Creative Design Lab (HCI206)
Irene Mavrommati
During this course, students will practice on ideation (hands on during the lab) with several creative techniques. Students are expected to get accustomed to creative design methods that can be used in the first parts of a design process, as well as to learn about communication design and semantics. At the end they are expected to know design techniques to choose from and how to participate and organize a design ideation workshop.
6 ECTS
Course book:
Kumar, V. (2012). 101 design methods: A structured approach for driving innovation in your organization. John Wiley & Sons.
ΛιγότεραDuring this course, students will practice on ideation (hands on during the lab) with several creative techniques. Students are expected to get accustomed to creative design methods that can be used in the first parts of a design process, as well as to learn about communication design and semantics. At the end they are expected to know design techniques to choose from and how to participate and organize a design ideation workshop.
6 ECTS
Course book:
Kumar, V. (2012). 101 design methods: A structured approach for driving innovation in your organization. John Wiley & Sons.
During this course, students will practice on ideation (hands on during the lab) with several creative techniques. Students are expected to get accustomed to creative design methods that can be used in the first parts of a design process, as well as to learn about communication design and semantics. At the end they are expected to know design techniques to choose from and how to participate and organize a design ideation workshop.
6 ECTS
Course book:
Kumar, V. (2012). 101 design methods: A structured approach for driving innovation in your organization. John Wiley & Sons.
Feb. 22 introduction day to HCI course
Rationale for creative thinking is discussed, in the light of developments of the 4th industrial revolution.
Design is seen as an iterative process, not as methodology. It includes design techniques (or methods) but not organised in a strict way, rather loosely used per stage of the design process.
Design is at the core of human activity; it defines what humans are.
The effort to classify design activity as being (or not) a scientific activity is irrelevant, as that question is invalid (Gedenryd, 1998).
Alexander, JC Jones 1960?s efforts to systematize design methods (treating design activity as scientific activity) later rejected effort tw systematic design methodology
Lawson (1980)
Design is a prescriptive activity Answering ?what it could be? or ?what it could be??
Designers try to define the future by forming an informed understanding of the present.
No optimal design solutions. No absolute method.
Schon (1983)
During the design process the designer iteratively reflects on the problem, provides elements of solutions, evaluated them, in iterative cycles of reconsideration and action based on the previous step.
Design activity is a problem solving activity, investigating and identifying aspects of the problem space.
designers should not design with fixed goals [(Simon, 1969), because design activity is a means to identify further design goals ? even goals that may be inconsistent with the original goals of the design activity.
Each situation that design generates is a starting point for a new design activity, and with this process one gradually identifies different aspects of the problem space. (iterative process).
Design is systematic in its process
Not in the way it applies its methods
techniques that are analytical , others intuitive
no overall methodology,
3 broad iterative interascociated process phases:
thinking, designing, realizing
Design thinking is a process for practical, creative resolution of problems or issues looks for an improved future result.
combines empathy, creativity and rationality to meet user needs and drive business success.
Unlike analytical thinking, design thinking is a creative process based around the "building up" of ideas.
There are no judgments early on in design thinking. no fear of failure -maximum input and participation in the ideation and prototyping/sketching encouraged.
Design Methods focus on:
Understanding the user and the context of use
Exploring possibilities and constraints by focusing critical thinking skills to research and
define problem spaces for existing products or services?or the creation of new categories; (Brainstorming)
Redefining the specifications of solutions which can lead to better guidelines for traditional design activities
Managing the process of exploring, defining, creating artifacts continually over time
Prototyping possible solution scenarios that incrementally or significantly improve the inherited situation
Trendspotting; understanding the trend process.
BROAD PROCESS vs METHODOLOGY
There is no single way to practice design methods.
inherent flexibility is in the design approach; it is a combined product of the right use of techniques and methods as much as of intuition and skill. (T. Winograd), (Cross, 2008).
