“INTERFACES OF THE REAL”: SEMANTIC DISCOURSE OF OBJECT AND CONSUMPTION IN INTERACTIVE PRODUCT DESIGN

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“INTERFACES OF THE REAL”: SEMANTIC DISCOURSE OF OBJECT AND CONSUMPTION IN INTERACTIVE PRODUCT DESIGN 1

R. Ateş GÜRŞİMŞEK Haliç University (Res. Asst.), İstanbul-Turkey İstanbul Technical University (Msc. Student), İstanbul-Turkey e-mail: agursimsek@gmail.com Abstract Semantic investigations of the contemporary product forms (which are generally mentioned as the outcomes of computerized culture), evolution of design processes with reference to these new forms, and the reflections of these paradigms on the cultural structure create promising expansions for the researcher as emerging fields of design research. The development of information technologies and social interaction apparatuses have been a strong motive behind the formation of modern consumer culture, since information itself has become a new consumption utility. Thus, the structural and semantic shift from physical object to representation, from productsystems to information architecture and from user (consumer) to co-author has also reallocated the role of designer. This article explores the major promises and contributions of interactive new media applications to design research field by focusing on three key concepts of design: product, designer and user - the recent connotations of which require the involvement of metaphorical and representational associations with the conventional social structure. However, these connotations may also refer to diverse signifiers within this original context in order to form a genuine language of new media. It is intended to figure out the evolutionary patterns of the alteration in their semantic conditions; by investigating the distinguishing features of computerized media and virtual objectsystems, identifying their involvement in the product design field and outlining the consequences of this identification on socially structured system of values. Keywords: Product Design, New Media, Interaction Design, Object, Product, Consumption, User, Representation, Semantics

Introduction Virtual spaces, digital binary-coded objects and interactive media applications became increasingly popular topics of discussion within popular culture, and of academic discourse within various fields of research – including visual culture, design and media studies, and so on. Since each field discusses the subject matter from different (and subjective) points of view, it is evident that a solid academic discourse on interactive products and mediums should also be argued from a designer perspective; mainly because the social comprehensions and developing definitions of contemporary product forms would re-structure the product design profession, as well. The basis of these conceptual changes in the structure and the definition of design profession may be investigated through a range of focal points; through the essence of the objects of study or the method by which users interact with them as well as the involvement of these new paradigms to design process itself.

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EAD07: 7th International Design Conference (European Academy of Design and Izmir University of Economics, April 2007, Izmir-Turkey)


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