design for desirable futures bo westerlund school for computer science and communication, kth, &...
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Design for desirable futures
Bo Westerlund
School for Computer Science and Communication, KTH, &
Dept for communication and design, University of Kalmar
http://www.bowesterlund.se
Joe Colombo
Ross Lovegrove
Henry Dreyfuss
Hans Stråberg, koncernchef Electrolux
Giugiaro
Hans Stråberg, koncernchef Electrolux
the art of not knowing
Horst Rittel
Edvin Land
Argyris och Schön 1994:21
Prototypes
Situating strategies
Durell Bishop
IDEO
interLiving
Dunne, Raby
Dunne, Raby
Bo Westerlund, [email protected]
Design for desirable futures
Gaver
Agyris, C. & Schön, D. (
Beaudouin-Lafon, M., and Mackay, W. (2003). Prototyping Tools And Techniques In: J. A. Jacko and A. Sears (Eds) The Human-Computer Interaction Handbook.
Dunne and Raby, Design Noir, the secret lives of electronic objects
Gaver
Gedenryd,H. (1998) How designers work,
Krippendorff (200X) The semantic turn,
Kristoffersson, Sara, (2003) Memphis,
Nelson & Stolterman. (2002) The Design Way
Rittel, H. & Webber, M. (1973) Dilemmas in a General Theory of Planning in Public Sciences
Sanders
Sanders
Simon, H. (1969) The Science of the artificial
Westerlund div
Raymond Loewy, Henry Dreyfuss
Creating ideas and prototypes
The workshop results
Acting and video recording
Reflection and evaluation
The workshop results
Narratives - reveal the espoused theory of action.
Acting out and creating prototypes - makes the theory-in-action available for observation.
The workshop results
Narratives - reveal the espoused theory of action.
Acting out and creating prototypes - makes the theory-in-action available for observation.
Observation is not just looking, “the transformation of the straightforward ‘observation’ into emphasis on the process of ‘thinking about seeing something’.” (Latour 1979:21)
The workshop results
The interaction with the prototypes contain design ideas that the users show that they will find meaningful in the future.
The video prototypes can be re-cycled and refined.They are ‘requirements’ that are not verbal.
Participants both “future users” and other stakeholders construct shared experience, knowledge.
Participants engage themselves and have fun.
Questions
(Fritt efter Sanders (1999) and Kun-pyo Lee)
(Fritt efter Sanders (1999) and Kun-pyo Lee)
(Fritt efter Sanders (1999) and Kun-pyo Lee)
Design för önskvärda framtider