Introduction
This article is about the feminist view of interaction design and its focus on issues such as agency, fullfillmet, identity, equity, empowerment and social justice. Which are central commitments for this movement. It also focuses on the improvement of the understanding of gender identities and relations shape the use of interactive technologies and their design.
Contemporary feminism is looking for generating opportunities for invention, making it a natural ally to design, and by implementing new epistemologies, improve design according to the current needs.
Feminist Standpoint Theory
The feminist standpoint theory is one of the feminism’s primary intellectual achievements. This is the construction of a critical stategy for developing epistemologies. It begins with a supposition that all knowledge attempts are socially situated and that some are better than others as starting points for knowledge. Knowledge implicates power, and in patriarchal societies, women’s knowledge is suppressed. It advocates for the use of women’s knowledge (viewpoints and experiences) as a starting point for social science research. This theory states that bringing this knowledge in, which means, reconfiguring the epistemic terrain and appreciating the marginal perspectives of knowledge will ultimately avoid distorted or one-sided accounts of social life, and generate new critical questions. Feminist standpoint theory introduces a new domain of user research- the “marginal” user, and implies a new set of strategies and methods for user research.
Feminism in Cognate Fields
HCI has deep ties with psychology, science and technology studies and social informatics, making it the human face of engineering. Eventhough feminism is not yet established in HCI, it is relatively stablished in all of these related fields. How practitioners and researchers in these fields had applied feminism in their work, and how their practices embody feminist thinking is key to develop it in HCI.
Feminism in STS
Science and technology studies had warned about how the underrepresentation of women in technology domains will bring a digital divide and call the attention to inequities caused by technology’s troubled relationship with gender.
Application areas in HCI are: Accesible interaction with aspirations for “universal” design.
Feminism in Game Design
Because of the domination of the game market by young men, design of the female body has been focused in all players as mere spectators of the female body. As it happens in games such as Dead or Alive. The hybrid idealization of traditionally male and female characteristics suggest that the construction and presentation of gender is very much part of the design od gamin experience. This has brought into attention by some developers such as Purple Moon, which tries to replace sexualized heroines with topics that concern bre-adolescent girls, a strategy that could be applied to design games for boys as well.
Applications in HCI are: affective computing, intimate interaction and experience design.
Feminism in HCI: The State of the Art
Feminism is already a part of HCI, both because feminism is a part of the fields that are inputs to HCI as well as because of work in HCI that takes on concerns traditionally associated with feminism. Studies by Bødker and Greenbaum apply gender perspectives to explore informal work relationship of system developers. They explore the intersection between gendered patterns of work relations and the design of ICTs. Studies done by Cassell, questions how gender differences, in particular, a deficit model of women and technology, undermine the design and development of interactive systems. Clearly HCI is already benefitting from and contributind to feminist perspectives.
Opportunities to Draw on Feminism in HCI Research
The contribution of feminist theories and methods to HCI are the following:
Theory: Feminism can critique core operational concepts, assumptions, and epistemologies of HCI, and at the same time, open up opportunities for the future
Methodology: Interaction designers and researchers can incorporate feminism in user research, iterative design, and evaluation methodologies to broaden their repertoire for different contexts and situations
User Research: The notion of “the user” can be updated to reflect gender in a way that noticeably and directly affects design
Evaluation: Feminism can help make visible ways that designs configure users as gendered/social subjects—and what implications these configurations bear for future design work
Qualities of Feminist interaction
Some holistic, pervasive collection of traits that characterizes a given design artifact user-oriented qualities were introduced by Löwgren and Stolterman in their work “Thoughtful Interaction Design”, extended by the author, they are the following:
Pluralism
The feminist standpoint theory criticizes the concept of science being natural and universal and by doing so it becomes normative. Feminism seeks to denaturalize normative conventions. The quality of pluralism refers to design artifacts that resist a universal point of view. This is not only in terms of gender but it also applies to cross-cultural design and others. The quality of pluralism rejects the claims to universalism not on dogmatic terms, but because of the practical benefits of such an understanding.
Participation
In regard of the relationship between researchers and their subjects, the concept of “auality of participation” is introduced, and it refers to valuing participatory processes that lead to the creation and evaluation of design prototypes. It states that much of design cannot be known scientifically, and ongoing participation and dialogue among designers and users can lead to valuable insights that could not be achieved scientifically.
Advocacy
Designers that take an advocacy position, seeking to offer progressive design solutions, run the risk of imposing their own values on users and other stakeholders. This dilema is posed in the quality of advocacy. We can see this quality in tools designed for improving the lives of underrepresented populations in developing countries.
Ecology
In HCI, we see a rising interest in the concept of ecology, both from the standpoint of systems theory and in the environmental sense with the rise of sustainable interaction design. What remains is to continue extending these rising ecological perspectives into considerations of gender,
race, social class, developing countries, and so forth.
Embodiment
So far, HCI has a tendency to understand the user in desembodied ways (e.g. mental models, etc) but there has been great progress in dealing with the embodied nature of CHI. Pushing embodiment in the direction of gender commonalities and differences, gender identity, human sexuality, pleasure and desire and emotion are urged to be developed.
Self-disclosure
Every design is based on assumptions about users. Tipically based on an “ideal user” The closer the actual user gets to this “ideal user”, the more pleasurably they will interact with the design. At the same time, we can also see that using software constitutes users as subjects; that is, it makes us become the kind of user the software is for. The software gives us an identity that we are pressured into accepting. of the Hoosier cabinet,
The quality of self-disclosure refers to the extent to which the software renders visible the ways in which it effects us as subjects. Self-disclosure calls users’ awareness to what the software is trying to make of them, and it both introduces a critical distance between users and interactions, and also creates opportunities for users to define themselves for software.
Conclusion
There are two ways in which feminism contributes to interaction design:
Critique-based: Contributions rely on the use of feminist approaches to analyze designs and design processes in order to expose their unintended consequences.
Generative contributions: Involve the use of feminist approaches explicitly in decision-making and design process to generate new design insights and influence the design process tangibly.
A link on a conference given at TED by Brenda Laurel (Purple Moon founder) on making games for girls.
http://www.ted.com/talks/brenda_laurel_on_making_games_for_girls.html