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	<title>smallfire: design strategy &#187; thesis</title>
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		<title>co-sketching (and the all important element of time)</title>
		<link>http://www.smallfire.co.nz/2009/08/09/co-sketching-and-the-all-important-element-of-time/</link>
		<comments>http://www.smallfire.co.nz/2009/08/09/co-sketching-and-the-all-important-element-of-time/#comments</comments>
		<pubDate>Sun, 09 Aug 2009 11:09:40 +0000</pubDate>
		<dc:creator>penny</dc:creator>
				<category><![CDATA[design research]]></category>
		<category><![CDATA[design strategy]]></category>
		<category><![CDATA[thesis]]></category>
		<category><![CDATA[seeding]]></category>
		<category><![CDATA[sketching]]></category>
		<category><![CDATA[visual thinking]]></category>

		<guid isPermaLink="false">http://www.smallfire.co.nz/?p=499</guid>
		<description><![CDATA[

Recently I sat down with the marvelous chris gaul for a co-sketching session, the aim was to work through visually some of the key concepts in my research into participatory methods and social technologies. I&#8217;d worked closely with cg before and knew he had a great talent for taking ideas, concepts and my random scribbles [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;">
<p style="text-align: center;"><a href="http://www.smallfire.co.nz/wp-content/uploads/2009/08/notlikethis.jpg"><img class="size-full wp-image-541 aligncenter" style="border: 0pt none; margin: 0px;" title="notlikethis" src="http://www.smallfire.co.nz/wp-content/uploads/2009/08/notlikethis.jpg" alt="not like this" width="400" height="94" /></a></p>
<p style="text-align: left;">Recently I sat down with the marvelous <a href="http://www.linkedin.com/in/chrisgaul" target="_self">chris gaul</a> for a co-sketching session, the aim was to work through visually some of the <a href="http://www.smallfire.co.nz/2009/07/15/mapping-methods-techniques-tools-and-design-values/" target="_self">key concepts</a> in my research into participatory methods and social technologies. I&#8217;d worked closely with cg before and knew he had a great talent for taking ideas, concepts and my random scribbles and translating in them into a visual language. In doing so he would identify key aspects that had been missing from the existing representations, but were central to the telling of the story.</p>
<p style="text-align: left;">In under two hours and in less than 2 beers, we had developed 3 draft concept sketches that conveyed the main points of my thesis well beyond my initial sketches. The catalyst to the breakthrough was Chris immediately introducing the concept of <strong>time</strong>, exactly the type of shift I hoped to make through a collaborative sketching session.</p>
<p style="text-align: left;">All of these sketches are start points, their role was to make available, capture and reveal key aspects of the concepts being discussed. I&#8217;ll be drawing on these to develop the concepts as well as guide how they are articulated in my thesis. (Thanks Chris!). I share here some our  cafe sketches and very briefly outline the points they were capturing.</p>
<p style="text-align: left;"><span id="more-499"></span></p>
<p style="text-align: left;">
<h2 style="text-align: left;"><strong>Designing a design research method</strong></h2>
<p><a href="http://www.smallfire.co.nz/wp-content/uploads/2009/08/building-a-method.jpg"><img class="size-full wp-image-523" style="border: 0pt none; margin: 0px;" title="building a method" src="http://www.smallfire.co.nz/wp-content/uploads/2009/08/building-a-method.jpg" alt="designing design research" width="492" height="360" /></a></p>
<p style="text-align: left;">This image denotes the steps we go through in designing a design research study. My empirical research focus has been on the design and evaluation of digital self-reporting studies, and this sketch provided a background and context to the indepth investigation in my thesis on the  &#8220;devise a methodology&#8221; step (longer post to come). Importantly it put my work in a bigger context/process and showed how I would need to break out certain bits and support some aspects with more detail.</p>
