Video sketching ucrac16

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costs & wishes formular for traveling in front of Sørens office wishlist for stuff on facebook onsdag den 14. september 16

Transcript of Video sketching ucrac16

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costs & wishesformular for traveling in front of Sørens office

wishlist for stuff on facebook

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till monday...Generate five video sketched ideas

Uploaded to the web-side

Arrange meeting with case-partners (skype of IRL)

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Greenberg et al 2011

multiple ideas matters!

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animation-based sketching to explorefuture user experiences

Peter VistisenAssistant Professor, nice guy

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Status...

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cluster 1

cluster 2

Merge the insight

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“Design is to design a design to produce a design.”John Heskett, 2005

symbolic representation

depictive representation

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John Heskett

“Design is to design a design to produce a design.”

From “Design: A Very Short Introduction”

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John Heskett

“Design is to design a design to produce a design.”

From “Design: A Very Short Introduction”

noun (3)

verb

noun (1)

noun (2)

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John Heskett

“Design is to design a design to produce a design.”

From “Design: A Very Short Introduction”

noun (3)

verb

noun (1)

noun (2)

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Buuuuuuuuuuuuut…

“Design is to design a design to produce a design.”

Design in praxis always have one important alteration

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“Design is to design designs to produce a design.”

Buuuuuuuuuuuuut…Design in praxis always have one important alteration

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Data

The process

Concept

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Data

The process

Concept

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ConceptData

The process

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It’s a tough balance...

“Design is compromise.”

From Buxton’s “Sketching User Experiences” (2007)

formsfunctionsstylesproblemssolutionsstakeholdersknowledge domains

between

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The challenge qua BuxtonThe hard part of working with reflective design problems

Getting the right design......and getting the design right

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Getting the right design......and getting the design right

do we solve the right problem?

do we solve the problem appropriately?

The challenge qua BuxtonThe hard part of working with reflective design problems

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why is thisimportant

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Design is about products!Everything designed by humans can essentially be called a ‘product’

“We regard the form of a products as a synthesis of what is useful, usable, and desirable - that is, the content and structure of performance, human affordances, and product voice.”

Richard Buchanan 2011 ‘Design Research & The New Learning’

UTILITY

USABILITY DESIREABILITY

‘product’

UTILITY

USABILITY DESIREABILITY

‘product’

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The inertia of innovationWe need tools that allow us to avoid the pit fall of local hills

“In terms of stifling innovation, good ideas are more dangerous than bad ones. They take hold, assume momentum, and therefore result in intertia”

Buxton 2007

...intertia must be avoided onsdag den 14. september 16

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...and Buxton won’t shut up!Billy Boy makes a clear summary of why exploration matter

“Without informed design - technology is more likely to do bad than good”

Buxton 2007

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Possible future ‘worlds’

The Future is kinda messy - but it’s also ‘hand made’

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...once upon a possible worldA theoretical framework som poetics may be our beginning

You and I Here and now

Possible world 1

Possible world 2

Possible world 3

Science fictional world

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“A kind of halfway between fact and fiction (...) telling

stories that appear real and legible (...) Offering some

sort of reflection on how things are, and how they

might become something else.”

–JULIAN BLEEKER - near future laboratory

Design + fiction

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a formal definition exist"Design fiction is the deliberate use of diegetic prototypes to suspend disbelief about change."

Bruce Sterling, 2012

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it’s all in the ‘what if ?’

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“A proposable good solution to a design problem, within a certain context ”

Professor Jon Kolko, 2009

What if?

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What if X condition(s) were true?

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...a lot of real design comes from real past ideas of fiction

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Minority Report

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...and head on to 2012

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Remember the diegesis“Filmic depictions of future technologies are actually ‘diegetic prototypes’ that demonstrate to a larger audience a technology’s need, benevolence, and viability. Diegetic prototypes have a major rhetorical advantage over true prototypes: in the diegesis these technologies exist a ‘real’ objects already implemented, which people actually use.”

David A. Kirby “The Future is Now”

...stories matter a lot in terms of domesticating an ideaonsdag den 14. september 16

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Props & PrototypesThink of design as prop-making for the near future. Design makes objects (non-humans) around which stories/conversations ensure, and imaginary worlds come into being.

