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Design Island
students
kim dowd
chongho lee
scott sykora

teacher
miso kim

course
conceptual models
carnegie mellon university
spring 2011
Spider diagramming everything related to an island ever!
Narrowing down to affinity diagrams of design related things.
Focusing on the funny little moments we experience as designers.
What are all the disciplines?
How is this all related?
How can this be 3D and tell a visual story?
WWDBS (What Would Dick Buchanan Say?)
First draft of Model 1. The placement seems so... random.
Visual research for Model 2.

3d Illustration with texture
                                                   Random
                                                                           flat projection




                                                 LEGO ART      PIXEL ART
                       Possible Logoforms for
                       items in the model




 Line Art                                       Physcial Art
Inspiration for Model 2 – fun with Pixel Art!
First draft of Model 2. Pixel art will draw in an audience of designers.
Exploration of Model 1 arrangements.
Exploration of Model 2 visuals
DESIGN
                                                                “ Design is the human power of conceiving, planning, and bringing to reality all of the products that serve
                                                                  human beings in the accomplishment of their individual and collective purposes.” — Dick Buchanan




  how the tribes connect

                                                                                                                                                                                                    Strategic Designers…


                                                                                                                                                                         consider                                ponder                                     cultivate
                                                                                                                                                                         long term change                  Long term change begins                             innovation
                                                                                                                                                                         short term change                   with asking the right                          wholistic thinking
                                                                                                                                                                                                         questions to the right people.
                                                                                                                                                                    systematic approaches
                                                                                                                                                                                                              The designers role is
                                                                                                                                                                         strategic planning                to facilitate conversations.
                                                                                                                                                                   qualitative & quantitative
                                                                                                                                                                            variables
                                                                                                                                                                                                                                                                                                                                                                                                                                                            HUMAN
     BUSINESS                                                                                                                                                                                 practice                                 create                                                                                                                                                                                                               COMPUTER
                                                                                    Game Designers…                                                                                                                                                                                                                             Service Designers…
                                                                                                                                                                                         empathy for customers                 problem resolution strategies                                                                                                                                                                                                INTERACTION
                                                                                                                                                                                        empathy for employees                       within businesses

                                                                                                                                                                                           customer shadowing
                                                                                                                                                                                               conversational
                                                      consider                                   ponder                              cultivate                                                problem solving                                                                                    consider                                      ponder                                cultivate
                                                            level design                A game is a problem-solving                         listening                                                                                                                                                 needs                          Services come to existence                      systems thinking
                                                        virtual worlds                   activity, approached with                                                                                                                                                                               service provider                   at the same moment they are                    empathy for customer
                                                                                             a playful attitude.                                                                                                                                                                                                                       being provided and used.
                                                   mechanics & technology                                                                                                                                                                                                                           experience
                                                                                     The game is NOT the experience.                                                                                                                                                                                                                Its like an improv performance.
                                                      aesthetics & story             The game enables the experience.                                                                                                                                                                              touchpoints                       You can’t always predict what
                                                                fun                                                                                                                                                                                                                                   actors                              the customers will do.
                                                        game balance                                                                                                                                                                                                                             behavioral scripts
                                                        interest curve                                                                                                                                                                                                                               systems

                                                                            practice                                create                                                                                                                                                                                               practice                                 create
                                                                           agile development                           games                                                                                                                                                                                       empathy for customers                       service blueprints
                                                                           iterative designs                                                                                                                                                                                                                       empathy for employees
                                                                           open beta testing                                                                                                                                                                                                                        customer shadowing
                                                                              playtesting                                                                                                                                                                                                                                 conversational
                                                                                                                                                                                                                                                                                                                         problem solving
                                                                                                                                                                                                                Person to
                                                                                                                                                                                                                 Cosmos
                                                                                                                                                                                                                 environments
                                                                                                                                                                                                                   systems
                                                                                                                                                                                                                     ideas
                                                                                                                                                                                                                    cultures

                                                                                                                                                                             Person to                              values
                                                                                                                                                                                                                                                Person to
                                                                                                                                                                              Object                                                           Environment
     FINE ART                             Communication Designers…                                                                                                                                                                                                                                                                                       Interaction Designers…                                                                             ARCHITECTURE
                                                                                                                                                                                   signs                                                                  activities
                                                                                                                                                                                  symbols                                                                   services
                                                                                                                                                                                   words                                                                  planning
                        consider                                      ponder                           cultivate                                                                  images                                                                 processes                                                              consider                                    ponder                                    cultivate
                      message & meaning                       Data plus organization                  empathy for the user                                                                                       Object                                                                                                              needs                            Experience is everything.                       empathy for user
                                                         yields information. If user views
                  rhetoric & narrative structure
                                                           information and personally
                                                                                                        meaning making
                                                                                                                                                                                                                to Object                                                                                                            stories                     The medium of design is time,
                                                                                                                                                                                                                                                                                                                                                               for experience happens over time.
                            channel                         connects with it, becomes                                                                                                                                                                                                                                    behavior of interactive systems
                            audience                    understanding. If a user integrates                                                                                                                                                                                                                                  relationships between                         I am not the user.

