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i believe in design process
what is improv?
rules
Agreement
Spontaneity
Listening
why improv?
The way we speak.
The way we use things.
Interactions are
improvisational.
building on...
Brenda Laurel – Design & Theatre
Eric Dishman – Informance
Kristian Samsarian – Role Playing
brenda laurel
‘The more we live with
embodied experiences in our
lives, the more we become
mobile, as people get connected
to the world around us, you
begin to need methods based
on improv, because it is about
that embodied experience.’
kristian simsarian
‘Don’t underestimate
the power of a group
experience. We’ll have
a shared understanding
of what this thing is, that
is beyond language.’
not just improv
Methods from lateral
thinking, social pscyhology,
music, and design.
adapted improv
Not performing,
but playing games
to solve problems.
solution
who?
Service that helps
designers, their clients,
& users to work together.
what is it?
Service
Props & Kit
Games & Board
Notation tools
Collaborative method
what is it?
Playing games
to solve problems
how it works
1. establish goals
Clear goals.
Custom games or props.
Identify main advocate.
2. set–up the space
Demarcation tape.
DND sign. Stage signs.
Ready flipcharts.
3. unfold the kit
3. unfold the kit
4. explain the rules
1. Agreement
5. explain the rules
1. Agreement
2. Listening
6. explain the rules
1. Agreement
2. Listening
3. Spontaneity
7. warm–up
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                                                                                                             8. choose design phase
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                                                                                                             design process?
8. choose design phase
Select a game
(Choose a goal)
9. Improvise
Use narrative or
thematic elements from
design problem or context.
Create scenarios.
Explore value of ideas fast.
service qualities
service qualities
1. Personality
Begin & End with Objects                                                      Deconstruct                                          Performance Testing                                                           Exposure
         Interaction Designer                                                                                                             Develop, 5-10 mins, 4-6 players                                                                                               Warm-up, 3–5 mins, 4–10 players
             Ideate, 3–5 mins, 2–6 players                                                                                          goal: To analyse an object or environment
                                                              flow: Player A performs a simple action with an object.                                                                       flow: Using an existing scenario, set the stage, decide                   goal: To develop fast concepts; build
         goal: To develop fast concepts; build                Player then repeats the action, this time calling out “begin”
                                                                                                                                          based interaction or process flow.                                                                                         teamwork, and explore roles in the group
                                                                                                                                                                                            where everything should be. Assign roles and relationships.
        teamwork, and explore roles in the group                                                                                               Great for finding bugs.                                                                                                                                                                                                                   Part of a whole
                                                              each time fresh contact is made with the object, and “End”                                                                    If you are testing a scenario, take it in slices. As soon as it
                                                              when each detail is completed. Player repeats the action                                                                      starts to break down, the audience must call bug! Iterate                                                                                                                                   activity (what)
                                                              again, this time doing it as fast as possible, without calling                                                                the scene, changing the variables as you do. Change rela-
                                                              out begin and end.                                                                                                            tionships, Who, Where, and Why.                                                                                                                                                              Warm-up,
                                                                                                                                                                                                                                                                                                                                                                                         5 mins,
                                                              suggestions: The result is akin to a stop-frame movie.                                                                        suggestions: This can be used as a longer exercise to                                                                                                                                        3-15 players.
                                                              Coach the player to begin and end with great burst of                                                                         develop and ideate on an existing scenario, by combining
                          ����                                                                                                                                                                                                                                                           ����
                          ����                                energy. How small can the segments of time be?                                                                                with Push and Pop. Use this with potential users to test                                     ����

                                                                                                                                                                                            the experience of a device or service. Take the kit’s floor                                                                                                                                   goal: To bring all the ele-
                                                                                                                                                                                                                                                                                                                                                                                         ments together and under-
                                                                                                                                                                                            shapes or make new ones. Use prototypes in conjunction
                                                                                                                                                                                                                                                                                                                                                                                         stand the process of improv.
                                                                                                                                                                                            with the velcro props to help suggest all the elements in the
                                                                                                                                                                                                                                                                                                                                                                                         Introducing What.
                                                                                                                                                                                            test. Performance testing can be done on the road, or in the
                                                                                                                                                                                            studio.




