Aesthetics and Design

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This talk looks at the philosophies and fundamentals of aesthetics and design.

Published in: Education, Technology, Spiritual

Aesthetics and Design

  1. 1. Aesthetics and Design Philosophies and Fundamentals
  2. 2. Aesthetics
  3. 3. Aesthetics • Not just Art Appreciation or Art Criticism • A Philosophical Exploration • What Do We Mean? • How Do We Know?
  4. 4. Aesthetics
  5. 5. Aesthetics
  6. 6. Aesthetics • John Hospers • Elements • Form • Expression • Symbol • Truth • Criticism • Value
  7. 7. Elements
  8. 8. Form
  9. 9. Expression
  10. 10. Symbol
  11. 11. Truth
  12. 12. Criticism
  13. 13. Value
  14. 14. Aesthetics • Denis Dutton • Expertise, Virtuosity • Nonutilitarian Pleasure • Style • Criticism • Imitation • Special Focus • Imagination
  15. 15. Expertise, Virtuosity
  16. 16. Nonutilitarian Pleasure
  17. 17. Style
  18. 18. Criticism
  19. 19. Imitation
  20. 20. Special Focus
  21. 21. Imagination
  22. 22. Aesthetics • Monroe C Beardsley • Unity • Complexity • Intensity
  23. 23. Unity
  24. 24. Complexity
  25. 25. Intensity
  26. 26. Aesthetics • Gordon Graham • Pleasure • Beauty • Emotion • Understanding
  27. 27. Pleasure
  28. 28. Beauty
  29. 29. Emotion
  30. 30. Understanding
  31. 31. Aesthetics • Arnold Isenberg • Verdict • Reason • Norm
  32. 32. Verdict
  33. 33. Reason
  34. 34. Norm
  35. 35. Aesthetics • Aristotle • Poetics • Plot • Character • Theme • Diction • Music • Spectacle • Janet Murray • New Poetics • Interactivity • Immersion • Navigability • Transformation
  36. 36. Poetics
  37. 37. Plot
  38. 38. Character
  39. 39. Theme
  40. 40. Diction
  41. 41. Music
  42. 42. Spectacle
  43. 43. New Poetics
  44. 44. Interactivity
  45. 45. Immersion
  46. 46. Navigability
  47. 47. Transformation
  48. 48. Design
  49. 49. Design • The Fundamental Act of Planning and Creating the Form of an Object • Putting Aesthetics into Play • Communication
  50. 50. Design
  51. 51. Design
  52. 52. Design • Poppy Evans and Mark Thomas • Design is a Language • Fundamental Principles and Elements • Principles are Organizational Rules • Primary and Secondary • Elements are Building Blocks • Content and Composition
  53. 53. Design
  54. 54. Design • Primary Principles • Unity and Variety • Hierarchy • Proportion • Secondary • Scale • Balance • Rhythm and Repetition • Proximity
  55. 55. Unity and Variety
  56. 56. Hierarchy
  57. 57. Proportion
  58. 58. Scale
  59. 59. Balance
  60. 60. Rhythm and Repetition
  61. 61. Proximity
  62. 62. Design • Elements • Shape and Space • Line • Size • Color • Texture • Typography
  63. 63. Shape and Space
  64. 64. Line
  65. 65. Size
  66. 66. Color
  67. 67. Texture
  68. 68. Typography
  69. 69. Design • Robin Williams • Four Basic Principles • Proximity • Alignment • Repetition • Contrast
  70. 70. Proximity
  71. 71. Alignment
  72. 72. Repetition
  73. 73. Contrast
  74. 74. Design • James Gordon Bennet • Beyond Static • Time • Interactivity • Additional Media
  75. 75. Beyond Static
  76. 76. Time
  77. 77. Interactivity
  78. 78. Additional Media
  79. 79. Design • Nathan Shedroff • Experience Design • Knowable • Reproducible • Designable
  80. 80. Experience Design
  81. 81. Knowable
  82. 82. Reproducible
  83. 83. Designable
  84. 84. Design • Elizabeth Resnick • Design Process • Define the Problem and Establish Objectives • Do the Research • Develop Ideas by Brainstorming • Analyze Ideas in Terms of Objectives • Implement Final
  85. 85. Design Process
  86. 86. Define the Problem

