The concept of “temporal form,” as mentioned by the author, has practical applications in design to enhance the understanding and consideration of the interaction between time and space. In my interpretation(learn from the article), the factors influencing time and interaction can be categorised into five aspects:
- Material and its variations.
- User experience.
- Dynamism.
- Event-driven design.
- Long-term usability.
The first point subtly affects users’ temporal experiences and sensory perceptions. The second and third aspects primarily address the attraction to users, particularly within the context of the time they spend on the experience. The fourth point is related to how time is perceived during the experience, and the fifth pertains to long-term considerations. This framework bears substantial resemblance to my project’s workflow, making this article a valuable source of parallel inspiration.
The concept of material in interactive design has been particularly enlightening for me. Before reading this article, I had limited knowledge in this area. The author emphasises that material should be intertwined with the user experience, focusing on simulation and enhancement to add depth to the overall experience. Drawing from personal experiences, I can relate this concept to the tactile qualities in gaming. For example, in certain video games, the sensation of driving can be either realistically immersive or more abstract, almost as if one is floating. The feedback from the controller, including vibrations and pressure sensations, is closely tied to the concept of material.
I’ve also encountered similar ideas related to material when it comes to communication design and narrative content. It often creates a sense of “ritual” that immerses the audience in the experience. From a speculative design perspective, it involves convincing viewers that they are genuinely part of a critical future environment, rather than merely receiving one-sided education and narration. This contributes to guiding the transformation and elevation of both internal and external narratives, with materials playing a significant role.
The aspects of dynamism and the user experience process can be adopted as methods to inspire the production of my project. Given that my speculative design project primarily revolves around narrative and interaction, the insights from the article will serve as valuable references.
Furthermore, the author emphasises avoiding designs that are controlled by capital or driven solely by the pursuit of progress or specific objectives. These points are highly applicable to the field of speculative design and align with the current educational environment. In the three papers I’ve read recently, there is a consistent focus on these themes. During my master’s studies, I made a conscious effort to overcome the strong desire for purpose or success in design. However, there are moments when my understanding of progress remains somewhat shallow. This may require more practical experience to deepen my comprehension.
I think The article portrays time as a kind of backdrop, encompassing concepts like the future, continuity, materiality, and the process. Time is omnipresent throughout the article, functioning as a backdrop. Nevertheless, the potential consequences of altering( or enhance) time experiences in the context of interaction and narrative processes, and their critical impact, are not explicitly addressed in the article.
The paper provides more of a framework and methodological assistance for understanding the role of time in design, serving as a reference point to evaluate various time-related factors.