There and Back Again: Design Industry to a Design PhD

41
There & Back Again Academia/Design/Academia…. Vicky Teinaki Design Interest May 2012

description

Why give up a good job in the design industry to do a PhD in it? What is a PhD in design anyway? In this talk for the May Design Interest event in Newcastle I discussed what it's like (with a bit of background) and some pros and cons.

Transcript of There and Back Again: Design Industry to a Design PhD

Page 1: There and Back Again: Design Industry to a Design PhD

There & Back AgainAcademia/Design/Academia….

Vicky TeinakiDesign Interest May 2012

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AcAdemiA

industry

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AcAdemiA

industry

BProdDes MDes

gap

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Image http://www.flickr.com/photos/mutedsinger/5695037327/

BProdDes + MDes: Unitec “used to be a mental institution, AWESOME!”

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How the stThe stones come in a set of eight: dhas twelve coloured buttons labellednote scale e.g. red = C. Pressing any

stone change

All other buttons are wirelessly alter(e.g. if yellow/E is selected on the mmajor). Touching any of the three so

make it sound the assigned

Singing Stones Bachelor of Product Design Final Year Thesis ProjectBronze Award BEST Awards

Aiming to fi nd an intuitive way for people to create music, Singing Stones combine Hungarian composer Zoltaire Kodaly’s moveable-do scale and colour-sound synaesthesia in an electronic product for one or many players.� e product was presented both as a non-functioning hard model and an interactive Flash demo (see interactive section).

Start by pressing the silver select button on any of the stones.

Choosing any of the coloured buttons (representing the 12 note scale) while holding down the select button ...

do

ti

la

sol

fa

mi

re

do

do...mastonup incolou

C

D

E

F

G A

B

C#/Db

D#/Eb

F#/Gb

G#/Ab

A#/Bb

Using the

stones

do

ti

la

sol

fa

mi

remi

do

ti

la

sol

fa

mi

re

do

do

Low octave

High octave

Mid octave

To make a sound, press any of the three lit up areas on each of the stones. They play the same note at different octaves (low C)

(high C)

(mid C)do

ti

la

sol

fa

mi

re

do

fa

Change key

Major or minor

Key

options

Making

sounds

Learning to play Twinkle Twinkle Little Star

C D E F G A B C D E F G A B

C# D# F# G# A#

Db Eb Gb Ab Bb

C# D# F# G# A#

Db Eb Gb Ab Bb

The use of speci! c colours for different notes mean that they can be referenced to teach scales. A coloured xylophone with the equivalent colours would be an

appropriate accessory.

twinkle

do do sol sol la la sol

fa fa mi mi re re do

sol sol fa fa mi mi re

sol sol fa fa mi mi re

do do sol sol la la sol

fa fa mi mi re re do

Twin-kle twin-kle lit-tle star

How I won-der what you are

Up a-bove the world so high

Like a dia-mond in the sky

Twin-kle twin-kle lit-tle star

How I won-der what you are

Playing

tunesdo

ti

la

sol

fa

mi

re

do

do

am

ido

doti

la solfa m

ire

do re

sfa

mi

redo m

doti

lasol

do

ti

la

sol

fa

mi

re

do

midoti

la

solfa

mire

dofa

d

do

ti

la

sol

fa

mi

re

do

sol

do

ti

la

sol

fa

mi

do

ti

la

sol

fa

mi

re

do

lado

ti

la

sol

fa

mi

re

do

ti

do

tila

sol

fa m

ire

do

do

Playing a tune consists of deducing the melodic shape, setting a key and sounding the notes.Tunes can be learned either from written material or by recognising the melodic shape by

ear.

1

2

3

4

56 7

G#/Ab

do

ti

la

sol

fa

mi

re

do

do...makes the stone light up in that colour...

CC

How the stThe stones come in a set of eight: dhas twelve coloured buttons labellednote scale e.g. red = C. Pressing any

stone change

All other buttons are wirelessly alter(e.g. if yellow/E is selected on the mmajor). Touching any of the three so

make it sound the assigned

Singing Stones Bachelor of Product Design Final Year Thesis ProjectBronze Award BEST Awards

Aiming to fi nd an intuitive way for people to create music, Singing Stones combine Hungarian composer Zoltaire Kodaly’s moveable-do scale and colour-sound synaesthesia in an electronic product for one or many players.� e product was presented both as a non-functioning hard model and an interactive Flash demo (see interactive section).