...the same goes for the ‘immateriality of services’onsdag den 14. september 16

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A good example

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...and it can be very roughWhich lead’s us to why fiction can be used for sketching

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Advertise the futurefiction as diegetic informercials

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it’s all in the ‘what if ?’

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...two tools for today

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First let’s build a concept scenario

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Necessities(data)

Lessons(example)

Dragons(misconceptions)

Possibilities(design fiction)

FACT

FUTURE

FICTION

PAST

Histories Signals

Myths Scenarios

Vistisen, 2013

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Necessities(data)

Lessons(example)

Dragons(misconceptions)

Possibilities(design fiction)

FACT

FUTURE

FICTION

PAST

Histories Signals

Myths Scenarios

Vistisen, 2013

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Necessities(data)

Lessons(example)

Dragons(misconceptions)

Possibilities(design fiction)

FACT

FUTURE

FICTION

PAST

Histories Signals

Myths Scenarios

Vistisen, 2013

Teenagers are hard to engage during their visit to the zoo

The zoo is highly dependent on the weather and season

It has been unsuccsesfull to reach the guest through

mobile apps

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Necessities(data)

Lessons(example)

Dragons(misconceptions)

Possibilities(design fiction)

FACT

FUTURE

FICTION

PAST

Histories Signals

Myths Scenarios

Vistisen, 2013

Teenagers are hard to engage during their visit to the zoo

The zoo is highly dependent on the weather and season

It has been unsuccsesfull to reach the guest through

mobile apps

Funding for the zoo is limited in the next five years

No economical room for new staff hires

In 2020 90% of all guest will use digital media during a

visit

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Necessities(data)

Lessons(example)

Dragons(misconceptions)

Possibilities(design fiction)

FACT

FUTURE

FICTION

PAST

Histories Signals

Myths Scenarios

Vistisen, 2013

Teenagers are hard to engage during their visit to the zoo

The zoo is highly dependent on the weather and season

It has been unsuccsesfull to reach the guest through

mobile apps

Funding for the zoo is limited in the next five years

No economical room for new staff hires

In 2020 90% of all guest will use digital media during a

visit

Teenagers don’t want to visit the zoo with their families

Digital technology disturbs the physical experience of

the zoo

Only more staff will enable more involving experiences

for the visitors

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Necessities(data)

Lessons(example)

Dragons(misconceptions)

Possibilities(design fiction)

FACT

FUTURE

FICTION

PAST

Histories Signals

Myths Scenarios

Vistisen, 2013

Teenagers are hard to engage during their visit to the zoo

The zoo is highly dependent on the weather and season

It has been unsuccsesfull to reach the guest through

mobile apps

Funding for the zoo is limited in the next five years

No economical room for new staff hires

In 2020 90% of all guest will use digital media during a

visit

Teenagers don’t want to visit the zoo with their families

Digital technology disturbs the physical experience of

the zoo

Only more staff will enable more involving experiences

for the visitors

What if teenagers became responsible for the zoo?

What if we could challenge the families in a flexible adventure - combining physical and digital?

What if the digital layer was more or less autonomous?

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Assignment1) Map out your problem space in the the design fiction matrix

2) Begin to discuss ‘what if scenarios’ that could exist and how this possible world might look like from the user view point. State your ideas by actually asking ‘What if X’?

3) Try to make at least 3-5 different scenarios with different ideas

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ḔẼỀḖȄÈ ẼẺ ḔỀẸEȄ ẨȦȦȂ

...any questions?onsdag den 14. september 16

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...the foundation for design thinking Sketching

@petervistisenonsdag den 14. september 16

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“A sketch is simply a line going for a walk” Paul Klee (1879-1940)

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Go grab these files!

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Figure 52: The Sketch to Prototype Continuum

The difference between the two is as much a contrast of purpose, or intent,

as it is a contrast in form. The arrows emphasize that this is a continuum,

not an either/or proposition.

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BUT I CAN’TDRAW!

