Room For Truth
Room For Truth
by
Bonnie J. Stinson
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Abstract
Bonnie J. Stinson
Ryerson University
Room for Truth introduces a new physical-digital ritual which strengthens the connection
between the self and the other by integrating the body’s sensory potential into social media. From
self-trackers to Instagram, people are using technology to facilitate self-observation and connection
with community, but mostly media fails to incorporate the body in two major ways. Firstly, the
storytelling options available on mainstream platforms are largely restricted to photographic content
and text-based commentary. This serves a visual-first design hierarchy which disregards the full
sensory capacities of the body as an expressive organ, a natural storytelling interface which is the
inheritance of all human beings. Secondly, the built environments in which people engage in
genuine self-reflection are often private, tech-free spaces. However, public truth-telling can pull
people out of filter bubbles, reduce polarization, instill empathy, and motivate people to take more
informed action. The Room for Truth project aims to resolve these challenges by imagining a new
social media which uses the body as its generative interface. It reimagines the method, the
environment, and the appearance of existing methods of self-reflection to better facilitate collective
truth-telling by focusing on uniting technology with the sensory storytelling potential of the human
body. Specifically, the Room for Truth prototype introduces a new visual language for truth-telling
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in three ways: 1) a public-private booth with theming that invites self-reflection; 2) symbolic
objects with embedded NFC tags which draw upon memory and sensory attributes to inspire
complex storytelling; and 3) a mobile application which captures data and translates it into
meaningful abstract animations which are publicly searchable. This paper discusses the Room for
Truth project and the implications of a truth-telling process which bridges the physical, digital, and
emotional to capture, reflect, contextualize, and transform personal and collective experiences: a
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Acknowledgements
For the curious, playful minds that taught me the most this year: Steve Cober, Dr. Kathryn
Woodcock, Dr. Ali Mazalek, Daniel Harley. For my classmates, who embody curiosity and share
my commitment to building a better world by grappling with the temptations and limitations of
technology. For those who reflect my power rather than diminishing it: SHOUTIES, my Smithie
pals, my trans and genderqueer and neurodivergent sibs everywhere. And to those who give me
gifts that make my life possible: Ahna and her courage; my parents and their gratitude for life; my
brother for showing me how to better myself with gentleness; my sister and her commitment to
togetherness; Mo for her deep and applied spiritual practice; and Joey and Maeve for always
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Dedication
To nine-year old Bonnie, whose bold declaration that she wished to be an artist and a pilot turned
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Table of Contents
Author’s Declaration ii
Abstract iii
Acknowledgements v
Dedication vi
1. Introduction 1
2. Literature Review 8
2.1 Personal Tracking & Ritualized Digital Self-Reflection 8
2.2 Visualizing Self-Reflection in Physical-Digital Ways 12
2.3 TEI & Performance Art 14
2.4 Media Literacy & Society 15
2.5 Physical Spaces for Meaning-Making 17
2.5a Pattern Language 17
2.5b Themed Spaces 18
2.5c Conflict Zones and Peace Parks 21
2.6 Tangible Objects & Rituals of Self-Reflection 23
3. Research Questions 25
Works Cited 43
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1. INTRODUCTION
The 21st century is the era of fake news, exacerbated by digital media. From political administrations
to personal relationships, digital media has made it more difficult for people to ascertain truth from lie.
In pursuit of survival and profit, mainstream news networks publish negative stories to heighten feelings
of polarization and viewership. On social media, and especially on Instagram, the inherent voyeurism
and transactional nature of the platform has turned the performance of authenticity into social currency.
The limitations of technology to facilitate collective and personal truth-telling are often inherent to
the infrastructure itself and deepened through prolonged use. For example, Facebook’s filter bubbles
and Instagram’s literal filters enable the compartmentalization of society in ways previously
unimaginable to previous generations (Pariser, 2011). The commodification of personal data along with
the embedding of influencer marketing have created an atmosphere of distrust around social media and
network technology (Pierce & DiSalvo, 2018). Social media is no longer a way to capture and share
personal moments (Constine, 2017) but rather a performance of identity in which content is curated in
advance and serves to elevate social status and career prospects. Furthermore, the corporate shadow cast
by persuasive design and the mismanagement of data (Fogg, 2009) came to a head in 2018 and made
people wish they could leave Facebook for good (Shane, 2018).
https://www.buzzfeed.com/louisekhong/fake-travel-tiktok-plane-challenge
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As people are overwhelmed with fake news and deceitful technology, there is still a yearning for
better ways to tell and discover the truth. Some are turning away from technology, but others embrace it
as a comprehensive solution for self-reflection. People stay on social media, despite their knowledge of
data mismanagement and monetization, because of a deep desire to stay connected with friends and to
participate in a global community (Zantal-Wiener, 2018). They use self-trackers to manage their fitness,
Facebook to stay connected with family members around the world, and Instagram to explore other
ways of life. Instagram, after all, is truly a uniquely powerful platform for storytelling. Research shows
that many millennials use Instagram as a tool for accessing motivation, inspiration (Janicke-Bowles,
Narayan, & Seng, 2018), connection, and other “self-transcendent emotions” (Haidt & Morris, 2009).
Facebook offers unmatched opportunities to connect with friends, families, and identity-based
communities around the globe. Facebook’s live-streaming capabilities help people connect with the
Social media has been wielded as a tool against democracy, as seen during Facebook’s disastrous
handling of the 2016 U.S. Presidential elections, but it can also be employed to pursue equity. In these
best-case scenarios, social media offers individuals a way to reflect upon their own life in the context of
a global community. Facebook has directly enabled or amplified some of the most societally impactful
moments of activism in the 21stcentury (Larson, 2017), like the growth in white Americans’ awareness
of the movement for Black Lives generated by the videos of Sandra Bland and Philando Castile (New
York Times, 2018), or the climate demonstrations motivated by photos of Greta Thunberg’s School
Strikes outside her Swedish parliament. Indeed, there are many ways in which technology can be used to
And yet there is a growing trend, from Waldorf parents to major players in Silicon Valley, to move
away from high-tech (Weller, 2018). This may be possible at some level, but the embeddedness of
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technology and the stranglehold of capitalism indicate that going completely Luddite is simply not an
option. Corporations will continue to prioritize technology’s capacity to generate profit, rather than
equity. In the end, although most startup algorithms are originated and managed by mostly white men in
California (Settembre, 2019), technology itself is a tool (Winner, 1980) which can be wielded and
The deeper argument for social media is the notion that free and independent media is essential for a
functioning democracy and a healthy, equitable society. Media helps to facilitate the flow of information
and it can open up dialogue about societal issues. However, media literacy requires a fundamental
awareness of the self, specifically understanding of one’s personal identity as influenced by physical
ability, privilege and structural power dynamics, language, and symbolism. Thus, it follows that before
one can meaningfully analyze media and society, they must first understand themselves.
