DIZAJN I MULTIMEDIJA IZMEĐU KAPTOLOGIJE I SIMULAKRUMA

ZDENKO BALAŽ1

1Tehničko veleučilište Zagreb, Vrbik 8, Zagreb, Hrvatska

Sažetak

Dizajn i multimedija zaokupljaju čovječanstvo današnjice u zagušenom vremenu s milijunima znakova, poruka, natpisa na Internetu, reklamnih panoa i članaka u najmanje mogućem formatu. Brzinsko upijanje svega toga uz istovremeno odašiljanje, u stvari je implozija stvarnosti. U tim uvjetima i s tom spoznajom pojavljuje se efekt odvraćanja. Inteligentne tehnologije, masmediji, reklame i društvene mreže eruptiraju informacije. Kroz bezbrojene putove "rada u oblacima" na bezbrojnim mrežama, razine „big data“ sve više postaju "dark data". To se odvija pod utjecajem kaptologija, (akronim, engl. CAPTology - Computers As Persuasive Technology), gdje je persuazivno, (lat. persuasibilibus - namamljen), odnosi na uvjerljivo računalno nagovaranje. Inteligentna računala kao sustavi u funkciji dizajna i multimedija, nametnule su svojom persuaziom, "kult dizajna i informacije". U radu će biti prezentirani rezultati istraživanja procesa računalne persuazie koja utječe na korisnika. Dizajner pod utjecajem kaptologije mijenja svoje stavove, vjerovanja, učenje i ponašanje. Postavlja se pitanje hoće li dizajn pod utjecajem kaptologije završiti kao simulakrum.
Ključne riječi: dizajn, multimedija

DESIGN AND MULTIMEDIA BETWEEN CAPTOLOGY AND SIMULACRUM

Abstract

Design and Multimedia preoccupy humanity today in congested time with millions of characters, messages, signs on the Internet, billboards and articles in the least possible format. The speed absorption of it all at the same time transmitting, in fact becomes the implosion of reality. Under these conditions and with that knowledge appears the effect of deterring. Intelligent interactive information technology, mass media, advertising, social networks have eruptive flow of information. Through limitless ways of working in the clouds computing in a growing number of social networks, "big data" becoming increasingly "dark data". This all takes place under the influence of captology, acronym - Computers As Persuasive Technology, which is persuasive, (latin, Persuasibilibus - enticing), refers to the convincing persuasion by the computer. Intelligent computers as a function of design and multimedia, have imposed their persuasion, "the cult of design and information". The paper will be presented the results of research and testing process computer in persuasion which affects the users. Designer influenced by captology changing their attitudes, beliefs, learning and behavior. The question is whether the design influenced by captology tu finish as simulacrum.
Keywords: design, multimedia, captology, persuasion, simulacrum


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