about design (and disruptive technologies)
DESCRIPTION
Slides from the class given in the Aalto Societal Innovation Studies on August 6th 2012.TRANSCRIPT
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About design (and disruptive technologies)
Teemu LeinonenMedia Lab Helsinki, Department of MediaSchool of Arts, Design and Architecture
Aalto University
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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
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About design (and disruptive technologies)
Teemu LeinonenMedia Lab Helsinki, Department of MediaSchool of Arts, Design and Architecture
Aalto University
![Page 4: About design (and disruptive technologies)](https://reader033.vdocument.in/reader033/viewer/2022052211/5549ac18b4c9050c738b5819/html5/thumbnails/4.jpg)
About design (and disruptive technologies)
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designer (in art and design trad.) . . . focuses on experiences, . . . the future experiences,
. . . to design them.
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design researcher / student: . . . do stuff,
. . . be experimental, . . . be avant-garde.
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1. About technology (and media)
2. About design (as research)
Two things
![Page 8: About design (and disruptive technologies)](https://reader033.vdocument.in/reader033/viewer/2022052211/5549ac18b4c9050c738b5819/html5/thumbnails/8.jpg)
1. About technology (and media)
2. About design (as research)
Two things
![Page 9: About design (and disruptive technologies)](https://reader033.vdocument.in/reader033/viewer/2022052211/5549ac18b4c9050c738b5819/html5/thumbnails/9.jpg)
What are disruptive technologies
Examples
You and disruptive technologies ?
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Me and New Media
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1991
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1991
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katele$ spss
katele$ mail [email protected]: This is an email Hi Rami. This is an email. You can send these with a command “mail [email protected]”I think you can reply with command “R”. - Teemu.
katele$ irc
katele$ news
katele$ talk psraah
1991
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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
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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
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Examples of . . .
Domestication ?
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What after Facebook?
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“Digital stuff” becomes part of ”reality”.
“Reality” becomes part of “digital stuff”.
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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
![Page 28: About design (and disruptive technologies)](https://reader033.vdocument.in/reader033/viewer/2022052211/5549ac18b4c9050c738b5819/html5/thumbnails/28.jpg)
Experimental art
Example of . . .
?
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http://mlab.taik.fi/~kkallio/mr-pong/mr-pong-360.mov
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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
![Page 31: About design (and disruptive technologies)](https://reader033.vdocument.in/reader033/viewer/2022052211/5549ac18b4c9050c738b5819/html5/thumbnails/31.jpg)
Example of . . .
?Useless toy
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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
![Page 34: About design (and disruptive technologies)](https://reader033.vdocument.in/reader033/viewer/2022052211/5549ac18b4c9050c738b5819/html5/thumbnails/34.jpg)
Example of . . .
?Productivity tool
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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.
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1. About technology (and media)
2. About design (as research)
Two things
![Page 37: About design (and disruptive technologies)](https://reader033.vdocument.in/reader033/viewer/2022052211/5549ac18b4c9050c738b5819/html5/thumbnails/37.jpg)
1. About technology (and media)
2. About design (as research)
Two things
![Page 38: About design (and disruptive technologies)](https://reader033.vdocument.in/reader033/viewer/2022052211/5549ac18b4c9050c738b5819/html5/thumbnails/38.jpg)
Why are the keys on a computer keyboard in
the order they are in
Why QWERTY?
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Photo by: Wikimedia Commons user ndamato
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Designis
activity in the crossing point of
science, art, technology and craft
in a socio-cultural historical context.
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Kayttaja-, asiakas ja ihmislahtoiset menetelmat.
. . . pyrkimys luoda tuotteita tai palveluita jotka vastaavat
ihmisten todellisiin tarpeisiin.
Research-based design process
(Leinonen 2008, 2010)
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Different methods: parallel and overlapping
(Keune, Leinonen, Purma, Toikkanen 2012)
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Kayttaja-, asiakas ja ihmislahtoiset menetelmat.
. . . pyrkimys luoda tuotteita tai palveluita jotka vastaavat
ihmisten todellisiin tarpeisiin.
(Leinonen 2008, 2010)
Research-based design process
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Contextual inquiry
(Leinonen 2008, 2010)
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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).
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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
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Participatory Design
(Leinonen 2008, 2010)
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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
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(Leinonen 2008, 2010)
Product (or service) design
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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.
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Building prototypes as hypothesis
(Leinonen 2008, 2010)
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Kiitos ?