To some degree, people know this. The number of people who have seen a therapist, or who have
accessed a mental health mobile application in the last year, is just under half the population in the
United States (Barna Group, 2018). The field of personal informatics has inspired the creation of a
“quantified self”, logging and analyzing personal data to analyze one’s own behavior in ways previously
out of reach for the average individual. Today the trend is to pursue self-reflective experiences that are
data-based and community-informed (e.g., FitBit health trackers). In 2019, access to data is not the
problem; however, making sense of the data is. Ostensibly, people collect data to observe patterns and
improve their lives. Engaging in personal informatics, whether on social media or via self-tracking, is a
process which requires self-reflection and telling the truth. People are seeking to balance their need for
better self-reflection with their dependence on social media. Data and social media have the power to
literally world-build; Instagrammers present a manufactured reality to the world, which inspires others
to duplicate their appearance and lifestyle. In this way, social media influences real-world purchasing
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decisions and personal development. Instagram’s recent decision to hide the number of likes on a post
was, in part, driven by the awareness that many young people do not have the media literacy required to
At the other end of the social spectrum are those who pursue meaning in solitary, non-digital,
tangible, and experiential (e.g., meditation retreats) opportunities, even as the number of young people
attending church is declining (Sherwood, 2018). Data indicates that many young people, aware that they
will never be able to afford a down payment on a home, are choosing instead to remain renters and
spend their money on tangible experiences like food and travel (Morgan, 2019). Certainly, purchasing
decisions among millennials indicate a general trend towards experiences as the means to create a
meaningful life while overwhelmed by fake news and income inequality (Woo, 2018). For example, the
growing popularity of witchcraft (Singh-Kurtz & Kopf, 2018) and off-the-grid-style homesteading
(Mellino, 2011) among young people is indicative of a desire to embrace traditional ways of meaning-
making. Under the pall of late-stage capitalism and climate change, Gen Y is making meaning by
reinventing (and often appropriating for profit) tangible, traditional methods of meaning-making, and
augmenting them with digital tools: tarot cards, tchotchkes, herb smudging, growing one’s own food
and homebrewing, crafting with hand tools (see: the resurgence of hipster hand-crafted Etsy wood
carvings), and nomadic lifestyles (see: #vanlife). It is noteworthy that many of these people pair their
off-the-grid lifestyles with cutting-edge media (YouTube channels, influencer lifestyles, high-tech
personal trackers to optimize health). There is an undeniable trend towards tangibility and experiential
New developments in transmedia technology helped to incubate this generation’s desire for tangible
storytelling and continue to lead the way when it comes to digital-physical platforms. Location-based
entertainment, cross-platform storytelling, and internet forums have magnified the popularity of
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broadcast mainstream entertainment by increasing the level of intimacy available to fandoms,
particularly in fantasy and sci-fi genres (see: Marvel, Harry Potter, Wynonna Earp, anime). Thanks to
new technology, stories have become worlds in which fans are co-creators (Johnson, 2007). These
worlds offer a way for people to engage in acts of collective imagination. Technology enables diverse
fans to experiment with changing the story, whether in fanfiction where outcomes, value systems, and
language can change, or in themed environments like conventions or amusement parks which offer real
opportunities to interface with the sensory elements of stories (costumes, props, architecture, actors). In
2019, fandom is a mainstream activity - enacted in the real world, not just existing in private online
forums. People enact their identities through a combination of real-world play and community building
inspired by fictional stories, and digital storytelling. They can meet up in costume at Harry Potter World
and experience the built environment in proximity with other fans, and they can use immersive mobile
apps to digitally overlay fictional worlds atop the physical world (Pokémon Go). Thanks to the kind of
storytelling made possible by technology, people see themselves as empowered consumers, citizens, and
fans -- and in every area, they expect stories to be multimodal, tangible, responsive, and experiential.
Moore’s Law (Moore, 1965) shows that it is possible to predict developments in new technology:
they tend to get smaller, faster, and more powerful, which facilitates the ubiquity of digital-physical
storytelling. It is worth pointing out that fictional storytellers tend to agree with researchers on this
general trend for the future of technology. Technology is becoming increasingly invisible, intuitive, and
embedded in the physical world (National Research Council, 2001). Frictionless is the name of the
game. Embodied and disappearing interfaces are being foregrounded both by real-life tech companies
and by Hollywood. From Minority Report’s touchless gestural interface to Joaquin Phoenix’s earpiece
with targeted advertising in Her, the silver screen envisions a future that is at once high-tech and deeply
motivated by the natural affordances and gestures of the human body (Russell, 2013). In the business
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world, augmented reality glasses like Google Glass are already pairing powerful computing with
minimalist interfaces; indeed, the upcoming 3rd generation of Google Glass supposedly reduces battery
size in order to make the product more comfortable to wear on the body (de Looper, 2019).
Developments in the field of tangible, embedded, and embodied interactions (TEI) are permeating
every area of society. TEI is aiding science, helping to analyze DNA with tangible manipulables
(Manshaei, 2017) and, in the creative arts, TEI has helped to inspire MIDI-style sound controllers which
respond to the movements of the musician’s body. A well-known example is Imogen Heap’s glove
controller for composing and modifying music with her body in live performances (Cooper, 2019). The
field of TEI is pushing boundaries everywhere, and reinventing consumer expectations for how body,
These trends indicate the major challenge (and opportunity) of the 21st century. Technology must be
multimodal, accessible, and tangible in order to satisfy today’s consumers. There is a clear opportunity
to utilize physical objects, and the stories embedded therein, to better integrate the full human body as a
sensory entity into digital storytelling. Furthermore, it is feasible to pair new methods of tangible and
embodied storytelling with existing interfaces from mainstream social media. How might the role of
social media as a truth-telling platform change if it interweaves technology’s analytic and connective
The Room for Truth project is a first step towards articulating a physical-digital ritual of meaning-
making for human evolution in the 21st century, one that responds to the need for truth-telling and self-
reflection, foregrounds the affordances of social media and personal informatics, and respects the desire
for tangible, intuitive, and embodied (Núñez-Pacheco & Loke, 2015) experiences of meaning-making.
Room for Truth draws on traditional tangible rituals of self-reflection (personal diary, magic 8 ball, tarot
cards) and reinvents the public-facing social media model of performative authenticity. It employs an
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interface which guides users through a private “confessional” exploration of topics, capturing personal
data, visually and abstractly presenting it, and discovering and presenting patterns to the user that
facilitate better self-understanding, compassion, and decision-making going forward. Using simple
principles of embodiment and abstract data visualization, Room for Truth teaches users how to journey
from the deeply felt personal sense of self to a contextualized worldview that can highlight patterns of
belief.
Think of the 21st century as a great concert hall, but one which has neither audience nor sheet music.
Everyone is a player: the mind is the musician, and the instruments are technology and the body. Truth
is the symphony, and its score can only materialize when the players operate their instruments. Room
for Truth builds one more pathway into the hall, so that everyone may take up their instruments and
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2. LITERATURE REVIEW
The modern notion of a “quantified self” arose as a consequence and benefit of the shrinking size
communication and improved sensors made possible the personal smartphone, and not long after,
wearable technology became available. Many products, like the Fitbit, now provide users with
visualized personal data regarding health and fitness activity. The idea is that direct feedback
works; when users can easily understand their personal data, they can set and achieve goals with
greater success. Wearables can collect all kinds of information, including biometric signals,
location, duration of stay, purchasing patterns, and more. This data also permits companies and
service providers to personalize interactions, manage crowds, and make strategic decisions
(Borkowski et al, 2016). This data is being extrapolated to broadly represent emotions and
preferences (Torres, Wei, Hua & Chen, 2018). All signs point to a growing trend in the use of
personal interactive wearables across industries (Kim & Park, 2019). Some studies have even
shown that wearables like Disney’s Magic Band actually increase enjoyment of the attractions
There are many mobile applications geared towards helping people track their moods and make
decisions. Some are casual digital diary or decision-making apps, and others are used by individuals
doing CBT (cognitive behavioural therapy) under the guidance of a counselor. Some of the most
popular apps include EitherOr, FYI Decision, Reflectly (“the world’s first intelligent journal” using
a conversational AI bot), Youper, Daylio, Orange Diary (“comprehensive and irresistible features:
rich content: text, photo, voice, location data; tagging for fast organization”), Feelings Diary,
GridDiaryClassic, Perspective, Thought Diary, Moodtrack, Instant from Emberify (a quantified self
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company), Moodpanda, Get Happy, Live happy, Mood kit, Experial, In Flow, Knomee. Most apps
work by asking the user to input personal information on a regular basis and then using algorithms
to re-present that data according to user-selected trends. Some go as far as facilitating a process of
A major problem with these apps is that they only work with regular use. Inputting personal
information can be strenuous, requiring time and focus which can be difficult to muster amid busy
schedules. If a user misses a day, it can interrupt the tracking mechanisms and make it harder to get
started again. Additionally, the interfaces can be difficult to use, with a tone that does not inspire
safety or vulnerability. Engaging in deep introspection typically happens in spaces that offer
privacy and safety, like a bedroom or a therapist’s office, but opportunities to input personal data
via a mobile app often coincide with being in transit, or in public. Another major problem is the
presentation of personal data. After all, it is a significant design challenge to create an app that
offers a pleasant experience for diverse users to review their emotions in a neutral, intuitive way.
