The hottest issue of recent culture may be 'fun'. Newly coined words like fun management and funology combining fun and technology may mirror the fashionable trend of fun.
New values of the design have continued changing in line with new standards...
The hottest issue of recent culture may be 'fun'. Newly coined words like fun management and funology combining fun and technology may mirror the fashionable trend of fun.
New values of the design have continued changing in line with new standards and given circumstances for a long time.
Complexity and variety of these days surrounded by material and immaterial substances have brought about many changes in design. Being considered the simple and real form of functionalism which was a proposition in the early 20th century as outdated, the attempts have done to make up its weaknesses in many aspects.
But the contemporary design still feels something deficient.
Some movements raised objections to strong influence of modernism, and a great number of artists presented continuously various genres in the end of the 20th century. Curator Paola Antoneli of MoMA's design and architecture division called the current of the end-20th century Neo-Minimalist Era, while describing it as 'the times of lowering our blood pressure much cooler' on the other side.
He also mentioned that human's yearning for plasticity reached the peak when the sophisticated simplicity of Miuccia Prada and Tom Ford was in the limelight, and so new formative activity could exert the most effective impact.
New formative attempts for all existing patterns seemed to be prevailing at the turn of a century, and people got fed up not a little with continuously repeated and saturated forms.
From this respect, the fun can be suggested as an alternative to fill up the formative aspiration of tedious and hard-hearted contemporary design in connection with environment. People are making manifold efforts not to lag behind new technology and information in daily developing technology-intensive modern times. People are longing for further sensitive environment, getting tired of more competitive technology-leading surroundings.
The 'fun' is defined as an emotional state of feeling excited about something and being pleased with doing it (Yahoo Korean Dictionary), or as a pleasant and enjoyable feeling or mood (Yonsei Korean Dictionary). In Longman English dictionary, it is defined as amusement, merriment, joke, joy, entertainment and play. The fun is very similar to the aesthetic activity and reflected in our life very deeply. It is characterized in design and architecture as below.
-. Dramatic visual effects by means of exaggeration, distortion, transformation, expansion and simplification.
-. Presentation of childish and immature mood caused by excessive use of primary color, pastel tone and provocative color.
-. Production of fantastic and cheerful atmosphere via over lighting or colorful lights.
-. Vividness and amusement by introducing experimental factors.
The expected impacts from the application of the fun as design expression way to commercial space are to vitalize the space through creating a portrayed space to arouse laughs, to express a diversification of space and to make the space felt more human.
The fun factor which is the main topic of this study may be overlooked by being regarded as a temporary fashion which spreads in our overall society. But the fun is one of the basic feelings inside human such as pleasure, anger, sorrow and amusement. The change in these feelings make a significant influence on human surroundings and is utilized in many fields we face in practice. This study is purposed to examine these cases and help understanding the spreading social phenomena. In addition, diverse utilization methods shall be inspected as a design factor affecting the consumer's behavioral psychology on the basis of the analysis of the correlation between interior environmental design and fun design factor in the long run.