Professional Documents
Culture Documents
screen
mutations
Staging the
family meal for
transnational
families
Louisa Zahareas
SD Master 2nd Year
///<Summary>
/ / / < Ta b l e o f C o n t e n t s >
Screen Commensality
6-11
12-15
C h a p t e r 2 _ M i g r a t i o n a n d t h e Te c h n o - F a m i l y
Transnational families & screen mediated interactions
18-23
24-29
32-33
34-43
46-53
54-73
Temporal Continuity
74-75
78-81
82-83
86-87
88-111
86-87
chapter 1
/// <Source>
Frommer, Dan. Mary Meekers 2014 Internet Trends
Report: All the Slides plus Highlights. Quartz. Atlantic
Media Co. Web. 3 Mar. 2015.
and google Hangouts has grown tremendously over the past decade.
can we reach with this form of remote presence? Is the screen the
manipualte it? How can we invent new ways of sharing an experience with
someone through a screen, how does the medium itself affect the way we
interact and how does it impact our social evolution and the evolution
emphasize the visual and audio aspects while others focus on the
screen
commensality
<Footnotes>
1. Peripheral awareness or ambient awareness of someone or something is
created through constant and regular reception and/or exchange of information
fragments. Picking up the environmental cues or someones presence or of an activity
going on.
/// <Source>
increasingly mediated by the screen. In this way the shared meal, as the
for the narrative of this thesis. The research will not focus on
whether we should or shouldnt eat together as a family but rather
<Footnotes>
1. Commensality is the practice of sharing food and eating together in a
social group such as a family. Universally, commensality is central to defining
and sustaining the family as a social unit. In ancient Greece, for example, oikos
(family) was stipulated as those who feed together (Lacey, 1968, p. 15).
2. In fiction, a MacGuffin (sometimes McGuffin or maguffin) is a plot device
in the form of some goal, desired object, or other motivator that the protagonist
pursues, often with little or no narrative explanation. The specific nature of a
MacGuffin is typically unimportant to the overall plot. The most common type of
MacGuffin is an object, place, or person; other, more abstract types include money,
victory, glory, survival, power, love, or some unexplained driving force. The
MacGuffin technique is common in films.
/// <Source>
/// </quote>
Following on some observations regarding the
<dominant role of visual representations in our culture>, I
will argue that we are now living in a society in which
simulations are often more influential, satisfying and
meaningful than the things they are presumed to represent.
<Media technologies play a fundamental role in our cycle of
meaning construction.> It has consequences for our concepts
of virtual and real, which are less complementary than they
are usually understood to be.
/// <Source>
{
Mensvoort, Van. Next Nature. NextNaturenet Exploring the
Nature Caused by People RSS. 13 Apr. 2009. Web. 1
Mar. 2015.
change to work better with the language of the screen and 2) that use
the way our already existing devices work as a starting point of a new
will focus around this idea that a new design method can be created
around t
and confronts us with the fact that our relationships are increasingly
/// <Source>
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are two themes that are difficult to bring together. On the one hand,
technology is abstract and immaterial, giving us the opportunity to
connect to anyone at any time. On the other hand, the act of eating
means being grounded, it involves the basic things of existence, it is a
sensual, physical act.
/// <Source>
Ochs, Elinor, and Merav Shohet. The cultural structuring of mealtime
socialization. New Directions for child and adolescent development 2006.111 (2006):
35-49.
Goffman, E. Behavior in public spaces. Notes on the
Social Organization of Gatherings. The Free Press, NY
(1963).
THE
SCREEN
<Jean
Jullien>
Illustration
of the
series_
Surface on
Surface.
March, 2014
<n.>
1. A movable device,
especially a framed
construction such as a room
divider or a decorative panel,
designed to divide, conceal,
or protect.
2. One that serves to protect,
conceal, or divide
3. A coarse sieve used for
sifting out fine particles, as
of sand, gravel, or coal.
4. A system for preliminary
appraisal and selection
of personnel as to their
suitability for particular
jobs.
5. A window or door insertion
of framed wire or plastic mesh
used to keep out insects and
permit air flow.
