorists contest the possibility of that stance (Virilio 2000; Kittler 1999). To achieve this goal, I construct a model of theoretical resources. I adapt a selection of Burke’s rhetoric for the central theoretical focus. Burke’s ‘Definition of Humans’ (1989: 263) reveals how humans are both a

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A  SEMIOTICS  OF  HUMAN  ACTIONS  FOR  WEARABLE  AUGMENTED  REALITY  INTERFACES  By  Isabel  Pedersen  

2005  

Published:  Isabel  Pedersen.  “A  Semiotics  of  Human  Actions  for  Wearable  Augmented  Reality  Interfaces.”  Semiotica  Vol.  2005  (155  -­‐  1/4)  pp.  183  -­‐  201.  

 

Abstract  

Wearable  Computers  create  a  personal  augmented  reality  for  people  who  wear  them.  Unlike  virtual  reality,  wearable  augmented  reality  could  potentially  alter  mobility,  interactivity,  and  beingness  (existence)  in  the  actual  world.  As  wearable  computers  emerge  as  a  medium  of  communication,  several  designers  like  Steve  Mann,  discuss  their  physical  and  political  goals.  In  other  words,  these  computers  are  actively  being  designed  by  the  discourse  that  discusses  them.  This  paper  suggests  that  wearables  ought  to  be  considered  in  terms  of  semiotics  and  rhetoric  during  the  early  phases  of  media  design.  Treating  wearable  actions  semiotically  helps  us  understand  the  meaning-­‐making  potential  of  the  medium.  Treating  the  interface  itself  as  a  rhetorical  text  helps  us  understand  how  interfaces  can  be  both  manipulative  and  transformative.  This  paper  uses  Kenneth  Burke’s  rhetoric  as  a  design  framework,  and  it  draws  on  the  work  of  Marcel  Danesi,  Glenn  Stillar  and  many  others.  It  also  examines  many  actual  wearable  computer  inventions  to  foreground  the  nature  of  the  medium.  

INTRODUCTION  

Wearable  computers,  computers  that  you  strap  to  the  body  and  ‘wear,’  emerge  as  a  new  medium  of  communication.  While  their  more  distant  mobile  relatives  like  cell  phones,  gameboys,  notebooks,  and  personal  digital  assistants  run  rampant  in  society,  wearable  computers  (‘wearables’)  sit  just  over  the  horizon  waiting  for  adoption  by  the  masses.  Wearables  are  unique  because  they  have  the  potential  to  create  an  augmented  reality  for  users.  Augmented  Reality  (AR)  is  similar  to  Virtual  Reality  because  both  attempt  to  alter  the  meaning-­‐making  that  constitutes  our  reality.  However,  virtual  reality  users  remain  inside  specially  equipped  rooms,  ‘caves,’  which  construct  a  reality,  while  augmented  reality  users  move  through  the  actual  world  with  sense-­‐enhancing  equipment  like  head-­‐mounted,  visual  displays.  This  paper  explores  wearable  computing,  in  combination  with  augmented  reality  or  ‘wearable  AR’  in  semiotic  and  rhetorical  terms.  Further,  it  posits  a  new  design  strategy  for  wearable  interfaces  with  the  goal  of  making  wearable  AR  more  human-­‐centric  in  three  areas:  wearer  movement,  interactivity  and  existence  (beingness).    

In  this  paper,  I  ask  that  we  treat  ourselves  as  active  agents  of  media  design,  even  though  I  acknowledge  that  some  media  theorists  contest  the  possibility  of  that  stance  (Virilio  2000;  Kittler  1999).  To  achieve  this  goal,  I  construct  a  model  of  theoretical  resources.  I  adapt  a  selection  of  Burke’s  rhetoric  for  the  central  theoretical  focus.  Burke’s  ‘Definition  of  Humans’  (1989:  263)  reveals  how  humans  are  both  a  

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cause  and  an  effect  of  the  sign  systems  in  which  they  signify.  Burke’s  definition  treats  humans  as  sign  makers,  users,  and  misusers.  I  show  how  this  definition  also  reveals  that  humans  are  designers.  In  conjunction  with  the  definition,  I  deal  with  Burke’s  terms  for  ‘Order’  (1969  [1950]:  183-­‐189),  the  ‘positive,’  ‘dialectical,’  and  ‘ultimate’  as  a  triad  and  relate  them  to  three  key  actions  of  wearable  AR:  moving,  interacting,  and  participating  with  signs  of  being.  I  treat  these  actions  as  semiotic  processes.  

WHO  WEARS  COMPUTERS?  Glorified  in  their  extreme  by  Terminator  movies  and  other  sci-­‐fi  media,  wearables  are  being  worn  by  everyday  people  on  a  small  scale  for  many  purposes.  People  wear  computers  with  head-­‐mounted  displays  to  get  email  and  browse  the  web  (Poma  ™  2003).  Scuba  divers  wear  them  to  measure  plant  life  in  waterscapes  (WetPC  2003).  People  wear  computers  sewn  into  jackets  to  share  music  and  collaborate  with  others  on  new  musical  scores  (Nishimoto  et  al.  2001;  Tada  et  al.  2001).  Other  people  wear  computers  to  augment  the  memory  and  match  names  with  faces  (Schiele  et  al.  2001).  Soldiers  wear  them  for  urban  warfare  (O’Brien  2001).  These  current  applications  conform  to  Marshall  McLuhan’s  notion  of  media  as  ‘extension[s]  of  ourselves’  because  they  deliberately  extend  the  senses  or  the  memory  (1994  [1964]:  7).  In  a  sense,  the  ‘augmented’  aspect  of  wearable  AR  audaciously  aspires  to  better  humanity  in  some  fashion.    