<h2 style="text-align: left;"><strong>Seeding social technologies early in design </strong></h2>
<p style="text-align: center;">
<p style="text-align: center;"><a href="http://www.smallfire.co.nz/wp-content/uploads/2009/08/seedingovertime.jpg"><img class="size-full wp-image-522 aligncenter" style="border: 0pt none; margin: 0px;" title="seedingovertime" src="http://www.smallfire.co.nz/wp-content/uploads/2009/08/seedingovertime.jpg" alt="seeding through early generative research" width="500" height="173" /></a></p>
<p>Figuratively, to seed something is to cause something to begin to develop or grow. <strong> </strong>This image captured the important aspect of time in the seeding process, the connection between the <em>tools </em>we use early in the design process,  where they are <em>located</em> (real world/abstract design space) and their connection to the &#8216;final design&#8217;.  Early design methods like interviews and observation are generic.  Social technologies as early design tools (e.g through digital self-reporting) create a different and potentially more continuous connection between the activities of design research, design and use. Our design research methods (social technologies) have a contextual relationship the subject of your design (social technologies). We were trying to work out how to convey that greater connection between the initial seed and later use, as well as indicate that the &#8216;in context&#8217; nature of self-reporting as a method importantly locates the &#8220;design research&#8221; in the real world.</p>
<h2><strong>Oscillating transitions of &#8220;ownership&#8221;<br />
</strong></h2>
<p><strong><br />
</strong></p>
<p style="text-align: center;"><a href="http://www.smallfire.co.nz/wp-content/uploads/2009/08/Transitions.jpg"><img class="size-full wp-image-530 aligncenter" style="border: 0pt none; margin: 0px;" title="Transitions" src="http://www.smallfire.co.nz/wp-content/uploads/2009/08/Transitions.jpg" alt="transitions" width="500" height="362" /></a></p>
<p>The metaphor of a ‘seed’ or seeding gives us a way to describe and strategise about engaging and moving between the abstract space of design and the concrete places where people live (Lee 2008). Seeding in the context of designing social technologies can describe a strategy for transitioning the project state from “abstract” to “concrete”; to transferring ownership from the designer to user community; to ingratiating the project with potential users; and to creating conditions and hooks for participation. This sketch was just trying to capture the way in which the transition of &#8220;ownership&#8221; doesn&#8217;t occur at one point in time, but rather oscillates back and forth at different times; though the ultimate goal in social and community projects is usually a complete handover eventually. You can see we had a few goes at this to get the emphasis right, and in one of them I&#8217;m going over chris&#8217;s big arrow with lots more little ones to emphasis that &#8220;handover&#8221; is never clean and continuous, rather there can be lots of stops and starts.</p>
<p>1.    Lee, Y.: Design participation tactics: the challenges and new roles for designers in the co-design process. CoDesign 4 (2008) 31 &#8211; 50</p>
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		<title>Mapping methods, techniques, tools and design values</title>
		<link>http://www.smallfire.co.nz/2009/07/15/mapping-methods-techniques-tools-and-design-values/</link>
		<comments>http://www.smallfire.co.nz/2009/07/15/mapping-methods-techniques-tools-and-design-values/#comments</comments>
		<pubDate>Tue, 14 Jul 2009 12:02:29 +0000</pubDate>
		<dc:creator>penny</dc:creator>
				<category><![CDATA[design research]]></category>
		<category><![CDATA[design strategy]]></category>
		<category><![CDATA[participatory design]]></category>
		<category><![CDATA[presentation]]></category>
		<category><![CDATA[social design]]></category>
		<category><![CDATA[social technologies]]></category>
		<category><![CDATA[thesis]]></category>

		<guid isPermaLink="false">http://www.smallfire.co.nz/?p=437</guid>
		<description><![CDATA[
