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Concept Design Scenarios and Critical Artifacts Dr. Mariana Salgado 13.10.2011 Mediatuottamisen ylempi ammattikorkeakoulu tutkinto/  Metropolia
Feedback from the readings Feedback from the 6 HATS exercise Question from last class?  Picture by Thomas Hawk
Scenarios
“ scenarios  are  stories ” John Carroll
John Carroll
They can have different formats ( text ,  video ,  story board )
They are used to create understanding within a group   ( negotiations  in a working team)
To set the goals To set the goals (future scenario)
To understand the  use in time  of certain object Picture from Flickr by Jdesignrecherche
To enrich dialogue with users
Juan Freire / Flickr To show alternatives to clients
To  motivate questions and imagination (what if questions) Picture by Strawbleu™ Strawbleuâ„¢
To avoid enchantment with the first proposal Picture by VFS Digital Design
To generate a flexible solution   Picture by by ml4d in Flickr
Elements in a scenario Context -   description of the situation in which the story takes place.   Actors-  Objectives-  what is the goal of the actor involved?  Actions-  what are actors doing?  Events-  what happens to the actors? Objects-  what do the actors need to perform certain desired action?
 
 
 
5 reasons for a scenario-based design   they are vivid descriptions of experiences from the  user perspective they propose one interpretation but they might present many  alternative solutions scearios can be written with different  purposes  or  perspectives scenarios  focus the discussion  in the work promoting discussion within the team John Carroll (1999)
Scenarios  are within the most powerful tools in  the design of  products  and  services Kim Goodwin
A good scenario explain  the reasons  for the person for a certain behaviour and the objectives that the person need to achieve.  Some people are against scenarios because they are  invented.  The scenarios are based in a human understanding of a particular type of person. You know how a person will behave because you know what she loves.   It is like buying a gift.  Kim Goodwin (2009)
Scenarios   = User cases  =   User stories   S  the funtionality of the system is  described in terms of what the user need to do. All the steps in the design .  UC   f untional requirements. They focus on the user actions and the system behaviour. It is a complete catalogue of the task that the user do. They can have the form of a UML(unified modeling language)  diagram.  US  t hey are use in Agile programming in methods such as Scrum. They are requirements. Just one sentence. They do not describe the whole sequence from the beggining to the end. They do not focus in what the person things and feel.
Concept Design They are used to represent an idea. It might be  a  vague idea  about  a system  (a connected house), a suggestions for  a service  (r emote control for the sauna from the telephone) a  new use  of an existing technology (voice interaction for tv remote control).
A concept can have different scenarios Individual  vs.  organizational Observatio n vs.  visionary All the process  or  just a phase
Background software development processes different stakeholders / different perspectivves Emotions  and  reasons  are part of the question. Example: uploading a picture of a new born baby
Scenarios are good when What is wrong?  T he problem is not well-defined What can we do?   Possible movements are not explored What can help?  The objective is not clear
Scenarios are a   concrete tool  to  evaluate  and  test  concepts Picture by Rosenfeld Media in Flickr
Active seniors Co-creation of future scenarios
Arki Research Group
Co-design- approapiation of new technolgies- community- building
 
 
 
 
 
To put it simple Observe problematic scenarios 1. Look what people is doing 2. Pay attention to how they use other spaces/ objects/ services Imagine scenarios 1. Better ways of doing what they do 2. Better things to do 3. Develop what you have imagine.
Isabella- Edutainment Game Knowledge Navigator- 1987 Apple  Examples of video-scenarios   scenarios Kung Fu City Wok
Critical Artifacts
Critical Artifacts It is one method used in   Participatory Design
Critical Artifacs  are inspired in  Critical Design Simon Bowen
What is  critical design ?
 
Critcal design  uses  proposals to challenge  preconceptions  about the rol of the objects in evetyday life.  It is more  an attitude  or a posture than a method.  To name this  critical design  is a simple way to make more visible and object of discussion and debate.
Use design to  pose questions
With  humor
Sense of humor Not to shock  but to provoke To make it more human To tackle delicate issue s
Why do we need  critical design?
Basically for making us think.  But also to  make ideas conscious,  expose preconceptions ,  motivate debate  and even  to entertain  in  an intellectual way as the movies..  ( Anthony Dunne  &  Fiona Raby  2007)
 
 
The conceptual design by  Dunne  &  Raby  are not done for selling and mass production.  They are known through  exhibitions
There is a lot of people doing  critcal design  but they do not use this term to  explain what they  do.
 