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Sketching is NOT drawing!Sketching is designing (and yes that makes a big difference)

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StoryboardsDepict your design space as a pieces of a visual story

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StoryboardsUsing different sketching patterns we may also add a little depth

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Good for a lot of situations - but very staticProblems with sketches

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Problems with sketchesGreat for a lot of cases - but often with very little dynamic

“The experience is so much in the transition”

Buxton holds that we are focusing too much on representing the states of a design proposal and thereby neglect the design of the transitions (the in-between that happens through time )

Buxton 2006

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Problems with sketches...and static does not win the day with interactive technologies

“We sketch in patterns and conventions - and thus we have problems with sketching concepts of non-idiomatic technologies”

New emerging technologies without established design patterns are hard to handle with traditional sketching.

So their wickedness of the wicked problem becomes more wicked!

Jonas Löwgren 2011

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What did we miss?

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Understandingthe users

...im a cat person

Brugeren er sjældent bare én person, men

et netværk af interessenter, med forskellige

indgangsvinkler og dermed forskellige

interaktioner med produktet/servicen.

Cooper (2003) kalder det ‘Elastic Users’

What about

use over time

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...what and how?The dimension of time is the users reality

“Interaction design is design of the acts that define intended use of things.”

Hallnäs, L. and Redström, J. 2006

...Apple tried to do this with the Knowledge navigatoronsdag den 14. september 16

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Vision sketchesA tool from real world design spaces

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Vision sketchesA tool from real world design spaces

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..but does the illusion hold?

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Wizard of Oz’ingonsdag den 14. september 16

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“Up to the point where Toto tipped over the screen and

revealed the Wizard to be a fraud, all of Dorothy’s

reactions were valid psychologically, anthropologically,

and sociologically. To her the Wizard was real, and

therefore so were all her experiences.”

Bill Buxton (2007)

...and this is what we need!onsdag den 14. september 16

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THE EXPERIENCE

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So it is much faster and easier (and cheaper!) to find a little old man, put him behind a curtain with a microphone and some speaks, that it is to find a real Wizard (true story).

And that’s the case with most experience design- fake it till you make it! Peter Vistisen

Get real scarface!

STFU!

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It is fidelity of the experience, not the fidelity of the prototype, sketch, or technology that is important from the perspective of ideation and early design.”

Bill Buxton (2007)

“The only way to engineer the future of tomorrow is to have lived in it yesterday (...)

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Taking over the fourth dimension of design Video as a sketching tool

@petervistisenonsdag den 14. september 16

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...methods to extend a sketch

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From LowFi to HiFi

GestikulationWordsWhiteboard scribblesPaper sketchesMixed modalityMock-upsWireframesSlidewaresVideo sketchesHi-fi prototypesCoded prototype

Low-fidelity

High-fidelityonsdag den 14. september 16

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Video & animation-based sketching gives high fidelity feedback with low to mid fidelity tools...

From LowFi to HiFi

GestikulationWordsWhiteboard scribblesPaper sketchesMixed modalityMock-upsWireframesSlidewaresVideo sketchesHi-fi prototypesCoded prototype

Low-fidelity

High-fidelity

Hypothesis...

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So... video sketching Using video as a design material

Video is an extremely flexible tool that can capture real-world events as they occur, either "staged" or "live". Video can illustrate ideas and concepts, and especially dynamic events such as how people interact with objects and computers. Video is a creative tool for exploring new ideas, simulating new technology and allowing users to experience technology that does not yet exist. Finally, video is a powerful communication tool, as part of a presentation, in a design workshop, or standing alone, enabling you to share results, discuss ideas and envision future designs.

MacKay 2001...bla bla blaonsdag den 14. september 16

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Reflection-on-videoMoore & Buur’s interpretive stance on video in design

FOCUS REFLECT REFRAME

WHAT IS INTERESTING?

WHY IT IS INTERESTING?

HOW DOES IT CHANGE MY

UNDERSTANDING?

MOORE & BUUR 2009onsdag den 14. september 16

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how do we create the illusions?

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Maybe animation can augmented the video?

ANIMATION

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“Animation exaggerates and emphasizes essence”Jørgen Kubien 2013

ANIMATION

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R. Stephenson, 1973

...as a video sketch“The key difference between animations and classic film is that animation offers the producer the ability to have near full control of the material matter, and is not constrained from the context of the physical world which the video media is limited too.”

