Criticism & Playfulness Sus Lundgren 2013 AET Before I start the lecture I just want to show you this… http://vimeo.com/53476316 Sus Lundgren 2013 First - a distinction Critical design aims ”…to make us think. But also raising awareness, exposing assumptions, provoking action, sparking debate” Persuasive technology aims to ”change attitudes or behaviors of the users through persuasion and social influence, but not through coercion ” – Fogg – Examples: Road taxes, Run Keeper, Sus Lundgren 2013 Provocation & Criticism in art Dadaism (1916-1922) “What we need are strong straightforward, precise works which will be forever misunderstood. Logic is a complication. Logic is always false. […] DADA; every object, all objects, feelings and obscurities, every apparition and the precise shock of parallel lines […] DADA; the absolute and indisputable belief in every god that is an immediate product of spontaneity… – Tristan Tzara in “Dada manifesto” Sus Lundgren 2013 Provocation & Criticism in art (dadaist poem from the course descriptionj how behaves, we and shape design aesthetic ideal, approach order context of say - to familiar - ones combination interaction claim engages how the of certain some for rooted with motivate there design following: Knowledge within itself http://www.poemofquotes.com/tools/dada.php? Sus Lundgren 2013 Provocation & Criticism in art Dadaist Marcel Duchamp asking – What is art? – Who decides? – Who is the artist? Sus Lundgren 2013 Provocation in Art Andy Warhol – Again: Who is the artist? Used assistants What's great about this country is that America started the tradition where the richest consumers buy essentially the same things as the poorest. – Andy Warhol in “The philosophy of Andy Warhol: from A to B and back again.” Sus Lundgren 2013 The-anti functionalist movement; functionalism and trends made design space narrow – revolution Inspiration from sub cultures; youth cartoons, pop culture Desiging that which people actually wanted, as opposed to what one assumed they wanted Sus Lundgren 2013 Ingo Maurer, Bulb 1966 Criticism in ID Criticism in ID Vitra, Verner Panton, 1959 -1999 Furniure design in the 1970ies, Playfulness, organic shapes, mixing materials, freedom and...plastic fantastic! Sus Lundgren 2013 Criticism in ID Banal design (1970ies) – Non-designed everyday objects – Banal forms could give impulses to design. – Spokesman: Alessandro Mendini Sus Lundgren 2013 Provocation & Criticism in ID Memphis group (1980-1988): Anti design Senior architect Ettore Sotsass + young designers – – – – Break all rules! New materials, mixes, no discussion on form or color ”quoting from suburbia” kitsch, neon colors, gold Very much anti ”nordic design” Exploded at design exhibition in Milan 1981 – "you were in one sense repulsed by the objects, or I was, but also immediately freed by the sort of total rulebreaking.“ (Jasper Morrison) Sus Lundgren 2013 Memphis Sus Lundgren 2013 Memphis Sus Lundgren 2013 Provocation in art På Hollender: The Pål Hollender Foundation for Ethically or Aesthetically Offended Consumers of Culture Sus Lundgren 2013 Criticism/comment in art Mikael Lundberg – The twenty-three – Lifeline (www.mikaellundberg.se) Sus Lundgren 2013 Criticism in IxD STATIC! A design project about saving energy “…use need not only be about utility and ease of use, but also about critical reflection through objects at hand.” – Backlund, S. et al (2006) Static! The Aesthetics of Energy in Everyday Things . In Proceedings of Design Research Society International Conference 2006. Sus Lundgren 2013 Criticism in IxD STATIC! Designs... Sus Lundgren 2013 Criticism in IxD Slow Technology; anti-efficiency, pro reflection. Mental rest in the form of reflection. “Slow technology is not about making technology invisible, but about exposing technology in a way that encourages people to reflect and think about it. This design challenge is, among other things, a call for more conscious aesthetics in technology…” – Hallnäs, L., and Redström, J. (2001) Slow Technology – Designing for Reflection , Personal and Ubiquitous Computing January 2001, Volume 5 Issue 3. Sus Lundgren 2013 Criticism in IxD Slow Technology projects – Top left: Doorbells – Bottom left & right. Information appliance; printed fabric in combination with radio Sus Lundgren 2013 Criticism in IxD Dunne and Raby – – – – – Faraday chair Tuneable cities The Pillow Thief of Affections ...other work Sus Lundgren 2013 Critical design (Dunne & Raby) ” Critical Design uses speculative design proposals to challenge narrow assumptions, preconceptions and givens about the role products play in everyday life. It is more of an attitude than anything else, a position rather than a method. ” “Critical Design needs to be closer to the everyday [than art], that's where its power to disturb comes from. Too weird and it will be dismissed as art, too normal and it will be effortlessly assimilated.” Sus Lundgren 2013 Critical design (Dunne & Raby) ”Humour is important but often misused. Satire is the goal. But often only parody and pastiche are achieved. These reduce the effectiveness in a number of ways. […] The viewer should experience a dilemma, is it serious or not? Real or not? For Critical design to be successful they need to make up their own mind. ” “A danger for critical design is that it ends up as a form of sophisticated design entertainment: 90% humour 