smallfire: design strategy, research & methods to support participation


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Seeding: prototyping ‘in the wild’

Over the last few years I’ve experienced a real change in the kinds of design services that might be needed by, or offered to, clients – especially working in the not for profit and community sectors. As we all know, more and more organisations are beginning to see the potential for social technologies to engage with new audiences, or engage with their audience in new ways.  In such cases the design work can become more about re-configuration of existing technologies than creating something from scratch. Design-time is often spent on developing strategies for extending a client’s online presence through existing platforms, tools and channels. While we may be moving away from an emphasis on actual building and designing pixels in this version of design practice, our responsibility to successfully seed participation and engagement is growing.

seed image

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Design, research, design research + Design Research

relations of design and research


I tried to respond to this thread http://www.ixda.org/discuss.php?post=42131 on the Ixda list with the following comment, but I got an error (to long I guess!). So just thought I would put it here instead. The question was about whether design could be research, and unsurprisingly the range of responses on Ixda and the Phd Design list where this question was also posted reflect the complexities raised in such a question that in fact that has many different answers depending on how you perceive the world.

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Immersion, Intervention & Seeding: three aims for early design research

three goals for design research

For designers working on projects with a social outcome, early design research has a purpose that goes well beyond data collection [1]. Immersion, Intervention and Seeding are three key terms (and design research goals) that have emerged out of my work on participatory design methods that name things important (but at times implicit) to our practice. There is a fourth term, Sharing, which speaks directly to the social technologies dimension of my research. This fourth dimension moves us out of the realm of ‘design research’ (which has some interesting boundaries around it) and into the realm of design and use. More on that later. First a quick (still wip) definition of these three terms as they relate to my research.

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