This study explores the notion of experience, as used in “experience design,” based on American philosopher Robert Nozick's idea of an experience machine and Marc Hassenzahl's notion of experience design. Hassenzahl epitomizes experience as pleasure or fulfillment of needs—an idea that Nozick challenges as he claims that the world people engage with matters in a way that is not reducible to pleasure alone. Nozick's observation, I argue, indicates a sense of care in the broader concept of experience design. I explore this sense of care using John Haugeland's conception of existential commitment, which then necessitates a deepening of the notion of Hassenzahl's experience by connecting it with a sense of commitment and responsibility. This connection makes experience design, then, a concern and care for the normative powers of design.
{"title":"Revisiting the Experience Machine: A Philosophical Note on the Limits of Experience Design","authors":"Bo A. Christensen","doi":"10.1162/desi_a_00714","DOIUrl":"10.1162/desi_a_00714","url":null,"abstract":"This study explores the notion of experience, as used in “experience design,” based on American philosopher Robert Nozick's idea of an experience machine and Marc Hassenzahl's notion of experience design. Hassenzahl epitomizes experience as pleasure or fulfillment of needs—an idea that Nozick challenges as he claims that the world people engage with matters in a way that is not reducible to pleasure alone. Nozick's observation, I argue, indicates a sense of care in the broader concept of experience design. I explore this sense of care using John Haugeland's conception of existential commitment, which then necessitates a deepening of the notion of Hassenzahl's experience by connecting it with a sense of commitment and responsibility. This connection makes experience design, then, a concern and care for the normative powers of design.","PeriodicalId":51560,"journal":{"name":"DESIGN ISSUES","volume":"39 2","pages":"14-26"},"PeriodicalIF":0.0,"publicationDate":"2023-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45387587","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Our article discusses the insights from original research conducted with design practitioners to better understand the experiences of industrial design graduates as they are adopting new professional roles in user experience (UX) affiliated positions. We utilize narrative identity work as the theoretical frame to interpret the legitimation strategies of industrial designers while grounding their motivations, perceived competence, and fitness to a UX position. Such narratives support our arguments on the conscious efforts of designers toward the construction of a professional designer identity, which is stimulated by this role change.
{"title":"Industrial Designers in UX Practice: Motivations, Professionalization, and the Construction of Designer Identity","authors":"Sedef Süner-Pla-Cerdà;Gülşen Töre-Yargin;Asli Günay","doi":"10.1162/desi_a_00715","DOIUrl":"10.1162/desi_a_00715","url":null,"abstract":"Our article discusses the insights from original research conducted with design practitioners to better understand the experiences of industrial design graduates as they are adopting new professional roles in user experience (UX) affiliated positions. We utilize narrative identity work as the theoretical frame to interpret the legitimation strategies of industrial designers while grounding their motivations, perceived competence, and fitness to a UX position. Such narratives support our arguments on the conscious efforts of designers toward the construction of a professional designer identity, which is stimulated by this role change.","PeriodicalId":51560,"journal":{"name":"DESIGN ISSUES","volume":"39 2","pages":"27-40"},"PeriodicalIF":0.0,"publicationDate":"2023-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42116792","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This article elaborates on Schön's model of design to address the material part of the “design conversation.” Bringing in media and mediality studies, our research aims to support a broader understanding of the production of meanings and forms by addressing the difference between materials and mediums. While Schön used both concepts, we show that Dewey's influence on Schön can explain why speaking of mediums as a “system of formation” can better describe the multilayered semiotic working of the material conversation either foregrounding the support and allowing for a bodily experience or foregrounding the message and supporting an interpreting experience.
