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Introduction
This short paper discusses models for Quality of life (QoL). The models are
necessary for creating liveable, useful, satisfying, enjoyable, sustainable
systems, including the environment we live in.
In the sections that follow we will cover quality of life, happiness, inner life and
outer worlds, experience and flow. We will always frame our discussions from
the point of view of a singe human (H) and when technology is interacted with
it will be represented as a thing (T) or information (I). Things are manufactured
parts of our material environment and information is the immaterial aspects of
things, data and ideas. The discussion will be limited to ideas from the western
hemisphere and religion will not be covered.
5. Experience ............................................................................................................................................ 22
5.1 Sensory/Behavioural level ................................................................................................................... 24
5.2 Emotional............................................................................................................................................. 24
5.3 Intellectual/Reflective/Ideo pleasures .................................................................................................. 25
5.4 Social ................................................................................................................................................... 26
5.5 Contextual............................................................................................................................................ 27
5.6 Practice ................................................................................................................................................ 28
5.7 An example (x) .................................................................................................................................... 29
6. Flow....................................................................................................................................................... 30
More on flow (x)........................................................................................................................................ 30
References ............................................................................................................................................... 39
The figure below shows some of the intercations possible involving humans
and we allow each of the interactions to be mediated by technology. A mobile
phone for instance mediates H-H interaction.
a) b) c)
HH H H H I/T
Figure 1. Three interactions for QoL used for structuring this report, a) self-
related and internal to the human b) family, community and culture c)
interacting with the inanimate nature and technology, e.g. driving a car or
reading a book.
Table 1. Quality indicators based on reading 9749 abstracts, and 2455 articles,
selected from the 20900 articles with the term “quality of life” in the title and
published since 1985 [RS].
The indicators listed in the table are not independent. Interpersonal relations
are for instance extremely important for emotional well-being and personal
development.
We can study the indicators in Table 1 in two ways. Either we can ask
individuals and obtain an internal estimate, or we can try to measure the
indicators from the outside. When we ask individuals we face the problem that
we cannot be sure that the question is understood the same way by everyone,
and also that adaptability modulates the expressed level of QoL. Other
problems are that personality, disposition, temperament, and recent
experiences affects opinions. The cultural and organisational context of an
The table 1 above can be used to indicate areas where positive changes from
new technology will affect the individual. Even if a few individuals do not
appreciate improved housing, on the level of a population this indicator is a
true measure of increased QoL. We can compare measurements of the
indicators above before and after introducing a new technology.
There are many motivations for taking an action, and many reasons to expose
oneself to experiences. The most important is to directly increase happiness as
with having sex or enjoying lunch, but we also plan ahead as when we work to
fund shopping or a bottle of good wine. The logic is either; action -> feel happy
-> more action, or experience something that increase happiness -> take action
to increase the probability of experiencing the same thing again.
Whether a new technology can make you happier is a good question, and one
you need to ask to assess the result of the introduction of new technology.
Asking is important since if we cannot evaluate the result, then what and why
should we design? Measures are however relative, situation specific and
subjective even if they are consistently positive or negative, e.g. when
interviewed by someone in a wheelchair healthy persons will rate their
happiness higher [RV]. Correctly interpreting the answers in a larger
framework is also difficult. Claims have for instance been made both that the
TV disrupts and increase family interaction, and that heavy TV-users have been
found to be unhappy, but is this really an effect of watching TV, or do some
people watch a lot of TV because they are unhappy for other reasons?
Quality dimensions as listed in Table 1 provide a salient set of cues for how we
rate our happiness, and even the life chances listed in the table themselves effect
After taking heritability and life-chances into account we still have 40%, a
significant share, of happiness that depends on the events and the experiences
that we encounter, but also, and perhaps more importantly, on the actions we
take and how we experience the result of these actions. We in other words have
a chance to create our own happiness within the context of our genes and life-
chances. One problem is that we are restrained by our traits. They are the
affective and cognitive behaviours that are consistent across situations and over
time, and quite stable for an individual. Another objection against taking action
for happiness is that we eventually always adapt to the new resulting
circumstances, and consequently striving for happiness is not worth the trouble
in the long run. If we however not concentrate solely on the result, but on the
process of gaining happiness the fight might be worth the effort. We are
constantly interacting with our physical and social environment, and it seems
silly not to do this in a way that brings us as much happiness as possible. If we
can build tools to help us in this, it is good use of technology. Identifying the
actions to take, and the technology we need are important research issues.
