Presentation norman fun & games

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Presentation norman fun & games

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

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