Serendipity by Design - IxD S. America 13

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I opened up the talks section of this great conference in Recife, BR in 2013.

The talk was talking about how design can use the powerful tools of art and it's close association to non-linear creativity and associative thinking by building the space and culture of the studio environment.

Published in: Design, Technology

Serendipity by Design - IxD S. America 13

  1. 1. Serendipity by Design: The power of the design studio Dave Malouf Principal Designer @Rackspace Experience Design ! @daveixd
  2. 2. Serendipity Happy Accidents
  3. 3. Are you ready? A Story
  4. 4. Serendipity
  5. 5. Serendipity BY DESIGN
  6. 6. http://informationr.net/ir/16-3/paper491.html What is serendipity? A workshop report Serendipity At Work
  7. 7. http://informationr.net/ir/16-3/paper491.html What is serendipity? A workshop report Serendipity At Work
  8. 8. http://informationr.net/ir/16-3/paper491.html What is serendipity? A workshop report Serendipity At Work
  9. 9. “Fortune Favors the Prepared Mind” - Louis Pasteur
  10. 10. Four Parts
  11. 11. Environment Four Parts
  12. 12. Environment Practice Four Parts
  13. 13. Environment Knowledge Practice Four Parts
  14. 14. Environment Knowledge Practice Critique Four Parts
  15. 15. Environment: Studio
  16. 16. What is a STUDIO? You tell me.
  17. 17. First. the Artist Studio
  18. 18. The studio is a dynamic canvass--not a room. paraphrasing - Robert Fabricant (VP Design @ frog)
  19. 19. What makes up the studio physical experience?
  20. 20. Lots of usable wall space
  21. 21. Line of Site
  22. 22. Overhear others
  23. 23. What do you have to bring into the studio?
  24. 24. Open Mind
  25. 25. Take & Give Criticism
  26. 26. Teach & Learn
  27. 27. Focus & Distraction
  28. 28. Spirit of Exploration
  29. 29. What does the design studio do for you?
  30. 30. Flow
  31. 31. Collision
  32. 32. Inspiration It’s personal. What’s yours?
  33. 33. Social
  34. 34. Connection
  35. 35. Comfort/Relaxation
  36. 36. Playful
  37. 37. Pattern Recognition Training
  38. 38. Practice: Craft
  39. 39. What is Craft?
  40. 40. What is Craft? 1) Skill with ONE’S HANDS 2) Objects or Work made BY HAND 3) SKILL in carrying out work
  41. 41. Craft of form making
  42. 42. Craft of tolerances
  43. 43. Craft of motion & line
  44. 44. Craft of tone
  45. 45. Craft of emotion & performance
  46. 46. What is our craft?
  47. 47. Septer 28, 2010 Registration is a simple form that creates the basic player account. CityState iPhone app. Carrier 12:00 PM Once registers, the player can create their character. Carrier Context for the app should be mostly established outside of the app itself - on the associated websites, iTunes store page, and in other materials. 12:00 PM Register Find friends Email Address The tutorial/intro video plays. It should be in the voice of the game and teach the player how to use the app. Twitter Password Carrier Carrier Stats The tone of the app should be in character and within the game world, only breaking the fourth wall where necessary for successful play. Address Book Select your Mandatory Volunteer Position Join us 12:00 PM Facebook 12:00 PM Friends Statistics le Territories by company Email Address 30% 60% 10% Select your employer [Team name] Score: 91 territories captured Company Logo Your Stats 1432 experience points Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. 5:32 total working hours User Name September 22, 2010 9:59am 51 territories captured Company Logo What is your name? Select a home location displays a login screen Find friends already gainfully employed After the tutorial, or if the players skips the tutorial, they move into the main game play screens. Join the cleanse! This optional step allows players to add friends from existoing social networks and 12:00 PM TrashBoy If the player already has an account they login and are taken to the game play screens. The Radar is available form every screen and state of the app by pulling down or tapping on the Radar Bar. It should slide down with a blind type animation. The main game screen is four parts. 1) The Not registered? We need you! Sign up to help keep the city clean. Carrier Carrier 12:00 PM User Name Stats Friends Statistics Carrier 12:00 PM Global Stats Team 12:00 PM Private Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Territories by company Bio. Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. TrashBoy Your territory is being caputured! Defend it or lose it. User Name September 22, 2010 9:59am Ignore 30% 60% 10% Defend! Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. 51 territories captured Add Friend Carrier 12 le September 22, 2010 9:59am Send Message 12:00 PM 1432 experience points 5:32 total working hours User Name September 22, 2010 9:59am [Team name] Score: 91 territories captured Your Stats 1432 experience points Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. 5:32 total working hours User Name September 22, 2010 9:59am 51 territories captured 12 Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. User Name September 22, 2010 9:59am Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. User Name September 22, 2010 9:59am bile from many places in the app by tapping on a player’s name. Game activity alerts pop up over any screen in the app, or as push alerts when the player is not in the app. Swipe left and right to change the view of the main gameplay screen. Creative & Visual Thinking
  48. 48. Representationalism
  49. 49. Model Making
  50. 50. Ideate Evaluate Creative Thinking - I
  51. 51. - Sketching the User Experience, by Bill Buxton Creative Thinking - II
  52. 52. Sketch Prototype Invitation Attendance Suggestion Description Question Answer Propose Test Destructive Constructive - Sketching the User Experience, by Bill Buxton Sketch vs. Prototype
  53. 53. What makes it a sketch? - Sketching the User Experience, by Bill Buxton •Fast •Disposable •Rough •Multiplicity •Understandable Visual Language
  54. 54. “I actually did the work on the paper,” [Feynman] said.
 