Start by pressing the silver select button on any of the stones.

Choosing any of the coloured buttons (representing the 12 note scale) while holding down the select button ...

do

ti

la

sol

fa

mi

re

do

do...mastonup incolou

C

D

E

F

G A

B

C#/Db

D#/Eb

F#/Gb

G#/Ab

A#/Bb

Using the

stones

do

ti

la

sol

fa

mi

remi

do

ti

la

sol

fa

mi

re

do

do

Low octave

High octave

Mid octave

To make a sound, press any of the three lit up areas on each of the stones. They play the same note at different octaves (low C)

(high C)

(mid C)do

ti

la

sol

fa

mi

re

do

fa

Change key

Major or minor

Key

options

Making

sounds

Learning to play Twinkle Twinkle Little Star

C D E F G A B C D E F G A B

C# D# F# G# A#

Db Eb Gb Ab Bb

C# D# F# G# A#

Db Eb Gb Ab Bb

The use of speci! c colours for different notes mean that they can be referenced to teach scales. A coloured xylophone with the equivalent colours would be an

appropriate accessory.

twinkle

do do sol sol la la sol

fa fa mi mi re re do

sol sol fa fa mi mi re

sol sol fa fa mi mi re

do do sol sol la la sol

fa fa mi mi re re do

Twin-kle twin-kle lit-tle star

How I won-der what you are

Up a-bove the world so high

Like a dia-mond in the sky

Twin-kle twin-kle lit-tle star

How I won-der what you are

Playing

tunesdo

ti

la

sol

fa

mi

re

do

do

am

ido

doti

la solfa m

ire

do re

sfa

mi

redo m

doti

lasol

do

ti

la

sol

fa

mi

re

do

midoti

la

solfa

mire

dofa

d

do

ti

la

sol

fa

mi

re

do

sol

do

ti

la

sol

fa

mi

do

ti

la

sol

fa

mi

re

do

lado

ti

la

sol

fa

mi

re

do

ti

do

tila

sol

fa m

ire

do

do

Playing a tune consists of deducing the melodic shape, setting a key and sounding the notes.Tunes can be learned either from written material or by recognising the melodic shape by

ear.

1

2

3

4

56 7

G#/Ab

do

ti

la

sol

fa

mi

re

do

do...makes the stone light up in that colour...

CC

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“Talk to undergrads like they’re grads; talk to grads like they’re undergrads.”

“This is the best trick I’ve learned in 11 years of teaching. Undergraduates have youth, fearlessness, and great tolerance for being pushed around. What they don’t have is people talking to them like they matter. They are used to being talked to like children by people of authority (high school didn’t help), and will be stunned when you address them like real designers who have ideas of worth.

“Graduate students have wisdom, life experience, and a desire to actually be in school. But graduate students also are old enough to know that ideas have consequences, and as a result they run, basically, on fear. They have refrains like “I didn’t think that idea would be any good, so I didn’t mock it up,” or “I wasn’t sure what to build, so I read these books.”

“Treat the undergrads like they’re grown-ups (which they are); show them crazy respect, and ask their opinions all the time. Tell your graduate students to stop talking and start building; tell them not to come to class next week if they don’t bring in 12 sketches. And then thank your lucky stars when they arrive with 3. “

Allan Chocinov, Core77 http://core77.com/reactor/09.06_chochinov.asp

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AcAdemiA

industry

BProdDes MDes

interaction design

gap

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AcAdemiA

industry

BProdDes MDes PhD (in progress)

Interaction design

[gap]

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PhD: Northumbria “Jonathan Ive studied here, b*tches!” University

http://www.flickr.com/photos/bramhall/1798816585

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What is a PhD?Especially a design PhD?

