Direkt zum Hauptbereich

Prototyping, 31.03.25

Pre-Presentation

Lessons from the scrapyard: creative uses of found materials within a workshop setting

I value the importance placed on accessible learning and creating with the Scrapyard Challenge workshops. I'm an avid fan of open access learning and I find it great when people share their knowledge or create spaces to share knowledge instead of overcharging. A particular aspect that I find interesting in the pillars of the workshop is the limited time frame. Having experienced this first hand last week in the prototyping exercize it's surprising how short time and urgency can lead to heightened creativity. Reagarding the use of materials and the importance placed on sustainability, I realize that I may underestimate the power that "trash" holds, and I would like to explore this more in future projects. Also projects outside of my studies I would like to incorporate more found materials than bought ones. However I do find it "sad" that the projects mostly remained unfinished or in the early prototype stage.

 

Bodystorming as Embodied Designing

 From this text I take with me the importance of thinking while experiencing. To know that being around where and what we create is important, to prototype in reality as much as possible compared to computer simulations and role-playing to gain immediate insights. From what I understand compared to bodystorming embodied storming is less product-driven and focuses more on growing as a collaboration and as people. I find this quote quite interesting “innovation in process trumps innovation in product” [Buxton, B. Sketching User Experiences. San Francisco: Elsevier, 2007.] 

The authors studied quite different fields of design which is why I think the topic of embodied storming seems to be a more vague concept which "hovers" over design in general.

 

What do Prototypes Prototype?

I believe the prototype can be anything as long as it represents and presents one or more specific property/ies of a future product. I found the example with the brick interesting, that even something so simple could essentially be a prototype if it serves a purpose in envisioning/experiencing a design. The authors give 3 main pillars that help designers communicate which aspect of the protoype is currently being prototyped (role, look/feel, implementation). The authors say they can be developed simultaneously, although I'm not sure if not a linear approach would be more beneficial to create stronger dependancy constraints. What I did not entirely understand is if the integration prototype is the fourth step of the prototyping process or if it is an independant type of prototyping. Nonetheless, having those pillars in mind will improve future prototyping in my designs to create a solid core of what the prototype must convey.


 Post-Presentation

It's important to have in mind that design is collaborative and everyone involved will see the project from a different angle. It's helpful to concretize the different aspects important in prototypes. The look/feel - implementation - role - integration divisions can set a priority of aspects that need to be communicated. The integration prototype is a part on its own - though I wonder why then not a square diagramm was used instead of the triangle.

Furthermore there is a heavy emphasis on the importance of not only the mind but also the body when prototyping - the bodystorming prototype. A variant of this is embodied storming, used in pre-ideation phases, which focuses around played out scenarios where the body is used as a tool. Acting first before thinking can help reduce assumptions and can give immediate understanding of the consequences of a design.

Kommentare

Beliebte Posts aus diesem Blog

Observations & Experiences, 24.03

 Pre-Presentation I found the RAW method interesting, using audio in combination with images. This approach puts an emphasis on the audio aspect compared to a regular video format where audio is treated of lesser importance than the visual aspect. This audio was being recorded one minute before and after the shot. This is a lot of time where something unpredictable could happen. The inability of post-editing leads to raw experiences which cannot later be influenced.  The researches mentioned, that they were often mistaken as anthropologists rather than technology researchers: "We made a specific point of telling them we were not anthropologists coming to their country to document aspects of their culture. Rather, we described ourselves as technology and design researchers on a field study, hoping to investigate how a variety of different kinds of people in different cultures use a new tool that we are developing."  And I wonder why this isn't seen as a branch of Anthr...

Design/Undesign: Perspectives and biases, 17.03

In many design practices as well as institutional events women are still left out or underrepresented. The example of the public bathroom space plan surprised me. That it would make more sense to add more space to the women's bathroom than the men's. The urinals take up less space so more men can pee simultaneously. Additionally women may need more time on the toilet due to menstruation related topics.  It was surpising to see that even architects forget demographic differences in room planning.  This makes me aware that it's very important to design WITH the users and not simply for the users, since as outsiders who do not have the lived experience of the users we can only make assumptions and thus there will always exist flawed designs because of this mistake. I will try to assume less and ask more.               Source: Visual Paradigm Online