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IDEA9106 Design Thinking

Design is a state of mind

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gdem9703

MIDEA Program (Student) IDEA9106 Design Thinking Semester 1.

Assessment 3 – Team 3, Connectibles – Concept Presentation and video

Hi all,

This is our presentation PDF for our Connectibles project.

gdem9703_agra2758_yoji2357_Assessment3_Presentation

Direct link to our video: https://vimeo.com/129452209

(You can also find this link, embedded in our presentation)

 

Thank you

Interrogating affordances – gdem9703 – week 7 / week 8

1.   I chose the SEGA Game Gear portable console. It looks like a game console and it plays like one. In other words, its design clearly suggests its purpose. Rounded corners, very responsive buttons and very ergonomic shape that resemble traditional gaming consoles controllers. The black plastic encasing the hardware alongside the colored LCD also tells users that it is an old system. Basically, it is a console to play at home without a TV. Some people in my group suggested to play it in a trip, but due to its intense consumption of battery (6 AA batteries that last about two hours), it is difficult to take this console far from any energy plug. On the top of that, the system is relatively big for a portable system which made it difficult to put in a pocket. However, I later found interesting to use it in hospitals or other places where people usually have to wait for a service. By the end, I decided to ignore its gaming visual and I start looking at it as a portable party device. Cartridge and batteries doors became places to keep cigarettes ashes or nuts. The LCD screen would be used to put glasses and drinks. Overall, it is interesting how a same design can be seen differently by specific publics, and how it helps to add new ways to use the same design.

 

2.   Basically, people who were not gamers did find other uses for my Game Gear faster than me. I believe they may associate that type of shape to other objects of their everyday life that have similar aspects but totally different purposes. Sharing my descriptions of the product with other students suggestions and opinions about the system, helped me to find ways to improve it or even to create alternative ways to use it, that had nothing to do with games at all. In sum, this experience is interesting because it reflects different opinions over the same object and allow you to understand your personal object through different perspectives.

 

SEGA GAME GEAR

BLOG 6: experience prototyping – Guilherme de Macedo Campos

  1. The first part, going outside the room while talking nonsense, helps you to get few keywords. My friend, for instance, talked about an experience on the morning with cows, milk, and toothpaste. At a first look, it simply did not make any sense, but interestingly he repeated the word toothpaste many times. Maybe he has some connection or even a problem with toothpastes, which makes this word a good start point to identify an issue. For the second task, my group simulated a flight experience. We just placed the seats around us as we were inside an airplane, and then we start to play as we were the crew. Overall, it is a more immersive and tangible way to live, simulate or identify the problem.

 

  1. We simulated a flight experience, where I was playing the role of a person trying to sleep while every type of problems, from annoying people talking to turbulence, were keeping me awake. So we refined our solutions through sketches that we later tried to simulate in our story.

 

  1. To create a convincing scenario. People acting has to be good and besides, it would be also good if you can build a scene that somehow resembles the place (airplane). It helps you to better visualize the context.

 

  1. Yes, it does. Problems with space such as the small space between chairs on the economic class and issues related to other passengers (people) behavior became clearer through this process. As you reconstruct the experience you start to remember things and then you become able to better understand the problem.

flight

 

Summary  questions poster

Blog 5 – Ideating – gdem9703

Blog 5 – Ideating – Guilherme de Macedo Campos

 1. Usually, I start my ideation process by placing, reviewing, and discussing key information before doing sketches and storyboards. I took a while to understand this methodology, because I normally use data to generate a new persona, and in this case we used specific words alongside different concepts from each member of our team to create a single character. Somehow I felt as if not always our concepts or ideas matched properly, however we had a good discussion which helped us to think in many different ways and come up with a totally original idea.

2. In particular, I found the storyboard technique a fantastic tool. I felt more comfortable and creative while manipulating a pen. It was if I could translate my thoughts to other people through the paper. Besides this, I noticed that if you create an engaging story with nice graphics, people usually understand and enjoy your ideas better than when you try to explain them. In the end, I used my drawing skills to illustrate and mix the different ideas each member of the group had.

 

Ideating

 

Blog 4 – Interpreting data – GDEM9703 – Guilherme de Macedo Campos

  1. Through this exercise, I could not only see key elements that illustrated user’s needs but I also got insights on their preferences, tastes and personality. By reading their answers and following their narrative, I understood why they were doing things, and somehow I felt as if I was really accessing information provided by humans instead of data generated by computers.
  1. The information clustering was useful to get an overview of people’s needs, motivations, and issues. In other words, it is an amazing tool to organize and visualize information. By writing down keywords on people’s needs, we could focus on what was really important for our users. I particularly found the clustering of information a powerful tool to find and connect similar needs people have, even if they had a different travel experience. Overall, thanks to this method it was possible to create ties that highlighted the most important and common needs people share in a travel experience.
  1. The technique itself is not difficult. The only problem we had was the time. We could only read the text once and probably we accidently ignored some key information. However, for my next time I would probably try to write less on my notes. Basically, I wrote a small text with too many details, which is good for summarizing findings but confusing for this exercise. For my next time, I would simplify this information by writing down a small phrase or even more keywords.

Blog 4

Blog 3 – Creating personas – GDEM9703 – Guilherme de Macedo Campos

Blog 3 – Creating personas – GDEM9703 – Guilherme de Macedo Campos

  1. Overall, I found amazing to create a persona as an alternative way to visualize data. Somehow I felt that it added an emotional tie to the research and development process. Also, during the interview the connection between different types of data, allowed me to get a good overview of the public, and to indirectly identify some characteristics of their behavior. However, we realize that creating a persona based on few people (4 students) is a hard task, because although we shared a similar opinion for some questions, we also had different ones. Based on the experiment we had this week, I believe we should have developed another persona, because our data could be divided into two different groups (or two different profiles). For instance, we had two Australian members and two international students, and half of us do not need to use public transport to go to the cinema.