 
 
 
 
 
 
 
 
If I would have asked people  what do they want  they would have said a  faster horse Henry Ford
Normal  Original  Wild
Diseño participativo artefactos críticos  (Simon Bowen) Concepto: Simon Bowen
Task for this class Write a set of scenarios describing your concept. Tips:  Think how it can be created, shared and used.  Re-use actors to give it consistency.  Or Create a critical artifact para:
Task for next class Read the following articles Five reasons for Scenario-Based Design,  by John Carroll. (2000). Interacting with computers- 43-60.  Critical Artifacts and participatory innovation  by Simon Bowens. CHI 2010.  Do the exercise proposed in the paper you have read last class. Paper tittle:  “ Conceptual Designs”.  Send the presentation to me on 24.10.2011 Or Finnish the scenario as a video scenario or as a polished storyboard. Think what can you do with it. .
References This presentation is based on material provided by John Carroll in a workshop in Media Lab Helsinki and by Simon Bowens in a workhshop in Oslo, Nordes conference.  More readings Scenarios Based Methods (Métodos Basados en Escenarios) “Five Reasons for Scenario-Based Design”  John Carroll. Designing for the Digital Age. How to Create Human-Centered Products and Services.  Kim Goodwin. Hertzian Tales: Electronic Products, Aesthetic Experience, and Critical Design  Anthony Dunne Design Noir: The Secret Life of Electronic Objects  Anthony Dunne and Fiona Raby “ Crazy Ideas or Creative Probes?: Presenting Critical Artefacts to Stakeholders to Develop Innovative Product Ideas”  Sim on Bowen
Thanks! [email_address] [email_address]