Methods can be a bit like a black box. Embedded within them are particular assumptions about design and participation that can be unwittingly projected into our design process and outcomes. If we hope to privilege sociability, flexibility and openness in our designs, these values can be better supported through some tools and techniques more than [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;">
<p>Methods can be a bit like a black box. Embedded within them are particular assumptions about design and participation that can be unwittingly projected into our design process and outcomes. If we hope to privilege sociability, flexibility and openness in our designs, these values can be better supported through some tools and techniques more than others. In my thesis I have drawn attention to particular qualities and concepts relevant to design in the context of social technologies. I&#8217;m in the process of making these available to others in different ways such as maps, vocabularies and considerations.</p>
<div id="attachment_451" class="wp-caption aligncenter" style="width: 510px"><a href="http://www.smallfire.co.nz/wp-content/uploads/2009/07/concept-map.png"><img class="size-full wp-image-451" title="concept-map" src="http://www.smallfire.co.nz/wp-content/uploads/2009/07/concept-map.png" alt="mapping goals, experiences, enablers, qualities" width="500" height="476" /></a><p class="wp-caption-text">mapping goals, experiences, enablers and qualities in early design research</p></div>
<p><span id="more-437"></span></p>
<p>Design tools like concept maps and sketches  allow us to analyse and visualise things in different ways. In this context they can make visible important, though often implicit, aspects of methods. The (draft) map above describes the use of social technologies as a self-reporting/live prototyping tool in early design research. It takes into account <em>goals</em> of the design method, <em>experiences</em> that are of value in this context and <em>qualities </em>of the tools and technique that become <em>enablers</em> for these experiences. By mapping a relationship between design goals, qualities and enablers (methods) the intention is to make more visible connections between the tools, techniques and the values they embody.</p>
<p>The first two goals, <em>immersion</em> and<em> intervention</em>, take into account the perspective and experiences of the designer and participant. The third goal, <em>seeding</em>, represents the relationship between them, and between design and use. The qualities of digital self-reporting e.g over-time, <em>in situ, </em>visually rich, personal, mobile and so on enable the kinds of experiences (e.g reflection, inspiration) that  support these desired goals.</p>
<p>The map is not meant to be prescriptive or exhaustive. Rather it is meant as a tool for encouraging discussion, reflection and decision-making. The map and its explanation are still very much works in progress.</p>
<p><a href="http://www.smallfire.co.nz/2009/05/19/immersion-intervention-seeding-three-aims-for-early-design-research/" target="_self">Immersion, intervention and seeding</a> are three key concepts that have emerged out of my work on participatory and designerly design methods that name things important (but at times implicit) to our practice^.</p>
<p>^ Designerly methods embody the creative, visual and exploratory nature of design, while participatory methods embody a commitment to active participation by users in design.</p>
<p><strong>References:</strong> (A full literature review a reference list can be provided, in the mean time here are some selected key texts that have been instrumental in my work).<br />
1.    Robertson, T.: Ethical Issues in Interaction Design. Ethics and Information Technology 8 (2006)<br />
2.    Visser, F.S., Stappers, P.J., Lugt, R.V.D., Sanders, E.B.-N.: Contextmapping: experiences from practice. CoDesign 1 (2005) 119-140<br />
3.    Visser, F.S., Lugt, R.v.d., Stappers, P.J.: Sharing User Experiences in the Product Innovation Process: Participatory Design Needs Participatory Communication. Creativity and Innovation Management 16 (2007) 35-45<br />
