1.How did thinking in terms of shots and scenes influence your approach to communicating your design concept?
Thinking of shots and scenes is part of the video directing, it’s a similar process to designing because it’s also about expression and creativity. Shots and sense are not only real performance of our scenarios, but also closely related to our user issues and design focus.
2. What motivated your choice of storyline structure? Can you think of an exemplar from a film that uses the same structure?
Our storyline structure need to includes who, where, when, what ,how and why, but the clue is why, that is, the problem and benefit of our product. Many films used this structure that they give a reason of a person’s doing something. For example a poor person accidentally win a lot of money and his life totally changed
3.What choices did you make about audience and style? Were they related?
We plan to take shots of some everyday scenes to make the situations looks real. And we need to always give close-ups to our product.
Choose one of the objects you selected and describe how your initial understanding of its affordances changed over the course of the exercise?
The object I selected was a highlighter pen from my pen bag.
I used the kitchen wraps and aluminium foil to change its colour and texture. And I removed the cap of the highlighter, and attached a piece of paper onto it.
My initial understanding was that it is a stick that can be hold in my hands. But now the pen has the similar affordance of a spoon. Before the pen was kind of flat but now I can roll it on a desk.
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.
The highlighter, like other pens, are consist of the main part and it’s cap. But at the same time it’s thicker, much more thicker than a normal pencil. Because it’s in the shape of a 10 cm long stick, we can hold it in one of our hands. And we can also use fingers of both hands to catch the two sides thus unplug the cap. Moreover, we can use other part of our bodies to clip it, in our arms, or between legs. We can even hold it in our tooth or put it on our ears.
Affordance is about how human body can interact with physical objects. Seeing the affordance is part of our intuitions, however todays products are creating mental models in our minds so sometimes we couldn’t see other affordances of an object. As designers we should explore the products affordance as much as we can. And we should lead the users to see the affordance related with the feature of the object, through the shape, texture, or color…
How did physically acting out help to explore ideas?
One obvious point that I noticed through physically acting out is that there are always unthought issues appear. We normally use brainstorming to explore ideas just in minds. However, once we physically act out the situation, the results of brainstorming are not enough. Another thing is that designers are able to experience the current situation of users by physically acting out, which is also an useful method to understand expectations and build empathy with potential users.
Did you refine your ideas and solutions to the problem through bodystorming? In what way?
Yes, we did.
Our group deal with the sleeping problem in airplane. We tried to simulate a real situation in economic class and two of us acted as passengers siting on their seats and one play the role of airline stewardess.
We pretended to be sit in a real airplane, this made us think the real needs of us. Bodystorming would definitely helps us to remind the requirement. And during bodystorming other group members could also to observe their behaviours. By looking up and leaning back, we found neck pillow and eye blinder could be important.
What was difficult or challenging about bodystorming?
Sometimes bodystorming couldn’t give us the real feeling of a scene, which means we have to rely on our imagination. And the results of bodystorming mainly based on the players and the observers. If they take it as serious then we might get a better results.
Does bodystorming lend itself to certain types of problems?
It is not suitable for all types of problems.
Bodystorming may work well in some situations which could be simulated, especially for role playing, so that others could observe and problems and provide the suggestion or solution. However, sometimes there are situations no way to simulate.