The document describes a workshop that aims to teach participants how to design speculative lifeworlds instead of just artifacts. The workshop introduces techniques to envision fictional worlds where speculative artifacts could exist and function by defining the necessary social, economic, political and technological conditions. Participants will first build the characteristics of an imagined world and then write short stories set in that world. The goal is to provide a more systemic approach to speculative design that focuses on designing the broader contexts around fictional objects, not just the objects themselves.
This talk is about how language plays a pivotal role in creating meaningful experiences beyond interaction design. It was delivered by David Sherwin at Emily Carr University of Art and Design on March 30, 2011.
How to combine design animism, problem-making and place storming to create urban play experiences. Presented during Design Table Vol.6 at FabCafe Taipei on the 31/01/2018
(the original presentation had some videos and other extra material impossible to show here, sorry)
Euro IA Closing Plenary - What I'm Curious About…Stephen Anderson
What are you curious about? What do you want to know more about by this time next year?
Here's my answer to that question (c. 2012) and why I believe Curiosity is core to everything we do as a profession.
A series of talks I gave sponsored by the Yahoo! Developer Network, in London and Berlin, reviewing the history of UX design patterns and delving into the social design patterns project, isolating 5 principles, 96 patterns, and 5 anti-patterns
This talk is about how language plays a pivotal role in creating meaningful experiences beyond interaction design. It was delivered by David Sherwin at Emily Carr University of Art and Design on March 30, 2011.
How to combine design animism, problem-making and place storming to create urban play experiences. Presented during Design Table Vol.6 at FabCafe Taipei on the 31/01/2018
(the original presentation had some videos and other extra material impossible to show here, sorry)
Euro IA Closing Plenary - What I'm Curious About…Stephen Anderson
What are you curious about? What do you want to know more about by this time next year?
Here's my answer to that question (c. 2012) and why I believe Curiosity is core to everything we do as a profession.
A series of talks I gave sponsored by the Yahoo! Developer Network, in London and Berlin, reviewing the history of UX design patterns and delving into the social design patterns project, isolating 5 principles, 96 patterns, and 5 anti-patterns
A presentation accompanying the practical session on imagining the future of your community, delivered by the Eden Project’s Juliet Rose and Heidi Morgan at one of Eden’s Big Lunch Extras community camps. Find out more about Big Lunch Extras at www.biglunchextras.com
I am a friendly and enthusiastic multi-disciplinary designer who is dedicated and willing to learn new things. I am based in the UK and I am a graduate who has just finished studying my final year in BA Design at Goldsmiths University of London. I have gained a variety of skills from model making and prototyping to graphical programmes such as Illustrator, InDesign and Photoshop. I have a background in the arts and have had a love for drawing and painting for many years and have honed these skills. I am adaptable and love to learn new skills.
While studying design, I discovered how much I love how the subject crosses over many different disciplines and fields and I look forward to hopefully working alongside these many disciplines during my career.
Location, Location, Location! means more than ever with the rise of mobile devices and location based applications. Today's consumers are on the move and are making purchases using real time input from peers, mobile search results, and hot tips from others who have been there before.
Come hear LA2M Founder, and Ingenex Digital Marketing CEO Derek Mehraban teach you:
* How your business can take advantage of location based apps.
* How to maximize your mobile search and be found when customers are ready to buy.
* How to push the limits of traditional marketing and set your business apart with the latest trends in mobile marketing.
* How to use Mobile and Location Tracking for your own personal use to have fun!
COMP 4010 Lecture 9 providing an overview of Augmented Reality Technology. Taught by Mark Billinghurst on October 8th 2019 at the University of South Australia.
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
Lecture 6 from the COMP 4010 course on Virtual Reality. This lecture describes some typical VR applications. The lecture was taught on August 31st 2017 by Bruce Thomas at the University of South Australia. Slides were made by Mark Billinghurst
Using Design Thinking to Develop Visitor-Centered ExperiencesWest Muse
Presenters:
Dana Mitroff Silvers, Principal and Founder, Designing Insights
Liz McDermott, Managing Editor, Web & Communications, Getty Research Institute
Design thinking is a human-centered process for problem solving and innovation. In this workshop, participants were introduced to design thinking through a hands-on, highly interactive experience. Attendees learned how to apply selected tools and methods of the design thinking framework to museums, including empathy interviewing, problem definition, rapid prototyping, and user testing.
