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.
Test & Learn: How to Leverage Design to Learn & Deliver Results Quickly Optimizely
The role of design is often overlooked on growth teams that are moving fast and running experiments at scale. When applied correctly, design can be your growth team's secret weapon. Join Angel Steger, growth design lead at Dropbox, to learn how to leverage design thinking and design craft to super-charge your growth team's velocity while driving high-quality output. We’ll walk through tools and case studies to give you ideas you can put into motion right away.
Attendees will:
Learn how to leverage the Design role within a Growth team
Learn how design quality works in the context of a fast-moving team
Learn how to use design thinking to differentiate between haste and velocity as a cross-functional team
Walk away with tools to learn quickly while making meaningful progress against large unknowns
Architectural Design Concepts Approaches - كونسيبت التصميم المعمارى و الفكرة ...Galala University
Architectural Design Concepts Approaches
Summary of several Architectural Design Concepts Approaches to help students generate design concepts.
كونسيبت التصميم المعمارى
الفكرة المعمارية
طرق مختلفة لمساعدة الطلبة للوصول الى كونسيبت او فكرة التصميم المعمارى
"You can learn more about a person in an hour of play than you can from a lifetime of conversation" - Plato
Imagine what we get from playing 4 hours!
Lego® Serious Play® is an efficient tool for insights exploration, training, business or HR actions.
Collaboration within a multidisciplinary team: working together to solve design problems more effectively. These slides are from a workshop at UX Cambridge 2012 presented with Andy Morris and Revathi Nathaniel from Red Gate. The workshop aimed to promote the role of UX practitioners as facilitators and gave participants the opportunity to try out the KJ-Method and Design Consequences game.
introduction to design thinking
Understanding & solving a problem:: termed as Designing
• Problem understanding: process or activities for identifying undesirable situations and desirable situations.
• Problem solving: Developing a plan with the intent of changing undesirable situations to desirable situations
• Designing involves both problem understanding and problem solving
Agile is a method to solve predefined problems, while design thinking focuses on finding the right problems to solve.
While Agile is an approach to problem solving, design thinking is an approach to problem finding.
Together these two methods can transform your organization, and ensure every project delivers value to the business, your customers, and your own bottom-line.
Within the context of new product development(NPD), design thinking is very well suited to used in markets that are quickly changing and when user needs are uncertain.
When facing a complex challenge
When facing a human centered challenge
Prioritize features: Product managers work closely with engineers to estimate features, define requirements, and collaborate on a release plan based on the team’s capacity.
Release customer experiences: Regardless of the frequency, product managers are responsible for delivering a Complete Product Experience to customers. This involves working closely with engineering, IT, marketing, sales, and support to ensure organizational readiness.
Measure product success: Measures of success include customer engagement (such as time in product and returning users), conversion rates, and the frequency of feature updates.
Test & Learn: How to Leverage Design to Learn & Deliver Results Quickly Optimizely
The role of design is often overlooked on growth teams that are moving fast and running experiments at scale. When applied correctly, design can be your growth team's secret weapon. Join Angel Steger, growth design lead at Dropbox, to learn how to leverage design thinking and design craft to super-charge your growth team's velocity while driving high-quality output. We’ll walk through tools and case studies to give you ideas you can put into motion right away.
Attendees will:
Learn how to leverage the Design role within a Growth team
Learn how design quality works in the context of a fast-moving team
Learn how to use design thinking to differentiate between haste and velocity as a cross-functional team
Walk away with tools to learn quickly while making meaningful progress against large unknowns
Architectural Design Concepts Approaches - كونسيبت التصميم المعمارى و الفكرة ...Galala University
Architectural Design Concepts Approaches
Summary of several Architectural Design Concepts Approaches to help students generate design concepts.
كونسيبت التصميم المعمارى
الفكرة المعمارية
طرق مختلفة لمساعدة الطلبة للوصول الى كونسيبت او فكرة التصميم المعمارى
"You can learn more about a person in an hour of play than you can from a lifetime of conversation" - Plato
Imagine what we get from playing 4 hours!
