Story-Based Design Methods

Reflections on "Interaction Relabelling and Extreme Characters: Methods for Exploring Aesthetic Interactions" by J.P. Djajadiningrat, W.W. Gaver, and J.W. Frens

Marcus Thomas

Dec 22, 2024

"A different choice of object highlights different interaction possibilities...Through the connotations of the object that is relabelled, the technique also makes designers aware of the socio-cultural role their products can play."

This quote was really interesting to me, as it caused me to find a connection with another realization I had discovered regarding "designing for adjacent contexts". Designs can have so many different contexts that we might not originally intend for, but it's a wholly separate thing to consider alternate connotations for them, and I find that fascinating. When we consider the possibilities of, say, a pen, and transform it into a tool for appointment setting, the ability to develop your creative muscles really shines. I think that by trying to break away from our current understanding of socio-cultural norms for products, we can unlock new ways to apply lateral thinking, and in turn, try out things that were so seemingly left-field that it almost makes you think, "why haven't we thought about using it this way in the first place." And that is a scenario that I would love to experience.

"The rings for the drugs dealer opened interesting possibilities for actions, such as linking importance to placement and delegating through sharing. However, the aesthetics of the rings for the drugs dealer are rather stereotypical."

Similar to my previous reflective paragraph, I think that by having some kind of socio-cultural touch point can still yield some interesting results. As this example goes, yes, a drug (not gonna lie, I kind of chuckled at the added 's' added in this paper) dealer having a bunch of rings is pretty stereotypical; however, is that necessarily a negative thing in a story? I don't think so, as those touch points allow audiences to create connections in their mind, and further immerse themselves in the world we're describing. Nonetheless, this example was a pretty interesting case of adding a layer of complexity to the typical drug dealer ethos. For example: what if the protagonist/antagonist is trying to catch the drug dealer slipping to usurp their place, and is looking for the opportunity to catch them slipping? They might notice the drug lord fidgeting with a different ring at different times, or a benign comment about wearing "the wrong ring today" could lead to an opportunity to strike. Although I understand the authors verdict in the context of comparing the other two examples, I don't think that by having some sort of association with a currently well-known idea is a failure as a whole, but still a creative attempt at subverting expectations.

"While the twenty-year old may come across as a frivolous character, some ideas for the appointment fan can easily be introduced to more serious applications. For example, by replacing ‘boyfriends’ with ‘business contacts’, moving the blades could become a way of judging business priorities. Likewise, for a freelancer, public mode may become a way of shielding ties with one client while visiting another."

Tying back into the "adjacent contexts" concept, I find that this is a great example of it in action! I now often find myself when designing, thinking of different ways to apply my ideas to different scenarios that are outside of my stated goals, and writing down some of my day-dreaming thoughts to further explore later. Before I even got to this quote, I also started to think about the same concept, and was glad that they touched on it as well! In conclusion, I think that this paper helped fill in another gap in my design knowledge, which started with me thinking about scale in a metaphysical sense, and now thinking about aesthetics too.