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design  thinking LAUREA (SID) 22.01.2011 Mariana Salgado  &  Joanna Saad-Sulonen 3 rd  class
Day  program 9.00- 9.30- Remaining presentations  (two groups that could not present last time) 9.30- 10.00- Presentations of two books about  Design Thinking by students Break (10min) 10.10-10.30hs- Introduction to Critical Artefacts (by Mariana) 10.30hs - Group Work- (Brainstorming Critical Artifacts  addressing their context and design problems). 11.00- Lunch Break 12-14.00hs- Group work- Choosing one critical artifacts  and planning how to present it. 14.00hs- Presentations and role playing. 15.45hs- Conclusions on the whole course
Critical  Artefacts By  Mariana   Salgado Design Thinking  course Laurea University of Applied Sciences
Rond in Critical Artefacts It is a method that is used in   Participatory Design
Critical Artefacts  are inspired in  Critical Design Simon Bowen
What is   critical design ?
Critical design use design proposals for challenging  preconceptions  and  prejudices .  It is more  an attitude   or a posture than a method.  There is lot of people doing this but they have never listened the term critical design and they have their own way to describe what they do.  To name this, critical design, is a way to  make it more visible  and object of discussion and debate.
 
Use design to  formulate questions
With  sense  of   humor
No to shock but  to provoke To make it  more human To be able  to tackle delicate issues
Why we need  critical design ?
Mainly because it makes us think. But also to be  conscious ,  expose assumptions ,  provoke actions ,  motivate debate  and  entertain in an intelectual way , as the movies or the literature.  ( Anthony Dunne  &  Fiona Raby  2007)
 
 
The design objects of   Dunne  &  Raby   are   NOT  mass products,  and are not created to be sell in stores .  They are known through exhibitions in art galleries, or museums.
 
 
 
 
 
 
 
 
 
The  Fun   Theory  Piano Stairs http://www.youtube.com/watch?v=2lXh2n0aPy w
If I would have asked to the people what they would like, they would have replied: “ a better horse ” Henry Ford
Diseño participativo artefactos críticos  (Simon Bowen) Concepto: Simon Bowen
Normal  Original  Critical
  References “ Critical Artefacts and participatory innovation ” de Simon Bowen.  If you want to continue reading on the topic, I can recommend:  Hertzian Tales: Electronic Products, Aesthetic Experience, and Critical Design  de Anthony Dunne Design Noir: The Secret Life of Electronic Objects  de Anthony Dunne and Fiona Raby “ Crazy Ideas or Creative Probes?: Presenting Critical Artefacts to Stakeholders to Develop Innovative Product Ideas”  de Simon Bowen.  PRODUCT IDEAS
QUESTIONS  ?
Today We will act as  future users doing role playing
What will you do today?  Come up with many crazy/wild ideas Think in why way they help to discuss something  interesting about your own concept Choose one Develop this idea Present it Role playing
Brainstorming  Do not allow critics VISUALIZE MOTIVATE WILD IDEAS QUANTITY!  The better way of having one good idea is to have plenty of  ideas.
Brainstorming  combine  and   develop  others ideas concentrate  on the topic organize  the group work
STEP  1 : EACH takes  10 minutes  to empty own ideas. Put into paper every idea that comes.  Do not worry  if the others draw faster,  do not worry  if the others draw better. The only important thing is to the  CONCEP T , not the quality of the drawing.  Do not worry if the others have more ideas than you, each in its own way.  It is only about  throwing ideas . Take paper and pens and do drafts, without  self critics, without thinking much.  One idea per paper, one title per idea . Do not write a lot.  The quantity is important,  without fear . If you do not use any, it does not matter. If it is stupid is better. It is important to  get fun.
STEP  2 : EACH OF THE MEMBERS OF THE GROUP  EXPLAIN HIS IDEAS  TO THE OTHERS.  ALL OF YOU TALK . WAIT YOUR TURN.  DEMOCRATIC.
STEP   3 : EACH GROUP  choose one idea . You can evaluate the idea thinking on different factors.  The important is that each in the group gets to talk,  arrive to consensus  on what is better to do.  Do not hesitate in  defend your own idea  if you think it is better or interesting.
STEP  4 : 10 min  to develop the idea that you choose.  Write down the details of  the service ,  the production  or  the distribution  that you consider important Present the idea with  one drawing.
STEP   5 : Presentations !  Role playing
Gracias-Kiitos [email_address] [email_address] http://www.slideshare.net/marianasalgado http://www.scribd.com/salgadomariana      Mariana Salgado- Media Lab- November 2005 Design Thinking Course- SID- Leppävara unit. March 2011

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Design thinking, critical artefacts

