ÆSTETISK INTERAKTION 3 MIE NØRGAARD, SAINT 2012
I dag Cri8cal Design & Futurescaping + kri8kgrupper
Æste*ske kvaliteter ved Wacom tablet
Anthony Dunne Dunne & Raby bruger design 8l at s8mulere debat imellem designere, industrien og offentligheden om sociale, kulturelle og e8ske implika8oner af nye og frem8dige teknologier.
Hertzian Tales Pointe: Hvordan et kri8sk syn på design kan hjælpe udviklingen af nye æste8ske muligheder for elektroniske produkter
whereas architecture and furniture design have successfully operated in the realm of cultural speculation for a time, product design s strong tie to the marketplace have left little room for speculation on the cultural function of electronic products A. Dunne, Hertzian Tales, p. 12 Cultural specula*on
It encouraged us to think about what we really needed from architecture, and about whether the conventional approach was providing us with optimum solutions Archigram Eksempel: Archigram Mål: At udfordre den herskende arkitektoniske konserva8sme gennem hypote8ske oxe teknologifikserede design
Hvorfor avantgarde? Hvordan så Archigrams sam8d ud hvad var det de kri8serede? En ny 8d med store teknologiske landvindinger og en ukendt bagside
Archigram: Plug- in- City, Peter Cook, 1964
Archigram: The Walking City, Ron Herron, 1964
Archigram: Instant City, 1968
Futurescaping et samlebegreb for det fænomen at designere producerer spekula8ve forslag/design, der undersøger æste8ske kvaliteter ved mulige frem8dsscenarier
Futurescaping toolbox Spekula8ve produkter, video, reklamer, avisar8kler, props etc. Målet er at frame sin ide så den bliver virkelig og vedkommende.
Eksempel: LiQle Brinkland Projektet beny^er reklamer, film, props, historiefortælling mm. 8l at undersøge spørgsmål som Hvordan vil det være at leve i en frem8d hvor dyr har implantater, der gør dem 8l brugsobjekter? Læs mere på: h^p://superflux.in/work/li^le- brinkland
Eksempel: Sugar Lamp Projektet beny^er film, props, historiefortælling mm. 8l at undersøge spørgsmål som Hvordan vil det være at leve med objekter der fortærer liv?
Design research should expose a new role for the electronic object one that facilitates more poetic modes of habitation A. Dunne, Hertzian Tales Hertzian Tales Hvad er målet med cri8cal design?
#1 The Electronic as Post- Op*mal Object Design som en strategi 8l at linke det materielle og det immaterielle (det digitale). Dunne exerlyser nye poe8ske vinkler på dagligdagsobjekter (f.eks. gennem juxtaposi8on, dematerialisa8on, fusions).
#2 (in)human factors Dunne argumenterer for et behov for at fly^e fokus fra user friendliness, transparency og human factors (smartere, hur8gere, nemmere) 8l forhindringer og provoka8on (f.eks. gennem estrangement og para- funk8onalitet). Human factor- fokus overser det fænomen at artefakter former menneskers adfærd, og at det er interessant.
( ) a form of design where function is used to encourage reflection on how electronic products condition our behaviour ( ) A.Dunne, Hertzian Tales #3 Para- Func*onality The aesthe*cs of use Dunne argumenterer for et bredt funk8onalismeperspek8v, der inkluderer det poe8ske, undren og refleksion.
Semantics ( ) is the study of meaning. It focuses on the relation between signifiers, such as words, phrases, signs and symbols, and what they stand for, their denotata. Linguistic semantics is the study of meaning that is used to understand human expression through language. Wikipedia Nye bergreb: Product seman*cs Hvordan læser vi mening ud af et produkt? I design bruges begrebet to analyze the way form could express impicit meanings (Dunne, Hertzian Tales)
Semiotics, ( ) is the study of signs ( ) likeness, analogy, metaphor ( ) and communication. Semiotics is often divided into three branches: Semantics: Relation between signs and the things to which they refer; their denotata, or meaning Syntactics: Relations among signs in formal structures Pragmatics: Relation between signs and the effects they have on the people who use them Wikipedia Nye begreb: Performance semio*cs Performance semio8cs kan altså bruges 8l at forme og ar8kulere æste8sk interak8on.
( ) go beyond optimization, use estrangement, design alternative functions A. Dunne, Hertzian Tales
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 Ar*kulering af æste*sk interak*on Begrebsapparat so far
Eksempler på sketches James Campbells værker i serien Material Light undersøger de æste8ske kvaliteter ved vekslende opløsningsgrad ligesom flere af dem undersøger forholdet mellem opløsning og bevægelse
James Campbell Material Light
James Campbell Material Light
Resten af dagen + imorgen I dag: Kri8kgruppe Playfulness I (45 min), Playfulness II (45 min) I morgen: Body & Mind (12.30-13.15), Clues of Use (13.15-14.00), Pleasures (14.00-14.45)
I morgen: John Thackara 10.30 12.00 på Arkitektskolen, Store Auditorium (den grå glasbygning på Nørreport)