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  • Adaptive Worlds
    unexpected purposes And as these adaptive tools are launched more and more the products we design will be out of our control Obviously the ethical implications of this are many So how do you design for adaptive use In general you have to build for autonomy yet retain control over some of the parts Designers will need to understand the deep structure of their products but allow the surface structure to be adaptable and responsive Some guidelines from a user s viewpoint Let me do Make sure the activity is of real value Let my actions and changes in the resulting array feel as though they have been designed for me personally Orient me Give me a journey I can take Don t steer just give me a map to help me visualize what I want to accomplish and plan where I want to go Let me win Reward me when I accomplish something Push me Help me learn Help me reveal my potential don t let me get by Combine doing with understanding Skill me Sense and respond Personalize it for me Let me feel the artifact is alive Make its operation transparent like a window Connect me Help me make connections with the subject matter or across destinations with other people Immerse me Plunge me into the experience I can t tell the difference between me and it it is so much a part of me A successful design will be one where the experience of using it fits By engaging users in co discovery and co creation of these adaptive worlds we ll transform their work their business their community and their lives posted at 08 47 AM in big ideas special guest stars techniques comments 0 trackback 0 preceding entries SEARCH ENTRIES CATEGORIES 3D 2 alumni

    Original URL path: http://www.odannyboy.com/blog/cmu/archives/000864.html (2016-04-26)
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  • Awareness
    values in Design Good Affirms the proper place of human beings in the spiritual and natural order of the world Just Supporting equitable and ethical relationships among human beings Useful Supporting human beings in the accomplishment of their intentions Satisfying Fulfilling the physical psychological and social needs of human beings The first two values have to do with the whole seeing the big picture The last two have to do with the parts the more conventional and more apt to change with the times Ethics are how you reconcile the notions of design as a science vs design as an art The principles we use should organize our designs and ground us When buttons are in the wrong place it is an ethical matter If we discuss ethics well we address issues of form methods and techniques In this era we have a big problem with Pluralism everyone holds their own beliefs Without ethics the person or group with power the one holding the gun wins And in the words of Dick Buchanan that ain t right Design allows us to bypass these ideological battles We are able to hold our personal beliefs but continue to move forward in action via of all things projects Who would have guessed it But projects are opportunities to circumvent ideological differences in favor of what can be done here and now Ethics is all about human decision making centered around emotions our desires enthusiasms and fears and Design has been centrally concerned with emotion from its earliest period Indeed interaction design is all about emotion emotion and thought woven together unfolding over time Emotion is the state or capability of having a feeling aroused to the point of awareness Dick s definition of emotion Arousal is form and it develops as Dewey tells us over time The products we make are experiences arguments as to how we should live our lives and out of them comes awareness Emotion makes us aware and awareness leads to decisions Awareness is ethics and it leads to actions What shall we do with our lives So why be a designer It goes back Seamus Heaney s argument about doing poetry The way something is made ends up having a grounding that goes beyond pleasure to wisdom and connects to the outer world If we do our art well its value becomes apparent and we are asked to do more And in doing and our core competence making things we can change the world Just as an end note this entry is taken from the final lecture of Richard Buchanan s Fall 2003 Design Seminar class It s been one of the best most inspiring and thought provoking classes I ve ever taken I m sorry to see it end posted at 11 33 PM in big ideas comments 0 trackback 0 preceding entries SEARCH ENTRIES CATEGORIES 3D 2 alumni 3 assistantships 3 big ideas 23 classes 16 classmates 17 cmu 12 cognition 1 cpid program 3 design

    Original URL path: http://www.odannyboy.com/blog/cmu/archives/000778.html (2016-04-26)
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  • Ethics in Design
    will die for their values Navigating remarkably conflicting values is one of the central problems of design Caroline Whitbeck in Ethics in Engineering Practice and Research argues that ethics is traditionally regarded as judging something that has already been done But the bigger challenge and what ethics should be is about the way to act And that is a problem of design devising ethical courses of action Design itself is ethics It is all about what is the right thing to do and not just technically Everything that is made is an argument about how we should live our lives The world is filled with competing objects that are arguing amongst themselves for our attention Live my way Live my way Deciding where and how to employ the art of design is an ethical issue Designers need to be both technically right and compellingly wise Wisdom is about evaluating and choosing between competing principles And to be wise is to be aware And awareness is the passage to action posted at 12 32 AM in big ideas comments 0 trackback 0 preceding entries SEARCH ENTRIES CATEGORIES 3D 2 alumni 3 assistantships 3 big ideas 23 classes 16 classmates 17 cmu 12 cognition 1 cpid program 3 design 101 25 design theory 20 extracurricular 11 faculty 8 field trips 5 hci program 4 info design 3 interface design 6 meta 6 money 5 papers 4 photography 5 preparation 6 projects 43 readings 29 software 8 special guest stars 10 student life 16 teaching 1 techniques 12 thesis paper 4 thesis project 1 typography 7 visualization 8 WEEKLY ARCHIVES Week of Mar 14 2004 Week of Feb 29 2004 Week of Feb 22 2004 Week of Feb 15 2004 Week of Feb 8 2004 Week of Feb 1 2004 Week of Jan

