In this lecture, I explain the origins of Experience Design and discuss the concept of experience from a cultural-historical perspective. I also present four design approaches: linear, a-mazing, theatrical, and total. These approaches do not apply solely to digital channels, in fact, all of them emphasize to consider spaces, activities and things equally.
Audio recording from the lecture http://multimidia.usabilidoido.com.br/podcasts/experience_design_broad_view.mp3
Design tenets: One Step closer to a pixel perfect experiencePetr Stedry
This presentation will tell you:
- what design tenets are
- when and why use them
- how co create your own tenets
This version was user on the UX Camp Europe 2011 in Berlin at June 11.
From Looking to Making: An Introduction to Graphic DesignOjus Doshi
I delivered a guest lecture to a Public Health class at Brown University. The lecture was an introduction to graphic design as a way of making meaningful form from observations, and some examples and analysis of existing design campaigns that could be applicable to public health students interested in ways to make their messages come to life.
Design tenets: One Step closer to a pixel perfect experiencePetr Stedry
This presentation will tell you:
- what design tenets are
- when and why use them
- how co create your own tenets
This version was user on the UX Camp Europe 2011 in Berlin at June 11.
From Looking to Making: An Introduction to Graphic DesignOjus Doshi
I delivered a guest lecture to a Public Health class at Brown University. The lecture was an introduction to graphic design as a way of making meaningful form from observations, and some examples and analysis of existing design campaigns that could be applicable to public health students interested in ways to make their messages come to life.
Human Factors and Background of Immersive Design
Designing the whole experience
Theories of perception
Creating hierarchy in 3D
Human centered
Expecting the unexpected
Figure-ground
Location, location, location
Getting emotional
Control is overrated
Wayfinding design that supports cognitive diversity - Open Inclusion 240402019Christine Hemphill
A presentation from Open Inclusion on designing wayfinding for people with hidden impairments from the April session of the Sign Design Society in London. Our presentation focussed most heavily on considerations and a methodology to design effectively for neuro-diverse users.
Multi-Sensory Design Towards Inclusion and AccessCorey Timpson
An examination of use of multi-sensory design tactics and affordances and how they can facilitate inclusion and access and where they fall short. Call outs to specific considerations that are citical to these affordances.
The elements of product success for designers and developersNick Myers
All software, whether it's for consumers or workers, needs to meet the ever growing demands people have in today’s world. Greater user expectations and influence are forcing companies to create and deliver better products, but not every organization has a rich heritage in software creation like tech giants Apple and Google. Most companies need to be more customer-focused, become design specialists, and transform their cultures as they shift to become both software makers and innovators.
Myers, head of design services at Cooper, will share the elements of product success that companies need to possess and be market leaders: user insight, design, and organization. Myers will share principles and techniques that successful innovative companies use to truly understand their customers. He’ll also discuss the methods effective designers use to support their customers and create breakthrough ideas and delightful experiences. And he’ll finish by sharing the magic formula organizations need to deliver ground-breaking experiences to market.
This talk was given at UX Day.
Undesigned for: re-thinking interaciton through game-play designMaind Interaction
This workshop provides a game session for training participants in using alternatively methods for ideas generations in the design area of activities and functions permitted by physical interfaces. Instead of fixed procedure of design thinking we propose models useful to criticize existing artefacts and to structure the intuitions in a collaborative context. In this way Game-Play Design approach will support the design practice in a variety of ways, e.g. by facilitating lateral thinking training methods, offering tools appropriate to work by context techniques, investigating potential interfaces development, or by providing opportunities for collaborative design exploration and new concepts generation.
Persons interested in participating should assume the role of gamers in predicting collaboratively novel uses of well-known objects placed in their unrelated scenarios. A potential outcome is to acquire a groundwork building method for managing and analyzing real-world scenarios of interaction with objects and environments. A further goal is to experiment unusual game design situations fruitful to stimulate the concepts generation using game materials furnished to support the overcoming of conditioning processes.
