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The aim of the next 30 minutes is to try to get unstuck on [[the aesthetics of design]] paper.
What is [[the problem]]? Part one of the paper is an argument that [[the aesthetics of design]] must include experiences of use. The second part is supposed to put some meat on the bones of this idea.
But what do I mean by this expression? Well [[the idea]] would be to say something about what sorts of aesthetic experiences we can have while using objects.
Another way of putting this is
- What about difficulty, that is something about which I have a lot to say.
- Nguyen says puts forward the harmony of capacity as something quite unique to games.
- One of the things he uses it for is as a means of explaining why people enjoy playing difficulty games.
- specificially, he says that it is the feeling of working at the limits of our capcities, a feeling the real world does not give us very often at all, that is enjoyable. The task and our capcities fit.
- The harmony of capcity gives us a means of explaining games’ relation to difficulty, but this explanation cannot be imported into aesthetics of design.
- it seems that there is a relationship between difficulty and easiness when it comes to using objects.
- consider the viola player. If we grant that she gets some agentive, aesthetic satisfaction from her playing, we can ask why this sort of action would be aesthetically pleasurable?
- One possibility is that it is aesthetically pleasing because, being a professional violist, playing the viola is easy for her. But this does not seem right.
- her, and our, lives are filled with very [[easy interactions]] with objects –flicking the light switch.
- second, if it were a case of easiness = aesthetic pleasing, then the easier the piece, the more [[aesthetic pleasure]] she would get. [[This seems]] clearly wrong. Surely, playing Tsychovsky, is more aesthetically pleasing to her than playing Twinkle Twinkle Little Star.
- Yet the contrary position also seems wrong. If a piece was extremely difficult then we would expect that to affect her satisfaction in playing as well.
- more generally, we can say that objects are made in order to make various tasks either possible to complete (you can’t cook unless you have a cooker, hob, hotplate etc.) or at least easier (you could carry all of your camping equipment around with you by holding it all in your arms, but a backpack makes things a damn sight easier).
- Finally, the harmony of capcity itself does not seem a very good way of dealing with these issues either.
-the game that Nguyen talks about might be fun, but would we really want to be in this state of slightly panicked exhilaration all of the time?
- This is [[the problem]] of difficulty.
- [[How does]] [[the problem]] of difficulty relate to my idea of fleshing out [[beauty in use]]?
- Nguyen uses harmony of capacity to explain why a particular aspect of games is aesthetically pleasing.
- design has a different problem. [[The question]] is not ‘why do we enjoy difficult actions’, but ‘what is the relation of difficulty and aesthetic satisfaction’
- Nguyen’s account allows him to say something about the sorts of [[aesthetic pleasure]] that can be elicited by games.