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arxiv: 2511.12533 · v3 · submitted 2025-11-16 · 💻 cs.HC

Experiencing the More-than-Human Through Human Augmentation

Pith reviewed 2026-05-17 22:29 UTC · model grok-4.3

classification 💻 cs.HC
keywords more-than-human designhuman augmentationeco-phenomenologysensory experienceecological empathynonhuman Umweltdesign principlesembodied experience
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The pith

Repurposing human augmentation technologies creates temporary first-person experiences that approximate nonhuman sensory worlds to build cross-species ecological care.

A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.

The paper proposes a design approach called Experiencing the More-than-Human through Human Augmentation that takes technologies normally used to boost human performance and instead applies them to briefly alter human senses. The goal is to let people experience something closer to how other beings such as bats, moles, fungi, or octopuses perceive their surroundings. This is offered as a practical response to the more-than-human turn in design, which asks for greater attentiveness to nonhuman life despite the known limits of human perception. If the approach works, it would give designers concrete ways to cultivate empathy and care that extend beyond human-centered concerns.

Core claim

Grounded in eco-phenomenology and eco-somatics, the paper claims that human augmentation technologies can be repurposed to modulate the human sensorium and generate temporary embodied experiences that approximate nonhuman Umwelten, thereby cultivating ecological awareness, empathy, and care across species boundaries, as shown through seven design principles and five concrete cases including bat-like echolocation, mole-like tactile navigation, fungal network attunement, octopus-like distributed agency, and an AI perspective on urban data.

What carries the argument

The MtHtHA (or >HtH+) design approach, which repurposes human augmentation technologies to create temporary modulations of the human sensorium that approximate nonhuman sensory experiences.

If this is right

  • Seven design principles guide the creation of embodied experiences that approximate specific nonhuman sensory modes.
  • Five implemented cases demonstrate the approach with distinct nonhuman examples such as echolocation and distributed agency.
  • The method opens implications for aesthetics and everyday design practice that include more-than-human considerations.
  • Such experiences are positioned as tools for building empathy that crosses species boundaries.

Where Pith is reading between the lines

These are editorial extensions of the paper, not claims the author makes directly.

  • The same augmentation method could be adapted for classroom settings to give students direct sensory simulations of local ecosystems.
  • Combining the approach with accessible consumer devices might allow repeated short sessions that reinforce long-term attitude shifts toward conservation.
  • Testing the experiences in group settings could reveal whether shared participation strengthens collective environmental decision-making.

Load-bearing premise

That temporary changes to human senses through augmentation technologies can produce experiences close enough to nonhuman perspectives to genuinely increase ecological awareness, empathy, and care despite the irreducible gap in phenomenal access.

What would settle it

A controlled study measuring whether people who complete one of the proposed augmented experiences show higher ecological empathy or more pro-environmental behavior afterward than people who receive only information about the same nonhuman species.

Figures

Figures reproduced from arXiv: 2511.12533 by Botao 'Amber' Hu, Danlin Huang.

Figure 1
Figure 1. Figure 1: More-than-Human through Human Augmentation (MtHtHA, denoted ">HtH+") is a design practice that expands the [PITH_FULL_IMAGE:figures/full_fig_p001_1.png] view at source ↗
Figure 2
Figure 2. Figure 2: EchoVision is an immersive art experience using a mixed reality handheld mask to simulate bat echolocation. [PITH_FULL_IMAGE:figures/full_fig_p007_2.png] view at source ↗
Figure 3
Figure 3. Figure 3: FeltSight is a star-nosed-mole-inspired system combines custom haptic gloves with a mixed reality headset to extend [PITH_FULL_IMAGE:figures/full_fig_p008_3.png] view at source ↗
Figure 4
Figure 4. Figure 4: FungiSync is a somaesthetic mixed reality participatory ritual performance that embodies participants to experience [PITH_FULL_IMAGE:figures/full_fig_p009_4.png] view at source ↗
Figure 5
Figure 5. Figure 5: TentacUs is an artistic movement ritual inspired by the octopus’s decentralized intelligence to explore collective [PITH_FULL_IMAGE:figures/full_fig_p010_5.png] view at source ↗
Figure 6
Figure 6. Figure 6: "City of Sparkles" is an interactive VR data visualization where participants embody an artificial life form to explore a [PITH_FULL_IMAGE:figures/full_fig_p011_6.png] view at source ↗
read the original abstract

The recent more-than-human turn in design calls for attentiveness to nonhuman beings. Yet -- as Thomas Nagel's famous ``What is it like to be a bat?'' thought experiment highlights -- human experience is constrained by our own sensorium and an irreducible gap in phenomenal access to nonhuman \emph{Umwelten}. Grounded in eco-phenomenology and eco-somatics, this paper proposes \textbf{Experiencing the More-than-Human through Human Augmentation} (MtHtHA, or ``>HtH+''), a design approach that repurposes human augmentation technologies -- typically aimed at enhancing human capabilities for human optimization -- to create temporary, embodied, first-person experiences that modulate the human sensorium to approximate nonhuman sensory experiences, cultivating ecological awareness, empathy, and care across species boundaries. We articulate seven design principles, report five design cases -- EchoVision (bat-like echolocation), FeltSight (star-nosed-mole tactile navigation), FungiSync (fungal network attunement), TentacUs (octopus-like distributed agency), and City of Sparkles (urban data from an AI's perspective) -- and discuss implications for more-than-human aesthetics and design practice.

Editorial analysis

A structured set of objections, weighed in public.

Desk editor's note, referee report, simulated authors' rebuttal, and a circularity audit. Tearing a paper down is the easy half of reading it; the pith above is the substance, this is the friction.

