EXPERIENCE PROTOTYPING

February 9, 2010

Recently the class was asked to read an article by Marion Buchenau and Jane Fulton Suri from IDEO California, about experience prototyping which covered the importance and exploration of this technique in the design process.

IDEO is using acting, stage representation or ‘informance’ short for informative performance, and ‘bodystorming’ for physically situated brainstorming. They claim it is an innovative, interesting and accurate (even cheap) approach to involve designers in greater depth in a project, assisting the design process by giving a practical understanding of design constraints and user experience. To better understand the issues of designing something for an airplane the designers set out to simulate the environment with actors, chairs and any office materials that could help set the tune. This would give designers the necessary feedback and insight for a more accurate problem-solving.

After analysing and simulating how to pilot a remotely operated vehicle (ROV) using two designers one acting as the ROV with a constrained view trying to find a stick-note and the second designer giving instructions to move and see. Hiring a former ROV pilot, he confessed most of the issues and experience in piloting a ROV were identified and addressed during the experiment; which used very little investment and time, proving a useful and powerful tool.

A third experiment worth describing was conducted to simulate patients affected by defibrillating shocks. The design team were given pagers that were randomly activated during the weekend. When the pager was on the designer would need to register the environment in which he was located, with whom and any other useful information. The scenarios built from the experience by the entire team, certainly added to the design process giving extra understanding of issues and insights to design issues.

Interesting to notice a few other companies named in the article that uses the technique and are extremely competitive when it comes to innovation in design: Apple Computer, Xerox Parc, and Interval Research, not to mention IDEO itself.

January 29, 2010

DECODE EXHIBITION

This week the class went off to the Decode exhibition at the V&A Museum. The exhibit has many interactive, digital and social networking pieces that attempt to capture our digital presence and use this recorded log to interact with others and ourselves again.

The design-artists used coding either especially programmed for the event, and copyrighted or open-source to create different interactive mediums accordingly with their criteria, inspiration and belief. Many technologies were used in the pieces: motion sensors to interact with the user, such as the entrance lights that changed behaviour when trigged, sound as the Solar when visually interpreting users by a microphone, projection as in the Troika piece, touch screen in the Radiohead House of Cards, video recording as in the Videorig and image tracking/recognition as in Weave Mirror.


All pieces were connected to the users somehow, making reference, registering and reacting to them in every step, sound or touch. Augmenting our perceptions and possibilities in our own space. Interesting to remember the mirror that recreated anything in front of it and registered new images from time to time.

The exhibition reminded me of Piere Levy who wrote Cyberculture; it seems that the cyberculture has finally merged into the culture of every ‘connected’ society; that every individual now belongs in the same way to virtual and real world. Some Philosophers even talk about the death of the real you and the life of the digital self.


DESIGN REAL

January 18, 2010

This week the class went for a visit in Hyde Park where the Serpentine gallery (http://serpentinegallery.org/) is currently showcasing for the first time a design focused exhibit, the Design Real exhibition (http://www.design-real.com/).

‘Real’ is being used to define the objects displayed as a physical design, manufactured in large scale with technical and mechanical specifications. Products easily categorized under industrial design.


Interesting to notice that the gallery is completing ten years of existence, and all the products within the exhibit were published on the market within the past 10 years. Even though quite a few are a result of many years of research, prototyping and technological advancements, such as the replacement heart by Abiomed.

The objects were displayed in four different rooms, with the central room filled with sandbags to sit and kindles from which you could further read any product. Televisions around the room would display facts about the products.

Each object is an example of good design, which accordingly to Konstantin Grcic the curator, is:  ‘good design admits to the deeper insight that beyond performing a purpose in a good way, the purpose itself has to be good. All 43 items in the exhibition fulfil this idea in their own way. The relevance a product has to our life lies not only in its use, but also in how far we identify with it. A good product becomes part of our culture.’.

An example of an iconic product is the humidifier, designed by the world wide famous Japanese designer, Naoto Fukasawa:

To name another outstanding design, is the revolutionary Robot, designed by Mario Selic, used by many companies such as Ferrari and Coca-Cola.

Unfortunately although there was a lot of information available to those contemplating the designs showcased, the central room was very uncomfortable and many of the discussions involving the products displayed were not brought up to the general public. Interesting reads would be about the Robot, the Heart and the Water Container. The first, discusses the importance and implications of a robotic society, from home and medical robot assistants to automated killing and nursing robots. The second, the ethical and innovative implications of replacing internal organs in human beings. The last, but not least, discussing design in a social perspective, with responsibilities and care.