Steve  Mann,  the  most  notorious  computer  wearer  and  inventor,  uses  them  to  promote  social  justice  (see  Figure  1  and  Figure  2).  With  them,  he  interrogates  commercial  and  political  hegemonic  orders  to  tip  the  balance  ‘toward  a  little  bit  of  fairness  on  the  surveillance  superhighway’  (Mann  and  Niedzviecki  2001:  168;  Mann  1998).  Acting  very  much  as  a  medium-­‐maker,  Mann  also  describes  what  wearables  should  do  and  what  they  should  avoid  doing,  creating  a  rich  terminology  of  design  goals  to  guide  the  emergence  of  this  medium.  In  this  paper,  I  deal  with  the  belief  that  it  would  be  better  if  we  designed  wearables  to  augment  rather  than  detract  from  our  humanity.  Despite  this  belief  inherent  to  so  many  texts  like  those  of  Mann’s,  many  wearable  interfaces  are  not  human-­‐centric  (or  human-­‐centric  enough)  nor  are  they  likely  to  be  so  in  the  future.  In  this  paper,  I  draw  on  Mann’s  terminology  and  outline  a  new  strategy  for  wearable  AR  to  help  it  become  more  human-­‐centric  and  emerge  as  a  unique  medium.  

 

FIGURE  1  ©  STEVE  MANN,  MANN  AND  STUDENT  WEARING  HEAD-­‐MOUNTED  DISPLAYS.  

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FIGURE  2  ©  STEVE  MANN,  POSTER  FROM  CYBERMAN  FILM  ABOUT  STEVE  MANN’S  LIFE  AND  POLITICAL  VIEWS.  

HUMAN-­‐CENTRICITY,  MEDIA,  AND  INTERFACE  To  begin,  let  me  offer  some  preliminary  descriptions  of  key  terms.  By  ‘human-­‐centricity,’  I  mean  a  value  system  that  privileges  humans  over  other  entities,  such  as  technology  or  potentially  hegemonic  orders  like  governments.  Despite  the  common  term  human-­‐computer  interaction  (HCI),  much  technology  goes  unexplored  as  to  its  impact  on  human  signification.  By  placing  wearable  AR  in  the  terms  of  human-­‐centricity,  we  remind  ourselves  that  humans  are  always  at  risk  to  the  design  decisions  that  we  make.  By  ‘design  strategy,’  I  mean  several  things.  Much  of  the  decision-­‐making  involving  human-­‐centricity  occurs  at  an  early  stage  of  design  because  we  must  decide  what  an  interface  will  do  for  a  human  long  before  we  write  any  software  code.  How  will  we  use  it?  To  what  benefit  or  risk?  In  a  sense,  designers  strategize  from  the  moment  that  they  hatch  an  idea  for  an  invention.  I  argue  that  a  set  of  assumptions,  goals,  avoidances,  notions,  and  concepts,  amongst  other  factors,  contribute  to  constructing  a  ‘strategy’  which  begins  at  an  early  stage  of  design.  Traces  of  design  strategy  remain  with  an  interface  throughout  its  existence  as  a  text.  Consequently,  strategies  bear  upon  interface  discourses  and,  ultimately,  alter  the  lives  of  real  humans  through  these  discourses.  I  argue  that  three  activities  form  a  foundation  for  wearable  AR  as  a  medium;  they  are  moving,  interacting,  and  participating  with  the  signs  of  being.  ‘Strategizing’  means  considering  human-­‐centricity  in  terms  of  each  action.  I  acknowledge  that  the  design  strategies  of  media  are  dynamic.  Even  though  I  write  about  them  (and  even  propose  one)  as  if  they  are  static,  I  acknowledge  that  they  are  not.  

The  terms  ‘media’  and  ‘interface’  need  explanation.  Marcel  Danesi  writes  that  ‘a  medium  can  be  defined  as  the  physical  means  by  which  some  system  of  ‘signs’  (pictographs,  alphabetic  characters,  etc.)  for  

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recording  ideas  can  be  actualized’  (2002:  2).  Wearable  AR  is  a  medium  “actualized”  or  instantiated  by  certain  texts.  An  ‘interface’  is  one  such  type  of  text  because  it  conducts  communication  between  a  person  and  a  computer.  More  generally,  a  ‘text’  is  a  socially-­‐recognized,  meaningful  unit.  Glenn  Stillar  writes  that  ‘texts  exhibit  some  kind  of  unity  or  texture  that  enables  them  to  be  (socially)  recognizable  as  a  whole’  (1998:  11).  Books,  pictures,  songs,  gestures,  movie  scenes,  gardens,  paragraphs,  hikes,  lectures,  meals,  and  conversations  are  all  examples  of  kinds  of  texts.  Further,  texts  are  not  isolated  entities;  they  always  exhibit  connectivity.  They  operate  in  terms  of  contexts.  The  word  ‘context’  describes  the  condition  of  texts  as  coherent  entities.  To  cohere  means  to  hold  together  as  a  mass  of  parts.  For  example,  one  might  judge  a  garden  (text)  in  terms  of  a  Japanese  garden  contest  (context).  A  wearable  computer  game,  a  text,  might  portray  characters  from  the  context  of  popular  movies,  like  The  Matrix  or  The  Terminator.  Thus  popular  movies  make  the  wearable  game  coherent  with  other  texts  like  movie  trailers,  actions  figures  of  characters,  and  fashions  (e.g.,  Terminator  3  sunglasses).  