Lego® Serious Play® is an efficient tool for insights exploration, training, business or HR actions.
Collaboration within a multidisciplinary team: working together to solve design problems more effectively. These slides are from a workshop at UX Cambridge 2012 presented with Andy Morris and Revathi Nathaniel from Red Gate. The workshop aimed to promote the role of UX practitioners as facilitators and gave participants the opportunity to try out the KJ-Method and Design Consequences game.
introduction to design thinking
Understanding & solving a problem:: termed as Designing
• Problem understanding: process or activities for identifying undesirable situations and desirable situations.
• Problem solving: Developing a plan with the intent of changing undesirable situations to desirable situations
• Designing involves both problem understanding and problem solving
Agile is a method to solve predefined problems, while design thinking focuses on finding the right problems to solve.
While Agile is an approach to problem solving, design thinking is an approach to problem finding.
Together these two methods can transform your organization, and ensure every project delivers value to the business, your customers, and your own bottom-line.
Within the context of new product development(NPD), design thinking is very well suited to used in markets that are quickly changing and when user needs are uncertain.
When facing a complex challenge
When facing a human centered challenge
Prioritize features: Product managers work closely with engineers to estimate features, define requirements, and collaborate on a release plan based on the team’s capacity.
Release customer experiences: Regardless of the frequency, product managers are responsible for delivering a Complete Product Experience to customers. This involves working closely with engineering, IT, marketing, sales, and support to ensure organizational readiness.
Measure product success: Measures of success include customer engagement (such as time in product and returning users), conversion rates, and the frequency of feature updates.
Workshop #3: Sketching Collaboratively by Praneet Koppulaux singapore
UX design is not a job to be done in silos anymore, designers are tasked with guiding the teams they work with to make better choices for the sake of the users. They need to work collaboratively with stakeholders/team members to integrate and understand business requirements and technology feasibility while advocating for the user. Time has come to repurpose some of the core UXers’ tools and methods for a collaborative and lean environment to build a shared understanding and work towards common product goals.
In this workshop, you will be introduced to collaborative sketching exercises. You will learn how to run such exercises to ideate, develop and iterate on possible design solutions with the development and management teams they work with.
This PPT is very much useful for practitioners who are all making products and services to society. Mangers think innovatively and come up with innovative ideas. It is a 5 stage processing also called a design thinking process. The stages are empathize, define, ideate, prototype and test.
Collaborative Information Architecture (ias17)Abby Covert
You’ve worked hard on the information architecture models you’ve created but haven’t been able to sell them to the client, or your co-workers. Maybe the conversation around the IA has broken down into an unhealthy debate over semantics. In another scenario, you are tasked with creating a controlled vocabulary for a large organization that has a silo mentality and a lot of legacy content. Where to begin?
These scenarios will sound familiar to most IA professionals.
In this workshop, Abby will share her techniques for getting an organization that may have different ideas about how to organize and name content to agree upon a controlled vocabulary.
Abby will share specific tools in the form of diagrams, beyond the ubiquitous sitemap and wireframe, which communicate complex ideas. And she’ll share techniques for practicing information architecture with clients collaboratively.
I want to focus on the soft skills that make someone good at IA. So the lessons here are really about leveling up in skill set. Including:
- Conflict Resolution in IA
- Selling IA to others in your organization
- Improving stakeholder interviews
- Facilitating Low Fidelity Conversation about language
- Visualizing language with simple pictures to get clarity
Design Thinking For Intergroup Empathy: Creative Techniques in Higher EducationStefanie Panke
The session discusses design thinking as a conceptual framework and methodological approach for fostering discussion and facilitating ideas that promote intergroup empathy. I provide a theoretical overview of design thinking and related approaches to then discusses two case studies. I give a detailed overview of workshop concept, workshop results and workshop evaluation data. Practitioners will find this presentation a valuable source for design thinking ideas and material. Researchers can use the analysis as a starting point for further investigating the effectiveness of design thinking.
