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Presentation norman   fun & games
Presentation norman   fun & games
Presentation norman   fun & games
Presentation norman   fun & games
Presentation norman   fun & games
Presentation norman   fun & games
Presentation norman   fun & games
Presentation norman   fun & games
Presentation norman   fun & games
Presentation norman   fun & games
Presentation norman   fun & games
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Presentation norman fun & games

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  • 1. Chapter 4 from D. A. Norman, Emotional Design. Why We Love (or Hate) Everyday Things. Fun & Games Communication & Multimediadesign 2010 Tom Gheldof
  • 2. 3 Aspects of (Emotional) Design
    • Visceral: appearance
    • Behavioral: pleasure and effectiveness of use
    • Reflective: rationalization and intellectualization
  • 3. 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. 4 Kinds of Pleasure
    • < Jordan ( & Tiger)
    • Physio : pleasures of the body
    • Socio : pleasures from interactions with others
    • Psycho : pleasures from peoples reactions and psychological state
    • Ideo : pleasures from the reflections on the aesthetics, quality, …
  • 5. 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
  • 6. 3 Steps of Seduction
    • < Khaslavsky & Shedroff
    • Enticement : seduces by its aesthetics, novelty, …
    • Relationship : connects with people, speaks about owner and designer
    • Fulfillment : makes ordinary action extraordinary, every time it is used
  • 7. 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
  • 8. 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
  • 9. 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)
  • 10. Video Games
    • development in history: play -> games -> sports
    • Video games: mixture of fiction and
    • entertainment (new development)
    • complex, realistic storylines
    • integrates music, sounds
    • players are interactive participants
    • => existence of groups, communities, worlds (artificial?)
  • 11. 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!

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