Friday, May 12, 2006

ultimate in ethnographic research

photographer Uwe Ommer traveled the globe through 150 countries over the course of 4 years, to document the life and times of every type of family he could find. He called his project the "Family Album of Planet Earth," and the book that resulted was called (simply enough) 1000 Families. He shot all the families identically, without posture or pretense, against white backgrounds.

http://www.taschen.com/pages/en/catalogue/books/photography/all/facts/02953.htm

Thursday, May 11, 2006

Design in Europe today PDF

Design today in Europe is a series of articles that look into the role and potential of design in Europe.


www.design.nl/designnl/attachment.db?4889

Tuesday, May 09, 2006

BioLand - Dunne and Raby

1. IVF Land (Passion Conception Centre)
2. BioBank, Utility Pets, Clonetopia.
3. Immortality Inc.
4. ForEverAfter
5. GM Love
6. Future Perfect
7. Clinic





BioLand is the first stage of Consuming Monsters, a Research project that investigates design as a tool for critical reflection on the social and ethical implications of biotechnology.

Our main assumption is that objects can make abstract issues tangible, and that products, as a special category of object, can locate these issues within a context of everyday material culture. We believe hypothetical biotech products that embody complex values can be used as an innovative and accessible way of generating discussion by engaging the public as consumers rather than citizens.

During this first stage of the project we have identified and collected applications of biotechnology that have just entered, or are about to enter everyday life in the form of consumer products and services. Some are produced by companies while others exist only as proposals by artists, students, and designers. We then organised these products and services into notional departments within BioLand.

BioLand is a sort of existential shopping centre focusing on deeply human needs and how biotechnology will impact on the ways these needs are met and understood. In particular, it focuses on meeting birth, death, and marriage needs in a genetically modified world. It allows us to locate design proposals within a complex mix of social, cultural, commercial, and ethical contexts. It helps us to move away from a purely abstract and philosophical space into one of everyday consumerism and industrialisation.

On another level it’s a thematic container for organising and understanding existing and potential bioproducts, services and projects. It’s important that these products and services represent both negative and positive implications. Their purpose is to stimulate discussion rather than be taken up for manufacture. BioLand is also a conceptual platform from which different kinds of collaborations and projects can develop and finally, it’s a narrative device for engaging different audiences.

We would like to use BioLand, in partnership with others, to develop proposals for hypothetical products and services which will be used as tools in later stages of the project to facilitate debate between the public and specialists about alternative biofutures. These proposals will act as catalysts, generating a series of different experiments which aim to bring very different communities and agencies together, including scientists, ethicists, museum and arts organisations, the public, and designers.

The main purpose of the project is to explore public perceptions of different biofutures before they happen and, make a contribution to the design of regulations that ensure the most humane and desirable futures are the most likely to become reality.

http://www.dunneandraby.co.uk/

Design as a Social Process: Bodies, Brains and Social Aspects of Designing

http://www.inderscience.com/search/index.php?action=backRecord&rec_id=19&prevQuery=&ps=10&m=or
Interesting journals, have not read them yet!

http://www.inderscience.com/browse/index.php?journalID=192&year=2004&vol=4&issue=2

From shelfware to wetware: where next for design research?

This is taken from the Doors of perception webblog


(In December 2002 I chaired a seminar in London, organised by the Design Council, which brought together 100 academics, designers and business people to discuss: "how to get the most out of academic design knowledge". Here are some half-formed thoughts (Philip Tabor) on the points that arose)

Designers and companies tend to understand 'design research' as:
- technology scoping
- market research
- product development
- trend forecasting

Most of the academics at the meeting said that these activities were not "research" as they understood the term.

Other kinds of value can be created by design research. Among these:

- knowledge about new processes and methods - to the extend that they can be documented and codified. People running large organisations generally value process innovations more than outcomes. But this is not a uniquely academic research activity: internet service companies like Sapient, and management consultants, do process innovation all the time.

- case studies and best practices: everyone wants them, but there's a difficulty: a "best practice" is hard to document or make 'objective'. Practices, by definition, are rooted in a social and technological context.

- Intellectual Property Rights (IPR): old-thinking companies want it, but an obsession with IPR stifles innovation.

- reflection, criticism, and evaluation of bigger picture: these lofty activities are badly needed, and are traditional tasks for academe. The problem arises: how to share the insights so gained with people on the front line whose attitudes and behaviours we want to modify?

- develop new business models: business school academics were active in this field during the early dot.com boom: remember "pure-play" business concepts? Nearly all these platonic concepts failed - precisely because they were not rooted in a context.

- develop new ways of working: the same proviso applies. Academic research can draw our attention to new ways of working (or "WoW" as Philips' Josephine Green called it) - but I'm sceptical that academic research, by itself, can innovate methods out of context.

- understand people and communities: my tolerance for engineers and social scientists who claim to "understand people" is so low that I pass on this one.

- identify un-met needs and desires: the concept of an "un-met need" raises an equally large number of epistemological questions. That, too, is for another time.


It's worth noting, too, that there is no single "design process". Those words were used by different people to describe different steps:

- action research - iterative design in which build > trial > evaluate > learn > build repeat, continuously;
- scoping the domain - to identify broad-brush drivers and dilemmas;
- framing the initial question - on the basis that questions are more powerful than answers;
- assembling the actors - with an emphasis on the inclusion of people formerly known as users;
- obtaining resources - the process of designing and drafting project proposals, setting up projects, and co-coordinating them, is complex and very time-consuming;
- co-ordination and facilitation - the Sloan Business School's Centre for Co-ordination Science (sic) reckons that coordination should be allocated 30% of time and money resources in many projects - but never is;
- sharing results - will never happen if left to the end of the project.