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“The submission is the culmination of the Student’s work. It is their own achievement and (for doctoral students) their own original contribution to knowledge. A sense of ownership gradually emerges (for the Student) over the duration of the research programme; the Student acknowledges this when they eventually claim copyright of the thesis, and this ownership is also asserted through the formal declaration in the submission.”

suBmittinG FOr eXAminAtiOn: GuidAnce FOr reseArcH deGree students And suPerVisOrs: northumbria university

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UK PhDs 3 years min (full-time), a projectUS PhDs 1 year coursework, then thesis (3+ years)Scandinavian PhDs up to 5 years (studentships usually include a teaching component)

Not all PhDs are the same ….

(and then there are DPhils—Professional Doctorates….)

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0 2 1 2 2 2 3 2 0 7 1 7 2 70 4 1 4 2 4 3 4 3 70 9 1 9 2 90 5 1 5 2 5 3 5 3 81 0 2 0 3 00 1 1 1 2 1 3 1 0 6 1 6 2 6 3 6 3 90 3 1 3 2 3 3 30 8 1 8 2 8

PhD Timeline — Vicky Teinaki

Stagegates

Literature Review

Parallel Fields

Existing Languages

Use of Touch in Design

Pilot Studies

Revea/expert interviews

Design Probes/Languages

Identify /pilot methodologies

Collate proposed

vocabulary

Writeup of methodology

Data collection

Workshops with designers

Situate in design process

Valorising proposed frameworks

Writeup

here there be dragons

IPA Year 2 Writeup Viva

The Timeline of Death….

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Hapticshaptikos: ‘pertaining to the sense of touch’

Carnal? Embodied? Different from touch? ARISTOTLE MERLEAu-POnTy WSyChOgRAD

http://www.flickr.com/photos/jakescreations/52190954

Haptic Aesthetics in relation to visual aestheticsBAuhAuS, gESTALT PSyChOLOgy (KEPES, 1995)

TOUCH & LaNGUaGe:

Methods of understandingLEDERMAn & KLATSKy (1985)

Global dimensions of touchAKERMAn ET AL (2010)

Fig. 2. The 24 real telephone samples in the SD test.

to view them thoroughly and then evaluated themon the basis of their impressions. They were al-lowed to assess the telephone samples in randomorder. To avoid interference in evaluating the tele-phone samples, the subjects were asked not to talkto each other during the test.

3. Results and discussion

The raw evaluation data and preference scores ofthe designers and users were analyzed primarilywith regard to the following points:(1) Evaluation and preference score distribution;

(2) Factor analysis (principal component analysis)of the subject's perceptual space;

(3) Relative importance of design elements;(4) Design reference model.

3.1. Distribution of the raw data

The raw data } mean scores and standard devi-ation } for the 14 adjective pairs rated by designersand users re#ected that the designer is better ablethan the user to tell one product form from another.Because the users are not clear about the productform, they tend to give the telephone samplea mid-scale evaluation. For example, the range of

S.H. Hsu et al. / International Journal of Industrial Ergonomics 25 (2000) 375}391 379

TOUCH & LaNGUaGe:

Consumer response centredE.g. DAgMAn ET AL (2010), hSu, ChAng, & ChAng (2000)

… or looks to rationalise designersE.g. KAnSEI EngInEERIng (SEE SChüTE (2005))

Is this the result on a focus on visual semiotics?JACuCCI & WAgnER, 2007

Image from Hsu, Chang, & Chang (2000)

http://www.flickr.com/photos/elgincountyarchives/4306624931

aPPreNTiCeSHiPS:

Novices learn by picking up language of expertsSEELy BROWn ET AL (1989)

There is a concept nexus between touch & languageACKERMAn ET AL (2010)

Criticism(Interaction)

ReaderViewer

ResidentClothes-wearer

Listener

Literary hermeneuticsReception theoryReader response

Novel Church

ScriptFilm

Structure

Post-structuralismSemiotics

NarratologyFormalism

New criticism

End UserManagerConsumerEmployee

EthnomethodologySurveys, interviewsMental modelsCognitive walkthroughHCI hermeneutics

Website GUIVideogameAPI Tangible UI

AuthorPoet

ArchitectComposer

Painter

Interaction DesignerUsability EngineerUser Experience Designer

UsabilityHeuristicsPrototypingpattern languageRemediation

Religious hermeneuticsBoigraphical criticism

Psycholanalytical

Porfolio (collection of works)Reflective practictionerDesignerly style

GroupsEnvironment

social Classrace

gender

GroupsSocial ClassEnvironmentRace GEnder

MorscioismFeminism

New historicism

Workplace studygroups research CSCWContextual inquiryActivity theory

Creator (Designer)

