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Presentation norman fun & games

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Chapter 4 from D. A. Norman, Chapter 4 from D. A. Norman, Emotional Emotional Design. Design. Why We Love (or Hate) Everyday Things. Why We Love (or Hate) Everyday Things. Fun & Games Fun & Games Communication & Multimediadesign 2010 Tom Gheldof
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Page 1: Presentation norman   fun & games

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

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3 Aspects of (Emotional) Design

• Visceral: appearance

• Behavioral: pleasure and effectiveness of use

• Reflective: rationalization and intellectualization

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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)

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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, …

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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

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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

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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

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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

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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)

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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?)

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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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