Designprocessen & idéarbete Bosse Westerlund • [email protected] • http://www.bowesterlund.se (Design, upplevelse av ...) Design som aktivitet ... Ansatser och metoder Exempel Referenser start Designprocesser- att skapa för framtider - nu Design som aktivitet Kunskap Designprocesser start That-which-does-not-yet-exist “Design is the ablility to imagine that-which- does-not-yet-exist, to make it appear in concrete form as a new, purposeful addition to the real world. (Nelson & Stolterman, 2002:10) start That-which-does-not-yet-exist “Design is the ablility to imagine that-which- does-not-yet-exist, to make it appear in concrete form as a new, purposeful addition to the real world. Design is the first tradition among the many traditions of inquiry and and action developed over time, including art, religion, science, and technology.” (Nelson & Stolterman, 2002:10) start Second-order understanding We “cannot escape speaking from a position. ... designers need to understand the position of from which their stakeholders understand their world. This recursive understanding of understanding is a second-order understanding. ...human-centred design is fundamentally design for others.” (Klaus Krippendorff, the semantic turn, 2006:66)
designprocesser-print-mdifk-.key(Design, upplevelse av ...)
Design som aktivitet ...
Ansatser och metoder
Design som aktivitet
Kunskap
Designprocesser
start
That-which-does-not-yet-exist
“Design is the ablility to imagine that-which- does-not-yet-exist,
to make it appear in concrete form as a new, purposeful addition to
the real world.
(Nelson & Stolterman, 2002:10)
start
That-which-does-not-yet-exist
“Design is the ablility to imagine that-which- does-not-yet-exist,
to make it appear in concrete form as a new, purposeful addition to
the real world. Design is the first tradition among the many
traditions of inquiry and and action developed over time, including
art, religion, science, and technology.”
(Nelson & Stolterman, 2002:10)
We “cannot escape speaking from a position.
... designers need to understand the position of from which their
stakeholders understand their world.
This recursive understanding of understanding is a second-order
understanding.
...human-centred design is fundamentally design for others.” (Klaus
Krippendorff, the semantic turn, 2006:66)
start
• There is no stopping rule.
• The solutions to wicked problems cannot be true or false, only
good or bad.
...
start
(a) challenges, troublesome conditions, problems, or conflicts that
have escaped (re)solution.
(b) opportunities to change something for the better - not
recognized by others - to contribute to their own or other
communities’ lives.
(c) possibilities to introduce variations into the world that
others may not dare to consider, creating something new and
exciting - just as poets, painters, and composers do - aimlessly
and for fun.
only (a) includes problem solving but it acknowledges also the
possibilities of wicked problems for which the solution is the
problem (see h. rittel). (Krippendorff)
start
induction shows that something actually is operative;
abduction merely suggests that something may be.’ (Peirce, in Cross
2007:37)
a designerly way
(John Dewey)
Reflection-in-action, reflection-on-action
(Donald Schön)
Judgment knowledge *
‘Learning to make judgments is not a matter of learning to follow
steps of a technique, or to follow directions dictated by a method
...
...designers can learn to make better judgments, but can not learn
- a priori - the kind of knowledge necessary for particular
judgments at the moment they occur.’
(Nelson, Stolterman, 2003: 184)
Naming and framing
“This kind of ‘problem setting’ is a characteristic of reflective
practice identified by Schön:
‘Problem setting is the process in which, interactively, we name
the things to which we will attend and frame the context in which
we will attend to them’.”
(Donald Schön i Cross, Nigel, (2004) Expertise in design: an
overview, Design Studies Vol 25, 2004, p432 )
start
(Cross, Nigel, (2004) Expertise in design: an overview, Design
Studies Vol 25, 2004, p432 )
start
The designer re-creates the future situation of use
“The designer’s inquiry concerns the situation that is not present
to the designer, and therefore not available to her interactive
cognitive process.”
“...design can be described as an inquiry into this future
situation of use.”
(Gedenryd, How designers work, 1998:156 ff)
start
The designer re-creates the future situation of use (2)
“There is a range of design techniques ... sketching, prototyping,
mock-ups, scenarios, storyboards, simulation, and use testing, ...
to enable the designer to get at the future situation of
use.”
