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Proposal of design for a social lamp

The last teamwork project this semester was a critical design. Our task was to create a design proposal for a critical artifact which enquires people about their experience of indoor climate environments. We were working in teams of three people.

As indoor climate has various aspects, we had a discussion about it using a-frame cards for inspiration. On one side there was picture and sentence describing a situation (from field studies). Inside there was broader explanation of situation including an involved person. On back there were our notes, that we would like to discuss.

Project was divided in three phases (three weeks total).

1. Getting inspiration – field studies

In the beginning and later in project we felt like we don’t know what we are going to built. It was like fumbling in the dark, experimenting and going forward step by step. I learned that is important to plan an meeting, so you both could feel more comfortable. Besides what we missed is explaining to people we meet, what we are going to do and that we are more interested of observing them when doing something, not only having an interview. However, in this moment we didn’t know quite clearly what we are going to do, though. Critical design was something new for us :)

Kitchen of university’s canteen

We grabbed a video camera and went downstairs to a kitchen of canteen. We didn’t warn them that we will arrive, however we were lucky enough to have an opportunity to observe how they are working in their most busy time of day. To be honest, we were allowed to do that only with a second time, so field studies in this case were a balance between politeness and perseverance. But they were really friendly and told a little bit what kind of food they are making.

Even though we didn’t have much talking with people in kitchen we gained good impression of the indoor climate there. It was a narrow space, hot with high humidity. It seemed like they didn’t have a time for making all the environment cosy, because there were improvised bookshelf, which didn’t support find a book coveniently. They used quite many workarounds in environment (spoon to keep doors opened).

Following a student in canteen

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Getting inspiration from environment

Then we followed a student from the moment of picking up food to choosing a table to sit. After that we had short interview of how he feels like in canteen and what would it like to change.

He said that uncontrolled noise of the people sometimes is disturbing and music, green plants there and beautiful view outside seen through windows is something that keeps the atmosphere relaxed.

As it appeared later, we were mostly inspired by this case as we built a lamp that reflects an atmosphere around table.

Visiting local art school

We made an appointment before about visiting it and observing environment. They were nice people and made a trip through all the building telling about their environment.

We found out that interiour of the rooms really affects popularity of it. Too many colors (paintings) on the walls could make someone anxious, but much of white color can make a nice balance between relaxing and exciting environment. There were many interestingly styled rooms used for exhibitions. But after each exhibition they paint it back to white having a fresh start for the next one.

Literature and examples of critical design

For better understanding of critical design we had an assignment for reading a one scientific paper each about particular experiment. Then we made posters and presented to each other. For me personally that have a lot of understanding by examples.

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Social Bubbles - critical design artifact

2. Provoking discussions – critical artefact

In the beginning of a week we had a guest lecturer for a workshop on critical artifact methodology. He showed examples of his own experience and directed us on making our artifacts in groups. The most important in this case was to find assumptions (related to findings from field studies) and thinking of the ways how can we challange these.

From discussions an idea about social climate in socially rich environment (canteen) appeared. We wanted to question value of private space and indicating a state of private space to other people. Two of our three teams as appeared later had works related to social climate, which shows that concept of indoor climate could be broad as well.

After that we built a mock-up of canteen and the bubbles around each table. We imagined that these bubbles could isolate people from outside, and people could decorate their private bubbles as they wish (music, light, color, transparency) in that way either inviting people to join in their private space or not.

This mock-up later supported us to explain our idea, and to help other people feel themselves in this situation in that way provoking them to think what would they do in this situation.

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Social Lamp - critical design proposal

3. Design proposal

After presenting our mock-up and idea, we got a lot of feedback to transform it to a design proposal. People liked an idea about indicating their mood and overall social atmosphere around their private space. They also wanted something more realistic, because bubbles seems like too much into a future.

In the beginning we made a little human-like toy which reflects social climate around a table with its facial expressions. But then with a help of tutors we gave up the idea of human like creatures and started thinking of something more abstract. Because human-like creatures make people expect human-like behaviour. Besides emotions are very complex and facial expressions would limit indication.

Idea of social lamp

Then we came up with an idea of a lamp which reflects social climate with a light (intensity, color, brightness) reacting on voice and touch. This would give more richeness for expressing the mood and the abstract form could make it more interesting giving the people enough interest to play with it.

It is meant to provoke discussions about social climate indoors. Let people talk, imagine, argue … share their ideas and opinions.

Reacting on touch

waterSocial Lamp reacts on touch

The brightness of a light would change depended on voice, that would grab attention of people, making them touch it. When touched, a water ripples could appear right from fingertips.

When ovals being moved, a color of lamp would change in that way allowing people to choose a color that best describes social climate into their private space.

Reflections of project

After a project I had some reflections that could be better. I learned a lot, to be patient in team-work, to be more critical sometimes. I learned to work with a wood while making this provotype. I learned that I should practice more when presenting, and to get idea through, I should have a stronger opinion.

List of important points I would improve next time:

  • It is easy in falling in trap of adjusting the idea to the design rather than extracting design from the idea.
  • In teamwork sometimes it is hard to get concensus, takes a lot of the time for getting common view.
  • Critical design requires a change of mindset – instead of thinking about usable, ready, intuitive product we should think about product that is open to interpretation, provokes discussions and is not very useful always.
  • When there lack of ideas in the team (no ideas, no discussions) it is useful to invite somebody from outside to listen to us, make an opinion and suggestions.
  • Tangible mock-ups help to discuss and generate new ideas. It helps to present idea as well, so that everybody understands it.
  • Next time there is need to find consensus faster so time for user testing is more.
  • Presentation should be practiced before, ideally if one person presents the idea and other persons make additions and helps to answer questions.