Furthermore, what we do also changes the context for us enabling new actions
and ideas of supportive technology. Examples of things to consider doing to get
happier are; practice gratitude and positive thinking, invest in social
connections, manage stress, hardship and trauma, live in the present, commit to
goals and take care of body and soul [SL]. As the author Sonja Lyubomirsky
notes these advices seem corny and simplistic, but empirical research prove that
this is why happy people differs from unhappy. The trick is to foster these
behaviours and improve quality of life in the long run. Stop and smell a rose,
focus on what you eat, use your camera to enhance experiences rather than
detach yourself from then. Practise empathy, make contact, appreciate being
forgiven and be kind. The list is long.
3. Inner life
In this section we will present a model for how we experience life at an
emotional level. Not only is this inner life important for well-being, it is also
notoriously difficult to clearly describe. It is an example of the highly dynamic
and complex character of many aspects of life and human behaviour.
We prefer in this essay to see life as a dynamic action cycle where a human
perceives internal and external events, and has intentions (goals) and
concerns, see figure 6. The precepts are appraised, and emotions result. Action
tendencies (arousal) are established and actions executed that will change
internal and external variables, possibly triggering new events. Concerns are, or
have similar effects as, needs and urges. Together with impulses, drives, and
attitudes they sum up to a set of motivational factors that can complement
emotions and conscious reasoning to help us decide what to do. Along with
emotions we also have moods and traits. In this context an event is the object of
the emotion, and to perceive the event presence is important, and attention
must be directed.
Action tendency
Behaviour
Event Appraisal Emotion Action
Even though the concept network in figure 2 might seem complicated, as with
many other areas where the human is studied the devil is very much in the
details. There are numerous other different definitions and views, but for the
purpose of this essay the above model is sufficient. To clarify the concepts we
will now shortly define them, still at a rather high level of abstraction.
Activation
tense alert
nervous excited
stressed elated
upset happy
Unpleasant Pleasant
sad contented
depressed serene
lethargic relaxed
fatigued calm
Deactivation
One basic set of emotions often used are Fear (terror, shock, phobia), Anger
(rage), Sorrow (sadness, grief, depression), Joy (happiness, glee, gladness), and
Disgust, sometimes complemented by Surprise [PE]. One reason to use this set
is that they can be identified by face expressions. The emotions listed above are
the most commonly used, but there are between 500 and 2000 different
categories of emotion suggested in the English language, and different research
views generates different categorisations [JR].
However, Epicurus does not mean that we should chase pleasures without
regard of the results; “When we say, then, that pleasure is the end and aim, we
do not mean the pleasures of the prodigal or the pleasures of sensuality, as we
are understood to do by some through ignorance, prejudice, or wilful
misrepresentation. By pleasure we mean the absence of pain in the body and of
trouble in the soul. It is not an unbroken succession of drinking-bouts and of
revelry, not sexual lust, not the enjoyment of the fish and other delicacies of a
luxurious table, which produce a pleasant life; it is sober reasoning, searching
out the grounds of every choice and avoidance, and banishing those beliefs
through which the greatest tumults take possession of the soul. Of all this the
beginning and the greatest good is wisdom” (Epicurus, Letter to Menoeceus).
When we look for personal pleasure the social context will be affected by
egoistic behaviour. There is however pleasure to be found also in social
relationships, for instance in the satisfaction of joining the group complying
Fun/Distraction Pleasure/Absorbtion
Triviality Aesthetics
Repetition Commitment
Spectacle (an elaborate and remark- Relevance (personal growth, from
able display on a lavish scale) memory, anticipation)
Transgression (the violation of a law or Progression (Becoming more
a duty or moral principle) advanced, severe, or worse)
Another set of appraisal variables is, with their associated emotions within
parentheses is [Scherer as cited by JU]:
Some social appraisals have also been suggested; status signals (trigger pride),
violation of mutual fairness (anger), and events that happen to a group that
we identify with will trigger emotions in us [JU].
3.3 Concern (need, urge, drive, goal, utility, desire, motive) (x)
Concerns and other motivators is another set of ill-defined overlapping
concepts. A concern is the disposition of a system to prefer certain states of the
environment, and of the own organism over the absence of such conditions, see
Table 1 for a list of conditions. If the system detects problems related to
concerns then emotions develop [NF]. A concern can be universal, such as the
Needs are effectuated through drives and are low-level and non-conscious,
directed at achieving essential resources. Biological drives include hunger,
thirst and reproduction [DD]. We need to eat, mate, and shelter ourselves from
the storm, compare table 1. Needs can be seen as particular qualities of
experience that human demands for QoL. Complementing organic low level
needs are social needs (belonging, esteem), and self-actualizing needs
(mastery, control, variety, meaning …) [RV]. By asking people to rate different
needs a list of them was identified, and on top of this list were autonomy,
relatedness, competence, and self-esteem [KS2]. Autonomy means that the
activities chosen are self-endorsed, and relatedness is the need to be close to
others. Less important needs from the query were security, self-actualization
and physical thriving. Popularity/influence and money/luxury where not seen
as important according to the reference.