6.
a. A surface or device on
which an image, such as
a movie, is displayed for
viewing.
b. The medium in which movies
are shown: a star of stage and
screen.
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THE
ILLUSION
We see
things increasingly
through the prism
of our screens,
we have the
illusion that we
connect and keep
our relationships
intact through the
use of our screen
displays. But in
the process of
learning how to
live and interact
through these flat
interfaces we seem
to forget first
of all that they
only provide us
with the illusion
of closeness, a
simulation of
it, and that they
affect the ways
we interact with
our physical
realities. In other
words, these flat
representations
actually change our
3d reality. This
thesis is trying
to explore how far
we are willing to
go into distorting
our physical
environment to fit
with the language
and aesthetics of
our two-dimensional
displays.
<n.>
1. Something that
deceives by producing a false
or misleading impression of
reality.
2. The state or condition
of being deceived;
misapprehension.
3. An instance of being
deceived.
4. Psychology. a perception,
as of visual stimuli (optical
illusion) that represents
what is perceived in a way
different from the way it is
in reality.
5. a very thin, delicate
tulle of silk or nylon having
a cobwebbed appearance, for
trimmings, veilings, and the
like.
6.Obsolete. the act of
deceiving; deception;
delusion.
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chapter 2
71
16
71
The
intraEurope
migrants
The idea of <family
for many is not bound
around the idea of one
domestic> environment
anymore. As the new
transnational families
find new ways of using
a variety of media to
stay connected, these
same media change the
way that the familial
relationships and
rituals are enacted and
experienced.
18
18
generation
<The
transnational
family>
stands
for
Expat,
Erasmus,
Exilium,
Exodus,
Escape
91
Tr a n s n a t i o n a l Fa m i l y
Diversity
Life Stage:
Young couples with
no children. In this
case they either migrate
together or seperately.
If the former is true
they use communication
mediums, like Skype, to
communicate with their
families and friends in
their home countries.
If the latter is true,
they belong in the longdistance relationship
category.
Life Stage:
Adults with
children. In this case
Life Stage:
Middle-aged
adults with older,
adult children. In this
case the most common
91
20
12
20
12
The
archetypical
nuclear
family of
the 50s is no
longer the
case
For most
families as they become
increasingly mobile and
scattered across the
globe due to work, socioeconomic crises, study
or other obligations.
Caroline Haythornthwaite,
director and professor
at The iSchool at The
University of British
Columbia predicts a
future where, The most
significant impact will
be on the ability to
maintain work, socialize,
family connections across
distances (Anderson
Digital Life in 2025).
However, most people
are still sappy family
romantics. As Natalie
Angier explains, When
an informal sample of 52
Americans of different
ages, professions and
hometowns were asked
the first thought that
came to mind on hearing
the word family, the
answers varied hardly
at all. Love! Kids! Mom!
Dinner! (The Changing
American Family, New York
Times). The collective
image of the perfect
family, as it seems, is
still that of Norman
Rockwells Thanksgiving
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32
22
32
The
archetypical
family meal
and its
transformation.
24
24
52
52
Commensality is the
practice of sharing food
and eating together in
a social group such as
a family. Universally,
commensality is
central to defining and
sustaining the family
as a social unit. In
ancient Greece, for
example, oikos (family)
was stipulated as those
who feed together
(Lacey, 1968, p. 15).
Invoking spirits
of ancestors in the
consumption of food
is common across many
societies, where
children and other
family members are
enjoined to partake
of food as a means
of reinforcing the
continuity of the
family (Bloch, 1985;
Feeley-Harnik, 1994;
Watson, 1987).
/// <Source>
Watson, J. (1987). From the
common pot: Feasting with
equals in Chinese society.
Anthropos, 82, 389401.
Feeley-Harnik, G.
(1994). The Lords table:
The meaning of food in
early Judaism and
Christianity. Washington,
DC: Smithsonian Institution
Press.
Bloch, M. (1985).
Almost eating the
ancestors. Man, 20(4),
631646.
