About design(and disruptive technologies)              Teemu Leinonen  Media Lab Helsinki, Department of Media   School of...
Teemu LeinonenAssociate Professor,New Media Design andLearningDesigner:web / mobile /digital culture / learning> education...
About design(and disruptive technologies)              Teemu Leinonen  Media Lab Helsinki, Department of Media   School of...
About design(and disruptive technologies)
designer (in art and design trad.)   . . . focuses on experiences,   . . . the future experiences,        . . . to design ...
design researcher / student:          . . . do stuff,    . . . be experimental,     . . . be avant-garde.
Two things     1. About technology (and media)     2. About design (as research)
Two things     1. About technology (and media)     2. About design (as research)
What are disruptive      technologies         Examples You and disruptive      technologies
Me and New Media
1991
1991
1991katele$ spsskatele$ mail psraah@uta.fiSubject: This is an emailHi Rami.This is an email. You can send thesewith a comm...
How do we experience new technologies? Development               Experimental art                 Useless toy             ...
How do we experience new technologies? Development               Experimental art                 Useless toy             ...
Examples of . . . Domestication
Facebook
What after Facebook?
“Digital stuff”becomes part of ”reality”.“Reality” becomes part of     “digital stuff”.
How do we experience new technologies? Development               Experimental art                 Useless toy             ...
Example of . . .Experimental art
http://mlab.taik.fi/~kkallio/mr-pong/mr-pong-360.mov
How do we experience new technologies? Development               Experimental art                 Useless toy             ...
Example of . . .  Useless toy
http://youtu.be/MzDBOQD-woc
How do we experience new technologies? Development               Experimental art                 Useless toy             ...
Example of . . .Productivity tool
Technologies do not evolve           — they are developed.Thus technologies should be rather designedthan developed (I’ll ...
Two things     1. About technology (and media)     2. About design (as research)
Two things     1. About technology (and media)     2. About design (as research)
Why are the keys on acomputer keyboard in the       order they are in           Why QWERTY
Photo by: Wikimedia Commons user ndamato
Design                 is              activity      in the crossing point ofscience, art, technology and craft   in a soc...
Research-based design processKäyttäjä-, asiakas ja ihmislähtöiset              menetelmät. . . . pyrkimys luoda tuot...
Different methods: parallel and overlapping                              (Keune, Leinonen, Purma, Toikkanen 2012)
Research-based design processKäyttäjä-, asiakas ja ihmislähtöiset              menetelmät. . . . pyrkimys luoda tuot...
Contextual inquiry                     (Leinonen 2008, 2010)
Contextual inquiry 1/2The objective is to explore       the point of views of the people in the socio-cultural historical ...
Contextual inquiry 2/2Examples of activities:       Analyzing service path and service points from       customers point o...
Participatory Design                       (Leinonen 2008, 2010)
Participatory Design The objective is to:       solve the preliminary challenges recognized in       the contextual inquir...
Product (or service) design                              (Leinonen 2008, 2010)
Product (or service) designState for analyzing and summarizing the materials from theearlier states.Expert work with focus...
Building prototypes as hypothesis                              (Leinonen 2008, 2010)
http://vimeo.com/46812964
Kiitos
About design (and disruptive technologies)
About design (and disruptive technologies)
About design (and disruptive technologies)
About design (and disruptive technologies)
About design (and disruptive technologies)
About design (and disruptive technologies)
About design (and disruptive technologies)
About design (and disruptive technologies)
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About design (and disruptive technologies)

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Slides from the class given in the Aalto Societal Innovation Studies on August 6th 2012.

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  • Tolstoy has proposed that: “The vocation of every man and woman is to serve other people ”.  In this presentation today I am aiming to demonstrate how I have tried to do it. How I have tried to serve other people.  My study is about design. According to Nelson and Stolterman design is not about self-expression. Design is not about self-service. Design isother-service. Design is always an attempt to serve other people.
  • About design (and disruptive technologies)

