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Prototyping as a resource to investigate future states of the system 3

Nov. 6, 2017
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Prototyping as a resource to investigate future states of the system 3

  1. Prototyping as a resource to investigate future states of the system Research proposal by: de la Rosa, Kohler & Ruecker
  2. Juan de la Rosa Associate professor Universidad Nacional de Colombia Ph.D. Student, University of Illinois at Urbana-Champaign Stan Ruecker Anthony J. Petullo Professor in Graphic Design University of Illinois at Urbana-Champaign Karolina Kohler Design Researcher, Kaiser X Labs, Munich MDes Institute of Design, Chicago
  3. Research statement Design theory states that design objective is to envision a preferred future and plan and articulate to facilitate it (Simon, 1969; Banathy, 1996). Regardless of this statement, since the notion of future is reduced to the not-yet-existing object of design, design practices in many cases tend to avoid reviewing collective notions of future, self-determination of users and undesirable consequences for their users and for the system. This paper continues an argument about the need for design to build methods that allow design researcher to produce reusable models of knowledge of the future system and for design practitioners, to successfully face complexity on their design process.
  4. Research background What is the specific knowledge to design that is produced on a research process? How do we collect this knowledge and build reusable models from it? 4 The use of prototypes as an experimental research tool for designers (Ruecker, S.) >>
  5. 5 Research background Design inquiry Imageofthefuturesystem Inflectionpoint Prototyping process Research into the past Banathy’s model (1996) introduces a series of advances that reconcile Simon’s definition of design (1969) with the Analysis and Synthesis model presented by Alexander (1964). Adding the idea of an initial inflection point of convergence where the designer produces an image of the future that is going to support the definition of the following process of design. Not-yet-existing Banathy, B. A. (1996). Information-based design of social systems. Behavioral Science, 41(2).
  6. 6 Research background Design inquiry Imageofthefuturesystem Inflectionpoint Prototyping process Research into the past Not-yet-existing Some of the concerns found with the way in which this model is applied to design practice and its implications to research are: the apparent representation in the model of a linear process between the initial inquiry and the final result, that might imply a deterministic view of the process that is common on the engineer process. Also, the idea of research into the past as a way to gain knowledge of the future, assuming a probabilistic approach based on trends and patterns. And finally, the use of prototypes just as a tool to validate this notions.
  7. 7 Research background Design inquiry Imageofthefuturesystem Not-yet-existing Inflectionpoint Research into the future Prototyping process Designgoal Research into the past Modifying the model to include: the tension of the displacement produced between initial assumption and the knowledge gained on the design process; the notion of future as an extended view of the preferred system; and the use of prototypes as a tool to reconcile the tacit knowledge of humans and their different views in the construction of those notions of future; could result in a more thorough model of design research Displacement based on uncertainty
  8. Case study 1: Storyboard prototypes
  9. Storyboard prototypes Timing: July 2016 Partners: Kaiser X Labs, Allianz Germany Project purpose: Design the future of car insurance based on user needs Initial prototyping goal: Understand which of these concepts have potential from the user perspective Prototyping mechanism: Conversational prototypes with a diffuse image of the future Scope: 6 in-person interviews with test participants 9 Case study 1
  10. 10 Case study 1: Method onboarding main interaction main benefit Repeated value proposition and product category The 6 ideas were presented on cards with the following information on front and back side: Front: Back: Value proposition
  11. Low fidelity, open prototypes may be producing user ideas of the future and what that future requires on a systemic level. The results suggest that by deploying prototypes on the periphery of the problem, we could produce a better view of the system. Participants shared their image of the future The prototype made one part of the future tangible for participants and they took this part as given. They imagined themselves in the future where that prototype exists and started describing that future. The fact that is was intentionally vague raised lots of questions from the user which we asked them to answer themselves. System that the prototype is part of (values, consequences, related concepts etc.) The prototype started with the idea of concept proof, but the most interesting conversation happened around what the prototype would change for the user. Learnings were not specific to the prototype itself but consequences of its introduction, values and about mobility in general – which was highly interesting data that couldn’t be use for immediate needs of the project, however. 11 Case study 1: Results Storyboard prototypes Intentionally vague, open concept (to explore, to have a conversation) Conversation is surrounding the prototype Common practice As specific as possible (to validate) Conversation is focused on the prototype
  12. Research statement This paper seeks to introduce system related notions like resolution, scale, complexity and uncertainty, to the model of displaced prototypes for design research presented by de la Rosa (2016) with the intention to determine the possible problems presented by current design models when facing complex system based problems. It also seeks to support the use of experimental techniques based on prototyping to reconcile the view of a preferred future in the design process.
