In the course of recent decades, people helped assemble a culture that regularly prioritizes short-term gains over longer-term health. Aware or not, designers seem to ignore how some design tactics can be misleading and ambiguous. It is often preferred to give them just positive names like gamification, growth hacking or engagement loop, neglecting their possibly damaging effects, instead of embracing their duality and complexity. The introduction of digital products and services into our lives has significantly changed our relationship to time, activity, and effort. We probably won’t consider this constantly, but we are not as in control of those digital tools as we think we are. Companies observing this trend and its effect on trust and transparency are starting to act — but in timid ways. As designers, how do we face the consequences of a "don’t make me think" era in the infosphere? The risk of oversimplifying things leads to leaving people in the dark. Not make them understand and emphasize. Nowadays, the design world is culturally programmed to focus on designing out conflict instead of incorporating it. However, conflict is an essential part of the culture and its social relationships and design needs to design for culture, making people grow, not technology.
Nel corso degli ultimi decenni, le persone hanno contribuito a costruire insieme una cultura che privilegia sistematicamente i guadagni a breve termine rispetto alla salute a lungo termine. Consapevoli o meno, i designer sembrano ignorare come alcune tattiche di design possano essere fuorvianti e ambigue. È spesso preferito dare loro solo nomi positivi come gamification, hacking di crescita o loop di coinvolgimento, trascurando i loro effetti potenzialmente dannosi, invece di abbracciare la loro dualità e complessità. L’introduzione di prodotti e servizi digitali nella nostra vita ha cambiato significativamente la nostra relazione con il tempo, l’attività e lo sforzo. Probabilmente non lo considereremo costantemente, ma non siamo in controllo di quegli strumenti digitali come pensiamo di essere. Le aziende che osservano questa tendenza e i suoi effetti sulla fiducia e la trasparenza stanno iniziando ad agire, ma in modo timido. Come designer, come affrontiamo le conseguenze di una “non farmi pensare” era all’interno dell’infosfera? Il rischio di semplificare eccessivamente le cose porta a lasciare le persone nell’oscurità. Non farle capire, non le fa empatizzare. Al giorno d’oggi, il mondo del design è programmato culturalmente per concentrarsi sulla rimozione del conflitto invece di incorporarlo. Tuttavia, il conflitto è una parte essenziale della cultura e le sue relazioni sociali e il design deve progettare per la cultura, facendo crescere le persone, non la tecnologia.
Disfluency by design in the infosphere era : encouraging careful decisions
BELEFFI, CATERINA
2018/2019
Abstract
In the course of recent decades, people helped assemble a culture that regularly prioritizes short-term gains over longer-term health. Aware or not, designers seem to ignore how some design tactics can be misleading and ambiguous. It is often preferred to give them just positive names like gamification, growth hacking or engagement loop, neglecting their possibly damaging effects, instead of embracing their duality and complexity. The introduction of digital products and services into our lives has significantly changed our relationship to time, activity, and effort. We probably won’t consider this constantly, but we are not as in control of those digital tools as we think we are. Companies observing this trend and its effect on trust and transparency are starting to act — but in timid ways. As designers, how do we face the consequences of a "don’t make me think" era in the infosphere? The risk of oversimplifying things leads to leaving people in the dark. Not make them understand and emphasize. Nowadays, the design world is culturally programmed to focus on designing out conflict instead of incorporating it. However, conflict is an essential part of the culture and its social relationships and design needs to design for culture, making people grow, not technology.File | Dimensione | Formato | |
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Caterina Beleffi_MSc Thesis.pdf
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https://hdl.handle.net/10589/150284