“... situating strategies. They serve to make the world a part of
cognition.”
(Gedenryd, How designers work, 1998:156 ff)
51 method cards, IDEO
All the possible solutions,
something to aim at,
cannot be fully described,
Desires, possibilities, opportunities
Working ‘backward’ from the future situation of use (Henrik
Gedenryd 1998)
‘Wicked’ problems have no definitive formulation (Horst Rittel
1973)
...
start
Constraints
Design work involves understanding the borders of the design space,
i.e. constraints.
• Completely rigid: Legislated constraints
• Somewhat flexible: Client-imposed constr.
• Completely flexible: Designer-imposed constraints “one of the
most important skills a designer must acquire is the ability
critically to evaluate their own self-imposed constraints ...”
(Gedenryd)
start
An exploratory approach has the “emphasis on clarifying
requirements and desirable features ... and where alternative
possibilities for solutions are discussed”
In an experimental approach “the emphasis is on determining the
adequacy of the proposed solution”. (Floyd, 1984)
start
2000-2003, Stockholm and Paris, EU-funded
Approach: Cooperative design w real families for 3 years
Multidisciplinary team that Works together in all activities
Example 1, interLiving, 2000 - 2003
Example 2, IDEO shopping cart
•
premise, deadline multidisciplinary all participate lists (naming
and framing) real experts - information, from stakeholders share -
demonstrate brainstorm, (ideas for solutions) vote time-out
(seniors) re-focus several ideas prototype fail often test hard
teamwork
start
Example 3, Convivo summer school
People-Centered Design of Interactive Systems Two week summer
school for PhD & Masters
I experimened with the ‘design space model’ in my atelier. It
designed the design process.
The assignment (design space): Second Friday morning have a
presentation that adresses the themes and seems meaningful to the
visitors and the locals.
start
Example 3, Convivo summer school
The idea behind this atelier is that the group together with other
people in Split will use a mixture of methods to describe a design
space and propose one or more designs to exemplify that
space.
Summer school 3, Process illustration from the final
presentation
start
Approach
Horst Rittel
Edvin Land
• Designers tackle 'ill-defined' problems.
• They create real, whole artefacts.
References
Argyris, C. & Schön, D. A. (1974) Theory in practice:
increasing professional effectiveness, Jossey-Bass Publishers, San
Francisco.
Carroll, John (2000) Making use, scenario-based design of
human-computer interactions, MIT P
Cross, Nigel, (2004) Expertise in design: an overview, Design
Studies, Volume 25, Issue 5 (m.fl)
Cross, Nigel, (2007) Designerly Ways of Knowing, BIRD,
Birkhäuser
Floyd, C. (1984) A systematic look at prototyping, in Budde, R.
(ed.) Approaches to Prototyping: Proceedings of the Working
conference on prototyping. Springer Verlag, Berlin 1984. pp
1-18.
Gedenryd, H., (1998) How Designers Work. Making Sense of Authentic
Cognitive Activities. Lund University Cognitive Studies [No.] 75.
Lund, Sweden.
Krippendorff, K. (2005) The semantic turn: new foundations for
design, Boca Raton, Fla., CRC.
Lawson, B. (2004) What designers know, Oxford, Architectural
Press.
Nelson, H & Stolterman, E. (2003) The Design Way: intentional
change in an unpredictable world, Educational Technology
Publications, New Jersey
Donald Norman (1988) The Psychology of Everyday Things, (also
published as: The Design of Everyday Things, New York, Basic
Books
Rittel, H. & Webber, M. (1973) Dilemmas in a General Theory of
Planning in Public Sciences 4, pp 155–169, Elsevier,
Amsterdam.
Schrage, M, (1996) Cultures of Prototyping in Bringing Design to
Software, Terry Winograd, 1996
Schön, D. (1983) The reflective Practitioner: how professionals
think in action, Basic books, NY
Mer ref
Buxton, Bill (2007) Sketching User Experiences: Getting the Design
Right and the Right Design (2007) by Bill Buxton, Morgan Kauffman.
A great book about the importance of exploring many different
possibilities early on in projects with the help of sketches.
Moggridge, Bill (2006) Designing Interactions, MIT Press
•
problem solving and other strategies’ focus is only on
that-which-is
without considerations for that-which-is-desired