    Original URL path: http://www.odannyboy.com/blog/cmu/archives/000776.html (2016-04-26)
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  • Rick E. Robinson
    the AEIOU Actions Environment Interactions Objects Users method and the Think Do Use method There s also a broad range of techniques to gather data guerilla research cultural inventories visual stories beeper studies visual diaries video ethnography interviews etc In a cultural inventory you are trying to understand the vocabularies of perception what is it that you see that allows you to create a context and understand cultural structures Data comes from cultural production in a cultural inventory researchers are looking for underlying structures In interviews how people express their beliefs attitude and knowledge ie how they tell their stories is part of the data Interview questions should be more open ended than survey questions you want them to construct stories For Rick the real purpose of research is to create models of thought which then become things to think with These models live between the setting of the research and what needs to be created They describe something that is fundamentally other in a way that people who weren t there but have an interest in it can understand and apply it Good models are like good art subversive Any representation or re representation always offers the idea that things can be different Examples of good models are Csikszentmihalyi s Flow to describe the optimal experience and Vygotsky s Zone of Proximal Development When creating models you are trying to make the research visible so that it can be commented on The model itself doesn t have to be perfect it just has to be right Try to let go of the low level data and just make a story then slowly add data back in to make an argument for the story The best models have a long explanatory reach parsimony communicative power and a multi disciplinary point

    Original URL path: http://www.odannyboy.com/blog/cmu/archives/000855.html (2016-04-26)
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  • Having an Experience
    inchoate they are unfulfilled they get interupted there is no closure just a stop In short these are both frustrating and not significant In order for an experience to be fully formed it needs a beginning middle and end closure Three things have to come together to create an experience the aesthetic the intellectual and the practical Depending on which one of these dominates is the type of experience you have Some are intellectual some practical some aesthetic They are differentiated by the intent we bring to them How do you make an experience By crafting an aesthetic Form comes from the subject matter itself But importantly the artist makes and the audience remakes The audience takes your experience form and through reconstructive doing remakes it into their own experience form And this is how interactions work they are a constant process of both doing and undergoing posted at 09 12 AM in design theory comments 1 trackback 0 preceding entries SEARCH ENTRIES CATEGORIES 3D 2 alumni 6 assistantships 3 big ideas 28 classes 20 classmates 21 cmu 22 cognition 1 cpid program 3 design 101 30 design theory 21 extracurricular 15 faculty 11 field trips 5 hci program 4 info design 3 interface design 6 meta 8 money 5 papers 5 photography 5 preparation 6 projects 49 readings 33 software 8 special guest stars 15 student life 19 teaching 2 techniques 12 thesis paper 10 thesis project 5 typography 9 visualization 8 WEEKLY ARCHIVES Week of Jun 6 2004 Week of May 30 2004 Week of May 23 2004 Week of May 9 2004 Week of May 2 2004 Week of Apr 25 2004 Week of Apr 18 2004 Week of Apr 11 2004 Week of Apr 4 2004 Week of Mar 28 2004 Week of Mar 21 2004