One alternative and very famous suggestion for needs is the fundamental set
specified on different levels by Maslow. The levels he chose were physical
health, security, self-esteem, love-belongingness, and self-actualization. Self-
esteem is about achievement, status, responsibility, and reputation, whereas
self-actualisation is personal growth and self-fulfilment, i.e. becoming
everything one is capable of. Other researchers have complemented Maslows
hierachy of needs by aesthetic (beauty, balance, form ..), and cognitive needs
(knowledge, meaning, self-awareness). Yet other interesting suggestions for
needs, or urges, are curiosity, challenge and teaching [MT]. Curiosity is for
instance clearly seen in very young children, and there is no end to the number
of world records indicating the importance of challenge. Curiosity helps to find
something to challenge. The teaching urge is shown by that it is difficult to keep
a secret, and that it feels good to share your knowledge. SDT (Self-
Determination theory) is another line of thinking that postulates three innate
psychological nutriments for growth and well-being, competence, relatedness
and autonomy [ED]. Note that challenge and curiosity are important, if not
necessary, for achieving competence.
Goals need not be intrinsic, they can also be cognitive conscious creations,
with yet another variation of the theme being motives that arouse and direct
Next step in the analysis would be to find even more fundamental reasons
behind all of the different concerns, and try to identify the most important
concerns and their reasons. Maybe there are reasons that affect many concerns?
One attempt to such an analysis is found in [BS2]. Starting from the three
general components situation, environment, and object the three major areas of
concerns found are power (hierarchy, competition, and submission), death
(violence, health, and self preservation), and love (friendship, hatred, and lust).
Reasonable choices.
• Approach (Desire),
• Avoidance (Fear),
• Being-with (Enjoyment, Confidence),
• Attending (Interest),
• Rejecting (Disgust),
• Nonattending (Indifference),
• Agonistic (Attack/Threat) (Anger),
• Interrupting (Shock, Surprise),
• Dominating (Arrogance),
• Submitting (Humility, Resignation).
Problem focused Active coping: taking active steps to try to remove or circumvent the stressor
Coping Planning: thinking about how to cope. Coming up w/ action strategies
Seeking social support for instrumental reasons: seeking advice, assistance,
or information
Emotion focused Suppression of competing activities: put other projects aside or let them slide.
Coping Restraint coping: waiting till the appropriate opportunity. Holding back
Seeking social support for emotional reasons: getting moral support,
sympathy, or understanding.
Positive reinterpretation & growth: look for silver lining; try to grow as a
person as a result.
Acceptance: accept stressor as real. Learn to live with it
Turning to religion: pray, put trust in god (assume God has a plan)
Focus on and vent: can be function to accommodate loss and move forward
Denial: denying the reality of event
Behavioral disengagement: Admit I cannot deal. Reduce effort
Mental disengagement: Use other activities to take mind off problem:
daydreaming, sleeping
Alcohol/drug disengagement
4. Outer world
We will crudely divide the outer world into humans (H), information (I), things
(T) and nature (N). Here we will first discuss some contributions of nature to
QoL and then continue with a number of social aspects. We will come back to
technology (I,T) for later.
Some of the resources provided by nature are; seas for swimming and surfing
with wind for sailing, trees for shadow, mountains to climb, wilderness to
explore with places for fishing possibilities for hunting, parks to stroll in, roads
to run, grass to play golf on. We have ponds, whales, bears, creeks, rivers,
ridges, capes, islands, refuges, turtles, willows, delicate arches, farms, horses,
landscapes, city squares, parks, suppers and motorcycles [EH]. Nature is rich!
We are all parts of this nature that will eventually kill us. Nature is our biggest
enemy, but also the provider of the resources we need to live. Over the
centuries man has always longed for mastery and control over nature and at a
local scale this dream has come through. If we do not want to we can avoid
wilderness and natural forces by spending most of our time indoors, and many
of us do this.
Some of the factors contributing to QoL are the psychological boosts from
effectively coping in an outdoor setting, doing this together with others,
resolving challenging situations, and acquiring new skills. As a side effect “The
wilderness experience has also been related to a greater awareness,
appreciation, knowledge, and concern for the natural environment” [SK].