This  paper  is  largely  about  the  beginning  of  a  medium  and  its  emergence  within  cultural  contexts.  In  the  famous  Hot  and  Cool  interview,  McLuhan  says  that  ‘when  we  invent  a  new  technology,  we  become  cannibals.  We  eat  ourselves  alive  since  these  technologies  are  merely  extensions  of  ourselves.  The  new  environment  shaped  by  electronic  technology  is  a  cannibalistic  one  that  eats  people’  (1997  [1967]:  67).  Following  closely,  Bolter  and  Grusin  posit  the  idea  that  media  ‘remediate.’  They  write  that  ‘these  new  media  are  doing  exactly  what  their  predecessors  have  done:  presenting  themselves  as  refashioned  and  improved  versions  of  other  media’  (1999:  15).  Evidence  of  remediation  lies  in  the  notion  of  ‘media  convergence.’  Danesi  points  out  that  media  do  not  ‘compete,’  they  ‘converge.’  He  says  that  ‘if  the  “roads”  on  the  digital  highway  continue  to  converge,  we  may  well  end  up  living  in  one  global  cyber-­‐universe’  (2002:  15).  I  agree  that  we  are  the  subject  and  object  of  media  emergence;  that  we  create  and  are  created  by  media;  and  that  media  remediate  and  contribute  to  convergence  of  digital  experiences  on  a  global  scale.  However,  I  suggest  that  we  need  to  take  control  of  a  medium  and  shape  it  toward  a  specific  end  as  much  as  we  possibility  can.  In  terms  of  wearable  AR,  for  example,  we  need  to  reject  the  desktop  metaphor  and  not  let  it  simply  determine  a  new  computing  medium  without  challenging  it  first.  In  addition,  we  need  to  ask  if  our  old  style  input  methods  like  mice  and  keyboards  have  any  purpose  in  a  mobile  computing  world  or  are  they  just  recycled  media  from  another  context  thrust  onto  a  new  medium  without  consideration.  This  paper  does  not  focus  on  misguided  designs  or  the  problems  with  current  wearable  AR  media.  Rather,  it  argues  that  we  need  to  conceptualize  the  medium  in  terms  of  rhetoric  and  semiotics  and  then  offer  a  new  way  to  consider  design.    

BURKE’S RHETORIC AS A DESIGN FRAMEWORK Burke’s  rhetoric  provides  a  useful  model  for  design  because  it  emphasizes  how  sign  systems,  or  “symbolic  action”  in  Burke’s  terms,  act  upon  our  real  lives.  Stillar  comments  on  the  value  of  a  Burkean  model:  

Rhetorical  analysis,  in  a  Burkean  perspective,  focuses  on  our  dual  relation  to  symbolic  action  and  symbolic  systems.  That  is  to  say,  symbol  systems  enable  us  to  construct  a  world  of  experience  and  orientation.  Through  symbols,  we  actively  shape  and  interpret  worlds  and  orient  ourselves  to  those  represented  worlds  and  the  other  agents  in  them.  

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They  constitute  our  ways  of  knowing  and  acting  in  the  world.  At  the  same  time,  the  symbol  systems  and  symbol-­‐using  patterns  of  our  cultures  define  us  as  social  agents.  They  constitute  our  ways  of  being  in  the  world.  (1998:  61)    

Real  people  act  through  ‘symbolic  action,’  and  real  people  are  acted  upon  by  ‘symbol  systems.’  We  construct  the  terms  of  our  existence  and  ‘actively  shape’  the  worlds  of  our  experience  through  symbolic  action.  Simultaneously,  symbol  systems  act  upon  us  with  commensurate  agency.  They  enact  boundaries  and  draw  human  action  under  their  domain  and  control.  This  ‘dual  relation’  of  both  acting  and  being  acted  upon  constitutes  our  epistemology  and  our  ontology.  

Burke  explores  the  dual  relation  of  symbolic  action  in  his  “Definition  of  Humans.”  Instead  of  using  prose,  Burke  uses  a  poem  in  order  to  make  each  trait  evocative  instead  of  definite:  

BEING  BODIES  THAT  LEARN  LANGUAGE  THEREBY  BECOMING  WORDLINGS  

HUMANS  ARE  THE  SYMBOL-­‐MAKING,  SYMBOL-­‐USING,  SYMBOL-­‐MISUSING  ANIMAL  

INVENTOR  OF  THE  NEGATIVE  SEPARATED  FROM  OUR  NATURAL  CONDITION  BY  INSTRUMENTS  OF  OUR  OWN  MAKING  GOADED  BY  THE  SPIRIT  OF  HIERARCHY  

ACQUIRING  FOREKNOWLEDGE  OF  DEATH  AND  ROTTEN  WITH  PERFECTION  (1989:  263)    

Language  is  action.  The  poem  emphasizes  both  the  way  humans  are  symbolic  actors  and  what  that  action  constitutes.  By  using  this  poem  as  a  framework,  I  can  stress  the  fact  that  humans  are  agents  of  design  as  much  as  they  are  acted  upon  by  designs.  The  word,  ‘design’  comes  from  the  medieval  Latin  designare,  to  mark  out,  and  suggests  the  intention  to  mark,  to  signify,  or  to  make  symbols.  It  implies  signing  (which  is  symbol-­‐making)  and  intent.  One  makes  a  deliberate  sign.  Further,  the  word  relates  to  many  verbs  like  ‘plan,’  ‘prepare,’  ‘fashion,’  ‘devise,’  ‘contrive,’  ‘execute,’  and  ‘conceive’  etc.  All  of  these  meanings  suggest  a  change  in  a  symbol  or  sign-­‐making  system,  a  transformation.  In  the  following  three  sections,  I  deal  with  how  we  can  make  wearable  AR  more  human-­‐centric  as  it  emerges  into  a  new  medium.    

MOVING  AS  A  POSITIVE  SIGN  Many  theorists  study  human  action  in  semiotic  terms.  Danesi  (1993)  writes  extensively  about  gesture  and  meaning-­‐making  in  Peircean  terms;  he  says  that  gesture  ‘remains  a  functional  subsystem  of  human  language  that  can  always  be  utilized  as  a  more  generic  form  of  communication  when  an  interaction  occurs’  (1993:  99).  Drawing  on  the  context  of  music  video,  Radan  Martinec  (2000)  adapts  a  systemic-­‐functional  approach  to  build  a  semiotics  of  human  action.  He  deals  with  a  Michael  Jackson  video,  ‘Jam,’  and  analyzes  dance  moves  and  basketball.  In  this  paper,  I  am  concerned  with  everyday  movement  because  wearables  do  everything  along  with  the  wearer.  The  computer  travels  along  with  you,  instead  of  you  travelling  to  it.  Like  clothing,  it  ought  to  be  able  to  go  anywhere.  Mann  stipulates  that  wearables  should  run  constantly.  They  must  exhibit  the  potential  to  take  a  secondary  role  so  that  wearers  can  do  other  things  simultaneously  (Mann  with  Niedzviecki  2001:  33).  Also,  wearables  can  enable  people  to  

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move  in  extreme  physical  locations  like  waterscapes,  outer  space,  the  battlefield,  or  inside  an  airplane.  Of  course,  ‘extreme’  is  relative.  One  person’s  extreme  is  another  person’s  everyday.  The  point  I  want  to  make  is  that  wearables  augment  experience  rather  than  replicate  it.  They  offer  the  chance  to  go  places  that  one  would  not  normally  go  with  a  regular  computer.  In  order  to  design  an  interface  to  meet  this  challenge,  we  need  to  understand  moving  as  a  symbolic  act.  