    Original URL path: http://www.odannyboy.com/blog/cmu/archives/000700.html (2016-04-26)
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  • Liz Sanders
    clip art words magazine images cutouts shapes etc etc You don t have to explain much when you give people the toolkit they already know how to express themselves in their own way with the tools And importantly that is what you are looking for expression of needs latent or otherwise The subjects aren t creating designs All this stuff encourages people to explore their experiences Experience is where memory and imagination meet not just how you feel right now Innovation requires a full understanding of experience This sort of research begs some questions with Liz s responses Are designers losing control of the design process Yes but we are opening it up to others We re entering new design spaces where designers let go of their own control to amplify the creativity of others How much do we want everyday people to drive design To the extent of their expertise abilities and interest How will the tools and methods for research and design change They will continue to blur Research is becoming more creative and design becoming more relevant If everyone is creative what is the role of the designer To amplify the creativity of others Designers will create scaffolds upon which everyday people will express their creativity Designers will create more of what Ivan Illich s calls convivial tools tools that allow users to invest the world with their meaning to enrich the environment with the fruits of their vision and to use them for the accomplishment of a purpose they have chosen Stop reading if you don t want my personal and biased opinion I seldom comment on the entries on this blog and instead try to simply and accurately record the information I ve learned In this case however I have to note that I am extremely unsure of the ideas Liz presented especially the conclusions drawn about the future role of the designer Certainly as John Rheinfrank discussed in Seminar last week people will use the products we create in ways we never intended and we have to design for that But I m not quite ready to say that the purpose of design is to simply support other people s creativity I think there s a deeper meaning to design itself to the task of designing than that I also think that creativity does not equal design and being creative doesn t mean you have design insights I d say creativity is only a portion of the toolkit of a designer and just because everyone is creative doesn t mean everyone is a designer It s probably a fairly small percentage of people who have either the innate talent or else the training to be a designer Additionally letting people participate in design to the extent of their abilities is a pretty slippery slope since most people have no idea of the extent of their abilities I m sure that group of folks who designed the infamous in design circles anyway Swiss building with

    Original URL path: http://www.odannyboy.com/blog/cmu/archives/000884.html (2016-04-26)
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  • Hugh Dubberly
    be affected by DISTURBANCES where a SENSOR sends information back to the COMPARATOR and the cycle starts all over again You can evaluate designs based on this cycle to make sure that you have all the necessary components of this feedback framework Requisite Variety A framework developed by Ross Ashby This framework basically means that you need to have multiple responses for different types of environmental disturbances The designer needs to decide how much variety is needed based on studying the environment Teams and companies also need to have requisite variety so that collectively they possess the knowledge to do things and respond to challenges Conversation Based on Shannon and Weaver s communication model this framework applies the language of cybernetics to conversation What it basically says is that there needs to be a shared experience ie language for communication to happen Signs This framework is about semiotics Everything we design is a sign Making models is making signs So designers are constantly wrestling with the notions of the thing object in the world the interpretant idea model of the thing and the representamen representation of the thing There s a lot of ambiguity and arbitrariness in how these things match up Design Types Hugh only briefly mentioned this but it was about putting objects and systems into a maxtrix of context meaning structure and form Models are explained and understood through stories Stories build models When you are presenting a model tell the story of it as you are drawing it Use the model to tell the story and thus convey your idea posted at 09 22 AM in big ideas special guest stars comments 0 trackback 0 preceding entries SEARCH ENTRIES CATEGORIES 3D 2 alumni 3 assistantships 3 big ideas 24 classes 16 classmates 17 cmu 13 cognition

    Original URL path: http://www.odannyboy.com/blog/cmu/archives/000932.html (2016-04-26)
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  • What is an art?
    things Understanding the connections between things allows designers to accomplish their goals Great problems arise when we aren t abel to make connections We call these connections themes Two examples of arts are archery and chariot steering both of which strangely enough still having meaning for us in design Archery is about never losing sight of the goal while designing Chariot steering is about knowing how to get the group to where it needs to go Strategic planning in other words There are four essential arts in Western culture Rhetoric is about persuading people by discovering an argument that moves them Grammar is about constructing an interpreting meaning Poetics is about making necessary connections among elements that lead to an organic conclusion Dialectic is about discovering truth from the opinions of people These four arts are the threads of culture Innovations happen when one of these arts crosses into another Dialectic is common in the Far East South America Africa and Eastern Europe but not so much in the US Early in the 20th century grammar and poetics held great sway in the West but then in the last 60 years rhetoric has emerged as the central intellectual art Poetics is concerned with what is necessary with logic What must follow as a result of a set of contitions Rhetoric is concerned with what is possible Grammar is about definitions and working against contingencies And Dialectic works against impossibility Both tradition and innovation are focused around arts The ability to use the arts in new ways to change the way people think is what interaction design is posted at 09 29 AM in design theory comments 3 trackback 0 preceding entries SEARCH ENTRIES CATEGORIES 3D 2 alumni 3 assistantships 3 big ideas 25 classes 16 classmates 17 cmu 15 cognition

    Original URL path: http://www.odannyboy.com/blog/cmu/archives/000734.html (2016-04-26)
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