Reflecting on Design: Chapter 8

Chapter 8 of Artful Design was a slow read for me. Although I did really enjoy the philosophy overview Ge provides regarding Immanuel Kant's hypothetical and categorical imperatives, it wasn't until the pages leading up to principle 8.10 that I started to meaningfully reflect and think about what I was reading. I began to think about my audio visualizer and how it didn't start from a desire to make its viewers feel moved or emotional, or from a desire to improve their invisible needs. It was a quest to translate music into text that naturally encountered some artful design choices along the way. There is something very heartwarming about knowing that designers consciously instill in their designs values and experiences that add so much humanity to the hypothetical imperatives behind them: making users feel connected to each other, helping users explore their loneliness, etc. Definition 8.14, the Pi-shaped individual had me reflecting on the values i would like to instill into my designs if I were a humanist engineer. How can i make my games/designs feel anarchist in nature? How can I do so without making a game explicitly about anarchism? How can i model belief in the dissolution of all hierarchy, or belief in consensus, without being on the nose? How can i do so by causing them to feel these beliefs? What new knowledge and understanding could achieving such a design provide me with? Principle 8.17, design as an act of play, made me think that maybe I should experiment more with my designs. In both the sequencer and the audio visualizer, the projects, for me, ended once i had achieved my original vision. Bad ideas weren't all too common in the creative realm, and were definitely more common in the technical realm. This made me think about Andrew's lecture about chaos coding, and that I should lean into possibly not understanding what I am writing or enjoying how it reads for the sake of exploration.