4.    Botero, A., Kommonen, K.-H., Oilinki, I., Koskijoki, M.: Codesigning Visions, Uses, and Applications. TechnE Design Wisdom&#8221; 5th European Academy of Design Conference, Barcelona (2003)<br />
5.    Botero, A., Saad-Sulonen, J.: Co-designing for new city-citizen interaction possibilities: weaving prototypes and interventions in the design and development of Urban Mediator. PDC&#8217;09. ACM, Bloomington, USA (2008)<br />
6.    Hulkko., S., Mattelmäki, T., Virtanen, K., Keinonen, T.: Mobile Probes. NORDICHI 04, Tampere, Finland (2004)<br />
7.    Gaver, B., Boucher, A., Pennington, S., Walker, B.: Subjective Design for Everyday Life. CHI 2003 (2003)<br />
8.    Merkel, C.B., Xiao, L., Farooq, U., Ganoe, C.H., Lee, R., Carroll, J.M., Rosson, M.B.: Participatory Design in Community Computing Contexts: Tales from the Field PDC&#8217;04. ACM, Toronto, Canada (2004)<br />
9.    Kensing, F., Blomberg, J.: Participatory Design: Issues and Concerns. Computer Supported Cooperative Work 7 (1998) 167-185<br />
10.    Näkki, P., Antikainen, M., Virtanen, T.: Participatory Design in an Open Web Laboratory Owela CHI08. ACM, Florence, Italy (2008)<br />
11.    Stolterman, E.: The Nature of Design Practice and Implications for Interaction Design Research. International Journal of Design 2 (2008)<br />
12.    Dourish, P.: Where the Action Is. MIT Press (2001)<!--more--></p>
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		<title>Seeding: prototyping &#8216;in the wild&#8217;</title>
		<link>http://www.smallfire.co.nz/2009/05/25/seeding-through-patchwork-prototyping-a-uxpd-version-of-agile/</link>
		<comments>http://www.smallfire.co.nz/2009/05/25/seeding-through-patchwork-prototyping-a-uxpd-version-of-agile/#comments</comments>
		<pubDate>Sun, 24 May 2009 13:58:43 +0000</pubDate>
		<dc:creator>penny</dc:creator>
				<category><![CDATA[design research]]></category>
		<category><![CDATA[design strategy]]></category>
		<category><![CDATA[participatory design]]></category>
		<category><![CDATA[presentation]]></category>
		<category><![CDATA[social design]]></category>
		<category><![CDATA[social technologies]]></category>
		<category><![CDATA[thesis]]></category>

		<guid isPermaLink="false">http://www.smallfire.co.nz/?p=202</guid>
		<description><![CDATA[Over the last few years I&#8217;ve experienced a real change in the kinds of design services that might be needed by, or offered to, clients &#8211; 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 [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;">Over the last few years I&#8217;ve experienced a real change in the kinds of design services that might be needed by, or offered to, clients &#8211; 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&#8217;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 <strong>seed</strong> participation and engagement is growing.</p>
<p><a href="http://www.smallfire.co.nz/wp-content/uploads/2009/05/seedingw.png"><img class="size-full wp-image-291 alignnone" style="margin-top: 1px; margin-bottom: 1px;" title="seedingw" src="http://www.smallfire.co.nz/wp-content/uploads/2009/05/seedingw.png" alt="seed image" width="520" height="190" /></a></p>
<p style="text-align: left;"><span id="more-202"></span></p>
<p>&#8216;Seeding&#8217; refers to activities which enable or encourage the transfer of ownership from the designer to the user, and points to the moments in which which abstract design space engages with or shifts into concrete use space (for more info on these terms see references <a href="http://www.smallfire.co.nz/2009/05/19/immersion-intervention-seeding-three-aims-for-early-design-research/" target="_self">in this post</a>)</p>
<p><strong>Social technologies for prototyping</strong></p>
