Aesthetic ideals, part I
Transcription
Aesthetic ideals, part I
Aesthetic ideals, part I Emotions & pleasure Pragmatism, somaesthetics and tangibility Sus Lundgren fall 2009 Hand-ins... 1) In English 2) As files, not text in emails 3) Files named: [exNo]_[name]_[what it is]: e.g. – Ex4_SusLundgren_description.bmp – Ex4_SusLundgren_rationale.doc – Ex4_SusLundgren_feedback.doc Sus Lundgren fall 2009 1 Recap Last week: Cohereny! – An over-arching ideal? – Needs to be combined with something else – Means of attaining can be proportions, narratives, personality.... Gesamtkunstwerk (”total artwork”) – Originally an artwork combining ...in such a way that several artistic disciplines... all disciplines contribute in creating – Now/here: An artifact combining one coherent whole several disciplines... – Gestalt: when all aspects of an object (material, form etc) cooperate in a smilar way } Sus Lundgren fall 2009 Character as Coherency Janlert & Stolterman: The Character of Things When using character as a means for explaning products consider – The expectations it generates (Iron Horse) – The explanations it provides (Hedge mug) – The context of interpretation it generates... i.e. the character may suggest interpretations where none was explicitly intended (can be both good and bad) Sus Lundgren fall 2009 2 Aesthetic ideals Coherency Emotions & pleasure Pragmatism, Somaesthetics and tangibility Provocation & Criticism Functionalism & Usability Playfulness, Intrigue & Challenge Sus Lundgren fall 2009 Designing for emotions Art has always been about evoking emotions.... – Plato strongly disliked art; decieveing, bringing out weakness! Sus Lundgren fall 2009 3 Emotions in Art Romanticism Francesco Hayez, The Kiss, 1859 Next page. Caspar David Friedrich: Das Eismeer 1823-24 Sus Lundgren fall 2009 Sus Lundgren fall 2009 4 Emotions in Art Pablo Picasso, Guernica, 1937. ”Guernica shows the tragedies of war and the suffering it inflicts upon individuals, particularly innocent civilians. This work has gained a monumental status, becoming a perpetual reminder of the tragedies of war, an antiwar symbol, and an embodiment of peace.” (Wikipedia) Sus Lundgren fall 2009 Sus Lundgren fall 2009 5 Emotions in Art Bruno Amadio (aka Giovanni Bragolin), was the creator of the group of paintings known as Crying Boys. […], produced for tourists. 27 such paintings were made, reproductions of which were sold worldwide. (ca 1950) (Wikipedia) Sus Lundgren fall 2009 Emotions in Art ...we could go on all day with examples from the arts, not only paintings but music, theatre, movies etc... Sus Lundgren fall 2009 6 Emotions in IxD A user may choose to work with a product despite it being difficult to use, because it is challenging, seductive, playful, surprising, memorable or rewarding, resulting in enjoyment of the experience. No musician learnt to play the violin because it was easy. – – Kees Overbeeke et al in “Beauty in usability: Forget about ease of use!” (p. 11) Sus Lundgren fall 2009 Emotions in IxD Donald Norman: Attractive things work better! – We are not as rational as we like to think; affect/emotions steer our actions... the plank example Sus Lundgren fall 2009 7 Normans three levels of design Visceral – How something looks and which possible conclusions/prejudices we can draw from that Behavioral – Pleasure and effectiveness of use Reflective – Rationalization and intellectualization; does it question anything, does it evoke sense of pride or intellectual challenger or satisfaction?) All three levels should be taken into consideration when designing. Sus Lundgren fall 2009 Emotions in IxD Using characters often brings out emotions via anthropomorphism or zoomorphism – Later versions of AIBO – coherency issues... Users view moving towards robot Kahn, P. H., Jr., Friedman, B., & Hagman, J. (2002). "I Care About Him as a Pal": Conceptions of Robotic Pets in Online AIBO Discussion Forums. Proceedings