ÆSTETISK INTERAKTION 6 MIE NØRGAARD, SAINT 2012
One 7me when I came to visit her, Arlene was prac7sing these things. She says to herself: No, that one s wrong. So I, the great scien7st, say, What do you mean, wrong? It s only a human conven9on. There is no law of Nature which says how they re supposed to look: you can draw them any way you want. I mean ar9s9cally, it s wrong. It s a ques9on of balance, of how it feels But one way is just as good as another, I protest. Here she says, and hands me the brush Make one yourself. So I made one, and I said, Wait a minute, Let me make another one it s too blobby (I couldn t say why it was wrong aoer all). How do you know how blobby it is supposed to be? she says. I learned what she meant. There s a par7cular way you have to stroke for it to look good. An aesthe7c thing has a certain set, a certain character, which I can t define. Because it couldn t be defined made me think there was nothing to it and it s a fascina7on I ve had for art ever since R. Feynman i R. Clay, Beau7ful Thing, 2009 At det er svært at ar+kulere betyder ikke, at det ikke er noget værd
Hvorfor beskæ8ige sig med æste+sk interak+on? Det design vi omgiver os med, former os og vores adfærd
Hvordan former design mennesker og adfærd? Alt design er ideologisk (a. Dunne) Designobjekter er en Material Thesis (Backlund et al)
( ) go beyond optimization, use estrangement, design alternative functions A. Dunne, Hertzian Tales Hvordan kan designere arbejde med poe+sk design?
At eksperimentere med æste+ske kvaliteter I et forsøg på at blive bedre 7l at ar7kulere æste7sk interak7on har I lavet en serie sketches.
Eksempler på sketches James Campbells værker i serien Material Light eksperimenterer med forskellige grader af slør og skarphed, for eksempel pixelering og frosted overlay
Hvad betyder det at designe? At designe er mange 7ng, men det er al7d at komponere. Kunst - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Teknologi
Analy+sk vs pragma+sk æste+k Er skønheden iboende artefaktet eller har artefaktet et æste7sk poten7ale som forløses a`ængig af kontekst og brug?
Categories and articulations for aesthetic interaction (Petersen et al): body-mind (senses), socio-cultural (style) and instrumentality (clues of use) Attributes of interaction Gestalt (Lim et al): connectivity, continuity, directness, movement, orderliness, proximity, pace, resolution, speed, state, time-depth Aesthetic ideals (Lundgren): playfulness, coherency, efficiency, critisism, sensing, emotion Articulations (Löwgren): Piability, rhythm, dramaturgical structure, fluency 4 pleasures (Tiger.): socio-pleasure, ideo-pleasure, physio-pleasure and psycho-pleasure Critical Design (Dunne): Para-functional Design (in)human factors Post optimal object Product semantics Performance semiotics Pet, Alien, Defamiliarisation, Design as Text Ambiguity (Gavet et al): of information of context of relationship Serendipitor app: Serendipity Ar+kulering af æste+sk interak+on
Æste+ske kvaliteter bruges +l at ar+kulere a) de værdier og inten7oner, der er indlejret i et artefakt, b) den oplevelse designeren har i sinde med designet
Categories and articulations for aesthetic interaction (Petersen et al): body-mind (senses), socio-cultural (style) and instrumentality (clues of use) Attributes of interaction Gestalt (Lim et al): connectivity, continuity, directness, movement, orderliness, proximity, pace, resolution, speed, state, time-depth Aesthetic ideals (Lundgren): playfulness, coherency, efficiency, critisism, sensing, emotion Articulations (Löwgren): Piability, rhythm, dramaturgical structure, fluency 4 pleasures (Tiger.): socio-pleasure, ideo-pleasure, physio-pleasure and psycho-pleasure Critical Design (Dunne): Para-functional Design (in)human factors Post optimal object Product semantics Performance semiotics Pet, Alien, Defamiliarisation, Design as Text Ambiguity (Gavet et al): of information of context of relationship Serendipitor app: Serendipity Ar+kulering af æste+sk interak+on
Interac+on gestalt placerer sig mellem UX og artefakten men kan ikke beskrives med UX- ord eller med artefaktord Aeribueerne i Lim et al. reeer sig mod: Time Space Informa7on
Categories and articulations for aesthetic interaction (Petersen et al): body-mind (senses), socio-cultural (style) and instrumentality (clues of use) Attributes of interaction Gestalt (Lim et al): connectivity, continuity, directness, movement, orderliness, proximity, pace, resolution, speed, state, time-depth Aesthetic ideals (Lundgren): playfulness, coherency, efficiency, critisism, sensing, emotion Articulations (Löwgren): Piability, rhythm, dramaturgical structure, fluency 4 pleasures (Tiger.): socio-pleasure, ideo-pleasure, physio-pleasure and psycho-pleasure Critical Design (Dunne): Para-functional Design (in)human factors Post optimal object Product semantics Performance semiotics Pet, Alien, Defamiliarisation, Design as Text Ambiguity (Gavet et al): of information of context of relationship Serendipitor app: Serendipity Ar+kulering af æste+sk interak+on
