Last Post
In this last post I will talk about the learning’s from the last project and reflect on my initial wish of improving my design argumentation skills.
The limited time we had to work on this project highlighted the need for a focused, clear, and hands-on design space. At first we were very conceptual with our ideas and we wanted to map our concept before we had created it. The process was solely based on interactional ideas and we lacked the physical prototyping aspect of interaction-driven design approach. The first crit helped us realize this and we started prototyping the box and started sketching with the code. This way we achieved a mixture of a physical interaction-driven design pattern and a technology-driven design pattern, which helped speed up the process significantly. Maeng et al. (2012) argues that an interaction-driven approach is useful for a product design with significant interaction concepts and not with products with complicated functions. This was also evident in our design phase, as our design of the hole, went through several stages, where we actively used our hands to test different simple interactions. We had a need for combining the interaction-driven and technology-driven approach, because the complexity of the technology, in our case, set some limitations, which we had to consider in all aspects of the concept.
My wish to develop my design argumentation skills has been achieved on different levels. In the process of reading theory and then actively using it, when working in groups, I was able to cultivate terminology and use it in a sensible way. The theories taught also provided different levels of abstraction and use, as some articles such as “Interaction Frogger: A Design Framework to Couple Action and Function through Feedback and Feedforward“ and “Exploring relationships between interaction attributes and experience.” helped provide a practical design vocabulary, which can be effective in talking about concrete aspects of a product. Furthermore we read articles, which helped provide a overall mindset for approaching design. This could be in terms of different approaches to a design project, processes one go through or the establishment of design spaces. For example in the article “Educating the Reflective Practitioner” or in “Aesthetic Interaction — A Pragmatist’s Aesthetics of Interactive Systems”. (These theories have been used and cited in earlier blog posts). By having these different layers of abstraction in the theory, it helped me improve my design argumentation, by having to think about design on a practical concrete level and on a more theoretical conceptual level. The sketching and the group work also helped, as they along with teachers provided a reflective design practicum (Ehn, 1998). Here I was able to reflect-on-action with my group member after receiving feedback and also reflect-in-action while sketching or prototyping, both based on the actual theory (Schön, 1987).
References:
Maeng, S. and Lim, Y and Lee, K. (2012) Interaction-Driven Design: A New Approach for Interactive Product Development. Department of Industrial Design, KAIST. DIS 2012, June 11-15, 2012, Newcastle, UK.
Schön, Donald. A. (1987). Educating the reflective practitioner: Toward a new design for teaching and learning in the professions. San Francisco.
Ehn, P. (1998). Manifesto for a Digital Bauhaus. Digital Creativity, 9(4)













