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Ideation Workshop - Designing a Collaborative Design Studio
Transcript of Ideation Workshop - Designing a Collaborative Design Studio
I will record these ideas on the wall, and you can
write your idea on a sticky note, stick it to the wall 1. What’s the point of a collaborative design studio for a designer? As a contrived research lab, there are clear research purposes, but if we had no research to do, is there still a point to this space? 2. If our space was like the room of requirement, what would you request? What would you call on to collaborate better and more comfortably. A magic carpet? A pensive? a teleporter? 3. Design the space for…
You are joining Robyn Ewing, Cate Blanchett and Andrew Upton in this room for a 4-hour intensive collaborative session to design a school drama program. 4. Design the space for…
you were inviting 10 instructional designers from Sydney eLearning to come spend 5 hours over 5 weeks together in this room designing a uni-wide program on study skills. 5. How might we design this space strictly with the technology of 100 years ago? (the Steam punk Design Studio)? 10 min. [Break into pairs.]
With your genius now ignited, sketch out the absolute minimum required to make a collaborative space that works.
Sketch, brainstorm, list, build, sculpture, draw,
to describe a collaborative design space made of just the things you could not do without.
Outcome? = a concept map, summary, or just a collection of ideas! + Room of requirement This room is the closest we will ever get to Hogwarts in this building. Imagine we could have anything in the world we needed (within tasteful limits). Now we will test this in action. So throughout our next design exercise, (in which you will design collaboratively) every time you find yourself wishing you had something, yell it out! “index cards!", "Light saber! “ Rather than make it magically appear (for liability reasons) I will simply write it on the wall If it’s something already available here, yell it out anyway so we know what’s working, 3. Prototype 20 min.
Break into groups of 3, select some minimum ideas and integrate them into a richer design concept for an ideal integrated virtual/physical space.
Outcome? = wireframe, mock-up, description, sculpture, user flow, etc. Outcome quality is not important, it's about the ideas generated. Final 20 min. Each group presents their key ideas in 5 min. I will take notes on the smart board so as to keep record. 3.5 Share Principles Congratulations! We have successfully prototyped our design studio, and developed multiple solutions for our next generation 4D design studio space. I can take these ideas and go build an intial digital prototype. Once it’s ready for action, I will bring you in to... Today is about generating ideas more than evaluating them.
“The goal of ideation is to explore a wide solution space – both a large quantity of ideas and a diversity among those ideas. From this vast depository of ideas you can build prototypes to test with users."
The space is integrated – we are not designing a website. We are designing a space that includes physical and virtual components. Think of the space as an integrated whole. Imagine you are sitting in the room and can reach into a virtual space that is embedded in your physical space. think futuristic.
This space is about human experience. Not about tools or technologies. What is the experience of designing collaboratively? When it works, what makes it great? It’s easy to start designing a solution from the technology end and try to fashion our user needs around the available technologies. I want to bring us back to the needs. So lets speak in terms of experience today.
Eg., Instead of saying “we need a smartbaord", which is a tool suggestion, ask yourself why we’d need a smartbaord? Describe the why instead: “we need a way to allow everyone to see what's on our screens, or, a way to present ideas visually”.
Tools are interchangeable, fallible and constantly evolving.
The needs and qualities that foster collaborative experience won’t change so often. Let’s work with the human needs and design the experience.