Some apps use artificial intelligence, but ultimately people are still reluctant to trust an AI chatbot
with helping them make decisions or manage their emotions (Teich, 2019).
In fields beyond mental health and fitness, models for personal tracking do not really exist. This
is to be expected, since other data (like emotions) can be nearly impossible to quantify and neatly
represent visually. Beyond therapeutic applications, social media and smartphones do not actually
facilitate reflection but rather the performance of authenticity and the assemblage of identity-
signifiers. Apps like Moment do help people reflect on their use of technology, but they fail to
incorporate the body’s complex sensory and emotional faculties to reflect on the messier parts of
personal experiences. When technology is applied to a purpose like user testing or stakeholder
surveys, interfaces are typically limited to screens and paper, and they request people to evaluate
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themselves from the perspective of a company’s interests, rather than their own intrinsic perception
of self.
Nevertheless, as far back as ancient times, humans have always recorded and documented their
activities, even if the methods were less methodical. The earliest cave paintings date back to more
than 60,000 years ago, featuring shapes and colors created by the human hand. The ancient
Egyptians developed a very complex concept of the self (Singer, 2004). Around 12,500 years ago,
as human society moved away from hunting and gathering towards a more sedentary agricultural
lifestyle, people rapidly accrued more time and more materials which aided in the development of
more complex self-reflection. It is clear that no matter the culture or time period, it has always been
important to capture, for communal benefit, important moments in a group’s history like successful
across classes, locations, and occupations, whether shaman, astronomer, or maritime captain (West,
2011). This collective knowledge is passed down and helps new generations to survive.
One well-known example is the Old Farmer’s Almanac, which has tracked the tides and seasons
to support North American agriculture since 1792 (Old Farmer’s Almanac). The 1400s, which
marked the beginning of an era of imperialism, launched a vast flood of diaries produced by
colonizing explorers who documented and embellished their journeys in new lands (McKay,
2005)(Cavell, 2010). Lewis and Clark kept detailed journals about their route and the people they
encountered crossing the American continent, and Robert Scott’s Captain’s Log contributed to
humanity’s scientific knowledge about the South Pole. These are examples of people who collected
knowledge with the objective to share it publicly and so benefit their community.
But there were also many people who maintained a private, personal diary. Perhaps the two most
famous personal diaries of all time were never intended to be famous, nor published: Anne Frank’s
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diary and Marcus Aurelius’s Meditations (Welsch, 2017). Indeed, diaries and diary-keeping do not
only document information; they are a means of private self-exploration and discourse with the self.
As cultural artifacts, diaries provide deeper sociological insights into the social dynamics of culture
at the time of writing. The events and language contained within diaries, whether public or private,
Social media is essentially modern diary-keeping. Within the past two decades, it evolved from
low-fidelity, unmonetized spaces like LiveJournal and MySpace to the influencer-saturated and
highly public-facing platforms like Instagram, Facebook, and YouTube. It’s now estimated that
around 2.65 billion people used social media in 2018 (Statista, 2019). Integrating wearable devices
like the FitBit with social media has enabled people to effortlessly capture and review data about
highly personal activities, and then publicly share that data with the world.
In the 21st century, the fundamental human act of self-reflection is accelerating and changing
dramatically, and designers and researchers are struggling alongside their users to figure out the
best way to manage digital self-reflection. Some research has been done on best practices for the
and designing for delight (Falmann, 2019). There is much research on how persuasive design
creates ritualistic use of social media. Other research establishes the positive effects of
personalization upon public experiences (Not & Petrelli, 2018) and personal user interfaces (Kwon
& Kim, 2012). Innovations in themed entertainment highlight cutting-edge methods for using
technology to capture individual experiences. A patent registered in 2014 to Orion Photo Industries
Inc. describes a system that provides “coded personalized souvenirs linked to web-based
personalized content related to individual consumer identifiers, locality identifiers and/or both…
Additional embodiments also include laser engraved coded souvenirs.” Another team of researchers
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attempted an RFID-assisted souvenir generator system in 2014, but it was automatically generated.
That is to say, it captured a user’s individual data and produced a souvenir for them, but the system
lacked any meaningful participation or co-creation from the visitors themselves (Duan, Hou, & Ma,
A lingering question is whether today’s consumers have the necessary mental model to derive as
much meaning from digital-physical personalization as they do from purely physical or digital
experiences. There are also unexplored ethical challenges that the technology of self-reflection
presents (Anastasiadou & Vettese, 2019). Research on avatars and digital selfhood do not yet reveal
any significant long-term findings about the effects of digital self-reflection on self or society, and
there is certainly not yet enough research on physical-digital self-reflection to guide the
development of new projects in this field. There is much work being done to understand the
connection between the design of avatars and digital personhood, especially as it relates to
consumer decisions in theme parks and branded experiences (So, 2017), but there is not sufficient
People generate more data than ever today, but that data is meaningless without a good way to make
sense of it all. Data visualization is a rapidly growing field with applications across marketing, business,
health, and science. Infographics and charts are often generated for stakeholder meetings, and data
visualizations are frequently employed to demonstrate market potential at pitch competitions. When it
comes to personal data, many people first encounter personal informatics through a health or personal
tracking interface (Rapp & Cena, 2016). Business projects and health/fitness visualizations remain the
most popular purposes for data visualization today. An extension of data visualization is data
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physicalization which bridges digital experiences with physical objects. Many installation artists draw
on this concept to create powerful community stories, such as inviting visitors to string yarn on a map
indicating their migration experience. Another powerful example of data physicalization is a study done
at The Municipal Museum at The Hague, in the Netherlands. Here, visitors could generate a
personalized souvenir postcard which illustrated their journey through the exhibit (Petrelli, Marshall,
Studies have been done that show certain types of data visualization affect users differently
(Herrmann, Brumby, Oreszczyn & Gilbert, 2018). However, not much is known much about how
data visualization affects post-event perception or loyalty. When it comes to UX, at the forefront of
designing digital-physical experiences like AR/VR is the video game industry. Although best
practices in UX are always being redefined, some work has been done to establish a methodology
specific to the affordances of mobile devices (Dirin & Laine, 2018). It is still early stages, but
trends indicate that AR/VR may soon become a domestic consumer experience, thanks to the
reduced visual latency (Foundry, 2017). There is not yet enough information to determine how
these multimodal interfaces will affect people or society, nor to predict how the touch- and sensor-
based affordances of mobile devices may be fully exploited in the future, but it is apparent that the
full potential of the sensor-rich personal mobile device as a meaning-making tool has not yet been
realized.
intelligent interface. Some have humanoid faces (Walker, Sproull & Subramani, 1994), whereas
others tend towards the abstract, such as Siri’s flash of multicolored light. Robots, especially tele-
present robots (Latikka, Turja & Oksanen, 2019), points towards a 21st century representation of
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self that is both physical and digital. The overarching goal is to visually represent the self in a way
that facilitates trust, data flow, and clear guidelines for use. This field presents an opportunity to
explore the use of personalizable, abstract physical-digital avatars to make systems accessible and
Innovative artists and businesses are incorporating the body more and more into their
technologies. The field of tangible, embedded, and embodied interaction (TEI) captures a physical-
digital sweet spot which indicates the future of human-computer interaction technology (Shimojo &
Shams, 2001). TEI offers new opportunities for collaboration, intuitive navigation, and immersion.