Aesthe+c quali+es of interac+ve products (Löwgren) Begreber: Pliability - Rhytm Dramaturgical structure - Fluency
Categories and articulations for aesthetic interaction (Petersen et al): body-mind (senses), socio-cultural (style) and instrumentality (clues of use) Attributes of interaction Gestalt (Lim et al): connectivity, continuity, directness, movement, orderliness, proximity, pace, resolution, speed, state, time-depth Aesthetic ideals (Lundgren): playfulness, coherency, efficiency, critisism, sensing, emotion Articulations (Löwgren): Piability, rhythm, dramaturgical structure, fluency 4 pleasures (Tiger.): socio-pleasure, ideo-pleasure, physio-pleasure and psycho-pleasure Critical Design (Dunne): Para-functional Design (in)human factors Post optimal object Product semantics Performance semiotics Pet, Alien, Defamiliarisation, Design as Text Ambiguity (Gavet et al): of information of context of relationship Serendipitor app: Serendipity Ar+kulering af æste+sk interak+on
Lundgrens 6 idealer coherency, emo7on, sensing, cri7sism, efficiency og playfulness
Categories and articulations for aesthetic interaction (Petersen et al): body-mind (senses), socio-cultural (style) and instrumentality (clues of use) Attributes of interaction Gestalt (Lim et al): connectivity, continuity, directness, movement, orderliness, proximity, pace, resolution, speed, state, time-depth Aesthetic ideals (Lundgren): playfulness, coherency, efficiency, critisism, sensing, emotion Articulations (Löwgren): Piability, rhythm, dramaturgical structure, fluency 4 pleasures (Tiger.): socio-pleasure, ideo-pleasure, physio-pleasure and psycho-pleasure Critical Design (Dunne): Para-functional Design (in)human factors Post optimal object Product semantics Performance semiotics Pet, Alien, Defamiliarisation, Design as Text Ambiguity (Gavet et al): of information of context of relationship Serendipitor app: Serendipity Ar+kulering af æste+sk interak+on
4 Pleasures Physio, Socio, Psycho og Ideo pleasure
Categories and articulations for aesthetic interaction (Petersen et al): body-mind (senses), socio-cultural (style) and instrumentality (clues of use) Attributes of interaction Gestalt (Lim et al): connectivity, continuity, directness, movement, orderliness, proximity, pace, resolution, speed, state, time-depth Aesthetic ideals (Lundgren): playfulness, coherency, efficiency, critisism, sensing, emotion Articulations (Löwgren): Piability, rhythm, dramaturgical structure, fluency 4 pleasures (Tiger.): socio-pleasure, ideo-pleasure, physio-pleasure and psycho-pleasure Critical Design (Dunne): Para-functional Design (in)human factors Post optimal object Product semantics Performance semiotics Pet, Alien, Defamiliarisation, Design as Text Ambiguity (Gavet et al): of information of context of relationship Serendipitor app: Serendipity Ar+kulering af æste+sk interak+on
Design research should expose a new role for the electronic object one that facilitates more poetic modes of habitation A. Dunne, Hertzian Tales Cri+cal design Pointe: Hvordan et kri7sk syn på design kan hjælpe udviklingen af nye æste7ske muligheder for elektroniske produkter
#1 The Electronic as Post-Optimal Object #2 (in)human factors #3 Para-Functionality The aesthetics of use Hvordan kan man ar+kulere kvaliteterne v CD?
Pet Alien Defamiliarisa+on Design as text
to analyze the way form could express implicit meanings (Dunne, Hertzian Tales) Product seman+cs - Performance semio+cs Hvordan læser vi mening ud af et produkt?
Categories and articulations for aesthetic interaction (Petersen et al): body-mind (senses), socio-cultural (style) and instrumentality (clues of use) Attributes of interaction Gestalt (Lim et al): connectivity, continuity, directness, movement, orderliness, proximity, pace, resolution, speed, state, time-depth Aesthetic ideals (Lundgren): playfulness, coherency, efficiency, critisism, sensing, emotion Articulations (Löwgren): Piability, rhythm, dramaturgical structure, fluency 4 pleasures (Tiger.): socio-pleasure, ideo-pleasure, physio-pleasure and psycho-pleasure Critical Design (Dunne): Para-functional Design (in)human factors Post optimal object Product semantics Performance semiotics Pet, Alien, Defamiliarisation, Design as Text Ambiguity (Gavet et al): of information of context of relationship Serendipitor app: Serendipity Ar+kulering af æste+sk interak+on
Ambiguity Informa7on context - rela7onships
Uds+llingen den 22.5. Booke en plads? Prak7ske forhold og ønsker?
Kri+kgrupper Body & Mind kl 15 Pleasures kl 16