Desire, novelty, and the attractions of safe Necker shifts

By Gordon Rugg

So what do wireframe Necker cubes have to do with enigmatic facial beauty, Rothko paintings, Sudoku, and video games? The answer is: Quite a lot.

In this article I’ll look at the deep structure of some popular passtimes, and consider some of the implications. This is the first in a short series of articles about the deep structures of desire.

Continue reading

Advertisement

Parsing designs, and making designs interesting

By Gordon Rugg

Making a design interesting can be a significant challenge for designers, particularly when working in a well-established field where most of the obvious approaches have already been tried.

Two simple but effective ways of making a design interesting are:

  • making the design novel, in terms of deep structure and/or surface structure
  • making the design difficult or impossible to parse.

The companion article to this one examines ways of making a design novel. This article looks at ways of making a design interesting by making it difficult or impossible to parse.

800px-Delos_cubic_floor_mosaic

https://commons.wikimedia.org/wiki/File:Delos_cubic_floor_mosaic.jpg

Continue reading

Making designs interesting with skeuomorphs: What’s in a shape?

By Gordon Rugg

In another post, I discussed ways of making a design interesting by making it difficult or impossible to parse.

This article looks at one way of achieving this, by using skeuomorphs – in other words, deliberately making part of the design look like something else. It’s a long-established design concept, though with variable results…

800px-Teapot_Dome_Service_Station https://commons.wikimedia.org/wiki/File:Teapot_Dome_Service_Station.JPG

Continue reading