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Chapter 4 from D. A. Norman, Chapter 4 from D. A. Norman, Emotional Design. Emotional Design. Why We Love (or Hate) Everyday Things.Why We Love (or Hate) Everyday Things.
Fun & GamesFun & Games
Communication & Multimediadesign 2010 Tom Gheldof
3 Aspects of (Emotional) Design
• Visceral: appearance
• Behavioral: pleasure and effectiveness of use
• Reflective: rationalization and intellectualization
Designing Objects for Fun and Pleasure
“Beauty, fun, and pleasure all work together to produce enjoyment”
•positive state of affect also valuable in technology and design
•receive nowadays more attention in scientific studies
Doodle on homepage Google (December 6, 2010)
4 Kinds of Pleasure< Jordan ( & Tiger)
1. Physio: pleasures of the body
2. Socio: pleasures from interactions with others
3. Psycho: pleasures from peoples reactions and psychological state
4. Ideo: pleasures from the reflections on the aesthetics, quality, …
Conditions for Pleasure• Context: functionality in specific circumstances
• Familiarity: not matching expectations, adaptation
• Timelessness: new perspectives, experiences
IMPLICATIONS: rich, complex object and informed, reflecting viewer: interplay among elements
skill of designer and skill of perceiver
3 Steps of Seduction< Khaslavsky & Shedroff
1. Enticement: seduces by its aesthetics, novelty, …
2. Relationship: connects with people, speaks about owner and designer
3. Fulfillment: makes ordinary action extraordinary, every time it is used
Music and Other Sounds• Special role in emotional lives
Music impacts all three levels of processing: - initial pleasure of listening visceral experience
- enjoyment of playing behavioral experience- pleasure of analyzing reflective experience
used in different cultures ever-present in society speaks to our emotions
Annoying or Intrusive Character
• Noise pollution:
beeps > < natural sounds
cacophony harmony sharp, electronic sounds refers to rhytms of the body
=> examples: customised ringtones on cell phones
Seduction at the Movies• Movies trigger viewers both cognitively and emotionally
< Boorstin: 3 levels of seduction
- visceral: sensations (music, lightning)
- vicarious (= behavioral): indirect engagement (emotions) flow (< Csikzentmihalyi): state of consciousness
- voyeuristic: intellect, observation and reflection
Example: Inception (C. Nolan, 2010)
Video Gamesdevelopment in history: play -> games -> sports
•Video games: mixture of fiction and entertainment (new development)
complex, realistic storylinesintegrates music, soundsplayers are interactive participants
=> existence of groups, communities, worlds (artificial?)
Conclusion
< Norman
• Items need to be fun and pleasurable enjoyment
• Lifelong fun and pleasure depends on designer and user(3 steps of seduction 3 levels of design)
• Music and sounds can trigger emotions or be annoying
• Movies and video games can inspire designers!