Music 256a Reading Response 3

Angel Fan

Reading Response

Artful Design Ch. 3

Chapter 3 of Ge Wang’s Artful Design starts to get into the specifics of how to create artful design with technology. After learning ‘higher level’ design concepts and seeing many interesting examples this chapter almost looks under the hood of some of those design choices. Principle 3.1: Combining the senses to make the experience more interactive had an example of an interesting design “solution” of creating more visual or aural responses when there can’t be a tactile response. It gave light to a design technique to create interactive experiences I’ve never heard of before, which is discussed further in Principle 3.6: use visuals to reinforce physical interaction. The breakdown of design components in Principles 3.1 to 3.6 paint a clearer picture of the types of fun, playful, maybe even sublime design that we learned about in the previous two chapters. There seemed to be an order to principles 3.1 through 3.6 that almost spells out a recipe for an approach to design where you integrate sound, graphics, and interaction together in their design, make it move, make it organic, simplify it, then build upon the core elements, use visuals for enhancing physical interactions, then the most higher level principle which brings us to the user. Principle 3.7 asks designers to prompt users to almost ignore the medium of technology and stay in the narrative the technology is creating. This is probably the most difficult principle to implement. It also seems like the part of the design that is most likely to achieve the sublime. More ‘steps’ are introduced through Principles 3.8 through 3.16 and still keeps with this order that is building in my mind. It makes me wonder if for shorter term projects if one would start with 3.1 to 3.6 and then if there’s time or the design is incomplete proceed on all the way to Principle 3.16? However, some of these principles seem like they should come first according to some of what we’ve discussed in class such as Principle 3.11: “it’s gotta read!” I also think that Principle 3.13: invent artificial constraints is helpful to me in the early stages of design. So perhaps I misinterpreted this list of principles as instructions, but it was still not a bad way of framing them to see how they can each apply to the design process and at what stage they can come into play.