  87. 87. Establish Objectives
  88. 88. Do the Research
  89. 89. Brainstorm Ideas
  90. 90. Analyze Ideas
  91. 91. Implement Final
  92. 92. Scrum • Agile Development • Real Progress Scheduling • Playtesting • Iterative Design • Rapid Prototyping
  93. 93. Agile Development
  94. 94. Real Progress Scheduling
  95. 95. Playtesting
  96. 96. Iterative Design
  97. 97. Rapid Prototyping
  98. 98. Design
  99. 99. Design • Donald Norman • It’s not the Users Fault • Design Principles • Conceptual Models
  100. 100. It’s Not the Users Fault
  101. 101. Design Principles
  102. 102. Conceptual Models
  103. 103. Design • Jorge Frascara • Communication • Interpretation • Organization • Presentation
  104. 104. Communication
  105. 105. Interpretation
  106. 106. Organization
  107. 107. Presentation
  108. 108. Aesthetics and Design • Philosophies and Fundamentals
  109. 109. Aesthetics - Philosophies
  110. 110. Design - Fundamentals
  111. 111. Aesthetics and Design • Interest Curves • Flow • Procedural • Interactivities
  112. 112. Interest Curves, Flow 
 Procedural, Interactivities
  113. 113. Interest Curves
  114. 114. Flow
  115. 115. Procedural
  116. 116. Interactivities
  117. 117. Aesthetics and Design Across All Media Poetics, New Poetics Interest Curves, Flow, Procedural, Interactivities Aesthetics - Elements - Form - Expression - Symbol - Truth - Criticism - Value Aesthetics - Unity - Complexity - Intensity - - Verdict - Reason - Norm Design - Principles -- Unity, Variety -- Hierarchy -- Proportion -- Scale -- Balance -- Rhythm,Repetition -- Proximity Design - Elements -- Shape, Space -- Line -- Size -- Color -- Texture -- Typography
  118. 118. Across all Media
  119. 119. Aesthetics and Design • Critical Creation • Failure • Experience • Transformational • ETC
  120. 120. Critical Creation
  121. 121. Failure
  122. 122. Experience
  123. 123. Transformational
  124. 124. ETC • What? • Why? • How?
  125. 125. Improv • Yes and...
  126. 126. ETC • Best Playground in the World • with an Electric Fence • The Context and Constraints for Creativity
  127. 127. Research & Design • Transformational Games • Innovation by Design • Interactive Storytelling
  128. 128. Learn, Work, Play • Educational Goals • Professional Development • Engaging Experiences
  129. 129. Contexts • Articulations • Ecologies
  130. 130. Articulations • Systemic • Connections • Associations • Relationships • Transference • Interdisciplinary
  131. 131. Ecologies • Learning • Overlapping • Evolving • Interrelating • Connecting
  132. 132. Constraints • Project Triangle
  133. 133. Challenges • Toys - Tools • Extrinsic - Intrinsic
  134. 134. ETC • A Playground needs a Fence • Creativity needs Constraints • The Extraordinary needs Boundaries
  135. 135. ETC • Inquisitive • Inclusive • Integrated • Iterative • Interactive • Interdisciplinary • International • Innovative • Impactful
  136. 136. Inquisitive
  137. 137. Inclusive
  138. 138. Integrated
  139. 139. Iterative
  140. 140. Interactive
  141. 141. Interdisciplinary
  142. 142. International

  143. 143. Innovative
  144. 144. Impactful
  145. 145. ETC
  146. 146. Aesthetics and Design

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