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IDEA9106 Design Thinking

Design is a state of mind

Design Thinking Assessment 3 – Hannu Kokkonen (hkok2958) and Carlos Mardones (cmar3250)

Design Thinking Assessment – MUSA from Hannu Kokkonen on Vimeo.

Presentation Kokkonen-Mardones

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Assessment 3 – NKRS6261, ACHH2452, AMON6348

Here is our pdf presentation and the link to our video clip:

Assessment 3_ Presentation_NKRS6261

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Blog 1 –site 7

This week is Aesthetic sampling, framing and relabelling. Last week, we formed our team and we have visited our project site. That site is near the old school building and the typical object is a wood bridge and a bench. In week one, we have evaluated that place and decided to explore the bridge. The bridge attracted us a lot due to its peaceful atmosphere. Through site mapping, we found that people who want to go to old school building will walk along the bridge. Therefore, do something on the bridge can be a good idea. Due to our experience at site 7, as a whole, it gives us a feeling of silence and comfortable. People walk through the bridge always move fast and quickly, they nearly not stay on the bride. Moreover, we were attracted by the leaves which were rustling in the wind. It was such a beautiful sound. The sound inspired us a lot and one idea came up to us, we decided to create a huge piano keyboard on the bridge which can also have a beautiful sound when people step on it. To be honest, this place is a little desolate and we need to do some interesting games to let people pay attention to it.  We created three interaction games. One is hopscotch, the bridge will be decorated with some LEDs and people can play hopscotch according to the instructions.  The second game is similar to the hopscotch, it aims to let people chase the LEDs on the board. The third game is according to a Chinese folk dance, we plan to project the sketch of that dance on the board.

blog reflection 09-xhua0519

1)How did thinking in terms of shots and scenes influence your approach to communicating your design concept?

My understanding of the purpose of film and the scene is:In order to more effectively to our design idea across to the people, each shot and scene there are some things, and each scene should produce different things, but put them together is a complete design concep

2)What motivated your choice of storyline structure? Can you think of an exemplar from a film the uses the same structure?

The basics of the story: who, where, when, why. these guidelines make our design concepts clearer, more consistent with the audience and their own logic. Furthermore, the story structure is a simplified way of expressing our thoughts and what we want to show. I see this structure in a lot of movies and ads, and most of them make a deep impression on the audience.

3)What choices did you make about audience and style? Were they related?

We decided to have some ideas to show the common problem of our audience, which meant connecting the audience to the real scene. Through this story, we want to make the audience feel that they have something they need in their daily lives

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1) What kinds of information and insights did it give you about the usability of the prototype?

First, as an observer, I find that I can analyze the situation more objectively, and I can observe the emotions that users experience when they use the site. On the other hand, by thinking aloud, I think I can share empathy with others and see things differently.

2) What aspects of the technique worked well or were frustrating?

I noticed something missing and made me aware of my behavior, which I wouldn’t normally notice when speaking out loud when using a website. Observing the user’s response will assess the performance of the product in a comprehensive manner.

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1) Choose one of the objects you selected and describe how your initial understanding of its affordances changed over the course of the exercise?

We chose a plastic fork as the object of observation in class. At first, there was only one function of the fork, which was to stick the food together and put it in the mouth. However, when we twist it and remodel it, it becomes a piece of art. Now that we have decided to break it and sew our teeth on a fork, we have a lot of paint pens. As a result, these capabilities change from simple design utilities to potentially useful tools. However, this is actually a mistake we found. It turns out that the relationship between people and things is bearable.
2) Given that affordances is a relational property between a person and an object, how did the manipulation of the object and the person’s abilities inform your understanding of the concept? Did it give you inspiration or insight for how to work with affordances as a designer? Discuss this through the specific objects you explored in the exercise.

We chose the camera as the object of observation. Its initial function for the average person is to use a graphical method record. For less light, cameras can also be viewed as light. The camera can also create masterpieces of art in the hands of the audiovisual family. Which inspired me to divide user groups and scenarios in this terminology.

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1) How did physically acting out help to explore ideas?

When you’re doing these things, you’ll start to understand your users and notice something that you think is unnatural. In other words, physical activity provides insight that cannot be achieved through magic. More importantly, it helps people express and share their ideas in a natural way.
2) Did you refine your ideas and solutions to the problem through bodystorming? In what way?

yes. Design is not only the work of thinking, but also the process of experience. Body storms give me another perspective to review my ideas and solutions so I can find some shortages.
3) What was difficult or challenging about bodystorming?

bodystorming are still not real. Maybe there are some factors that we can ignore in motion. As a result, precise details may be unhelpful. On the other hand, we don’t have any experience of actions or events, so we tend to continue with our impressions or stereotypes.
4) Does bodystorming lend itself to certain types of problems?

I think the bodystorming actually has an impact on some issues. Because most of us are not good at performing or familiar with the real scene of what we’re going to do, these barriers may hinder us from exploring problems and ideas. Still, the bodystorming is a useful technique for finding more relevant questions and ideas for users.

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1.How did taking the position of an Extreme User influence your thinking in relation to the design challenge? Was it different to how you usually generate ideas and empathy?

When I am in the position of an extreme users, this is very useful, because it makes me think of some unusual scene, in the actual use of the product may be very important, if I don’t put yourself in that position, I would never think so. In general, this is similar to the way I think and relate to me, which is to think of myself as a user and think about what I would do if I were a user.

2.Did any of the other design thinking techniques (design provocation cards, stories, storyboards etc.) help you to work through ideas and collaborate with your group members?

Storyboards help teams integrate ideas and integrate them into a unique idea and “fill the logical gap between ideas.” Trying to aggregate the ideas of all team members into a single solution that adds quality to the contribution — all members have a certain interest in the idea and are willing to improve it.

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