Reading Response 2
In response to the Chapter 2 introduction about toys and play, I
began thinking about the design of some of my most memorable
childhood toys/games. The first was the Bop It, which required players
to quickly respond to sound cue commands like “bop it,” “twist it,”
“pull it,” etc. When I think back on what made this particular toy so
enthralling, it was the silliness of the juxtaposition between hyper
focus and aimless goofiness. Immense concentration was required to
follow these instructions while the instructions themselves were to do
absolutely useless actions that led to no greater outcome other than
the game continuing. This chapter also got me thinking about a
computer game called Bike or Die. The player controls a stick figure who
bikes through a rather tumultuous low-res universe, where falling
means imminent death! Bike or Die made a huge wave at my middle
school, and many years later it sticks in my memory because of the
amusing premise of having only two options with very unexpected
stakes- bike or DIE!? While players often lose games by “dying,” the
world is usually some sort of battleground, instead of a casual bike
ride. What caught my attention as a fan of both the Bop It and Bike or
Die was their simplicity combined with pure absurdity.
Principal 2.4 talks about artfully blending the physical with the
virtual. This makes me think about a UX feature of the MacBook that I
find particularly pleasing. The mousepad responds differently to
number-of-fingers touching while scrolling, so one touch controls
mouse location, two touch controls scroll of foreground window, and
three touch is a master view of all of the open windows/desktops. I
think this is a particularly artful use of the human hand form, which has
three central “longer fingers” that can gesturally work together or
independently without much user thought. I’ve always personally felt
that this was a more elegant design than the classic mouse. The classic
mouse designates separate mechanical parts for page scroll/mouse
movement verses a single pad which takes advantage of the user’s
inherent separate parts.
Principle 2.7 speaks about design as a means to lower inhibition. I
do feel very “bonded” to both objects and software that bring out the
playfulness of learning through engaging. The more time I have to
spend looking at a manual rather than just poking around intuitively,
the less connected I am to the experience. In tech this gets referred to
as “UX friction,” but I was thinking about applying this concept to
learning musical instruments. As a pianist/drummer, I always felt like
these two instruments were particularly special because they both