                              voice                       this knowledge into his or her                                                                                                                                                                                                                                   people, products & services
                                                             life, it becomes wisdom.                                                                                                                                                                                                                                           user’s worldview
                     color, grid, typography
                             sound                                                                                                                                                                              physical objects                                                                                                    systems

                                            practice                                   create                                                                                                                                                                                                                                                        practice                                      create
                                               sketching                              presentations                                                                                                                                                                                                                                                directed storytelling                        software interfaces
                                                   layout                                   logos                                                                                                                                                                                                                                                      wireframing                                 applications
                                               production                                   videos                                                                                                                                                                                                                                                  needs validation                        information systems
                                                                                     advertisements                                                                                                                                                                                                                                                   brainstorming                             physical products
                                                                                       magazines                                                                                                                                                                                                                                                       user testing                               environments
                                                                                        websites                                                                                                                                                                                                                                                    rapid prototyping                                services
                                                                                            books                                                                                                                                                                                                                                                        synthesis                                   systems




                                                                                                                                 Industrial Designers…                                                                                                                        Web Designers…


                                                                                                       consider                                   ponder                                cultivate                                       consider                                        ponder                                  cultivate
                                                                                                             form                              Should one million of                   empathy for the user                            grids & templates                              What is the grid?                         client symbiosis                                                                                                            COGNITIVE
ANTHROPOLOGY                                                                                            texture & color                      these exist in the world?                                                                     a/b testing                         How strong is the call to action?
                                                                                                        context of use                      How will people feel about                                                                    button styles                           Where will people click?
                                                                                                                                                                                                                                                                                                                                                                                                                                                            SCIENCES
                                                                                                                                            this object in ten days, ten
                                                                                                        manufacturing                           months, ten years?                                                                        call to actions
                                                                                                          materials                                                                                                                       scan patterns
                                                                                                         ergonomics
                                                                                                           usability

                                                                                                                            practice                                     create                                                                                practice                                     create
                                                                                                                             user research                          physical objects                                                                              sketching                                    HTML
                                                                                                                               sketching                                                                                                                               color                                 Wireframes
                                                                                                                          competitive analysis                                                                                                                         text                                  Templates
                                                                                                                             model making                                                                                                                              grid                                        CSS
                                                                                                                              prototyping                                                                                                                     empathy for client                               Sheets
                                                                                                                                testing




                                                                                                                                                                                                                                                                                                                                                                                                         Written and designed by Kim Dowd, Chongho Lee and Scott Sykora
                                                                                                                                                                                                                                                                                                                                                                                                         for the course Conceptual Models with instructor Miso Kim.
                                                                                                                                                                                                                                                                                                                                                                                                         Carnegie Mellon University | March 2011
behavioral scripts
                                                                 systems

   create                                                                         practice
      games                                                                  empathy for customers
                                                                            empathy for employees
                                                                              customer shadowing
                                                                                   conversational
                                                                                  problem solving
                          Person to
                           Cosmos
                           environments
                             systems
                               ideas
                             cultures

              Person to       values
                                              Person to
               Object                        Environment

                 signs                          activities
                symbols                         services
                words                           planning
vate            images                          processes                                consid
or the user                Object                                                              needs
 making
                          to Object                                                           stories
                                                                                  behavior of interacti
                                                                                      relationships be
                                                                                    people, products &
                                                                                         user’s worldv
                          physical objects                                                    systems
problem solving




        Person to
       Environment
                                                                                                                 Interaction Designers…                                                          ARCHITECTURE
                  activities
                   services
                  planning
                 processes                                                              consider                                    ponder                                    cultivate
                                                                                             needs                            Experience is everything.                       empathy for user
                                                                                             stories                     The medium of design is time,
                                                                                 behavior of interactive systems       for experience happens over time.