Spending time in nature is also reported to relieve stress and attentional fatigue,
enhance peace of mind, provide a quiet/natural soundscape, support feelings of
harmony, and even spiritual wonder and awe. Even simple exposure to a green
environment can reduce muscle tension, brain activity and blood pressure
within minutes [SB]. In summary it seems that nature has something to give to
us for most of the items listed in table 1. It can support emotional well-being,
interpersonal relations, material well-being, personal development, physical
well-being
• People act upon and towards things according to the meanings they
have for them, e.g. memory from childhood
• these meanings arise from interaction with other people
• these meanings are handled in and modified by people in an
interpretative process
As can be seen from the premises, meaning is central, and meaning is created
when people meet. This meeting includes an interpretative process in action.
For this we need communication skills, but also empathy. It is crucial that we
can put ourselves in the situation of others to figure out what they are doing
when we observe them. We cannot fully accomplish this, and that might not
even be a good thing to do; “the solution need only be “good enough” for the
matters at hand” [PD, p 113]. Most of what we do and perceive is guesswork!
A man meets a girl in the corridor, stumbles and almost hit her. He smiles at her
and apologizes. She accepts his apology and smiles back. She cannot sense any
conscious intent on his behalf. She thinks that his smile is well motivated since
also she in that situation would be embarrassed by her clumsiness. He is
carrying some papers so maybe he is on his way to a meeting, probably late for it,
as she herself usually is.
Social systems favour the socially competent, and abilities such as guessing
thoughts and intentions of another individual are extremely valuable.
Imitation of behaviours is another important talent, and even very small
children follow the gazes of their parents. Social competence is also about
finding patterns, e.g. rituals, and using them. One example is that if you see
someone who twice gets really, really angry over dishes not done, you suspect a
pattern and perhaps make an extra effort the next day. Imitating the angry
father is a popular, and advanced, social activity. Research on a social
behaviour using a questionnaire selected the 20 out of 172 most important social
parameters for social competence. The items were altruism, amicability,
assertiveness, compassion, competence, compliance, duitifulness, eagerness
of effort, empathy, good impression, gregariousness, helpfulness, likeability,
modesty, responibility, sociability, socialization, straight forwardness, trust,
warmth [BR2].
The different lists of qualities of life given previously in this essay, see Table 1
contains mostly subjective qualities, starting from an individual’s goals and
interests. It is assumed that they sum up to quality of life for an individual. It is
also implicitly understood that the quality of a community is the sum of the
contributions by the participants. If however new qualities at the level of a
collective is found this might not be the whole truth.
Table 6 above revamps selected parts from table 1 earlier in the essay. The new
table gives thoughts for discussion QoL on the group level.
Presence (x)
Presence is the experience of being there, in a situation or an environment,
participating in a cause-effect chain of actions. The internal representation of the
situation and the actions involved is called a frame, or a schema. Frames are
dynamic, socially shared, and can be culture specific. If you are present you
could be more or less aware of the directions of feelings and cognitive attention,
and presence increases as this awareness decreases [RR]. Another definition of
presence is as “the perceptual illusion of nonmediation”. Here, instead of
feelings and cognitive attention it is the awareness of the mediation that
decreases as presence increases. Presence can also be related to social presence,
i.e. to our awareness of a social environment, and in general three types of
presence can be identified, environmental, social, and personal presence. The
difference between environmental and personal presence is that for
environmental presence the environment takes you into account and reacts to
you.
The above discussion on presence focused on what it is, and how to keep it up.
Alternatively we can look at how it works and has evolved. The reference [GR]
suggests three levels of presence, proto presence, core presence and extended
presence. Proto presence is about the unconscious “embodied presence related
to the level of perception-action coupling”. The next higher level is core
presence where changes in core affect and perceptions are consciously
followed, and attention is directed according to evolutionary dispositions and
learned knowledge, i.e. “something arouses me, here and now, I see and hear
something, and I react to it”. This kind of presence still does not imply memory.
Extended presence is the highest level and is slower. Here perceptions and
emotions are integrated into a single experience, i.e. “this is what is happening
in this situation, I understand how it could affect me and my goals, I change my
plans accordingly”. Extended presence builds the frame we discussed in the
beginning of this section, and can be seen as a narrative structure involving us
that we can reflect on. The three levels of presence corresponds to three levels of
self built by evolution and since this structure has been developing over a long
time there is bound to be interactions between the different levels of self and
presence. Emotion is one example of a feature cross coupling them. Drinking
coffee while consciously identifying its taste changes presence and makes
conversation difficult.
