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Design methods

Gicc méthodologies du design

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Page 1: Gicc méthodologies du design

Design methods

Page 2: Gicc méthodologies du design

Remy Bourganel | GICC | © 2015

Design, foundations

Page 3: Gicc méthodologies du design

Remy Bourganel | GICC | © 2015

Design, a holistic vision, gestalt

The whole is bigger than the sum of the parts

Page 4: Gicc méthodologies du design

Remy Bourganel | GICC | © 2015

The best perceived image quality

Hi res image / average audio quality Average image / hi res audio quality

Design, gestalt applied: synesthesia

Page 5: Gicc méthodologies du design

Remy Bourganel | GICC | © 2015

Design, abduction and the designerly way of knowing

Induction Deduction

Abduction

Abductive thinking (C.S. Pierce)

Designerly way of knowing (N Cross, 1982)

Page 6: Gicc méthodologies du design

Remy Bourganel | GICC | © 2015

Design, abduction & gestalt

Design as a creative synthesis activity processing a an abductive thinking: a logic

inference described as ‘guessing’ and ‘projecting’. This values:

• Iterative trial & error process: prototyping intermediary objects to feel, think, learn.

• Holistic vision (gestalt) within which the whole is greater than the sum of its parts.

The Muji CD player would fail against the feature list test, but it is about an experience… An Ideo prototype

Page 7: Gicc méthodologies du design

Remy Bourganel | GICC | © 2015

Design, top-down+bottom-up

Design as a creative synthesis activity @ the junction of:

• Top-down approach: a value-led experience system: an ethos, a culture, a

zeitgeist, un imaginaire, eventually encapsulated in a brand.

• Bottom-up approach: a usage and people-led experience system: people’s needs.

Freemason symbols S street context, in Delhi

Page 8: Gicc méthodologies du design

Remy Bourganel | GICC | © 2015

Design, top-down+bottom-up: experience qualities

Top-down

behavioural reflective

viceral

experience

Bottom-up

Design as a creative synthesis activity: aiming at balancing experiential qualities.

Page 9: Gicc méthodologies du design

Remy Bourganel | GICC | © 2015

Design, inter-discipline

Design as a creative synthesis activity: aiming at balancing constraints.

Ideo’s design thinking popularization

Feasible Viable

Desirable

experience

Page 10: Gicc méthodologies du design

Remy Bourganel | GICC | © 2015

Design, process

Design is a creative synthesis activity: aiming at balancing constraints.

Ideo’s design thinking popularization

Empathize Define Ideate Prototype Test

Page 11: Gicc méthodologies du design

Remy Bourganel | GICC | © 2015

Design & constructivism, the familiar and the new

Piaget: To solve experience B, a child builds on previous experience A...

From this comes the concept of affordances (J.J. Gibson): actions possibilities that

are readily perceivable by an actor from remembered experiences...

Therefore, design as change agent needs to address both a marketing need to

value the perception of a disruption / people’s need to capitalise on experience.

Page 12: Gicc méthodologies du design

Remy Bourganel | GICC | © 2015

Design, the familiar and the new applied: desktop metaphor

original desktop metaphor

For example, the desktop metaphor was purposefully referring to real world

objects as metaphors to help one grasp the abstraction of a digital ‘space’.

And this is not exclusive to digital devices.

Page 13: Gicc méthodologies du design

Remy Bourganel | GICC | © 2015

Design, the familiar and the new applied: anti-chronological03/04/2011 12:41BBC NEWS | UK | Magazine | Giving up my iPod for a Walkman

Page 1 of 6http://news.bbc.co.uk/2/hi/8117619.stm

LISTEN UP TEENAGERS... THECLASSIC WALKMAN EXPLAINED

1: Clunky buttons

2: Switch to metal (that's a type ofcassette, not heavy rock music)

3: Battery light - usually foundflickering in its death throes

4: Double headphone jack (not tobe found on an iPod)

5: Door ejects - watch out forflying tapes and eye injuries

Walkman v iPod: Scott's verdict

When the Sony Walkman was launched, 30 years agothis week, it started a revolution in portable music. Buthow does it compare with its digital successors? TheMagazine invited 13-year-old Scott Campbell to swaphis iPod for a Walkman for a week.

My dad had told me it was the iPod of its day.

He had told me it was big, but I hadn't realised he meant THAT big.It was the size of a small book.

When I saw it for the first time, its colour also struck me. Nowadaysgadgets come in a rainbow of colours but this was only one shade -a bland grey.

So it's not exactly the mostaesthetically pleasing choice ofmusic player. If I was browsing ina shop maybe I would havechosen something else.

From a practical point of view, theWalkman is rather cumbersome,and it is certainly not pocket-sized, unless you have largepockets. It comes with a handybelt clip screwed on to the back,yet the weight of the unit isenough to haul down a low-slungpair of combats.

When I wore it walking down thestreet or going into shops, I gotstrange looks, a mixture ofsurprise and curiosity, that mademe a little embarrassed.

As I boarded the school bus,where I live in Aberdeenshire, Iwas greeted with laughter. Oneboy said: "No-one uses them anymore." Another said: "Groovy."Yet another one quipped: "Thatwould be hard to lose."