Artifact (Interface)

Social Context (Social Context)

Consumer (User)

Bardzell (2011): Criticism and interaction design

LiTeraTUre:

Interaction CriticismBARDzELL (2011)

CRITICISM hELPS InfORM PERCEPTIOn;SPuR uS On TO fuRThER ACTIOn

LiTeraTUre:

Worth MappingCOCKTOn (2010)

QuALITIES RELATE TO ExPERIEnCES AnD vALuE

Materials Qualities Experience outcomes (positive)

outcomes (negative)defects

Features

means endsbeneficiaries

evaluation

worth

designed co-produced

iNTerViewS

10 students

Transcribed, phenomenological coding.

ID OBJECT(S) MATERIALS nOTED

n Lampshade Concrete, copper, brass Tape Dispenser Concrete, copper, brassL Rings Coloured copper wire, previous materials (stones), silverA necklace Sheet aluminium, aculon, vacuum formed plasticL Chair Ash, walnut (laminated), Stoneware Stoneware/ silicon rubber Bowl PewterC Jewellery Coper, brass (decayed)C Rings Acrylicy Coffee table Ash (green)J Chair Wood, pewterE Bowl glassM Stool glass, metal, wood Clock Wood, acrylic

order. The three models visualizing “something that flows

out of a crack in the mountain” exhibit a somewhat

different time frame (Figure 2). These models have been

developed in several months of work and they are

indicative of a shifting focus in the students’ thinking.

Although they have been produced in a sequential order,

they maintain their relevance as they communicate

complementary aspects of the design project.

Let us look once more at the first semester student who

studied a saw and its movements, translating it into a

physical model (Figure 9, see also Figure 5 and 8). In a

later session, using different light sources, he highlights

details of the model that exhibit distinctive material

features, such as the dents of the saw. Using multiple

projections he transforms a collage of these details into a

spatial installation. We can look at this as a particular

material feature ‘circulating’ through different

representations, in a sequence, helping the student to

explore its significance for creating an architectural space.

Each transformation deepens the student’s understanding of

the material and makes the design concept mature. These

students explore the properties of concrete step-by-step,

with one discovery leading them to the next design

intervention. Another type of temporality can be identified

in the ways the students make use of the big shared model

(see also Figure 4 right). Here we observed a more

ephemeral apparition of material features, with students,

from day to day, leaving material traces of their design

thinking on the model or overwriting them in the next

collaborative design session. These (temporary) traces

serve as indices to planned or discussed interventions in the

mountain valley. They change or disappear with the

progress of students’ discussions. Also the ‘carving out’

example has a temporal dimension. It shows how one

model is transformed, over the course of a few days, to

perform different visual effects through its changing shape

and material features. This resonates with Russian designer

Vladimir Tatlin, who held that design should “derive from

exploring and exploiting a material’s intrinsic qualities, and

be considering how it might combine with other materials”

([6], p. 53). A more general point is illustrated by these

examples: There is a temporal framework connected to

material features which elucidates how these emerge in

specific events. Hence our notion of ‘material events’.

These events range from: long-term activities, such as

creating a material-dense work environment or design

space; to creating design representations from different

materials or exploring a specific material through

circulating it through different representations – gradually

transforming and translating the design concept or even

‘jumping’ between formats, scales and media (all activities

of medium durée); to short communicative events (leaving

temporary traces).

Materiality in Performative Events

Our analysis points to a diversity of material resources for

collaborative creativity. The different material features of

an artefact engage our different senses and are connected to

different techniques of working with materials –

perceiving, expressing and experiencing. The spatiality –

an artefacts size, shape, proportion, location in space and

weeks

days

translation of material features from a saw ….. to a model……

……….to a spatial representation

temporary arrangement of materials as traces of

discussions

days

staging material features of the model

….changing the model and staging it again, from outside and inside

Figure 9 Material events

80

FUTUre wOrK

The current apprenticeship system of design could be improvedE.g. SOnnnEvELD (2004), JACuCCI & WAgnER, (2007)

From Material Moments, Jacucci & Wagner (2007)

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Why do it?