Lacey, W. K. The family in
classical Greece. Ithaca,
NY: Cornell University
Press. 1968.
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26
Skype
Dinners
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As creatures of
habit we always
have the impulse
to recreate
the original
experience,
even through
a different
medium.
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chapter 3
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13
design?
<Penny Webb-Separate
Togetherness>
A series of
connected objects
that create an ambient
awareness of someones
presence when not
physically there through
subtle changes, such
as change in colour
and light intensity.
<It is evident that people
that design for peripheral
awareness are willingly not
incorporating screens but
instead give other cues of
presence.>
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<Test #1>
/// </Insights>
The outcome of
this experiment was the
realization that you can
feel the ambient presence
of someone and get the
feeling of sharing the
same space even by not
directly interacting
with each other.
However, besides just
confirming my hypothesis,
it also revealed that
auditory cues become
more important in this
scenario as they provide
signals of presence. The
visual cues are limited
to glimpsing into the
remote location to see if
the person is there or
not, which might at times
be more distracting.
However, the experiment
did not provide
satisfying results
that could direct the
research towards a design
proposal. My personal
coclusion from the try
out was that it was as
if Skype transformed
into a monitoring device
that could record
everything I was doing.
The visual monitoring of
the camera was the most
intrusive. Furthermore,
I decided not to go on
with the experiments
on ambient awareness as
there was no feeling of
sharing an experience
together, which is what
this thesis is trying
to explore. The idea of
common involvement in
a ritualized way was
absent.
<Non-verbal>
<Glimpses>
My mother coughing
Footsteps
Door closing
Chewing
<Verbal>
<Focused>
Chattering
conversation)
me.
My dad waving at me
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visual
34
My granny
is flat,
body-less,
pixelized
and lives
inside a
screen.
/// </summary>
<Getting increasingly used
to digital representations
of our family members and
of their physical worlds
we start becoming more
accustomed to their digital
presence rather than their
real one>. This became
53
closeness
<The screen is inherently
visual>
/// <Visual closeness.
togetherness?-an illusion?>
Screen-mediated
connection is inherently
based on vision, which
one could say is not
enough to have the
illusion of being with
someone or experiencing
something with a remote
member. However, for the
majority of people just
the idea of being able
to see their relatives
through Skype makes
them more willing to
accommodate distance
in their personal
relationships (Brubaker,
Venolia, Tang, 2012,
p. 5). Visual stimuli
is without question
53
The screen
is inherently
visual so the
design method
is naturally
inspired by the
visual arts.
36
<And more
specifically by the
illusionism movement...>
We are so
accustomed to our
screens that we are not
even paying attention
to them. Most of the
times we dont realize
how these interfaces
mediate almost all
of our intimate
interactions. What I
propose in this thesis
separated members
of a group (Buxton,
p.6). Presence
research, however,
typically fails to
integrate aesthetic
techniques and methods
that can be drawn
from architecture,
design and related
visual practices,
like painting. As
Charlie Gullstrm, an
architect and presence
designer, explains the
presence designers
focus is on refining
the combination of
spatial and technical
design that facilitates
mediated interaction.
Thus it is not about
the design of the
technology or of the
physical alone, but
rather the design for
bridging the digital
with the physical. It
was with that in mind
that the Last Supper of
world. In addition,
artists used a variety
of perspective tricks
in painting to achieve
different results.
One of them was to
create the illusion
that the virtual space
of the painting is a
continuation of the
physical space where
the viewer is standing.
In that sense,
painters that were
using these illusiontrickery were the first
presence designers,
a field of design
that developed only
recently to address our
increasingly screenmediated interactions.
Tele-presence design
is defined by William
Buxton as the use
of technology to
establish a sense
of shared presence
or shared space
among geographically
/// </summary>
The Last Supper painting covers one wall of an oblong
hall which used to be the refectory of the monks in the
monastery of Santa Maria delle Grazie. With regard to his
use of perspective, Leonardo Da Vinci, was successful in
employing it to create an extension of the refectory and
thus provide an *<illusionism> effect, the feeling that the
hierarchically superior monks were eating at the same table
with Jesus (the feeling that they were seating across the
table from Christ, achieved by means of spatial alignment).