<p>The term &#8217;seeding&#8217; can be used to refer to <a href="http://www.smallfire.co.nz/2008/12/03/12/]" target="_self">a range of activities</a> but the approach that I am most interested in currently makes use of existing social technologies such as blogs and mobile phones as prototyping tools.  Social technologies are rapidly being adapted into the repertoire of design researchers, Mobile Diaries (<a href="http://digitaleskimo.net/approach/publications/engaging-stakeholders-mobile-diaries-for-social-design" target="_self">Digital Eskimo</a>), Digital Etho (<a href="http://www.cheskin.com/view_articles.php?id=25" target="_self">Cheskin</a>, <a href="http://www.chriskhalil.com/2009/04/21/the-new-digital-ethnographer%E2%80%99s-toolkit-capturing-participant%E2%80%99s-lifestreams/" target="_self">News Digital Media</a>) and Digital Diaries (<a href="http://designmind.frogdesign.com/articles/fall/digital-diaries.html" target="_self">Frog</a>) are all examples of  designers exploiting the mobile, digital and connected nature of these tools for early design research. However, it&#8217;s possible to move beyond the boundaries implied by &#8220;research&#8221;, and get straight into design. An example of this is the patchwork prototyping being done by Jones et al. [1]. In these projects existing technologies are configured as prototypes and deployed into the community. The tools themselves become the material through which early design exploration and research occurs, and potential uses emerge. A snip from Jones et al. in Handbook of Research on Open Source Software on Patchwork Prototyping:</p>
<p style="padding-left: 60px;">the combining of open source software applications to rapidly create a rudimentary but fully functional prototype that can be used and hence evaluated in real life situations. The use of a working prototype enables the capture of more realistic and informed requirements than traditional methods that rely on users trying to imagine how they might use the envisaged system in their work, and even more problematic, how that system in use may change how they work. [1]</p>
<p>While this particular quote perhaps doesn&#8217;t capture the openness, flexibility and participatory nature of the process, the potential is there. Other researchers also using these kinds of online tools for early, participatory co-design are <a href="http://owela.vtt.fi/owela/introduction/" target="_self">Owela</a> (at VTT in Finland see also [2-5]) and <a href="http://arki.uiah.fi/" target="_self">Arki</a> (Media Lab in Finland see also [6, 7]).</p>
<p><strong>Design &#8216;in the wild&#8217;</strong></p>
<p>There is a growing sense that some of our traditional UCD methods &#8211; that rely in large part testing during the &#8220;design phase&#8221; &#8211; prior to release &#8211; fall short in the context of social technologies that require participation and contribution by people to take their form e.g .[8].  Many development companies have been adopting a beta approach (or even perpetual beta) in part in response to this issue where the emphasis is &#8216;getting stuff out there&#8217; in order to gain feedback (discussed in [9-11]). As part of this (and other changes to traditional design practices) design practitioners, UX in particular, are  finding ways to integrate with agile development processes. While I think there are a heap of positives about this, I see prototyping &#8220;in the wild&#8221; [12] as another exciting, design driven approach where seeding becomes a central design activity.</p>
<p>This was a very quick and oversimplified overview of some pretty complex shifts in practice, and I hope to provide a fuller account of these emerging  approaches and their relationship to our concepts of design and use in a different forum, for further references that tackle the issue of co-design and PD &#8216;in the wild&#8217; see also [13-18]:[19, 20]</p>
<p><strong>Reading/References</strong></p>
<p>1.    Jones, M.C., Floyd, I.R., Twidale, M.B.: Patchwork Prototyping with Open Source Software. In: St.Amant, K., Still, B. (eds.): Handbook of Research on Open Source Software: Technological, Economic, and Social Perspectives. Information Science Reference, University of Illinois at Urbana-Champaign, USA (2007) 126-140<br />
2.    Näkki, P., Antikainen, M., Virtanen, T.: Participatory Design in an Open Web Laboratory Owela CHI08. ACM, Florence, Italy (2008)<br />
3.    Näkki, P.: Owela: Open Web Laboratory for Innovation and Design. ERCIM News Vol. 2009 (2008)<br />
4.    Owela. Vol. 2009<br />
5.    Näkki, P., Antikainen, M.: Online Tools for Co-design: User Involvement through the Innovation Process. In: Karahasanović, A., Følstad, A. (eds.): NordiCHI 2008 workshops: Requirements Elicitation &amp; HCI and Social Media Development Lund, Sweden (2008)<br />
