Great video. The beginning did a great job of encapsulating on the why and what of good and bad design. Feeling at ease versus feeling stressed. An early example in the video talked about church designs and how catholics wanted the space to feel like this is a place of worship and that the expectations is to live up to the grandiose and intricate designs on the walls and ceilings. Compared to Protestant churches which were normally just boring and strictly a place of worship.
Another great point brought up was the idea of expensive versus cheapness. We as humans in society expect more expensive things to have greater sense of design and lust, versus cheap things that take a few bucks to make. Reading that makes sense with no other context. But bring in a child and the child will play or touch or break anything. They have no concept of money so a box might be more exciting to them than the toy that was inside of it. We need be looking at the world without using price as our determinant of what is beauty and what isn’t. Plus, good design is not always expensive as it, it can be anything on a range of items and objects.
The biggest thing that stood out to me was the term beauty in stardoll – beauty is the promise of happiness. When we want something or buy something we are saying that we want to be like that thing and that thing we bought contributes to our happiness. That item has to live up to the beauty we see. Beauty is the cross-section of order and chaos.
And another last point is that design language can get pretentious– be it through analyzing art and writing a paper on it or the designers statement about the piece. It may just be two blocks of wood, but having this rational and conceptual thinking around an object can help us better understand the point and continue to help us get better at design overall. But more importantly each object has a different meaning to each individual person and getting people to speak their minds helps figure out more about the person and the object.
Taste is in the eye of the beholder….but not really as each design and object speaks to us.
And finally the characterization of animals into object and designs helps us give a human element to it. Ie Roomba = some sort of pet.