{"title":"The Forgotten Legacy of Schön: From Materials to “Mediums” in the Design Activity","authors":"Annie Gentes;Giulia Marcocchia","doi":"10.1162/desi_a_00713","DOIUrl":"10.1162/desi_a_00713","url":null,"abstract":"This article elaborates on Schön's model of design to address the material part of the “design conversation.” Bringing in media and mediality studies, our research aims to support a broader understanding of the production of meanings and forms by addressing the difference between materials and mediums. While Schön used both concepts, we show that Dewey's influence on Schön can explain why speaking of mediums as a “system of formation” can better describe the multilayered semiotic working of the material conversation either foregrounding the support and allowing for a bodily experience or foregrounding the message and supporting an interpreting experience.","PeriodicalId":51560,"journal":{"name":"DESIGN ISSUES","volume":"39 2","pages":"3-13"},"PeriodicalIF":0.0,"publicationDate":"2023-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47097343","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This article focuses on an expanded critical sound design practice drawing on the qualities of sound associated with embodiment, vocality, and memory. We argue for sound design as a critical tool in communicating design histories in museums, highlighting the case of a research-based pedagogical project between the Royal College of Art and the Victoria & Albert Museum, “The Sounding Object,” which united sound design, history, and critical museology. The project reveals links between sound design practice, history writing, and critical curatorship, demonstrating how sound enhances museums’ capacity to embrace the contingency of history, communicate in inclusive ways, and truly become “polyphonic.”
{"title":"Learning from “The Sounding Object”: Sound Design in the Critical Reimagining of Museum Object Narratives","authors":"Emily Candela;Eric de Visscher","doi":"10.1162/desi_a_00717","DOIUrl":"10.1162/desi_a_00717","url":null,"abstract":"This article focuses on an expanded critical sound design practice drawing on the qualities of sound associated with embodiment, vocality, and memory. We argue for sound design as a critical tool in communicating design histories in museums, highlighting the case of a research-based pedagogical project between the Royal College of Art and the Victoria & Albert Museum, “The Sounding Object,” which united sound design, history, and critical museology. The project reveals links between sound design practice, history writing, and critical curatorship, demonstrating how sound enhances museums’ capacity to embrace the contingency of history, communicate in inclusive ways, and truly become “polyphonic.”","PeriodicalId":51560,"journal":{"name":"DESIGN ISSUES","volume":"39 2","pages":"57-71"},"PeriodicalIF":0.0,"publicationDate":"2023-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48371372","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This article presents an overview of the design of our digital game, Let's Argue. The project is an immanent critique of digital media, particularly the conventions of social and game applications as affording productive discourse between people, groups, and organizations. Focusing upon the concept of dialogue and its importance to society, we employ satire as a style, lampooning “social games” such as FarmVille and Candy Crush Saga. In aping, disrupting, and toying with these applications’ representational and ludic facets, we provoke our users into considering how the medium, far from being neutral, shapes behavior and motivation.
{"title":"Let's Argue! Designing Satire in Digital Games","authors":"Steven Conway;Shaun Britton","doi":"10.1162/desi_a_00716","DOIUrl":"10.1162/desi_a_00716","url":null,"abstract":"This article presents an overview of the design of our digital game, Let's Argue. The project is an immanent critique of digital media, particularly the conventions of social and game applications as affording productive discourse between people, groups, and organizations. Focusing upon the concept of dialogue and its importance to society, we employ satire as a style, lampooning “social games” such as FarmVille and Candy Crush Saga. In aping, disrupting, and toying with these applications’ representational and ludic facets, we provoke our users into considering how the medium, far from being neutral, shapes behavior and motivation.","PeriodicalId":51560,"journal":{"name":"DESIGN ISSUES","volume":"39 2","pages":"41-56"},"PeriodicalIF":0.0,"publicationDate":"2023-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45422614","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The subtitle defines the focus of the book: “Ideas for the city that cares.” The text alternates between discussions of concepts connected to the humane side of city life and reports on initiatives enacted in different parts of the world today. It is in this sense a book about hope, a down-to-earth hope, one that introduces a richer way of looking at the advantages of “the 15-minute city.” Livable Proximity’s arguments are supported by a long list of references that offer rich possibilities for extending the presented ideas. The introduction outlines the program of the book: the idea of a city in which “functional proximity corresponds to relational proximity” (1). This is a city that offers more opportunities to see, support, and take care of each other and the environment; a city that fosters collaboration. Urban design has been recently focused mainly on the practical issues related to proximity, what Manzini calls “functional proximity.” But there is more to this. Proximity allows other possibilities to emerge, possibilities that need not be planned but that arise as a spontaneous side effect of being more “in touch” with other people beyond the world of work and