                                                                                     relationships between                         I am not the user.
                                                                                   people, products & services
                                                                                        user’s worldview
                                                                                            systems

                                                                                                             practice                                      create
                                                                                                           directed storytelling                        software interfaces
                                                                                                               wireframing                                 applications
                                                                                                            needs validation                        information systems
                                                                                                              brainstorming                             physical products
                                                                                                               user testing                               environments
                                                                                                            rapid prototyping                                services
                                                                                                                 synthesis                                   systems




                                      Web Designers…


consider                                        ponder                                  cultivate
grids & templates                             What is the grid?                         client symbiosis                                                                                         COGNITIVE
   a/b testing                         How strong is the call to action?
  button styles                           Where will people click?
                                                                                                                                                                                                 SCIENCES
 call to actions
  scan patterns




                      practice                                      create
                          sketching                                    HTML
                               color                                 Wireframes
                               text                                  Templates
                               grid                                        CSS
                     empathy for client                                Sheets
DESIGN
                                                                                 Design Island Challenges
                                                                                 Game Design Quest                                     Service Design Quest                                        Web Design Quest
                                                                                 Find and collect the lens of surprise.                Visit to giant tissue box in center of empathy square.      Find the secret clearing in Participant Forest.
                                                                                                                                       Get temporary tattoo of logos, ethos and pathos.            Observe a meeting of the Google Analytics
                                                                                 Strategic Design Quest                                Create a design solution at a Make Tools party.             Anonymous Recovery Group.
                                                                                 Play hopscotch around logos, ethos and pathos
                                                                                 diagram. Using glowing ball of innovation as play     Interaction Design Quest                                    Communication Design Quest


how the tribes connect
                                                                                 marker.                                               Ask strangers to use your creation. Take notes on their     Strap a giant pixel to your back and scale Mt.
                                                                                                                                       reactions. Synthesize data collected.                       Buchanan. At the top sacrifice the pixel by throwing it
                                                                                                                                       Write persona needs on Post-it Notes and affix to the       into the lava. The smoke tendrils will inspire your next
                                                                                                                                       Persona Monument.                                           project.

                                                                                                                                       Industrial Design Quest                                     Descend the mountain fill out a short survey.
                                                                                                                                       Make a physical model of a toaster that responds to         Collect enough Post-It notes from the Mine of Office
                                                                                                                                       the feelings within toaster users the world over.           Supplies to offset your Post-It note footprint.
                                                                                                                                       Bring the toaster to the Guilt Corral and drop off your
                                                                                                                                       feelings about designs gone wrong.                                                                                 HUMAN
BUSINESS                                                                                                                                                                                                                                               COMPUTER
                                                                                                                                                                                                                                                     INTERACTION



                                         GAME DESIGN

                                                                               STRATEGIC DESIGN




                                                                                                                                     SERVICE DESIGN
                         COMMUNICATION
FINE ART
                            DESIGN                                                                                                                                                                                                              ARCHITECTURE




                                          WEB DESIGN                       INTERACTION DESIGN




                                                       INDUSTRIAL DESIGN
ANTHROPOLOGY                                                                                                                                                                                                                                           COGNITIVE
                                                                                                                                                                                                                                                        SCIENCES




                                                                                                                                                                                                 Written and designed by Kim Dowd, Chongho Lee
                                                                                                                                                                                                 and Scott Sykora for the course Conceptual Models
                                                                                                                                                                                                 with instructor Miso Kim.
                                                                                                                                                                                                 Carnegie Mellon University | March 2011
6
6