/// <Source>
{
Landrus, Matthew. The Proportions of Leonardos Last Supper.
Raccolta Vinciana 32 (2007): 43-100. Print.
}
*<illusionism> in art history means either the artistic
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in what we call
mediated spaces.
Arguably, these are
all extensions of
our physical space.
Because, as David
Summers explains, as
we encounter a virtual
space, we always find
ourselves inside a real
space, which is the
space we share with
other people and things
(Summers 2003, p.43)
/// <Source>
Gullstrm, Charlie.
Design frictions. AI &
society 27.1 (2012): 91110.
Summers D (2003)
Real spaces. Phaidon, New
York
Buxton, W. (1992).
Telepresence: integrating
shared task and person
spaces. Proceedings of
Graphics Interface. 92,
123-129.
But what
is a virtual
space?
///<Whether a frescoed
wall, a cave mural, a
digital projection or
an Italian Renaissance
perspective, virtual spaces
are representations of
space that we encounter
on a surface>. We may find
ourselves immersed, by
looking onto a surface in
order to explore a threedimensional reality, a vast
panorama, a furious battle, a
relative that is miles away
or the fictional space of a
book.
Leonardo Da Vinci
Located in Santa Maria delle
Grazie
Pablo
Picasso
(1881-1973).
Seated Woman
with Wrist
Watch, 1932.
The
screen
is a
pervasive
medium.
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/// </summary>
/// <Source>
{
Mensvoort, Van. Next Nature. NextNaturenet Exploring
the Nature Caused by People RSS. 13 Apr. 2009. Web. 1 Mar.
2015.
}
representation
Marshall McLuhan
personal, political,
economic, aesthetic,
psychological, moral,
message/ massage.
characteristics which,
even if seemingly
medium is directing
leave no part of us
untouched, unaffected,
an important role in
unaltered. (McLuhan,
it is as important if
1967, p. 26)
message.
Brubaker
, Venolia
Tang
the massage, he
less self-consciousness
ways of massaging
communication as they
p.3)
so pervasive in their
medium disappears
and
revisit this
We sometimes get
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family was the family
picture around the dinner
table. For transnational
families, Clang suggests a
alternative, a projection
of the remote person
directly in the real space
///<source>
J. Brubaker, G.
Venolia, and J. Tang.
2012. Focusing on shared
experiences: moving
beyond the camera in
video communication. In
Proceedings of DIS. ACM, New
York, NY.
McLuhan, Marshall,
Quentin Fiore, and Jerome
Agel. The Medium Is the
Massage. New York: Bantam
Books, 1967. Print.
93
/// </summary>
exhibition is a reflection
on what a family portrait
Until recently
representation of the
We end
up trying
to nourish
ourselves
on images.
1.
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40
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2.
powerless image.
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34
44
chapter 4
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<Continuity of Space and Time>
viewer is standing.
that
continuity.
We manipulate
our physical
surroundings in
several ways to make
them fit with our
display screens. By
aligning our physical
world to the screen
we are achieving
an illusion of
continuity from the
physical world, to
the digital one. The
space in-between the
digital and the real
is called mediated
space, which it is
the main context of
this thesis. Take
for example, the
introduction of the
TV and how it has been
accommodated into the
living rooms of so
many people during
the past years. The
quality of the living
room itself changed
dramatically with the
introduction of the
screen. Along with
the TV, came the Tv
dinner trays of the
70s, an adaptation of
the traditional dinner
at the table. It is
becoming clear that
we are calibrating
ourselves, aligning
our furniture and
changing our rituals
to accommodate the
screen.
With the
introduction of the TV,
one of the first screens
to enter peoples home
at a large scale, came
the re-arrangement of
the furniture to fit
the positioning of the
screen.Our living rooms,
bedrooms and kitchens (the
physical manifestations
of the home) changed to
accommodate the TV.
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Cisco uses
techniques of space and
object alignment to create
a sense of continuity
between the two locations.