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AcAdemiA

industry

BProdDes MDes PhD (in progress)

Lecturing

Post-doc

Design researcher

Interaction design

[gap]

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You get to do design research

Antony dunne

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Jane mcGonigal

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dan Lockton

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Jayne Wallace

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Rigour

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Research into design desiGn HistOry etc

Research for design InduSTry meThodS

Research through design tHrOuGH PrActice

Frayling (1994)

Research and Design

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Design Issues: Volume 24, Number 3 Summer 200814

exploration would be likely to pose another question altogether—what qualities would an ideal mobile phone embody?

Create/Change—Explain/Understand—Suggest/Provoke. Striving to create and change implies that design practice is a proactive activity of creation and intentional change. In design studies, the researcher instead aims to better under-stand a phenomenon to be able to explain and predict it. While design practice aims to change, and design studies aim to explain, design exploration—owing to its transcen-dental character—on the contrary often aims to suggest alternatives, problematize, criticize the current state of affairs, and provoke.

Client—Peers—Critics. The role of the guarantor (i.e., the body guaranteeing the quality and validity of the work), typically is quite different between the three activity areas. While design practice tends to emphasize the role of the client and various business goals in this process, design studies usually relies on peer reviewing to guarantee good quality. When it comes to design exploration, the answer is not straightforward. Other design fields such as architec-ture and graphical design have recognized design journals that publish design critiques. Such a tradition is yet to be established in the interaction design field.30

Commercial design organizations

Commercial design organizations

Other disciplines

Philosophy

Idealistic, Societal, and Subversive

Design critique, Art, Humanities

RealJudgement, Intuitive, and TasteCompetenceParticular and contextualClientCreateChangeInvolving and Synthetic

Cumulative, Distancing, and Describing

Context driven, particular, and synthetic

TrueLogic

KnowledgeUniversal

PeersExplain

UnderstandDistancing and Analytic

Design StudiesDesign Practice

The possibleShow alternatives

IdealsTranscend

ProvokeExperiement

AestheticsProactive

Societal, “Now”-orientedCritiquePolitical

Design Exploration

Figure 3 A more complete model of interaction design research.

30 Olav Wedege Bertelsen and Soren Pold, “Criticism as an Approach to Interface Aesthetics,” Proceedings of Third Nordic Conference on Human-Computer Interaction (2003).

Fallman, D. (2008) The Interaction Design Research Triangle of Design Practice, Design Exploration, and Design Studies, Design Issues, Vol. 24, No. 3, p. 4-18, MIT Pres

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2. Examples

This research asks the question How can we use documentaryfilm in discovery research? Answers are sought throughstudying films and theory, as well as making films formultidisciplinary design teams. Design is nowadays athoroughly multidisciplinary discipline. It is called uponever more in society and industry to address problems andcreate opportunities. As a result design touches on manyaspects of our everyday lives, and knowledge about howpeople live is an important asset in design processes.

In design processes discovery research is used from thestart, to get access to knowledge about how people live andwhat matters to them. But that is not its only role. Ideally,it also inspires design processes. Video has been used tosupport both roles since the 1980s, but has not movedmuch beyond registering discovery research activities. Forthe first time, this research adds documentary film to themultidisciplinary mix in design in a fundamental way.With more than a hundred years of experience inportraying everyday life, documentary film brings manyinspiring ideas and techniques to discovery researchfor design.

Documentary film has a strong connection to reality, anddeveloped a rich film language. The films that inspire thisresearch in particular present the perspectives of peoplebehind and in front of the camera in conversation witheach other, and invite viewers to join and continue theseconversations. The three notions reality, language andconversation have become the foundation of designdocumentaries, the new method for discovery research indesign that this research introduces. The name designdocumentaries was chosen to stress their origin, theirhybrid form and their particular purpose: to inform andinspire design.