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6

  • 1. Design Island students kim dowd chongho lee scott sykora teacher miso kim course conceptual models carnegie mellon university spring 2011
  • 2. Spider diagramming everything related to an island ever!
  • 3. Narrowing down to affinity diagrams of design related things.
  • 4. Focusing on the funny little moments we experience as designers.
  • 5. What are all the disciplines?
  • 6. How is this all related?
  • 7. How can this be 3D and tell a visual story?
  • 8. WWDBS (What Would Dick Buchanan Say?)
  • 9. First draft of Model 1. The placement seems so... random.
  • 10. Visual research for Model 2. 3d Illustration with texture Random flat projection LEGO ART PIXEL ART Possible Logoforms for items in the model Line Art Physcial Art
  • 11. Inspiration for Model 2 – fun with Pixel Art!
  • 12. First draft of Model 2. Pixel art will draw in an audience of designers.
  • 13. Exploration of Model 1 arrangements.
  • 14. Exploration of Model 2 visuals
  • 15. DESIGN “ Design is the human power of conceiving, planning, and bringing to reality all of the products that serve human beings in the accomplishment of their individual and collective purposes.” — Dick Buchanan how the tribes connect Strategic Designers… consider ponder cultivate long term change Long term change begins innovation short term change with asking the right wholistic thinking questions to the right people. systematic approaches The designers role is strategic planning to facilitate conversations. qualitative & quantitative variables HUMAN BUSINESS practice create COMPUTER Game Designers… Service Designers… empathy for customers problem resolution strategies INTERACTION empathy for employees within businesses customer shadowing conversational consider ponder cultivate problem solving consider ponder cultivate level design A game is a problem-solving listening needs Services come to existence systems thinking virtual worlds activity, approached with service provider at the same moment they are empathy for customer a playful attitude. being provided and used. mechanics & technology experience The game is NOT the experience. Its like an improv performance. aesthetics & story The game enables the experience. touchpoints You can’t always predict what fun actors the customers will do. game balance behavioral scripts interest curve systems practice create practice create agile development games empathy for customers service blueprints iterative designs empathy for employees open beta testing customer shadowing playtesting conversational problem solving Person to Cosmos environments systems ideas cultures Person to values Person to Object Environment FINE ART Communication Designers… Interaction Designers… ARCHITECTURE signs activities symbols services words planning consider ponder cultivate images processes consider ponder cultivate message & meaning Data plus organization empathy for the user Object needs Experience is everything. empathy for user yields information. If user views rhetoric & narrative structure information and personally meaning making to Object stories The medium of design is time, for experience happens over time. channel connects with it, becomes behavior of interactive systems audience understanding. If a user integrates relationships between I am not the user. voice this knowledge into his or her people, products & services life, it becomes wisdom. user’s worldview color, grid, typography sound physical objects systems practice create practice create sketching presentations directed storytelling software interfaces layout logos wireframing applications production videos needs validation information systems advertisements brainstorming physical products magazines user testing environments websites rapid prototyping services books synthesis systems Industrial Designers… Web Designers… consider ponder cultivate consider ponder cultivate form Should one million of empathy for the user grids & templates What is the grid? client symbiosis COGNITIVE ANTHROPOLOGY texture & color these exist in the world? a/b testing How strong is the call to action? context of use How will people feel about button styles Where will people click? SCIENCES this object in ten days, ten manufacturing months, ten years? call to actions materials scan patterns ergonomics usability practice create practice create user research physical objects sketching HTML sketching color Wireframes competitive analysis text Templates model making grid CSS prototyping empathy for client Sheets testing Written and designed by Kim Dowd, Chongho Lee and Scott Sykora for the course Conceptual Models with instructor Miso Kim. Carnegie Mellon University | March 2011
  • 16. behavioral scripts systems create practice games empathy for customers empathy for employees customer shadowing conversational problem solving Person to Cosmos environments systems ideas cultures Person to values Person to Object Environment signs activities symbols services words planning vate images processes consid or the user Object needs making to Object stories behavior of interacti relationships be people, products & user’s worldv physical objects systems
  • 17. problem solving Person to Environment Interaction Designers… ARCHITECTURE activities services planning processes consider ponder cultivate needs Experience is everything. empathy for user stories The medium of design is time, behavior of interactive systems for experience happens over time. relationships between I am not the user. people, products & services user’s worldview systems practice create directed storytelling software interfaces wireframing applications needs validation information systems brainstorming physical products user testing environments rapid prototyping services synthesis systems Web Designers… consider ponder cultivate grids & templates What is the grid? client symbiosis COGNITIVE a/b testing How strong is the call to action? button styles Where will people click? SCIENCES call to actions scan patterns practice create sketching HTML color Wireframes text Templates grid CSS empathy for client Sheets
  • 18. DESIGN Design Island Challenges Game Design Quest Service Design Quest Web Design Quest Find and collect the lens of surprise. Visit to giant tissue box in center of empathy square. Find the secret clearing in Participant Forest. Get temporary tattoo of logos, ethos and pathos. Observe a meeting of the Google Analytics Strategic Design Quest Create a design solution at a Make Tools party. Anonymous Recovery Group. Play hopscotch around logos, ethos and pathos diagram. Using glowing ball of innovation as play Interaction Design Quest Communication Design Quest how the tribes connect marker. Ask strangers to use your creation. Take notes on their Strap a giant pixel to your back and scale Mt. reactions. Synthesize data collected. Buchanan. At the top sacrifice the pixel by throwing it Write persona needs on Post-it Notes and affix to the into the lava. The smoke tendrils will inspire your next Persona Monument. project. Industrial Design Quest Descend the mountain fill out a short survey. Make a physical model of a toaster that responds to Collect enough Post-It notes from the Mine of Office the feelings within toaster users the world over. Supplies to offset your Post-It note footprint. Bring the toaster to the Guilt Corral and drop off your feelings about designs gone wrong. HUMAN BUSINESS COMPUTER INTERACTION GAME DESIGN STRATEGIC DESIGN SERVICE DESIGN COMMUNICATION FINE ART DESIGN ARCHITECTURE WEB DESIGN INTERACTION DESIGN INDUSTRIAL DESIGN ANTHROPOLOGY COGNITIVE SCIENCES Written and designed by Kim Dowd, Chongho Lee and Scott Sykora for the course Conceptual Models with instructor Miso Kim. Carnegie Mellon University | March 2011