```tracker searchType: frontmatter searchTarget: weight folder: daily notes line: title: Weight Tracker yAxisLabel: weight lineColor: blue ``` # 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