Burke’s  first  term  of  rhetoric,  the  ‘positive,’  involves  acting  through  naming:  

     First,  we  take  it,  there  are  the  positive  terms.  They  name  par  excellence  the  things  of  experience,  the  hic  et  nunc,  and  they  are  defined  per  genus  et  differentium,  as  with  the  vocabulary  of  biological  classification.  .  .  .In  Kant’s  alignment,  the  thing  named  by  a  positive  term  would  be  a  manifold  of  sensations  unified  by  a  concept.  .  .  .  

     The  imagery  of  poetry  is  positive  to  the  extent  that  it  names  things  having  visible,  tangible  existence.  (1969  [1950]:  183)  

Positive  terms  describe  the  ‘here  and  now’  (‘hic  et  nunc’)  and  those  distinguished  by  ‘generic  category  and  distinguishing  feature’  (‘per  genus  et  differentium’).  They  relate  to  things  that  do  not  inspire  ambiguity.  Positive  terminology  defines  things  that  have  a  sensory  existence  like  trees,  houses,  colours,  and  sounds.  However,  poetry  can  evoke  sensory  things  even  if  they  do  not  actually  have  a  positive  existence  in  the  world  (1969  [1950]:  183).  Humans,  ‘symbol-­‐using’  animals,  name  a  tree  a  tree  and  thus  estrange  themselves  from  nature;  they  act  upon  nature  with  a  system  of  symbols.  

Human  physical  acts  are  also  positive  signs,  not  only  bodies  moving.  When  we  walk  around  trees  instead  of  bumping  into  them,  we  act,  but  we  also  signify  in  terms  of  the  positive  order.  A  dodge  around  the  tree,  an  action,  reveals  recognition  of  the  tree’s  ‘visible  and  tangible’  existence.  If  we  did  not  recognize  the  tree’s  presence  as  meaning  (a  positive  sign),  we  would  bump  into  it.  Wearable  AR  suggests  a  sophisticated  exchange  of  positive  terminology  because  of  augmented  human  action.  For  example,  when  the  wearer  walks,  a  wearable  might  track  her  location  on  a  global  positioning  satellite  system  translating  her  physical  movement  to  positive  signs  in  language.  With  this  feature,  she  communicates  with  her  own  mobility  by  signifying  according  to  a  positive  terminology.  By  augmenting  her  physicality,  she  will  move  in  new  ways  because  she  will  sense  the  world  in  new  ways.  Wearable  AR  designers  need  to  address  physical  action  as  communication.  

Further,  humans  move  according  to  a  positive  system  subject  to  relative  contexts.  WearSAT  is  a  wearable  computer,  early  in  its  design  stages,  for  astronauts  performing  tasks  in  a  space  suit  during  extravehicular  activities  in  space  (Carr,  Schwartz  and  Rosenberg  2002).  When  the  wearer  is  a  crewmember  at  a  space  station  in  outer  space,  his  tangible  world  is  different.  Wearing  a  computer  in  microgravity  presents  a  different  here  and  now  to  the  here  and  now  on  earth.  The  crewman’s  indication  of  his  physical  existence,  for  example,  comes  through  language  generated  by  wearable  instruments  (e.g.,  temperature,  heart  rate  readings,  or  distance  from  earth)  rather  than  the  experiential  world.  He  and  his  computer  exchange  signs  of  the  positive  order  so  that  he  will  survive.  When  he  floats  through  space  like  a  balloon,  his  new  outer  space  movement,  a  sign,  operates  according  to  a  different  positive  terminology  than  that  of  his  everyday  context.  Instead  of  plodding  along  the  streets  on  gravity-­‐ridden  

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earth,  he  floats.  His  floating  marks  the  new  context  as  a  sign  understood  by  him,  by  his  computer  interface,  and  by  anyone  who  reads  signs  within  that  extreme  context  (e.g.,  another  astronaut).  Every  wearer  experiences  at  least  one  shift  in  context  because  wearable  AR  demands  a  real/virtual  duality.  The  virtual  aspect  of  augmented  reality  has  the  potential  to  structure  an  alternative  physical  reality.  It  could  posit  a  here  and  now  that  is  not  here  and  now.  In  other  words,  the  wearer’s  body  is  always  moving  in  the  real  world,  but  she  might  also  be  flying,  jogging,  or  sitting  in  a  virtual  context.  A  lab  in  Singapore  has  already  developed  a  wearable  version  of  Pacman  for  outdoor  use  (Cheok,  Goh,  Farbiz,  Liu,  Li,  Fong,  Yang,  Teo  2004).  In  a  wearable  game  scenario,  one  might  be  walking  down  a  busy  street  in  real  reality,  but  also  eating  virtual  characters  superimposed  upon  the  same  street.    

Wearers  need  to  be  autonomous  movers.  When  designing  for  wearable  AR,  we  need  to  treat  movement  as  symbolic  action  within  multiple  physical  contexts.  The  desktop  interface,  like  that  of  Microsoft  Windows  XP,  falls  short  in  this  regard  because  it  does  not  provide  a  human-­‐centric  interface  for  wearable  computers.  It  offers  a  context-­‐centric  interface  that  does  not  adapt  to  people;  rather  people  must  adapt  to  it.  In  this  section,  I  demonstrated  that  signs  of  movement  draw  upon,  but  also  contribute  to  context  enabling  multiple  potential  experiences  for  a  wearer.  Further,  movement  is  also  a  catalyst  to  interactivity,  which  is  the  topic  of  the  next  section.  