Filmmakers have explored and developed countlesstechniques since 1895. This research groups them asobservation, compilation, intervention and performancetechniques. Observation techniques are driven by a desireto not disturb the situations that are being filmed.Intervention techniques on the other hand interfere insituations by asking questions, adding narration, and so on.Compilation techniques use archival and found footagesuch as tv broadcasts or home movies. Performancetechniques recreate situations from the past throughre-enactment, or create completely new situations withthe protagonists, and possibly the filmmaker, performingroles. These techniques provide an inspiring toolbox fordiscovery research.

Documentary films such as Chronicle of a Summer (JeanRouch and Edgar Morin, 1961) and Lift (Marc Isaacs, 2001)mix the three ideas (reality, language and conversation)and four techniques (observation, intervention,compilation and performance) to tell a story about everydaylife that leaves many idiosyncrasies and complex detailsintact. These films can be seen as discovery research. Notresearch that is filmed – the film itself is the research. Thisis also the starting point for my own filmmaking practice.My films explore how documentary filmmaking canbe(come) discovery research.

During the research, I made several films for and withdesign teams. Fred, Kent and Debra (2004) are films aboutheart patients commissioned by Philips Medical Systems.Drift and Swim (2006) explore the application of smarttextiles, for several small companies. I assisted filmmakerXiaoxiao Sun in making Alena’s Strawberry Farm (2006),for Goldsmiths College and France Telecom/Orange. Inpractice, making design documentaries for design teamsturned out to be an iterative process where documentaryfilm influences discovery research and vice versa. Thinkinginspired making, and making inspired thinking. The twoactivities came together into an iterative process fromwhich design documentaries emerged.

The design documentaries I made raised practical,theoretical and ethical issues which can be grouped aroundthe three ideas that characterise documentary film: reality,language and conversation. Design documentaries connectto reality by accepting the complexity of everyday life.They use film language as a tool to tell stories whichappreciate and handle the complexity of everyday life.Working with participants, researchers and designers duringthe filming happens in a conversational way and createsrelationships between people. Good working practice seemsto be close to the existing, diverse practice in documentaryfilmmaking where possible ways of dealing with similarissues have been explored extensively.

Design documentaries appropriate the three ideas fromdocumentary film for discovery research. The idea thatfilm is like reality is focused on embracing diversity andambiguity in everyday life in the research. The use of filmlanguage becomes an exploration of film aesthetics aimedat expressing these ambiguities and the perspectivesdeveloped during the research. The idea that films areconversations is further developed when designdocumentaries are used to create conversations in designprocesses. Together, these appropriated ideas empowerdiscovery research to communicate stories in new ways,and also to tell new stories. Design documentaries interferedeeply with how discovery research is conducted,communicated and used in design.

Design documentaries offer new ways of doing discoveryresearch based on their characteristics: embracing diversity,exploring aesthetics and creating conversations. In practice,they have shown that research can be part of design, anddesign can be part of research: design documentaries createnew shared spaces for research and design to co-exist. Theymake mixing and moving between research and designeasier, which encourages connections between designand everyday life. Design documentaries introducedocumentary film to the multidisciplinary mix in design,and invite researchers and designers to engage withvideo and everyday life creatively, to inform and inspiredesign processes.

Design teams appreciated the direct access to the peoplein the design documentaries, allowing them to discoverthe context of the situations they were designing for.The creative use of film language, instead of registration,was inspirational for the teams. The perspectivesresearchers added to the films stimulated designers to bringtheir own perspectives to discussions on the research.This facilitated the continuation of conversations thatstarted between researchers and participants during thefilmmaking into the design process.

Thought-provoking insights into everyday life:a new contribution to discovery research in design

Bas Raijmakers PhD (RCA)

Xiaoxiao Sun, 2006

Bas Raijmakers, 2006

Bas Raijmakers, 2004

Marc Isaacs, 2001

See the films at www.designdocumentaries.com

Jean Rouch and Edgar Morin, 1961

Anthony Dunne Ramia Mazé

Catherine Dixon

Bas Raijmakers

Joe EastwoodDaria Loi

From Yee, J. Journal of Research Practice http://jrp.icaap.org/index.php/jrp/article/view/196

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Design Practice Design Studies

