Category Archives: UCD Method/Process

The ‘Waiting for Vincent’ game

One of our CMD graduates of 2015, Marjolein Fennis, created an amazing game for the Van Gogh Museum. People can play the ‘Waiting for Vincent’ game while they are waiting in line in front of the museum. You can read about the game on the Lava Lab website, where Marjolein worked as an intern. Together with Lava Lab and the Van Gogh Museum Marjolein is now looking for ways to execute this project, within the framework of the new storytelling platform Flinck. Go and have a look at ‘Waiting for Vincent‘, the experience before the actual experience!

WaitingforVincent_Fennis_2015

Source: Marjolein Fennis

Karin – Filterdesign & University of Applied Science Amsterdam

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Designing? How?

This week I was a guest lecturer at the Maastricht University Zuyd as a 2nd examiner for CMD graduates. A very nice experience! One of the students introduced me to a new form of design: Intervention Design. This method is taught by Theo Ploeg, a lecturer at CMD Zuyd. It occurred to me how many types of design methods I’ve encountered lately. Most of the time I use the term User-Centered Design to describe my design method and my work as a designer. “UCD is putting the user central during every part of the design process”, I explain to people who ask about it. Out of curiosity I made a list of the design methods and approaches that came to mind. It is difficult to indicate the difference between an approach, a process and a method. How you are going to do something and the progress are closely linked within the flexible parts of the design practice. But this is what I came up with:

Design Research: Researching the history of design, media theory, semiotics and the role of the designer.
Research for design: Research tools and techniques for the purpose of better design solutions like prototyping, interviewing, personas, flow models and so on.
Research of design: Concerns the design methods that are being used or can be used.
Research through design: Gaining or constructing new knowledge through designing, building and testing in the environment so that people can experience the design within their daily live. Research through design has a focus on fashion, industrial design and architecture.
Social design: Social design in the broadest sense, addresses a social issue. A carefully selected social and political attitude drives the design process. The methods which are used are also social, actively involving the target group or making the design process a form of co-creation. The goal is to design products that solve a social issue.
Service design: the purpose of service design is to improve the infrastructure with regard to the communication and material components of a service by offering the right customer experiences at the right time. A typical tool used by service design is a ‘customer journey map’. A ‘customer journey map’ describes and visualizes the journey, experience and emotions of the customer based on the moments of interaction with the service. These insights enable service designers to realize an optimal customer experience through various channels.
Evidence based design:
Design movement which emphasizes on credible evidence by supporting every design decision by doing research. Evidence based design is originated from healthcare.
Speculative design
: Speculative design serves two distinct purposes: first to enable to think about the future and second to critique current practices: by Auger in Speculative design: crafting the speculation. (http://ellieharmon.com/wp-content/uploads/02-06-Auger_Design-Fictions.pdf)
Critical Design: “Critical Design uses speculative design proposals to challenge narrow assumptions, preconceptions and givens about the role products play in everyday life. It is more of an attitude than anything else, a position rather than a method.”: by Dunne & Raby.
Action research: “… is a disciplined process of inquiry conducted by and for those taking the action. The primary reason for engaging in action research is to assist the “actor” in improving and/or refining his or her actions.”: by Richard Sagor. Important to add is that action research happens in one given setting, in contrast to research for design.
Educational Design Research: “…a genre of research in which the iterative development of practical solutions to complex educational problems also provides the context for empirical investigations that yield theoretical understanding that can inform the work of others.”: by McKenney and Reeves in Conducting Educational Design Research (2012)
Educational Design Research has two goals according to McKenney:
– positive intervention in the real world of today, or maybe tomorrow
– scientific (theoretical) understanding of these interventions that could inform the works of others who are interested in similar kind of issues outside of the design context. This in contrast to Design-Based Research and Instructional Design.
Design-Based Research: “A systematic but flexible methodology aimed to improve educational practices through iterative analysis, design, development, and implementation, based on collaboration among researchers and practitioners in real-world settings, and leading to contextually-sensitive design principles and theories.”: by Wang and Hannafin in Design-Based Research and technology-enhanced learning environments. (2005) (http://www.researchgate.net/publication/225626676_Design-based_research_and_technology-enhanced_learning_environments)
Instructional Design: “Instructional experiences which make the acquisition of knowledge and skill more efficient, effective, and appealing.”: Merrill, Drake, Lacy, Pratt in Reclaiming Instructional Design (http://mdavidmerrill.com/Papers/Reclaiming.PDF)
Participatory Design/Co-Design: A design approach  where all stakeholders (e.g. employees, partners, customers, citizens, end users) are actively involved in the processes and procedures of design to help ensure the result meets their needs.
Persuasive design: Design principles that focus on influencing the decision-making and purchasing behavior of (potential) customers. To accomplish this influence on decision-making several psychological theories on behavioral change are used. For example, from Robert Cialdini (Professor of Psychology at Arizona State University).
Generative design: “Generative design is a design method in which the output – image, sound, architectural models, animation – is generated by a set of rules or an Algorithm, normally by using a computer program. Most generative design is based on parametric modeling. It is a fast method of exploring design possibilities that is used in various design fields such as Art, Architecture, Communication Design, and Product Design.” (Source: Wikipedia)
Intervention design: Goal is to design for the near future: by Theo Ploeg. http://buroneue.net/intervention-design.
intervention-design-presentation-5-4-638
Image: Intervention design by Theo Ploeg

