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Designing Prosocial More-Than-Human Rhetoric within Experiential Futures

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Designing Prosocial More-Than-Human Rhetoric within Experiential Futures. / Coulton, Paul; Stead, Michael; Pilling, Matthew et al.
Mindtrek '24: Proceedings of the 27th International Academic Mindtrek Conference. New York: ACM, 2024. p. 36-45.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Harvard

Coulton, P, Stead, M, Pilling, M, Crabtree, A, Chamberlain, A & Sailaja, N 2024, Designing Prosocial More-Than-Human Rhetoric within Experiential Futures. in Mindtrek '24: Proceedings of the 27th International Academic Mindtrek Conference. ACM, New York, pp. 36-45, ACM Mindtrek 2024, Tampere, Finland, 8/10/24. https://doi.org/10.1145/3681716.3681726

APA

Coulton, P., Stead, M., Pilling, M., Crabtree, A., Chamberlain, A., & Sailaja, N. (2024). Designing Prosocial More-Than-Human Rhetoric within Experiential Futures. In Mindtrek '24: Proceedings of the 27th International Academic Mindtrek Conference (pp. 36-45). ACM. https://doi.org/10.1145/3681716.3681726

Vancouver

Coulton P, Stead M, Pilling M, Crabtree A, Chamberlain A, Sailaja N. Designing Prosocial More-Than-Human Rhetoric within Experiential Futures. In Mindtrek '24: Proceedings of the 27th International Academic Mindtrek Conference. New York: ACM. 2024. p. 36-45 doi: 10.1145/3681716.3681726

Author

Coulton, Paul ; Stead, Michael ; Pilling, Matthew et al. / Designing Prosocial More-Than-Human Rhetoric within Experiential Futures. Mindtrek '24: Proceedings of the 27th International Academic Mindtrek Conference. New York : ACM, 2024. pp. 36-45

Bibtex

@inproceedings{63b5d72d52fa487dbac9a809151c9a79,
title = "Designing Prosocial More-Than-Human Rhetoric within Experiential Futures",
abstract = "While prosocial behaviour is often described as behaviour intended to help and benefit others, it is primarily considered through an anthropocentric lens in that the others in question are principally humans. In this research, we consider designed systems whereby the prosocial benefits relate primarily to non-human actants, and although people may gain benefit, it is primarily a consequence of being part of a larger assemblage of humans/non-humans. To achieve this, we go beyond the human centred approaches, often associated with the design of prosocial interactive systems, and draw on post-humanist philosophy to create a conceptual lens that reveals and empowers alternate perspectives. Further we highlight the parallels of experiential futures and game design in that they both employ different forms of rhetoric which is subsequently revealed through interaction. This combination of post-humanist and game design framings has been developed through reflection on our research through design practice during the crafting of the different rhetorics embodied within an experiential future. Taking the form of an interactive game, our experiential future makes legible how our increased interaction with intelligent data driven products/services has associated environmental impacts. The paper presents our development of this framing with the aim of providing a scaffold upon which designers can critically examine potential futures which give greater consideration of non-human actants when designing experiential futures that encourage prosocial behaviour. ",
keywords = "Experiential Futures, Design Fiction, Speculative Design, Design as Rhetoric",
author = "Paul Coulton and Michael Stead and Matthew Pilling and Andy Crabtree and Alan Chamberlain and Neelima Sailaja",
year = "2024",
month = oct,
day = "8",
doi = "10.1145/3681716.3681726",
language = "English",
pages = "36--45",
booktitle = "Mindtrek '24",
publisher = "ACM",
note = "ACM Mindtrek 2024 ; Conference date: 08-10-2024 Through 11-10-2024",
url = "https://www.mindtrek.org",

}

RIS

TY - GEN

T1 - Designing Prosocial More-Than-Human Rhetoric within Experiential Futures

AU - Coulton, Paul

AU - Stead, Michael

AU - Pilling, Matthew

AU - Crabtree, Andy

AU - Chamberlain, Alan

AU - Sailaja, Neelima

PY - 2024/10/8

Y1 - 2024/10/8

N2 - While prosocial behaviour is often described as behaviour intended to help and benefit others, it is primarily considered through an anthropocentric lens in that the others in question are principally humans. In this research, we consider designed systems whereby the prosocial benefits relate primarily to non-human actants, and although people may gain benefit, it is primarily a consequence of being part of a larger assemblage of humans/non-humans. To achieve this, we go beyond the human centred approaches, often associated with the design of prosocial interactive systems, and draw on post-humanist philosophy to create a conceptual lens that reveals and empowers alternate perspectives. Further we highlight the parallels of experiential futures and game design in that they both employ different forms of rhetoric which is subsequently revealed through interaction. This combination of post-humanist and game design framings has been developed through reflection on our research through design practice during the crafting of the different rhetorics embodied within an experiential future. Taking the form of an interactive game, our experiential future makes legible how our increased interaction with intelligent data driven products/services has associated environmental impacts. The paper presents our development of this framing with the aim of providing a scaffold upon which designers can critically examine potential futures which give greater consideration of non-human actants when designing experiential futures that encourage prosocial behaviour.

AB - While prosocial behaviour is often described as behaviour intended to help and benefit others, it is primarily considered through an anthropocentric lens in that the others in question are principally humans. In this research, we consider designed systems whereby the prosocial benefits relate primarily to non-human actants, and although people may gain benefit, it is primarily a consequence of being part of a larger assemblage of humans/non-humans. To achieve this, we go beyond the human centred approaches, often associated with the design of prosocial interactive systems, and draw on post-humanist philosophy to create a conceptual lens that reveals and empowers alternate perspectives. Further we highlight the parallels of experiential futures and game design in that they both employ different forms of rhetoric which is subsequently revealed through interaction. This combination of post-humanist and game design framings has been developed through reflection on our research through design practice during the crafting of the different rhetorics embodied within an experiential future. Taking the form of an interactive game, our experiential future makes legible how our increased interaction with intelligent data driven products/services has associated environmental impacts. The paper presents our development of this framing with the aim of providing a scaffold upon which designers can critically examine potential futures which give greater consideration of non-human actants when designing experiential futures that encourage prosocial behaviour.

KW - Experiential Futures

KW - Design Fiction

KW - Speculative Design

KW - Design as Rhetoric

U2 - 10.1145/3681716.3681726

DO - 10.1145/3681716.3681726

M3 - Conference contribution/Paper

SP - 36

EP - 45

BT - Mindtrek '24

PB - ACM

CY - New York

T2 - ACM Mindtrek 2024

Y2 - 8 October 2024 through 11 October 2024

ER -