The training in self-conscious design by game-play method could bring benefits to several design fields, such as service, urban, interaction and product design. In this perspective the workshop aims to suggest a subversive operation by anticipating the user needs without restrictions. The collaborative brainstorming method is intended to open design dialogues by removing the limits and conventions of the creative thinking.
Designing Experiences for Personal TransformationsUTFPR
Designing experiences is an uncontrolled, experimental, exploratory, and ethical process which can lead to personal transformations. This lecture presents the types of experiences which can transform someone's life, how this transformation may happen and key principles for design.
Is Design Thinking important? We think it is - it’s one of our 8 building blocks for digital transformation. But what it is it, and why? In the run up to the Global Legal Hackathon, we thought we’d distil our workshop slides and ideas with an associated blog post to explain it.
Let’s set the scene with five quotes from experts and artists you will recognise explaining what design really is:
"The ultimate defense against complexity” - David Gelernter, Professor of Computer Science, Yale
"Simplicity is the ultimate sophistication” - Leonardo da Vinci
"Design is a way of changing life and influencing the future” - Sir Ernest Hall. Pianist, Entrepreneur, and Philanthropist
“Most people make the mistake of thinking design is what it looks like. People think it’s this veneer - that the designers are handed this box and told, ‘Make it look good!’ That’s not what we think design is. It’s not just what it looks like and feels like. Design is how it works.” - Steve Jobs
“Design-thinking firms stand apart in their willingness to engage in the task of continuously redesigning their business… to create advances in both innovation and efficiency - the combination that produces the most powerful competitive edge.” - Roger Martin, author of the Design of Business
Oppression is not just an isolated phenomenon that involves two persons: oppressor and oppressed. Oppression is a systemic contradiction that spreads through cascading effects. One oppression relation can affect another, generating the possibility for the same person to be both an oppressor and an oppressed in different relations. This presentation examines cascading oppression in and through design, drawing inspiration from Theater of the Oppressed practice.
This guest lecture was hosted by Deǧer Özkaramanlı in the ID5541 - Workshop / Design Competitions: Climate Action in Kenya, TUDelft.
Inteligência artificial e o trabalho de designUTFPR
Diante dos avanços recentes das inteligências artificiais generativas, muitos estão se perguntando: será que designers vão perder seu trabalho? De fato, as ferramentas de design agora estão mas acessíveis para leigos mas, por outro, aumenta a demanda por designers de máquinas de projetar para leigos, os metadesigners e os infradesigners.
Human Factors and Background of Immersive Design
Designing the whole experience
Theories of perception
Creating hierarchy in 3D
Human centered
Expecting the unexpected
Figure-ground
Location, location, location
Getting emotional
Control is overrated
Wayfinding design that supports cognitive diversity - Open Inclusion 240402019Christine Hemphill
A presentation from Open Inclusion on designing wayfinding for people with hidden impairments from the April session of the Sign Design Society in London. Our presentation focussed most heavily on considerations and a methodology to design effectively for neuro-diverse users.
Multi-Sensory Design Towards Inclusion and AccessCorey Timpson
An examination of use of multi-sensory design tactics and affordances and how they can facilitate inclusion and access and where they fall short. Call outs to specific considerations that are citical to these affordances.
The elements of product success for designers and developersNick Myers
All software, whether it's for consumers or workers, needs to meet the ever growing demands people have in today’s world. Greater user expectations and influence are forcing companies to create and deliver better products, but not every organization has a rich heritage in software creation like tech giants Apple and Google. Most companies need to be more customer-focused, become design specialists, and transform their cultures as they shift to become both software makers and innovators.
Myers, head of design services at Cooper, will share the elements of product success that companies need to possess and be market leaders: user insight, design, and organization. Myers will share principles and techniques that successful innovative companies use to truly understand their customers. He’ll also discuss the methods effective designers use to support their customers and create breakthrough ideas and delightful experiences. And he’ll finish by sharing the magic formula organizations need to deliver ground-breaking experiences to market.