  • 1. design thinking LAUREA (SID) 22.01.2011 Mariana Salgado & Joanna Saad-Sulonen 3 rd class
  • 2. Day program 9.00- 9.30- Remaining presentations (two groups that could not present last time) 9.30- 10.00- Presentations of two books about Design Thinking by students Break (10min) 10.10-10.30hs- Introduction to Critical Artefacts (by Mariana) 10.30hs - Group Work- (Brainstorming Critical Artifacts addressing their context and design problems). 11.00- Lunch Break 12-14.00hs- Group work- Choosing one critical artifacts and planning how to present it. 14.00hs- Presentations and role playing. 15.45hs- Conclusions on the whole course
  • 3. Critical Artefacts By Mariana Salgado Design Thinking course Laurea University of Applied Sciences
  • 4. Rond in Critical Artefacts It is a method that is used in Participatory Design
  • 5. Critical Artefacts are inspired in Critical Design Simon Bowen
  • 6. What is critical design ?
  • 7. Critical design use design proposals for challenging preconceptions and prejudices . It is more an attitude or a posture than a method. There is lot of people doing this but they have never listened the term critical design and they have their own way to describe what they do. To name this, critical design, is a way to make it more visible and object of discussion and debate.
  • 8.  
  • 9. Use design to formulate questions
  • 10. With sense of humor
  • 11. No to shock but to provoke To make it more human To be able to tackle delicate issues
  • 12. Why we need critical design ?
  • 13. Mainly because it makes us think. But also to be conscious , expose assumptions , provoke actions , motivate debate and entertain in an intelectual way , as the movies or the literature. ( Anthony Dunne & Fiona Raby 2007)
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  • 16. The design objects of Dunne & Raby are NOT mass products, and are not created to be sell in stores . They are known through exhibitions in art galleries, or museums.
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  • 26. The Fun Theory Piano Stairs http://www.youtube.com/watch?v=2lXh2n0aPy w
  • 27. If I would have asked to the people what they would like, they would have replied: “ a better horse ” Henry Ford
  • 28. Diseño participativo artefactos críticos (Simon Bowen) Concepto: Simon Bowen
  • 29. Normal Original Critical
  • 30. References “ Critical Artefacts and participatory innovation ” de Simon Bowen. If you want to continue reading on the topic, I can recommend: Hertzian Tales: Electronic Products, Aesthetic Experience, and Critical Design de Anthony Dunne Design Noir: The Secret Life of Electronic Objects de Anthony Dunne and Fiona Raby “ Crazy Ideas or Creative Probes?: Presenting Critical Artefacts to Stakeholders to Develop Innovative Product Ideas” de Simon Bowen. PRODUCT IDEAS
  • 32. Today We will act as future users doing role playing
  • 33. What will you do today? Come up with many crazy/wild ideas Think in why way they help to discuss something interesting about your own concept Choose one Develop this idea Present it Role playing
  • 34. Brainstorming Do not allow critics VISUALIZE MOTIVATE WILD IDEAS QUANTITY! The better way of having one good idea is to have plenty of ideas.
  • 35. Brainstorming combine and develop others ideas concentrate on the topic organize the group work
  • 36. STEP 1 : EACH takes 10 minutes to empty own ideas. Put into paper every idea that comes. Do not worry if the others draw faster, do not worry if the others draw better. The only important thing is to the CONCEP T , not the quality of the drawing. Do not worry if the others have more ideas than you, each in its own way. It is only about throwing ideas . Take paper and pens and do drafts, without self critics, without thinking much. One idea per paper, one title per idea . Do not write a lot. The quantity is important, without fear . If you do not use any, it does not matter. If it is stupid is better. It is important to get fun.
  • 37. STEP 2 : EACH OF THE MEMBERS OF THE GROUP EXPLAIN HIS IDEAS TO THE OTHERS. ALL OF YOU TALK . WAIT YOUR TURN. DEMOCRATIC.
  • 38. STEP 3 : EACH GROUP choose one idea . You can evaluate the idea thinking on different factors. The important is that each in the group gets to talk, arrive to consensus on what is better to do. Do not hesitate in defend your own idea if you think it is better or interesting.
  • 39. STEP 4 : 10 min to develop the idea that you choose. Write down the details of the service , the production or the distribution that you consider important Present the idea with one drawing.
  • 40. STEP 5 : Presentations ! Role playing
  • 41. Gracias-Kiitos [email_address] [email_address] http://www.slideshare.net/marianasalgado http://www.scribd.com/salgadomariana Mariana Salgado- Media Lab- November 2005 Design Thinking Course- SID- Leppävara unit. March 2011

Editor's Notes

  1. 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.
  2. 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.
  3. Live Cigarettes (Figure 4.8) you collect points for the treatment of smoking-related diseases;
  4. Their netUmbrella displays weather information about its location from a weather website via a Bluetooth
  5. 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.