If you want to see more pictures of a project, check out my personal Flickr account or our common account.

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Testing Business Models and our findings

In this course we wanted to discover how can one integrate business thinking in a user-driven innovation process?

We were introduced with local company, who has made innovative daylight solution.  We ITPD students were merged with students from Innovation & Business studies. Our main task was to determine the market (Schools, Hotels, Hospitals etc.) where company should expect the largest ROI.

Project was organized in matrix type, so each of us were in both functional and project teams. I was in User Research and in the same time OEM teams. In UR team I was able to discuss and share methods for researching users. In OEM team I was able to discuss which companies to visit, what kind of information to get, which was expected to result in tangible business model which should provoke discussions between all stakeholders.

User Research Methods

In the beginning of the project the excitement was so high that I was willing to test all (known to me) UR methods.

Research tools [Elements of UX, p.51]:

  • surveys
  • interviews
  • focus groups
  • user tests
  • field studies

Video tools

  • usability testing
  • scenario design
  • ethnographic field studies

However, due to a lack of time and short meeting sessions between team members (we and I&B students had different time schedules) we spent most of the energy getting to consensus and deciding how a work should be done. This resulted in some overlays of our work. That should be kept in mind for the next projects, that clear, agreed roles and a strategy in the beginning is important :)

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Tangible Business Model

And one more thing that I would do next time after we have consensus – making more research on company’s solution, so there would not be a need to ask simple questions for company about them in the middle of project.

So in the end we ended up with some interviews, daylight solution research and business model testing in the end. Some teams used Personas and Scenarious to present their ideas and users.

Our business model had a matrix structure as well and it showed how effective going into a specific market (Architects, Offices, Wellness centers etc.) would be if parameters of Customization, Visual Perception, Cost etc. would be changed.

You can get insight of our project in my Flickr “Business of Design” set. Or our course’s Flickr set.

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P1070979We had a project where we had to develop a real, well looking board game. In three weeks! Before that, the task would look almost impossible to me, as I was software guy rarely dealing with physical design objects.

Were were four people in team, and I was the only one European (we actually did this project in Umeo university as the guests). I worked with three talanted girls from Canada, Brazil and China.

So here is the basic indegrents that experienced during our project.

  1. Choosing a dilemma as an inspiration,
  2. Setting a team,
  3. Brainstorming on the idea of the game,
  4. Developing a concept
  5. Testing on users
  6. Reiterating to 4th point and making improvements
  7. Finishing product by making user instructions

1. Choosing a dilemma as an inspiration

We made interviews with local companies, searching for dilemmas they have to deal with in everyday life. In our case we chose the multitasking dilemma, where employees have to deal with tasks they were not hired for. How to deal with own tasks while in the same time helping a team?

A game should be interesting enough to engage players for a longer time, it should provoke people for discussions as well.

2. Setting a team

We set a team based on the similarity of our dilemma (we had three seperate dilemmas for all members). However, this reason for setting up a team is not enough. As it turned out (not only in this project), it is much easier to work if all team members know each other’s background, skills and wishes. Based on that it is possible to divide the roles and not overlay work of other members thus saving the time.

Forgetting the roles is useful in brainstorm session, defining strategy of the project but it is not effecient way of actually developing something.

And it is always much better to see not only team’s success but also your own (speaking about roles).

For us, it helped a lot, that we all were willing to work and interested to make that game as interesting as possible.

3. Brainstorming on the idea of the game3943907399_c4b2a5591c_m

We started working by choosing a (multitasking) dilemma and brainstorming on that together. We came up with different concepts and discussed if it would be engaging, intellectual enough and relevant to our dilemma. Of course, we also needed to keep in mind that we had only two weeks for making that game with requests of making two prototypes from user testing sessions.

We managed to get along only with writings / drawings on the paper and talking. But in brainstorming a post-it sheets and even an acting could be efficient as well.

4. Developing a concept

In the same day when brainstorming was held, we made a quick-and-dirty prototype to test on our selves if ideas would be viable.

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We had two user testing sessions where we got a lot of feedback and new ideas on how to improve our game’s concept. It is surprising how many variations users discover on how to use the game.

So basically we were not alone the the team. Users made a great part of source of inspiration. After each of two sessions we had a large amount of improvements to concept. Watching and listening user inspired us for new ideas and provided as additional constraints to consider, for instance, the physical limitations of the body. There were cases when short persons played together with long persons, and it made the playing unequal (people with long hands had better chances to win).

6. Reiterating to 4th point and making improvements

After each user session we had full notebooks of ideas and reflections, so it was necessary to return back to concept making. In that point we also decided how to make the game, user instructions and box technologically. We made a sketches in Adobe Illustrator and InDesign.

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7. Finishing product

Almost all parts were made by wood. It was cut precisely with a laser cutter which was fed up with Corel Draw sketches.

Game pack was actually not a box, but a bag, which we made with a sewing machine.

If you want to see more of the two week’s work, check out my personal Flickr Set or our course account.

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