topical media & game development

talk show tell print

research directions -- experience as meaning

For the design and appreciation of the new category of digital systems, including games, we may, with (forward) reference to our discussion of the history of thought in section 12.4, well take pragmatist aesthetics as a common ground, since it does justice to the existential dimension of aesthetic awareness, and allows for a process of aesthetic literacy, that is becoming sensible to aesthetic awareness and reflection. You may wonder though, how we get to this conclusion.

In  [Presence] it is observed that the aesthetic potential of the narrative space centered on the consumer product has received surprisingly little attention. The authors then argue that, motivated by insights from phenomenology, there should be a shift of attention from use to presence, where presence does not merely mean appearance but a more complex dialectic process of appearance and gradual disappearance dependent on the role the object plays in the life of the user/subject. The notion of expressional is then introduced, to convey the expressive meaning of objects, and in particular interactive objects, in our surroundings. For the design of presence, aesthetics is then considered as a logic of expressions, in which expressions act as the presentation of a structure in a given space of design variables.

...



1

So far, this makes perfect sense. We may further mention here the framework set up by Dhaval Vyas,  [Meaning], which characterizes the user's experience a the result of the process of constructing meaning. In diagrammatic form, the process of constructing meaning may be depicted as above. In more detail, the validity of the experienc as meaning framework may be substantiated by the foloowing observations:

experience as meaning


  • experience occurs during the interaction between the user(s) and the interactive system(s) in the lived environment
  • designers convey meaning (consciously or unconsciously) through the appearance, interaction and function of the system
  • user(s) construct a coherent whole that is a combination of sensual, cognitive, emotional and practical forms of experience
In other words, an interactive system is determined by function, interaction and appearance. As such the framework may be called pragmatist, and has indeed been nfluenced by  [Pragmatics].

Returning to our argumentation, for objects that are not designed for usability in the functional sense the notion of use is too strict and is, using a dialectic argument, subject to the dialectics of presence, as argued in  [Presence]. Conversely, using a similar dialectic argument, for new categories of objects, presence requires use, or getting used to, in other words a process in which the user becomes interested and familiar with the object. We may even speak of aesthetic affordance, with the realization that the notion of affordance, explaining an ecology of behavior, originally stems from the late-idealist phenomenology expounded in  [Sein].

But, however appealing the notion of expressional, in the light of our discussion in section 12.4, where we distinguish between aesthetic awareness as a given, or a priori, sensibility and aesthetic judgement as being of a more empirical nature, we would prefer to consider aesthetics as a logic of sensibility, which includes a dimension of self-reflection in the sense of its being aware of its own history. Put differently, to characterize the contextual aspect of aesthetics, as it certainly applies to art, we may speak of aesthetic literacy, that is aesthetic awareness that is self-reflective by nature.



(C) Æliens 04/09/2009

You may not copy or print any of this material without explicit permission of the author or the publisher. In case of other copyright issues, contact the author.