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# Notes on Design
## Introduction
- **Topic**: [[The aesthetics of design]], focusing on aesthetic experiences of action while using design.
- **Examples**: Typing on a satisfying keyboard, using a well-balanced kitchen knife, or playing a well-made viola.
## First Half of the Paper
- **Objective**: Demonstrate that a philosophical aesthetics of design should include the [[aesthetic experience]] of use.
- **Argument**: Highlight the importance of aesthetic experiences derived from interacting with [[designed objects]].
## Second Half of the Paper
### Objective
- **Goal**: Elaborate on [[the idea]] of aesthetic experiences when using objects.
- **Focus Question**: How should we differentiate aesthetically [[pleasing interactions]] from simply easy interactions?
### Key Points
- **Difference Between Aesthetic and Easy Interactions**:
- Everyday easy interactions (e.g., opening a kitchen drawer, pressing a button to call a lift) are not typically aesthetically appreciated.
- Need to distinguish between these two types of actions in [[the aesthetics]] of interaction.
### Comparison Case: Muen's Philosophy on Difficult Games
- **Muen's Interest**: Aesthetics of games, particularly [[the aesthetics]] of agent experiences.
- **Problem of Difficulty**: Why people enjoy difficult games.
- **Example**: Playing a difficult game of Tetris where blocks fall rapidly.
- **Concept**: "Harm of capacity" - enjoyment arises when a player's abilities are perfectly matched and brought to capacity by the game's demands.
### Application to [[Designed Objects]]
- **Challenge**: [[Designed objects]] typically don't push us to our maximum capacity.
- **Need for a New Understanding**: Develop a different way to understand [[the relationship between]] difficulty and easiness in the context of [[designed objects]].
## Conclusion
- Summarize [[the need]] for including aesthetic experiences of use in the philosophical aesthetics of design.
- Highlight the importance of differentiating between aesthetically pleasing and easy interactions.
- Suggest [[further exploration]] into how [[designed objects]] can elicit unique aesthetic experiences without necessarily involving difficulty.
https://www.cleft.ai/shared/7OAoKaO4pI