Indeed, interactions with responsive environments seem to be the way of the future, already present
in smart homes and office buildings which anticipate and adjust to their occupants’ needs. In an era
of disappearing interfaces, experts predict more integration of the digital and physical, away from
computer and keyboard interfaces (National Research Council, 2011). From Dr. Ali Mazalek’s
work in Toronto to Dr. Hiroshi Ishii and the MIT Media Lab, researchers in this field continue to
develop new ways to bridge the digital and physical worlds. Theme parks have already caught on,
and TEI technologies are currently in use at the queues for Seven Dwarfs Mine Train and Haunted
Artists and researchers are at the forefront of projects connecting technology with the body.
Marina Abramović and Allan Kaprow are two such performance artists whose projects
fundamentally altered perceptions of time, boundaries of self, and the role of the onlooker. Many
contemporary artists use tangible, embedded and embodied technology for astonishing self-
expressive projects, some of which incorporate personal data or reprogramming smart voice
interfaces like Alexa (Lessio). Works like Shiva’s Rangoli (Gupta, 2018), useless machines, and
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The Blue Studio out of MIT Media Lab (Jaasma et al, 2017) are all projects that use embodied
feedback via smart interfaces to help put users at the center of their own storytelling.
But people from all age groups and disciplines share an awareness that screen-based
technologies are not the decisive solution to humanity’s need for imagination, analysis, inclusion,
and self-reflection. Everyday people already benefit from TEI technologies, which have proven
especially successful at engaging diverse groups by supplying highly accessible and intuitive
interfaces. That is to say, TEI interactions can be democratize participation for people from wide-
ranging age groups, who have differing physical abilities, and who speak different
languages. Another major boon of TEI is personalization; depending on the complexity of the
project and the input ranges offered, no two experiences of a TEI interface are ever quite the same.
To sum up, TEI technology is in the early days of its application to science and research, cultural
institutions, and theme park queues, but it has yet to be applied to mainstream social media and
Due to the convergence of new technology, low media literacy, and the impending effects of
capitalism and climate change, the ability to self-reflect is a survival skill which is in danger of
being lost. In fact, the capacity to perceive and critically engage with individual and collective
stories is a foundation of a healthy society. America’s Founding Fathers understood this when they
enshrined freedom of the press and independent media. Now it is 2019, and people are
overwhelmed with the convenience of data (Wong, 2019). Google can answer most any question,
and new computing tools offer ways to explore and understand large datasets that were
inconceivable in the 20th century. Access to data is, in large part, not a problem in itself. Rather, it is
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the interaction with and analysis of data which are problematic. Putting aside military technology
for a moment, the average citizen in 2019 is regularly exposed to mysterious black box algorithms,
artificial intelligence, machine learning, and persuasive design techniques (Fogg, 2009) in nearly
every technology. Many platforms do not include any transparency or guidance to assist users in
evaluating and navigating complex technology. Technology values people only as data and
attention. The commodification of attention is nothing new, but new technology is exacerbating the
intimate ways in which people can be taken advantage of by media. Most people do not read the
fine print and had no role in the design process, and yet media and algorithms are everywhere:
homes, workplaces, cars, public spaces, and worn on the body. Rich Gold, in 1995, explored this
What if your smart house remembered important dates like birthdays and sent cards and
balloons, baked special cakes and chilled the champagne on the right days? Would you feel
good if you received a card generated by your lover's house? If your otherwise always forgetful
lover started remembering your birthday would you become suspicious? Would it be possible
that you would break up with your lover based on the forgetting or the remembering to program
Technology pervades society, but the majority of people are ill-equipped to manage its influence on
their lives. One way people are making sense of this new reality is a hyper focus on the
organization and presentation of data. In 2019, jobs in user experience (UX) design are one of the
top favorites for employment (Onward Search, 2019). Influencer marketing continues to grow as
generations of digital natives are poised to capitalize on their digital fluency and storytell for profit
on social media. The opportunity presented in this field is to help people take a step back from
addictive social media usage and reorient their relationship with technology. This could be done by
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creating a substitute which retains all the connective and aesthetic benefits of social media but
provides transparency and agency to the user and eschews advertising and other corporate
Technology is helping to expand not only tools but spaces for meaning-making. Architecture is one
of the oldest human artforms, and it meets the dual needs of survival and communication (Neutra,
1954). Personal informatics is rapidly becoming “lived informatics” as adaptive architecture and live
computing grow in popularity (Epstein, Ping, Fogarty & Munson, 2015). Whether big or small,
sophisticated or simple, all technology must be embedded in some kind of physical space. It matters
where someone is when they use technology, because space informs usage. The act of taking a selfie
takes on a very different meaning when at home versus at a church service or at an holy site like Uluru
in Australia. Truly, physical spaces offer many lessons for digital methods of meaning-making that are
yet to be uncovered. Pattern language, themed spaces, and conflict zones all offer something crucial
2.5a Pattern Language. Every building tells a story by its very appearance and architectural
patterns, and personal and community structures naturally have different shapes and patterns.
Christopher Alexander’s much lauded book Pattern Language was published in 1977 (Alexander,
1977) and promotes the concept that patterns of architecture nest inside one another and can be
applied as systems to nearly any environment. For example, worship spaces and churches have an
architectural language familiar around the world (Meagher, 2018), with a vestibule for this and a
hall for that. Buildings generate a framework for interactions, even before any human being enters.
Theme parks are an example of public spaces that have an existing interior design and
architectural design hierarchy, usually to create a sense of immersion whilst meeting logistical
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needs for guest capacity (Cabanas, 2019). Much is currently being written about sensory design in
architecture and the ways in which responsive buildings can use technology to bring value to their
occupants (Lehman, 2011). But not much research has been done on the architectural patterns of
booths, however humble, and how they might connect to the architecture of memory and the
In particular, the nexus between architecture and disabled bodies is a potent topic for embodied
meaning-making. Beyond basic accessibility and universal design factors like ramps, there remains
much unexplored territory when it comes to disabled peoples’ sensory experience of physical-
digital meaning-making spaces. The gap in the field of architectural pattern language is the public-
private third place (Oldenburg, 1999). The booth stands out an untapped resource for facilitating
2.5b Themed Spaces. With the arrival of the Internet and exponentially more powerful computers,
the 1980s and 1990s saw a fundamental shift in the nature of mass entertainment. Whereas amusement
had previously been limited to a particular location, online gaming, text-based storytelling, and virtual
reality opened up new possibilities for digital and physical spaces for storytelling. These powerful yet
enigmatic innovations rattled the public’s understanding of identity and participation, and warped
existing models of gaming, gambling, journalism, and politics. Young people suddenly had access to
stories, tools, and worlds beyond the reach of many people in older generations; their participation and
identities shaped the interactivity and principles of emerging new media. Modern production studios
caught on, and eagerly combined big data with behavioural psychology to deliver a power punch of
profit.
By the end of the 1990s, the attractions industry had undergone a critical change in function.
Traditional theme parks located beloved popular stories within simulated planned communities like
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Disney’s Main Street, planting opportunities for consumerism along the way. But by 2000,
attractions bypassed simple nostalgia and entered the age of imaginative and immersive world-
building. The Harry Potter series introduced a visual universe to billions of people, creating the
world’s largest fandom. In order to remain relevant and competitive, amusement centers responded
to fans. They introduced bottom-up designs using multisensory stimulation and emotional
persuasion borrowed from film and gambling. Location-based entertainment went from describing a
By 2001, the dot com bubble had burst, and a recession was on the horizon, but casino culture
continued to steadily rise (Goodman, 2009). Persuasive design was no longer shady and implicit,
but rather explicitly de mode: a celebrated feature of technology, not a shameful tactic. With the
official launch of Facebook in 2005, persuasive design began to pervade all new media, which
extended greater social permission for physical parks to use these same tactics in built
environments.