                                                                                                                                                                                                                                                                                                                                      de
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                                                                                                                                                                                                                                                                                                                                              pr
                                                                                                                                                                                                                                                                                                                                                ov
                     design improv
                                                                                    design improv                                                   design improv                                                 design improv                                                    design improv




       Interaction Designer                                      Begin & End with Objects                                                      Deconstruct                                           Performance Testing                                                           Exposure
                                                                         Develop, 5-10 mins, 4-6 players                                                                                                 Deliver, 5-10 mins, 2-6 players
flow: One player describes their design, and the second                    goal: To analyse an object                                                                                                                                                                                                                         Part of a whole activity (who)
                                                                                                                               flow: Summarise your design problem in 3 key words.            goal: To test a scenario, system flow, or service                flow: Split the group in half. Each group must observe
player asks them questions about it, suggesting and helping            or environment based interaction or                                                                                   structure through performance, and find the bugs.
                                                                                                                               Using flip–chart and pens place each word at the head of                                                                        the other. One is the stage, one is the audience. No one
with the creation of this object. Each player can describe             process flow. Great for finding bugs.
                                                                                                                               a flip–chart. Give everyone post its, and using W stickers                                                                      must laugh. Once discomfort is reached, assign a simple         flow: One person goes onto stage and begins a simple
new attributes and the observer or client can make obser-
                                                                                                                               as prompts, run through Who, Where, Why, When, and What                                                                        task, counting the post-its on the wall. Now swop the groups.   activity. The next player to enter must assume a character
vations about it, imbuing it with new qualities, and trans-
                                                                                                                               one at a time.                                                                                                                 The audience now are the stage players, and vice-versa.         and show their relationship to the person already on stage
forming its purpose/ context.
                                                                                                                                                                                                                                                                                                                              through the action they are performing. The first player must
                                                                                                                               suggestions: You do not have to use all the W stickers,                                                                        suggestions: When both groups have been on                      accept this relationship, and agree. Keep adding players.
suggestions: How is it made? Is it big? Was it vacuum
                                                                                                                               choose 3 that best help you to address the problem area.                                                                       stage, question them on what they have experienced.
formed, cast in hot wax, lathed – show us the process. This
                                                                                                                               Use idea hats instead of flip–charts for the random factor.                                                                     Don’t put words in their mouth. They should discover            suggestions: It is important for players to avoid
game can be done with two teams - make the two objects                                                                                                                                                                                                                                                                        telling us who they are, instead they must show through
                                                                                                                               Follow this exercise with Recombination.                                                                                       that the activity helped relieve the stage fright. How did
interact                                                                                                                                                                                                                                                                                                                      their actions and interactions with each other. Audience, did
                                                                                                                                                                                                                                                              the actors look when on stage? Ask specific questions:
                                                                                                                                                                                                                                                              How did your stomach feel? Avoid generalisations.               the players show us the relationship? Did they agree? In
                                                                                                                                                                                                                                                                                                                              this game, try using the pentagonal role cards.




                     design improv                                                 design improv
                                                                                                                                                    design improv                                                 design improv                                                     design improv
designed qualities
2. Group participation
designed qualities
3. Accepting offers
& agreement
designed qualities
5. Owning the process.
designed qualities
6. Focus on goals
case studies
case study 1: book sharing
Pei Yu. Service design IDII

aims:
Develop more scenarios
and refine the concept.
case study 1: book sharing
Pei Yu. Service design IDII

process:
Created new scenarios
with Voiceover.
Iterated and improved
Pei’s existing scenarios
with Performance testing.
case study 1: book sharing
Pei Yu. Service design IDII

outcome:
Found the bugs within
30 seconds of first test.
Generated new scenarios
of use based on improved
service structure.
case study 1: book sharing
‘When you are making a
video (scenario), you don’t
think about what you will
need until it’s too late.’ Pei
case study 2: live|work
Quadro business
networking services

aims:
Explore and ideate concepts
for a business incubator in
NE England.
case study 2: live|work
Quadro business
networking services

process:
Warm–up games including
Exposure and Catch.
Followed by Deconstruction
& Reconstruction.
case study 2: live|work
Quadro business
networking services

outcome:
1. Church of
peer–to–peer credit (flat
credit heirarchy).
case study 2: live|work
Quadro business
networking services

outcome:
2. Equipment
sharing service.
case study 2: live|work
‘I was interested to hear what
the process was and how it
can be applied to the design
process... it was definitely an
engaging proposition. I really
like the idea that a design
consultancy could hire out
the improv service’
Athena Anagnostopoulos.
case study 3: wild watches
Mattel games project IDII:
Vinay, Pei, Aram.

aims:
Refine concepts. Create
games for children.
case study 3: wild watches
process:
1) What can you do with
your wrist? 2) Devising
game rules. 3) Refining ideas.
4) Generating situations for
use of the watch. 5) Getting
into the mindset of kids.
6) Detailing experience.
case study 3: wild watches
outcome:
Process defined the product.
Improv helped refine from 5
ideas to 2.
case study 3: wild watches
‘The session allowed our
minds to float free, and
break away from our
preconceived notions.’ Vinay.
thesis process
thesis process
Learning how through
prototype process. Tested
& iterated idea internally.
thesis process
Tested commercially with
Live|Work & Hasbro Games.
summary
summary
Service delivers real-time
situation based experience.
summary
Collaborative, participatory
design method.

