Can the designer, and especially the Interaction Designer, become an inventor, creating a differing narration? Verisimilitude and suspension of disbelief are two essential paradigms to fully enjoy films or web series. One could object that these forms entail a vision which is passive rather than, at the moment, not comparable to the daily interaction with design, not even in the most advanced solutions of virtual reality. Future products start to be accepted and discussed precisely through those forms, the humanoid robots that appear in the more optimistic digital visions (Arcagni, 2016), or, on the contrary, mistrustfully considered when the future is dystopian like in the well-known Black Mirror series. In the Interaction Design process, the Personas already own strong narrative features, but they are used as a control tool of the project that takes shape long after their creation. If the product was one of characters of a film, it would be hidden for most of the film. A plot could work for the representation of some research, or for a psychological training novel, but it is not useful when relations are the focus. The article therefore, discusses the use of characterisation, not only of the future users of an interactive device, but of the interface itself, starting from the concept phase. This ongoing experimentation is not just a mere expedient of process; it is, instead, the activator that generates projects that deal with complexity and sustainability, not only of the individual life but especially of the collective one, whether it is inside a house or on a shared means of transport. In this way the relations, or better the contrasts following the rules of Hollywood, give rise to new stories to create a narrative interaction.
The importance of being human / L’importanza di essere umano / DI SALVO, Andrea; Tamborrini, PAOLO MARCO. - In: DIID. DISEGNO INDUSTRIALE INDUSTRIAL DESIGN. - ISSN 1594-8528. - STAMPA. - 65/18:(2018), pp. 118-125.
The importance of being human / L’importanza di essere umano
Di Salvo Andrea;Tamborrini Paolo Marco
2018
Abstract
Can the designer, and especially the Interaction Designer, become an inventor, creating a differing narration? Verisimilitude and suspension of disbelief are two essential paradigms to fully enjoy films or web series. One could object that these forms entail a vision which is passive rather than, at the moment, not comparable to the daily interaction with design, not even in the most advanced solutions of virtual reality. Future products start to be accepted and discussed precisely through those forms, the humanoid robots that appear in the more optimistic digital visions (Arcagni, 2016), or, on the contrary, mistrustfully considered when the future is dystopian like in the well-known Black Mirror series. In the Interaction Design process, the Personas already own strong narrative features, but they are used as a control tool of the project that takes shape long after their creation. If the product was one of characters of a film, it would be hidden for most of the film. A plot could work for the representation of some research, or for a psychological training novel, but it is not useful when relations are the focus. The article therefore, discusses the use of characterisation, not only of the future users of an interactive device, but of the interface itself, starting from the concept phase. This ongoing experimentation is not just a mere expedient of process; it is, instead, the activator that generates projects that deal with complexity and sustainability, not only of the individual life but especially of the collective one, whether it is inside a house or on a shared means of transport. In this way the relations, or better the contrasts following the rules of Hollywood, give rise to new stories to create a narrative interaction.File | Dimensione | Formato | |
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https://hdl.handle.net/11583/2785785