 

  1. Unfortunately, we didn’t have enough time to actually draw a persona in class. We only started to discuss it while trying to visualize a person who may represent our data. However, when I got home I started to create some characters based on the information we found in class, and I believe it was good exercise to narrow or summarize such amount of data. If I had a chance to do it again, I would discuss more, and try to better organize the ideas, or at least to create questions that may facilitate the creation of a persona. Also, I would try to find real-life and cartoon people to represent information. It would be interesting to find someone who my team would like “work with” (a famous actor, cartoon character), making the environment funny and engaging.

Personas research

Blog 2 – Exploring materials – gdem9703

Guilherme de Macedo Campos – Week 2 (GDEM9703)

1) How did working through different materials help you to explore and express potential solutions to a design problem? I found some materials more appropriate to give a 3D perspective and somehow to illustrate the mechanics of some components of my chair. For instance, the cardboard paper allowed me to show in a small scale, how my chair would be, and how it would feat into space. Other materials such as the pipe cleaners and toothpicks were well used to illustrate how the chair mechanical or technical features would work. Also, I used the pipe cleaners to illustrate the springs of the chair while the toothpicks were used to show the sliding table would work. Overall the sum of all these different models, helped me to better introduce my idea to other people by providing perspectives that a conventional hand sketch could not do.

2) What kinds of information and inspiration did the different materials give you? Did you have a favourite material? As mentioned above, each material was used to illustrate specific components of my idea. Toothpicks were used to show basic supporting structures, pipe cleaners to show the springs, and the cardboard the chair shape. In particular, the one I most like is the drawing or sketch. I feel more comfortable to work with a pencil in part because I can quickly create a short story or graphics that can also give a good idea about the project.

3) What did you change along the way? What did you learn from your prototypes? I changed the top side (head support) of my chair. After creating the prototypes I realized that maybe the original shape would not have an adequate balance point, so I would have to increase the weight of the central part of my chair in order to solve this problem. The prototypes showed me that sometimes we need alternative ways of representing our concept in order to help users to better visualize our ideas. Furthermore, prototypes can identify possible issues, limitations or weaknesses of your project.

4) How well did you address your user needs in the various design models you created? Basically, I used these models to show how each part (springs and supporting structures) would offer a more comfortable experience. The chair would be convenient, easy to keep anywhere, soft to rest and perfect to help muscles recover after long marathons exercises. Through combining all prototypes with the sketch I could show how the gas system could be used to make an artificial massage to relax and recover Lisa’s body. My chair was designed as a “recovering station” for athletes, and each individual model did illustrate how Lisa’s demands for comfort and health could be satisfied. The cardboard model for instance, showed how the “S” shape of my chair could properly offer a most adequate position for resting, reducing chances of possible muscle aches. Lastly, the pipe cleaners (springs) illustrated how soft the chair could also be.

Week 2 - sketch book

Blog 1 – Gift Wrapping – gdem9703

Guilherme de Macedo Campos

  1.  How did engaging with a real person, testing with a real person, change the direction your prototype took? It helped me to deep understand my client’s needs through a more human approach. In other words, I found out that his problem was something cultural and emotional that traditional quantitative approaches could not identify clearly. In the end, I designed my prototype to find out what gifts to buy without asking to a person what he/ or she would like to receive. As a result he would be able to surprise a person while giving something that this person really wants. Overall, before using this design process my project was oriented towards mostly my personal feeling, and after working with a partner through this design process I noticed that the meaning of giving a gift could be greater than I thought before or even from what general opinion might say.
  2.  What was it like showing unfinished work to another person?Particularly, I did not like it, because sometimes the person may not understand your proposal because it is not as clear as it would be if it was finished. However, this time I had a good experience because I could get some feedback that later helped me to improve the final proposal.
  3.  As a User, how did you interact with your partner’s level of lowly-resolved prototype; how did the level of resolution impact your experience as a user? Before looking at his sketches, I first felt confused because his idea was clear in his mind but it was not tangible for me. However, as he showed and explained me his concept I could then imagine myself interacting with his solution, which I think could at some extent solve my problem. The interesting thing about interacting with a lowly-resolved prototype is that we can get an overview of the project that allow us to imagine how it would actually work in real life, even if it is not a tangible content.
  4.  Design thinking is an iterative, self-directed process. Based on what you learned, what would you go back and do next? What would you do over again? First, I would start by creating a detailed briefing and listing some quantitative information such as “when was the last time you gave a gift”. Later, I would ask “why” more times. I would dig deep into his insights, trying to ask questions that could better reveal cultural and emotional ties that could affect a person behavior. Overall, I would do the same we did in class on week 1 but I would ask “why” more times. It is vital to first define the problem before going ahead with ideas to develop a project, and that is why I would spend more time and resources improving my research process (interview).
  5.  What principle, what tool would you infuse into the work tomorrow? I would use a Co-design approach, because my project is based on social-media interaction (Facebook), which requires contribution and cooperation. It is important to listen to users and let them participate and contribute to build and improve the app. Lastly, I would use the personas tool to develop my project because it allows designers to visualize the public in a more emotional way, treating people as individuals instead of numbers.

Gift wrapping - proposal

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