1. costs & wishes
formular for traveling in front of Sørens office
wishlist for stuff on facebook
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2. till monday...
Generate five video sketched ideas
Uploaded to the web-side
Arrange meeting with case-partners (skype of IRL)
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3. Greenberg et al 2011
multiple ideas matters!
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7. “Design is to design a design to produce a design.”
John Heskett, 2005
symbolic representation
depictive representation
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8. John Heskett
“Design is to design a design to
produce a design.”
From“Design:AVery Short Introduction”
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9. John Heskett
“Design is to design a design to
produce a design.”
From“Design:AVery Short Introduction”
noun (3)
verb
noun (1)
noun (2)
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10. John Heskett
“Design is to design a design to
produce a design.”
From“Design:AVery Short Introduction”
noun (3)
verb
noun (1)
noun (2)
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11. Buuuuuuuuuuuuut…
“Design is to design a design to
produce a design.”
Design in praxis always have one important alteration
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12. “Design is to design designs to
produce a design.”
Buuuuuuuuuuuuut…
Design in praxis always have one important alteration
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16. It’s a tough balance...
“Design is compromise.”
From Buxton’s“Sketching User Experiences”(2007)
forms
functions
styles
problems
solutions
stakeholders
knowledge domains
between
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17. The challenge qua Buxton
The hard part of working with reflective design problems
Getting the right design...
...and getting the design right
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18. Getting the right design...
...and getting the design right
do we solve the right problem?
do we solve the problem appropriately?
The challenge qua Buxton
The hard part of working with reflective design problems
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20. Design is about products!
Everything designed by humans can essentially be called a‘product’
“We regard the form of a products as a synthesis of what is useful,
usable, and desirable - that is, the content and structure of
performance, human affordances, and product voice.”
Richard Buchanan 2011 ‘Design Research & The New Learning’
UTILITY
USABILITY DESIREABILITY
‘product’
UTILITY
USABILITY DESIREABILITY
‘product’
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21. The inertia of innovation
We need tools that allow us to avoid the pit fall of local hills
“Intermsofstiflinginnovation,goodideasaremore
dangerousthanbadones.Theytakehold,assume
momentum,andthereforeresultinintertia”
Buxton 2007
...intertia must be avoided
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22. ...and Buxton won’t shut up!
Billy Boy makes a clear summary of why exploration matter
“Withoutinformeddesign-technology
ismorelikelytodobadthangood”
Buxton 2007
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24. ...once upon a possible world
A theoretical framework som poetics may be our beginning
You and I
Here and now
Possible world 1
Possible world 2
Possible world 3
Science fictional world
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25. “A kind of halfway between fact and fiction (...) telling
stories that appear real and legible (...) Offering some
sort of reflection on how things are, and how they
might become something else.”
–
JULIAN BLEEKER - near future laboratory
Design + fiction
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26. a formal definition exist
"Design fiction is the deliberate use of diegetic
prototypes to suspend disbelief about change."
Bruce Sterling, 2012
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27. it’s all in the ‘what if ?’
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28. “A proposable good solution to a design
problem, within a certain context ”
Professor Jon Kolko, 2009
What if?What if X condition(s) were true?
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29. ...a lot of real design comes
from real past ideas of fiction
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37. Props & Prototypes
Think of design as prop-making for the near future.
Design makes objects (non-humans) around which
stories/conversations ensure, and imaginary worlds
come into being.
...the samegoesforthe‘immateriality of services’
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49. Necessities
(data)
Lessons
(example)
Dragons
(misconceptions)
Possibilities
(design fiction)
FACT
FUTURE
FICTION
PAST
Histories Signals
Myths Scenarios
Vistisen, 2013
Teenagers are hard to engage
during their visit to the zoo
The zoo is highly dependent
on the weather and season
It has been unsuccsesfull to
reach the guest through
mobile apps
Funding for the zoo is limited
in the next five years
No economical room for new
staff hires
In 2020 90% of all guest will
use digital media during a
visit
Teenagers don’t want to visit
the zoo with their families
Digital technology disturbs
the physical experience of
the zoo
Only more staff will enable
more involving experiences
for the visitors
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50. Necessities
(data)
Lessons
(example)
Dragons
(misconceptions)
Possibilities
(design fiction)
FACT
FUTURE
FICTION
PAST
Histories Signals
Myths Scenarios
Vistisen, 2013
Teenagers are hard to engage
during their visit to the zoo
The zoo is highly dependent
on the weather and season
It has been unsuccsesfull to
reach the guest through
mobile apps
Funding for the zoo is limited
in the next five years
No economical room for new
staff hires
In 2020 90% of all guest will
use digital media during a
visit
Teenagers don’t want to visit
the zoo with their families
Digital technology disturbs
the physical experience of
the zoo
Only more staff will enable
more involving experiences
for the visitors
What if teenagers became
responsible for the zoo?