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different formsanimation is suitable when static expresses too little

STATIC SKETCH CLICKABLE MOCKUP

10 SECOND ANIMATION

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Pacing, rhythm (qualities in the medium) and anticipation (subjective to the viewer) is part of what the temporal information adds - it’s the finer grains of experiential value in the sketch, which cannot be statically perceived

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Necessities(data)

Lessons(example)

Dragons(misconceptions)

Possibilities(design fiction)

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Show us how to do it!!!

Go go Premiere!

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A jack of all trades for video sketching Sketching in Premiere

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AnimaticsTaking a simple storyboard and making it into a video

...animatics (low-fi)

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AnimaticsTaking a simple storyboard and making it into a video

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Stop Motion videoClassic animation with paper, models and timing

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Stop Motion videoClassic animation with paper, models and timing

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Stop Motion videoClassic animation with paper, models and timing

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Video LayersVideos get augmented via animated special fx

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Green screen videoWe remove the background to simulate new contexts

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Green screen videoWe remove the background to simulate new contexts

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Using other peoples stuffBe careful with copyrights, but use it if it makes sense

+onsdag den 14. september 16

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But, is video sketching allways a viable method?

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From LowFi to HiFi

GestikulationWordsWhiteboard scribblesPaper sketchesMixed modalityMock-upsWireframesSlidewaresVideo sketchesHi-fi prototypesCoded prototype

Low-fidelity

High-fidelity

The higher fidelity......the lower flexibility

(again it’s all about the compromise)

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the production environments typically needs to be appropriated and learned to enable animation-based sketching....in other words, they are re-designed

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TIME (horizon)futurism realism

Normative Design ProblemsSci-Fi

Unknow context

Unknow conditions

Room for speculation

Room for strategic planning

Know context

Known conditions

Little room til experiment

Focus on following strategy

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TIME (horizon)futurism realism

Normative Design ProblemsSci-Fi Using video

Unknow context

Unknow conditions

Room for speculation

Room for strategic planning

Know context

Known conditions

Little room til experiment

Focus on following strategy

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in all levels of fidelity

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RememberIt’s not about Hollywood style effects

Get to test of many raw ideas

Combines techniques to new forms

Save everything you create!(your portfolio will love you for it)

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Show & tell caseOptimizing alerts to care takers of elderly people

Problem:

Solution:

Scenarie:

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Show & tell caseOptimizing alerts to care takers of elderly people

Problem: Miscommunication between care takers

Solution: Mobile auto synced alarm

Scenarie: Old Pop’s falls in his apartment

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PropsCard board, paper and green

(super green!)

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Peter!stop talking......sit downopen Premiere!

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ReframingMaybe the right design is actually to fell secure

Problem: Accidents evoke fear in the elderly

Løsningsidé: a mobile alarm with video link

Scenarie: Old Pop’s (still) falls in his apartment

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...it’s just one of them science guys

Don’t mind the kid with the camera

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What to put on the web-siteYou sketches + reflections on the process

What is the name of your sketch?

What is the design problem depicted?

What is the narrative or message in the sketch?

Which techniques did your apply?

Give your sketch a number, and name it

Provide a short resume of the design problem the sketch handles, and explain why it actually is a problem (use your data or hypothesis). About 100 words

Provide a short resume of how you have depicted your sketch as a design fiction. Who are the users, what is the solution, and what is important in the sketch? About 75 words

Deconstruct which sketching techniques you applied in the sketch and explain how and why it was used to create the visualization of your idea. About 75 words

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Peter Vistisen Thessa JensenForskningassistent Lektor

Pedro Son of Visti Creative Director at SweetD

Rasmus Kalle Kristansen Ejer af det internationale designbureau The SweetD

The SweetDif Im not around,and you need help

Rasmus Kalle Kristiansen- Swedish Private Detective- Lady boys man in the weekends- Expert in all things Digital

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Rock on!...you must

...and lunch

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Bodystorming...mise-en-scene via the body

Video-augmented

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Bodystorming is technique of physically experiencing

a situation to derive new ideas. It requires setting up

an experience - complete with necessary artifacts and

people - and physically testing it.

