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U101 - Design Thinking Tutorial Dayschool 2

Presentation for Dayschool Tutorial 2.

Derek Jones

on 17 December 2013

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Transcript of U101 - Design Thinking Tutorial Dayschool 2

Tutorial Dayschool 02
Design and Creative Thinking for the 21st Century
Derek Jones
March 2011
Working with others and design processes
First :
We need to warm up...
Design a Planet !
no really - design a planet
For those of you who have been here before, you know what to do and should already be drawing.
For those of you who are doing this for the first time, try to just shrug and say to yourself ‘goodness me, design a planet – whatever next. Oh well I suppose I’d better design a planet’ and then start to draw.
But you really have to design a planet
In fact design more than one
That’s right – design many planets
Design a Solar System!
It doesn’t have to be a big planet, but this time it would be good to colour it in.
Now say hello ...
Like any other thing we do, design thinking is helped by a bit of warming up
thinking random thoughts
writing random text
playing with ideas
Last time
We looked at how to generate ideas and how to get creative
We will be taking that creativity and working at turning it into a concept and how we can do this with others.
This time
This doesn't mean that there is any less creativity require - in fact, the deisgn of a design process often needs the greatest creative effort.
Schon's Design Cycle
do something about it
generate ideas
quantity, not quality
do not judge yet
ask questions
have you solved the problem?
if not, what needs to be done?
Giving the issue a name
create a starting point
list things that are relevant / important
reorganise the issue
look at it from another angle
what is the real problem
First of all you name the elements of the design that you are dealing with. This is your personal vocabulary for the problem you are trying to solve; each name that you come up with will suggest subtly different meanings to you. These meanings might suggest further possibilities. Referring to your T-shirt as a blank page, for example, might suggest the idea of text. Naming, if you like, is your personal interpretation of the problem you have been given; your own language for understanding what you are doing. Calling an idea ‘a half-eaten donut’ or a ‘melting sphere’ is fine, as long as it makes sense to you
Your names (your personal vocabulary for the problem) come together in a more general problem frame. You might frame the T-shirt problem as one of ‘communication’, for example, or one of ‘expression’, or perhaps you think it is about ‘colour’ or ‘comfort’, or even ‘ideology’. What you have done is to take the familiar problem of designing a T-shirt, say, and turned it into something less familiar and probably more abstract. What framing does is give you a kind of background theme to your designing activity.
Moving is where you try out your understanding of the problem by doing something – doodling, sketching, taking a photo, talking, making a model, working out a detail, anything that feels like you’re moving the problem forwards somehow, within the frame that you identified. This is where you produce what I’ve called a prototype. You can think of this phase as something akin to experimentation. Sometimes you might get stuck, in which case you might find yourself in the next phase unexpectedly! At other times you’ll naturally come to the end of the activity that you were doing.
When you’ve done something in the moving phase you’ll reach the point where you’ll want to think about what you’ve done, and whether it turned out as expected. This is where you can evaluate what you’ve done. Has it changed how you are thinking about the problem? Have you identified any new names for problem elements? Do you think you might need to reframe the problem? At this point you might think you have failed somehow in what you were trying to do, but don’t lose heart. This will provoke you to think about what you have done and how you might do it differently during the next cycle. Remember: fail often in order to succeed.
Let's work that out for ourselves
You have had a go at working on your own with designing a planet.
what was that like?
Now let's try working with someone else...
First, get into pairs
Select your first connection
Select your second connection
Now put them together
Be as creative as you possibly can
Remember the Geek Spork?
as we go through the following activities :
think about what it's like working with others compared to working on your own.
What's it like working with 1 other person?
But first,
let's take a break...
This time, work in a group of 3
Select your first ???
Select your second ???
Now put them together for your design brief
Be as creative as you possibly can
Design a ? for a ?
Now let's try working in a small team...
What's it like working with 2 other people?
How did it feel to be working with another person this time?
• Were you more creative?
• Was it harder to do things?
• Did you enjoy it?
• What was good and bad about it?
• How could you make it better?
At the end of this activity, you must produce an A1 poster showing your design. This should have :
The name of the project / product
Images and text to explain it's features
A few points about how you will develop it if you are given the money...
Discuss your problems
Now let's try working in your Block 2 groups...
Take it in turns to present your TMA02 problems (about 1-2 minutes each)
Try not to come up with solutions yet - just focus on the problems
List the problems and the main points
How did it feel to be working in a larger group?
• Were you more creative?
• Was it harder to do things?
• Did you enjoy it?
• What was good and bad about it?
• How could you make it better?
What's it like working with other people?
Have a discussion about how you could make a decision
List all of the factors that matter to you as a group
Can you reach an agreement about how to make a decision?
Discuss your process
The Problem
with 'the problem of the problem'
"Tin Openers are EVIL"
Hard to use
Uncomfortable to use
Difficult to clean
To balance the force needed in order to pierce the tin and still rotate takes skill...

Manufacturing costs are low for a twisted bit of flat steel...
Solves force balancing problem...
Solves comfort and grip problem...
Solves both problems...
but look at how complex it is now...
So, what is the 'problem of the problem here?
If it's the tin, whats the problem with the tin ?
We use tins to keep food fresh
In fact, they keep food fresh for a time
So, if the tin is great for doing this, can we fix it?
By looking at the tin, we have different view of the problem
Here's where we have to be careful...
...is here?
...or here?
...or the distance between them
...93 million miles later...
(the 'problem of the problem')
totally mad, divergent ideas
utterly banal (possibly worthy) ideas
Sweet spot
Breathe in
Breathe out
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