The surrounding space as
well as the round table
and the chairs are exact
copies of each other,
so it becomes in a sense
one space cut in half.
The trick is used to
achieve the illusion that
the virtual space of the
screen is a continuation
of the physical space of
the meeting room. And
they achieve a quite
astonishing result
of depth for a two-
dimensional display. In
this sense, the method
that cisco is using is
very similar to the skewed
perspective technique
of Leonardo Da Vinci in
the Last Supper painting
(analyzed in p.31). Both
the technique and the
goal in both cases are
to minimize the friction
between the physicality
of the space that our
bodies occupy and the flat
representation of another
space on the screen.
The design experiments
that follow are inspired
by these techniques of
spatial alignment but
reconfigured to fit our
personal devices and the
intimate ritual of sharing
food with friends and
family.
Space
continuity
space. Concidering
that according to
proposal focused on
context creates a
sense of co-presence
someone on Skype we
the table-plate.
is the potential of
(framed according to
of togetherness
to create spatial
perspective of the
continuity between
camera). Usually we
more as a backdrop
<The background>
///
When we talk to
///<source>
J. Brubaker, G.
Venolia, and J. Tang.
2012. Focusing on shared
experiences: moving
beyond the camera in
video communication. In
Proceedings of DIS. ACM,
New York, NY.
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94
<A Point of
View, Tal Erez>
<Ina Hollmann,
Living chair>
Propjects are
objects that
exist purely
to represent
ourselves on
camera.
(working
from home
using Skype).
Perspective and
frame of the
screen. 2014
Design
Iteration
<space
continuity>
<the background>
50
15
50
15
User 1
<At the
office>
The green
screen means
your simulated
self can be
anywhere, so
you can be
anywhere you
want.
An experiment using a green
screen as a background for
Skype where user 1 can apply
the image of the interior of
the User 2 and vice versa as a
way of matching the two spaces
and creating a surrounding
continuity.
52
52
Match the
space of
the other
person
as a physical three-
his/her environment.
dimensional space.
When we talk to
Some of the
it significantly
one-point perspective
quite complex, it
of the camera. In
User 2
<At home>
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35
Design
Iteration
<space
continuity>
<the plate>
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For at least a
while, many American
families tried to carry
the tradition of the
formal dining table with
them into the living room,
most often in the form of
collapsible TV trays.
Throughout the 1960s and
much of the 70s, you
couldnt go into a home
without finding at least
one set of four metal TV
trays.
What if our
physical
things
changed to
work with
the screen?
Or to make us feel as
if we are sharing food from
the same plate with a loved
one through a screen? <How
would our physical world change
for the illusion of closeness
to work through the screen>?
Finally how far are we
willing to go to keep our most
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di
ca sta
to lc nc
th wo ula e x
e
:
r t
ca k w ed
me it
ra h
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<The plate and the setting>
/// </Design Iteration #1>
height z:
calculated
to work with
the camera
60
<1>
At the scale of
the plate the experiment
was the most successful.
The illusion of sharing
from the same plate was
enhancing the feeling
of co-presence during
the meal. However, the
methodology of breaking
something in two and
reflecting it did not
work as well with the
scale of the table or
with other objects
on the table, such as
glasses, utensils etc.
This was because there
are some things that we
are willing to share
(e.g main course)and
some others (the food on
our plate, our beverage,
our utensils) that
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<3>
The next design
iteration will have to
take into consideration
other methods of
designing for screenmediated rituals. All of
these techniques, like
the one illustrated in
this experiment have to
be inspired by the way
that the camera sees
and in turn the screen
displays an image of the
three-dimensional world.
<4>
This proposal
started from the
basic premise that the
design would need to
enhance the feeling of
togetherness in the two
users (get the illusion
that they are sharing
from the same plate)
however, this is not in
line with the main goal
of this research, which
is stated in chapter 1.
Thus this experiment was
important as a prototype
of a methodology and not
as a result in its own.