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Concept design-second class

  • 1. Concept Design Scenarios and Critical Artifacts Dr. Mariana Salgado 13.10.2011 Mediatuottamisen ylempi ammattikorkeakoulu tutkinto/ Metropolia
  • 2. Feedback from the readings Feedback from the 6 HATS exercise Question from last class? Picture by Thomas Hawk
  • 4. “ scenarios are stories ” John Carroll
  • 6. They can have different formats ( text , video , story board )
  • 7. They are used to create understanding within a group ( negotiations in a working team)
  • 8. To set the goals To set the goals (future scenario)
  • 9. To understand the use in time of certain object Picture from Flickr by Jdesignrecherche
  • 10. To enrich dialogue with users
  • 11. Juan Freire / Flickr To show alternatives to clients
  • 12. To motivate questions and imagination (what if questions) Picture by Strawbleu™ Strawbleuâ„¢
  • 13. To avoid enchantment with the first proposal Picture by VFS Digital Design
  • 14. To generate a flexible solution Picture by by ml4d in Flickr
  • 15. Elements in a scenario Context - description of the situation in which the story takes place. Actors- Objectives- what is the goal of the actor involved? Actions- what are actors doing? Events- what happens to the actors? Objects- what do the actors need to perform certain desired action?
  • 16.  
  • 17.  
  • 18.  
  • 19. 5 reasons for a scenario-based design they are vivid descriptions of experiences from the user perspective they propose one interpretation but they might present many alternative solutions scearios can be written with different purposes or perspectives scenarios focus the discussion in the work promoting discussion within the team John Carroll (1999)
  • 20. Scenarios are within the most powerful tools in the design of products and services Kim Goodwin
  • 21. A good scenario explain the reasons for the person for a certain behaviour and the objectives that the person need to achieve. Some people are against scenarios because they are invented. The scenarios are based in a human understanding of a particular type of person. You know how a person will behave because you know what she loves. It is like buying a gift. Kim Goodwin (2009)
  • 22. Scenarios = User cases = User stories S the funtionality of the system is described in terms of what the user need to do. All the steps in the design . UC f untional requirements. They focus on the user actions and the system behaviour. It is a complete catalogue of the task that the user do. They can have the form of a UML(unified modeling language) diagram. US t hey are use in Agile programming in methods such as Scrum. They are requirements. Just one sentence. They do not describe the whole sequence from the beggining to the end. They do not focus in what the person things and feel.
  • 23. Concept Design They are used to represent an idea. It might be a vague idea about a system (a connected house), a suggestions for a service (r emote control for the sauna from the telephone) a new use of an existing technology (voice interaction for tv remote control).
  • 24. A concept can have different scenarios Individual vs. organizational Observatio n vs. visionary All the process or just a phase
  • 25. Background software development processes different stakeholders / different perspectivves Emotions and reasons are part of the question. Example: uploading a picture of a new born baby
  • 26. Scenarios are good when What is wrong? T he problem is not well-defined What can we do? Possible movements are not explored What can help? The objective is not clear
  • 27. Scenarios are a concrete tool to evaluate and test concepts Picture by Rosenfeld Media in Flickr
  • 28. Active seniors Co-creation of future scenarios
  • 30. Co-design- approapiation of new technolgies- community- building
  • 31.  
  • 32.  
  • 33.  
  • 34.  
  • 35.  
  • 36. To put it simple Observe problematic scenarios 1. Look what people is doing 2. Pay attention to how they use other spaces/ objects/ services Imagine scenarios 1. Better ways of doing what they do 2. Better things to do 3. Develop what you have imagine.
  • 37. Isabella- Edutainment Game Knowledge Navigator- 1987 Apple Examples of video-scenarios scenarios Kung Fu City Wok
  • 39. Critical Artifacts It is one method used in Participatory Design
  • 40. Critical Artifacs are inspired in Critical Design Simon Bowen
  • 41. What is critical design ?
  • 42.  
  • 43. Critcal design uses proposals to challenge preconceptions about the rol of the objects in evetyday life. It is more an attitude or a posture than a method. To name this critical design is a simple way to make more visible and object of discussion and debate.
  • 44. Use design to pose questions
  • 46. Sense of humor Not to shock but to provoke To make it more human To tackle delicate issue s
  • 47. Why do we need critical design?
  • 48. Basically for making us think. But also to make ideas conscious, expose preconceptions , motivate debate and even to entertain in an intellectual way as the movies.. ( Anthony Dunne & Fiona Raby 2007)
  • 49.  
  • 50.  
  • 51. The conceptual design by Dunne & Raby are not done for selling and mass production. They are known through exhibitions
  • 52. There is a lot of people doing critcal design but they do not use this term to explain what they do.
  • 53.  
  • 54.  
  • 55.  
  • 56.  
  • 57.  
  • 58.  
  • 59.  
  • 60.  
  • 61.  
  • 62. If I would have asked people what do they want they would have said a faster horse Henry Ford
  • 64. Diseño participativo artefactos críticos (Simon Bowen) Concepto: Simon Bowen
  • 65. Task for this class Write a set of scenarios describing your concept. Tips: Think how it can be created, shared and used. Re-use actors to give it consistency. Or Create a critical artifact para:
  • 66. Task for next class Read the following articles Five reasons for Scenario-Based Design, by John Carroll. (2000). Interacting with computers- 43-60. Critical Artifacts and participatory innovation by Simon Bowens. CHI 2010. Do the exercise proposed in the paper you have read last class. Paper tittle: “ Conceptual Designs”. Send the presentation to me on 24.10.2011 Or Finnish the scenario as a video scenario or as a polished storyboard. Think what can you do with it. .
  • 67. References This presentation is based on material provided by John Carroll in a workshop in Media Lab Helsinki and by Simon Bowens in a workhshop in Oslo, Nordes conference. More readings Scenarios Based Methods (Métodos Basados en Escenarios) “Five Reasons for Scenario-Based Design” John Carroll. Designing for the Digital Age. How to Create Human-Centered Products and Services. Kim Goodwin. Hertzian Tales: Electronic Products, Aesthetic Experience, and Critical Design Anthony Dunne Design Noir: The Secret Life of Electronic Objects Anthony Dunne and Fiona Raby “ Crazy Ideas or Creative Probes?: Presenting Critical Artefacts to Stakeholders to Develop Innovative Product Ideas” Sim on Bowen

