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Design

The field of design is organized into various disciplines and subdisciplines, such as architecture or fashion design; thus, design is characterized differently according to different types of designers. The following is a generally accepted universal definition: Design is the structuring of form with the aim to create an aesthetically and functionally sound system. This entry explains the difference between designing for play and designing for and with humor, gives an overview of how humor research can be applied within the stages of the design process, and briefly discusses how the adoption of different design philosophies regarding design artifacts can affect who (designer or audience) plays the role of the humorist.

Designing for Play

Designing for play is a term often used to describe the concept of designing for and with humor; however, the two concepts differ. Designing for play can be described as designing to provide an enjoyable experience by fostering a perception that some subject matter or activity is void of serious, real-world consequences. Humor's role in design encompasses designing for play—the two concepts overlap when humor is applied as a playful design approach.

Humor in the Design Process

Humor can have multiple roles within what is known as the design process. Typically, the process consists of the following: identifying an opportunity or context for design and forming a knowledge base around it, synthesizing a plan for the design, producing design concepts and prototypes, and finally, developing the design artifact. Many designers' processes include a final step in which the artifact is evaluated and refined after its development. Humor research has multiple roles for application throughout the design process.

Identifying an Opportunity and Forming a Knowledge Base

The first stage of the design process generally involves some extent of qualitative research. Designers employ research methods, such as interviews and focus groups, to help establish needs, expectations, and requirements regarding the desired design artifact.

Humor plays a part at this stage in a few ways. Most notably, humor may be applied in the form of improv (improvisational) exercises, with designers acting as facilitators and encouraging research participants to explore possibilities for innovation while simultaneously gathering basic insights. One exercise example is “Yes, and,” in which individuals in a group continuously build onto one idea at a fast pace. While this exercise within a comedy setting leads participants into a range of chaotically humorous directions, its use in design can be directionally limited to requests for an artifact's features and functions. Exercises like this one are used because of their ability to incite creativity and enthusiasm around a topic, while also making the creative process fun.

Planning a Design and Producing Design Concepts

A design strategy is developed prior to creating concepts for a design. It acts as a holistic plan based on the analysis and synthesis of information and research gathered during the first stage of the design process. The strategy may include recommended requirements, design implications, and design approaches.

Humor is able to play its most tactical role at this stage of the design process, specifically in its ability to be applied as an approach. The type of approach needed is based on the purpose of the design artifact. For example, if the design artifact's purpose is to influence its audience to do something they normally wouldn't do, a designer may choose to employ a persuasive strategy—designing for persuasion is a goal in which humor is commonly called on as an approach.

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