INTERACTING  AS  A  DIALECTICAL  SIGN  Others  have  written  about  computer  semiotics  (Andersen  1997;  Wenz  2003).  In  this  paper,  I  concentrate  on  symbolic  interaction  with,  specifically,  wearables.  Interactivity  is  a  key  benefit  of  a  wearable  in  four  unique  ways.  (1)  Wearables  promote  social  interaction.  Mann  writes  that  wearables  ought  to  be  ‘communicative  to  others’  and  ‘expressive’  (Mann  with  Niedzviecki  2001:  34).  They  ought  to  perform  these  functions  constantly.  And  they  should  provide  a  seamless  ability  to  interact  with  other  people  at  all  times.  (2)  Wearables  facilitate  interaction  with  environments.  Mann  requires  wearables  to  be  ‘attentive  to  the  environment’  with  multi-­‐modal  and  multi-­‐sensory  capabilities  (Ibid.  34).  Already  discussed  previously,  a  wearable  facilitates  interaction  with  different  environments  like  outerspace  or  under  water.  Some  applications  let  the  wearer  tag  the  physical  world  with  information  for  the  next  wearer  who  comes  along.  (3)  Wearables  offer  unique  ways  to  interact  with  the  software  (with  machines).  Software  interface,  itself,  also  acts  like  an  interactive  agent.  The  Remembrance  Agent  software  for  example  helps  people  remember  by  remembering  for  them  (Schiele,  Starner,  Rhodes,  Clarkson,  Pentland  2001).  (4)  Wearables  promote  unknown  interactivity.  Unlike  conventional  desktop  interfaces  or  even  virtual  reality  experiences,  wearables  promote  interaction  with  the  unknown.  At  least,  a  human-­‐centric  wearable  interface  ought  to  consider  the  unknown  because  augmented  reality  takes  place  alongside  the  life  of  a  human,  which  is  so  unpredictable.  Designing  for  interactivity  means  positioning  a  wearer  who  can  negotiate  dialectics  of  choice  with  other  humans,  interfaces,  environments  and  unknown  events  through  ongoing  rhetorical  transformation.  

Interactivity  instantiates  dialectical  orders.  In  his  definition,  Burke  says  that  humans  are  the  ‘inventor  of  the  negative.’  The  negative  is  peculiar  to  symbol-­‐systems  because  nots  do  not  exist  in  nature  (e.g.,  no  one  will  find  a  not  flower  growing).  However,  one  can  exchange  certain  negative  words  about  a  flower  within  symbol  systems  (e.g.,  a  flower  is  not  a  chair)  and  this  points  to  the  utter  symbolicity  of  the  negative.  Not  flower  makes  no  sense,  but  not  modern  is  possible  because  one  can  be  modern  as  well  as  

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not  modern  and  debate  the  condition  of  modernity.  Terms  where  a  not  is  possible  instantiate  a  dialectical  order.  Burke  writes  of  the  dialectical:  

Here  are  words  that  belong,  not  in  the  order  of  motion  and  perception,  but  rather  in  the  order  of  action  and  idea.  Here  are  words  for  principles  and  essence.  .  .  .  

     Here  are  titular  words.  Titles  like  “Elizabethanism”  or  “capitalism”  can  have  no  positive  referent,  for  instance.  .  .  .You  define  them  by  asking  how  they  behave;  and  part  of  an  expression’s  behavior  .  .  .  will  be  revealed  by  the  discovery  of  the  secret  modifiers  implicit  in  the  expression  itself.  (1969  [1950]:  184-­‐5)    

One  cannot  pick  up  and  hold  ‘capitalism,’  for  there  is  no  positive  embodiment  of  it  in  the  world.  It  is  an  idea.  Dialectical  signs  point  to  the  realm  of  thought  and  idea.  The  dialectical  also  involves  choice  because  there  is  an  either/or.  For  example,  paired  opposites  structure  morality  in  a  theology.  One  embraces  faith  in  order  to  avoid  its  negative,  doubt.  When  the  possibility  for  a  yes  or  no  arises,  a  binary  opposition  ensues.  The  dialectical,  then,  involves  interaction  between  opposing  terms  pushing  and  pulling  for  a  resolution  in  texts.    

Choice  leads  to  the  potential  for  design  because  humans  instrumentalize.  Burke’s  third  premise  of  humans  is  that  ‘[we  are]  separated  from  our  natural  conditions  by  instruments  of  our  own  making.’  Burke  points  to  the  instrumentality  of  language;  he  writes  that  ‘language  is  a  species  of  action  —  symbolic  action  —  and  its  nature  is  such  that  it  can  be  used  as  a  tool’  (1966:  15).  In  this  sense,  language  is  an  instrument  that  empowers  humanity  to  transcend  the  natural  condition.  This  alienation  or  separation  from  nature  enables  humanity  to  organize  signs  into  designs,  by  making  choices,  so  that  language  can  be  instrumental.    