While this experiment
could lead to a series
of diverse outcomes,
ranging from commercial
to the utterly anectodal
what interests me the
most is: <1> the method
of designing something
with the screen as a
tool and
<2> the new
hybrid forms that
arise, which point to
a new kind of Darwinian
theory of evolution.
More specifically, one
that revolves around
the calibration of
our physical worlds
to our ever-changing
screen-based media and
devices. The fittest
objects then that will
survive in the future
are the ones that work
better with our screenmediated experiences
(seen through the
screen),rather than
with our physical
interactions (experience
of physical space).
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<Test #2>
/// </Insights>
The most important
insight from the test of
this design iteration was
the realization that the
element of playfulness is
crucial. The amount of
work and attention that
the set-up requires was
counter-balanced by the
playful character of cocreating the illusion
of sharing out of the
same plate. At the end
it was about attacking
the common plate and
pretending that you are
stealing food from the
remote person rather
than cooperating on the
sharing part. This was
very interesting to me
as it introduced the
idea of mild friction in
What if our
food was
mutated
distorted to
reveal the
illusional
nature of
the screen?
Fruit
grower, Ken
Morrish
found this
<mutated
apple split
in two>.
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96
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<Or would we
consume global
food brands to
feel as if we are
consuming the
same substance,
like when we
traditionally
shared the Sunday
roast?>
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substances offered to
the people, namely
wine and bread,
acquire a symbolic
value. The ritual
involves a procedure
where everyone drinks
the wine from the
same cup, and thus
the group becomes
connected both at
a symbolic and at a
physical level.
Another
interesting thing to
note in this divide
is the fact that as
our technologies
allow us to feel more
and more globally
hyper-connected we
begin to strive for
locality in our food.
As Deborah Arthurs
<breakfast
ingredients>
Take advantage
of the brands
that are
globally
available. The
most generic the
better.
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sausage. And dinner
party pros would
never be as gauche
as to serve meat or
fish on a bed of
anything, rice, rocket
or otherwise. Now its
all about listing the
ingredients in their
purest form.
The new local
food hype and social
dining platforms are
not a coincidence
but a deep need for
connection at a more
intimate and physical
level. In this on/
off state that we
live in (where on
is our hyper connected
existence and off
is our physical
experience), how can
Te m p o r a l
continuity
<Different time
zones and the
sharing of the
meal>
In many
communities,
commensality involves
eating together at the
same time. For at
least the past three
decades, the ideal in
the United States
and Western Europe
has been for family
members to come
together for the
evening meal(E. Ochs
and M. Shohet, 2006,
p.37). However,
the new reality of
fragmented families,
scattered across
different time-zones
means that sharing
a time-specific
experience becomes
very hard to achieve.
One experiment
that was part of
trying to achieve
temporal continuity
included recording
video at a specific
time in one location
and then playing
this video when the
time was correct in
the second location.
In a way, the
experiment was trying
to synchronize, two
remote locations
during the meal hours.
Skype allows
you to record a video
message, so that
The sacrifice
of course was that the
video is pre-recorded
so interaction is
absent.
<TimeFrame, by Max
Mollon>
A delayed skype
that resynchronises
///<source>
Ochs, Elinor, and Merav
Shohet. The cultural
structuring of mealtime
socialization. New
Directions for child and
adolescent development
2006.111 (2006): 35-49.
74
57
74
57
19:57 pm
19:57 pm
20:12 pm
20:12 pm
20:14 pm
20:14 pm
The sense of
peripheral awareness
was not enough for the
feeling of co-presence
in this case.
The fact that
the video was prerecorded gives both
sides the opportunity
to edit the image
(also behaviour) that
they want to project
towards their remote
family. For example my
remote family members
asked me whether I
wanted them to sit
in a specific way,
use a particular
etiquette or talk
about something in
specific. When I asked
them to share a meal
like they normally
would, they said
laughing then your
mother would eat in
relationship. However,
the interesting part
was that you are
simultaneously both
the spectator and
the actor. In fact,
rather than feeling
more connected, both
sides agreed that
we felt more alone.
are by yourself,
talking to a screen
which intensifies the
feeling of being alone
and disconnected.
