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- [[Rewriting the]] introduction
- added the text I started with to [[Beauty in Use –Plans, Scraps, and Brainstorms]]
- Now to work on it in flowstate
- Aesthetics User Experience Draft of the introduction 27 Aug 2024 at 12:01:51
- Good design seems like something that we can aesthetically appreciate.
- There are such things as 'design classics' like the Bialetti coffeepot, the 1994 Swiss Railway Clock, and the iPod.
- There are also commonly agreed upon examples of bad design –TV remotes cluttered with meaningless buttons, phone chargers with plugs so heavy they slip from the socket.
- In the [[first half]] of this paper we argue that current philosophical accounts of [[design aesthetics]] pay an insufficient amount of attention to experiences of [[using designed objects]].
- In Section 1 we will [[introduce Carlson]] and Parson's theory of [[Functional Beauty]] as a means of avoiding treating [[the aesthetics]] of [[designed objects]] like [[the aesthetics]] of sculpture.
- However, we will see that [[functional beauty]] does not seem compatible with [[invisible design]]. [[Invisible design]]
- In Section 2, we will examine Forsey's kantian view of good design.
- While it fairs better than [[Functional Beauty]] at explaining how [[invisible design]] can be appreciated, it still fails to capture the role that experiences of use play in our appreciation of objects.
- Having made the case that experiences of using the object play a role in its appreciation, the second half of the paper focuses on how we should understand aesthetic user experiences.
- We do this by issuing a challenge: what separates an aesthetically pleasing interactions from a straightforwardly easy one.
- Why is an answer to this question important for the aesthetics of use?
- Because it helps understand the difference between actions which we perform only because of some end, and those we perform because they are aesthetically pleasing.
- [use the example of opening a kitchen drawer to make the case vs playing the viola, or carefully XXX]
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- what options do we have?
- Montero's proprioception itself does not necessarily add all the details we would want, it does not say precisely what separates an aesthetic action for an easy one.
- in the case of dancing she might be able to attach her view of what makes these movements graceful to why dancers look graceful
- Neither do Nguyen's three accounts
- Solution
- Capacity
- Capacity is explicitly about how to explain our pleasure in difficult video games, but it does not seem an appropriate way of thinking about our enjoyment of challenging action.
- and then when we get to harmony of action we get back to the problem of saying why these things are aesthetically pleasing, and therefore a difficulty in differentiating the aesthetically pleasing and the easy