If I reflect, after the meeting, on success factors for design research, four of these stood out for me:
- locate at least part of the project in a real-world context. I heard no convincing examples of purely theoretical design research.
- Design research should involve the innovative re-combination of actors among the worlds of science, government, business, and education.
- If the results (and value) of design research are to be shared effectively, communication and dissemination methods need to be designed (and budgeted) in at the start.
- there's an urgent (and so far not visible) need to develop peer-to-peer methods for research and investigations.

The list of barriers to the effectiveness of design research to emerge from the meeting was longer:
- limits of design knowledge; its epistemology (C Frayling);
- difficult to capture/represent - and thus share - a process;
(processes are often tacit and social, not objective);
- divergent ways of working (WoW);
- inadequate access to, or knowledge of, who is doing what;
- impoverished stores, or more properly flows, of knowledge and experience
- IPR/ownership issues stifle sharing;
- institutional constraints (professional associations, disciplinary divisions);
- funding bodies are too slow, too mono-disciplinary;
- lack of ways to measure effectiveness (Jamie Oliver story).

Conclusion

It was not clear to me, after the meeting, what the academy can or should do, that business cannot. I'm not persuaded that pure reflection, for example - "shelf ware", as wittily described by Rachel Cooper - can be effective, or meaningful, if it is divorced from practice. I also fear that stores of knowledge, put together by academic researchers, may be less useful - remembering the recent failures of knowledge management - than flows of knowledge. I also wonder whether academia can, or should, deliver the just-in-time-research that fast-moving industries seem to need.

In the end, it is probably not a matter of either-or (academic vs. worldly research) - but of both-and. But even a both-and conclusion raises tricky issues. Systematic collaboration between academics and practitioners implies institutional and attitudinal transformation. Does this transformation process need to be designed?

On this last point, I was fascinated to read a paper by Yochai Benkler, Professor of Law at New York University, about Linux and the nature of the firm. Free software, or open source software, is a fifteen-year-old phenomenon in the software world. But, according to Benkler, free software, although the most visible, is one example of a much broader social phenomenon, commons-based peer production - a new mode of production in the digitally-networked environment.
http://www.benkler.org/CoasesPenguin.html

The central characteristic of this new mode of is that groups of individuals successfully collaborate on large-scale projects following a diverse cluster of motivational drives and social signals - rather than market prices or managerial commands.
A review of Shaping Things by Bruce Sterling, The MIT Press (Mediawork Pamphlets series), The MIT Press, Cambridge, Massachusetts, 2005, by Cameron Tonkinwise

Design is about change, about finding possibilities for change, and making change possible.

The challenge of any design education is to open would-be designers up to possibilities. Given that designers are considered creative professionals, with aspirations to even being change leaders, design education should aim to open the designers of the future to possibilities that lie beyond what is currently considered possible

http://www.desphilosophy.com/dpp/dpp_journal/paper1/body.html

"How can we make users the subject - not the object - of innovation?"

"one-day forum last November at the Royal College of Art (RCA) in London. It was the first opportunity for researchers and designers working on the two-year Presence project to share best practices from different approaches to design and user research.

Presence is an i3 initiative to develop scenarios about communications to enhance the community ties of older people. It combines test sites in The Netherlands, Italy and Norway, and design input from Italy’s Domus Academy and the RCA, with support from the Design for Ageing Network (DAN). The Netherlands Design Institute (NDI) is managing the project and its communications"

http://www.i3net.org/ser_pub/services/magazine/march98/art2.html

Cultural Probes- and experimental method for research insight

by Malene Lyng Jørgensen, Lori Webb and Kikki Nielsen

"A paper by Bill Gaver, Tony Dunne and Elena Pacenti at the Royal College of Art from the Journal Interactions, Volume 6, Issue 1, Jan./Feb. 1999. Describes a novel experiment to use "cultural probes" to better understand perspectives and problems among aging communities in Europe."

http://www.itu.dk/~kikki/AVID/CulturalProbes.htm

Sunday, May 07, 2006

I3 Spring Days Presence Forum "Tea Party"

Exploring the relationship between the formality and language of research practices and the more playful and visual approaches of designers of products and services.

http://www.dfki.de/imedia/workshops/i3-spring99/w9/w9-summary.html

INFORMATION PROBING

"Envisioning extreme scenarios, can designers provoke us to reflect on the life we live with technology?

Tom Hulbert, Stijn Ossevoort, Noam Toran

From toasters to telephones, using technology is a normal part of everyday life. But with interactive technologies we notice something different: we think we use these technologies, but they also 'use' us-their behaviour shapes our behaviour. So interaction designers are not only designing an object or service with a certain function, but also, inevitably, the way people will behave in relationship with it.

We believe it is important for interaction designers to find ways to explore the design of not only the product, but its place in our world of values and social behaviour. Subliminal Furniture imagines an extreme world where subliminal persuasion invades the home and the designers invite us to speculate on the way such technologies might change our behaviour. Building working prototypes rather than props for the film grounds the fiction in present day technology; these stories are not speculations on a future society but a depiction of a parallel reality, one that provokes us to question the way our relationship with technology shapes the way we act. Think of these stories as value-fictions, not science-fictions."

http://www.interaction-ivrea.net/en/news/press/releases/2001/mixedrealities/index.asp

Wednesday, May 03, 2006

testing