To  be  interactive,  an  augmented  reality  interface  must  offer  wearers  the  capability  to  change  the  interface;  wearers  must  be  able  to  make  meaningful  choices  (Azuma  1997:  356).  Many  early  wearables  sprang  from  very  personal  desires  for  interaction  with  different  systems.  The  shoe-­‐computer  gamblers  were  famous  for  beating  casinos  in  the  sixties  and  seventies  (Thorp  1999;  Bass  1998).  They  claim  that  they  did  not  strategize  to  win  the  money,  they  were  driven  to  beat  the  roulette  wheel  and  turn  something  unpredictable  into  the  predictable.  The  ‘Lizzy,’  another  early  wearable,  is  a  set  of  specifications,  a  parts  list,  and  a  set  of  instructions  for  how  to  build  a  wearable,  all  published  on  the  Internet.  The  designers,  originally  Thad  Starner  and  other  students  at  Massachusetts  Institute  of  Technology,  explain  the  Lizzy:  

Why  “Lizzy?”:  Comes  from  a  talk  David  Ross  (Atlanta  Veteran’s  Administration  R&D)  gave  at  the  Boeing  workshop  about  how  the  Model  T  Ford  was  nicknamed  the  “Tin  Lizzy.”  Everyone  adapted  it  to  whatever  task  needed  to  be  done:  winching  wagons,  pumping  water,  taking  the  family  to  church,  etc.  It  is  my  hope  that  these  instructions  will  enable  folks  to  make  wearables  that  do  tasks  we  never  imagined.  (Starner  1999)  

The  Lizzy  represents  an  early  design  objective  for  wearables.  Wearables  should  adapt  to  the  task.  They  ought  not  to  operate  as  single-­‐function  devices,  like  the  original  telephones  or  television  sets.  They  

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should  be  multifunctional  devices  offering  a  great  breadth  for  interactivity.  The  Lizzy  is  a  computer,  but  it  is  also  an  idea  for  someone  else’s  computer  in  the  future.  The  unknown  is  an  essential  consideration.  

In  this  section,  I  discussed  interacting  as  signing.  I  pointed  out  that  mobility  is  a  catalyst  to  interactivity  with  other  people,  environments  and  other  interfaces.  When  we  interact  in  life,  we  meet  others  who  present  different  ideas,  thoughts,  beliefs,  etc.  When  humans  interact  in  an  interface,  they  also  engage  in  the  acts  of  clash  and  compromise  instantiating  the  dialectical  order.  When  we  design  new  wearable  interfaces,  we  need  to  consider  interactivity  on  a  much  broader  scale  than  ever  before.  In  the  next  section,  I  discuss  how  moving  and  interacting  affect  beingness.    

PARTICIPATING  WITH  THE  SIGNS  OF  BEING  Computer  interfaces  affect  our  beingness.  I  use  the  term  ‘beingness’  to  refer  to  a  quality  of  being.  If  ‘being’  means  to  have  an  existence,  reality,  actuality,  or  occurrence,  ‘beingness’  is  the  quality  of  having  that  existence.  We  participate  with  the  signs  of  being.  Design  strategies  can  manipulate  the  signs  of  being,  or  the  rhetorical  aspect  of  an  interface  that  deals  with  being.  For  example,  many  Microsoft  interfaces  begin  with  expected  greetings  that  welcome  users  to  begin  interaction.  Microsoft  is  there  before  you.  The  MSN  web  portal  offers  you  the  chance  to  store  ‘all  the  content  you  care  about’  as  if  Microsoft  knows  what  you  care  about  (My  MSN  Sign-­‐in  at  www.msn.com).  You  become  of  Microsoft  rather  than  a  person  in  control  of  her  computer.  The  result  is  that  Microsoft  appears  to  manipulate  aspects  of  beingness.  Conversely,  Steve  Mann  aspires  to  a  very  different  experience  for  computer  wearers.  He  stipulates  that  wearables  should  be  ‘observable’  by  people.  The  computer  should  linger  on  autopilot  waiting  to  assist  a  human.  It  does  not  interrupt  the  flow  of  living.  With  this  criterion,  the  computer  aspires  to  an  organ  of  the  body  whereby  bodily  functions  like  breathing,  swallowing,  or  perspiring  simply  occur  when  necessary.  He  also  says  that  wearables  should  be  ‘controllable’  by  wearers  only.  Control  is  a  governing  ideal  for  Mann.  In  an  attempt  to  displace  the  notion  of  Artificial  Intelligence  (AI)  with  his  model,  ‘Humanistic  Intelligence  (HI),’  Mann  cites  control  as  a  key  notion  (Mann  with  Niedzviecki  2001:  30).  Rather  than  humans  assisting  machinery  to  soar  to  greater  heights  of  intelligence,  Humanistic  Intelligence  stresses  humans  as  controlling  agents  and  machines  as  assistants  (Ibid.  30-­‐32).  

Hierarchy  in  symbol-­‐systems  governs  our  beingness.  ‘Goaded  by  the  spirit  of  hierarchy,’  Burke’s  fourth  trait,  involves  structuring  hierarchies  and  validating  order.  For  example,  we  use  social  ladders  to  shape  people  into  social  categories  to  justify  behaviour  or  the  behaviour  of  others  toward  them  (Burke  1961:  41)  (e.g.,  They  let  Joan  backstage  at  the  concert  because  she  is  rich).  Burke  says  that  ‘mystery’  functions  to  goad  us  because  ‘once  a  believer  is  brought  to  accept  mysteries,  he  will  be  better  minded  to  take  orders  without  question  from  those  persons  whom  he  considers  authoritative.  In  brief,  mysteries  are  a  good  grounding  for  obedience’  (Ibid.  307).  Mysteries  of  social  relations  prop  social  structures  whereby  ‘King  and  peasant  are  mysteries  to  each  other.  Those  ‘Up’  are  guilty  of  not  being  ‘Down’,  those  ‘Down’  are  certainly  guilty  of  not  being  ‘Up’’  (1966:  15).  The  spirit  of  hierarchy  spurs  people  to  work  within  terms  of  order.  