Design Thinking Presentation at AppState Free Learning Conference 2018Stefanie Panke
The session discusses design thinking as a conceptual framework and methodological approach for fostering discussion and facilitating ideas that promote intergroup empathy. I provide a theoretical overview of design thinking and related approaches to then discusses two case studies. I give a detailed overview of workshop concept, workshop results and workshop evaluation data. Practitioners will find this presentation a valuable source for design thinking ideas and material. Researchers can use the analysis as a starting point for further investigating the effectiveness of design thinking.
Libraries are continually developing new programs and services to meet the needs of their community. But designing for the future can be challenging. How do you identify where to make changes? How do you make changes without taking on too much risk? How do you measure and evaluate the success of new library programs and services?
This workshop is an interactive experience, guiding teams through a process to find solutions for real library challenges and problems. Participants work in teams and be guided through activities to identify innovative solutions, set goals, and manage risk. Activities will help participants develop design thinking skills and a growth mindset.
Participants walk away with basic principles of innovative design processes. Participants gain confidence and feel empowered to think about innovation and innovative ideas in their libraries. As a result, they will become better risk takers and be able to develop better solutions.
Workshop facilitated by Crystal Schimpf
Eastern Shore Regional Library
For inquiries & bookings, email info@kixal.com
Phase 3: Better ideas (Presentation at SalesForce 1-28-2015)Bruce Eckel
First came tools: programming languages, version control, testing, build automation and eventually continuous delivery. Somewhere along the tools curve, we began seeing that our process wasn't working and that we needed shorter, faster experimentation with better feedback cycles and communication, which produced Agile. Now that we have much better tools and processes (both of which continue to improve), what is the next big step in the evolution of software development, and development in general? Now that we've gotten pretty good at building things, I believe we need to get better at discovering good things to build. After a brief history of tools and processes, I will look at this need and explore how we must change our perspectives to address our next big challenge.
On Feb 22, 2018 I ran an IdeaLab session for 300 high school students in Mumbai as part of the TiE Global Summit. IdeaLab is a fun, fast-paced activity where you develop a great idea in about an hour. IdeaLab is the first group activity for TiE Young Entrepreneurs, an invention education program.
Design Thinking is a design methodology that provides a solution-based approach to solving problems. It’s extremely useful in tackling complex problems that are ill-defined or unknown, by understanding the human needs involved, by re-framing the problem in human-centric ways, by creating many ideas in brainstorming sessions, and by adopting a hands-on approach in prototyping and testing.
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.
Workshop #3: Sketching Collaboratively by Praneet Koppulaux singapore
UX design is not a job to be done in silos anymore, designers are tasked with guiding the teams they work with to make better choices for the sake of the users. They need to work collaboratively with stakeholders/team members to integrate and understand business requirements and technology feasibility while advocating for the user. Time has come to repurpose some of the core UXers’ tools and methods for a collaborative and lean environment to build a shared understanding and work towards common product goals.
In this workshop, you will be introduced to collaborative sketching exercises. You will learn how to run such exercises to ideate, develop and iterate on possible design solutions with the development and management teams they work with.
This PPT is very much useful for practitioners who are all making products and services to society. Mangers think innovatively and come up with innovative ideas. It is a 5 stage processing also called a design thinking process. The stages are empathize, define, ideate, prototype and test.
Collaborative Information Architecture (ias17)Abby Covert
You’ve worked hard on the information architecture models you’ve created but haven’t been able to sell them to the client, or your co-workers. Maybe the conversation around the IA has broken down into an unhealthy debate over semantics. In another scenario, you are tasked with creating a controlled vocabulary for a large organization that has a silo mentality and a lot of legacy content. Where to begin?
These scenarios will sound familiar to most IA professionals.
In this workshop, Abby will share her techniques for getting an organization that may have different ideas about how to organize and name content to agree upon a controlled vocabulary.
Abby will share specific tools in the form of diagrams, beyond the ubiquitous sitemap and wireframe, which communicate complex ideas. And she’ll share techniques for practicing information architecture with clients collaboratively.