Play (x)
It has been proposed that the whole society relies on play, Homo Ludens, “the
playing man” was suggested in a book with the same name by Johan Huzinga
1938; "It is ancient wisdom, but it is also a little cheap, to call all human activity
'play'. Those who are willing to content themselves with a metaphysical
conclusion of this kind should not read this book.". When you are playing a
game together with others all other aspects of life are forgotten, and the rules
are those defined by the game: “The management of tension, or the disparity
between the outside realities that are suspended and the gaming realities that
are played with, is essential to the success of game gatherings and game play.”
[KB, p56]. The participants have mutually agreed to contribute to the game, and
“only as participants can people then enjoy and have fun in winning. However,
participants may become too involved in the game and take it so seriously that
fun disappears. If people leave in the middle, because of this or some other
reason, the remaining participants have to work harder to try to maintain the
fun in the game.” [Goffman as cited in KB, p56]. The philosopher Herbert Mead
followed a similar thought and used (team-) games to describe how someone
aquires a view of the community, rather than of another individual participant;
“each of the players [in a game] view their own actions from the point of view
of a number of their fellow players at once, and indeed from the point of view
of the abstract and general purpose and role structure of the game as a whole”
[NC, p64].
Of all the above people primarily use the cues that catch attention, e.g.
novelties, unusual behaviour, or if there is only one man in a room filled with
women he will be noticed. The current mood could also affect behaviour, i.e. we
see good sides of people when in a good mood (Fiske). Given the above it is still
not clear when meetings develop into emerged experiences such as
depreciation, distrust, or love. External factors can be important here such as
working out at the same gym, or having a common friend. In general sharing
meaningful experiences, such as the ones in table 6 could encourage deeper
relationships.
• It diverts attention.
• It surprises.
• It creates an instinctive emotional response.
• It gives promises that matter.
• It fulfils some of these promises.
• It unexpectedly gives deeper understanding.
• It unexpectedly provides more than expected, i.e. it goes beyond
expectations, indirectly exposing a devoted creator.
The process could also be described as that the seducer tries to establish a
“social resonance” to snare the victim. If social noise and damping is overcome
the prey can be willingly seduced to almost anything.
One proponent for individualism is Ayn Rand who said in her one sentence
declaration: “My philosophy, in essence, is the concept of man as a heroic being,
with his own happiness as the moral purpose of his life, with productive
achievement as his noblest activity, and reason as his only absolute.”. If an
individual cannot see the best course of action, then who or what can? The
question is rather what to take into consideration.
Additionally the team must be adapted to its context, e.g. provided with a
satisfactory reward system. In action the team spirit can provide an experience
of each member for the team being carried by the others, a social form of flow.
When building such a team the following aspects are important [LP]:
• Trust
• Open, problem solving climate
• Decision making/problem solving responsibilities located
• Sense of ownership of organizational goals
• Shared perspective developed through collaboration within the group
• Awareness of group process and its consequences for performance
• Removal of obstacles for communication
You can join the team fan club, but you cannot join the team itself without the
required talents.
In summary we are social beings and social aspects are very important for our
quality of life, which is also indicated by table 1 where all of the items listed are
socially grounded in one way or another.
5. Experience
After establishing a model for inner life in the previous section we go on to
discuss the content of the events that affects our inner life, including events that
are created by our inner life. An experience is the sensation of interaction with
a product, service, or event, through all of our senses, over time, and on both
physical and cognitive levels [NS]. Defined such, experience is a useful concept
Both cognitive and affective structures are active and interdependent when
information is processed. Even physiological aspects are involved. A human
infant tasting sugar will for instance relax the muscles of the middle face. So far
however no one has found any “centre of pleasure” in the brain, even though
there are several regions identified that contributes to feeling good [KB].
Luckily, a larger area in the brain seems to be allocated for positive experiences
than for negative. The issue of experience is further complicated by the many
feedback loops that exist in the system. Imagination is one example of a
phenomenon active in such loops: “Human beings have the ability to
manipulate their experience imaginatively, and this is one of the ways in which
they can bring it more sharply in focus and find greater significance in it.”
(Graham).
There are also other human experiences that have not been covered in the
discussion above. Some of them are:
• Commitment to a cause
• Pride
• Schadenfreude, enjoying the mistakes or bad fortunes of a rival.
• Fiero, personal triumph over hardship or impossible superiority.
Next, this section will present a layered model for the external relations and
interactions that provide the events and contexts for the inner system discussed
in the previous section. Each layer has its own set of interactions and relations
and manages channels for action, as well as guides attention. Each layer also
has its own affordances, i.e. its own properties and behaviours. In other words
the section is about how experiences are constructed through interactions.
The layers identified and presented here are the sensory layer, emotional,
intellectual/reflective/ideo layer, social, contextual, and the practice layer.