Bodystorming can also include physically changing

your space during ideation. What you're focused on

here is the way you interact with your environment and

the choices you make while in it.

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How to?1) Get up...2) Start doing!3) Done...

...and maybe record itonsdag den 14. september 16

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ÉḠȨGḚ ḔǴẼĤḠĠǴĞḞȨGḚ ĠǴ ḘȞǦFǴĞḘ ĔĞǴḞ ĠĖḘ ĢḠḘĞ ǦǴȨGĠ ǴĔ HȨḘḦ

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ȄĖḘ ḎǴĞĠĖ ÈḘĒ ĎḖḘĒGĒĞȨĢḞ ȨG ÇȨĞĠḠĖĒFḠ

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use it!If you record your bodystorming you already have what you need for your first live video sketches

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Concept CommunicationPrepare your concepts to meet reality

“The art and science of ǦĞḘǦĒĞȨGḚ ȨGĔǴĞḞĒĠȨǴG so that it can be used by human beings with ḘĔĔȨḖȨḘGḖĤ and ḘĔĔḘḖĠȨHḘGḘḠḠ. Information design thus makes information ḘĒḠȨḘĞ ĠǴ ĢGẼḘĞḠĠĒGẼ and to ĢḠḘ.”

Edward Tufte (1990)

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The journey...Re-focus from ‘sketching’ to ‘the sketch’

Investigation Exploration

Explanation Persuasion

Olofsson & Sjölén’s sketching phases

‘Sketching’ very processual dimensions

‘The Sketch‘ communicative dimensions

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The journey...Re-focus from ‘sketching’ to ‘the sketch’

Investigation Exploration

Explanation Persuasion

Olofsson & Sjölén’s sketching phases

‘Sketching’ very processual dimensions

‘The Sketch‘ communicative dimensions

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Your final sketch must both tell a story and an agumentThe narrative of your sketch

Poin

t of n

o Re

turn

ConflictEscalation Cl

imax

Elab

orat

ion

Teas

er

Reso

lutio

n

Presentation

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Problem

Background &

context for problem

The solution is...Presentation of concept

Outtro & Credits

Title

Your final sketch must both tell a story and an agumentThe narrative of your sketch

Poin

t of n

o Re

turn

ConflictEscalation Cl

imax

Elab

orat

ion

Teas

er

Reso

lutio

n

Presentation

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Story Empathy Meaning

Not only argument Not only logic Not only accumulation

My evaluation criteriaAre you creating a good video sketched design fiction?

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My evaluation criteriaAre you creating a good video sketched design fiction?

Play Symphony

Not only seriousness Not only focus

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How is this innovative?Show the originality or the potential socio-economic effect

“While a new idea is a thought about something new or unique, and making that idea real is an invention, innovation is an invention that has a socioeconomic effect; innovation changes the way people live”

Chayutsahakij 2003, 1

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Getting the right design......and getting the design right

...and the sketch answers!Why is this the right solution, and how does it work?

Why?

How?

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Your presentations

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Tomorrows critique sessionPresent your sketches in groups (everyone presents a part)

- how did you ideas develop throughout the week?

- how & why did You visualize them as You did?

- what is the main narrative in your final video (design fiction)

- what aspects do you want to develop further in the next part

You have 20 minutes to do presentations and show the sketches

The crowd has 5 minutes to do a critique session

PV and Amalia will give 5 minutes of feedback and evaluationonsdag den 14. september 16

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TO PASS IT

...and hopefully you’ll use the sketches for the next part of the course

- Create 1-2 Animatics scenarios

- Create 2-4 lowfi stop motion / video sketches

- Create one final video sketch as a design fiction

- upload material to youtube and present on friday...at 11.00

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Critque sessionsIf someone made a sketch in a forrest...

The essential part of sketching is the feedback loop

Start the critique with experiential ‘what do you see and why’ (observation)

Discuss the potentials of the given idea - not new ideas, but details (explore)

Where does this idea take the design process - here we develop further (develop)

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