"Methodology should not be a fixed track to a fixed destination, but a conversation about everything that could be made to happen. The language of the conversation must bridge the logical gap between past and future, but in doing so it should not limit the variety of possible futures that are discussed nor should it force the choice of a future that is unfree."(Jones 1991)
Semantic interpretation of images was outlined. Examples from photography, art, advertising, social media and photographic reportage were discussed. Group practised in identifying the visual elements that act as visual signs, then inferring their interpretation (what they signify) was attempted, and subsequently we hilighted taking into consideration the context, the indidual interpretations, cultural understanding, collective or contextual understanding, and importance of text in the interpretation of an image.
A better understanding on deriving meaning and semantic language, is achieved by group brainstorming on photographic examples and follow up discussion.
In Semiotics a second level of meaning is derrived (a "connotative"). These meanings are not objective representations of the thing depicted, but new usages produced by community, often following examples from language (i.e. metaphor, excaggeration, etc). Connotation arises from the relationship between a signifier and what it is signified.
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elements of form and their interrelationships
>--------------------------cause--------------------->
Relationships in the level of content and meaning
Every element in an image is transformed into a sign,
that signifies meaning
Every image tells a story
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Communication System
Communication model
Transmitter –> message -> receiver
application in the articulation of visual message
[ coding …… decoding ]
A simple sentence is transformed
Sentence AABB--->
message (encoding)
(rhetoric is applied)--->
decoding --->
Sentence (ABBA-ish)
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language and image
In language
Metaphor
(i married a bear)
Repetition,
exaggeration, etc
In Image
Transformation,
replacement, repetition, increase in size, , etc
Semantics
Relationship of signs with what they represent
Syntax (syntactics):
Structure, and the relations between the signs
Interassociations of elements , signs, signifiers, meaning: semantic system
semiotics - Analyse the obvious meaning of text or image in media,
Then identify secondary associations of meanings that are not obvious at first glance, within the system of signs
Actions in images: addition, replacement, omission of visual elements,
In the level of image (signified)
Cause relationships in the level of meaning
System: Elements and text are seen together to read the picture
The reading is based in Context, personal and cultural background
Watch out for
- Time, place, action, actors
- Mood, information
- Visual rythm
- Light, colour, contrast
- Framing, composition
- Depth of field
- Gaze
- Location of the viewer,
- structure, arrangement of elemets into grid, lines, axis
Scenario Based Design (SBD) is a method that is underlying design ideation, and is the basis of many other techniques (that are often stemming from cinematography or creative writing). Techniques such as text scenaria based on personas, text descriptions, visual storyboards, video prototypes, card based ideation, etc, all step on scenaria descritprion.
Refer to the documents on Carroll's Senario Based Design (paper).
Also read the related sections in Kumars 101 Design methods , section EXPLORE CONCEPTS, paying attention to Persona Definition, Concept Scetch, Concept Scenarios,
and then Kumar's section: FRAME SOLUTIONS: Foresight scenario, Solution storyboard, Solution enactment.
Critical Design uses speculative design proposals to challenge narrow assumptions, preconceptions and givens about the role products play in everyday life. It is more of an attitude than anything else, a position rather than a method. Design as critique has existed before under several guises. Critical Design adopts a highly critical approach of prevailing social values and design ideologies, (it is based on Italian Radical Design of the 1970s), and builds on this attitude and extends it into today's world or projecting it to a future world, that is sometimes dystopic.
In industry, Critical Design is brought in as a useful perspective in creative design workshops, usually in the very first ideation phase steps, wants to form open and often provocative questions in order to establish an out of the box understanding of the problem space, from a heretic or distopical perspective. As an approach it can be considered as avant guard, and its not as straihtforward nor easy to comprehend, nevertheless it is a worthy perspective for students that want to explore the full spectrum of design thinking.
Please refer in the LINKS section, to the Critical Design Links and lectures, with description and project examples that will help you grasp this perspective.
Read also the 2 conference papers on a) Speculative and Critical design, and b) Critical Design as critique to the Status Quo, in Documents section.
