Week 9
Interaction Relabelling and Extreme Characters: Methods for Exploring Aesthetic Interactions
Assignment:
As you have seen from the previous couple of weeks storytelling is an integral part of design process. The following introduces a couple of concrete and at the same time very innovative methods for applying storytelling practices in interaction design.
For the next class please pick out 3 quotes from the paper and write 1 paragraph response for each.
- Quote 1: “We believe that aesthetics and interaction are tightly interwoven, so that the aesthetics of a product must be shaped according to its functions and roles, and its interactions must be judged by their aesthetic qualities—both sensory and conceptual.”
The first thing that comes to mind when reading this quote is video games. Video games depend on the coexisting and relationship between its functionalities and aesthetic designs to create this immersive experience for its users. Whether it’s the console or the video game itself, the functions are designed to elevate the visuals. The same can be said the other way, where the visuals help elevate the functionality of the design. This can also be applied to other things if we think more outside the box and relabel interactions and design for extreme characters. - Quote 2: “Interaction relabelling also helps in exploring roles. Different styles of interaction suggest different things about users and how they value the product.”
I really enjoyed the toy gun example because the authors took an object that is valued as something that causes harm and fear, into a PDA that assists users with daily tasks. By relabelling the interaction, it completely changes the association of the object and opens up a wider range of functional possibilities. The mechanics are the same, but the purpose is different. This also helps designers stray away from stereotyping. - Quote 3: “Designing for extreme characters tries to expose those emotions and character traits which remain hidden in scenarios for supposedly real-life characters because they are incorrect or embarrassing. The technique reminds us that in order to design humane products, these ‘undesirable’ emotions and character traits cannot be disregarded as they are, after all, what makes us human.”
When designers build personas, there’s this idea that we have to cater to the average person or else the design will flop. But this disregards the people who may be seen as “deviants” or does not follow the mainstream interests/goals. By ignoring these kinds of people, I feel like the design ignores them and shames on unique archetypes. Also, designing for extreme characters opens the possibility of relabelling interactions of objects. For example, rings served as a PDA for the drug dealer described in the paper. Where most people see rings as a fashion accessory, the paper has relabelled its interaction so that it can serve as a lucrative method for keeping track of appointments.