As the
research was getting
very complex the
decision was taken
at this point not to
incorporate both the
aspect of time and
space but focus on the
latter.
76
chapter 5
76
77
77
How could
we feed
someone
or be fed
through a
screen?
<smart-phone
accessories>
Feeding
<Feeding, nursing and
the soft container>
Around the
world, feeding
is the symbol of
extreme intimacy.
From the mother-child
relationship all
the way to romantic
relationships, feeding
each other is tightly
linked with ideas
of care and love.
However, feeding can
also be associated
with domination and
power relationships,
and thus can be quite
intrusive.
In this
experiment, the main
question is
how can we design a
critical object that
reflects both on our
relationship with the
screen (the smartphone screen being the
most intimate to us)
and look at how our
most intimate gestures
around food, in this
case feeding, could
be reinvented to work
with our devices, as
the new caretakers
and dominators of our
digital lives.
I decided not
to go on with this
idea for this thesis
as it was more of a
gimmick. However, some
interesting questions
78
97
78
97
How could
we feed
someone
or be fed
through a
screen?
<smartphone
accessories 2>
The second
experiment with
feeding through a
device was focused
on how our eating is
becoming increasingly
visual and mediated by
the screen. Inspired
by people uploading
pictures of them
eating (the so called
eating selfies) on
Instagram and other
social media platforms
80
80
food becomes an
expression of selfrepresentation, the
image that we want to
project on the screen.
Also, a bit
of a gimmick, the
outcome is a series
of forks and spoons
that can be attached
on the persons smartphone to facilitate
the process of taking
selfies while eating.
This series of eating
utensils could also
be expanded to be
used while sharing an
intimate meal with a
person that you are
close with.
As with the
previous experiment, I
decided that this was
moving the thesis into
an other direction,
one that was moving
towards ideas of selfrepresentation and
18
18
82
38
82
38
What
are the
frictions
that arise
when
sharing
food?
<future frictions
are going to be
mediated>
Sharing a meal
is not only about the
sweet caring part,
it is also about the
friction that arises
when people have to
share resources.
Conversations like
why did you finish
all the coffee again?
or why is the milk
84
chapter 6
58
84
58
/// <Source>
McLuhan, Marshall. The Medium Is The Message |
Transcription. vialogue. N.p., 2013. Web. 12 Mar.
2015.
Design Proposal
<Using the language of the
dimensional representation
experience?
86
86
Design Method
78
78
as a limitation. However,
for a meal>
paintings to photography,
distortion techniques to
designed to be viewed
representation (simulation).
technique of anamorphosis is
of view, of telecommunication
In addition, the
///<Different kinds
of objects can
co-exist in the
space between the
interface and the
physical world; in
this mediated space,
the real and the
imagined meet.>
88
98
88
98
<perspective>
Te c h n i q u e s
of visual
deception
borrowed
from the
visual arts,
especially
painting.
<anamorphosis>
<trompe loeil>
<op art>
In Ivinss definition,
perspective is a practical
two-way, or reciprocal,
Feb.-Mar. 2015.
90
90
Manovich, Lev.
<anamorphism>
<anamorphosis>
Anamorphosis is a distorted
projection or perspective
requiring the viewer to use
special devices or occupy
a specific vantage point
to reconstitute the image.
The word "anamorphosis" is
derived from the Greek prefix
ana, meaning back or again,
and the word morphe, meaning
shape or form.
19
19
centerline
92
39
92
39
///<process>
<the plate as it
should look on the
screen>
94
94
59
<the anamorphic
plate-how the plate
should be in reality
to look right on the
screen>
59
96
79
96
79
98
99
98
99
<camera>
100
101
100
101
///<Anamorphic cup>
102
301
102
301
///<experiment 1>
Already by testing
///<measuring physical
space for the table width,
through the screen>
104
104
501
501
///<test 2>
deceptive.
<step 1>
<step 2>
elongated>
106
701
106
701
///<looking for a
<step 2>
consistent method of
objects>
108
901
108
901
110
111
110
111
///<IMPORTANT!!!>
112
311
112
311