6.    Botero, A., Kommonen, K.-H., Oilinki, I., Koskijoki, M.: Codesigning Visions, Uses, and Applications. TechnE Design Wisdom&#8221; 5th European Academy of Design Conference, Barcelona (2003)<br />
7.    Botero, A., Saad-Sulonen, J.: Co-designing for new city-citizen interaction possibilities: weaving prototypes and interventions in the design and development of Urban Mediator. PDC&#8217;09. ACM, Bloomington, USA (2008)<br />
8.    Isbister, K., Höök, K.: On being supple: in search of rigor without rigidity in meeting new design and evaluation challenges for HCI practitioners. Proceedings of the 27th international conference on Human factors in computing systems. ACM, Boston, MA, USA (2009)<br />
9.    Merholz, P.: Embrace the chaos &#8211; designers and systems with emergent behavior. Vol. 2008 (2006) &lt;http://www.peterme.com/archives/000793.html<br />
http://www.peterme.com/mt/mt-tb.cgi/499&gt;<br />
10.    Porter, J.: The Freedom of Fast Iterations: How Netflix Designs a Winning Web Site. Vol. 2008 (2006) &lt;http://www.uie.com/articles/fast_iterations/&gt;.<br />
11.    Holzapfel, N.: An unsuitable match: social media and User-Centred design. Johnny Holland (2008) http://johnnyholland.org/magazine/2008/11/an-unsuitable-match-social-media-and-user-centred-design/<br />
12.    Hutchins, E.: Cognition in the Wild. MIT (1995)<br />
13.    Battarbee, K., Cabrera, A.B., Mattelmäki, T., Rizzo, F.: Designed for Co-designers: Workshop Call for Participation. PDC 2008 (2008)<br />
14.    Brereton, M., Buur, J.: New challenges for design participation in the era of ubiquitous computing. CoDesign 4 (2008) 101 &#8211; 113<br />
15.    Rehead, F., Brereton, M.: Getting to the Nub of Neighbourhood Interaction. PDC&#8217;08. ACM, Bloomington, USA (2008)<br />
16.    Cabrera, A.B.: Emerging Digital Practices of Communities In: käytännot, A.A.d. (ed.):  (2006)<br />
17.    Karasti, H., Syrjänen, A.-L.: Artful Infrastructuring in Two Cases of Community PD Participatory Design Conference. ACM, Toronto, Canada (2004)<br />
18.    Dittrich, Y., EriksénII, S., HanssonI, C.: PD in the Wild; Evolving Practices of Design in Use Participatory Design. CPSR, Malmö, Sweden, (2002)<br />
19.    Merkel, C.B., Xiao, L., Farooq, U., Ganoe, C.H., Lee, R., Carroll, J.M., Rosson, M.B.: Participatory Design in Community Computing Contexts: Tales from the Field<br />
. Participatory Design Conference. ACM, Toronto, Canada (2004)<br />
20.    Merkel, C., Farooq, U., Xiao, L., Ganoe, C., Rosson, M.B., Carroll, J.M.: Managing technology use and learning in nonprofit community organizations: methodological challenges and opportunities. Proceedings of the 2007 symposium on Computer human interaction for the management of information technology. ACM, Cambridge, Massachusetts (2007)</p>
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		<title>What is design?</title>
		<link>http://www.smallfire.co.nz/2009/05/04/what-is-design/</link>
		<comments>http://www.smallfire.co.nz/2009/05/04/what-is-design/#comments</comments>
		<pubDate>Sun, 03 May 2009 13:12:11 +0000</pubDate>
		<dc:creator>penny</dc:creator>
				<category><![CDATA[design research]]></category>
		<category><![CDATA[thesis]]></category>

		<guid isPermaLink="false">http://www.smallfire.co.nz/?p=139</guid>
		<description><![CDATA[

As part of establishing the theoretical building blocks for my thesis I have been writing a position on design, and design research. To my surprise a debate about the nature of both has spring up again on the PhD Design list, I say surprise because I sort of thought that the discourse had stabilized somewhat, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.smallfire.co.nz/wp-content/uploads/2009/05/img_0249_3.jpg"><br />
</a></p>