What if we could challenge
the families in a flexible
adventure - combining
physical and digital?
What if the digital layer was
more or less autonomous?
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61. Good for a lot of situations - but very static
Problems with sketches
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62. Problems with sketches
Great for a lot of cases - but often with very little dynamic
“Theexperienceissomuchinthetransition”
Buxton holds that we are focusing too much on representing the
states of a design proposal and thereby neglect the design of the
transitions (the in-between that happens through time )
Buxton 2006
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63. Problems with sketches
...and static does not win the day with interactive technologies
“Wesketchinpatternsandconventions-and
thuswehaveproblemswithsketching
conceptsofnon-idiomatictechnologies”
New emerging technologies without established design
patterns are hard to handle with traditional sketching.
Sotheirwickednessofthewickedproblembecomesmorewicked!
Jonas Löwgren 2011
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64. CASE from reality
“The Knowledge Navigator — a networked device that
can search a massive hypertext database and retrieve
just about any information, using a multitouch
interface and powerful voice recognition technology.”
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66. Understanding
the users
...im a cat person
Brugeren er sjældent bare én person, men
et netværk af interessenter, med forskellige
indgangsvinkler og dermed forskellige
interaktioner med produktet/servicen.
Cooper (2003) kalder det ‘Elastic Users’
What about
use over time
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67. ...what and how?
The dimension of time is the users reality
“Interactiondesignisdesignoftheacts
thatdefineintendeduseofthings.”
Hallnäs, L. and Redström, J. 2006
...Apple tried to do this with the Knowledge navigator
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73. “Up to the point where Toto tipped over the screen and
revealed the Wizard to be a fraud, all of Dorothy’s
reactions were valid psychologically, anthropologically,
and sociologically. To her the Wizard was real, and
therefore so were all her experiences.”
Bill Buxton (2007)
...and this is what we need!
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75. So it is much faster and easier (and cheaper!) to find
a little old man, put him behind a curtain with a
microphone and some speaks, that it is to find a real
Wizard (true story).
And that’s the case with most experience design
- fake it till you make it! Peter Vistisen
Get real scarface!
STFU!
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76. It is fidelity of the experience, not the fidelity
of the prototype, sketch, or technology that is
important from the perspective of ideation
and early design.”
Bill Buxton (2007)
“The only way to engineer the future of tomorrow
is to have lived in it yesterday (...)
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77. Taking over the fourth dimension of design
Video as a sketching tool
@petervistisen
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79. From LowFi to HiFi
Gestikulation
Words
Whiteboardscribbles
Papersketches
Mixedmodality
Mock-ups
Wireframes
Slidewares
Videosketches
Hi-fiprototypes
Codedprototype
Low-fidelity
High-fidelity
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81. So...video sketching
Using video as a design material
Videoisanextremelyflexibletoolthatcancapturereal-worldeventsas
theyoccur,either"staged"or"live".Videocanillustrateideasandconcepts,
andespeciallydynamiceventssuchashowpeopleinteractwithobjects
andcomputers.Videoisacreativetoolforexploringnewideas,simulating
newtechnologyandallowinguserstoexperiencetechnologythat
doesnotyetexist.Finally,videoisapowerfulcommunicationtool,aspart
ofapresentation,inadesignworkshop,orstandingalone,enablingyouto
shareresults,discussideasandenvisionfuturedesigns.
MacKay 2001
...bla bla blaonsdag den 14. september 16
82. Reflection-on-video
Moore & Buur’s interpretive stance on video in design
FOCUS REFLECT REFRAME
WHAT IS
INTERESTING?
WHY IT IS
INTERESTING?
HOW DOES IT
CHANGE MY
UNDERSTANDING?
MOORE & BUUR 2009
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83. how do we create
the illusions?
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86. R. Stephenson, 1973
...as a video sketch
“Thekeydifferencebetweenanimationsandclassicfilmis
thatanimationofferstheproducertheabilitytohavenear
fullcontrolofthematerialmatter,andisnotconstrained
fromthecontextofthephysicalworldwhichthevideo
mediaislimitedtoo.”
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88. Pacing, rhythm (qualities in the medium) and anticipation (subjective to the
viewer) is part of what the temporal information adds - it’s the finer grains of
experiential value in the sketch, which cannot be statically perceived
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113. Remember
It’s not about Hollywood style effects
Get to test of many raw ideas
Combines techniques to new forms
Save everything you create!