Re-balance the relationship
between designers &
non-designers.
summary
Not acting, but improvising.
summary
Tested internally
Validated professionally
Tested Commercially
next steps
what’s next ?
Service Platform
Evolve
Business – Design Council
Improv Lite®
Design improv final pres
Design improv final pres

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Design improv final pres

  • 1.
  • 2. i believe in design process
  • 5. why improv? The way we speak. The way we use things. Interactions are improvisational.
  • 6. building on... Brenda Laurel – Design & Theatre Eric Dishman – Informance Kristian Samsarian – Role Playing
  • 7. brenda laurel ‘The more we live with embodied experiences in our lives, the more we become mobile, as people get connected to the world around us, you begin to need methods based on improv, because it is about that embodied experience.’
  • 8. kristian simsarian ‘Don’t underestimate the power of a group experience. We’ll have a shared understanding of what this thing is, that is beyond language.’
  • 9. not just improv Methods from lateral thinking, social pscyhology, music, and design.
  • 10. adapted improv Not performing, but playing games to solve problems.
  • 12.
  • 13. who? Service that helps designers, their clients, & users to work together.
  • 14. what is it? Service Props & Kit Games & Board Notation tools Collaborative method
  • 15. what is it? Playing games to solve problems
  • 17. 1. establish goals Clear goals. Custom games or props. Identify main advocate.
  • 18. 2. set–up the space Demarcation tape. DND sign. Stage signs. Ready flipcharts.
  • 21. 4. explain the rules 1. Agreement
  • 22. 5. explain the rules 1. Agreement 2. Listening
  • 23. 6. explain the rules 1. Agreement 2. Listening 3. Spontaneity
  • 25. �� ���� ���� � ��� � �� �� �� �� ��� � �� � �� ��� ���� ����� ���� ������� ��� ����� ������� ��� ���� ��� ������ �� ���� ���� �� � �� � �� ��� �� �� �� ��� ���� � ��� �� ��� �� ��� �� ���� �� ������������� �������������������� ������������������ ���������� ���� 8. choose design phase ���� Where are you in the ��� � ���� �� ������ �������� ���� �� � ���� �� ���� design process?
  • 26. 8. choose design phase Select a game (Choose a goal)
  • 27. 9. Improvise Use narrative or thematic elements from design problem or context. Create scenarios. Explore value of ideas fast.
  • 30. Begin & End with Objects Deconstruct Performance Testing Exposure Interaction Designer Develop, 5-10 mins, 4-6 players Warm-up, 3–5 mins, 4–10 players Ideate, 3–5 mins, 2–6 players goal: To analyse an object or environment flow: Player A performs a simple action with an object. flow: Using an existing scenario, set the stage, decide goal: To develop fast concepts; build goal: To develop fast concepts; build Player then repeats the action, this time calling out “begin” based interaction or process flow. teamwork, and explore roles in the group where everything should be. Assign roles and relationships. teamwork, and explore roles in the group Great for finding bugs. Part of a whole each time fresh contact is made with the object, and “End” If you are testing a scenario, take it in slices. As soon as it when each detail is completed. Player repeats the action starts to break down, the audience must call bug! Iterate activity (what) again, this time doing it as fast as possible, without calling the scene, changing the variables as you do. Change rela- out begin and end. tionships, Who, Where, and Why. Warm-up, 5 mins, suggestions: The result is akin to a stop-frame movie. suggestions: This can be used as a longer exercise to 3-15 players. Coach the player to begin and end with great burst of develop and ideate on an existing scenario, by combining ���� ���� ���� energy. How small can the segments of time be? with Push and Pop. Use this with potential users to test ���� the experience of a device or service. Take the kit’s floor goal: To bring all the ele- ments together and under- shapes or make new ones. Use prototypes in conjunction stand the process of improv. with the velcro props to help suggest all the elements in the Introducing What. test. Performance testing can be done on the road, or in the studio. de s ig n im pr ov design improv design improv design improv design improv design improv Interaction Designer Begin & End with Objects Deconstruct Performance Testing Exposure Develop, 5-10 mins, 4-6 players Deliver, 5-10 mins, 2-6 players flow: One player describes their design, and the second goal: To analyse an object Part of a whole activity (who) flow: Summarise your design problem in 3 key words. goal: To test a scenario, system flow, or service flow: Split the group in half. Each group