Thoughtless Acts

I have observed these thoughtless acts last week :

  1. when we copy(type) something from a sheet of paper to our laptop we use different objects to make our paper stand. I guess keeping the paper and our laptop screen at a similar eye level makes the writing process more comfortable.

2. Putting our clothes on the chair and placed our bag next to one of the legs of the table. I noticed as similar to most students that study in the library, I also do this very often without thinking about it. As if the table legs were made just for this purpose. 

3. Sometimes we all prefer to sit on tables without thinking about it. Tables are placed higher than chairs and more comfortable in some situations.

sorry for the poor quality of the picture 🙂

Reading Reflection

An Evolving Map of Design Practice and Design Research explores the purpose of design research, which is “to drive, inspire and inform the design development process”.  The author categorizes different approaches to design practices and dares every designer to think about which design approach category they belong to. The two major approaches listed on the design map  are expert mindset and participatory mindset. Designers with an expert mindset believe they know what is best for the user, where as ones with participatory mindset likes to engage with users through their design cycle.

I think this two distinctions are very important in the design environment, and they may also assist constructive collaborations. After reading this I’ve got a clear insight how to arrange the design process, in a way that could progress the process to the desired outcome. As someone who’s trying to learn how to become a good designer, it’s very easy to fall into the trap of thinking “I understand the problem.  I will find a good solution.” Without taking into consideration the need to involve people who are being served through the design.

Examples from two categories are discussed. For instance, critical design belongs in expert mindset approaches. This design method can be useful to give a more creative space for a designer in help design whatever they see fit. This way designers can come up with new ideas and explore new territories without worries about the end user. On the article probes are mentioned as “method to provide design inspiration rather than a tool to be used to understand the experience of others.”  On the other hand the generative tools approach, which is an example of participatory design mindset invites users to contributes and focus on the user experience. It empowers and put trust on the user to be creative and a decision maker.

Although critical design approach and generative tools approaches are on opposing side, I think designers can mix the two approaches throughout a design cycle. Additionally the design map gives designers a common ground for communication and co-creation.

Visualization the 4 Essentials of Design thinking involves creating design illustrations of the design process once a design approach is decided. Jasper Liu compares and contrast different types of illustration models  that has been developed by designers. He further critics the models by pointing out their flows and proposing ways to make them more efficient representation systems. He finally succeeded in creating a new diamond shaped model that captures all the essentials of design thinking process. The one line that I found very interesting in this article was “ A project often begins with objectives such as creating a mobile app or boosting conversion rates — these are actually solutions!” Because sometimes the line between problems and objective can be very blurry. It’s interesting the way we phrase the problems and the project aim has an influence on the overall process.

Wicked problems in Design thinking is an essay that starts by exploring the history of design thinking and the relationship between science, art and practice. The  author describes how definitions of a subject can differ based on specific application. For Instance technology John Dewey(mentioned by the author multiple times) defines technology in terms of  knowledge, where as when we think about technology what comes first to mind is the hardware part of a specific device. As a result we overlook its artistic side of products. The four areas of design gives a good insight into the objectivity behind every design project.

All the three reading are concerned with giving designers from different background and disciple common definition of design and design methodology everyone is aware of.  In addition to mutual interest designers need mutual understanding in order to work together.

Good Design

I took my first programming class when I was a freshman. It was exciting as well as mysterious. The first programming language I learned was python. It’s one of the high-level languages that’s well-known for its simplicity.  I am sure everyone who learned python on any programming language, first learned how to print.  Anyone can understand the print function of python. I think it’s a good design because it makes the mysterious world of coding easily accessible for beginners. It abstracts the complexity of a particular function and only shows what is necessary. It’s neat and doesn’t concern itself with the various details that might worry advanced developers. Similar to any good design,  it coveys its usage very effectively. 

Dirty Design Cycle Reflection

Before 2nd class:  watched the video our instructor recorded with the user 

Information gathered: 

User Name:   Rodolfo Cossovich

Clinical Instructor of Art mainly works on subjects related to technology, art, and education

Everyday Activity

  • wakes up around 6:30
  • Rides the metro(approximately for an hour)
  • Spends time with students
  • Sometimes skips lunch

Free Time

  • Reading
  • Likes outdoor activities
  • Likes  visiting art galleries with family

Currently working on

  • Designing robots that have the symbiotic (?) relationship with ants

Goal for this year:

  • To submit a research paper at a recognized journal

Phone Activity:

  • Uses Wechat very extensively throughout the day
  • Plays video games to keep his mind active
  • Uses slack and Gmail for work related stuff
  • There are apps he uses very seldom, but are very necessary, for examples apps for order food or renting cars
  • He also uses his phone for maps, and to jot down new ideas

Concerns about his phone

  • He doesn’t like he spends 4 hours a day on his phone
  • “Technology doesn’t have an off switch”, he wants to feel like he is in control when he’s using his phone
  • He wants to have a healthy relationship with technology

Solutions to improve the user’s experience with their mobile phone

  • I thought maybe designing an app that shows pop-up inspirational quotes about time and good usage of technology. Because the user, as he mentioned on the video already knows the notion of control comes from him, not the phone. If we remind of that him every once a while, maybe it can strengthen his will power.

During class:

Team Discussion:

Team one

Group members: Kalkidan Fikadu, Gabriel Chi, Jennifer Cheung, Xinyu Chi

At the start of the 2nd class reviewed the double diamond designed process, and begin working to find a solution that could improve the user experience using their phone. 

During the Emphasizing stage of the cycle, we took 15 minutes to fill out the empathy map canvas that has a list of questionnaires about the user. I shared the information I gathered from the video. This process helped us to understand the user better and to put ourselves in his shoes and see from his perspective. 

In the second stage of the cycle, which is defining problems, we explored and defined various problems, mainly problems that have are related to his phone usage and time management.

The third stage was picking a specific problem that we could work on in this class. Instead of separating the problems we took the common aspects of most of the problems we defined in stage two and wrote a problem statement.

In a team discussion that followed, all three of us provided a specific solution to the problem. We came up with a way to put together all our solution in an App. The App can be used to distract oneself from spending too much time on the phone. The app has four levels. The first level is a pop-up notification window which notifies the user of its usage time. The default value for this notification level is 1 hour. If a user spends an hour on his phone, the app notifies its user of the situation and goes to level 2. 

In level 2, the user’s phone will start to get warmer and the brightness will start to fluctuate, in order to create discomfort on the user. The temperature increase can be caused by a software application on the phone.

In level 3 the phone starts to get slower. This occurs after 3 hours.

In level 4, this occurs by default after using the phone for 4 hours. The phone will shut down.

Each level solution was proposed by group members. Team members were a good team player and I think we communicated very effectively the complete the required task.