Editor's Notes

  1. El inventor de los escenarios es este hombre que se llama John Carrol. Tengo un artículo de el si les interesa leer se los mando por mail. Porque también después de hacer hoy unos escenarios pueden ver más en profundidad que opina sobre su uso el que los inventó. Quien de ustedes escribió alguna vez una historia? Bueno, genial, estos son historias con un fin específico, entender el uso de una aplicación que ustedes van a diseñar.
  2. El inventor de los escenarios es este hombre que se llama John Carrol. Tengo un artículo de el si les interesa leer se los mando por mail. Porque también después de hacer hoy unos escenarios pueden ver más en profundidad que opina sobre su uso el que los inventó. Quien de ustedes escribió alguna vez una historia? Bueno, genial, estos son historias con un fin específico, entender el uso de una aplicación que ustedes van a diseñar.
  3. Muchas veces están presentados en forma de historieta. Puede tener diferentes formatos (narración textual, video, historieta) Y la pueden usar de muchas maneras. La historia se la pueden contar a un posible usuario, una persona para la que ustedes creen que van a diseñar. La historia es un generador de ideas, una manera de empezar la discusión. Ellos pueden decir, eso no me gusta, a mi me gustaría más hacer así.
  4. Algunos prototipos son para mostrar ideas. A veces se usan para mostrar ideas al grupo de trabajo. A veces para mostrar ideas a futuros usuarios finales. Este ejemplo es un prototipo visionario, creado para el proyecto Urban Mediator. Urban Mediator es un software que se creo en el Media Lab de Helsinki, donde yo trabajo, para que la gente, a través de un mapa pueda ser partícipe de su ciudad. En este caso la persona está creando contenido en el mapa, contando que hay basura en la calle, sacando el código del lugar más cercano para poder emplazar la nota en el lugar correcto del mapa.
  5. Muchas veces están presentados en forma de historieta. Puede tener diferentes formatos (narración textual, video, historieta) Y la pueden usar de muchas maneras. La historia se la pueden contar a un posible usuario, una persona para la que ustedes creen que van a diseñar. La historia es un generador de ideas, una manera de empezar la discusión. Ellos pueden decir, eso no me gusta, a mi me gustaría más hacer así.
  6. El diseño participativo está dentro de los métodos de diseño centrado en el usuario. El diseño participativo nació en escandinavia en los 70. Hoy en día lo usan muchas compañias en el mundo que desarrollan productos o servicios. Entre ellas por ejemplo Ideo, Nokia y varias otras más. Usando estas metodologías se crearon muchos nuevos soluciones de diseño centradas, e inspiradas por las necesidades de los usuarios finales. Hay muchas técnicas dentro de esta corriente. Escenarios, prototipos, talleres donde se invita a la gente a discutir un tema y crear soluciones, sondas de diseño que son paquetes de actividades que se les entrega a un grupo específico. Artefactos críticos son ideas super revolucionarias, o muy extremas sobre algo, y se usan para generar discuciones con los futuros usuarios. Descripción de personas o personajes extremos para desarrollar un concepto de producto nuevo. Lo que tienen en común estas técnicas es que siempre son con gente, incluyendo al usuario. Se usan en diferentes momentos del proceso de diseño. Todas estas técnicas son muy diferentes a las que usa el marketing, donde se encuesta a mucha gente. Todo esto son ejercicios que intentan conocer en profundidad a pocas personas, para poder desarrollar detalles de diseño realmente basados en gente real con todas sus contradicciones y absurdidades.
  7. Muchas veces están presentados en forma de historieta. Puede tener diferentes formatos (narración textual, video, historieta) Y la pueden usar de muchas maneras. La historia se la pueden contar a un posible usuario, una persona para la que ustedes creen que van a diseñar. La historia es un generador de ideas, una manera de empezar la discusión. Ellos pueden decir, eso no me gusta, a mi me gustaría más hacer así.
  8. Muchas veces están presentados en forma de historieta. Puede tener diferentes formatos (narración textual, video, historieta) Y la pueden usar de muchas maneras. La historia se la pueden contar a un posible usuario, una persona para la que ustedes creen que van a diseñar. La historia es un generador de ideas, una manera de empezar la discusión. Ellos pueden decir, eso no me gusta, a mi me gustaría más hacer así.
  9. Muchas veces están presentados en forma de historieta. Puede tener diferentes formatos (narración textual, video, historieta) Y la pueden usar de muchas maneras. La historia se la pueden contar a un posible usuario, una persona para la que ustedes creen que van a diseñar. La historia es un generador de ideas, una manera de empezar la discusión. Ellos pueden decir, eso no me gusta, a mi me gustaría más hacer así.
  10. Muchas veces están presentados en forma de historieta. Puede tener diferentes formatos (narración textual, video, historieta) Y la pueden usar de muchas maneras. La historia se la pueden contar a un posible usuario, una persona para la que ustedes creen que van a diseñar. La historia es un generador de ideas, una manera de empezar la discusión. Ellos pueden decir, eso no me gusta, a mi me gustaría más hacer así.
