This paper presents an ongoing experimental design project that explores gender bias in healthcare by using discomfort as a mechanic in an interactive experience. Drawing on the historical diagnosis of hysteria, a condition used to dismiss and pathologize women’s experiences, the project recreates the logic behind hysteria as a system of control. Players engage with a simulated medical app through a series of questions, like a medical diagnosis session and receive haptic feedback based on their responses in the form of electrical stimulation. Grounded in feminist epistemology, reflective game design, and abusive game design theory, this simulator is intended to provoke reflection, rather than offer a solution. It intentionally disrupts conventional HCI values of usability and comfort and instead uses discomfort as a method for exposing epistemic injustice and systemic dismissal in clinical contexts. This paper outlines the project’s motivation, theoretical framework, and implementation process, along with early user insights that reveal emotional patterns of confusion, frustration, and resistance. While full in-depth analysis is reserved for future work, preliminary findings suggest that discomfort, when used intentionally and ethically, can be a powerful tool in presenting concepts that are otherwise difficult to address. This Hysteria Simulator is an experiential critique of how systems of power continue to frame care as conditional and credibility as gendered.

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Intense Play: A Hysteria Simulator and Designing with Discomfort

  • Fateme Rafy

摘要

This paper presents an ongoing experimental design project that explores gender bias in healthcare by using discomfort as a mechanic in an interactive experience. Drawing on the historical diagnosis of hysteria, a condition used to dismiss and pathologize women’s experiences, the project recreates the logic behind hysteria as a system of control. Players engage with a simulated medical app through a series of questions, like a medical diagnosis session and receive haptic feedback based on their responses in the form of electrical stimulation. Grounded in feminist epistemology, reflective game design, and abusive game design theory, this simulator is intended to provoke reflection, rather than offer a solution. It intentionally disrupts conventional HCI values of usability and comfort and instead uses discomfort as a method for exposing epistemic injustice and systemic dismissal in clinical contexts. This paper outlines the project’s motivation, theoretical framework, and implementation process, along with early user insights that reveal emotional patterns of confusion, frustration, and resistance. While full in-depth analysis is reserved for future work, preliminary findings suggest that discomfort, when used intentionally and ethically, can be a powerful tool in presenting concepts that are otherwise difficult to address. This Hysteria Simulator is an experiential critique of how systems of power continue to frame care as conditional and credibility as gendered.