<p>As part of establishing the theoretical building blocks for my thesis I have been writing a position on design, and design research. To my surprise a debate about the nature of both has spring up again on the PhD Design list, I say surprise because I sort of thought that the discourse had stabilized somewhat, but it seems not. I have enjoyed articulating my own position (heavily influenced of course by a range of excellent existing work by others) because it really frees me up from feeling a need to define design in any hard way, but it puts the emphasis in all the right places (for me anyway). In the draft Chapter (Entitled Perspectives on Design Research) I begin with three positions on &#8216;design practice&#8217; that act as the pillars of my discussion on design research that follows; they are: <strong><em>design  is flexible</em>,</strong> <em><strong>design is social</strong></em> and <em><strong>design is situated</strong></em>. I share those three (draft) pillars here.</p>
<p><span id="more-139"></span><strong>1.0.1    Design is flexible</strong><br />
While this thesis seeks to contribute to the discipline of design, it takes as a given that there is no single definition for design. In a discussion on the nature of design Buchanan describes design as a “supple discipline, amenable to radically different interpretations in philosophy as well as in practice” (Buchanan 1992, p. 19). The multiple places and ways in which the term design is used demonstrates the inherent flexibility of the activity of design. Importantly Buchanan identifies that in part, the changing ways in which we perceive design are dependent on the changing subject matter of design itself. For Buchanan the following examples represent different interpretations of subject matter in design over recent decades, <em>symbolic and visual, material objects, activities and organized services, complex systems and environments</em> (ibid). Part of the essence of design then is in the interdeterminancy of its subject matter. This is significant because it enables us to understand that design as a discipline cannot be reduced to a single definition, rather it evolves in response to the changing subject matter.</p>
<p><strong>1.0.2     Design is social </strong><br />
Discussions on design often focus on the object of design, the product, technology or service. But it is not only the construction of the artifact that concerns us as designers. Rather design concerns itself with how people live in the world. The following statement by Gropius demonstrates this perspective on design:<br />
“<em>our guiding principle was that design is neither an intellectual nor a material affair, but simply an integral part of the stuff of life…</em>” (Walter Gropius reflecting on the founding of the Bauhaus in 1937 (Gropius 1970, p. 20))</p>
<p>Design as a practice is caught up in the ongoing and ill defined business of real life (Ehn 1988). For this reason it matters deeply how we go about design, and what philosophical approaches or perspectives underlie our design practice (Robertson 2006). This position is expanded later in this chapter in relation to methods, and Participatory Design as a methodological framework for design.</p>
<p><strong>1.0.3    Design as a situated practice</strong><br />
Finally, it is a premise of this thesis that design is a discipline constituted in the actual, the specific, and the particular (Buchanan 1992; Stolterman 2008). Doing design means dealing  with the actual and concrete. For this reason design has been labeled as complex (Stolterman 2008), messy (Schön 1983) and wicked (Buchanan 1992). Designers are required to accommodate the specific and unique conditions of the task at hand (Stolterman 2008, p. 62). Correspondingly design as a discipline refuses to be reduced to one or even a few models or definitions. Importantly, design is not prescriptive. Rather, design is a process of learning, of iteration, of reflection, and of negotiation with the specificities of the world (Schön 1983). This understanding of the situated nature of design practice impacts on how we consider, and go about doing, research in the realm of design.</p>
<p>Buchanan, R. 1992, &#8216;Wicked Problems in Design Thinking&#8217;, Design Issues, vol. 8, no. 2, pp. 5-21.<br />
Ehn, P. 1988, Work-Orientated Design of Computer Artifacts, Arbetslivscentrum, Stockholm.<br />
Gropius, W. 1970, Scope of Total Architecture, New York.<br />
Robertson, T. 2006, &#8216;Ethical Issues in Interaction Design&#8217;, Ethics and Information Technology, vol. 8, no. 2.<br />