Design ExplorationDesign critique, ArtHumanities

Context driven, particular, and synthetic

Idealistic, Societal and Subversive

Commercial design organisations

Cumulative, Distancing, and Describing

Other disciplines

5

6

1

2 4

3

1. Anthony Dunne2. Catherine Dixon3. Daria Loi4. Joe Eastwood5. Ramia Mazé6. Bas Raijmakers

Figure 1. PhD examples placed in Fallman’s (2008, p.5) Interaction Design Research Model

From Yee, J. Journal of Research Practice http://jrp.icaap.org/index.php/jrp/article/view/196

Anthony Dunne

Ramia Mazé

Catherine Dixon

Daria Loi

Bas Raijmakers

Joe Eastwood

Page 31: There and Back Again: Design Industry to a Design PhD

From Yee, J. Journal of Research Practice http://jrp.icaap.org/index.php/jrp/article/view/196

2. Examples_Summary

3 Dunne does not explicitly state the research methods that were used in the review of the projects. However, judging from Seago’s description of ‘highly considered artefacts’

(in Seago and Dunne 1999 paper), it would seem to suggest that some form of reflective practice process took place.

How was the research conducted? (Frayling, 1993)

What was the focus of the investigation? (Cross, 1999)

PhD Examples Ontological and epistemological influences

Methodological influences

Methods

Into Through For People Process Product

Anthony Dunne

Material critical theory Critical design - Exploratory projects - Reflective practice3

X X X X

Catherine Dixon

Pragmatic and applied Design as research - Visual survey - Reflective practice - Peer review

X X X X

Daria Loi Postmodern and qualitative Constructivist paradigm Artistic inquiry

Methodological bricolage (dialogic research, storytelling, play, creative action, action learning)

- Playful triggers - Observation and interviews - Reflective practice - Exploratory installations - Multisensorial writing - Experimental techniques

X X X X X

Joe Eastwood Phenomenological Design as research - Interviews - Fieldwork documentation

using photograph, notes and audio recording

- Visual analysis - Exploratory projects

X X

Ramia Mazé Critical and post-critical architecture

Criticality from within - Exploratory projects - Reflective practice

X X X X

Bas Raijmakers

Hermeneutics and phenomenology

Design as research - Literature studies - Film studies - Exploratory projects as case

studies

X X X X

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The Dark Side…

Page 33: There and Back Again: Design Industry to a Design PhD

PhD Guilt

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http://www.flickr.com/photos/elvishuang/2926614746

The PhD Baby

aka woe betide the partner of a doctoral students!

Page 35: There and Back Again: Design Industry to a Design PhD

http://www.flickr.com/photos/charissa1066/4331881160/

Losing your hand in the craft….

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Rigour

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60k+ words (though this may be changing)

Daria Loi, Thesis in a Suitcase http://sitem.herts.ac.uk/artdes_research/papers/wpades/vol3/dlabs.html

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To PhD or not to PhD?

Or, why give up my good income or spare time to end up having to understand pragmatism

and semiotics?

Page 39: There and Back Again: Design Industry to a Design PhD

Imagine a circle that contains all of human knowledge. By the time you finish elementary school, you know a little. By the time you finish high school, you know a bit more. With a bachelor’s degree, you gain a specialty.

A master’s degree deepens that specialty. Reading papers takes you to the edge of human knowledge. You push at the boundary for a few years. Until one day, the boundary gives way.

And, that dent you’ve made is called a Ph.D.

Ph.D.

Of course, the world looks different to you now. So, don’t forget the bigger picture.

Keep pushing.

!rrreeepppaaarrreeeddd      bbbyyy      MMMaaagggCCClllooouuuddd      fffooorrr      VVViiiccckkkyyy      TTTeeeiiinnnaaakkkiii...      GGGeeettt      mmmooorrreee      aaattt      mmmaaattttttmmmiiiggghhhttt...mmmaaagggccclllooouuuddd...cccooommm...

http://matt.might.net/articles/phd-school-in-pictures/

Page 40: There and Back Again: Design Industry to a Design PhD

If you’re prepared to create new knowledge in a scholarly context, and are prepared for a marathon, not a sprint. (And to not get to make stuff for a while!)

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Some resources to check out:The Thesis Whispererthethesiswhisperer.wordpress.comPhD Comics (XKCD for postgrads)phdcomics.com

me: @vickytnz aestheticsoftouch.com (semi-blog of reserach)