This talk was given at UX Day.
Undesigned for: re-thinking interaciton through game-play designMaind Interaction
This workshop provides a game session for training participants in using alternatively methods for ideas generations in the design area of activities and functions permitted by physical interfaces. Instead of fixed procedure of design thinking we propose models useful to criticize existing artefacts and to structure the intuitions in a collaborative context. In this way Game-Play Design approach will support the design practice in a variety of ways, e.g. by facilitating lateral thinking training methods, offering tools appropriate to work by context techniques, investigating potential interfaces development, or by providing opportunities for collaborative design exploration and new concepts generation.
Persons interested in participating should assume the role of gamers in predicting collaboratively novel uses of well-known objects placed in their unrelated scenarios. A potential outcome is to acquire a groundwork building method for managing and analyzing real-world scenarios of interaction with objects and environments. A further goal is to experiment unusual game design situations fruitful to stimulate the concepts generation using game materials furnished to support the overcoming of conditioning processes.
The training in self-conscious design by game-play method could bring benefits to several design fields, such as service, urban, interaction and product design. In this perspective the workshop aims to suggest a subversive operation by anticipating the user needs without restrictions. The collaborative brainstorming method is intended to open design dialogues by removing the limits and conventions of the creative thinking.
Designing Experiences for Personal TransformationsUTFPR
Designing experiences is an uncontrolled, experimental, exploratory, and ethical process which can lead to personal transformations. This lecture presents the types of experiences which can transform someone's life, how this transformation may happen and key principles for design.
Is Design Thinking important? We think it is - it’s one of our 8 building blocks for digital transformation. But what it is it, and why? In the run up to the Global Legal Hackathon, we thought we’d distil our workshop slides and ideas with an associated blog post to explain it.
Let’s set the scene with five quotes from experts and artists you will recognise explaining what design really is:
"The ultimate defense against complexity” - David Gelernter, Professor of Computer Science, Yale
"Simplicity is the ultimate sophistication” - Leonardo da Vinci
"Design is a way of changing life and influencing the future” - Sir Ernest Hall. Pianist, Entrepreneur, and Philanthropist
“Most people make the mistake of thinking design is what it looks like. People think it’s this veneer - that the designers are handed this box and told, ‘Make it look good!’ That’s not what we think design is. It’s not just what it looks like and feels like. Design is how it works.” - Steve Jobs
“Design-thinking firms stand apart in their willingness to engage in the task of continuously redesigning their business… to create advances in both innovation and efficiency - the combination that produces the most powerful competitive edge.” - Roger Martin, author of the Design of Business
Oppression is not just an isolated phenomenon that involves two persons: oppressor and oppressed. Oppression is a systemic contradiction that spreads through cascading effects. One oppression relation can affect another, generating the possibility for the same person to be both an oppressor and an oppressed in different relations. This presentation examines cascading oppression in and through design, drawing inspiration from Theater of the Oppressed practice.
This guest lecture was hosted by Deǧer Özkaramanlı in the ID5541 - Workshop / Design Competitions: Climate Action in Kenya, TUDelft.
Inteligência artificial e o trabalho de designUTFPR
Diante dos avanços recentes das inteligências artificiais generativas, muitos estão se perguntando: será que designers vão perder seu trabalho? De fato, as ferramentas de design agora estão mas acessíveis para leigos mas, por outro, aumenta a demanda por designers de máquinas de projetar para leigos, os metadesigners e os infradesigners.
The design object is the motive behind any design project. More often than not, design projects aims at supporting the expansion another activity's object, but this is challenging task. Here follows a series of tactics to expand design objects: 1) Investigate the motives behind the object; 2) Create a provocative solution 3) Import an instrument from another activity 4) Promote the confrontation of interests
5) Share the object among multiple activities 6) Make a contradiction visible.