Schön, D.A. 1983, The Reflective Practitioner, Basic Books.<br />
Stolterman, E. 2008, &#8216;The Nature of Design Practice and Implications for Interaction Design Research&#8217;, International Journal of Design, vol. 2, no. 1.</p>
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		<title>sketching a thesis</title>
		<link>http://www.smallfire.co.nz/2009/02/10/sketching-a-thesis/</link>
		<comments>http://www.smallfire.co.nz/2009/02/10/sketching-a-thesis/#comments</comments>
		<pubDate>Mon, 09 Feb 2009 13:14:06 +0000</pubDate>
		<dc:creator>penny</dc:creator>
				<category><![CDATA[thesis]]></category>
		<category><![CDATA[index cards]]></category>
		<category><![CDATA[sketching]]></category>
		<category><![CDATA[visual thinking]]></category>

		<guid isPermaLink="false">http://www.smallfire.co.nz/?p=22</guid>
		<description><![CDATA[thinking about the importance of sketching, index and post its in thinking and structure ]]></description>
			<content:encoded><![CDATA[<div id="attachment_42" class="wp-caption aligncenter" style="width: 410px"><a href="http://www.smallfire.co.nz/wp-content/uploads/2009/02/chapterstructure1.jpg"><img class="size-full wp-image-42" title="chapterstructure1" src="http://www.smallfire.co.nz/wp-content/uploads/2009/02/chapterstructure1.jpg" alt="rough chapter sketch for meeting" width="400" height="300" /></a><p class="wp-caption-text">rough chapter sketch for meeting</p></div>
<p>I attended the inaugural Sydney UX book Club this past week (thanks to all that came and those that organised) and it has brought sketching to the forefront of my mind for the rest of the week. There have a been a number of great articles and books about how making sketches and drawings help us to think (e.g Bill Buxton&#8217;s Sketching User Experiences, Dan Brown&#8217;s Communicating Design). Sketching with pen and paper for me is the first place I start nearly any shared conversation, but the spatial aspect of this kind of conversation is also an aspect that I find important in such &#8220;visual thinking&#8221;.</p>
<p><span id="more-22"></span></p>
<p>That&#8217;s why affinity mapping type exercises are integral to the thinking and sketching process I have been using to discover and synthesis the structure and layers of my PhD thesis this last two years.  Here are some earlier shots of &#8220;arranging&#8221; the PhD. I use this method to capture the various areas that need to be covered by writing down everything I can think of on an Index card, either over a few sessions or as they come out (Thanks Tim, thanks Agile).</p>
<div id="attachment_39" class="wp-caption aligncenter" style="width: 410px"><a href="http://www.smallfire.co.nz/wp-content/uploads/2009/02/firstdraft1.jpg"><img class="size-full wp-image-39" title="firstdraft1" src="http://www.smallfire.co.nz/wp-content/uploads/2009/02/firstdraft1.jpg" alt="first chapter structure" width="400" height="300" /></a><p class="wp-caption-text">first chapter structure</p></div>
<p>Periodically I sort them and pull out all the double ups. Having them out on a card and up on the board means I don&#8217;t worry about having missed anything. I can see the big picture, but still just grab one card at a time and concentrate on working on that. I can also mix and match and regroup easily.</p>
<div id="attachment_32" class="wp-caption aligncenter" style="width: 410px"><a href="http://www.smallfire.co.nz/wp-content/uploads/2009/02/structurerevision.jpg"><img class="size-full wp-image-32" title="structurerevision" src="http://www.smallfire.co.nz/wp-content/uploads/2009/02/structurerevision.jpg" alt="chapter structure revised" width="400" height="300" /></a><p class="wp-caption-text">chapter structure revised</p></div>
<div id="attachment_36" class="wp-caption aligncenter" style="width: 410px"><a href="http://www.smallfire.co.nz/wp-content/uploads/2009/02/keythemes.jpg"><img class="size-full wp-image-36" title="keythemes" src="http://www.smallfire.co.nz/wp-content/uploads/2009/02/keythemes.jpg" alt="key themes and forces in the thesis" width="400" height="300" /></a><p class="wp-caption-text">key themes and forces in the thesis</p></div>
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