Difference between revisions of "User:Merlesibbel/Unravel the Code"

From DigitalCraft_Wiki
Jump to navigation Jump to search
 
(49 intermediate revisions by the same user not shown)
Line 1: Line 1:
=WEEK 1=
+
[[ User:Merlesibbel/unravel the code proces | UNRAVEL THE CODE PROCES ]]
==workshop==
 
==Anthony Dunne: Hertzian Tales==
 
What I got out of hertzian Tales.
 
  
 
+
[[ User:Merlesibbel/unravel the code presentation| UNRAVEL THE CODE PRESENTATION ]]
'''Introduction, what is this book about.'''
 
 
 
 
 
- Shift (pleaded for) in role of designer: from passive executor of someone elses idea, or just maker of a 'uncomprehensable electronics'-package to involved, critical, visible in the whole product and not just the package. "''industrial designers, products designs that want to stimulate discussion with their product and not just make products that others design. Make interesting product and not products that maintain a society of  passive consumption.'' "
 
 
 
 
 
- Electronical products
 
 
 
 
 
- Critical Design (of electronic products)
 
''"design of conceptual electronic products as a way of provoking complex and meaningful reflection on the ubiquitous, dematerializing and intelligent artificial environment we inhabit."
 
Ideological nature of the design of electronic products: industrial design is at the heart of the consumer culture: subvert it for more socially beneficial ends.''
 
 
 
 
 
- What are the chapters about:
 
chapter 1-6. ''exploring design approaches for developing the aesthetic and critical possibilities of electronic products outside a commercial context''
 
chapter 7: ''conceptual design proposals expressed as objects, videos, and images-by-products of an investigation into a synthesis between practise and theory, where neither practise nor theory leads.
 
''
 
 
 
 
 
--
 
 
 
 
 
Theoretical background; design noir. About psychological connection with objects.
 
 
 
 
 
'''Chapter One: The Electronical as Post-Optimal Object'''
 
 
 
 
 
Optimal: smooth object, blending in with environment, almost invisible. Extremely user friendly
 
Post-optimal: user un-friendly but makes you think, be aware of what is happening.
 
''"theres already many practicality and functionality possible, lets find the cultural and poetic side of it"''
 
I love the comparison of post-optimal object, criticl design object, with poetry:
 
Poetry is in a way user un-friendly text, but it does make you feel something, makes you think. Like the post-optimal object, critical design.
 
 
 
 
 
Some thoughts of projects exploring human realtionships with objects: impressable button, chair that won't let you sit, phone running away.
 
 
 
=WEEK 2=
 
==workshop==
 
 
 
ideas; how do we physically interact with radio?
 
 
 
==hertzian Tales==
 

Latest revision as of 09:22, 30 January 2017