lloyd's blog
256A Reading Response #3
This is a response to a line in Ge Wang’s book Artful Design:
“Comics are a kind of animation, happening sequentially but at less uniform timesteps. Our mind fills in the gaps between frames.” (pg. 129, below “Ka—Boom! Whoa.”)
The “filling in the gaps” is something that really resonated with me. In comics, we’re invited to not only fill in the content gaps, but also decide how long those gaps should be. Comics seem to provide a lens with sufficient context and expectation so that the readers are not only allowed but invited to fill in the gaps. This reminded me of games that use pixel art and how some of my experiences of those games are more immersive and visceral than other AAA games, that is videogames from large studios with enormous budgets, with cutting-edge graphics.
256A Reading Response #2
Design principle 2.7: Design to lower inhibitions
This principle resonated so strongly with me I nearly exploded! How do I go from making it possible for someone to do something, to making it inviting? I feel like in pragmatic-focused design, especially in accessibility conversations, the emphasis is generally on possibility. In the I am T-Pain example, we can see certain forms of social inhibitions being calmed by placing an additional instrument into the performance equation, adding plausible deniability to the seriousness of the endeavor. Like a socially-accepted ejection seat.
This principle resonated so strongly with me I nearly exploded! How do I go from making it possible for someone to do something, to making it inviting? I feel like in pragmatic-focused design, especially in accessibility conversations, the emphasis is generally on possibility. In the I am T-Pain example, we can see certain forms of social inhibitions being calmed by placing an additional instrument into the performance equation, adding plausible deniability to the seriousness of the endeavor. Like a socially-accepted ejection seat.