They are interdependent in the sense that each layer requires the services of the
lower layers and that higher layers can affect the behaviour of the lower levels.
It is for instance difficult to maintain a social relation without sensory
information. Despite the introduction of layers an experience should be seen as
a whole, developing over time within a single frame of interactions. Experience
emerges from the sum of the interactions at all of the involved layers.
Layers are chosen here either because they have been used in several models in
the literature or because they contribute with a unique perspective. Depending
Experiences of this kind are generally short, but can be spread out over the
range of times from a delicate touch to an exquisite five course dinner. They
many times have a “first time effect”, and the sensibility to stimuli decreases
over time, e.g. the tenth roller-coaster ride does not arouse as the first one. This
can be seen as a kind of damping. More of the same is not always better. If we
manage to focus on a sensory experience caused by an object the subject-object
distinction is dissolved for as long as we can keep our focus.
5.2 Emotional
We have already discussed emotions in the section about inner life above. Here
we will add some notes on how we experience emotions. A pure emotional
experience is difficult to find (if it exists at all) and so is an experience that is
fully non-emotional. As most other experiences emotional experiences are
personal end situation dependent; “Emotional experiences consist of the
perception of situations rather than of stimulus event” [NF]. Furthermore, the
experiences built at this layer are based on reflexes difficult to consciously
guide, hide, or create.
The first impression, i.e. the first affective response is quite fast, which is not too
surprising considering the primacy of the emotional component. The
connection to the inner model is immediate, a work of art is for instance
immediately appreciated according to the viewer’s previous experiences or to
innate needs, and emotions are stirred. A photograph of a kitten raises quite a
different feeling from the same kitten photographed with its head cut off.
“Emotion is the “moving and cementing force. It selects what is congruous… thereby
giving qualitative unity to materials externally disparate and dissimilar” (Dewey)
Similar to sensory stimuli, also emotional stimuli decreases with novelty and
routine. Passion decreases, we get used to being bullied. Another feature of
emotional experiences is that people can observe their own emotions and also
to some extent influence them. One example is that deliberately smiling can
make you feel better. The first rock songs were forcefully declared as noise by
most people. As the audience learned to appreciate rock the bands further
developed the genre looking for new ways of expressing for instance emotions,
but they also opportunistically exploit record sales as guides to the right sound.
The lyrics of a rock song can be emotional, but could also be a political
statement to reflect over. A fugue by Bach is certainly an intellectual statement
with a rigorous internal organisation at different scales that needs to be learned
to be appreciated. Accompanied with a suggestive musical score lyrics can
make a deep impression.
Some sources for emergent experiences at this level are arguments and
discourses in general. It is difficult, if not impossible to foresee the result
5.4 Social
As noted above experiences at this level are very important. One example of a
positive social experience is establishing a new friendship, and in general
experiences at this layer imply communication among people. We are social
beings and this involves having extremely complex social experiences. This
among other things means that we experience empathy; I know that you know
that I know how something feels. Empathy is a deep well filled with potential
experiences. Because of our fundamentally social orientation we also tend to
attribute human characteristics to many aspects of the world. The man in the
moon is one example, “intelligent” dogs, fighting a fire, and preferring a
computer that behaves politely are other examples (Reeves).
When the behaviour of groups of children was studied it was found that
children preferred exploring new products together [KB, p15]. This can be seen
as a special case of experience, a co-experience, which stresses the social context
of an experience; “experiences with products in terms of how the meanings of
individual experiences emerge and change as they become part of social
interaction.” [KB, p136]. Such an experience selectively focuses shared attention
on certain aspects, and enables mutual acceptance, acknowledge, and
reciprocation. In doing this we together choose what to ignore, make fun of,
downplay, and reject. The social constitution of the world described above is a
prerequisite for our behaviour. The conclusion by Battarbee is that “although
The fact that experiences are shared can be exemplified by that a bad experience
with the food at a restaurant affects more than the person who ordered the
food, and could change the reputation of the restaurant through word of
mouth. This example also suggests the inherent emergence in most social
experiences. The result of a social interaction is never easy to predict.
Social experiences cover a wide set of time spans, from a wink of the eye for a
split of a second, to a lifelong heart warming friendship. Declaring a friendship
as an experience is perhaps somewhat stretching the notion of experience.
Although it fulfils the criteria’s set up for an experience in the beginning of this
section the instances where the friendship is experienced are more vivid than
the dim perception of the whole friendship.