  11. El rol de los diseñadores en este proceso fue aprender, acompañar, entender que necesitaban y reaccionar acorde, conseguir fondos para la cooperación con ellos, sugerir ideas, y ayudarlos con la apropiación de nuevas tecnologías. En este caso la comunidad de gente, era muy fuerte y unida, ellos tienen tanta iniciativa que ellos tiran de la cuerda tanto como los diseñadores, no somos nosotros los que llevamos la manija de cómo se realizan las cosas, sino que son ambas partes.
  12. El rol de los diseñadores en este proceso fue aprender, acompañar, entender que necesitaban y reaccionar acorde, conseguir fondos para la cooperación con ellos, sugerir ideas, y ayudarlos con la apropiación de nuevas tecnologías. En este caso la comunidad de gente, era muy fuerte y unida, ellos tienen tanta iniciativa que ellos tiran de la cuerda tanto como los diseñadores, no somos nosotros los que llevamos la manija de cómo se realizan las cosas, sino que son ambas partes.
  13. El rol de los diseñadores en este proceso fue aprender, acompañar, entender que necesitaban y reaccionar acorde, conseguir fondos para la cooperación con ellos, sugerir ideas, y ayudarlos con la apropiación de nuevas tecnologías. En este caso la comunidad de gente, era muy fuerte y unida, ellos tienen tanta iniciativa que ellos tiran de la cuerda tanto como los diseñadores, no somos nosotros los que llevamos la manija de cómo se realizan las cosas, sino que son ambas partes.
  14. El rol de los diseñadores en este proceso fue aprender, acompañar, entender que necesitaban y reaccionar acorde, conseguir fondos para la cooperación con ellos, sugerir ideas, y ayudarlos con la apropiación de nuevas tecnologías. En este caso la comunidad de gente, era muy fuerte y unida, ellos tienen tanta iniciativa que ellos tiran de la cuerda tanto como los diseñadores, no somos nosotros los que llevamos la manija de cómo se realizan las cosas, sino que son ambas partes.
  15. El rol de los diseñadores en este proceso fue aprender, acompañar, entender que necesitaban y reaccionar acorde, conseguir fondos para la cooperación con ellos, sugerir ideas, y ayudarlos con la apropiación de nuevas tecnologías. En este caso la comunidad de gente, era muy fuerte y unida, ellos tienen tanta iniciativa que ellos tiran de la cuerda tanto como los diseñadores, no somos nosotros los que llevamos la manija de cómo se realizan las cosas, sino que son ambas partes.
  16. El rol de los diseñadores en este proceso fue aprender, acompañar, entender que necesitaban y reaccionar acorde, conseguir fondos para la cooperación con ellos, sugerir ideas, y ayudarlos con la apropiación de nuevas tecnologías. En este caso la comunidad de gente, era muy fuerte y unida, ellos tienen tanta iniciativa que ellos tiran de la cuerda tanto como los diseñadores, no somos nosotros los que llevamos la manija de cómo se realizan las cosas, sino que son ambas partes.
  17. Robot 4 (Figure 4.2) as “very needy” (Z33 2007a) – although very intelligent, its underdeveloped body means that it depends on its owner to move it around; communicating this need via its own language in which human traces can be heard.
  18. For example, the GPS Table (Figure 4.1) has a GPS49 sensor inside it. A small display set into the tabletop shows the GPS location, but when no signals can be received (such as when the table is indoors), the table displays that it is “lost”. Dunne & Raby “like the idea that people might feel a little cruel keeping it indoors” (2001, p79). In Placebo Dunne & Raby asked members of the public to ‘adopt’ their conceptual designs and the family who adopted the GPS Table described developing a sense of affection for it – they were concerned when it was ‘lost’ and felt happier once they had moved it to a location where it could ‘find’ itself.
  19. Live Cigarettes (Figure 4.8) you collect points for the treatment of smoking-related diseases;
  20. Their netUmbrella displays weather information about its location from a weather website via a Bluetooth
  21. El diseño participativo está dentro de los métodos de diseño centrado en el usuario. El diseño participativo nació en escandinavia en los 70. Hoy en día lo usan muchas compañias en el mundo que desarrollan productos o servicios. Entre ellas por ejemplo Ideo, Nokia y varias otras más. Usando estas metodologías se crearon muchos nuevos soluciones de diseño centradas, e inspiradas por las necesidades de los usuarios finales. Hay muchas técnicas dentro de esta corriente. Escenarios, prototipos, talleres donde se invita a la gente a discutir un tema y crear soluciones, sondas de diseño que son paquetes de actividades que se les entrega a un grupo específico. Artefactos críticos son ideas super revolucionarias, o muy extremas sobre algo, y se usan para generar discuciones con los futuros usuarios. Descripción de personas o personajes extremos para desarrollar un concepto de producto nuevo. Lo que tienen en común estas técnicas es que siempre son con gente, incluyendo al usuario. Se usan en diferentes momentos del proceso de diseño. Todas estas técnicas son muy diferentes a las que usa el marketing, donde se encuesta a mucha gente. Todo esto son ejercicios que intentan conocer en profundidad a pocas personas, para poder desarrollar detalles de diseño realmente basados en gente real con todas sus contradicciones y absurdidades.