It was a good start and certainly a very important move to discuss and view design from different angles, however I missed a bigger reflection on how we interact and how products change our lives and create new needs. Kind of a feeling when you leave an artistic exhibition in which even if you completely disagree or dislike the author’s artistic vision or interpretation of what he was exploring you still researched your mind, made new connections, reflected and made new conclusions. Hopefully, most of the public will be interested in design and see how important it is to society, instead of leaving the room without a clear understanding of what they just saw, going home with a dull mechanical idea of what design is.

Week 02 | Telling Tales

October 14, 2009

This week the class went to the V&A Museum to look at the Telling Tales exhibition (http://www.vam.ac.uk/microsites/telling-tales/exhibition.html). The exhibit was divided in three parts: The Forest Glade, The Enchanted Castle, and Heaven and Hell, all inspired in fairy tales with differences in the core theme, as the first is more naturalistic, the second discussing status quo and the third inspired in mortality and death.

In the first part of the exhibition two pieces particularly called my attention, the ‘Fig Leaf’ Wardrobe by Tord Boontje composed with Richard Sorger’s Garden of Eden dress. The pieces together had a strong impact, specially because as a designer the association between the birth of design, as a temptation symbolized by the carefully hanged dress, replacing the original apple in the religious story, became evident. The designart composition, as its being called, inspired many peers as it passed the message with simplicity, originality and visual excellency.

'Fig Leaf' wardrobe1.’Fig Leaf’ Wardrobe by Tord Boontje

The second part of the exhibit, The Enchanted Castle, was composed of several sophisticated products made of expensive materials. The ‘Smoked’ Mirror was the one that called my attention, as by its simplicity thought nobel appearence invited the viewer to make a reflection. Standing in front of the mirror, many ideas could cross your mind such as who would own similar products? And why? However the mirror went on further than the other designart products as it showed you and directly questioned you what was your part/attitude towards that reality/discussion of the Enchanted Castle.

'Smoke' mirror

2. ‘Smoke’ Mirror by Maarten Baas

The last part of the exhibition, Heaven and Hell, displayed many products addressing themes related to death. The ’La Divina Commedia’ chair and lamp translates Dante’s classic interpretation of purgatory and heaven into a more modern approach by redesigning the psychiatris couch.

'La Divina Commedia' chair and lamp

‘La Divina Commedia’ chair and lamp by Niels van Eijk and Miriam van der Lubbe

Two other impressive works are shown below, the first discusses life and death and the second reminds the viewers of great tragedies that happened in human history.


Do You Hear What I Hear?

‘Do You Hear What I Hear?’ by Kelly McCallum

'Buildings of Disaster'

‘Buildings of Disaster’ by Boym Partners

Week 01 | Unproduct

October 14, 2009

This week the class was instructed to read about the concept of unproduct, a new concept of design/design thinking addressing issues such as climate change. After reading Russel Davies’s (http://russelldavies.typepad.com/planning/unproduct/), Greenormal’s (John Grant) (http://greenormal.blogspot.com/) and Ben Terrett’s blogs (http://noisydecentgraphics.typepad.com/) I will try to contribute/discuss the main ideas in this post.

Design for sustainability involves delivering services instead of only products, encouraging companies by promoting government eco-policies, increasing public demand for eco-friendly solutions and designing a sustainable way of life in a capitalist/consume-driven world.

“Material reductions are made possible by recycling, by the use of renewable materials made from things that grow by miniaturization and by replacing goods by services. Energy reductions can be achieved by lightweight design of transport systems, by the optimized thermal management of buildings and by increased efficiency of energy measure of all is that of increasing product life […] people don’t discard possessions they love” [Ashby, M. and Johnson, K. Materials and Design: the art and science of material selection in product design, 2002]

Designers certainly are responsible for climate change, rises in energy consumption and excessive usage of certain materials when we design without thinking or taking full responsibility of the impact our design will have in the environment. However, design is a reflection of the society it is embedded, when consumers started demanding environmental-friendly products the market radically adapted delivering several solutions to be acquired by consumers. To name a few, cars powered with hybrid/totalflex/electric/hydrogen (Honda FCX Clarity) technology, biodegradable materials, recyclable materials, and energy-efficient lights.