Karin – Filterdesign & University of Applied Science Amsterdam

The Encyclopedia of Human-Computer Interaction, 2nd Ed.

EncyVia http://www.interaction-design.org/books/hci.html

I Hear You Afghanistan

Another project in which people tell their stories. This time in Afghanistan. “In Search of the Truth (The Truth Booth) is an installation comprised of a touring, portable, inflatable ‘Truth Booth’ that was launched in 2011 at the Galway Arts Festival (IRL). The exterior is iconically shaped like a giant cartoon speech bubble with the word ‘TRUTH’ boldly printed on the side. The interior acts much like a photo booth, but serves to compile 2 minute long video responses from the public. Once seated inside they will then be invited to record their opinions and thoughts as they finish the statement: “The truth is…”.
Source: In search of the truth.

Afghanistan1 AfghanistanThe Truth Booth is an art project by Cause Collective artists Ryan Alexiev, Jim Ricks, and Hank Willis Thomas. The tour originally started in Ireland then traveled in the US and in the summer of 2013 in Afghanistan. The stories collected there can be found under the name of I Hear You Afghanistan and are co-produced by Paradox and Free Press Unlimited, in cooperation with Cause Collective.

“We see a lot but forget to listen. Share untold stories that matter. Spread the voices of Afghan men, women and children.”

Karin – Filterdesign

Interview Projects by David Lynch

The filmmaker David Lynch and his son Austin Lynch went on a 20.000 mile road trip to talk to people. Without a plan, just meeting people who were willing to tell their story. First traveling through The United States and then through Germany. David Lynch tells in a video that his goal is to give people, viewers, the opportunity to meet people. Because it is always fascinating to listen to stories people have to tell. I couldn’t agree more.

LynchMapLynchPeople LynchSource: http://interviewproject.davidlynch.com

Karin – Filterdesign

Symposium: User-Centered Design voor MKB

Op donderdag 10 april 2014 zal er op Hogeschool Utrecht het symposium User Centered Design for Small and Medium-sized Entreprises plaatsvinden vol workshops en sprekers uit de academische en professionele wereld. – See more at: http://www.clicknl.nl/design/events/user-centered-design-small-medium-sized-entreprises/#sthash.sAA1zBCL.dpuf

“Op donderdag 10 april 2014 zal op Hogeschool Utrecht het symposium User Centered Design for Small and Medium-sized Entreprises plaatsvinden vol workshops en sprekers uit de academische en professionele wereld.”
Source: CLICKNL

Karin – Filterdesign

Workshop User-Centered Design

User-Centered Design proces
Deze tweedaagse workshop toont de mogelijkheden om gebruikers/klanten centraal te stellen tijdens het totale ontwerpproces. Van gebruikersgegevens verzamelen tot en met de validatiefase (early usability testing). Alle onderdelen worden afgesloten met een gezamenlijke opdracht.

> U verwerft inzicht in de diverse gebruikersonderzoek methoden.
> U leert gebruikersgegevens te analyseren en te vertalen naar een mentaal model/affinity diagram, flowmodel en persona’s.
> U bouwt een informatie architectuur op welke voldoet aan de verwachting van uw gebruikers.
> U leert ontwerpbeslissingen te nemen op basis van de resultaten van het onderzoek (evidence-based design) en interface theorieën (gestalt principes en usability regels).
> En u leert het opzetten van een gebruikstests met behulp van een papieren prototype.

Lesvorm: Naast de presentatie worden er tijdens de cursus gezamenlijke opdrachten uitgevoerd.
Cursusduur: Twee dagen.
Literatuur: Tijdens de cursus wordt lesmateriaal uitgereikt en naar relevante literatuur verwezen.
Data: Datum en plaats zijn afhankelijk van de belangstellenden. Minimaal aantal deelnemers is acht.
Kosten: Deelname is 650 euro excl. 21% BTW per deelnemer (inclusief lunch).
Download de folder of neem contact met ons op wanneer u belangstelling heeft.

Karin van den Driesche – Filterdesign