immediate family. He argues that there is a need to “re-establish the social fabric and (re)construct communities” (3). Manzini does not propose a return to a lost past—an impossible enterprise—but to subscribe to the principle that global change cannot and does not start being global: it has to start small. As he had discussed before, initiatives should be small, local, open, and connected.1 I discovered the importance of the principle of starting small one day while driving through Italy. Passing by a small town, I saw a sign that said: “Nuclear power free community.” My first thought was, “So what, if the next community has a nuclear power plant?” But soon I realized that federal governments and even regional governments are too distant from the people; they are practically unreachable and unchangeable in a direct way. The only hope is in activating small communities to move positive ideas forward. But communities need two things to do this: the awareness that something must be done to develop a more humane way of living, and information and models that could help them learn how to do it. Manzini’s book works on both fronts. It does not dwell too much on defending the need to act against the social and natural degradation of human and other forms of life, as it has happened and still happens, but discusses how proximity (in its many forms) can contribute positively to different aspects of what we identify as quality in life. He proposes to go beyond facilitating services and satisfying daily needs into the creation of caring communities, not only in the sense of healthcare but more broadly regarding a collaborating and caring culture. This culture to be based “on a renewed idea of care: care for people, places, and the environment” (20). In addition to the discussion of general co
{"title":"Livable Proximity: Ideas for the City that Cares","authors":"Jorge Frascara","doi":"10.1162/desi_r_00719","DOIUrl":"10.1162/desi_r_00719","url":null,"abstract":"The subtitle defines the focus of the book: “Ideas for the city that cares.” The text alternates between discussions of concepts connected to the humane side of city life and reports on initiatives enacted in different parts of the world today. It is in this sense a book about hope, a down-to-earth hope, one that introduces a richer way of looking at the advantages of “the 15-minute city.” Livable Proximity’s arguments are supported by a long list of references that offer rich possibilities for extending the presented ideas. The introduction outlines the program of the book: the idea of a city in which “functional proximity corresponds to relational proximity” (1). This is a city that offers more opportunities to see, support, and take care of each other and the environment; a city that fosters collaboration. Urban design has been recently focused mainly on the practical issues related to proximity, what Manzini calls “functional proximity.” But there is more to this. Proximity allows other possibilities to emerge, possibilities that need not be planned but that arise as a spontaneous side effect of being more “in touch” with other people beyond the world of work and immediate family. He argues that there is a need to “re-establish the social fabric and (re)construct communities” (3). Manzini does not propose a return to a lost past—an impossible enterprise—but to subscribe to the principle that global change cannot and does not start being global: it has to start small. As he had discussed before, initiatives should be small, local, open, and connected.1 I discovered the importance of the principle of starting small one day while driving through Italy. Passing by a small town, I saw a sign that said: “Nuclear power free community.” My first thought was, “So what, if the next community has a nuclear power plant?” But soon I realized that federal governments and even regional governments are too distant from the people; they are practically unreachable and unchangeable in a direct way. The only hope is in activating small communities to move positive ideas forward. But communities need two things to do this: the awareness that something must be done to develop a more humane way of living, and information and models that could help them learn how to do it. Manzini’s book works on both fronts. It does not dwell too much on defending the need to act against the social and natural degradation of human and other forms of life, as it has happened and still happens, but discusses how proximity (in its many forms) can contribute positively to different aspects of what we identify as quality in life. He proposes to go beyond facilitating services and satisfying daily needs into the creation of caring communities, not only in the sense of healthcare but more broadly regarding a collaborating and caring culture. This culture to be based “on a renewed idea of care: care for people, places, and the environment” (20). In addition to the discussion of general co","PeriodicalId":51560,"journal":{"name":"DESIGN ISSUES","volume":"39 2","pages":"86-87"},"PeriodicalIF":0.0,"publicationDate":"2023-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43644924","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This special issue addresses the epistemological, institutional, and political challenges of integrating critical games scholarship with game development practices and pedagogy. The featured essays help form a foundation for Critical Game Design and draw from intellectual traditions and debates not only from both game studies and game design, but from the classical design disciplines as well. We aim to build more connective tissue and collaboration between game design and the broader design disciplines, allowing space for research, scholarship, and creative work that drives the underlying epistemological core of the many spaces in which all designers find themselves educated and employed.