Today, theme parks and cultural attractions tempt profit by utilizing gaming principles to produce
experiences that highlight nuance and diversity, prolong engagement, and invite imagination. Their
design strategies are enacted in physical spaces, and include variable rewards (Lewis, 2017), the five
planes of player experience (Ferrara, 2013), uncertainty, absorption (Higgins, 2006), and multisensory
embodied play (Waysdorf & Reijnders, 2018). Parks have learned to revere rather than reject fandom,
observing that fictional worlds, by design, speak to a certain public (Warner, 2005). When people
identify themselves as part of a public by entering a theme park environment, that space becomes
particularly “welcoming and special. Being in the park not only means being surrounded by the
narrative world but also being surrounded by this community” (Waysdorf & Reijnders, 2018). Designers
are beginning to see that safety and inclusion can be profitable. Theorists are cautioning against the
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trend towards gamification, a favored technique among many civic and entertainment bodies such as
Ontario’s Carrot Rewards program. Experts say that the qualities of the game itself has more merit than
any “strip-mined” gamification could ever offer: games can persuade, simulate real environments,
But themed spaces have the benefit of well-fleshed out fictional worlds. When the Harry Potter series
of books was adapted to film, it was an easy next step to create the visual language for the Wizarding
World of Harry Potter. The fictional identities, usage patterns, and cultural values of the physical park
were embedded straight from the novels. However, real-world spaces do not often have the benefit of a
pre-scripted visual language. The field of political interiors explores the visual language of spaces like
courtrooms and public squares (Capillé, 2018), which translate rather abstract value systems into
physical worlds that support the negotiation and enaction of those values into reality. All too often, the
theming of these spaces fails to inspire meaningful participation by the masses. Sometimes, this is done
on purpose. For example, people do not experience the architecture of courtrooms very often. Most
people live in a world of concrete, drywall, and IKEA furnishings, and they control how their bodies
move in those spaces. At home, lighting levels and physical postures can be adjusted, and at coffee
shops, anyone can leave if they dislike the music or the furniture is uncomfortable. Contrast the private
domestic experience to a public courtroom experience, where visitors encounter mahogany benches,
high-ceilings, and Grecian columns, and are not allowed to lay down or shift around furniture. At court,
people are sworn to tell the truth, a process which is messy and intimate, but they are surrounded by
materials and architecture which communicate something very different from truth-telling: power,
So, what is the physical theming of telling the truth? Which materials, shapes, angles, and locations
might encourage people to share authentic personal experiences? It is known that nature and greenery
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can inspire healing – the Art Nouveau hospital of Sant Pau in Barcelona was an early effort -- (Schrank
& Ekici, 2016) and that different materials contain sense memories which affect behavior (Thelen,
Matusz & Murray, 2014)(Marschall, 2019). Therapy offices, courtrooms, and classrooms all attempt to
design spaces for honesty, however there is not yet enough research on frameworks for theming spaces
A goldmine of material on this topic can be found in literature about conflict resolution, which is so
often a disagreement about ownership of physical spaces. It is worth noting the importance of symbolic
and public space in the conflict resolution process during the Troubles, which took place at Stormont
Castle in Belfast where negotiators finally hammered out the Good Friday Agreement (Bryan &
McIntosh, 2005).
2.5c Conflict Zones and Peace Parks. Theme parks have transformative power specifically because
they have boundaries and rules, enabling players to explore new ways of being within a level of
acceptable risk. In this way, the idea of parks can offer a “framework to imagine potentialities and
alternatives” (Waysdorf & Reijnders). There is a “core assumption…that visitors would like to intensify
and bring a favorable experience into their real lives” (Dong & Siu, 2013). Public spaces can be seen as
civic theme parks. They are the physical places where civic identity is formed and where negotiations of
public issues occur. Playback theatre is one grassroots practice which uses art and physical space to help
people in conflict situations. Trained actors are given a real story and they collaborate with the giver to
act out, pause, replay, and try out different actions until a preferred outcome is achieved. There is peace-
making power in community grounded in physical space, where people forge a shared identity and
engage in a process of imagining new worlds together (Smigelsky & Neimeyer, 2018).
In the field of conflict resolution, physical space is an essential element of peace-making. Most
experts agree that successful mediation utilizes “cognitive-historical pathways” (Lejano 2006). In
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situations with two opposing “sides”, this means that conflict resolution occurs when each side 1)
affirms self-identity, 2) explores joint-identity, and 3) considers what a common identity might
mean for the future (Lejano). When the conflict is related to territory, as in the two Koreas, an oft-
implemented solution is a peace park which creates a neutral buffer zone. One limitation of peace
parks, though, is that they reinforce the attitude that physical proximity can only exacerbate
conflict. The peace park perspective also limits the concept of peace to a state-actor relationship.
Whereas much conflict resolution and policy negotiations happen between government officials
behind closed doors, the reality is that conflict is enacted by everyday citizens in a variety of public
and private spaces with long histories of embodied meaning-making, like restaurants and
classrooms.
An alternate way to view conflict over physical space is the model of care perspective, which
posits that peace parks actually work because people act in “coherence with the web of
relationships,” not because of “clear lines of authority or the pursuit of individual interest.” Under
this model, peace is achieved when the identities of individual and community-actors shift in
accordance with a new understanding of their relationship to other players. The space of the park
becomes a “template upon which a complex web of relationships can evolve” (Lejano). The park is
The opportunity in this field is to reinvigorate the role of public space as a location for civic
engagement. Beyond the voting booth, beyond the town hall, beyond protests at the park, public
spaces host a revolving door of micro-behaviors that, altogether, create the fabric of civic identity
and community life. In 2019, there are not enough public rituals of self-reflection that utilize the
physical landscapes of everyday life (Pfister, 2017). Physical spaces offer an interface for
negotiating community issues and activating a wide range of stakeholders, and there is an
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opportunity to use public physical spaces to capture data and tell meaningful stories using embodied
interaction.
People have always collected objects as a way of making sense of their inner and outer worlds,
ever since the earliest days of pagan worship and pocket-size statuettes. Today, many people have a
habit of ‘collecting’. Sometimes they collect items which belong to a set, such as trading cards or
bobbleheads. Sometimes these objects are meant to be seen and not touched, as in mint-condition
figurines. But other times, people collect objects somewhat unintentionally in conjunction with
meaningful events, like pocketing a stone from the beach or holding onto a ticket stub. People retain
physical reminders of pleasant memories. Souvenirs are an obvious enaction of this behavior.
Souvenirs have their origin in holy pilgrimages, where pilgrims would complete their epic trek and
return with small holy items to commemorate their journey and mark their new status (Swanson &
Timothy, 2012). This line of inquiry reveals much about the process of imbuing physical objects
At home, personal spiritual objects might live in a special location, removed and handled only
during very special moments of intention and self-reflection (Bey, 2012). A token might represent a
good memory, like a trip abroad, or perhaps a value system or spiritual practice which the person
aspires to embody, like a Buddha figurine. Ritual objects often serve as a phenomenological
replacement for the mysterious, complex forces of nature that cannot be easily explained like
ancestors, God, universe, or love (Shepherd & Kay, 2019). It is the tangible, ritualistic aspects of
using personal spiritual objects for self-reflection that are now beginning to be studied (Lucas,
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2014). Certainly, it is only in the last decade that researchers have begun to explore personal
tangible rituals as augmented by digital media (Gould, Kohn & Gibbs, 2019).