Creating possibilities for service design innovationUTFPR
Service design is the practice of designing networks of people, places and technologies. However, not every aspect of a service can be designed since it relies a lot on people. See how it is possible to create possibilities for organization transformation through service design.
I have developed for my Design Thinking course a comprehensive explanation on how design can be part of big transformations in society. Instead of making changes to society, as in the paradigm of “social impact”, I teach my students to discover transformations already in course, understand them, and support them. The concept of contradiction is key to my approach: a unite of opposing forces struggling for dominance. Contradiction cannot be solved like a problem, but the struggle eventually produces a third force which transforms society. Contradiction-driven design is my practical approach to produce third forces which can transform society beyond the current dualisms.
Design expansivo: pensar o possível para fazer o impossívelUTFPR
Design Expansivo é pensar o possível para fazer o impossível, assumindo todas as contradições que isso implica. Isso não é pensar fora da caixa e nem fazer mais com menos. Isso é metacriatividade, ou seja, criar a criatividade para incluir as contradições do mundo afim de transformá-las. Para isso, é preciso acolher o fazer pelo pensar e o pensar pelo fazer, rejeitando o fazer pelo fazer e o pensar pelo pensar. No Design Expansivo, pensar e fazer não são fins em si mesmo. Pensar e fazer são meios para transformar a realidade, ainda que isso pareça impossível. Repensando o capital e refazendo a caixa, é possível, então, fazer o impossível.
Metacriatividade: criatividade sobre criatividadeUTFPR
Muitas pessoas julgam não terem talento para a criatividade, porém, isso se deve, em partes, ao julgamento feito por outras pessoas. Conscientizar-se da metacriatividade é uma forma de libertar-se desses julgamentos e treinar o corpo para recriar a cria-atividade. Através da produção de cria-espaços alternativos, é possível refazer os modos de fazer o novo, de novo.
Gestão do conhecimento na pesquisa de experiênciasUTFPR
A gestão do conhecimento na pesquisa de experiências promove encontros entre as consciências de designers e de usuários de modo a diversificar o conhecimento de ambos. Através de tais encontros, designers se conscientizam daquilo que eles não sabiam que sabiam sobre usuários e também daquilo que não sabiam que não sabiam. Trata-se de um processo expansivo que gera premissas, lacunas, perguntas de pesquisa e hipóteses que justificam e guiam o processo de pesquisa.
A inteligência artificial é capaz de criar? Se todos puderem fazer arte assim tão facilmente, então a arte deixará de ser algo especial? O surrealismo já fazia esse debate há 100 anos atrás, utilizando jogos de criatividade, muitos deles baseados no automatismo. Esses jogos surrealistas funcionam de maneira parecida com as inteligências artificiais contemporâneas que geram arte. Jogá-los hoje em dia é uma maneira de aprender como funciona a inteligência artificial e como ela pode ser usada criticamente. Se o viés da inteligência artificial é automatizar o trabalho criativo, utilizá-la para aprender a criar novas inteligências artificiais é subverter seu viés.
El hacer como quehacer: notas para un diseño libreUTFPR
En América Latina, la colonialidad del hacer nos impide valorar lo que ya hemos hecho y, a partir de ahí, hacer lo que hay que hacer. A menudo preferimos importar el diseño europeo en lugar de construir sobre gambiarras y otras formas populares de diseño. En Brasil, sin embargo, la resistencia a la colonialidad del hacer ha llevado al desarrollo de un enfoque de diseño llamado diseño libre, que incorpora formas populares de diseño. Esta charla muestra ejemplos de diseño libre que exploran la antropofagia, la pluriversalidad y la monstruosidad como formas de combatir la colonialidad del hacer.