My friends couldn't imagine theirparents using this monstrous box, but there was interest in what thething was and how it worked.

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Page last updated at 10:10 GMT, Monday, 29 June 2009 11:10 UK

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Giving up my iPod for a Walkman

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03/04/2011 12:41BBC NEWS | UK | Magazine | Giving up my iPod for a Walkman

Page 2 of 6http://news.bbc.co.uk/2/hi/8117619.stm

I managed to create animpromptu shuffle feature simplyby holding down 'rewind' andreleasing it randomly

The Walkman was a nostalgic sight forScott's parents

In some classes in school they let me listen to music and oneteacher recognised it and got nostalgic.

It took me three days to figure out that there was another side tothe tape. That was not the only naive mistake that I made; Imistook the metal/normal switch on the Walkman for a genre-specific equaliser, but later I discovered that it was in fact used toswitch between two different types of cassette.

Another notable feature that theiPod has and the Walkman doesn'tis "shuffle", where the playerselects random tracks to play. Itsa function that, on the face of it,the Walkman lacks. But I managed to create an impromptu shufflefeature simply by holding down "rewind" and releasing it randomly -effective, if a little laboured.

I told my dad about my clever idea. His words of warning broughthome the difference between the portable music players of today,which don't have moving parts, and the mechanical playback of old.In his words, "Walkmans eat tapes". So my clumsy clicking couldhave ended up ruining my favourite tape, leaving me music-less forthe rest of the day.

Digital relief

Throughout my week using the Walkman, I came to realise that Ihave very little knowledge of technology from the past. I made anumber of naive mistakes, but I also learned a lot about thegrandfather of the MP3 Player.

You can almost imagine the excitement about the Walkman comingout 30 years ago, as it was the newest piece of technology at thetime.

Perhaps that kind of anticipationand excitement has beensomewhat lost in the flood of newproducts which now hit ourshelves on a regular basis.

Personally, I'm relieved I live inthe digital age, with biggerchoice, more functions andsmaller devices. I'm relieved thatthe majority of technologicaladvancement happened before Iwas born, as I can't imaginehaving to use such basicequipment every day.

Having said all that, portablemusic is better than no music.

Now, for technically curious readers, I've directly compared theportable cassette player with its latter-day successor. Here are themain cons, and even a pro, I found with this piece of antiquetechnology.

SOUND

This is the function that matters most. To make the music play, youpush the large play button. It engages with a satisfying clunk, unlikethe finger tip tap for the iPod.

When playing, it is clearly evident that the music sounds significantlydifferent than when played on an MP3 player, mainly because of thehissy backtrack and odd warbly noises on the Walkman.

The warbling is probably because of the horrifically short battery life;it is nearly completely dead within three hours of firing it up. Notlong after the music warbled into life, it abruptly ended.

CONVENIENCE

With the plethora of MP3 players available on the market nowadays,

03/04/2011 12:41BBC NEWS | UK | Magazine | Giving up my iPod for a Walkman

Page 3 of 6http://news.bbc.co.uk/2/hi/8117619.stm

Music on the move

each boasting bigger and better features than its predecessor, it ishard to imagine the prospect of purchasing and using a bulkycassette player instead of a digital device.

Furthermore, there were anumber of buttons protrudingfrom the top and sides of thisdevice to provide functions suchas "rewinding" and "fast-forwarding" (remember those?),which added even more bulk.

As well as this, the need forchanging tapes is bothersome initself. The tapes which I hadcould only hold around 12 trackseach, a fraction of the capacity of the smallest iPod.

Did my dad, Alan, really ever think this was a credible piece oftechnology?

"I remembered it fondly as a way to enjoy what music I liked, whereI liked," he said. "But when I see it now, I wonder how I carried it!"

WALKMAN 1, MP3 PLAYER 0

But it's not all a one-way street when you line up a Walkman againstan iPod. The Walkman actually has two headphone sockets, labelledA and B, meaning the little music that I have, I can share withfriends. To plug two pairs of headphones in to an iPod, you have tobuy a special adapter.

Another useful feature is the power socket on the side, so that youcan plug the Walkman into the wall when you're not on the move.But given the dreadful battery life, I guess this was an outrightnecessity rather than an extra function.

Scott Campbell co-edits his own news website, Net News Daily.

Return to link

A selection of your comments appears below.

