This presentation was used in the third class of the course Design Thinking. The course is part of the Service Innovation Design master program of Laurea University of Applied Sciences. The other teacher in the course was Joanna Saad-Sulonen.
2. Day program 9.00- 9.30- Remaining presentations (two groups that could not present last time) 9.30- 10.00- Presentations of two books about Design Thinking by students Break (10min) 10.10-10.30hs- Introduction to Critical Artefacts (by Mariana) 10.30hs - Group Work- (Brainstorming Critical Artifacts addressing their context and design problems). 11.00- Lunch Break 12-14.00hs- Group work- Choosing one critical artifacts and planning how to present it. 14.00hs- Presentations and role playing. 15.45hs- Conclusions on the whole course
3. Critical Artefacts By Mariana Salgado Design Thinking course Laurea University of Applied Sciences
4. Rond in Critical Artefacts It is a method that is used in Participatory Design
7. Critical design use design proposals for challenging preconceptions and prejudices . It is more an attitude or a posture than a method. There is lot of people doing this but they have never listened the term critical design and they have their own way to describe what they do. To name this, critical design, is a way to make it more visible and object of discussion and debate.
13. Mainly because it makes us think. But also to be conscious , expose assumptions , provoke actions , motivate debate and entertain in an intelectual way , as the movies or the literature. ( Anthony Dunne & Fiona Raby 2007)
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16. The design objects of Dunne & Raby are NOT mass products, and are not created to be sell in stores . They are known through exhibitions in art galleries, or museums.
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26. The Fun Theory Piano Stairs http://www.youtube.com/watch?v=2lXh2n0aPy w
27. If I would have asked to the people what they would like, they would have replied: “ a better horse ” Henry Ford
30. References “ Critical Artefacts and participatory innovation ” de Simon Bowen. If you want to continue reading on the topic, I can recommend: Hertzian Tales: Electronic Products, Aesthetic Experience, and Critical Design de Anthony Dunne Design Noir: The Secret Life of Electronic Objects de Anthony Dunne and Fiona Raby “ Crazy Ideas or Creative Probes?: Presenting Critical Artefacts to Stakeholders to Develop Innovative Product Ideas” de Simon Bowen. PRODUCT IDEAS
32. Today We will act as future users doing role playing
33. What will you do today? Come up with many crazy/wild ideas Think in why way they help to discuss something interesting about your own concept Choose one Develop this idea Present it Role playing
34. Brainstorming Do not allow critics VISUALIZE MOTIVATE WILD IDEAS QUANTITY! The better way of having one good idea is to have plenty of ideas.
35. Brainstorming combine and develop others ideas concentrate on the topic organize the group work
36. STEP 1 : EACH takes 10 minutes to empty own ideas. Put into paper every idea that comes. Do not worry if the others draw faster, do not worry if the others draw better. The only important thing is to the CONCEP T , not the quality of the drawing. Do not worry if the others have more ideas than you, each in its own way. It is only about throwing ideas . Take paper and pens and do drafts, without self critics, without thinking much. One idea per paper, one title per idea . Do not write a lot. The quantity is important, without fear . If you do not use any, it does not matter. If it is stupid is better. It is important to get fun.
37. STEP 2 : EACH OF THE MEMBERS OF THE GROUP EXPLAIN HIS IDEAS TO THE OTHERS. ALL OF YOU TALK . WAIT YOUR TURN. DEMOCRATIC.
38. STEP 3 : EACH GROUP choose one idea . You can evaluate the idea thinking on different factors. The important is that each in the group gets to talk, arrive to consensus on what is better to do. Do not hesitate in defend your own idea if you think it is better or interesting.
39. STEP 4 : 10 min to develop the idea that you choose. Write down the details of the service , the production or the distribution that you consider important Present the idea with one drawing.
41. Gracias-Kiitos [email_address] [email_address] http://www.slideshare.net/marianasalgado http://www.scribd.com/salgadomariana Mariana Salgado- Media Lab- November 2005 Design Thinking Course- SID- Leppävara unit. March 2011
Editor's Notes
Robot 4 (Figure 4.2) as “very needy” (Z33 2007a) – although very intelligent, its underdeveloped body means that it depends on its owner to move it around; communicating this need via its own language in which human traces can be heard.
For example, the GPS Table (Figure 4.1) has a GPS49 sensor inside it. A small display set into the tabletop shows the GPS location, but when no signals can be received (such as when the table is indoors), the table displays that it is “lost”. Dunne & Raby “like the idea that people might feel a little cruel keeping it indoors” (2001, p79). In Placebo Dunne & Raby asked members of the public to ‘adopt’ their conceptual designs and the family who adopted the GPS Table described developing a sense of affection for it – they were concerned when it was ‘lost’ and felt happier once they had moved it to a location where it could ‘find’ itself.
Live Cigarettes (Figure 4.8) you collect points for the treatment of smoking-related diseases;
Their netUmbrella displays weather information about its location from a weather website via a Bluetooth
El diseño participativo está dentro de los métodos de diseño centrado en el usuario. El diseño participativo nació en escandinavia en los 70. Hoy en día lo usan muchas compañias en el mundo que desarrollan productos o servicios. Entre ellas por ejemplo Ideo, Nokia y varias otras más. Usando estas metodologías se crearon muchos nuevos soluciones de diseño centradas, e inspiradas por las necesidades de los usuarios finales. Hay muchas técnicas dentro de esta corriente. Escenarios, prototipos, talleres donde se invita a la gente a discutir un tema y crear soluciones, sondas de diseño que son paquetes de actividades que se les entrega a un grupo específico. Artefactos críticos son ideas super revolucionarias, o muy extremas sobre algo, y se usan para generar discuciones con los futuros usuarios. Descripción de personas o personajes extremos para desarrollar un concepto de producto nuevo. Lo que tienen en común estas técnicas es que siempre son con gente, incluyendo al usuario. Se usan en diferentes momentos del proceso de diseño. Todas estas técnicas son muy diferentes a las que usa el marketing, donde se encuesta a mucha gente. Todo esto son ejercicios que intentan conocer en profundidad a pocas personas, para poder desarrollar detalles de diseño realmente basados en gente real con todas sus contradicciones y absurdidades.