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Thesis abstract (as submitted for examination)

During the months between when I submitted the abstract for the assignment of examiners and when I completed and submitted my thesis, the abstract changed slightly. The main difference is that the thesis included a greater focus (a whole chapter, in fact) on design fiction and its possible contributions to designing for transcendent user experience. Here’s the abstract that appears in my thesis. The examiners didn’t ask for any modifications to it, so it’s extremely unlikely that it will change in any way.


This thesis presents a study of transcendent experiences (TXs) — experiences of connection with something greater than oneself — focusing on what they are, how artefacts support them, and how design can contribute to that support. People often find such experiences transformative, and artefacts do support them — but the literature rarely addresses designing artefact support for TXs. This thesis provides a step toward filling that gap.

The first phase of research involved the conduct and analysis of 24 interviews with adults of diverse spiritual perspectives, using constructivist Grounded Theory methods informed by relevant literature and by studies performed earlier in the PhD programme. Analysis found that TXs proceed in three phases — creating the context, living the experience, integrating the experience — and that artefacts support two phases and people desire enhancements to all three. This TX framework supports and extends experience structures from the literature: it recognises the top-level categories as phases in a cycle where integration may alter future contexts, and it extends the structure of TX by incorporating the relationships of artefacts and of enhancement desires to the phases of these experiences. This extended structure constitutes a grounded theory of transcendent user experience (TUX).

The second phase involved the design and conduct of three “Transcendhance” game workshops for enhancing transcendence, which incorporated themes from the grounded theory and aimed to elicit design ideas in an atmosphere of imagination, fun, and play. Participants sketched 69 speculative ideas for techno-spiritual artefacts, and analysis mapped them to TX phases and identified possible extensions inspired by relevant research. The great majority of ideas mapped to the phase Creating the Context, with very few mapping to Living the Experience, which suggests that context may be easier than lived experience to understand and address directly. This point is especially important for experiences such as TX that are tricky to define, impossible to arrange or anticipate, and thus unsuitable for straight-forward “classic” user experience methods.

The final phase involved the elaboration of workshop ideas to explore the extension of design fiction for TUX. Analysis related design fiction to the TX phases and suggested features that affect design ideas’ potential for TUX design fiction. This phase ended with the proposal and analysis of three new forms of design fiction — extended imaginary abstracts, comparative imaginary abstracts, and design poetry — using workshop ideas to illustrate the forms, their construction and use, and their benefits to TUX design.

Transcendhance workshops and TUX design fictions approach techno-spiritual design peripherally, “sneaking up” on lived experience by addressing context and enabling the consideration of ineffable experience through storytelling, metaphors, and oblique imagery.

This thesis combines the grounded theory of transcendent user experience with the Transcendhance workshop process and new forms of design fiction, presenting peripheral design as a promising strategy for facilitating design to enhance transcendent experience.

Thesis abstract (as finalized for assignment of examiners)

I should have waited until today before posting the abstract, but I was too excited about it to let it go any longer. Today I had a meeting with my second supervisor, who explained the feedback he had emailed me and told me I didn’t have to stick to 300 words. So here’s the revised version. (I’m leaving the original version up because I did say it was the original version. <smile>)


Exploring Techno-Spirituality:
Design Strategies for Transcendent User Experiences

This thesis presents a study of spiritual and transcendent experiences (STXs) — experiences of connection with something greater than oneself — focusing on what they are, how artefacts support them, and how design can contribute to that support. People often find such experiences transformative, and artefacts do support them — but the literature rarely addresses artefact support for STXs. This thesis provides a step toward filling that gap.

The first phase of research involved the conduct and analysis of 24 interviews with adults of diverse spiritual perspectives, using constructivist Grounded Theory methods informed by relevant literature and by studies performed earlier in the PhD research programme. Analysis found that STXs proceed in three stages — creating the context, living the experience, integrating the experience — and that artefacts support at least two stages and people desire enhancements to all three. This STX framework supports and extends experience structures from the literature: it recognises the top-level categories as stages in a cycle where integration alters future contexts, and it extends the structure of STX by incorporating the relationships of artefacts and of enhancement desires to the stages of these experiences. This extended structure constitutes a grounded theory of transcendent user experiences.

The second phase involved the design and conduct of three “Transcendhance” workshops for enhancing transcendence, which aimed to elicit speculative design ideas in an atmosphere of fun and play. By playing a game that incorporated themes from the grounded theory of transcendent user experiences, workshop participants sketched 69 design ideas for techno-spiritual artefacts. Analysis mapped the ideas to the stages of STX and drew on relevant research to inspire possible extensions to the workshop-generated ideas. By far the largest number of ideas mapped to the STX stage Creating the Context, with very few mapping to Living the Experience, which suggests that context may be easier than lived experience to understand and address directly. This point is especially important for experiences such as STX that are tricky to define, impossible to arrange or anticipate, and thus unsuitable for straight-forward “classic” user experience methods. Transcendhance workshops approach techno-spiritual design peripherally, “sneaking up” on the lived experience by addressing the context.

This thesis combines the grounded theory of transcendent user experience with the Transcendhance workshop process, presenting peripheral design as a promising strategy for facilitating design to enhance spiritual and transcendent experiences.

Thesis abstract (more or less)

My supervisor says it’s OK for me to post my abstract here. What you see below isn’t what actually went into the Assignment of Examiners form, because after I wrote it I learned that the committee that reviews that form is very picky about language, so although there is precedent in my faculty for writing a thesis in the first person, I changed it for the form. (Man, I hate passive voice.) So what I’m posting here is what I originally wrote, before I revised it to use the third person. I may revise and/or expand it a little for the thesis itself, but this accurately conveys the gist.


This thesis presents a study of spiritual and transcendent experiences (STX) — experiences of connection with something greater than oneself — focusing on designing to enhance them. Such experiences can be ineffable and transformative and artefacts can support them, but the literature rarely addresses the connection between artefacts and these experiences. This thesis provides a step toward filling that gap.

I conducted and analysed 24 interviews with adults of diverse spiritual perspectives, using constructivist Grounded Theory methods as informed by relevant literature and by studies conducted earlier in my programme. I found that STX proceed in three stages — creating the context, living the experience, integrating the experience — with artefact support and desires for enhancement applying to all stages. My theory supports and extends experience structures from the literature: it recognises the top-level categories as stages in a cycle where integration alters future contexts, and it adds artefacts and desires to the structure of these experiences.

I designed and conducted “Transcendhance” workshops for enhancing transcendence, employing play to stimulate design ideas. Using themes from the grounded theory, workshop participants sketched 69 ideas for techno-spiritual artefacts. I mapped the ideas to the stages of STX, building a framework to guide techno-spiritual design. Living the Experience and Creating the Context showed a large disparity in mappings, suggesting that context may be easier than lived experience to understand and address directly, especially for ineffable experiences that are tricky to define, impossible to predict, and thus unsuitable for straight-forward “classic” user experience methods. The workshops approach techno-spiritual design peripherally, essentially “sneaking up” on the lived experience by addressing the context. Even fanciful ideas provided insights for techno-spiritual design.

Combining the grounded theory of transcendent user experience with the Transcendhance workshops, I developed peripheral design as a promising strategy for facilitating design to enhance spiritual and transcendent experiences.