  13. Design seeks to unveil holistic knowledge about the initial problemDesign is systemic by nature (Sevaldson, 2017) Some knowledge can only be achieved through human experience (Polanyi, 1967) Our view of the future and the past becomes more diffuse with time (Simon, 1969) New affordances arise on human interaction Planning and imagining new futures Design Systemic Nature Embodied Knowledge Futuristic Perspective 13 Conceptual structure
  14. UncertaintyTangibility Complexity Systemic Nature Embodied Knowledge Futuristic Perspective 14 Conceptual structure
  15. UncertaintyTangibility Complexity Modeling Prototyping Foreseeing Intrinsic Extrinsic Systemic Nature Embodied Knowledge Futuristic Perspective 15 Conceptual structure
  16. Elements Connections Scale/ scope Resolution Weight Tension Density Systemic Nature Embodied Knowledge Futuristic Perspective UncertaintyTangibility Complexity Modeling Prototyping Foreseeing To validate Provocative Behavioral Fictional As Probes into the future system Primary scope based on what I know Secondary What I don’t know yet 16 Conceptual structure
  17. 17 Conceptual bases How can we use prototypes to increase the resolution of the image of the future system? Image resolution can be improved when the relative displacements in image sequences are known accurately, and some knowledge of the imaging process is available. (Irani, M., & Peleg, S.) >>
  18. Case study 2: Metaphoric prototypes
  19. 19 Timing: June 2017 Partners: Kaiser X Labs, Allianz SE Project purpose: Define design principles for a new digital service based on the needs of Allianz employees Initial prototyping goal: Gain an understanding of desirable qualities of interactions with the new service Prototyping mechanism: Displaced prototypes Scope: 13 remote interviews with international Allianz employees Case 2: Metaphoric prototypes Case study 2
  20. 20 Case study 2: Method input output process The 3 metaphors were presented as illustrations implying several notions and interactions:
  21. Participants shared their image of the future The prototype made one part of the future tangible for participants and they took this part as given. They imagined themselves in the future where that prototype exists and started describing that future. The fact that is was intentionally vague raised lots of questions from the user which we asked them to answer themselves. System that the prototype is part of (values, consequences, related concepts etc.) The prototype started with the idea of concept proof, but the most interesting conversation happened around what the prototype would change for the user. Learnings were not specific to the prototype itself but consequences of its introduction, values and about mobility in general – which was highly interesting data that couldn’t be use for immediate needs of the project, however. Storyboard prototypes Intentionally vague, open concept (to explore, to have a conversation) Conversation is surrounding the prototype Common practice As specific as possible (to validate) Conversation is focused on the prototype
  22. When deploying several ideas, each one of them produces new notions of what the future could be – resulting in a higher resolution image of the model of the future system. Participants shared their image of the future system that the prototype is part of (values, consequences, related concepts etc.) As discussed with storyboard prototypes. Acentric, overlapping images of the future Instead of testing a single idea, using three displaced ideas created several acentric images of the future. 22 Case study 1: Results Metaphoric prototypes Focus on desirable qualities of interaction (future system) Use prototype to exemplify different values of the system (open concept, conversational) 3 different perspectives on the system Common practice Focus on pain points in current system Use prototype to demonstrate idea (validation) 1 idea
  23. Conclusions
  24. Modified from De la Rosa (2017). IASDR 2017 conference proceedings. Cincinnati, OH
  25. - Real Dynamic Systems are infinitely complex, and impossible to map on their totality. Therefore a systemic approach will always use be based on a simplified image of that complexity. - Uncertainty is a constant of design and is what defines the need for more systemic approaches. On a model, it is a factor between the complexity used to map the model and the distance into the future. - Complexity depends on the model produced, and it could be defined as a factor of the scale or scope of the system and the resolution applied to the image. - Scope is usually an initial parameter of the design research, therefore it is harder to modify along the process. - The farther we move in time the more uncertainty of the system and the less resolution. - When uncertainty is higher we should be able to use prototypes as a way to gain some knowledge on the systemic level. Conclusions - Resolution can be increased by repetitive displaced prototypes with different focus.
  26. References
  27. - Akrich, M. (1992) The de-scription of technical objects. In BIJKER, W. E., & LAW, J. (eds.) Shaping technology/building society: Studies in sociotechnical change. MIT press. - Alexander, C. (1964) Notes on the Synthesis of Form. Harvard University Press. - Allen, P. M. (2014). Evolution: complexity, uncertainty and innovation. Journal of Evolutionary Economics, 24(2), 265-289. - Arenas, A., Fernandez, A., & Gomez, S. (2008). Analysis of the structure of complex networks at different resolution levels. New Journal of Physics, 10(5), 053039. - Banathy, B. A. (1996). Information‐based design of social systems. Behavioral Science, 41(2). - Bødker, S. (1998). Understanding representation in design. Human-Computer Interaction, 13(2), - 107-125. - Cross, Nigel (1982). Designerly ways of knowing. Design Studies, 3(4) pp. 221–227. - Von Bertalanffy, L., & Rapoport, A. (1956). General systems. Yearbook of the society for the Advancement of General System Theory, 1, 1-10. - De la Rosa, J. (2017). Prototyping the not-yet-existing for research and innovation: a possible process model for design research. Re:Research IASDR 2017 Conference. Cincinnati, OH. - Edmonds, B. M. (1999). Syntactic measures of complexity. Manchester, UK: University of Manchester. - Funes, P., & Pollack, J. B. (2001). Evolution of complexity in real-world domains. Waltham, MA: Brandeis University. References
  28. - Galey, A., & Ruecker, S. (2010) How a prototype argues. Literary and Linguistic Computing, 25(4). - Irani, M., & Peleg, S. (1991). Improving resolution by image registration. CVGIP: Graphical models and image processing, 53(3), 231-239. - Latour, B. (1990) Technology is society made durable. The Sociological Review, 38(S1). - Maturana, H. R. & Varela, F. J. (1987). The tree of knowledge: The biological roots of human understanding. Boston: Shambhala Publications. - Muratovski, G. (2015). Research for Designers: A Guide to Methods and Practice. Sage. - Sevaldson, B. (2017). Redesigning Systems Thinking. Form Akademisk-Research Journal of Design and Design Education, 10(1). - Simon, H. A. (1969). The sciences of the artificial. MIT press. - Simondon, G. (1958). Du mode d'existence des objets techniques: thèse complémentaire pour le doctorat ès lettres présentée à la Faculté des Lettres de l'Université de Paris (Doctoral dissertation). - Rittel, H. W., & Webber, M. M. (1973). 2.3 planning problems are wicked. Polity, 4, 155-169. - Verganti, R. (2009). Design driven innovation: changing the rules of competition by radically innovating what things mean. Harvard Business Press. - Voros, J. (2003). A generic foresight process framework. foresight, 5(3), 10-21. References
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