 “Well,” Weiner said, “the work was done in your head, but the record of it is still here.”
 
 “No, it’s not a record, not really. It’s working. You have to work on paper and this is the paper. Okay?”
 - Genius, by James Gleick, pp 409
  55. 55. Associative Thinking
  56. 56. Alone or With Others
  57. 57. Visual Language
  58. 58. Ed Emberly Simple
  59. 59. More Visual Languages
  60. 60. More Visual Languages
  61. 61. Knowledge
  62. 62. Our History
  63. 63. Art & Design Design without art isn’t design.
  64. 64. What is art’s relationship to design? So it doesn’t matter whether art is design, or visa versa, but how does artistic practice make design more valuable.
  65. 65. Modern Design isn’t all Minimalism Bauhaus & Art Deco
  66. 66. Modern Design isn’t all Minimalism Bauhaus & Art Deco
  67. 67. Modern Design isn’t all Minimalism Bauhaus & Art Deco
  68. 68. Our Theory
  69. 69. Foundations
  70. 70. Compare & Evaluate Qualify impact without worrying about success
  71. 71. Expose vs. construct “It was inside the marble and I freed it.” -- Michaelangelo
  72. 72. Deconstruct to Reconstruct But to deconstruct an idea you need to build it.
  73. 73. Tinkering ! Exploring Materials & Possibilities
  74. 74. Refinement Analytical selfevaluation
  75. 75. Composition We compose.
  76. 76. Balance Brings moments of relaxation
  77. 77. Contrast Cause moments of clear focus & brings attention.
  78. 78. Negative Space There is often more you can do with less. (not always)
  79. 79. Scale Why is he so big?
  80. 80. Materiality Know the material you work with.
  81. 81. Critique
  82. 82. Design Object Hierarchy
 (of sorts) • Standards: Gotta follow; interoperability • Guidelines: Nice to follow; consistency • Patterns: Shouldn’t ignore; path most worn • Principles: Your conscience; integrity/ identity
  83. 83. Standards
  84. 84. Guidelines
  85. 85. Patterns
  86. 86. by Christopher Alexander
  87. 87. http://dev.windowsphone.com/en-us/design/principles Principles
  88. 88. Dieter Ram’s Principles Good Design: • Is innovative • Makes a product useful • Is aesthetic • Makes a product understandable • Is unobtrusive • Is honest • Is long-lasting • Is thorough down to the last detail • Is environmentally friendly • Is as little design as possible
  89. 89. What makes good principles? • They describe your future outcome(s) • Separately they can be for anyone … but … • Combined they can only describe you. • They are NOT about your process, or your team’s ethos.
  90. 90. Where do your principles come from? Your design process. Your Story. Your Vision.
  91. 91. Your Story is your Vision
  92. 92. Stories evolve As will your principles from them.
  93. 93. Tell Act Experience
  94. 94. Using Principles in Criticism
  95. 95. All in the delivery
  96. 96. Make them pay up.
  97. 97. Thank you Final Questions Use the ISA 13 app to ask me questions! @daveixd

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