Referee Report

2 major / 1 minor

Summary. The manuscript proposes Experiencing the More-than-Human through Human Augmentation (MtHtHA or >HtH+), a design approach grounded in eco-phenomenology that repurposes human augmentation technologies to create temporary, embodied, first-person experiences modulating the human sensorium to approximate nonhuman Umwelten. It articulates seven design principles and reports five design cases—EchoVision (bat-like echolocation), FeltSight (star-nosed-mole tactile navigation), FungiSync (fungal network attunement), TentacUs (octopus-like distributed agency), and City of Sparkles (urban data from an AI perspective)—intended to cultivate ecological awareness, empathy, and care across species boundaries while acknowledging the phenomenal gap from Nagel's bat thought experiment.

Significance. If the central claims are substantiated, the work could contribute to HCI and more-than-human design by translating philosophical ideas into actionable design principles and concrete cases that leverage augmentation technologies for interspecies empathy. It offers a structured framework that could influence design practice in environmental ethics and aesthetics, provided the transition from sensory modulation to genuine phenomenal effects is demonstrated.

major comments (2)
  1. [Design Cases] Design Cases section: The five design cases are described in terms of their technical implementation and intended experiential qualities, yet the manuscript contains no user studies, pre/post measures, control conditions, or empirical data evaluating whether these experiences produce the claimed cultivation of empathy, awareness, or care. This absence directly undermines the central claim that the approach 'cultivates ecological awareness, empathy, and care across species boundaries.'
  2. [Seven Design Principles] Seven Design Principles section: Although the paper invokes Nagel's irreducible gap and proposes seven principles to guide sensorium modulation, it does not articulate a specific mechanism, theoretical bridge, or falsifiable criterion showing how temporary approximation via augmentation converts altered input into cross-species empathy rather than remaining at the level of aesthetic or metaphorical experience. This is load-bearing for the proposal's effectiveness.
minor comments (1)
  1. [Introduction] The abstract and introduction could more explicitly reference prior HCI work on embodiment and empathy to situate the contribution within the existing literature.

Simulated Author's Rebuttal

2 responses · 0 unresolved

We thank the referee for their constructive and insightful comments. We appreciate the recognition of the framework's potential contribution to HCI and more-than-human design. The feedback highlights key areas where the manuscript's scope and claims can be clarified. We address each major comment below and outline revisions to strengthen the paper while remaining faithful to its conceptual nature.

read point-by-point responses
  1. Referee: [Design Cases] The five design cases are described in terms of their technical implementation and intended experiential qualities, yet the manuscript contains no user studies, pre/post measures, control conditions, or empirical data evaluating whether these experiences produce the claimed cultivation of empathy, awareness, or care. This absence directly undermines the central claim.

    Authors: We agree that the absence of empirical evaluation limits the strength of claims about cultivating empathy and care. The design cases are presented as speculative illustrations of the MtHtHA framework rather than as validated prototypes. The manuscript positions the work as a conceptual contribution translating eco-phenomenological ideas into design principles and examples. In revision, we will add a dedicated Limitations and Future Work subsection that explicitly states the current lack of user studies, acknowledges that the cultivation effects remain hypothesized, and proposes concrete directions for empirical evaluation including pre/post measures of ecological awareness and empathy scales with appropriate controls. revision: yes

  2. Referee: [Seven Design Principles] Although the paper invokes Nagel's irreducible gap and proposes seven principles to guide sensorium modulation, it does not articulate a specific mechanism, theoretical bridge, or falsifiable criterion showing how temporary approximation via augmentation converts altered input into cross-species empathy rather than remaining at the level of aesthetic or metaphorical experience.

    Authors: The seven principles are intended to function as the operational mechanism, drawing on eco-phenomenology to structure sensorium modulation toward embodied approximation of nonhuman Umwelten. We recognize that the current text could more explicitly connect these principles to a theoretical bridge distinguishing aesthetic experience from empathetic cultivation. In the revised manuscript, we will expand the principles section to detail this bridge, including how principles emphasize reflective first-person engagement and interspecies attentiveness, and we will discuss potential evaluation criteria such as shifts in phenomenological descriptions while acknowledging the inherent challenges of falsifiability for phenomenal experiences noted by Nagel. revision: partial

Circularity Check

0 steps flagged

No significant circularity; proposal synthesizes external references into new design framework

full rationale

The paper grounds its MtHtHA proposal in Nagel's 'What is it like to be a bat?' thought experiment and established eco-phenomenology/eco-somatics literature, then articulates seven design principles and reports five illustrative design cases (EchoVision, FeltSight, etc.). No equations, parameter fits, or self-authored prior results are invoked to derive the central claim. The cultivation of empathy via sensorium modulation is presented as a forward-looking design hypothesis rather than a quantity derived by construction from the paper's own inputs or citations. The derivation chain remains self-contained against external benchmarks and does not reduce to self-definition or load-bearing self-citation.

Axiom & Free-Parameter Ledger

0 free parameters · 2 axioms · 0 invented entities

The central claim rests on philosophical assumptions about sensory gaps and the feasibility of using augmentation for approximation, with the new design approach itself constituting the primary addition beyond prior literature.

axioms (2)
  • domain assumption Human experience is constrained by our own sensorium with an irreducible gap in phenomenal access to nonhuman Umwelten
    Explicitly invoked via reference to Nagel's bat thought experiment as the core motivation for the proposed approach.
  • ad hoc to paper Repurposing human augmentation technologies can create temporary embodied experiences that approximate nonhuman sensory experiences and cultivate empathy
    This feasibility premise is introduced as the basis of the MtHtHA design approach without independent empirical grounding in the abstract.

pith-pipeline@v0.9.0 · 5508 in / 1513 out tokens · 72516 ms · 2026-05-17T22:29:12.532689+00:00 · methodology

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Reference graph

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