About design (and disruptive technologies)

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Slides from the class given in the Aalto Societal Innovation Studies on August 6th 2012.

Transcript of About design (and disruptive technologies)

About design (and disruptive technologies)

Teemu LeinonenMedia Lab Helsinki, Department of MediaSchool of Arts, Design and Architecture

Aalto University

Teemu Leinonen

Associate Professor,New Media Design and Learning

Designer: web / mobile / digital culture / learning

> education theory> new media > design> design methods

Photo by Cary Bass / Wikimedia Commons

About design (and disruptive technologies)

Teemu LeinonenMedia Lab Helsinki, Department of MediaSchool of Arts, Design and Architecture

Aalto University

About design (and disruptive technologies)

designer (in art and design trad.) . . . focuses on experiences, . . . the future experiences,

. . . to design them.

design researcher / student: . . . do stuff,

. . . be experimental, . . . be avant-garde.

1. About technology (and media)

2. About design (as research)

Two things

1. About technology (and media)

2. About design (as research)

Two things

What are disruptive technologies

Examples

You and disruptive technologies ?

Me and New Media

1991

1991

katele$ spss

katele$ mail psraah@uta.fiSubject: This is an email Hi Rami. This is an email. You can send these with a command “mail username@uta.fi”I think you can reply with command “R”. - Teemu.

katele$ irc

katele$ news

katele$ talk psraah

1991

Experimental art

Productivity tool

Domestication

Art

D e

v e

l o p

m e

n t

How do we experience new technologies?T i m

e

Useless toy

Experimental art

Productivity tool

Domestication

Art

D e

v e

l o p

m e

n t

How do we experience new technologies?T i m

e

Useless toy

Examples of . . .

Domestication ?

Facebook

What after Facebook?

“Digital stuff” becomes part of ”reality”.

“Reality” becomes part of “digital stuff”.

Experimental art

Productivity tool

Domestication

Art

D e

v e

l o p

m e

n t

How do we experience new technologies?T i m

e

Useless toy

Experimental art

Example of . . .

?

http://mlab.taik.fi/~kkallio/mr-pong/mr-pong-360.mov

Experimental art

Productivity tool

Domestication

Art

D e

v e

l o p

m e

n t

How do we experience new technologies?T i m

e

Useless toy

Example of . . .

?Useless toy

http://youtu.be/MzDBOQD-woc

Experimental art

Productivity tool

Domestication

Art

D e

v e

l o p

m e

n t

How do we experience new technologies?T i m

e

Useless toy

Example of . . .

?Productivity tool

Technologies do not evolve— they are developed.

Thus technologies should be rather designed than developed (I’ll come back

to this later).

Technologies do no define how our life will be but certain technologies provide

environment where certain culture is more likely to happen than some other.

1. About technology (and media)

2. About design (as research)

Two things

1. About technology (and media)

2. About design (as research)

Two things

Why are the keys on a computer keyboard in

the order they are in

Why QWERTY?

Photo by: Wikimedia Commons user ndamato

Designis

activity in the crossing point of

science, art, technology and craft

in a socio-cultural historical context.

Kayttaja-, asiakas ja ihmislahtoiset menetelmat.

. . . pyrkimys luoda tuotteita tai palveluita jotka vastaavat

ihmisten todellisiin tarpeisiin.

Research-based design process

(Leinonen 2008, 2010)

Different methods: parallel and overlapping

(Keune, Leinonen, Purma, Toikkanen 2012)

Kayttaja-, asiakas ja ihmislahtoiset menetelmat.

. . . pyrkimys luoda tuotteita tai palveluita jotka vastaavat

ihmisten todellisiin tarpeisiin.

(Leinonen 2008, 2010)

Research-based design process

Contextual inquiry

(Leinonen 2008, 2010)

Contextual inquiry 1/2

The objective is to explore

the point of views of the people in the socio-cultural historical

context in focus,

general trends and scenarios related to the socio-cultural historical context,

challenges in the socio-cultural historical context.

Observing, participating and documenting: research diary, photos, videos (compare to cultural anthropological fieldwork).

Examples of activities:

Analyzing service path and service points from customers point of view.

Mapping customer experience: participatory observation, shadowing, interviewing etc.

Analyzing communication situations and media used: letters, phone calls, face to face, web/Internet etc.

Contextual inquiry 2/2

Participatory Design

(Leinonen 2008, 2010)

The objective is to:

solve the preliminary challenges recognized in the contextual inquiry.

Examples of activities:

workshops with people.

discussions on scenarios, sketching, building models of a product or / and a service.

creating concrete product and service ideas.

papers, pens, props, games, prototypes.

Participatory Design

(Leinonen 2008, 2010)

Product (or service) design

Product (or service) design

State for analyzing and summarizing the materials from the earlier states.

Expert work with focus on decisions and preparing presentation.

Creation of the description and visualization of a new product or service.

Examples of results: specification of a new customer path, new communication practices, new tool, new media, new signs, new spatial solutions, new practices and communication of them, etc.

Building prototypes as hypothesis

(Leinonen 2008, 2010)

http://vimeo.com/46812964

Kiitos ?