Practicing in groups (brainstorming then snowballing), on creating scenaria, concept scetches, concept storybords, solution storybords, concept sorting, process organistation.
Pay special attention, in the book 101 Design methods: Methods: 5.13, 5.14, 5.15, 5, 16, 6.7, 6.8
Gamification techniques are often used for ideation. Their benefits is that they offer a guided process, and help people relax, communicate, and have a common reference, and come up with ideas in a playfull but structured way. such methods that use gamification for ideation often use thematic card toolkits. Various card based methods are specially designed, and reported in the links related section: IoT tiles cards, IDEO user centered design toolkit, PLEX ideation cards method, MethodKit card sets, Triggers cards, bord of innovation, are to mention but some toolkits that have been more widely produced and used.
Refer to the section 5.9 of Kumar's book (Ideation game), to the Ideation games and game card techniques links section, as well as to the two related research articles: PLEX cards and Toolkits cards and games.
IDEATION GAMES
Ideation games and game card techniques |
MethodKit has developed various card sets. https://methodkit.com/research-method-cards/ Each card presents an approach that helps you think about the topic from a new angle. Icon, headline and description; strong visual language, bright colors. They are deliberately simple, to not distract you from what’s really important – your ideas. Most kits contain around 60 cards which when used together, form a holistic visual overview of the topic at hand. The Methodkits are to map different types of projects and come up with new ideas. Example sets inclide wedding planning, architectural cards, personal development, and many other sets, i.e. https://methodkit.com/shop/methodkit-with-personas/ methodkit with personas https://methodkit.com/shop/methodkit-with-human-needs/ Methodkit with human needs |
https://www.trytriggers.com/shop/ideation-cards-for-design-thinkers The deck for service designers and design thinkers. Use it to create new products/services ideas and innovation that put users in the centre. |
IDEO Method Cards are a tool to showcase methods we use to inspire great design and keep people at the center of our design process. Each of the 51 cards describes one method and includes a brief story about how and when to use it. The deck is used to gain a new perspective, inspire a team, turn a corner, or try a new approach. It is reated as IDEO's response to requests from clients, colleagues, students, and teachers; IDEO Method Cards are intended as inspiration for practicing and aspiring designers, as well as those seeking a creative spark in their work. https://www.ideo.com/post/design-kit |
Board of innovation , brainstorm cards A corporate ideation game with brainstorm cards, with 52 triggers to generate new business ideas. https://www.boardofinnovation.com/tools/brainstorm-cards/ |
Wild Cards: A Tool for Ideation and Brainstorming A blog article on school projects ideation, by anne situ |
Tiles Internet of Things toolkit (IoT tiles cards) Product development for the Internet of Things (IoT) is often pushed by advances in technology rather than human needs. We want to keep human drives at the center of IoT development by involving end-users into creative ideation and prototyping of novel products. The Tiles project develops a methodology and a set of tools to accelerate collaborative learning, ideation and prototyping for the IoT. |
PLEX Cards · Playful Experiences Cards Playfulness can be observed in all areas of human activity. It is an attitude of making activities more enjoyable. Designing for playfulness involves creating objects that elicit a playful approach and provide enjoyable experiences. These are the 22 PLEX Cards, plus its two related idea generation techniques: PLEX Brainstorming and PLEX Scenario. The cards were created to communicate the 22 categories of the Playful Experiences (PLEX) framework to designers, researchers and other stakeholders who wish to design for playfulness. |
Enacting methods are the ideation methods using techniques derriving from theatrical play. Such methods include Role Play ideation, behavoural prototypes (sectoins 5.8 and 5.11 in Kumar's book), and also early prototyping methods, such as video prototyping, (M. Beaudouin Lafon and W. Mackay: Prototyping Tools and Techniques). Students were encouraged to try these out at home, and develop their scenaria further.
Students are expected to study 5.8 and 5.11, as well as the Beaudouin-Lafon & Mackay article.