The document describes a workshop on open design. The morning session includes introductions, case studies, design tools, and activities to understand users. The afternoon session includes wrapping up the first activity, presenting derivative design concepts, low-fidelity prototyping, sharing activities, and wrapping up. Participants will learn about the open source ecosystem, levels of configuring open interactive products, open licenses, and skills/knowledge transfer from designers to users. Open products are discussed as platforms that provide information and tools for users to access, produce, modify, and create new products built on the platform. The tasks of designers are to provide user-friendly interfaces and design toolkits to transfer skills and access to openness.
3. What we learn
1. limits and opportunities of the current open source ecosystem
(technologies, interfaces, communities, etc.)
2. levels of configurazione of an interactive products featuring open
source software and hardware
3. Differences among open licenses (Creative Commons Licenses)
4. Skills and Knowledge transfer from the designer to the users
5. Concept design of products that fits the current use and productions
scenarios
10. The designer should not give up his role as a designer (or
restrict himself to his traditional role as designer of material
or immaterial objects). Instead, he should become a
metadesigner who designs a multidimensional design space
that provides a user-friendly interface, enabling the user
to become a co-designer, even when this user has no
designer experience or no time to gain such experience
through trial and error. The task of the metadesigner is to
create a pathway through design space, to combine the
building blocks into a meaningful design
JOS DE MUL, REDESIGNING DESIGN in Bas van Abel, Lucas Evers, Roel Klaassen, Peter Troxler,
Open Design Now, Bis Publisher, 2011, Amsterdam
11. 1. What are the levels of configuration of
open source interactive artifacts and the
design opportunities activated by the
open source ecosystem: hardware,
software, platforms and communities?
12.
13.
14. Open products are platforms, namely
devices that allow users to access
information and tools to produce, use,
modify them and to make novel
products built upon them.
17. 2. What information and skills should
be transferred to users of products-
platforms?
18. Providing people with interfaces and
design toolkit for “accessing the
openness”.
Spruzzo.cc, open source sprouter. Users can select the
dimension, the kind of seeds to plant and even the final taste
they will have (sweet or bitter, soft or crispy, etc.).
Designing community interactions
Providing people with on-line
spaces of interactions.
Thiniverse.com is the platform supported by MakerBot
industries (3D printer manufacturing company) that offers
files and instructions shared by the users.
Keeping the control Losing the control