We used to have audiences, but the information age has transformed them into users who are no longer satisfied with the passive consumption of content. They desire interactions and opportunities to connect and contribute. Designers are placed in a position to plan and produce the systems, platforms, frameworks, events and artifacts that work as a conduit to facilitate these interactions and experiences. —Rules of Engagement by Frank Chimero
"We live in exciting times. Finally, we are beginning to understand that pleasure and fun are important components of life; that emotion is not a bad thing; and that learning, education, and work can all benefit from pleasure and fun. Up to now, a primary goal of product and service design has been to provide useful functions and results. We should not lose track of these goals, but now that we are well on our way to doing that for an amazing variety of goods and services, it is time to make sure that they are pleasurable as well. Not only does this require emotions to be a major component of design thinking, but we must also incorporate actions, actions that use the whole body in movement, rhythm, and purpose." —The Transmedia Design Challenge: Technology that is Pleasurable and Satisfying by Don Norman
f