TAILIEUCHUNG - Interaction Relabelling and Extreme Characters: Methods for Exploring Aesthetic Interactions

From a general perspective, the verbal judgements referred to above have been obtained with one of two principal objectives in mind, objectives that have origi- nated and developed in traditionally differentiated pro- fessional fields: (1) that of environmental management, motivated by the need to solve a particular landscape problem, such as the identification of the landscape resources of a given location or to obtain some objecti- ve predictors of the evaluative judgements of users of a specific environment; and (2) that of a much more aca- demic character, geared to the development of concep- tual and theoretical frameworks for the explanation of subjects’ aesthetic judgements | Interaction Relabelling and Extreme Characters Methods for Exploring Aesthetic Interactions . Djajadiningrat Delft University of Technology ID-StudioLab Jaffalaan 9 Delft NL-2628 BX 31 15 2783775 . Gaver Royal College of Art Computer Related Design Kensington Gore London SW7 2EU UK 44 20 7590 4296 . Frens c o Delft University of Technology ID-StudioLab Jaffalaan 9 Delft NL-2628 BX 31 15 2783775 jwf@ ABSTRACT Aesthetics and interaction are interwoven concepts rather than separate entities. An aesthetics of interaction must consider richness in appearance actions and role. Moving beyond a narrow focus on usability in this way requires new methods for understanding design possibilities. Here we describe two interaction relabelling in which possible interactions with a known mechanical device are mapped to the functions of an electronic device to be designed and extreme characters in which fictional users with exaggerated emotional attitudes are taken as the basis of design to highlight cultural issues. These methods may help designers in considering physical interactions with products on the one hand and the sociocultural role their products will take on the other. Keywords product design design techniques aesthetics interaction roles. 1. INTRODUCTION In this paper we describe two techniques to explore interactions guided by aesthetics rather than ease of use. The first interaction relabelling helps designers explore richness of actions. The second designing for extreme characters helps them to explore sociocultural aspects of their designs. We illustrate these two techniques by means of the design for an appointment manager the Masters project of Frens 3 . The appointment manager is a handheld electronic device which assists its owner in managing his appointments. A starting assumption of the project was that to successfully aid its user the appointment manager needs to have some idea of the user

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