Posicionalidade é a reflexão crítica sobre a posição sócio-histórica do corpo que cria, incluindo ancestralidade, gênero, raça, classe, etnia, condição física e amanualidade. A reflexão sobre a posicionalidade evidencia os privilégios de quem pode ser criativo, herdados ou recebidos não por mérito, mas por pertencer a determinados grupos sociais. Nesta oficina, é proposta uma cria-atividade de reflexão sobre os privilégios e falta de privilégios do cria-corpo manifestos na produção de lixo reciclável. Os participantes tiram um auto-retrato com o lixo acumulado durante uma semana de modo a refletir criticamente sobre seu cria-corpo.
Pensamento visual expansivo é uma forma de pensar em que se produzem imagens mentais, verbais e gráficas que ajudam a expandir o conhecimento. Como estão situadas entre aquilo que se sabe e aquilo que não se sabe, as imagens expansivas são propositadamente vagas, abertas e inacabadas.
O segredo do que criar, como criar e onde criar já foram revelados por diversas fontes no design. O segredo que se mantém guardado a sete chaves é: quem pode ser criativo? Para desconstruir o privilégio em torno do gênio criativo, são apresentados três conceitos: cria-corpo, cria-espaço e cria-atividade. Estes conceitos se entrelaçam para justificar porque qualquer pessoa pode estar criativa em um espaço compartilhado por várias pessoas diferentes e diversas.
Por que pesquisar e não somente fazer design?UTFPR
Por que se esforçar em fazer design como se fosse uma ciência, se design costuma ser reduzido a uma forma ou técnica? Porque isso é fundamental para romper com a divisão entre trabalho intelectual e trabalho manual, entre trabalho de projetar e trabalho de usar, entre teoria e prática. Pesquisando design, é possível contribuir para a libertação do povo oprimido, desde que quem pesquisa se identifique e desenvolva projetos com o seu povo.
Making work visible in the theater of service designUTFPR
Capitalist service design is grounded on a theater metaphor that guides service designers to make work invisible, away from customer scrutiny and public accountability. Because of this theater metaphor, service design contributes to hiding the extreme work exploitation that digital service workers undergo, generating a situation in which workers can only reclaim their visibility through striking. If service design wants to contribute to making work visible and recognized, it needs another theater metaphor. This talk presents Theater of the Oppressed as an alternative metaphor and methodology for a critical Service Design practice.
Oppression is systemic as it is reproduced across social groups, generating complex patterns of domination. By their token, designers reproduce oppression when they try to save the oppressed from oppression through system thinking or any innovative approach. To change systemic oppression, designers may better think and make things with the oppressed, by the oppressed, for the oppressed.
This talk was part of the Royal College of Art Symposium on Design and Systemic Change, organized by Product Design students.
Design é um campo que se pensa e se faz quase sempre a favor e quase nunca contra algo. Se opressão é algo que a gente não quer, como projetar contra isso? Nesta fala de abertura da apresentação de TCCs em Design Gráfico do LADO UTFPR no final de 2022, apresenta-se brevemente a história deste laboratório e da rede Design & Opressão, a qual faz parte.
O papel da teoria na pesquisa de experiênciasUTFPR
Tanto designers quanto usuários produzem teorias sobre suas experiências. O problema é que nem sempre essas teorias são reconhecidas como teorias. A pesquisa de experiências coleta teorias dos usuários, triangula com teorias científicas, tentando formar novas teorias da experiência. Projetos de design desenvolvidos a partir de teorias da experiência fortes podem gerar práticas de experiência únicas e memoráveis.