We gathered community leaders and a remarkable diversity of storytellers, to use the "collective story harvest" method as a way to practice listening across differences. Part of the 2018 Pittsburgh Inclusive Innovation Week. A blog post describing the workshop in more detail is here: http://www.fitassociates.com/blog/listening-to-difference
I am a friendly and enthusiastic multi-disciplinary designer who is dedicated and willing to learn new things. I am based in the UK and I am a graduate who has just finished studying my final year in BA Design at Goldsmiths University of London. I have gained a variety of skills from model making and prototyping to graphical programmes such as Illustrator, InDesign and Photoshop. I have a background in the arts and have had a love for drawing and painting for many years and have honed these skills. I am adaptable and love to learn new skills.
While studying design, I discovered how much I love how the subject crosses over many different disciplines and fields and I look forward to hopefully working alongside these many disciplines during my career.
Work+: Presentation at Futures Festival 2018Daniel Kaplan
As a proof of concept of how arts and fiction can broaden the scope of "thinkable futures", project WORK+ has collaboratively gathered 150+ fictional and artistic “fragments” on the futures of work. These include science fiction, visual and performing arts, speculative design, video games, utopias and manifestos, performances, and so on.
Based on this material, WORK+ has designed an open-source method to help groups and organizations kickstart collaborative thinking on the futures of work. The challenge:
• Use fiction and arts as leverage to embrace change
• Move away from conventional thinking on the future of work
• Dare invent more diverse futures and project oneself in them
This presentation presents the methodology, the content, and the takeaways of the first workshops.
A presentation accompanying the practical session on imagining the future of your community, delivered by the Eden Project’s Juliet Rose and Heidi Morgan at one of Eden’s Big Lunch Extras community camps. Find out more about Big Lunch Extras at www.biglunchextras.com
I am a friendly and enthusiastic multi-disciplinary designer who is dedicated and willing to learn new things. I am based in the UK and I am a graduate who has just finished studying my final year in BA Design at Goldsmiths University of London. I have gained a variety of skills from model making and prototyping to graphical programmes such as Illustrator, InDesign and Photoshop. I have a background in the arts and have had a love for drawing and painting for many years and have honed these skills. I am adaptable and love to learn new skills.
While studying design, I discovered how much I love how the subject crosses over many different disciplines and fields and I look forward to hopefully working alongside these many disciplines during my career.
Location, Location, Location! means more than ever with the rise of mobile devices and location based applications. Today's consumers are on the move and are making purchases using real time input from peers, mobile search results, and hot tips from others who have been there before.
Come hear LA2M Founder, and Ingenex Digital Marketing CEO Derek Mehraban teach you:
* How your business can take advantage of location based apps.
* How to maximize your mobile search and be found when customers are ready to buy.
* How to push the limits of traditional marketing and set your business apart with the latest trends in mobile marketing.
* How to use Mobile and Location Tracking for your own personal use to have fun!
COMP 4010 Lecture 9 providing an overview of Augmented Reality Technology. Taught by Mark Billinghurst on October 8th 2019 at the University of South Australia.
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
Lecture 6 from the COMP 4010 course on Virtual Reality. This lecture describes some typical VR applications. The lecture was taught on August 31st 2017 by Bruce Thomas at the University of South Australia. Slides were made by Mark Billinghurst
Using Design Thinking to Develop Visitor-Centered ExperiencesWest Muse
Presenters:
Dana Mitroff Silvers, Principal and Founder, Designing Insights
Liz McDermott, Managing Editor, Web & Communications, Getty Research Institute
Design thinking is a human-centered process for problem solving and innovation. In this workshop, participants were introduced to design thinking through a hands-on, highly interactive experience. Attendees learned how to apply selected tools and methods of the design thinking framework to museums, including empathy interviewing, problem definition, rapid prototyping, and user testing.
We gathered community leaders and a remarkable diversity of storytellers, to use the "collective story harvest" method as a way to practice listening across differences. Part of the 2018 Pittsburgh Inclusive Innovation Week. A blog post describing the workshop in more detail is here: http://www.fitassociates.com/blog/listening-to-difference
I am a friendly and enthusiastic multi-disciplinary designer who is dedicated and willing to learn new things. I am based in the UK and I am a graduate who has just finished studying my final year in BA Design at Goldsmiths University of London. I have gained a variety of skills from model making and prototyping to graphical programmes such as Illustrator, InDesign and Photoshop. I have a background in the arts and have had a love for drawing and painting for many years and have honed these skills. I am adaptable and love to learn new skills.
