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==hertzian Tales== | ==hertzian Tales== |
Revision as of 12:48, 13 September 2016
Contents
WEEK 1
workshop
Anthony Dunne: Hertzian Tales
What I got out of hertzian Tales.
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?