Chapter 7 part one


Reading Notes

Chapter Seven – pgs 208-224

 

A New Paradigm: Designing Experiences, Not Objects

The designer takes on the traditional role of tradesman, in addition to those of artist and communication strategist.

Software made creation an output much faster. Type is now easier to manipulate. It allowed anyone to become a designer.

The Insight of Marshall McLuhan

1.                  Medium is the message – media change the world around them by effects that supersede the very content they seek to communicate. The impact of television on how we see the world is bigger than the content of any single program. Many use the cell phone to get feelings to incite emotions that are otherwise absent in our daily lives.

2.                  hot and cool media – our sensory experiences with differing levels of message definition under various technologies. Radio and film are hot because they are clearer and more information-rich. They require less sensory participation to complete the message. Political cartoons and television are cool because they require more involvement from the user. His definitions may be out of date today.

3.                  Acoustical space – pre-literate, oral traditions in communication. There is less mediation with hearing than with sight

4.                  Global village – electronic media gives people equal access to public information and re-establishes the simultaneity of the pre-literate acoustic culture. Mentions the JFK-Nixon televised debate.

A Convergence of Media

Convergence – a move from media-specific content to content that flows across multiple media channels; the interdependence of media systems.

Remediation – is the process through which the characteristics and approaches of competing media are imitated, altered, and critiqued in a new medium – the representation of one medium in another.

Complexity and Experience

Contemporary design problems are increasingly complex and defined in terms of experiences rather than objects.

An experience must have a beginning and end. An experience is composed of parts that are distinct but that flow from one to another without interruption. An experience may be described in terms of a quality or unity by which we name it, and thus recall it long after it has happened. An experience has a pattern and a structure of alternating between doing and undoing, which should be balanced.

(I’m not going to read the upside down type on the fig. 7.11 concept map)