All 5 entries tagged Design Methods

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October 11, 2009

Virtual R&D Space in Sitebuilder inspired by Tim Brown's Design Thinking

Follow-up to Design Thinking – Tim Brown from Inspires Learning - Robert O'Toole

On Thursday I taught the first of this term's Multimedia Communications sessions for the International Design and Communications MA. For the students, the aim of the nine sessions is to create an individual e-portfolio, presenting themselves, their academic and design work to a professional audience. For me, a key aim of the sessions is to try out new techniques and technologies.

This year, I am using the approach described by Tim Brown (of IDEO) in his article Design Thinking. As I explained in a previous entry, Brown recommends thinking of "inspiration", "ideation" and "implementation" as being three distinct activities between which a design team moves (non-sequentially) as required. I am exploring how this might apply in teaching and learning, and what kinds of spaces and technologies might support each distinct type of space.

For the MA students, I have set up a "Virtual R&D Space", as a private sub-section of the area of the course web site in which they will develop their e-portfolios. The space uses several of the quite sophisticated web tools provided by our Sitebuilder web content management and publishing system. We will be able to exchange event data (on a calendar), news messages, create video and audio podcasts (it even has an online recorder), share files, share images (in a gallery), create book reviews, populate a list of links, and create glossary entries. Many of these items include the ability to comment. I might also add a discussion room if necessary. In the second session we will be concept mapping with Mindmanager. A links is provided to our site licenced download. We will be uploading the maps that are created.

Over the forthcoming MA sessions, I will be illustrating how these tools can be used within each of the three "spaces". We will use iMacs in the sessions, with students able to create and upload images, text, audio and movies live in the sessions. I will also be creating, as part of the Open Space Learning project, an Adobe AIR based uploader to make the process of getting content from the Mac to the V R&D Space quicker and simpler.

Virtual R&D Space screen shot

Click on the image to enlarge

I will publish more screen shots as the space gets populated with content.


July 27, 2009

Scarcity, inventiveness, cross–pollination, design thinking & pedagogy

In chapter 3 of The Ten Faces of Innovation1, IDEO's Tom Kelley describes an impressive case in which a Nigerian innovator, Bah Abba, had used simple local materials to create an effective evaporation-cooled food storage system. For Kelley, this is more than just a case of overcoming adversity. It demonstrates a particular character from the "design thinking" ensemble: the cross-pollinator. Bah Abba was able to combine disparate elements readily available in the local environment, into an unforeseen combination. The cross-pollinator is particularly important and effective when operating under difficult conditions. In fact, scarcity is the force that drives the cross-pollinator:

There's a principle at work here that we would all do well to respect. Sometimes a lack of resources and tools can prove to be the spark that helps you to seek out and make new connections. It goes beyond the idea that "necessity is the mother of invention." Scarcity and tough constraints force you to break new ground because the "business as usual" path is simply not available. (Kelley & Littman p.78)

What does this mean for learning space design? In his article on Design Thinking2, Tim Brown (also from IDEO) describes how prototyping is an essential part of innovation. This activity takes place in what Brown calls ideation space. Following the IDEO approach, an ideation space is a controlled and safe zone for experimentation, cushioned from the complexities and immediacies of the outside world (it sits alongside two other types of space: inspiration space where the disruptive exigencies of real situations are encountered, and implementation space where we build products to be shipped out and used by real people in real situations). When constructing an ideation space, perhaps we need to embrace scarcity: start with as little as possible: just enough inspiration, just enough cross-pollination. And then add new elements only when necessity drives us back to the inspiration space.

In practical terms, there are some simple implications for pedagogy:

  1. Make it clear that the students are working in a limited, constrained space.
  2. Limit the number of ideas and example that can be thrown into the mix.
  3. Keep the design teams small.
  4. Use lo-fi prototyping.
  5. Switch off the internet.
  6. Use constrained formats (posters, elevator pitches, short films) within ideation processes, so as to concentrate thinking upon the key elements of a problem.
  7. Allow the students to go out for inspiration when necessary, but limit what they can bring back with them.

When teaching e-portfolio design to the IDCM MA students, the biggest challenge is to get them to understand and operate within the constraints of the available tools: they tend to behave like hyper active cross-pollinators. Next term I will try to use these approaches to get them more focused and more realistic.

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1Kelley, T. & Littman, J. The Ten Faces of Innovation: Strategies for Heightening Creativity, Profile Books, 2008
2Brown, T. Design Thinking, Harvard Business Review, June 2008.



July 22, 2009

Do you have any phones that make phone calls?

“Do you have any phones that make phone calls?” Too often, in their eagerness to layer on additional functionality, developers lose sight of the product’s basic function—the one thing it must do extremely well. 1

A team of marketing and business researchers from the University of Maryland have investigated the familiar phenomena of "feature fatigue": how products often become unusable as an increasing number of features are added to make them a more attractive purchase.

This is a useful concept in understanding how user-configurable learning spaces could inhibit learners. The experiments undertaken by the researchers (with undergraduate students) demonstrated how the problem, results from a deficiency in the consumer's ability to envisage the usability of the product before they purchase, combined with uncertainty about the cases in which the product will actually be used:

Before use, capability mattered more to the participants than usability, but after use, usability drove satisfaction rates. As a result, satisfaction was higher with the simpler version of the product, and in a complete reversal from the earlier studies, the high-feature model was now rejected by most participants.

The answer then is to help the consumer to understand and prioritise their needs, and to then envisage the connection between needs, features and usability. There are well tried methods:

To help consumers learn which products best suit their needs, managers should consider designing decision aids, such as recommendation agents that “interview” buyers about their requirements, or offering extended product trials—two techniques that can increase the salience of usability in the purchase decision.

Do students encounter feature fatigue when using our increasingly feature rich and configurable physcal and online learning spaces? Will the same approach significantly improve their capabilities: understanding needs, features and usability? Could a learning design patterns approach be the basis for useful decision aids?

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1 Roland T. Rust, Debora Viana Thompson, and Rebecca W. Hamilton, Defeating Feature Fatigue, Harvard Business Review, February 2006