Play as a Trigger for Designing Significant Experiences

Detalhes bibliográficos
Autor(a) principal: Dias, Suzana
Data de Publicação: 2020
Outros Autores: Baptista, Ana
Idioma: eng
Título da fonte: Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
Texto Completo: http://hdl.handle.net/11110/2017
Resumo: This paper is a continuation of the theme discussed in the paper “The meaning and the value as triggers for designing significant experiences” presented at the 3rd edition of this Conference in 2019. Having dealt with the fact that meaning and value are fundamental requirements to activate a symbolic relationship with objects, we have also concluded that these qualities come from both the level of commitment assumed by the person during the interactive communication process and the durability of the solutions proposed by the designer. Competing with the trivialization brought by the familiarity of the object – a useful strategy in a consumer society – lacks, however, an ability of the designer to propose durable solutions which can continuously feed the interest of the user. In this article we critically address the importance of playfulness as a trigger for designing significant experiences in graphic and product design initiatives, as well as the insignificance of this aspect when seeking an immediate or visceral impact. We present examples and perspectives put forward by such different personalities such as Kenya Hara, Naoto Fukasawa, Donald Norman, Pine and Gilmour, Huizinga and Roger Collois. We aim at contributing to a comprehensive and enveloped reflection of the ludicity, collaborative and affective dimension of Design as catalyst of the emotive value of the communication process.
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spelling Play as a Trigger for Designing Significant ExperiencesDesignLudicityplaycollaborationexperienceThis paper is a continuation of the theme discussed in the paper “The meaning and the value as triggers for designing significant experiences” presented at the 3rd edition of this Conference in 2019. Having dealt with the fact that meaning and value are fundamental requirements to activate a symbolic relationship with objects, we have also concluded that these qualities come from both the level of commitment assumed by the person during the interactive communication process and the durability of the solutions proposed by the designer. Competing with the trivialization brought by the familiarity of the object – a useful strategy in a consumer society – lacks, however, an ability of the designer to propose durable solutions which can continuously feed the interest of the user. In this article we critically address the importance of playfulness as a trigger for designing significant experiences in graphic and product design initiatives, as well as the insignificance of this aspect when seeking an immediate or visceral impact. We present examples and perspectives put forward by such different personalities such as Kenya Hara, Naoto Fukasawa, Donald Norman, Pine and Gilmour, Huizinga and Roger Collois. We aim at contributing to a comprehensive and enveloped reflection of the ludicity, collaborative and affective dimension of Design as catalyst of the emotive value of the communication process.2020-12-09T19:27:32Z2020-12-09T00:00:00Zconference objectinfo:eu-repo/semantics/publishedVersionhttp://hdl.handle.net/11110/2017oai:ciencipca.ipca.pt:11110/2017enghttp://hdl.handle.net/11110/2017metadata only accessinfo:eu-repo/semantics/openAccessDias, SuzanaBaptista, Anareponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiainstacron:RCAAP2022-09-05T12:53:20Zoai:ciencipca.ipca.pt:11110/2017Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T10:03:40.787777Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiafalse
dc.title.none.fl_str_mv Play as a Trigger for Designing Significant Experiences
title Play as a Trigger for Designing Significant Experiences
spellingShingle Play as a Trigger for Designing Significant Experiences
Dias, Suzana
Design
Ludicity
play
collaboration
experience
title_short Play as a Trigger for Designing Significant Experiences
title_full Play as a Trigger for Designing Significant Experiences
title_fullStr Play as a Trigger for Designing Significant Experiences
title_full_unstemmed Play as a Trigger for Designing Significant Experiences
title_sort Play as a Trigger for Designing Significant Experiences
author Dias, Suzana
author_facet Dias, Suzana
Baptista, Ana
author_role author
author2 Baptista, Ana
author2_role author
dc.contributor.author.fl_str_mv Dias, Suzana
Baptista, Ana
dc.subject.por.fl_str_mv Design
Ludicity
play
collaboration
experience
topic Design
Ludicity
play
collaboration
experience
description This paper is a continuation of the theme discussed in the paper “The meaning and the value as triggers for designing significant experiences” presented at the 3rd edition of this Conference in 2019. Having dealt with the fact that meaning and value are fundamental requirements to activate a symbolic relationship with objects, we have also concluded that these qualities come from both the level of commitment assumed by the person during the interactive communication process and the durability of the solutions proposed by the designer. Competing with the trivialization brought by the familiarity of the object – a useful strategy in a consumer society – lacks, however, an ability of the designer to propose durable solutions which can continuously feed the interest of the user. In this article we critically address the importance of playfulness as a trigger for designing significant experiences in graphic and product design initiatives, as well as the insignificance of this aspect when seeking an immediate or visceral impact. We present examples and perspectives put forward by such different personalities such as Kenya Hara, Naoto Fukasawa, Donald Norman, Pine and Gilmour, Huizinga and Roger Collois. We aim at contributing to a comprehensive and enveloped reflection of the ludicity, collaborative and affective dimension of Design as catalyst of the emotive value of the communication process.
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