2. CONTEXT
Critical design emerged in the the 1990s as a response
to the interactive design field’s overwhelming focus on
usability and user-centered design.
3. CRITICAL DESIGN:
“USER-UNFRIENDLINESS”
>_aims to initiate a dialogue on the ethical implications of
technology with designers, industry, and the public large.
>_draws attention to the ideological make up of design
>_a form of social research
>_end goal is conceptual, not material
5. OBSTACLES AND CRITIQUES
>_doesn’t have a clear market and therefore
remains obsolete to the general public
>_often mistaken for conceptual art
>_hard to achieve the duality of novelty and
familiarity in the same artifact
>_not a lot written on how to actually do
critical design
6. DISCUSSION
>_what are the fundamental differences between
art and design? Why is it so important to
distinguish art and critical design?
>_is critical design a form of design practice or
design research?
>_how can critical design be used as a generative
tool toward commercial products? What part of
the design process would it fall under?
>_how does critical design relate to knowledge
media and/or technology?