Design Improv

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    Design Improv - Presentation Transcript

    1. i believe in design process
    2. what is improv?
    3. rules Agreement Spontaneity Listening
    4. why improv? The way we speak. The way we use things. Interactions are improvisational.
    5. building on... Brenda Laurel – Design & Theatre Eric Dishman – Informance Kristian Samsarian – Role Playing
    6. brenda laurel ‘The more we live with embodied experiences in our lives, the more we become mobile, as people get connected to the world around us, you begin to need methods based on improv, because it is about that embodied experience.’
    7. kristian simsarian ‘Don’t underestimate the power of a group experience. We’ll have a shared understanding of what this thing is, that is beyond language.’
    8. not just improv Methods from lateral thinking, social pscyhology, music, and design.
    9. adapted improv Not performing, but playing games to solve problems.
    10. solution
    11. who? Service that helps designers, their clients, & users to work together.
    12. what is it? Service Props & Kit Games & Board Notation tools Collaborative method
    13. what is it? Playing games to solve problems
    14. how it works
    15. 1. establish goals Clear goals. Custom games or props. Identify main advocate.
    16. 2. set–up the space Demarcation tape. DND sign. Stage signs. Ready flipcharts.
    17. 3. unfold the kit
    18. 3. unfold the kit
    19. 4. explain the rules 1. Agreement
    20. 5. explain the rules 1. Agreement 2. Listening
    21. 6. explain the rules 1. Agreement 2. Listening 3. Spontaneity
    22. 7. warm–up
    23. �� ���� ���� � ��� � �� �� �� �� ��� � �� � �� ��� ���� ����� ���� ������� ��� ����� ������� ��� ���� ��� ������ �� ���� ���� �� � �� � �� ��� �� �� �� ��� ���� � ��� �� ��� �� ��� �� ���� �� ������������� �������������������� ������������������ ���������� ���� 8. choose design phase ���� Where are you in the ��� ����� �� ������ �������� ���� �� � ���� �� ���� design process?
    24. 8. choose design phase Select a game (Choose a goal)
    25. 9. Improvise Use narrative or thematic elements from design problem or context. Create scenarios. Explore value of ideas fast.
    26. service qualities
    27. service qualities 1. Personality
    28. Begin & End with Objects Deconstruct Performance Testing Exposure Interaction Designer Develop, 5-10 mins, 4-6 players Warm-up, 3–5 mins, 4–10 players Ideate, 3–5 mins, 2–6 players goal: To analyse an object or environment flow: Player A performs a simple action with an object. flow: Using an existing scenario, set the stage, decide goal: To develop fast concepts; build goal: To develop fast concepts; build Player then repeats the action, this time calling out “begin” based interaction or process flow. teamwork, and explore roles in the group where everything should be. Assign roles and relationships. teamwork, and explore roles in the group Great for finding bugs. Part of a whole each time fresh contact is made with the object, and “End” If you are testing a scenario, take it in slices. As soon as it when each detail is completed. Player repeats the action starts to break down, the audience must call bug! Iterate activity (what) again, this time doing it as fast as possible, without calling the scene, changing the variables as you do. Change rela- out begin and end. tionships, Who, Where, and Why. Warm-up, 5 mins, suggestions: The result is akin to a stop-frame movie. suggestions: This can be used as a longer exercise to 3-15 players. Coach the player to begin and end with great burst of develop and ideate on an existing scenario, by combining ���� ���� ���� energy. How small can the segments of time be? with Push and Pop. Use this with potential users to test ���� the experience of a device or service. Take the kit’s floor goal: To bring all the ele- ments together and under- shapes or make new ones. Use prototypes in conjunction stand the process of improv. with the velcro props to help suggest all the elements in the Introducing What. test. Performance testing can be done on the road, or in the studio. de s ig n im pr ov design improv design improv design improv design improv design improv Interaction Designer Begin & End with Objects Deconstruct Performance Testing Exposure Develop, 5-10 mins, 4-6 players Deliver, 5-10 mins, 2-6 players flow: One player describes their design, and the second goal: To analyse an object Part of a whole activity (who) flow: Summarise your design problem in 3 key words. goal: To test a scenario, system flow, or service flow: Split the group in half. Each group must observe player asks them questions about it, suggesting and helping or environment based interaction or structure through performance, and find the bugs. Using flip–chart and pens place each word at the head of the other. One is the