of CHI 2002, ACM Press. Kahn, P., Friedman, B., PerezGranados, P. R., Freier, N. G (2004) Robotic Pets in the Lives of Preschool Children. Proceedings of CHI 2004. Melson, G. F., Kahn, P., Beck, A. M., Friedman, B., Roberts, T., and Garret, E. (2005) Robots as Dogs? – Children’s Interactions with the Robotic Dog AIBO and a Live Australian Shepherd. In: Proceedings of CHI 2005. Sus Lundgren fall 2009 8 Emotions in IxD Barney the talking dinosaur – Sings, plays games, and plays peek-a-boo – Interacts with computer via radiolink – Had to be redesigned, too bossy initally (“Cover my eyes to play peek-a-boo!”)… added friendly comments (“this is fun!”, “I like you” etc!) Strommen, E. (1998) When the Interface is a Talking Dinosaur. ACM Press/Addison-Wesley Publishing Co. New York, NY, USA, pages: 288 295 Series-Proceeding- Article Sus Lundgren fall 2009 Emotions in IxD Paro the robot seal; therapy for elderly and hospitalized children Wada, K., Shibata, T., Musha, T., and Kimura, S. (2005) Effects of Robot Therapy for Demented Patients Evaluated by EEG. In: proceedings of the 2005 IEEE/RSJ International Conference on Intelligent Robots and Systems Sus Lundgren fall 2009 9 Emotions in IxD You can design to provoke via emotions too... Dunne & Raby, the S.O.C.D. (Sexual Obsessive Compulsive Disorder); anti-porn (also another ideal; provocation, criticism) Sus Lundgren fall 2009 Pleasure Patrick Jordan – Socio pleasure: gives status, strengthens or modifies relationships – Physio pleasure: sensations related to body (movement) and senses – Psycho pleasure: intellect and/or emotion – Ideo pleasure: taste and values... ”the aesthetics of a product and the values that the product embodies” (–> aesthetics as a value, not inherent in the product?) Your lit2-answers... Give me your examples (Socio pressure!!!) Sus Lundgren fall 2009 10 Jordan: Designing for pleasure Analyze users and context, apply pleasures accordingly 1) Physio-characteristics: Related to users’ bodies – – – – – – – Physical condition, strength Dexterity, agility Body shape and weight Left- or righthandedness Disadvantages/disabilities (e.g. blind) Dependencies (e.g. tobacco) Personalization (tattoos, piercings, tanning, shaving...) Sus Lundgren fall 2009 Jordan: Designing for pleasure Analyze users and context, apply pleasures accordingly 2) Socio-characteristics: Related to users’ relationships with others – Sociological characteristics (culture/society-related values and customs) – Status – Self-image; self-esteem, self-confidence – Relationships (types, preferences, e.g. long friendships) – Social labels (e.g. ”working class” or ””engineer”) – Social personality traits (e.g. generous, shy, caring) – Social lifestyle (e.g. socially active vs. hermit) Sus Lundgren fall 2009 11 Jordan: Designing for pleasure Analyze users and context, apply pleasures accordingly 3) Psycho-characteristics: Related to users’ cognitive and emotional characteristics – Intelligence, creativity, memory – Pschycological arousal (”state” e.g. tired, happy, afraid) – Self confidence (believing in one’s ability to master something) – Learned skills and knowledge Sus Lundgren fall 2009 Jordan: Designing for pleasure Analyze users and context, apply pleasures accordingly 4) Ideo-characteristics: Related to users’ values – Personal ideology (lifestyle values, e.g. family values, materialism etc) – Religious beliefs – Social ideology (e.g. environmetalism, moral beliefs) – Aspirations (how does the user want to see him/herself; e.g. successful, good parent, etc) Sus Lundgren fall 2009 12 Designing for pleasure Analyze one of the following user groups and design a camera for them. 1) First, analyze your group in terms of physio-, socio-, psycho- and ideo-characteristics. 