10% critique. It needs to avoid this situation by identifying and engaging with complex and challenging issues.” Sus Lundgren 2013 Critical design – how Create ”the twist” that makes people reflect Use emotion – In coupling together two things that should not be related – To provoke Place people in a dilemma – Make people aware of their behavior and its consequences (STATIC) Sus Lundgren 2013 And over to playfulness Ulitsa Dimitrova – Lea Schönfelder & Gerard Delmàs Sus Lundgren 2013 Just kidding …NOW to playfulness! Sus Lundgren 2013 Playfulness, intrigue, challenge We’ve been playing games forever! (Especially ”olympic” type games) First reference to chess, India 625 Hnefatafl; the Viking version of chess Sus Lundgren 2013 Playfulness in art Guiseppe Arcimboldo, Summer and Spring (1573) Sus Lundgren 2013 Playfulness in art Bartolomeo Ammanati: Allegory of Winter (16th century) Sus Lundgren 2013 Playfulness and intrigue in art Op Art (optical art): making use of optical illusions Left: A sculpture by Victor Vasarely, Left: Bridget Riley; Movement in Squares (1961) Sus Lundgren 2013 M C Escher Sus Lundgren 2013 Playfulness & intrigue in art/lit Sus Lundgren 2013 Playfulness and intrigue in IxD The Interactive Quilt – a successful unsuccessfuly project Sus Lundgren 2013 Playfulness and intrigue in IxD The Interactive Quilt; Slow Technology .... But also intriguing! – Ambiguity the key “Thus ambiguity is a powerful tool for designers to raise topics or ask questions while renouncing the possibility of dictating their answers. By supporting this balance, ambiguity not only represents a useful resource, but a powerful sign of respect for users as well.” – Bill Gaver et al (2003) ”Ambiguity as a Resource for Design” Sus Lundgren 2013 Playfulness & intrigue in IxD Countless examples, e.g. Bembo’s Zoo (www.bemboszoo.com) Sus Lundgren 2013 Playfulness & intrigue in IxD Intrigue BIG TIME!!! http://www.ted.com/talks/golan_levin_ted2009.html – 13:14 ”Snout” (Watch the entire talk for more stunning examples!!!) Sus Lundgren 2013 Playfulness & challenge in IxD Any computer game ever made...! Sus Lundgren 2013 Playfulness & Intrigue in IxD -- how There’s no ”method” for designing fun or intrigue, but there are few tricks: – Utilizing ambiguity we’ll come to that – Designing for surprise (The snout) – Designing for exploration (Bembo’s zoo, the IQ) – …more? – Adding some kind of challenge… Sus Lundgren 2013 Playfulness & Challenge Tempting challenge! “…without sufficient challenge an activity can be perceived as boring, or soothing, or calming or “nice” but hardly entertaining. […]. Also the level of challenge must suit the user and the situation; [what fits a child does not necessarily amuse its parents]. The adult may be more entertained by trying to solve a cross-word, however not when being tired and nervous […]. In order to be entertaining, the challenge has to be tempting to that user at that moment.” – Sus Lundgren in ”Facets of Fun: On the Design of Computer Augmented Entertainment Artifacts (2006) Sus Lundgren 2013 Playfulness and IxD Caveat: Sus, Staffan Björk & others: Gameplay design is interaction design… especially gameplay design of computer-supported games … not everyone agrees. Sus Lundgren 2013 Designing playfulness? Björk & Holopainen: Patterns in Game Design – Game(play) patterns; the building blocks of games Salen & Zimmerman: Rules of Play – Theoretical framework; "game design schemas“ e.g. Games as context for social play, games as storytelling etc. Fullerton: Game Design Workshop, – Desiging a game from start to end Sus Lundgren 2013 Kramer: What makes a game good Freshness and replayability Surprise Equal opportunity Winning chances No "kingmaker effect" No early elimination Reasonable waiting times Creative control Tension Learning and mastering Complexity and influence Sus Lundgren 2013 Originality Uniformity Quality of components Target groups and consistency of rules Kramer: What makes a game good Think of ”Ludo/Fia med knuff”. Is it good or boring? Why, using Kramer’s terms? Sus Lundgren 2013 Class rep meeting A bit concern regarding the work load and the home exam deadline – Home exam released in study week 3 – Absolutely last thing you need for that is having read the lit and attended this lecture ca 2 week to deadline Scheduled hours: 54 Lit prep: 33 Exercise extra 20 SUM: 107 25 hrs week: 20 hrs/week: At least 50 hrs left for home exam Sus Lundgren 2013 200 160 Wednesday’s exercise There is a risk I’m not here on Wednesday – If so, lit feedback via email – Notification per email no later than 18.00 Tuesday if cancelled Exercise: – It is the aim of this task to design an object that somehow criticizes aspects of modern society: how online relationships replace real relationships, and the intense focus on career and ownership. To create a contrast to the sinister message in the design, playfulness will be used. Sus Lundgren 2013 Wednesday’s exercise Value fiction: Pandemia – – – – – No physical closeness Quarantine & loss Double skill sets Ownership uninteresting Want fun as contrast Brainstorm together, then split up. Add playfulness. Sus Lundgren 2013 Wednesday’s exercise ”Design a product or game that has potential to both address the need in Pandemia and at the same time criticize a value in our world. ” Make a GOOD poster/illustration /cartoon scenario because… – …Post-It crit! Sus Lundgren 2013