    1. 1. About design(and disruptive technologies) Teemu Leinonen Media Lab Helsinki, Department of Media School of Arts, Design and Architecture Aalto University
    2. 2. Teemu LeinonenAssociate Professor,New Media Design andLearningDesigner:web / mobile /digital culture / learning> education theory> new media> design> design methods Photo by Cary Bass / Wikimedia Commons
    3. 3. About design(and disruptive technologies) Teemu Leinonen Media Lab Helsinki, Department of Media School of Arts, Design and Architecture Aalto University
    4. 4. About design(and disruptive technologies)
    5. 5. designer (in art and design trad.) . . . focuses on experiences, . . . the future experiences, . . . to design them.
    6. 6. design researcher / student: . . . do stuff, . . . be experimental, . . . be avant-garde.
    7. 7. Two things 1. About technology (and media) 2. About design (as research)
    8. 8. Two things 1. About technology (and media) 2. About design (as research)
    9. 9. What are disruptive technologies Examples You and disruptive technologies
    10. 10. Me and New Media
    11. 11. 1991
    12. 12. 1991
    13. 13. 1991katele$ spsskatele$ mail psraah@uta.fiSubject: This is an emailHi Rami.This is an email. You can send thesewith a command “mail username@uta.fi”I think you can reply with command “R”.- Teemu.katele$ irckatele$ newskatele$ talk psraah
    14. 14. How do we experience new technologies? Development Experimental art Useless toy Time Productivity tool Domestication Art
    15. 15. How do we experience new technologies? Development Experimental art Useless toy Time Productivity tool Domestication Art
    16. 16. Examples of . . . Domestication
    17. 17. Facebook
    18. 18. What after Facebook?
    19. 19. “Digital stuff”becomes part of ”reality”.“Reality” becomes part of “digital stuff”.
    20. 20. How do we experience new technologies? Development Experimental art Useless toy Time Productivity tool Domestication Art
    21. 21. Example of . . .Experimental art
    22. 22. http://mlab.taik.fi/~kkallio/mr-pong/mr-pong-360.mov
    23. 23. How do we experience new technologies? Development Experimental art Useless toy Time Productivity tool Domestication Art
    24. 24. Example of . . . Useless toy
    25. 25. http://youtu.be/MzDBOQD-woc
    26. 26. How do we experience new technologies? Development Experimental art Useless toy Time Productivity tool Domestication Art
    27. 27. Example of . . .Productivity tool
    28. 28. Technologies do not evolve — they are developed.Thus technologies should be rather designedthan developed (I’ll come back to this later).Technologies do no define how our life will bebut certain technologies provide environment where certain culture is more likely to happen than some other.
    29. 29. Two things 1. About technology (and media) 2. About design (as research)
    30. 30. Two things 1. About technology (and media) 2. About design (as research)
    31. 31. Why are the keys on acomputer keyboard in the order they are in Why QWERTY
    32. 32. Photo by: Wikimedia Commons user ndamato
    33. 33. Design is activity in the crossing point ofscience, art, technology and craft in a socio-cultural historical context.
    34. 34. Research-based design processKäyttäjä-, asiakas ja ihmislähtöiset menetelmät. . . . pyrkimys luoda tuotteita taipalveluita jotka vastaavat ihmisten todellisiin tarpeisiin. (Leinonen 2008, 2010)
    35. 35. Different methods: parallel and overlapping (Keune, Leinonen, Purma, Toikkanen 2012)
    36. 36. Research-based design processKäyttäjä-, asiakas ja ihmislähtöiset menetelmät. . . . pyrkimys luoda tuotteita taipalveluita jotka vastaavat ihmisten todellisiin tarpeisiin. (Leinonen 2008, 2010)
    37. 37. Contextual inquiry (Leinonen 2008, 2010)
    38. 38. Contextual inquiry 1/2The objective is to explore the point of views of the people in the socio-cultural historical context in focus, general trends and scenarios related to the socio-cultural historical context, challenges in the socio-cultural historical context.Observing, participating and documenting: research diary, photos,videos (compare to cultural anthropological fieldwork).
    39. 39. Contextual inquiry 2/2Examples of activities: Analyzing service path and service points from customers point of view. Mapping customer experience: participatory observation, shadowing, interviewing etc. Analyzing communication situations and media used: letters, phone calls, face to face, web/Internet etc.
    40. 40. Participatory Design (Leinonen 2008, 2010)
    41. 41. Participatory Design The objective is to: solve the preliminary challenges recognized in the contextual inquiry.Examples of activities: workshops with people. discussions on scenarios, sketching, building models of a product or / and a service. creating concrete product and service ideas. papers, pens, props, games, prototypes.
    42. 42. Product (or service) design (Leinonen 2008, 2010)
    43. 43. Product (or service) designState for analyzing and summarizing the materials from theearlier states.Expert work with focus on decisions and preparing presentation.Creation of the description and visualization of anew product or service.Examples of results: specification of a new customer path, newcommunication practices, new tool, new media, new signs, newspatial solutions, new practices and communication of them, etc.
    44. 44. Building prototypes as hypothesis (Leinonen 2008, 2010)
    45. 45. http://vimeo.com/46812964
    46. 46. Kiitos

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