Oh, I remember being so jealous of my classmates who hadWalkmans. When they first came out, they were over $200. Such joywhen the cheap electronics brands started making them! Every longtrip, I carried a big bag full of tapes and extra batteries. When theiPod came out, I was in awe at the idea of being able to carry myentire music collection in one small device that would fit in mypocket. I'd never trade my iPod for a Walkman, of course, but thisbrought back some great memories, and I really enjoyed the article.Maybe next you should try out a Commodore 64 for a week? Michelle, Portland, Oregon, USA

The one he is using now should be the earliest stage of Walkmanhistory. I still remember my last walkman 8 years ago was actuallypowered by a single AAA battery only and can last for few hours. Iagree perfectly to what he said about '.... with a satisfying clunk " omen... this was absolutely a SATISFACTION !! Chester Kev, Malaysia

You mention the lack of capacity and the limited number of tracksyou could carry around, I seem to quite merrily recall ALSO carryingaround a slick over the shoulder carry case for up to 20 cassettesshould my friends and I be heading out. And all the song lyrics werehandily printed out on the inside of the cassette cover, how ingeniuswas that!Andrew McCreath, Wateringbury, Kent

Memories! I still have exactly the same model that Scott used for hisreview - brought back floods of memories from the 80s - especiallyusing the double headphone socket so my girlfriend (now wife) and Icould share Phil Collins (!?). Between myself and my 3 kids I've nowbought every model of iPod/Phone, but I doubt I'll have thosememories again.Jim Mantle, Melbourne, Australia

BBC experiment on simplicity: asking an iPod’s generation teenager to play a walkman... http://news.bbc.co.uk/2/hi/8117619.stm

Page 14: Gicc méthodologies du design

Remy Bourganel | GICC | © 2015

Design & research

Page 15: Gicc méthodologies du design

Remy Bourganel | GICC | © 2015

Design & research

1966 Bruce Archer creates the ‘Design Research Society’

1979 Bruce Archer, design as a discipline

1982 Nigel Cross, the designerly way of knowing

1991 Nigel Cross, Design Thinking symposia

1993 Christopher Frayling, research into/for/through

2008 Daniel Fallman’s triangle: design practice, studies, exploration

Page 16: Gicc méthodologies du design

Remy Bourganel | GICC | © 2015

Design & research

Idealistic societal and subversive

Context driven Particular and synthetic

Cumulative, distancing and describing

Fallman’s triangle

Page 17: Gicc méthodologies du design

Remy Bourganel | GICC | © 2015

Design & research

Interface to society Possible

Interface to industry Real

Interface to academia True

Fallman’s triangle

Page 18: Gicc méthodologies du design

Remy Bourganel | GICC | © 2015

Design studies

A. Findeli

Page 19: Gicc méthodologies du design

Remy Bourganel | GICC | © 2015

Design studies

N. Nova

Page 20: Gicc méthodologies du design

Remy Bourganel | GICC | © 2015

Design practice, tools, samples…

Observe Ethnography Journal study Video-online diary Cultural inventory Lucking Shadowing In home interviews AEIOU Trend analysis Card sorting Contextual inquiry Experts interviews What/How/Why User camera study

Visual story telling, scenarios Benchmarking Heuristic evaluations Periodical reviews

Outputs Test plan and screener Participant board User patterns, models User segmentation Feature/function map Personas Opportunities report

Define Cluster insights, paterns, needs Empathy map Cluster user archetypes Cluster scenarios archetypes Journey map Power of ten 2X2 matrix Metaphors matrix low laddering point of view madlib point of view metaphor Point of view want add Brainstorming BodyStorming Conceptual models Brainstorming Design probes Reverse-brainstorming Design principles

Outputs Design brief-2 Insights Models Competitive audit Need analysis

Developp Sketches Wireframes Task analysis Task flow User scenario Comics Storyboard Navigation concepts Participatory design IA mapping Paper prototypes Digital prototypes Design sprints Iterative design Usability test

Defining statements Postion mapping Value curve Mental models Card sorting Collaborative ideation Market differentiation Artifact from the future Affinity diagrams Graphic facilitation Backcasting Evolution model Imprtance vs feasibility

priorization

Outputs UI guidelines Design principles Annotated wireframes Presentation Digital prototypes Physical prototypes

Implementation Technical feasibility SW architecture HW limitations User ecceptance test

Outputs Collaborative design sessions

with engineers

Briefing-1 Stakeholder interview Organizational structure

Current state analysis Understand objectives Quantitative studies User gegmentation

Trends (tech, social, business)

Outputs Transcripts Objectives, constraints,

conditions Schedule Value proposition

Briefing-2

Outputs Insights Models Competitive audit Need analysis

Page 21: Gicc méthodologies du design

Remy Bourganel | GICC | © 2015

Design exploration, speculative design, what if?

A. Dunne & F. Raby

Page 22: Gicc méthodologies du design

Remy Bourganel | GICC | © 2015

Design exploration, design fiction, what if?

Near Future Laboratory

Page 23: Gicc méthodologies du design

Remy Bourganel | GICC | © 2015

Design practice, meta-design & design space

Default to Harmlessness – in a world where it is possible for a device to broadcast your most intimate details, user’s safety (physical, psychic and financial) must be ensured. Be Self-Disclosing – ubiquitous systems should be technically and graphically self-disclosing, so that users are empowered to make informed decisions. Be Conservative of Face – ubiquitous systems must not unnecessarily embarass, humiliate, or shame their users. Be Conservative of Time – Ubiquitous systems must not introduce undue complications into ordinary operations and should ba respectful of our time. Be Deniable – Ubiquitous systems must offer users the ability to opt out, always and at any point. A. Greenfield, Everywear, ubiquitous computing design principles

Page 24: Gicc méthodologies du design

Remy Bourganel | GICC | © 2015

Design practice, meta-design & generative design space

Nokia Animism