In Chapter 3: A Critical Framework for Interactive Art, Stern made several intrinsic points that offer readers a new perspective on analyzing the interactive art.
He recognizes that technology has become an essential aspect of almost all of the interactive art pieces. However, technology itself does not suffice in the evaluation of such pieces. We need an implicit body framework, so that we are not only appreciating solely the technical success of interactive art, but also relating it to the connection to both the participants and environment.
The critical framework put forwards by Stern consists of four main facets: inquiry, description, inter-activity and relationality. The first two are mainly an authorial statement of the core idea and its applications in the piece, and the second means how the work itself, along with how it relates to the participants & surroundings feels like. In the example of Messa di Voce, I feel the authors made some intrinsic decisions to map the generative algorithms to performers’ body movements. I can relate a lot to this when doing the project Le Papillon. How to make sense of people’s movement and viusal/audio feedback?
The key point we should observe in interactive art pieces is that the connection it establishes with both the participants and audience, and even the physical peripheral. When documenting such pieces, it’s important to keep in mind that usually such key point is missing from the scene because interactive art pieces have this resistence to representation. To understand the idea conveyed, i.e. embodiment and X, we need to think about question such as how-we interact, in addition to what-it-does.