stage, one is the audience. No one with the creation of this object. Each player can describe process flow. Great for finding bugs. a flip–chart. Give everyone post its, and using W stickers must laugh. Once discomfort is reached, assign a simple flow: One person goes onto stage and begins a simple new attributes and the observer or client can make obser- as prompts, run through Who, Where, Why, When, and What task, counting the post-its on the wall. Now swop the groups. activity. The next player to enter must assume a character vations about it, imbuing it with new qualities, and trans- one at a time. The audience now are the stage players, and vice-versa. and show their relationship to the person already on stage forming its purpose/ context. through the action they are performing. The first player must suggestions: You do not have to use all the W stickers, suggestions: When both groups have been on accept this relationship, and agree. Keep adding players. suggestions: How is it made? Is it big? Was it vacuum choose 3 that best help you to address the problem area. stage, question them on what they have experienced. formed, cast in hot wax, lathed – show us the process. This Use idea hats instead of flip–charts for the random factor. Don’t put words in their mouth. They should discover suggestions: It is important for players to avoid game can be done with two teams - make the two objects telling us who they are, instead they must show through Follow this exercise with Recombination. that the activity helped relieve the stage fright. How did interact their actions and interactions with each other. Audience, did the actors look when on stage? Ask specific questions: How did your stomach feel? Avoid generalisations. the players show us the relationship? Did they agree? In this game, try using the pentagonal role cards. design improv design improv design improv design improv design improv
    29. designed qualities 2. Group participation
    30. designed qualities 3. Accepting offers & agreement
    31. designed qualities 5. Owning the process.
    32. designed qualities 6. Focus on goals
    33. case studies
    34. case study 1: book sharing Pei Yu. Service design IDII aims: Develop more scenarios and refine the concept.
    35. case study 1: book sharing Pei Yu. Service design IDII process: Created new scenarios with Voiceover. Iterated and improved Pei’s existing scenarios with Performance testing.
    36. case study 1: book sharing Pei Yu. Service design IDII outcome: Found the bugs within 30 seconds of first test. Generated new scenarios of use based on improved service structure.
    37. case study 1: book sharing ‘When you are making a video (scenario), you don’t think about what you will need until it’s too late.’ Pei
    38. case study 2: live|work Quadro business networking services aims: Explore and ideate concepts for a business incubator in NE England.
    39. case study 2: live|work Quadro business networking services process: Warm–up games including Exposure and Catch. Followed by Deconstruction & Reconstruction.
    40. case study 2: live|work Quadro business networking services outcome: 1. Church of peer–to–peer credit (flat credit heirarchy).
    41. case study 2: live|work Quadro business networking services outcome: 2. Equipment sharing service.
    42. case study 2: live|work ‘I was interested to hear what the process was and how it can be applied to the design process... it was definitely an engaging proposition. I really like the idea that a design consultancy could hire out the improv service’ Athena Anagnostopoulos.
    43. case study 3: wild watches Mattel games project IDII: Vinay, Pei, Aram. aims: Refine concepts. Create games for children.
    44. case study 3: wild watches process: 1) What can you do with your wrist? 2) Devising game rules. 3) Refining ideas. 4) Generating situations for use of the watch. 5) Getting into the mindset of kids. 6) Detailing experience.
    45. case study 3: wild watches outcome: Process defined the product. Improv helped refine from 5 ideas to 2.
    46. case study 3: wild watches ‘The session allowed our minds to float free, and break away from our preconceived notions.’ Vinay.
    47. thesis process
    48. thesis process Learning how through prototype process. Tested & iterated idea internally.
    49. thesis process Tested commercially with Live|Work & Hasbro Games.
    50. summary
    51. summary Service delivers real-time situation based experience.
    52. summary Collaborative, participatory design method. Re-balance the relationship between designers & non-designers.
    53. summary Not acting, but improvising.
    54. summary Tested internally Validated professionally Tested Commercially
    55. next steps
    56. what’s next ? Service Platform Evolve Business – Design Council Improv Lite®

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