I want to focus on the soft skills that make someone good at IA. So the lessons here are really about leveling up in skill set. Including:
- Conflict Resolution in IA
- Selling IA to others in your organization
- Improving stakeholder interviews
- Facilitating Low Fidelity Conversation about language
- Visualizing language with simple pictures to get clarity
Design Thinking For Intergroup Empathy: Creative Techniques in Higher EducationStefanie Panke
The session discusses design thinking as a conceptual framework and methodological approach for fostering discussion and facilitating ideas that promote intergroup empathy. I provide a theoretical overview of design thinking and related approaches to then discusses two case studies. I give a detailed overview of workshop concept, workshop results and workshop evaluation data. Practitioners will find this presentation a valuable source for design thinking ideas and material. Researchers can use the analysis as a starting point for further investigating the effectiveness of design thinking.
Design Thinking Presentation at AppState Free Learning Conference 2018Stefanie Panke
The session discusses design thinking as a conceptual framework and methodological approach for fostering discussion and facilitating ideas that promote intergroup empathy. I provide a theoretical overview of design thinking and related approaches to then discusses two case studies. I give a detailed overview of workshop concept, workshop results and workshop evaluation data. Practitioners will find this presentation a valuable source for design thinking ideas and material. Researchers can use the analysis as a starting point for further investigating the effectiveness of design thinking.
Libraries are continually developing new programs and services to meet the needs of their community. But designing for the future can be challenging. How do you identify where to make changes? How do you make changes without taking on too much risk? How do you measure and evaluate the success of new library programs and services?
This workshop is an interactive experience, guiding teams through a process to find solutions for real library challenges and problems. Participants work in teams and be guided through activities to identify innovative solutions, set goals, and manage risk. Activities will help participants develop design thinking skills and a growth mindset.
Participants walk away with basic principles of innovative design processes. Participants gain confidence and feel empowered to think about innovation and innovative ideas in their libraries. As a result, they will become better risk takers and be able to develop better solutions.
Workshop facilitated by Crystal Schimpf
Eastern Shore Regional Library
For inquiries & bookings, email info@kixal.com
Phase 3: Better ideas (Presentation at SalesForce 1-28-2015)Bruce Eckel
First came tools: programming languages, version control, testing, build automation and eventually continuous delivery. Somewhere along the tools curve, we began seeing that our process wasn't working and that we needed shorter, faster experimentation with better feedback cycles and communication, which produced Agile. Now that we have much better tools and processes (both of which continue to improve), what is the next big step in the evolution of software development, and development in general? Now that we've gotten pretty good at building things, I believe we need to get better at discovering good things to build. After a brief history of tools and processes, I will look at this need and explore how we must change our perspectives to address our next big challenge.
On Feb 22, 2018 I ran an IdeaLab session for 300 high school students in Mumbai as part of the TiE Global Summit. IdeaLab is a fun, fast-paced activity where you develop a great idea in about an hour. IdeaLab is the first group activity for TiE Young Entrepreneurs, an invention education program.
Design Thinking is a design methodology that provides a solution-based approach to solving problems. It’s extremely useful in tackling complex problems that are ill-defined or unknown, by understanding the human needs involved, by re-framing the problem in human-centric ways, by creating many ideas in brainstorming sessions, and by adopting a hands-on approach in prototyping and testing.
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.
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.
Pesquisa bibliográfica de experiências (desk research)UTFPR
A pesquisa bibliográfica (desk research) é uma pesquisa a partir das pesquisas já publicadas (bibliografias) sobre a experiência em questão. Ela deriva da distinção entre a Antropologia de gabinete baseada em fontes secundárias (ex: Edward Tylor) versus Antropologia de campo baseada em fontes primárias (ex: Bronislaw Malinowski). A pesquisa bibliográfica é, por si só, uma fonte terciária de dados e, portanto, não substitui as fontes primárias, mas é um bom começo par aa pesquisa de experiências.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
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.
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.
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?
