Play as a Trigger for Designing Significant Experiences

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Abstract

This paper is a continuation of the theme discussed in the paper “The meaning and the value as triggers for designing significant experiences” presented at the 3rd edition of this Conference in 2019. Having dealt with the fact that meaning and value are fundamental requirements to activate a symbolic relationship with objects, we have also concluded that these qualities come from both the level of commitment assumed by the person during the interactive communication process and the durability of the solutions proposed by the designer. Competing with the trivialization brought by the familiarity of the object – a useful strategy in a consumer society – lacks, however, an ability of the designer to propose durable solutions which can continuously feed the interest of the user. In this article we critically address the importance of playfulness as a trigger for designing significant experiences in graphic and product design initiatives, as well as the insignificance of this aspect when seeking an immediate or visceral impact. We present examples and perspectives put forward by such different personalities such as Kenya Hara, Naoto Fukasawa, Donald Norman, Pine and Gilmour, Huizinga and Roger Collois. We aim at contributing to a comprehensive and enveloped reflection of the ludicity, collaborative and affective dimension of Design as catalyst of the emotive value of the communication process.

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APA

Dias, S., & Baptista, A. (2021). Play as a Trigger for Designing Significant Experiences. In Springer Series in Design and Innovation (Vol. 12, pp. 300–309). Springer Nature. https://doi.org/10.1007/978-3-030-61671-7_29

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