(your portfolio will love you for it)
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114. Show & tell case
Optimizing alerts to care takers of elderly people
Problem:
Solution:
Scenarie:
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115. Show & tell case
Optimizing alerts to care takers of elderly people
Problem: Miscommunicationbetweencaretakers
Solution: Mobileautosyncedalarm
Scenarie: OldPop’sfallsinhisapartment
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118. Reframing
Maybe the right design is actually to fell secure
Problem: Accidentsevokefearintheelderly
Løsningsidé: amobilealarmwithvideolink
Scenarie: OldPop’s(still)fallsinhisapartment
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119. ...it’s just one of them science guys
Don’t mind the kid with the camera
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120. What to put on the web-site
You sketches + reflections on the process
What is the name of your sketch?
What is the design problem depicted?
What is the narrative or message in the sketch?
Which techniques did your apply?
Give your sketch a number, and name it
Provide a short resume of the design problem the sketch handles, and explain why it
actually is a problem (use your data or hypothesis). About 100 words
Provide a short resume of how you have depicted your sketch as a design fiction. Who
are the users, what is the solution, and what is important in the sketch? About 75 words
Deconstruct which sketching techniques you applied in the sketch and explain how and
why it was used to create the visualization of your idea. About 75 words
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121. sen Thessa Jensen
Lektor
sti
weetD
Rasmus Kalle Kristansen
Ejer af det internationale designbureau The SweetD
he SweetD
if Im not around,
and you need help
Rasmus Kalle Kristiansen
- Swedish Private Detective
- Ladyboys man in the weekends
- Expert in all things Digital
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124. Bodystorming is technique of physically experiencing
a situation to derive new ideas. It requires setting up
an experience - complete with necessary artifacts and
people - and physically testing it.
Bodystorming can also include physically changing
your space during ideation. What you're focused on
here is the way you interact with your environment and
the choices you make while in it.
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134. Concept Communication
Prepare your concepts to meet reality
“The art and science of ǦĞḘǦĒĞȨGḚȨGĔǴĞḞĒĠȨǴGso that it can be
used by human beings with ḘĔĔȨḖȨḘGḖĤand ḘĔĔḘḖĠȨHḘGḘḠḠ.
Information design thus makes information ḘĒḠȨḘĞĠǴ
ĢGẼḘĞḠĠĒGẼand to ĢḠḘ.”
Edward Tufte (1990)
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135. The journey...
Re-focus from‘sketching’ to‘the sketch’
Investigation Exploration
Explanation Persuasion
Olofsson & Sjölén’s sketching phases
‘Sketching’ very processual dimensions
‘The Sketch‘ communicative dimensions
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136. The journey...
Re-focus from‘sketching’ to‘the sketch’
Investigation Exploration
Explanation Persuasion
Olofsson & Sjölén’s sketching phases
‘Sketching’ very processual dimensions
‘The Sketch‘ communicative dimensions
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137. Your final sketch must both tell a story and an agument
The narrative of your sketch
PointofnoReturn
Conflict
Escalation
Climax
Elaboration
Teaser
Resolution
Presentation
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140. Story Empathy Meaning
Not only argument Not only logic Not only accumulation
My evaluation criteria
Are you creating a good video sketched design fiction?
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141. My evaluation criteria
Are you creating a good video sketched design fiction?
Play Symphony
Not only seriousness Not only focus
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142. How is this innovative?
Show the originality or the potential socio-economic effect
“While a new idea is a thought about something new or
unique, and making that idea real is an invention,
innovation is an invention that has a socioeconomic
effect; innovation changes the way people live”
Chayutsahakij 2003, 1
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143. Getting the right design...
...and getting the design right
...and the sketch answers!
Why is this the right solution,and how does it work?
Why?
How?
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145. Tomorrows critique session
Present your sketches in groups (everyone presents a part)
- how did you ideas develop throughout the week?
- how & why did You visualize them as You did?
- what is the main narrative in your final video (design fiction)
- what aspects do you want to develop further in the next part
You have 20 minutes to do presentations and show the sketches
The crowd has 5 minutes to do a critique session
PV and Amalia will give 5 minutes of feedback and evaluation
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146. TO PASS IT
...and hopefully you’ll use the sketches for the next part of the course
- Create 1-2 Animatics scenarios
- Create 2-4 lowfi stop motion / video sketches
- Create one final video sketch as a design fiction
- upload material to youtube and present on friday...at 11.00
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147. Critque sessions
If someone made a sketch in a forrest...
Theessentialpartofsketchingisthefeedbackloop
Startthecritiquewithexperiential ‘whatdoyouseeandwhy’ (observation)
Discussthepotentialsofthegivenidea-notnewideas,butdetails (explore)
Wheredoesthisideatakethedesignprocess-herewedevelopfurther (develop)
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