Your SlideShare is downloading. ×
About design (and disruptive technologies)
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×
Saving this for later? Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime – even offline.
Text the download link to your phone
Standard text messaging rates apply

About design (and disruptive technologies)

470
views

Published on

Slides from the class given in the Aalto Societal Innovation Studies on August 6th 2012.

Slides from the class given in the Aalto Societal Innovation Studies on August 6th 2012.

Published in: Technology, Design

0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total Views
470
On Slideshare
0
From Embeds
0
Number of Embeds
0
Actions
Shares
0
Downloads
10
Comments
0
Likes
0
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide
  • Tolstoy has proposed that: “The vocation of every man and woman is to serve other people ”.  In this presentation today I am aiming to demonstrate how I have tried to do it. How I have tried to serve other people.  My study is about design. According to Nelson and Stolterman design is not about self-expression. Design is not about self-service. Design isother-service. Design is always an attempt to serve other people.
  • Transcript

    • 1. About design(and disruptive technologies) Teemu Leinonen Media Lab Helsinki, Department of Media School of Arts, Design and Architecture Aalto University
    • 2. Teemu LeinonenAssociate Professor,New Media Design andLearningDesigner:web / mobile /digital culture / learning> education theory> new media> design> design methods Photo by Cary Bass / Wikimedia Commons
    • 3. About design(and disruptive technologies) Teemu Leinonen Media Lab Helsinki, Department of Media School of Arts, Design and Architecture Aalto University
    • 4. About design(and disruptive technologies)
    • 5. designer (in art and design trad.) . . . focuses on experiences, . . . the future experiences, . . . to design them.
    • 6. design researcher / student: . . . do stuff, . . . be experimental, . . . be avant-garde.
    • 7. Two things 1. About technology (and media) 2. About design (as research)
    • 8. Two things 1. About technology (and media) 2. About design (as research)
    • 9. What are disruptive technologies Examples You and disruptive technologies
    • 10. Me and New Media
    • 11. 1991
    • 12. 1991
    • 13. 1991katele$ spsskatele$ mail psraah@uta.fiSubject: This is an emailHi Rami.This is an email. You can send thesewith a command “mail username@uta.fi”I think you can reply with command “R”.- Teemu.katele$ irckatele$ newskatele$ talk psraah
    • 14. How do we experience new technologies? Development Experimental art Useless toy Time Productivity tool Domestication Art
    • 15. How do we experience new technologies? Development Experimental art Useless toy Time Productivity tool Domestication Art
    • 16. Examples of . . . Domestication
    • 17. Facebook
    • 18. What after Facebook?
    • 19. “Digital stuff”becomes part of ”reality”.“Reality” becomes part of “digital stuff”.
    • 20. How do we experience new technologies? Development Experimental art Useless toy Time Productivity tool Domestication Art
    • 21. Example of . . .Experimental art
    • 22. http://mlab.taik.fi/~kkallio/mr-pong/mr-pong-360.mov
    • 23. How do we experience new technologies? Development Experimental art Useless toy Time Productivity tool Domestication Art
    • 24. Example of . . . Useless toy
    • 25. http://youtu.be/MzDBOQD-woc
    • 26. How do we experience new technologies? Development Experimental art Useless toy Time Productivity tool Domestication Art
    • 27. Example of . . .Productivity tool
    • 28. Technologies do not evolve — they are developed.Thus technologies should be rather designedthan developed (I’ll come back to this later).Technologies do no define how our life will bebut certain technologies provide environment where certain culture is more likely to happen than some other.
    • 29. Two things 1. About technology (and media) 2. About design (as research)
    • 30. Two things 1. About technology (and media) 2. About design (as research)
    • 31. Why are the keys on acomputer keyboard in the order they are in Why QWERTY
    • 32. Photo by: Wikimedia Commons user ndamato
    • 33. Design is activity in the crossing point ofscience, art, technology and craft in a socio-cultural historical context.
    • 34. Research-based design processKäyttäjä-, asiakas ja ihmislähtöiset menetelmät. . . . pyrkimys luoda tuotteita taipalveluita jotka vastaavat ihmisten todellisiin tarpeisiin. (Leinonen 2008, 2010)
    • 35. Different methods: parallel and overlapping (Keune, Leinonen, Purma, Toikkanen 2012)
    • 36. Research-based design processKäyttäjä-, asiakas ja ihmislähtöiset menetelmät. . . . pyrkimys luoda tuotteita taipalveluita jotka vastaavat ihmisten todellisiin tarpeisiin. (Leinonen 2008, 2010)
    • 37. Contextual inquiry (Leinonen 2008, 2010)
    • 38. Contextual inquiry 1/2The objective is to explore the point of views of the people in the socio-cultural historical context in focus, general trends and scenarios related to the socio-cultural historical context, challenges in the socio-cultural historical context.Observing, participating and documenting: research diary, photos,videos (compare to cultural anthropological fieldwork).
    • 39. Contextual inquiry 2/2Examples of activities: Analyzing service path and service points from customers point of view. Mapping customer experience: participatory observation, shadowing, interviewing etc. Analyzing communication situations and media used: letters, phone calls, face to face, web/Internet etc.
    • 40. Participatory Design (Leinonen 2008, 2010)
    • 41. Participatory Design The objective is to: solve the preliminary challenges recognized in the contextual inquiry.Examples of activities: workshops with people. discussions on scenarios, sketching, building models of a product or / and a service. creating concrete product and service ideas. papers, pens, props, games, prototypes.
    • 42. Product (or service) design (Leinonen 2008, 2010)
    • 43. Product (or service) designState for analyzing and summarizing the materials from theearlier states.Expert work with focus on decisions and preparing presentation.Creation of the description and visualization of anew product or service.Examples of results: specification of a new customer path, newcommunication practices, new tool, new media, new signs, newspatial solutions, new practices and communication of them, etc.
    • 44. Building prototypes as hypothesis (Leinonen 2008, 2010)
    • 45. http://vimeo.com/46812964
    • 46. Kiitos

    ×