La colonialidad del hacer se refiere a las relaciones internacionales de producción que sobrevaloran el trabajo intelectual en los países desarrollados y subvaloran el trabajo manual en los países subdesarrollados. Al garantizar esta desigualdad de valor a través de la ideología, la política y las estrategias de mercado, los países desarrollados se diseñan a sí mismos a partir del hacer de los subdesarrollados. La disciplina del diseño desempeña un papel fundamental en el mantenimiento de la colonialidad del hacer, estableciendo jerarquías entre las formas de diseñar la existencia en el mundo. La forma de diseñar de las poblaciones colonizadas se considera mala, incompleta, pintoresca, manual o una forma de hacer sin diseño. La forma de proyectar de las élites coloniales e imperialistas, en contraste, se considera buena, innovadora e intelectual, o un proyecto sin hacer. Esta jerarquía sirve para justificar la división geopolítica entre las naciones que diseñan y las que hacen. La investigación sobre los diseños del Sur y diseños otros ha demostrado que los modos de diseño de los oprimidos no son inferiores, sino que son equialtervalentes a los modos de diseño de los opresores. Esto significa que no necesitan ni deben ser sustituidos en el proceso de descolonización. Basta con que estas formas de proyectar se desarrollen de forma autónoma, desde sus propias matrices culturales, para que manifiesten su potencial liberador. Para ello, es fundamental que haya un proceso democrático de metaestructuración, infraestructuración y hibridación de las formas de diseñar. Propuestas académicas como el Diseño Autónomo, el Diseño Libre y el Diseño Participativo son tan útiles para este fin como propuestas populares como la antropofagia, la gambiarra, el mutirão y la festa. En esta conferencia se presentarán ejemplos de colectivos brasileños que se han apropiado de prácticas de diseño o han reconocido sus prácticas como prácticas de diseño para liberarse de la colonialidad del hacer.
Problematizando a experiência do usuário (ExU)UTFPR
Problematizar é encontrar problemas onde aparentemente não há problemas. A descoberta de problemas que valham à pena ser resolvidos é considerada a maior contribuição da pesquisa de experiências para o design. Veja como problematizar uma experiência e montar um diagrama de triangulação metodológica a partir de perguntas de pesquisa.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
7 Alternatives to Bullet Points in PowerPointAlvis Oh
So you tried all the ways to beautify your bullet points on your pitch deck but it just got way uglier. These points are supposed to be memorable and leave a lasting impression on your audience. With these tips, you'll no longer have to spend so much time thinking how you should present your pointers.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
27. Performative object
• It does not stay in a particular place or
particular time. It just happens all over.
• It rises from complexity but goes beyond it.
• It is characterized by relational properties such
as handling, quality, rhythm and meaning.
• It is difficult to pinpoint.
28. The user became the anchor for this fugacious object.
User research became a common practice in design.
29. The user is increasingly being conceptualized as an emotional
being instead of a pure rational being.
30. This is because users often complain about the dryness of
rationalized experiences. There is a general lack of meaning.
37. Design makes sense of…
• Things
• Space
• Activities
Through…
• Form
• Function
• Structure
38. Design makes sense of…
• Things
• Space
• Activities
Through…
• Form
• Function
• Structure
Let’s
exaggerate to
see how this
works!
39. For some things, form is more meaningful than structure
and function (decorative craftwork).
40. For other things, structure is more meaningful than form
and function (the stove top closes the cleaning ritual).
41. And for even others, function is all there is (the meaning
of the key depends fully on the door that it opens).
42. Alterity experience
1. Find someone that you don’t know
2. Introduce yourself through your keys
3. Tell about the place that key gives you access to
43. For some spaces, form may be more meaningful than
structure and function (Architects of Air).
44. For other spaces, function may be more meaningful than
structure and form (the Gym).
45. For even others, structure may be more meaningful than
form and function (Jardim das Sensações - Curitiba).
46. Welcoming experience
1. Groups of 5 people
2. Create a space with the furniture available. Pile
up, twist, and cover them them if you need
3. Invite a person to be welcomed at your space
4. Take a nice picture of your guest
47. For an activity, the form may be more meaningful than the
structure and function (board meetings).
48. The function of an activity may be more meaningful than
its structure and form (street cleaning).
49. The structure of an activity may also be more meaningful
than its function and form (our morning routine).
50. How to design things, spaces
and activities in relation to
each other?
51. Four approaches to design
experiences
• Linear
• A-mazing
• Theatrical
• Total