Ethical Design: Communication,         Speculation and Empathy         John Knight         User-Lab         Birmingham Ins...
Design, Consumption and Value          • Nothing is arbitrary: Default settings define the user and what they do          ...
Consumption and Networks          • Products are embedded into networks          • The networks are multifaceted e.g. legi...
Rational Madness          • Design is difficult, makes sense to rationalise it          • 1960s ‘Design Science Decade’   ...
Emotional Intelligence          • Situated action and improvised nature of human activity          • Ethnography and Ethno...
Human-centred Design          • Rooted in Nordic, Scandinavian participatory design movement          • Difficult for prac...
Empathy          • Personas          • Contextual Enquiry          • Co-design workshops          • Visioning workshops   ...
Speculation          • Scenario based design          • Brainstorming          • Ideation          • Synetics          • D...
Communication          • Moodboards          • Storyboards          • Video and film          • PrototypesEthicomp 2005, S...
John Knight                                   Director                                  User-Lab                    UCE Bi...
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Ethical design - communication, empathy & speculation

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Overview of my work on ethical design showing how products and services script or score experiences but that in use improvisation can lead to unanticipated use cases. First presented at the Ethicomp conference in 2005 and then expanded as a journal article in ICES.

Published in: Design, Technology
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Ethical design - communication, empathy & speculation

  1. 1. Ethical Design: Communication, Speculation and Empathy John Knight User-Lab Birmingham Institute of Art and Design Gosta Green Birmingham B4 7DXEthicomp 2005, September Linköping University
  2. 2. Design, Consumption and Value • Nothing is arbitrary: Default settings define the user and what they do • Everything has a designer • Computers used in design creating affordances and constraints • Design crystallises values into products • Values in products are experienced • Products embody and communicate meaning • Products help other people know who we are • Experience of use may be good or bad • The experience becomes a relationship • The relationship is multifaceted including emotion and non-verbal attributesEthicomp 2005, September Linköping University
  3. 3. Consumption and Networks • Products are embedded into networks • The networks are multifaceted e.g. legislation, standards & trade agreements • The complex networks in ICT makes design difficult • Not all stakeholders can be accessed • Usage is no always predictable • Design is influenced by context and professional concerns • Technical design seems value freeEthicomp 2005, September Linköping University
  4. 4. Rational Madness • Design is difficult, makes sense to rationalise it • 1960s ‘Design Science Decade’ • Software Crisis precipitates NATO Conference & Software Engineering • Waterfall Model adopted • Cognitive models of the user adopted • Focus on performance • Asking people is not enoughEthicomp 2005, September Linköping University
  5. 5. Emotional Intelligence • Situated action and improvised nature of human activity • Ethnography and Ethnomethodology adopted in HCI • Rise of ‘illogical’ disciplines • Rise of emotional and experiential studies • Rise in users expectations • Rise of discretionary use of products • Success of post-optimal products • Success of speculative productsEthicomp 2005, September Linköping University
  6. 6. Human-centred Design • Rooted in Nordic, Scandinavian participatory design movement • Difficult for practitioners to remain neutral • Best solution may not be known to users • Design increasingly affects emotion and personal qualities beyond usability • Three perspectives • Empathy • Speculation • CommunicationEthicomp 2005, September Linköping University
  7. 7. Empathy • Personas • Contextual Enquiry • Co-design workshops • Visioning workshops • Dramatic techniques • Six hats • Product deconstruction • Product semanticsEthicomp 2005, September Linköping University
  8. 8. Speculation • Scenario based design • Brainstorming • Ideation • Synetics • Decision making techniques • Materials and technology analysisEthicomp 2005, September Linköping University
  9. 9. Communication • Moodboards • Storyboards • Video and film • PrototypesEthicomp 2005, September Linköping University
  10. 10. John Knight Director User-Lab UCE Birmigham Institute of Art and Design John.knight@uce.ac.ukEthicomp 2005, September Linköping University

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