Further,  terms  of  the  ‘ultimate,’  the  third  order,  construct  the  impression  that  hierarchies  are  inalienable:  

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Now,  the  difference  between  a  merely  “dialectical”  confronting  of  parliamentary  conflict  and  an  “ultimate”  treatment  of  it  would  reside  in  this:  The  “dialectical”  order  would  leave  the  competing  voice  in  a  jangling  relation  with  one  another.  .  .  but  the  “ultimate”  order  would  place  these  competing  voices  themselves  in  a  hierarchy,  or  a  sequence,  or  evaluative  series,  so  that  in  some  way,  we  went  by  a  fixed  and  reasoned  progression  from  one  of  these  to  another,  the  members  of  the  entire  group  being  arranged  developmentally  with  relation  to  one  another.  The  “ultimate”  order  of  terms  would  thus  differ  essentially  from  the  “dialectical”  .  .  .  in  that  there  would  be  a  “guiding  idea”  or  “unitary  principle”  behind  the  diversity  of  voices.    (Burke  1969  [1950]:  187)    

The  ultimate  offers  the  seeming  authority  of  a  higher  order  to  quell  the  divergence.  Ultimate  vocabularies  propose  more  than  a  compromise.  They  generate  a  seeming  unity  in  contexts  through  functions  like  sequences,  series,  relations,  arrangement,  reason,  and  design.  They  operate  as  if  there  is  no  challenge  to  them,  like  a  principle,  which  is  a  fundamental  law  or  primary  doctrine.  An  obvious  example  of  an  ultimate  vocabulary  is  a  code  of  law,  like  the  Criminal  Code;  we  live  by  and  according  to  laws.  More  subtle  examples  of  the  ultimate  exist.  Interfaces  are  pure  convention,  for  example,  adopted  because  machines  and  humans  do  not  read  the  same  languages.  Interfaces  produce  ultimate  vocabularies  so  that  there  will  be  meaning  for  participants.  They  quell  the  divergence,  but  there  is  no  real  authority  inherent  to  them.  

‘Acquiring  foreknowledge  of  death,’  the  fifth  trait,  also  functions  with  ultimate  orders.  Richard  Coe  (1990)  writes  that  ‘the  ability  to  imagine  our  own  deaths  follows  from  the  same  propositional  negative  that  allows  us  to  abstract  and  to  articulate  the  future  tense’.  A  notion  of  death  is  utterly  symbolic.  Indeed,  foreknowledge  of  anything  is  symbolic.  But  acquiring  foreknowledge  of  death  emphasizes  the  ultimate  conclusion  of  the  text  of  life.  Signifying  in  the  terms  of  knowing  about  death  reveals  an  ultimate  vocabulary  because  we  do,  say,  and  act  according  to  an  event,  death,  which  we  only  know  through  language.  

Ultimate  vocabularies  are  products  of  being  ‘rotten  with  perfection,’  the  sixth  trait.  Burke  intentionally  leaves  humans  in  a  state  of  irony  with  this  last  clause.  He  refers  to  the  idea  of  being  ‘rotten  with  perfection’  as  a  ‘wry  codicil’  (1966:  16).  One  strives  to  give  one’s  life  form,  and  shape  oneself  toward  a  certain  end  that  one  believes  to  be  perfect.  Ultimate  vocabularies  are  perfect  because  they  are  artificial;  they  are  an  alibi  of  perfection.  The  ‘Ten  Commandments’  of  the  Old  Testament  (Exodus  20:1-­‐21),  for  example,  is  a  seemingly  perfect  text,  and  it  suggests  that  you  can  be  perfect  too  (or  good)  if  you  follow  this  perfect  code  of  goodness.  This  tendency  to  perfection  is  harmful  because  humans  do  not  contain  their  own  ends  within  themselves.  They  make  and  are  made  by  the  social  context  in  which  they  exist.    

Interface  metaphor  is  one  means  through  which  ultimate  vocabularies  negotiate  order.  Designers  use  interface  metaphors  to  shape  foreign  experiences  in  familiar  terms;  the  desktop  metaphor,  for  example,  shapes  computer  processes  in  terms  of  files,  folders,  and  trashcans  creating  an  office  context.  George  Lakoff  and  Mark  Johnson  posit  the  idea  that  metaphors  partake  in  a  system  of  ‘conceptual  metaphors’  (Lakoff  and  Johnson  1980;  Johnson  1987).  For  example,  one  conceptual  metaphor,  IDEAS  ARE  PLANTS,  appears  in  metaphoric  patterns  in  language  like,  She  breeds  interesting  thoughts  among  the  group  and  

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That  was  a  radical  branch  of  the  argument.  The  source  domain,  plants  and  the  target  domain,  ideas  comprise  a  mapping.  In  order  to  bring  conceptual  metaphor  theory  under  the  umbrella  of  Burke’s  rhetoric  and  specifically,  discuss  it  in  terms  of  the  ultimate  order,  we  need  to  remind  ourselves  that  metaphors  are  always  subject  to  context;  they  do  not  function  autonomously.  They  exist  in  the  terms  of  other  terms  and  they  are  subject  to  ultimate  orders  as  guiding  principles.  Elaborating  on  this  idea,  Danesi  points  out  that  conceptual  metaphors  as  signs,  occur  as  a  ‘cultural  groupthink  .  .  .  largely  based  on  linkages  that  are  established  over  time  among  conceptual  metaphors’  in  everyday  language  (2002:  50).  I  present  an  example  of  a  wearable  application  to  discuss  metaphor  and  the  ultimate  order.  

LifeLog  is  a  proposed  wearable  application  that  will  record  life  (Gage  2003).  It  will  attempt  to  amass  all  the  texts  of  a  person’s  life  and  store  them  in  a  life  diary.  LifeLog  is  one  of  the  current  brainchildren  of  the  Defense  Advanced  Research  Projects  Agency  (DARPA),  which  is  the  central  research  and  development  organization  for  the  United  States  Department  of  Defense.  DARPA  is  famous  for  inventing  the  Internet  in  the  late  1960s.  LifeLog  will  collect  several  specific  categories  of  information,  including  sense  texts,  geographical  locations,  health  information,  computer-­‐based  communication,  real  world  communication,  and  the  voice  content  of  one  person.  It  might  even  ‘feel’  what  that  person  feels.  As  a  metaphor,  lifelogging  might  partake  in  the  conceptual  metaphor,  MEMORY  IS  A  CATALOGUE.  The  image  implies  that  we  can  go  through  our  lives  and  collect  snippets  of  information  and  actions  and  log  them  all  to  structure  a  memory  catalogue.  However,  many  are  asking,  who  will  use  this  log?  (Regan  and  Bencivenga  2003;  Kesterton  2003)  Will  governments  watch  their  citizens  for  terrorist  activities  or  oncoming  plagues?  Will  companies  watch  consumers  to  exploit  unknown  markets  hidden  in  life’s  texts?  Will  the  military  stitch  together  the  thoughts  of  each  individual  fighter  creating  an  army  where  no  intelligence  is  ever  lost  after  soldiers  and  generals  die?  Or  will  LifeLog  help  everyday  people  remember  their  past?  In  the  end,  terms  of  an  ultimate  order  will  orient  the  interface  to  prop  one  of  these  seeming  authorities.  Will  it  be  My  LifeLog  giving  me  an  augmented  ability  to  remember  myself?  Or  will  a  government  log  me  and  store  me  by  storing  all  the  texts  which  constitute  my  humanity?  In  a  sense,  we  are  already  subjectified  by  LifeLog.  The  ‘LifeLog’  title  alone  persuades  us  to  see  our  lives  as  potentially  loggeable  which  structures  us  (humans)  as  captureable  by  computers.  Ultimately,  when  we  wear  computers,  we  alter  beingness.  Construction  of  beingness  is  also  the  site  of  struggle  between  being  empowered  or  being  dehumanized  by  wearables.  