must observe player asks them questions about it, suggesting and helping or environment based interaction or structure through performance, and find the bugs. Using flip–chart and pens place each word at the head of the other. One is the stage, one is the audience. No one with the creation of this object. Each player can describe process flow. Great for finding bugs. a flip–chart. Give everyone post its, and using W stickers must laugh. Once discomfort is reached, assign a simple flow: One person goes onto stage and begins a simple new attributes and the observer or client can make obser- as prompts, run through Who, Where, Why, When, and What task, counting the post-its on the wall. Now swop the groups. activity. The next player to enter must assume a character vations about it, imbuing it with new qualities, and trans- one at a time. The audience now are the stage players, and vice-versa. and show their relationship to the person already on stage forming its purpose/ context. through the action they are performing. The first player must suggestions: You do not have to use all the W stickers, suggestions: When both groups have been on accept this relationship, and agree. Keep adding players. suggestions: How is it made? Is it big? Was it vacuum choose 3 that best help you to address the problem area. stage, question them on what they have experienced. formed, cast in hot wax, lathed – show us the process. This Use idea hats instead of flip–charts for the random factor. Don’t put words in their mouth. They should discover suggestions: It is important for players to avoid game can be done with two teams - make the two objects telling us who they are, instead they must show through Follow this exercise with Recombination. that the activity helped relieve the stage fright. How did interact their actions and interactions with each other. Audience, did the actors look when on stage? Ask specific questions: How did your stomach feel? Avoid generalisations. the players show us the relationship? Did they agree? In this game, try using the pentagonal role cards. design improv design improv design improv design improv design improv
  • 32. designed qualities 3. Accepting offers & agreement
  • 36. case study 1: book sharing Pei Yu. Service design IDII aims: Develop more scenarios and refine the concept.
  • 37. case study 1: book sharing Pei Yu. Service design IDII process: Created new scenarios with Voiceover. Iterated and improved Pei’s existing scenarios with Performance testing.
  • 38. case study 1: book sharing Pei Yu. Service design IDII outcome: Found the bugs within 30 seconds of first test. Generated new scenarios of use based on improved service structure.
  • 39. case study 1: book sharing ‘When you are making a video (scenario), you don’t think about what you will need until it’s too late.’ Pei
  • 40. case study 2: live|work Quadro business networking services aims: Explore and ideate concepts for a business incubator in NE England.
  • 41. case study 2: live|work Quadro business networking services process: Warm–up games including Exposure and Catch. Followed by Deconstruction & Reconstruction.
  • 42. case study 2: live|work Quadro business networking services outcome: 1. Church of peer–to–peer credit (flat credit heirarchy).
  • 43. case study 2: live|work Quadro business networking services outcome: 2. Equipment sharing service.
  • 44. case study 2: live|work ‘I was interested to hear what the process was and how it can be applied to the design process... it was definitely an engaging proposition. I really like the idea that a design consultancy could hire out the improv service’ Athena Anagnostopoulos.
  • 45. case study 3: wild watches Mattel games project IDII: Vinay, Pei, Aram. aims: Refine concepts. Create games for children.
  • 46. case study 3: wild watches process: 1) What can you do with your wrist? 2) Devising game rules. 3) Refining ideas. 4) Generating situations for use of the watch. 5) Getting into the mindset of kids. 6) Detailing experience.
  • 47. case study 3: wild watches outcome: Process defined the product. Improv helped refine from 5 ideas to 2.
  • 48. case study 3: wild watches ‘The session allowed our minds to float free, and break away from our preconceived notions.’ Vinay.
  • 50. thesis process Learning how through prototype process. Tested & iterated idea internally.
  • 51. thesis process Tested commercially with Live|Work & Hasbro Games.
  • 54. summary Collaborative, participatory design method. Re-balance the relationship between designers & non-designers.
  • 55. summary Not acting, but improvising.
  • 58. what’s next ? Service Platform Evolve Business – Design Council Improv Lite®