2) Then, design physio-, socio-, psycho- and ideopleasures accordingly. – Focus on aspects of design that are not universal, e.g. size, color, appearance, which functionalities it has, what happens when a picure is taken (interaction, expressions, what one wants to communicate by using your camera (Male teenagers from low-status suburbs, female super models, retired academics, ) Sus Lundgren fall 2009 Pragmatism Engaging as many senses as possible in an experience “An experience has a unity that gives it its name, that meal, that storm, that rupture of friendship.” “In an experience, flow is from something to something. As one part leads into another and as one part carries on what went on before, each gains distinctness in itself. The enduring whole is diversified by successive phases that are emphases of its varied colors.” – John Dewey in ”Art as Experience” (pp.37-38) Sus Lundgren fall 2009 13 Pragmatism in IxD Petersen et al (2004) Aesthetic interaction: a pragmatist's aesthetics of interactive systems – Pragmatist perspective; socio-cultural background matters when assessing aesthetics – Design ambiguous systems aiming at playful interaction and improvisation Sus Lundgren fall 2009 Pragmatism in IxD Fiore et al: pragmatism as deisgn method when designing for blind people (storytelling) A pragmatist way of seeing requires us to understand the experiences of the blind person in relation to ourselves and it is here that we identify empathy. In other words, we see how the designer’s expression of empathy in the object designed […] is connected to the experience of the user or perceiver. – Salvatore Fiore et al in “A pragmatist aesthetics approach to the design of a technological artefact”, p. 131 Sus Lundgren fall 2009 14 Somaesthetics Shusterman’s somaestehics (2000) – Combination of Dewey’s pragmatic ideas and others” – Closer to Baumgarten’s original intention; that aesthetics should comprise a general theory of sensory knowledge. – Involving the bodily experience in one’s appreciation of the aesthetic; what is sensed by the senses but also how the body moves and operates (Shusterman 2000, ch. 10). Sus Lundgren fall 2009 Pragmatism/somaesthetics in IxD Schiphorst; soft(n) themes – Experience (what the senses detect) – Poetics (meaning-maiking) – Materiality (material properties) – Semsantics of caress (measuring touch) But how does it work? :) Sus Lundgren fall 2009 15 Tangibility Djajadiningrat et al: – Much of today’s interaction design is about pressing buttons, perhaps pressing a button ten times in order to achive something – Design for richer tangible interaction Sus Lundgren fall 2009 Tangibility Djajadiningrat et al: ”If aesthetics improve the perceived usability of a product, this leads to the question: what kinds of aesthetic sources do interaction designers have at their disposal?” ...”[we explore] how interaction with physical objects can exploit mankind’s sophisticated perceptual-motor skills” ... ” From frustration of motor skills to challenge and pride. – Djajadiningrat et al (2007) Easy doesn't do it: skill and expression in tangible aesthetics , In: Journal Personal and Ubiquitous Computing, Volume 11, Number 8 / December, 2007, Pages 657-676, Springer London Sus Lundgren fall 2009 16 Tangbility Djajdiningrat et al: tangible products: Aesthetics follow usability...products should be beautiful in use – Interaction patterns; timing, rhythm, flow (as in many games) – Richness of motor actions; not just pushing buttons, actions that require some skill instead, and are more precise – Freedom of interaction: many possible ways/paths of interaction in order to attain the same result Sus Lundgren fall 2009 Tangibility Sus Lundgren fall 2009 17 Tangibility Sus Lundgren fall 2009 Djajadiningrat et al Tangibility and feedforward; but how? – Unity of location; action and feedback in same location – Unity of direction; direction of feedback, same as direction of action – Unity of modality; modality of feedback same as action (modality = e.g. visual/audial/physical) – Unity of time; feedback & action coincide in time Sus Lundgren fall 2009 18