TRANSFORMATION  ACROSS  ORDERS  The  utility  of  the  triad  is  not  to  label  words  as  ‘positive,’  ‘dialectical,’  and  ‘ultimate,’  but  to  realize  the  developmental  relationship  that  goes  on  among  these  terms.  One  term  leads  into  the  other  and  in  effect  completes  it:  

In  an  ultimate  dialectic,  the  terms  so  lead  into  one  another  that  the  completion  of  each  order  leads  to  the  next.  Thus,  a  body  of  positive  terms  must  be  brought  to  a  head  in  a  titular  term  which  represents  the  principle  or  idea  behind  the  positive  terminology  as  a  whole.  This  summarizing  term  is  in  a  different  order  of  vocabulary.  And  if  such  titles,  having  been  brought  into  dialectical  commerce  with  one  another,  are  given  an  order  among  themselves,  there  must  be  a  principle  of  principles  involved  in  such  a  design  –  

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and  the  step  from  the  principles  to  a  principle  of  principles  is  likewise  both  the  fulfillment  of  the  previous  order  and  the  transcending  of  it.  (Burke  1969  [1950]:  189)    

Burke  uses  the  terms  ‘fulfillment’  and  ‘transcending’  to  describe  the  ‘step’  from  one  order  to  the  next.  Each  order  must  be  seen  in  terms  of  the  other  orders  (see  Figure  3).  I  understand  this  process  as  a  transformation.  

FIGURE  3  RELATION  BETWEEN  BURKE’S  TRIAD  OF  TERMS  AND  THE  ACTS  OF  WEARABLE  AR  

Burke’s  triad  exposes  the  transformative  nature  of  rhetoric.  It  offers  three  orders,  or  hierarchies,  namely,  a  positive  order  instantiated  by  terms  of  a  material  nature,  a  dialectical  order  instantiated  by  terms  referring  to  the  realm  of  ideas  (clash  and  compromise  between  signifying  entities),  and  an  ultimate  order  instantiated  by  terms  which  act  as  a  seemingly  sovereign,  organizing,  and  authorizing  principle  over  the  whole  set  of  terms.  Transformation  occurs  as  each  order  conveys  the  social,  consequential  functions  of  texts  within  contexts  from  one  order  to  another.  Moving,  interacting,  and  existing  through  a  wearable  interface,  as  symbolic  acts,  relate  to  the  positive,  dialectical,  and  ultimate  orders  respectively.  Moving  is  a  positive  sign,  interacting  a  dialectical  sign,  and  existing  according  to  is  an  ultimate  sign.  When  we  move  through  the  world  (enabled  with  a  computer  that  moves  easily),  we  meet  others  and  this  interactive  relationship  causes  a  dialectic  of  ideas.  Our  movement  and  interaction  causes  us  to  act  according  to  a  seemingly  supreme  system  of  signs  that  governs  our  behaviour  (for  better  or  worse).  

For  example,  wearable  computers  might  enable  an  augmented  version  of  chess  whereby  players  see  the  game  on  a  head  mount  display.  Two  teams  of  real  and  virtual  people  (avatars)  physically  move  around  an  actual  chessboard  in  a  local  park  (positive  order).  Interactivity  occurs  when  players  step  into  new  positions  (positive  order)  and  create  new  decisions  for  others  to  make  (dialectical  order).  However,  governing  this  entire  activity,  this  rhetoric,  are  the  rules  (ultimate  order).  The  rules  are  the  given;  they  act  insidiously  or  overtly,  but  the  players  agree  to  participate  in  terms  of  the  rules  as  the  game  progresses.  Not  acting  according  to  the  rules  negates  the  game.  At  the  end  of  the  game,  one  player  is  the  winner  (ultimate  order).  That  player  becomes  superior  to  the  others;  his  actions  reconfigure  the  roles  and  identities  of  the  other  players  who  are  now  losers  (ultimate  order).  When  the  interface  presents  one  with  the  means  to  claim,  I  exist  in/through/of  this  interface  in  a  different  way,  transformation  has  occurred  in  some  form.  

Interactivity  as  construed  by  Dialectical  Terms  

Beingness  as  construed  by  

Ultimate  Terms  

Mobility  as  construed  by  Positive  Terms  

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In  conclusion,  wearable  AR  interfaces  offer  wearers  the  chance  to  move  autonomously,  to  interact  constantly,  and  (if  strategized  correctly)  to  exist  in  new  and  empowered  ways.  Recognizing  actions  associated  with  wearable  AR  in  terms  of  rhetoric  and  semiotics  gives  us  a  design  framework  for  these  goals.  To  design  is  to  act  on  a  symbol  system,  but  also  to  relinquish  activity  and  be  acted  upon  by  the  same  system.  This  paper  attempts  to  leverage  our  design  choices  (the  choices  that  we  do  have  control  over),  with  a  theory  to  bring  about  interfaces  that  are  human-­‐centric.    

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