One study takes a different approach, highlighting the benefits of ritualization to position brands
in international markets (Sharma, Kumar & Borah 2017). Of course, there are capitalistic
motivations for adhering to a specific collection and acquiring a given list of items. There is some
research on customer motivations for souvenir purchases (Wilkins, 2011), but there is an
overlooked sensory motivation for the collection of objects. Even in research related to souvenir
objects and theme park visitors, there is a lack of work that studies the kinds of tangible qualities
people find meaningful (Haldrup, 2017) and how these objects affect their probability of returning
to the space, perception of their visit, and closeness to the brand. There has not been much
innovation in the modern souvenir industry although people continue to purchase items in large
quantities (MarketWatch), but this speaks more to the collective mentality of society than to the
quality of the souvenirs on offer. Objects are only as powerful as the experiences connected with
them: postcards from a backpacking trip to Europe and a wand from Ollivander’s contain meaning
If tangible objects are spiritual souvenirs, tokens of inner journeys that keep their owners on the
path toward enlightenment (Mäkelä, 1996), it becomes obvious that any meaningful personal
development using digital media should be paired with physical objects for maximum impact.
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3. RESEARCH QUESTIONS
The research questions which guide this project are centered on the opportunities described
above. A first task is to understand the modern concept of the self as a basis for meaning making,
and how technology is currently mediating that process. Next, to explore how best to unite physical
and personal methods of self-reflection with the analytical and connective affordances of social
media. Yes, there are existing ritualistic uses of social media, but how might they be overlaid with
daily, sensory self-reflection, as opposed to the more removed experiences of self-reflection like
meditation retreats, where someone goes away from their normal life? Another area of study is
which physical spaces are best suited for individual and collective truth-telling. In which physical
spaces are people most in touch with the truth? Where do people feel most comfortable telling the
truth? Where do people feel most obliged to tell the truth? What would a space look like that
balances the sensory elements of both comfort and obligation to truth-telling? A broader zone of
inquiry is about which design languages most clearly transmit the theming of telling the truth. The
field of political interiors does not reveal much about the visual language of truth-telling. This is
perhaps because telling the truth requires a sort of neutrality and negative space, a receptacle for the
truth and a culture which encourages honesty. More practical research questions are which data
visualization tools might most effectively facilitate individual and collective self-reflection. What
are appropriate applications of persuasive design principles for user retention and behavior change
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4. DESIGN RATIONALE
This section describes the design rationale, including ideation (user personas, user journey), as
well as the significance and implementation of the objects, environments, and interface developed
over the course of the project. The symbol of Room for Truth is the ampersand, which signifies the
connection between self and other, self and society. Traditionally, the ampersand stands for
inclusion, collaboration, combination, expansion, and layering. The “&” introduces the premise that
the very act of engaging with Room for Truth serves as an act which unites self with society, and it
User Personas. Who might visit the booth, what do they want, and how might they achieve it?
• Someone with a nebulous current feeling (perhaps in response to the news - climate, racism)
• Someone without anything specific in mind but who is interested in tech & others’ stories
User Journey. The Room for Truth user journey builds on the core user journey of all
transformative experiences: someone arrives with a story, goes through a transformation with the
aid of storytelling, and leaves with a different story and a physical token to help them remember.
1. The first step in a user’s journey is to identify a feeling of disorientation and connect it with a
desire to resolve it. Many people go to a diary, social media, a trusted friend, or a personal
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spiritual space. Room for Truth offers a familiar alternative: a physical-digital space, designed
to facilitate self-reflection, which is easily accessible. The mobile application can be opened
with one touch, and push notifications could invite users to participate in regular, prescheduled
moments of self-reflection.
2. Next, the user sits down in the space with the objects. The user has moved from experiencing
the problem to attempting to resolve it. They physically and mentally move to a space that has
the tools they will need. At home, this physical space is wherever their precious objects are
kept. In public installations, this could be a booth in a nearby community library with a virtual
queue. The booth contains an iPad mount, a cabinet with objects, and a smart tablemat.
3. The user begins with a sensory orientation and settling in process. Like all rituals, Room for
Truth has a preamble and a denouement. To prepare the body and mind for the storytelling
process, the mobile app displays an ampersand as the Home button, a gently pulsing circle as
the baseline animation, and slightly slower than normal transitions between screens. The aim is
to encourage a user to begin paying attention to their own embodied rhythms, perhaps slowing
their respiration to match the pulsing circle and adjusting their hurried mental pacing to the
interface’s leisurely tempo. In public booths, the soundproofing and the neutral theming help set
the stage for the nervous system to relax and tune into sensation.
4. Now, the user is ready to select their topic. A list of general topics helps spark the imagination
and allows the user to fill in the specifics with their own private prompts. It works the same way
as tarot cards (Sosteric, 2014), where a user’s perspective on random patterns generates new
insight (Ruah-Midbar, 2014). It may be a feature of future iterations to allow private entities to
host their own Room for Truth topics, accessible only to relevant stakeholders, as an alternative
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5. After selecting their topic, the user is ready to tell a story using the objects. The interface invites
the user to handle the objects, which encompass a broad variety of sensory and symbolic
qualities. In private settings, a user will handle their own familiar objects, recalling memories
and values associated with them. In public settings, there will be a set of universally symbolic
objects (read more under 4.1 Objects below). Each object has a tiny hidden NFC tag. After
receiving sensory and emotional information from the objects, the user selects the three which
best represent their answer to the prompt at the present moment and places them upon the small
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6. The user now scans their three objects, thereby capturing and submitting their story. An
ampersand-adorned circle covers an NFC reader embedded in the tablemat, which connects to
the mobile device via Bluetooth. One by one, in a ritualistic fashion, the user places each object
upon the “&”. Each NFC tag generates a unique, abstracted animation on the screen. After all
three objects are scanned, they drift to the center and layer on top of one another, creating a new
animation which combines the aesthetics of all three. After a moment, a thin grey square
appears around the pulsing image and timestamps it, declaring ‘thank you for telling the truth’.
At the bottom of the screen, the user may either tap My Stories or Other Stories.
7. When a user taps My Stories, they see a collection of their own animations. When viewing
Other Stories, they see a public newsfeed of recently generated animations. Content is
searchable by date, topic, objects used, and appearance. When a given animation is tapped, it
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expands and replays the three-to-one animation process of the original story. It also suggests
similar stories based on any desired criteria, like Amazon’s recommender algorithm.
