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Revisiting the Experience Machine: A Philosophical Note on the Limits of Experience Design 重温体验机器:体验设计局限性的哲学诠释
2区 艺术学 0 ARCHITECTURE Pub Date : 2023-04-01 DOI: 10.1162/desi_a_00714
Bo A. Christensen
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.
本研究以美国哲学家罗伯特·诺齐克的“体验机器”概念和马克·哈森扎尔的“体验设计”概念为基础,探讨了“体验设计”中使用的体验概念。哈森扎尔将经验概括为快乐或需求的满足——诺齐克挑战了这一观点,他声称世界上的人们以一种不仅仅是快乐的方式参与事情。我认为,诺齐克的观察表明,在更广泛的体验设计概念中,有一种关注感。我用John Haugeland的存在承诺的概念来探索这种关心感,这需要通过将Hassenzahl的经历与承诺和责任感联系起来,来深化这种概念。这种联系使得体验设计成为对设计规范力量的关注和关怀。
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引用次数: 0
Industrial Designers in UX Practice: Motivations, Professionalization, and the Construction of Designer Identity UX实践中的工业设计师:动机、专业化和设计师身份的构建
2区 艺术学 0 ARCHITECTURE Pub Date : 2023-04-01 DOI: 10.1162/desi_a_00715
Sedef Süner-Pla-Cerdà;Gülşen Töre-Yargin;Asli Günay
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.
为了更好地理解工业设计专业毕业生在用户体验(UX)相关职位上担任新的专业角色时的经历,我们的文章讨论了与设计从业者进行的原始研究的见解。我们利用叙事身份工作作为理论框架来解释工业设计师的合法性策略,同时将他们的动机、感知能力和对UX职位的适应性联系起来。这样的叙述支持了我们关于设计师有意识地努力构建专业设计师身份的论点,这是由这种角色转变所激发的。
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引用次数: 0
The Forgotten Legacy of Schön: From Materials to “Mediums” in the Design Activity 施被遗忘的遗产:从材料到设计活动中的“媒介”
2区 艺术学 0 ARCHITECTURE Pub Date : 2023-04-01 DOI: 10.1162/desi_a_00713
Annie Gentes;Giulia Marcocchia
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.
本文详细阐述了Schön的设计模型,以解决“设计对话”的物质部分。引入媒介和媒介研究,我们的研究旨在通过解决材料和媒介之间的差异来支持对意义和形式的产生的更广泛的理解。虽然Schön使用了这两个概念,但我们表明杜威对Schön的影响可以解释为什么将媒介称为“形成系统”可以更好地描述材料对话的多层符号学工作,要么突出支持并允许身体体验,要么突出信息并支持解释体验。
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引用次数: 1
Learning from “The Sounding Object”: Sound Design in the Critical Reimagining of Museum Object Narratives 从“发声的物体”中学习:博物馆物体叙事批判性再想象中的声音设计
2区 艺术学 0 ARCHITECTURE Pub Date : 2023-04-01 DOI: 10.1162/desi_a_00717
Emily Candela;Eric de Visscher
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.”
摘要本文重点介绍了一种扩展的批判性声音设计实践,该实践借鉴了与体现、声乐和记忆相关的声音品质。我们主张声音设计是博物馆交流设计历史的关键工具,并强调了皇家艺术学院和维多利亚与阿尔伯特博物馆之间的一个基于研究的教学项目“声音对象”,该项目将声音设计、历史和批判性博物馆学相结合。该项目揭示了声音设计实践、历史写作和批判性策展之间的联系,展示了声音如何增强博物馆接受历史偶然性、以包容性的方式交流并真正成为“复调”的能力
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引用次数: 1
Contributors 贡献者
2区 艺术学 0 ARCHITECTURE Pub Date : 2023-04-01 DOI: 10.1162/desi_x_00721
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引用次数: 0
Let's Argue! Designing Satire in Digital Games 让我们说!在数字游戏中设计讽刺作品
2区 艺术学 0 ARCHITECTURE Pub Date : 2023-04-01 DOI: 10.1162/desi_a_00716
Steven Conway;Shaun Britton
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.
