A Unified Field Theory
of Design
Overview
Information Interaction Design
Information Design
Continuum of Understanding
Experience of Knowledge
Organizing Things
Multiple Organizations
Goals & Messages
Clarity
Interaction Design
Having an Experience
Continuum of Interactivity
Control & Feedback
Productive and Creative Experiences
Communicative Experiences
Adaptive Experiences
The Experience Cube
Sensorial Design
Media Differences
Style & Meaning
Conclusion
Additional Resources
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Art as Experience
The philosopher John
Dewey was no Elvis, but he did write
about the nature of experience and its relationship to the formal
structures and characteristics of all the arts of his day: architecture,
sculpture, painting, music and literature. The segments for this
lecture were taken from his book Art
as Experience , first published in 1934. What he had to say
then is still of relevance to the Interaction Designer who must
have a fundamental understanding of the nature of experience if
she is to design successful experiences for a broader audience.
Here is a brief discussion of some issues related to the topic
of experience.
Having experiences
By experiencing, I mean that first moment when we
receive life before the mind arises. For example: before I think,
"Oh, that's a red shirt," there's just seeing.
--Charlotte Joko Beck
We are always having experiences. An experience
happens when our bodies and our senses interact
with the environment around us. The simple act
of breathing is an experience. It can be an unconscious or conscious
experience, as when we focus on breathing during the act of meditation,
for instance. Our relationship to the experience of breathing is
a lifelong and continuous one. Most experiences are characterized
by rupture, discontinuity and lack of cohesion. They fail to sustain
continuity and cease before they have reached a conclusion.
The workplace is a perfect example of an environment in which experience
is continually interrupted and usurped.
Having an experience
We have an experience when the materials that make it
up are allowed to run to their conclusion. This
conclusion, also widely referred to as "closure," is what
brackets the experience off from the flow of other
events and experiences that are constantly impinging on us. These
experiences work there way into our memory and shape our view of
the world.
Some experiences that can reach a satisfactory conclusion:
-
a game is played through
-
a problem receives its solution
-
work is completed in a satisfactory way
-
a situation, such as having a conversation, eating a meal,
or playing a game of chess, is rounded out in a way so that
it's close is a consummation and not a cessation.
Real experiences flow. Natural transitions between
their internal parts give a sense that the whole
is a sum of its parts. The parts never lose their own identity,
but lend it to the whole. Think of how an MC stitches together the
intervals between acts on stage, or how a mass, in its various parts,
is held together by the intervening prayer and song.
The excellent experience has a unity
that gives it its name:
-
that meal
-
that storm
-
that potato salad
Experiences that don't quite add up lack this sense unity. Things
happen, just as in any experience, but "they are neither definitely
included or definitely excluded; we drift," Dewey tells us.
These experiences begin and end but without a sense of commencement
or summation.
Experienced
An experience exhibist a sense of movement
that places a premium on orderly, patterned progress toward a conclusion.
An experience is a swarm of seemingly unrelated events gradually
taking shape in space and over time. At its conclusion, one can
look back on an experience and point to the emergent elements and
the role they play. At its conclusion, an experience discloses its
meaning as a summation of all the emotional, intellectual and physical
components it contained.
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