8. Finally, the user’s process of self-reflection concludes and their attention wanes. At home, the
user may leave the app, shut off their mobile device, stow the mat, and reset their precious
objects inside the original container. In a public Room for Truth, the user replaces the objects
inside the cabinet and simply presses the “&” to return to the home screen. The mental and
physical process of resetting the objects and exiting the temporary sacred space help the user
Room for Truth measures success on two outcomes: 1) the user’s ability to tell the truth, and 2)
the user’s understanding of themself. A major focus of this research project was how to translate
non-digital and digital rituals of self-reflection into a system with appropriate UX / UI, including
data visualization tools, dialogue and interaction design, potential voice interface and machine
learning, as well as the physical housing and installation procedures, such as fabrication and
theming for physical elements. The final conception of Room for Truth offers both publicly and
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privately located versions. The public situating of a Room for Truth booth exploits the existing
societal functions of places like libraries, which are neutral, inviting spaces for knowledge and
collaboration. User testing was unfortunately outside the scope of this project’s timeline, but it will
4.1 Objects
The technological challenges of object design led to the selection of NFC (near-field
communication) tags. NFC tags are accessible, affordable, require no external source of power, and
are nearly invisible when embedded thoughtfully; putting tags inside objects gives them a digital
personality whilst preserving their sensory affordances. This decision was influenced by comparing
the benefits of low-tech Montessori storytelling with high-tech virtual reality storytelling. Simple
wooden blocks used by children can be imbued with highly complex traits, and reused again and
again with different storylines, all powered purely by the imagination (Montessori, 1912). Drawing
on this concept, the final five objects selected for this project’s prototype offer the user various
sensory and symbolic characteristics (e.g., heavy/soft, personal/universal). They were selected to
represent concepts essential to understanding the world, while remaining abstract enough to allow
users to overlay their own meanings: self (white cube), other (key), time (clock), nature (vial of
water), and change (red string). Using symbolic objects with a simple technology like NFC permits
users to immediately begin storytelling, without the need for onboarding or purchasing additional
objects. There is no need for the user to learn a new operating system. Navigation is intuitive, and
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On the other extreme is virtual reality (VR) and virtual objects. VR is a fairly inaccessible
system of interaction in that it requires a lot of technical equipment and has non-intuitive interfaces
where users must grasp controllers and trigger buttons in order to “pick up” digital objects. Many
inventors are now exploring the use of expensive haptic wearables which can simulate resistance
and weight in virtual reality environments, but the human vestibular system cannot be tricked, as
professional gamers will affirm (Lang, 2018). There is simply no better storytelling interface than
the finely attuned nervous system of the human body. So, by using a low-tech solution like NFC to
enhance existing rituals of tangible meaning making, it becomes possible to unobtrusively generate
4.2 Environments
Personal rituals of truth-telling and self-reflection usually take place in personal spaces, like a
bedroom or home desk. Some people have an altar and perform a ritual with physical objects, or
they may write in a diary or sit down to meditate. Generally speaking, self-reflection tends to occur
in spaces where the user feels safe. This may be a space where they regularly practice self-
reflection, where they have already ‘themed’ it with art and objects that facilitate their own process
of relaxation and mindfulness. In public spaces, however, people are rarely invited to reflect upon
themselves or society, as this kind of behavior is typically reserved for private environments. There
are semi-public spaces where people are invited to engage in self-reflection: religious spaces,
therapists’ offices, and courtrooms. In these spaces, the invitation to self-reflect is suggested by the
décor (a painting of Lady Justice), the physical behavior of people in the space (bowing heads),
and/or through spoken or written instructions (“close your eyes”). This project’s research into the
physical locations of meaning-making led to the selection of third places as the best location for a
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Room for Truth booth. The balance of personal privacy with public oversight is a reliable recipe for
good behavior which has been used in environments from Bentham’s panopticon to public parks.
One fundamental influence on the Room for Truth space is the voting booth, a true blend of
personal and private space. Voting is an act which occurs in a public space and affects the public
good, but the voter enters a private booth to cast their vote and their decision need never be made
public. Catholic churches employ a similar tactic in the confessional booth, where parishioners
reveal difficult personal truths to a trusted guide within a private setting. In both scenarios, the very
environment of the booth encourages the act of disclosure and self-reflection by blending public
and private. In the ideation process of designing the Room for Truth booth, informal user research
among friends revealed surprising themes about which sensory elements inspire truth-telling. Many
people interrogated the environment of courtrooms, explaining a conflict between the language of
truth and transparency and the architecture of power. Some suggested elementary school classrooms
or wide-open fields as the best places to tell the truth. One early sketch for the Room’s interior
combined the solemn, structured theming of a church confessional (velvet, dark enclosure, candles,
pressure to share and receive penance) with the uninhibited, multisensory theming of nature (wheat,
river rocks, a gentle breeze). Ultimately, however, it is impossible to predict what connotations
these elements will provoke in unique users. There is no such thing as a neutral material or shape
(Winner). The final Room for Truth environment attempts to limit instructive interior design and
leave as much meaning-making as possible to the user while still providing a functionally private
space. The booth design incorporates principles of persuasive design and the pattern language
shared by experience designers across disciplines. It evaluates and build on theories of political
interiors and sensory design to presents a third place devised to invoke interaction scripts which
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The installation opportunities for Room for Truth booths in public spaces present fabrication and
accessibility challenges. Ideally, any civic body could install a Room by downloading a free booth
template, 3D printing and assembling it, downloading the code, securely mounting the iPad, and
purchasing or DIY-ing the mat / NFC reader setup. The mat is a simple mechanism for creating a
temporary sacred space; it need only contain an embedded NFC reader capable of Bluetooth, and a
symbolic ampersand and three circles printed on the surface to indicate where objects can be
placed. The object circles have no labels because their sequence does not matter, except to the user.
It echoes the universal nature of storytelling, which is rearranging elements into different orders and
imbuing them with meaning. The interface of the mobile application affirms the user’s mental
model by mirroring the layout of the tablemat, with central ampersand and three-circles. The
embedded iPad is used for onboarding and storytelling, modeled after the purchase process in most
public photo booths. Maintenance for such a community space should be minimal, perhaps limited
to sanitizing the tabletop and cheaply replacing any missing objects. Ideally, visitors will cultivate a
sense of personal responsibility and community ownership over the space and treat it as a sacred
place of self-reflection.
4.3 Interface
Room for Truth moves away from GUIs (graphical user interfaces) and towards TUIs (tangible
sensory experience of tapping and swiping, and also to take advantage of the ubiquity and
computing power of the personal mobile device. The interface incorporates best practices in the UX
of self-tracking and personal development, as well as popular features from social media like the
newsfeed. These elements allow users to immediately and intuitively begin to use Room for Truth,
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without having to learn a new interaction system. The interface draws on the familiar newsfeed
functionality to connect users with others and display visual content. Like the FitBit and other
personal data tracking apps, Room for Truth enables users to search for content by date, topic,
Inspired by hashtags, one iteration in the design process explored a topic selection widget in
which users and developers could submit their own topics, to be publicly or privately available. But
there is a stronger argument for keeping topics general rather than specific. For instance, “Parkland
shooting” could be added to a list of topics, but phenomenologically, this could limit the ability of
other users to make connections between more broadly related themes like violence, politics,
education, and activism. Additionally, user-generated topics enable the creation of filter bubbles of
people who use the same language, whereas Room for Truth aspires to avoid the filter bubble
phenomenon.
The data visualization of Room for Truth is unique among existing social media platforms. The
focus is on imagination and mood, rather than accuracy. The baseline animation for all interactions
is an abstracted circle, which is a universal symbol of self, wholeness, and a cyclical view of the
world. Abstracting the data into animations inspires curiosity and reduces the competition and
comparison which is prevalent on photo-heavy platforms like Instagram. Each object has a different
(but still abstract) effect upon the circle animation when scanned, inspired by the meaning of the
object itself. For example, the clock face symbolizes time, and thus adds a subtle ticking movement
to the circle.
The san serif fonts and minimalist grey and white color scheme present a sort of neutral slate to
the user, where the only visible colors and animations are user-generated. The more the Room for
Truth platform is used, the more personalized the interface will appear, which helps generate trust
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and a feeling of ownership for the user. The physical-digital interface of the iPad, objects, and mat
utilize tangible, embedded and embodied interaction to create a highly interactive, accessible, and
personalizable interface for the majority of guests. As mentioned previously, tangible and embodied
interactions have the potential to be the most accessible for people with various linguistic and
physical capacities.