The pervasiveness of social experiences also includes the inner model discussed
previously, making the whole human system deeply social. Many of the
attributes of appraisal, concerns, emotion and action avoidance listed in the
previous section are distinctly social. It has been argued that emotions are
interpreted culturally, and even that they are created culturally, Negotiation,
interpretation and inference are intertwined and heavily dependent on
emotions (Boehner).
5.5 Contextual
To start with we evolved out of the African savannah with semi-open views
(seeing without being seen), green surroundings, flowers, visible horizon,
landmarks such as big stones, trees for frame of reference, and multiple escape
paths. We are very much the result of an evolved animal and prefer contexts
that we are already adapted to. We can only survive within a very limited range
of environmental parameters. Moods depend on the surroundings and a
familiar, pleasant, environment will consequently help the user to relax and to
do a better work.
The context can be defined as everything currently not directly involved in the
interaction giving the experience. One example is to have a conversation out in
the heavy rain compared to a chat out on the porch in the warm spring
afternoon sun. Changing place slightly by stepping under a roof to avoid the
Grouping everything else as context easily hides the dynamics of the system.
Interaction at the contextual level takes place in most adaptive system. One
example is that technical development has drastically changed the conditions
for personal communication, which in turn affects where and how we use
communication. The context is by our definition not a direct part in the
interaction. This means that is usually does not adapt to the interaction on its
own accord. However, many experiences and their interactions are purposely
designed, and the designer can change the context to enhance the experience,
e.g. as in city planning.
The inner model in the previous section was described as a sequential cause-
effect chain. In a real situation there are many chains active in parallel, and one
way to view context is as a catalyst, promoting some chains or parts of chains,
and inhibiting other. Whether the door to the lion cage is open or not makes a
difference to the experience.
5.6 Practice
At this level we consider experiences gained from actually experiencing,
exploring or using a system in context, i.e. actions “towards, with, or through” a
system [NV]. The system at hand usually only affords a limited number of
interactions, and consequently a matching set of experiences. However, it is up
to the user to understand and explore the affordances possibly added by an
eventual designer, or even to invent new uses of an artefact. Practise is how we
make sense of the world.
Depending on the intentions of the user the available interactions and the
corresponding functionality might not be appropriate. Another problem could
be that the user cannot use the system because of low usability; perhaps the
system is inefficient, has bad ergonomics, or suffers from accessibility problems.
If the system is well behaved a positive user experience could emerge.
Whenever practise runs smoothly we could say that there is a resonance
involving user(s) and a system. Noise is anything preventing smooth operation.
The philosopher Heidegger stated that being is about exploring the world using
tools. An example of a tool could be a blind mans stick. The idea is that we can
only experience the world up to the point that we have explored it using our
tools. This seems like a limited life, but it is not so bad since tools can be almost
anything that helps us to explore, such as using language.
If the smile continues for a minute, or more, we will start to feel uncomfortable.
At the intellectual level we analyse the experience and ask ourselves, “What
does this person mean by smiling all of the time? ”. Your initial happy smile
fades or stiffens into a grimace. The effect of your reaction will determine your
next move.
6. Flow
Flow is the optimal presence, and it is the optimal experience, i.e. the ultimate
mindfulness [MC]. This sounds as a rare experience, but flow might also be
more common that you could think. Where you for instance lost in the previous
sentence a couple of seconds ago? Prerequisites for flow are:
In the state of flow the duration of time seems to change, concern for self,
awareness of worries disappears, and after the experience a stronger sense of
self emerges. To achieve this it is however important that skills and challenges
matches the person, see figure below.
Anxiety Flow
Level of
challenge
Apathy Boredom
Level of skill
People will accept or be faced with a level of challenge, and as skills develop
and new challenges emerge over time they will be forced towards the upper
right corner in figure 4. Also, note how easy it is to match the prerequisite for
flow to how a successful game affects a player.
Complexity Situation 2
Learning/Adaptation
Incongruity
Situation 1
Pleasant-
Situation1
ness
Now, if we return to figure 5 above, let us follow the reasoning from [RN]. Flow
means that contextual complexity must be larger than the individual’s current
level of skills and knowledge. Also, a medium arousal level is sought. If the
challenge is too low we will get bored and look for novelty, i.e. for a more
complex (challenging) situation or context. If this is not possible we have to
change context or situation. However, when we find ourselves in a comfortable
situation it is sadly only a temporary match and relief. Either we adapt, or the
situation develops into something we cannot handle. The problem is not as
acute in a social environment where the participants can co-develop, but even
there the context can endanger a long-term relationship.
The last item of the list, meaning, is what interests us most here. In the
reference it is defined as “a distinct level of cognitive significance that
represents how people understand the world around them”. This is also how
we will use the word in this essay. Meaning supposedly integrates emotional
and cognitive, as well as cultural factors, and is very important to all of us.
