Below are just rough notes I took in this class. It is not organized in any certain way. It contains key points on
Universal Methods 07 Bodystorming
How many actors should you use when bodystorming? Does including too many people in a bodystorm make the simulation too complicated? How would you represent a crowd of people in a bodystorm and can you even?
Bodystorming is a way for people to gain new insights on new service or product concepts by using their bodies as well as props to put the item in motion. This helps a larger audience understand how the concept work and allows them to engage in a way that is more interactive that will open up to discussion. Because this is clearer than a diagram or storytelling, bodystorming makes it easier to understand the situation being portrayed.
Universal Methods 71 Role-playing
If role playing is criticized for not being realistic enough and can lead to heightened emotions, then why even do it in the first place? Does roleplaying lead to stereotyping characters since it is just a generalization of a situation?
Role playing is typically a pretty easy task to accomplish as it really just entails having designers act out a real life situation. It can be difficult to document so there is usually someone on the outside of the scene recording the session. It is helpful for when design researchers aren’t available to directly observe a situation. It is probably not going to always be entirely accurate, but it helps provide at least a feel for how a situation might play out.
Universal Methods 77 Simulation Exercises
What are the drawbacks of simulations and can they ever be dangerous? How much money and time should designers allocate to simulating a product? Are there a set of core questions designers should be asking when using a simulation?
Simulations allow designers to get extremely close to the product or service they are researching by immersing them into the experience. This allows them to get closer to approximating and making judgments about whatever is being tested. They try to replicate how the end user might actually sense things when using the product. In my opinion, I think this form of testing will bring designers closest to understanding their users out of all three methods because they are actually mocking up how another person might experience the world. It is always difficult to put ourselves into someone else’s shoes and view things from a different perspective.
Everyday Homeopathy in Practice-Changing Design Research
Is there a possibility that we will ever hit a plateau on new designed ideas and won’t be able to make progress anymore because there is nothing new to be innovated? Can we pinpoint an area in which the best designed objects come from or is this impossible due to differing opinions?
Design primarily focuses on material items. It looks towards improving the way we consume things in our everyday practices. Designers must be able to understand and fix the scale of objects particularly at a mid level between an object being miniature and large. Designed objects aren’t that obscure that we rarely find them, they are usually items we use in our day to day lives such as a car, hairdryer, or pencil sharpener. We are constantly surrounded by design objects and can never really escape them since even the simplest items are designed. Designers focus a lot on use of a product because as much as aesthetics might come into play with how an object is designed, it is important to continuously be concerned with how a user might experienced the designed object and how it might effect their lives. Designed objects can often be changed and reiterated, most designed objects now a das are typically redesigns of objects looking to address issues that come from an original or a prior iteration of a design. The way objects use is understood relates to the Social Practice theory that states that the essence of things lies in their existence.
Martin, Bella, and Bruce M. Hanington. Universal methods of design: 100 ways to research complex problems, develop innovative ideas, and design effective solutions. Beverly, MA: Rockport Publishers, 2012.
Tonkinwise, Cameron. “Everyday Homeopathy in Practice-Changing Design Research.” Design as Research. doi:10.1515/9783035607383-012.