Posts Tagged ‘Interaction Design’
February 11, 2008
Last week, I conducted some user studies to learn about music libraries. One of the participants commented on how cool mix tapes were yet how rarely he creates playlists in iTunes.

I started to wonder about the differences between old and new music media formats. In particular, I was interested in the differences between mix tapes (cassette tapes created by the user from other cassettes or CDs) and digital music playlists (lists of current or saved songs in digital music players like iTunes or Windows media player). I found various theoretical concepts helpful in thinking more precisely about these differences and how we might improve the design of digital music technologies.
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Tags:Aesthetics, cultural durability, digital music, Experience Design, HCI, Interaction Design, jimmyp, Leisure, mediation, music, Phenomenology, postphenomenology, psychic energy, Semiotics, signal theory, Structuralism, sustainability, the meaning of things, User-Centered Design
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January 20, 2008
An excerpt from my posting on Interaction Culture…
I502 started with the question of how can we (as interaction designers) design compelling experiences, such as those we experience when watching compelling films. Reading dewey caused me to step back and reflect on the very experiences we design and intend to design. When I see the term “experience design” used, it often seems to imply that designer attempts complete control over the experience of the user, i.e. the particular details of the experience are (ideally) designed prior to and in anticipation of use. In the Language of New Media, Manovich suggests that interactive new media actually exerts more control over the user than traditional media, by imposing the mental structures of the designer on the user, and i think in certain circumstances he may be right, e.g. following links on the blogs can prevent undergoing. Interactive environments such as grocery stores and amusement parks are often discussed in terms of Experience Design, where every aspect is attempted to be controlled in order to lead to increased repeat visits and increased consumption. This notion of “experience” and “experience design” is often used as pejorative. Two common critiques I see leveled against designed “experiences” are that they are (i) vicarious or simulated (divorced from reality) and hence not real or authentic, and (ii) passively consumed. I’d like to discuss some of these criticisms of the potential negative effects of vicarious, simulated, and passively consumed experience and then offer some relevant questions I’ve been thinking about.
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Tags:Dewey, experience_design, i502, Interaction Design, Meta, questions
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