While studying design, I discovered how much I love how the subject crosses over many different disciplines and fields and I look forward to hopefully working alongside these many disciplines during my career.
Work+: Presentation at Futures Festival 2018Daniel Kaplan
As a proof of concept of how arts and fiction can broaden the scope of "thinkable futures", project WORK+ has collaboratively gathered 150+ fictional and artistic “fragments” on the futures of work. These include science fiction, visual and performing arts, speculative design, video games, utopias and manifestos, performances, and so on.
Based on this material, WORK+ has designed an open-source method to help groups and organizations kickstart collaborative thinking on the futures of work. The challenge:
• Use fiction and arts as leverage to embrace change
• Move away from conventional thinking on the future of work
• Dare invent more diverse futures and project oneself in them
This presentation presents the methodology, the content, and the takeaways of the first workshops.
Speakit is an intermodal messaging system that allows for the repurposing and re-appropriation of surfaces and privatized spaces by introducing guerilla communication. This system was specifically designed with the Vancouver 2010 Olympics in mind.
http://taxitaiongtho.com/chuyen-nha-lien-tinh-thue-xe-tai-lien-tinh/le bao
Dịch Vụ Chuyển Nhà Liên Tình, Chuyển Nhà Liên Tình, xe tải chuyển nhà liên tỉnh, chuyển nhà trọn gói liên tỉnh
http://taxitaiongtho.com/chuyen-nha-lien-tinh-thue-xe-tai-lien-tinh/
Jon Mann and I conducted kinetic brainstorming workshop at APDF. We were asked to combine our view with five other design leaders representing four design firms; Gavin Kelly, Rob Girling, Steve Portigal and Scott MacInnes.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
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.
Top 5 Indian Style Modular Kitchen DesignsFinzo Kitchens
Get the perfect modular kitchen in Gurgaon at Finzo! We offer high-quality, custom-designed kitchens at the best prices. Wardrobes and home & office furniture are also available. Free consultation! Best Quality Luxury Modular kitchen in Gurgaon available at best price. All types of Modular Kitchens are available U Shaped Modular kitchens, L Shaped Modular Kitchen, G Shaped Modular Kitchens, Inline Modular Kitchens and Italian Modular Kitchen.
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.
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.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
1. Giovanni Caruso - Angelica Fontana - Silvio Cioni | February 3rd, 2021
Forget Artefacts.
Design Speculative Lifeworlds Instead!
2. Meet the team
Giovanni Caruso
Angelica Fontana
Silvio Cioni
Interaction designer, Accenture AI
Co-founder, Speculative Futures Milan
@nrgiga
Service Designer, Lead Designer, Sketchin
Visiting Lecturer, Naba & Domus Academy
@angefontana
Executive Design Director, Sketchin
Adjunct Professor, Naba & Domus Academy
Advisor Master in Service Design, Domus Academy
Co-organizer Speculative Futures Milan
@cioni
4. The idea
aka what we want to get our hands on today
The workshop aims to experiment some design techniques to envision a
speculative world starting from a chosen
fi
ctional artefact.
The imagined must be de
fi
ned enough to allow the speculative artefact itself
(and many others) to exist and function.
The proposed design techniques want to help practitioners and researchers to
go beyond the design of immediate moments of use and consider
the social and technical systems required to keep these artefacts working.
5. Design Futures
futures-oriented practices and speculative perspectives
In the last years, we have witnessed to the spreading of speculative
and futures-oriented practices at the convergence of Design and
Futures Studies (mainly Speculative Design, Design Fiction and
Experiential Futures) that can help practitioners to widen their design
perspectives, and extend their toolbox for designing alternative
futures beyond user-centered approach.
The use of design and futures methods to develop a systemic
exploration of alternative futures is an area of investigation which
enables conversation about the paradigm shift required in the context
of values, ethics and social practices.
The Futures Cone
credits_ zenitdesign.de
6. Design Fiction
artefacts and narratives from the future
Julian Bleecker
Design Fiction: A Short Essay on Design, Science, Fact and Fiction
2009
"A design
fi
ction practice creates these
conversation pieces, with the conversations
being stories about the kinds of experiences
and social rituals that might surround the
designed object.