本文概述了我们的数字游戏《Let’s Argue》的设计。该项目是对数字媒体的一种内在批判,尤其是社交和游戏应用的传统,即提供人与人、群体和组织之间富有成效的对话。着眼于对话的概念及其对社会的重要性,我们将讽刺作为一种风格,讽刺《FarmVille》和《Candy Crush Saga》等“社交游戏”。在模仿、颠覆和玩弄这些应用程序的代表性和滑稽方面的过程中,我们激发用户思考媒体是如何塑造行为和动机的,而不是中立的。
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引用次数: 0
Livable Proximity: Ideas for the City that Cares 宜居邻近:关心城市的想法
2区 艺术学 0 ARCHITECTURE Pub Date : 2023-04-01 DOI: 10.1162/desi_r_00719
Jorge Frascara
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
副标题定义了这本书的重点:“关心城市的想法”。文本在讨论与城市生活的人道方面有关的概念和报告当今世界不同地区制定的倡议之间交替进行。从这个意义上说,这是一本关于希望的书,一本脚踏实地的希望,一本以更丰富的方式看待“15分钟城市”优势的书。Livable Proximity的论点得到了一长串参考文献的支持,这些文献为扩展所呈现的想法提供了丰富的可能性。引言部分概述了本书的大纲:一个“功能接近对应关系接近”的城市理念(1)。这是一个提供更多机会看到、支持和照顾彼此和环境的城市;一个促进合作的城市。最近,城市设计主要关注与邻近性相关的实际问题,曼齐尼称之为“功能邻近性”。但还有更多的原因。亲近让其他可能性出现,这些可能性不需要计划,而是作为与工作和直系亲属以外的人更多“接触”的自发副作用而出现。他认为有必要“重建社会结构和(重新)构建社区”(3)。曼齐尼并没有提议回到一个失落的过去——一个不可能的事业——而是赞同全球变化不能也不会从全球开始的原则:它必须从小处开始。正如他之前所讨论的,主动性应该是小的、本地的、开放的和相互联系的有一天,当我开车穿越意大利时,我发现了从小事做起的原则的重要性。经过一个小镇时,我看到一个牌子,上面写着:“无核电社区。”我的第一个想法是,“如果下一个社区有一座核电站,那又怎样?”但很快我就意识到,联邦政府甚至地方政府都离人民太远了;他们实际上是无法直接接触和改变的。唯一的希望是激活小社区,推动积极的想法向前发展。但是,要做到这一点,社区需要两样东西:必须采取措施发展一种更人道的生活方式的意识,以及可以帮助他们学习如何做到这一点的信息和模型。曼齐尼的书在这两个方面都发挥了作用。它并没有过多地为反对人类和其他生活形式的社会和自然退化的必要性辩护,因为它已经发生并且仍然在发生,而是讨论了邻近(以其多种形式)如何对我们所认为的生活质量的不同方面做出积极贡献。他建议超越促进服务和满足日常需要,建立关怀社区,不仅是在医疗保健方面,而且更广泛地涉及合作和关怀文化。这种文化应以“一种新的关怀观念为基础:关心人、地方和环境”(20)。除了对一般概念的讨论之外,宜居的邻近性是对现有倡议的认识的贡献,部分是作为在它们之间建立联系的策略。相互的知识、联系和交流使传播和努力的倍增成为可能,这些努力旨在使人类生活更加丰富,更加融入自然结构。邻近影响着生活的方方面面,从与邻居、朋友和同事的随意交谈到归属感,更丰富的社区体验,最后是一个关心的城市。曼齐尼希望他的书将有助于“阐述和深入研究邻近的主题,展示它如何触及城市的各个方面和不同维度,以及其中的公民的经验”(3)。这是一个公平的希望,我认为这本书完成了这项工作。我相信曼齐尼的讨论和定义有助于实现这一目标,但我发现这些例子最有助于创造一种希望感,一种不仅仅是乌托邦式的陈词滥调,而是实际可能性的感觉。例如,在巴塞罗那和米兰开展的项目,曼齐尼有直接的经验,从大型创意的规划到小规模项目的执行。它还涉及其他国际项目,
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引用次数: 4
Introduction: Toward Critical Game Design 简介:走向批判性游戏设计
IF 0.4 2区 艺术学 0 ARCHITECTURE Pub Date : 2023-01-01 DOI: 10.1162/desi_e_00702
James Malazita;Casey O'Donnell
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.
摘要本特刊探讨了将批判性游戏学术与游戏开发实践和教育学相结合的认识论、制度和政治挑战。特色文章有助于形成批判性游戏设计的基础,并借鉴了知识传统和辩论,不仅来自游戏研究和游戏设计,还来自经典设计学科。我们的目标是在游戏设计和更广泛的设计学科之间建立更多的连接组织和合作,为研究、学术和创造性工作提供空间,推动所有设计师接受教育和就业的许多空间的潜在认识论核心。
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引用次数: 0
Critical Disciplinary Thinking and Curricular Design in Games 批判性学科思维与游戏课程设计
IF 0.4 2区 艺术学 0 ARCHITECTURE Pub Date : 2023-01-01 DOI: 10.1162/desi_a_00708
Rebecca Rouse;James Malazita
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.
摘要本文详细介绍了一个创建和实施“批判性游戏设计”硕士/博士学位的大型课程设计项目。游戏分析和设计的课程设计和批判性学术是相辅相成的。制度结构建立了个人和机构的能力,使学术合法化,定义了专业知识的边界,并有助于对学科权限的想象。我们反思在更广泛的数字文化中,学科本身之外的利害关系,特别是虚假信息的传播、反学术情绪的相关增长,以及对民主基础的考验。我们审视了自己的同谋行为,并将游戏教室的空间阐明为潜在的变革场所。
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引用次数: 0
Reparative Game Creation: Designing For and With Psychosocial Disability 修复性游戏创造:针对心理社会障碍的设计
IF 0.4 2区 艺术学 0 ARCHITECTURE Pub Date : 2023-01-01 DOI: 10.1162/desi_a_00703
Kara Stone
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.
本文提出了一个名为“修复性游戏创造”的设计框架,这是一个创造互动媒体的过程,专注于治疗、情感接受和心理社会障碍的可及性。它是由残疾研究,影响理论,反资本主义思想,以及研究创作和/或批判实践的艺术家奖学金通知。尽管许多游戏设计和游戏研究关注的是最终产品或玩家体验,但本文关注的是游戏设计过程,因此不会分析特定游戏,而是提出基于心理残疾的游戏创造新方法。
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引用次数: 0
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