The session explored the concept of paper prototyping, a valuable model to test the core value of a project, accelerate the design process and identify the strengths and weaknesses of a value proposition.
NearLab – March 5, 2013
Posts Tagged ‘prototyping’
“… I honestly think that the ideas we came up with could not have been produced by a conventional method. I think that the process led to some real originality – reaching bits of the mind that other methods cannot reach. Fascinating stuff as I suspected – but having experienced it I am now sold!”
“The storytelling approach to exploring solutions was great. Your model pushed us to get into the detail of our characters and places and really brought out the creative side of our group. The depth of the characterisation helped us understand the situation. The creative thinking around the narrative opened us up to more creative solutions for the App/product. The storytelling enabled people from different professional backgrounds to develop a shared language, moving beyond our professional boundaries and exclusive language. Consider yourselves to have designed a really successful model. I’m certainly going to use it again to explore a few projects I’m working on.”
A one-day workshop in London exploring the possibilities of merging interactive technology with community-led projects using NearInteraction’s NearLab’s unique collection of tools, probes and thought-provokers to inform and facilitate the innovation process. In the form of sets of cards, flash sets and scenario sheets, these are designed to operate on principles that encourage creativity and collective ownership, allowing the users the ability to be intuitive, recognise patterns, and explore the full potential.
The series of 3 workshops utilise the combined intelligence of the participating group, and facilitated with “learning together by doing” practices, including facilitated brainstorms, curated problem solving exercises, experience-based-learning, case methods and physical prototyping sessions, resulting in the generation of valuable, tangible outcomes.
Photo: Thanks to Matt Cottam
Recently I was fortunate enough to attend a fascinating lecture by Jan-Christoph Zoels entitled “Imagining behavioral change”.
Photo: Thanks to blese
What is experience design?
As a person travels through the various “touch points” of a brand like say, the City of London for example, they will come into contact with numerous interactions, communications, products, services and people. These all require designers working on very focused outcomes, but it’s often the job of experience design to envision and guide the overall journey, the bigger picture.
-Marco Steinberg; from the Stroke Pathways Project, Harvard Design School. From low2no.org
Designing the bigger picture implies a far more integrated and strategic approach. You work with larger and more complex variables like societal values, cultures, governments and global issues. Experience designers envision mid to long term scenarios and rely on contextual research to thoroughly understand and frame the problem. This means that the work is generally a lot more challenging and complex than more focused design, but often the impact is often more profound. If you are one of those designers who wants to be involved in “change the world” type design, then you need to work in experience design. Be prepared to work in large teams though; effective experience design means bringing a vast array of skills to bear on any one project.
Complex and strategic projects with high stakes imply a heavy emphasis on research. Jan-Christoph stressed the paramount importance of understanding the people and the context for which you are designing.
Recognizing the need and opportunity to improve sustainable building practices, Sitra, the Finnish Innovation Fund, in collaboration with the City of Helsinki, invited partnerships of design, architecture and business to propose solutions to a truly complex and fundamentally important challenge that has every potential to become a benchmark in the design of sustainable urban development:
The challenge implied unraveling an incredibly complex set of contextual design problems:
Above are highly cropped versions of the project slides, see the full slides in full size along with other project info on the low2no site here. The entire proposal is available here as a PDF: Download PDF. Below is a recording the project presentation:
Research in design.
Its clear that a primary role that Experientia played in this project was in understanding and framing the problem, generating the contextual insights on which an effective design could be based. Jan-Christoph explained some of the methodology that was employed.
The idea that business strategy needs to become more “design-like” has been kicking about for some time now. But, as Experientia was able to demonstrate in this project, creative strategy and strategic design is not enough, you need solid research.
Interaction design in general, as a inter-disciplinary activity concerned with complex interactions and systems is likewise reliant on research to be truly effective. I think we are going to see a lot more ethnographic researchers finding their way into strategic and interaction design agencies. Traditional universities and design schools are perhaps going to need to meet half way: designers need to understand and respect the need for research while not necessarily being research experts, and social researchers need to understand innovation, business strategy and the design process.
It was this deceptively simple vision that led Massimo and his contemporaries at Ivrea Interaction design Institute to develop Arduino, in doing so making a significant contribution to a DIY revolution in technology that continues to pose a serious threat the to status quo.
Putting technology in the hands of people that otherwise would not have access to it is of course a large part of what the open-source movement as a whole has been trying to achieve.
Arduino can act as an electronic brain for, well, just about anything. Essentially, it’s a very small and incredibly flexible computer; designed to allow you to combine it with any number of other hardware or software systems. It has it’s own software language, based on Java, which allows you to create programs that control the hardware.
TableTalk is an experimental interactive student project that visualizes speech and conversation.
Artists students, hobbyists and anyone who wants to harness the power of technology for their own individual creativity. It’s especially useful for students studying in areas like interactive art or interaction design because we can use it to prototype our ideas. Designs prototyped in Arduino might end up being manufactured entirely differently if they go into mass production.
1. Cheap to manufacture and purchase.
Around €20 gets you an Arduino board. Massimo and the Arduino team realized early on that if they were going to be putting technology in the hands of the above demographic it was going to have to be cheap.
At the expense of really advanced features, the decision was made to keep it as simple as possible. A combination of a user-friendly design and extensive community driven documentation means that you can get stuck in and make stuff right away.
3. Completely open-source
In true open-source fashion it combined and reconstituted other powerful open-source projects to create something new and more powerful. The physical prototyping platform Wiring and the Processing language were its primary constituents.
Everything about Arduino is freely available, including the design details from the boards themselves. That means if you you really want to you could go and manufacture (even sell) your own Arduino boards, Seeduino did just that, modifying and building on the base system.
A good example of the power of this approach is the LilyPad Arduino board (above). Designed and developed by Leah Buechley and SparkFun Electronics, The LilyPad Arduino is a microcontroller board designed for wearables and e-textiles. It can be sewn to fabric and similarly mounted power supplies, sensors and actuators with conductive thread.
More importantly though, open-source means that the intellectual property of Arduino is essentially owned by “the community”; there is no doubt that the incredible success of Arduino would not have been possible without the discover, make & share ecosystem that characterizes open-source communities. Any one project built in Arduino will involve the integration and modification of some amount of software and techniques that have been previously discovered and shared by the community.
I’ll leave you with Massimo’s final slide, design by Matt Jones.
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