- INFO I502 Class Notes for 04.17.2008
- Metaphors and Design - "Thinking the Unthought"
- What is a metaphor?
- A comparison between two things, on the basis of some similarity
- Components
- Tenor
- "The support person was .."
- Vehicle
- Ground
- For our purposes in design, we ignore the distinction between simile and metaphor
- Historically, people that only talked about metaphors were orators
- Spoken of as if it were an ornament to language
- Lakoff & Johnson
- Metaphors are far more pervasive than we realize
- KEY POINT: Metaphors structure human cognition
- We cannot even think without using metaphor
- Human though is rich and saturated with metaphor
- Metaphors happen unconsciously
- Metaphors help us learn concepts (which are abstract)
- In order for us to understand concepts, we need repetitive exposure
- Metaphor is fundamentally about relationships
- Remember that experience is about relationships
- Metaphor example from Lakoff and Johnson
- Argument is War
- "Your claim is indefensible"
- "He attacked every weak point in my argument."
- "His criticisms were right on target."
- "You disagree? Okay, shot!"
- If we change "Argument is War" to "Argument is Dance", we lose meanings
- "The essence of metaphor is understanding and experiencing one king of thing in terms of another."
- KEY POINT: Metaphor is fundamental to how human beings things, in particular how they deal with
- Concepts
- Complex Abstractions
- Fertile Experiences
- Function Metaphors in Digital Design
- The bad thing about metaphors is that they sometimes prevent us from thinging about things originally.
- Examples
- The Shopping Cart at Amazon.com
- In an E-mail application
- Mail Icon
- Book Icon (Address Book)
- Notion of an Inbox
- Junk Mail
- Folders
- Envelope
- Tactile Metaphors
- Wood Surfaces
- Knobs
- "Refelctive" surfaces
- Sliders
- Why?
- Makes objects look more familiar
- We use metaphor to communicate basic affordances
- Using Metaphor in Project
- We are already using metaphor in the project
- Be mindful of them
- Reflect on them; use them as strategy
- A lot of the really good metaphors are suggestive without being overdeterminate
- Suggested book:
- Jeff's Final Lecture
- Typically, designers look at an existing artifact and only derive new designs from it
- To do it right, designers should go through a more complex process
- Components of Design criticism
- Function: It Works
- Its literal value/features
- Whose functionality?
- What a design does or what can a user do with it?
- Is an unintended use part of its functionality?
- How is functionality emobodied?
- User Tasks
- Individual interface features
- Organized system of features
- Economic features
- Cultural/Social features
- Aesthetics
- Philosophical notions of "aesthetics"
- Art imitates and reveals truth/reality
- Art arouses the emotions and causes pleasure
- Art serves a spiritual need, which is external to rational cognition and located instead to the faculties of imagination and judgment (Kant)
- Formal Characteristics of beauty
- "Aesthetic beauty" is not in content, but rather in its form
- Formal
- Proportion
- harmony
- unity
- mood
- etc.
- Effects of beauty
- Emergence of taste
- self-transcendence
- Encounter with the sublime
- Improved soul
- Locus of Beauty
- Form
- The Work or "opus"
- Intention
- The mind of the viewer
- The community (Danto's "artworld")
- Symbolism
- Its deep meaning or value
- Its "experience"
- What is the deep meaning in my lifeworld?
- What it personally represents to an individual
- The deep semiotic or psychological structures that ground the possibility of a person's response to and embrace of a design
- This is where user observation/interviews, etc. is important
- So, how do we get at design criticism
- Critical theory
- Theorists
- Dewey
- Gadamer
- Saussure
- Bolter & Grusin
- Barnard
- Concepts
- Aesthetic Experience
- Intertextuality
- Mythmaking
- Metaphor
- Ethnographic observation
- Traditional and rapid ethnography and part. desgin
- Traditional Design Methods
- From Criticism to Insight
- The purpose of criticism is not to yield overall judgments
- It IS to explicate teh value of an artifact for members of a community
- Concretely (because then there is something on which to focus)
- Specifically (beacuse then you can talk about it)
- Robustly (Because you want to see with multiple lenses)
- Qperationally (because then you can use what you have learned)
- What is a prototype?
- A prototype is a material instatiation of your response to interaction with earlier designs.
- Exposure to multiple artifacts and theory will help cultivate your response.
- There is a discipline to this.
- Deliberately using this strategy of design criticism --> insight simply provides a disciplined approach to what you have been doing all along and what you cannot avoid doing in the future.