2. Systematic design thinking
•Define requirements before starting
•Designing separate modules or components
•Creating systems that connect all parts
•Avoid mistakes and failures
•Decisions based on quantities
•Designing with explicit constraints
4. Intuitive design thinking
•The project stems from a moment of inspiration
•The concept is visualized through sketches, which
transform into alternatives and models
•The project is refined until it reaches a high
degree of internal coherence
•The project is not implemented by its creators
and must be defended or sold
6. Expansive design thinking
•The project stems from developing empathy by a
particular type of person
•Work is collaborative and involves many
disciplines
•Design models are simple and accessible by all
•Emphasizes an holistic vision (social,
psychological, technical, financial)
7. Expansive design for a house gets to a fundamental
question (Why having so much with no time to enjoy?)
8. Again, what is the object
of design?
What do we design when
we design?
9. Expansion of the house as a
design object
Object: construction materials (brick house)
Object: complex entity (modern house)
Objeto: emergent performance (dwelling experience)
10. Expansion of the eyebrow as a
design object
Object: construction materials (hair removal)
Object: complex entity (eyebrow design)
Object: emergent performance (aesthetic treatment)
11. Expansion of the website as a
design object
Object: construction materials (HTML + Javascript)
Object: complex entity (webdesign)
Object: emergent performance (user experience)
12. What is an object
in activity theory?
•It has both a concrete and
an abstract existence
•It is transformed into a
product or result
•It raises various motives,
even the conflicting ones
•If removed from an
activity, the activity looks
nonsense
19. Expansive cycle
A new need starts to
bother people, but they
do not understand it
People face strong
conflict of motives
around the object
Creation of a new motive and
instruments that materialize it
Applying
instruments and
dealing with
resistance to
change
Consolidation of a new
object and activity
Engeström, 1987
1
2
3
4
5
20. Design problems
•Design problems try to make the unspeakable
motives clearer to people
•What is a problem for someone is not a problem
for another person
•Design problems do not have a right or wrong
solution because they exist to motivate people
for doing something about the need state
•It is difficult to tell when a need is fulfilled
because the need is never fully understood
21. Design solutions
•A proposal to change activity through instruments
that better deal with the current needs
•Instruments that materialize the new motives
•It is never final or ultimate. There is always
something left to improve
•New instruments may face resistance to change
and recede back to strong conflicts of motives,
preventing the consolidation of a new object
22. Tactics to expand design objects
•Investigate the motives behind the object
•Create a provocative solution
•Import an instrument from another activity
•Promote the confrontation of interests
•Share the object among multiple activities
•Make a contradiction visible
30. Post-it
•One idea per post-it
•Good to generate ideas in
silence and discuss later
•Ideas can be reorganized
later so it does not need
to have a pre-determined
structure
31. Lego
•People have experience
•The pieces activate
memories of similar thing
•Good to express
complicated things that
are difficult to speak
•Quick metaphors
32. Kraft paper
•Turns any space into a
cocreation space
•Cover walls and tables to
avoid scratches and losing
Lego pieces
•Creates an atmosphere of
creativity
33. Small whiteboards
•Write or draw together in
a group
•Since it is so easy to
erase, it avoids the block
of wrong start
•Present the work of small
groups to a larger group
34. Whiteboard on wheels
•Take advantage of stand
up posture
•People can come closer
and leave with little
acknowledgement
•Can create temporary
spaces
38. Hats and masks
•Helps a person (especially
the shy) to pretend she is
another person
•Masks reduces the
laughter when getting into
character
39. General recommendations
•Prefer flexible materials that you can use to
materialize different motives
•Prevent a single person to monopolize a material
•Take advantage of last minute ideas and bring all
your materials even if you don’t plan on using
them
•Use materials to make visible and actionable
conflicts of motives and contradictions
40. Exercise
•Try expanding the house, the website and
eyebrows when they become a design object
•Rethink these objects
•Use the co-creation materials as you wish to
materialize the new motives
•Try the tactics to expand design objects (slide
22)
41. Thank you!
Frederick van Amstel
http://fredvanamstel.com
Architecture and Design School
Digital Design
PUCPR