{"title":"Introduction: Toward Critical Game Design","authors":"James Malazita;Casey O'Donnell","doi":"10.1162/desi_e_00702","DOIUrl":"10.1162/desi_e_00702","url":null,"abstract":"This special issue addresses the epistemological, institutional, and political challenges of integrating critical games scholarship with game development practices and pedagogy. The featured essays help form a foundation for Critical Game Design and draw from intellectual traditions and debates not only from both game studies and game design, but from the classical design disciplines as well. We aim to build more connective tissue and collaboration between game design and the broader design disciplines, allowing space for research, scholarship, and creative work that drives the underlying epistemological core of the many spaces in which all designers find themselves educated and employed.","PeriodicalId":51560,"journal":{"name":"DESIGN ISSUES","volume":"39 1","pages":"4-13"},"PeriodicalIF":0.4,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42444769","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This article details a large-scale curricular design project in creating and implementing an MS/PhD in “Critical Game Design.” Curricular design and critical scholarship in the analysis and design of games are co-constitutive. Institutional structures build individual and institutional capacity, they legitimize scholarship, define boundaries of expertise, and contribute to imaginations of disciplinary purview. We reflect on what is at stake beyond the discipline itself in wider digital culture, particularly the spread of disinformation, related growth of anti-academic sentiment, and testing of the foundations of democracy. We examine our own complicity and articulate the space of the games classroom as a site of potential transformation.
{"title":"Critical Disciplinary Thinking and Curricular Design in Games","authors":"Rebecca Rouse;James Malazita","doi":"10.1162/desi_a_00708","DOIUrl":"10.1162/desi_a_00708","url":null,"abstract":"This article details a large-scale curricular design project in creating and implementing an MS/PhD in “Critical Game Design.” Curricular design and critical scholarship in the analysis and design of games are co-constitutive. Institutional structures build individual and institutional capacity, they legitimize scholarship, define boundaries of expertise, and contribute to imaginations of disciplinary purview. We reflect on what is at stake beyond the discipline itself in wider digital culture, particularly the spread of disinformation, related growth of anti-academic sentiment, and testing of the foundations of democracy. We examine our own complicity and articulate the space of the games classroom as a site of potential transformation.","PeriodicalId":51560,"journal":{"name":"DESIGN ISSUES","volume":"39 1","pages":"88-104"},"PeriodicalIF":0.4,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43541562","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This article proposes a design framework called Reparative Game Creation, a process of creating interactive media focused on healing, emotional acceptance, and accessibility for the psychosocially disabled. It is informed by disability studies, affect theory, anti-capitalist thought, and artist-scholarship on research creation and/or critical practice. Though much of game design and game studies focus on the end product or the player experience, this article instead focuses on the process of game design, and as such does not analyze particular games but instead proposes new ways of creating games informed by psychosocial disability.
{"title":"Reparative Game Creation: Designing For and With Psychosocial Disability","authors":"Kara Stone","doi":"10.1162/desi_a_00703","DOIUrl":"10.1162/desi_a_00703","url":null,"abstract":"This article proposes a design framework called Reparative Game Creation, a process of creating interactive media focused on healing, emotional acceptance, and accessibility for the psychosocially disabled. It is informed by disability studies, affect theory, anti-capitalist thought, and artist-scholarship on research creation and/or critical practice. Though much of game design and game studies focus on the end product or the player experience, this article instead focuses on the process of game design, and as such does not analyze particular games but instead proposes new ways of creating games informed by psychosocial disability.","PeriodicalId":51560,"journal":{"name":"DESIGN ISSUES","volume":"39 1","pages":"14-26"},"PeriodicalIF":0.4,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42481611","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}