Design
fi
ction objects are totems through
which a larger story can be told, or imagined
or expressed. They are like artifacts from
someplace else, telling stories about other
worlds."
credits_ julianbleecker.com
7. Addicted products: The story of Brad the Toaster, Simone Rebaudengo, 2012
A toaster that can only be rent and autonomously
decide to move to another host
8. Great! so what? What’s next?
forgetting artefacts… for a while
Meydan Levy
it is common to see
fi
ctional objects retaining all
the focus of the critical analysis while leaving less
to no space to further investigate the qualities
(such as values, social conditions and infrastructures)
that are crucial to the existence of the artefacts
themselves.
9. Wait! life-what?
introducing speculative lifeworlds
More recently a new approach has been introduced to underline how
Speculative Design and Design Fiction can be used to more explicitly
focus on and design the broader social, technical, environmental and
political worlds in which speculative artefacts exist.
This approach uses the concept of lifeworld of speculative artefacts to
go beyond immediate mundane situations of use, to help
practitioners to de
fi
ne the conditions for existence of a
fi
ctional artefact
and identify of the systemic implications that are intrinsic to the
imagined world.
In the work of speculative
design, we consider how the
lifeworlds of the future are
projected through an
imagined design. A projected
lifeworld can be thought of as
the lifeworld one would have
to inhabit in order for the
design to make sense.
Richmond Wong et al.
10. By exploring speculative Design and Design Fiction practices and moving from
the centricity of the artefact to adopt the lenses of speculative lifeworlds,
participants will learn to stretch their thinking and experiment a new approach
to focus on values, social conditions and technical systems supporting
speculative imaginaries.
experimenting a new approach
12. Agenda
I'm late, I'm late! For a very important date!
5 min Welcome
15 min Introduction & Workshop objective
10 min Warm up & Team building
40 min Exercise 1 - Imagined world
40 min Exercise 2 - Stories from elsewhere
30 min Listen to stories from other worlds
10 min Feedback & Closing
14. Teacher of Algorithms, Simone Rebaudengo, 2015
A new job for people training smart devices as if
they were pets. A teacher of algorithms can be
hired to teach smart objects being better devices
by learning owners’ habits
15. Camera Restricta, Philipp Schmitt, 2016
A disobedient tool for taking photographs.
It locates itself via GPS and searches online for photos
geotagged nearby. If the camera decides that too
many photos have been taken at your location, it
retracts the shutter and prevent you from shooting
16. Uninvited Guests, Super
fl
ux, 2016
A set of connected smart objects replacing human care givers.
These devices take care of elderly at home with a sort of
one-size-
fi
ts-all approach that may not work for everyone
and is sometimes hacked
17. Based on the selected artefact,
2 different design exercises are proposed
19. Imagined world
build conditions for existence
Identify key characteristics of the world
Individually start mapping the key characteristics of the world the artefact inhabits in relation
to for different areas: Economic, Political, Social and Technological.
Focus on all the conditions for existence that must be true in order for the object to exist.
Build a common world
Then individually read all the characteristics identi
fi
ed in the previous exercise, for each area
vote one characteristic written by a group member that you evaluate to be coherent with
your own ones.
In group, collect the most voted characteristics and cluster similar ones.
21. Stories from elsewhere
build everyday narratives
Set up your story elements
Pick 3 characteristics of the world from minimum two different areas mapped in the
previous and 1 activity from the provided list. Based on the elements you picked, build a
narrative to evoke the world your team have imagined.
Build your story
Write a short story, using the
fi
rst person, that describes how your day life might look
like in the imagined world focusing on the actions you carry out in relation to the selected
activity and on the interactions you might have during the day.
Connect stories
Individually read the stories written by your group mates and vote the two stories that are
coherent the most with yours.
23. Takeaways
aka three things to bring home
The workshop provides an hands-on experience of a speculative design approach that moves the
focus of design from artefacts to lifeworlds.
The workshop aims at providing you with three principal takeaways:
Design techniques
to envision new values and
meanings for speculative
artefacts and lifeworlds
A systemic approach
to design for imagined
worlds
A novel perspective
on how speculative design and
design
fi
ction can be expanded to
design imagined worlds where
speculative artefacts might exist
and function
3
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