Some governments even created especial credit funds / tax cuts for sustainable companies or environmentally concerned companies, i.e. Brazil. Petrobras has inaugurated buildings in Rio de Janeiro most of the heating of the building is made by reusing hot air created by sun light and the building also filters rain water to use in toilets flushes or cleaning purposes. Votorantim is growing fields of plants and trees in areas determined by the government.

To reinforce even further better design solutions the companies must be legally responsible for every packaging, material consumption and waste disposal. If we consider fast food industry for instance we clearly can notice how much packaging and rubbish is generated in a single meal. In almost every case the bills to collect all the garbage is directly sent to public agencies/governments, living all the profits to the private sector.  Japan has recently reviewed some environmental policies and some effort is being made to tackle this specific issue.

Empowering designers not only as CEOs would certainly change how to design, trying to achieve long lasting products and increase the range of services provided by the market today. I personally believe public transport ought to be encouraged and private means of transport should be overtaxed. As an example, in Recife/BR, less than 20% of the population drives a car, and to attend this sector of the society governments spend hundreds of millions of reais in highways, traffic lights, infrastructure to attend this “need”, while the vast majority (80%) of the population uses public means of transport that are considered expensive for the greater part of the working class and are usually delayed with an old bus fleet.

During and after the Great Depression (1929) products were built to last less in order to increase consume / companies income. Most of the products developed today are not meant to last more than seven years, cars included. How can you change the need for a product? Offering services. In Stockholm you are able to pay a month subscription for a car service, which is very different from having one just stuck in the garage or at the parking area at work. The user phones to the service provider and schedules his car timetable accordingly to his needs of private transportation. Honda is offering something similar in the US with its new FCX Clarity. The consumer can subscribe for this hydrogen/electric vehicle at the cost of USD$600 per month for three years with maintenance and insurance included. Considering a wide range of services not only for cars, but also for appliances prices would get low very rapidly.

Energy consumption is growing every year, and it doesn’t seem it will reach stability in the near future. BRIC is growing fast and it is demanding a lot of energy to grow more than 5% every year. Brazil, Russia, India and China have plans to distribute estate personal computers for every child in order to provide a better education. Nowadays in Brazil, it would be necessary to build a nuclear power station to deliver this energy and the country would still have to invest in other energy sources to keep its growth rate.

To tackle this problem I remember an interesting concept, there was one project developed by military forces that used mechanic force in regular activities to pump water from the ground in remote areas. In small villages it would be possible to convert regular park activities in playgrounds into pumping force. Another project developed this concept further and though about developing countries and its many citizens that still use bicycles as their mean of transport, travelling around 40-60 minutes every day. If every citizen had a personal rechargeable battery that could be plugged to a mechanical system that converted mechanical force into electricity it could be possible to power a single bulb, a small laptop, a cell phone for a small amount of hours. However, the social revolution, a simple although complex idea would make is unimaginable. If a poor child with a estate personal laptop could use it for a single hour after school it would make the difference between “digital illiteracy “ and a globalized education. If a farmer, after work, could make his cell phone work for 20 minutes he would be able to call and find out about prices (mobile phones are already being used by poor countryside families for this matter however they struggle with electricity).  If a housekeeper could travel home and be able to power his television for two hours without cost it would make a difference. Now if we start thinking about getting energy from other mechanical/thermal sources used daily like parks and gyms, maybe a healthy life style would contribute to producing energy.

Every house should be designed/modified to be self sufficient in energy, gathering energy from the sun and windmills. This way the citizens would also be responsible for generating energy and could contribute with supplying energy or at least slowing energy demands for a near future.

Governments must sign protocols as the Kyoto protocol, and force companies to respect Carbone credit policy.

IT components and gadgets are discarded even when perfectly working, to be replaced by the  newest version. The amount of materials and processing capacity thrown away in a developed mid-size city is enormous. A group of companies in Brazil are reutilizing the processing capacities of old computers to develop supercomputers for NGOs, public schools and IT training facilities. Mobiles phones are been converted into new gadgets and low cost videogames. These companies are just the beginning of a market that is being built from our waste, converting what is considered useless into intelligent products to be either sold again to general public or given to benefit a good cause.

Hopefully I could explore main ideas giving examples when possible.

PDE 2200

October 12, 2009

This blog is part of the Middlesex University module of PDE2200 Human Factors and Product Semantics. I will be reviewing/discussing week activities in this blog, hopefully it will be an enjoyable and constructive blog. Comments are most welcome.


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