Ultimately, the Room for Truth interface creates a pop-up sacred space that is contained within
the user’s mobile device, lives in their pocket, and can be accessed and overlaid upon other physical
spaces when desired. The interface replicates the neutral benevolence of the best self-reflective
methods, like a good facilitator, priest or therapist might do, and it creates non-denominational
space for messy storytelling and gently suggests universal themes which may help the user put their
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5. DISCUSSION & CONCLUSION
Room for Truth contributes one solution to the quest for meaning-making raised by the looming
physical-digital landscape of the 21st century: equipping individuals and communities with better
tools and better spaces to tell the truth. The ability to tell the truth can help people free themselves
from societal structures not of their choosing, which is the foundation of human evolution. This
project addresses the concerns shared by all people, which include surviving, thriving, and crafting
an equitable and just world. This goal requires better, more thoughtful ways to use technology in
service of people and planet, and not the other way around. The world of the future appears to be a
physical-digital experience, neither purely tangible nor purely data. Room for Truth points to a new
framework for personal and collective truth-telling that can withstand the rapid development of new
technology while also complementing the ancient meaning-making faculties embedded within the
human body. This project also breaks new ground in the UX of personal development and
stakeholder management, turning away from literal accuracy and data analysis and introducing a
In 2019, the media is obsessed with “telling it like it is” while devaluing critical assessment or
presenting opportunities for action (Harsin, 2015). On the one end of the political spectrum is
Donald Trump (Avlon, 2018) and his Twitter rampages which literally displace fact with
individualized and tyrannical fictions. But the President is simply telling his personal biases and
prejudices as they are, speaking “truth” to the large percentage of Americans who share his white
supremacist and nationalistic opinions. On the other end is teenager Greta Thunberg, who points to
climate science and encourages others to understand systems of power. This is a climate of
polarized media, and it does not lend itself to much cross-community conversation. Poor attention
spans and filter bubbles contribute to low media literacy and encourage consumption, commentary,
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and the spread of flashy stories and extreme content. Plus, truth-tellers are now, and always have
been, penalized by society (Peters, 2003). Whistleblowers get prison sentences (see: Chelsea
Manning), and people with Asperger’s or autism who have a proclivity to tell it like it is are reduced
to television tropes and social outcasts (see: Big Bang Theory). Most media conform to the
interpretation. Media answers the need to be involved in societal issues, and to know what one
‘should’ think and do. But the world is rarely quite so straightforward.
A major danger of the 21st century is the belief that truth is only that which can be quantified
(Rosenbaum, Billinger & Stieglitz, 2014). Similarly, it can be much easier to accept the appearance
of someone telling the truth rather than set aside the time and energy to do one’s own reckoning
with complex issues. Yes, the prevalence of data analysis tools and the convenience of photo-heavy
media platforms have generally improved people’s ability to storytell, fact-check, and learn about
different points of view. But more and more, technology is reinforcing exclusionary and polarizing
behavior, and replacing analysis with convenience. Media consumption practices have begun to
replace spiritual, community, and embodied self-reflection. There is a clear need for a new visual
language for truth-telling, one which can begin to wean people away from clear-cut, algorithmically
generated conclusions about highly complex themes. Ironically, in a physical-digital future, the best
way towards the truth might be away from the data. People must once again become suitably
suspicious, curious, and resilient enough to see past the guise of data and monetized media. There
is, of course, a difference between fact and truth, and it is precisely this ability to discern between
data-informed factoid and multifaceted personal experience of the world (truths) that can help
38
This raises questions about whether people actually have the mental model to find meaning in a
project like Room for Truth. This is a visual-first world where photographs, books, and spoken
conversations are the primary ways in which people make sense of the world. With so much
accurate data visualization available, it is possible that abstract animations would not be
immediately satisfying storytelling mechanisms for many users. Even as people understand the
limitations of language, the legibility and immediacy of existing social media interfaces make it
easier to use Instagram and Facebook to evaluate the world, rather than engaging in lengthy and
messy processes of self-reflection. But Room for Truth presents a new way of thinking and
visualizing that is actually more in line with best practices in storytelling, conflict resolution, and
relationship building. For instance, researchers know that abstraction and physical objects are
excellent ways to communicate complex ideas and build common ground, especially in the midst of
challenging and enigmatic themes. This concept is seen in wide-ranging applications like preschool
children who use sticks and blocks to solve playground problems, or the peace process in Northern
Ireland, where murals and symbolic objects played a key role in facilitating inter-community
dialogue and ultimately laying the foundation to end the Troubles (Lisle, 2006).
In a physical-digital future, it may be impossible to make sense of the world without balancing
technology with the body. More research is needed on integrating the body into social media, and
trends indicate that in the near future, TEI storytelling will mature into an equal challenger for
mainstream social media platforms (National Research Council). In the years to come, those who
are embracing technology will discover new ways to expand the affordances and audiences of their
products, and those people who are moving away from technology will have much to contribute to
the conversation about the role of physical objects and sensory experiences in meaning-making. All
artifacts have politics, whether tangible and universal or branded and digitally-augmented.
39
The core question for this project is how to thoughtfully integrate technology with physical
spaces and objects to facilitate individual and collective meaning-making. There is a hierarchy and
bias in consumer attitudes towards technology, which say that fancier is better, sleeker is better,
more data is better, and more photographic accuracy is better. However, the movement towards
experiential and embodied meaning-making is growing, and there is a corresponding need for more
sacred (but secular) third places where reflection can occur. This need is intimately tied to the
reclamation of public spaces from corporate ownership and surveillance for profit. Libraries are one
of few third places that have declared and maintained a practice of welcoming people from all
backgrounds and hosting free discussion of diverse ideas; it is in these third places where the future
There are other applications for the insights generated by this project. The discoveries made
possible by the Room for Truth platform could help inform design trends, as market researchers
might uncover consumer preferences for shapes, colors, and objects as they design products and
advertising materials. Room for Truth is also well situated to help stakeholders work through shared
issues, and it is possible that forward-thinking family therapists or conflict mediators may wish to
As a next step, Room for Truth will become a fully functioning application with accessibility
features for blind, deaf, mobility-impaired users, and non-English speakers. Early testers indicated a
desire for greater personalization of the visuals, so the next iteration would include touchscreen-
based methods for tweaking visualizations to alter the noise, color, and shape of the animations.
Another important future feature is the ability for users to bring their own objects into the Room by
affixing an NFC tag and selecting an animation effect. Once the app is ready, formal user tests can
be conducted with people in their own homes using their own objects, which was not in the scope of
40
this iteration. User tests will measure outcomes related to ability to tell the truth, self-knowledge,
sense of connection to others, connection to the visuals, and relationship with technology. Two
topics which merit further research are how people relate to abstract visuals and how they interpret
the physical theming of telling the truth. With sufficient developer support, the application can be
made available to the public. The initial launch phase of a project like Room for Truth requires a
strategic approach, because the app will provide more value as more people use it, which builds up
Overall, the simple user journey at the core of Room for Truth is a universal model of personal
transformation: arrive with a story, undergo a transformation with the aid of storytelling, and leave
with a different story and a physical token to remember the journey. A physical-digital version of
this process could have profound implications for personal development, community organizing,
and even religious gatherings. Room for Truth offers people a familiar interface (social media and
touchscreens), familiar objects (treasured items around them or visiting a library), and secular
language (telling the truth) to move them towards the kind of benefits that meditation, prayer, and
being in community in sacred spaces or accessing justice in court rooms can offer. The process of
developing Room for Truth provides useful information about how digital tools might help people
access their own data in meaningful ways, transform that data into a meaningful story, and transmit
that data into an object imbued with a new story so it leads to a desired state of being. If Room for
Truth grows popular enough to connect people from many different abilities, languages, and
locations, it materializes a sort of universal human story as told through moments, objects, and
embodied storytelling. Room for Truth could serve as a sort of living dictionary with the ability to
poll and track the changing moods of a community or nation around hot topics.
41
Ultimately, Room for Truth aspires to facilitate self-reflection, and the potential benefits of the
Room’s multimodal, public-private storytelling are manifold: more physical and mental self-
awareness, more thoughtful political decision-making and curiosity about other stakeholders, and a
growing desire and ability to center the truth as individuals and community members. Room for
Truth presents just one way to integrate the body and physical objects into digital storytelling, but it
is firmly located in a vision for a physical-digital future in which the visual language for truth-
telling is contextual, the technology is connective, and the opportunities are immeasurable.
42
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