Many of the suggested meanings listed above can be rephrased as a person
living out a culturally specific frame. They can also be experiences in
themselves, e.g. as in felt freedom.
The problem that the word meaning has many possible interpretations is
elegantly illustrated in the following quotes found in Wikipedia concerning the
question “What is the meaning of life?”: "What is the origin of life?", "What is
the nature of life", "What is the significance of life?", "What is valuable in life?",
and "What is the purpose of, or in, (one's) life?".
7.1 Value
When we assign preference to a meaning we have a value. Values are beliefs,
standards, criteria that people hold and can use for evaluation of “good”,
“bad”, “must”, and “ought”. Values can be held, but also assigned to specific
objects, events, situations, or actions. Cultures also nurture values, including
moral values that tend to be acquired by inhabitants. One survey by Rokeach
proposes 18 values that influences people; a comfortable life, an exciting life,
a sense of accomplishment, a world of peace, beauty, equality, freedom,
happiness, inner harmony, nature love, national security, pleasure, salvation,
self-respect, social recognition, true friendship and wisdom. To live a good
life the instrumental values are ambitious, open-minded, capable, cheerful,
clean, courageous, forgiving, helpful, honest, imaginative, independent,
intellectual, logical, loving, obedient, polite, responsible, and self-controlled.
Not everyone checks the whole list.
Values are preferred meanings that guide human actions. They are not easily
changed when learned, and stabilizes human societies [Duneier as cited by KB].
It is reasonable to assume that they could be used as a framework for human
behaviour and to characterize quality of life.
Openness to Self
change transcendence
Self-
Universalism
direction
Stimulation
Benevolence
Hedonism
Conformity
Achievement Tradition
Power Security
Self
enhancement Conservation
Figure 7. Values.
Hedonism is the pleasure and sensuous gratification for oneself. Life should be
enjoyed and this implies stimulation, e.g. excitement, novelty, and challenges
in life (daring, a varied life, an exciting life). Making it by yourself your own
way is self-direction where independent thought and action-choosing, creating,
exploring is important. Some keywords are (creativity, freedom, independent,
curious, choosing own goals). Finally security is favoured, safety, harmony and
Note that values interact and in particular that values at the opposite ends of
the circle many times will be in conflict. It is for instance difficult to maximise
personal power without threading on someone’s toes, i.e. without sacrificing
universalism or benevolence.
Value
Doctrinal (personal, cultural) Potential
Figure 3 Values
Ethics is the study of values and include the discussions about, good-bad,
virtue-vice, moral-immoral-amoral, right-wrong, permissible (allowed) or
impermissible. Moral is about what is judged as just, of questions of good-evil,
and right-wrong; about conforming to standards of behaviour and character
based on those principles.
Norms add to this by first starting from a particular culture and secondly by
socially enforcing the rules of this culture, i.e. by making sure that the norms
are followed. Norms define how a group of people think that the world
should be. Let us take an example. If we not wear a helmet when bicycling we
might feel uncomfortable getting all these glances from people wearing them. A
new law could enforce wearing, and if even this does not change behaviour
then media might start a campaign moralising around the issue. Not wearing a
helmet will be characterised as something wrong, and discussed at length in the
newspaper, and, as a last resort if even this fails media could present
helmetlessness as something evil to mankind.
We will come back to the values virtues and aesthetics soon, but before that we
would like to frame the discussion by first proposing a number of human
universals, and second by presenting a standard for measuring quality of life by
using life-chances.
7.2 Virtues
One of the sets of values in figure 3 above is the virtue, i.e. a positive character
trait. In Western cultures virtues might include (Wikipedia):
The list above consists of desired personality traits, desirable not only because
you want others to have them for your sake, but also because you know that
others value them and consequently will value you if you have them. One point
should be obvious and that is that the number of virtues is quite high.
A much longer list was generated 45 years later by Donald Brown. What is
given below is a short edited version with the most interesting items (Brown).
We can also add another set of universals often explored in literature, film and
theatre. We have envy, loyalty, betrayal, tragedy, despair, destiny, jealousy,
admiration, greed, heroism, courage, camaraderie, trust, promise, tricking,
obedience, revenge, and of course love and hate.
A problem with the discussion in this essay is to find stable grounds from
where to start the discussion. There are no models that are valid over a larger
range of disciplines or even a larger group of researchers within a discipline.
Partly this is because of the complexity of the problem and partly it is because
of the nomenclature and meaning of words differs. It seems that the field is big
enough for everyone and every discipline to have a go at the ultimate truth
without listening to anyone else.
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