Design theory and design methodology
Erik Stolterman
Länk till Designteori
During a period of five weeks (in spring 1996) I have had the priviledge
to teach 25 students in Design theory and Design Methodology. The course
is part of their fourth term (D-level) within Informatics.
The course is focused on design theory and design methodology. The perspective
is both broad and deep. I try to study design as a general activity not
only in information systems design. I want to challange the students presonceptions
by relating their ideas on design with perspectives from art, music, culture,
architecture, industrial design, etc. But design is also discussed as a
profound human activity which has to be studied from a psychological, sociological
and philosophical view. One of the basic questions we worked with this term
was the relation between advanced technology and the nature of the design
process. Can technology help the designer, will technology change the design
process and product?
One of the assignments was to conduct a mini research task. I offered three
diffrent overall tasks from which the students had the opportunity to form
their own work. They worked in groups with 2-3 students.
The mini research had to be completed in three weeks which sets the limits
of their ambition and their possibilities.
Their result had to be presented both in a seminar and in a Short Paper.
The format of the Short Paper had to follow the prescriptions for Short
Papers at the CHI conference. The students were also told to write in english.
Below you can find the results. For each paper you will find the titel,
authors, abstract and keywords. If you find interest in any of the papers
you can get them as a postscript file.
If you want to comment on anything you find here, please contact me at
erik@informatik.umu.se
Better work with Virtual Reality?
Anette Birgetz, Ulrika Holmberg, Tobias Lindgren
Abstract
This paper presents comparison between a desktop Virtual Reality (VR) design
and a traditional design of a stock management system. By conducting an
experiment in which two mock-ups are compared we conclude that it is possible
to increase readiness-at-hand by using VR in this kind of application. However,
a VR system does not have to be an exact representation of reality. Advantages
are possible to achieve also by using VR technology to create a more intuitive
interface. We argue that the largest advantages are reached within organisations
with inexperienced users.
Keywords
Desktop VR, stock management system, ready-at-hand, experienced user, inexperienced
user.
Postscript
paper
Sketching with audio
- is it good?
Johannes Dressie, David Ericson, Niklas Johnson
ABSTRACT
Some of today's computer tools that supports the designer in the early design,
looks like a sketchbook and the designer uses a pencil to write and sketch
in it. We have made an experiment where some designers had the possibility
to beside pencil and paper also, use audio when sketching. The purpose was
to see if they wanted to use audio or not and why. The result of our experiment
showed that designers did not find audio very useful. One main reason for
this was that they thought that thinking out loud was unnatural when sketching.
Keywords
Early design, sketches, audio, design tools, diathenic graphologue
Postscript
paper
What do you say when words are not enough?
- difficulties in making your own ideas explicit
Peter Duchek Jon Hallström Niklas Lundmark
ABSTRACT
The purpose of this article is to discuss the difficulties of making your
own ideas explicit to yourself. We demonstrate these difficulties by showing
different perspectives on the creative process. Systems development is an
example of a creative process and we argue that systems development methods
need to address this problem. In our opinion methods do not support individuals
in their attempt to express initial ideas or visions. We argue that words
are a limited resource for expressing ideas and that people should be aware
of this limitation.
Keywords:
creative process, making ideas explicit, systems development, thoughts on
paper, reflection-in-action, value rigidity, gumption traps.
Postscript
paper
Early systems design - creativity and time
Camilla Holmlund, Erica Kaati, Eva Söderlind
Abstract
The purpose of this paper is to show that time is an important aspect of
creative systems development. We have a thesis about the relation between
time and creativity which we present in the paper. To find out whether it
is correct or not we made an experiment; a small creative design task. The
experiment made it possible for us to study the working process that take
place during a creative design task. The experiment shows that too little
time restrains creativity and too much time does not necessarily increase
creativity. It also shows that time pressure does not have to affect creativity
in a negative sense.
Keywords
Creativity, time, groups, systems development, design
Postscript
paper
Virtual Reality - the Dream for Many Architects?
Maya Chebaro, Anna Rosenberg, Maria Valtersson
Abstract
The purpose of this Short Paper is to describe immersive and non-immersive
Virtual Reality (VR), how it is used by architects and discuss what kind
of possibilities and problems that can arise, when VR are used by architects.
Some of the great advantages with the use of VR is that it makes it possible
for the architect to, in a better way, present his/hers ideas before the
planned building actually exists, and that the designer easier can try out
different alternatives. The disadvantages are, among others, that VR can
today only support certain phases of the design process and that the technique
is so expensive that some architect firms cannot afford it.
Keywords
Virtual Reality, Architecture, Architect, Immersion.
Postscript paper
Designing a project group
Rikard Kemi, Christian Rönnberg
ABSTRACT
This paper deals with the problem of choosing members to a project group.
The problem is limited to the first steps in a project, the question concerning
who is to be in the project. We concentrate on the decisions the project
leader make to accomplish the goal. We have also interviewed one project
leader about the choices concerning project members.
Keywords
Project, groups, designing groups.
Postscript
paper
The Choice of Project Members
Thomas Dahlberg Mårten Lampinen Jan Sjölund
Abstract
What we want to enlighten is that different groups work in different ways
and that affects the groups result. Our conclusion is that it is not only
time that affects the result in the analysis phase. The choice of project
members, and their way of working, is thus also an important factor for
the result. The project leaders have thus to be aware of other factors that
in many ways are antagonistic to each other.
Keywords
Knowledge- and reflection-in-action, problem solving, problem finding, technical
rationality, artistry, conflict, creativity
Postscript
paper
How to get started
-the initial phase of a problem solving process
Sara Arvidsson Ulrica Fors Minette Åstmark
Abstract
This paper focus on the initial phase of a problem solving process and how
to get started in this process. The question is whether system development
methodologies support the initial phase of a system development process
and what kind of tools are needed in this phase. Even though it exists computerised
tools that support the initial phase of a problem solving process our opinion
is that this phase is best realized without them. Computerised tools make
the first ideas to concrete and therefore check innovative actions.
Keywords
Initial phase, problem solving process, system development methodology,
sketching.
Postscript paper
Diathenic graphologue: The DELPHI approach
Erik Karlström Olof Kerttu Robert Ericsson
Abstract
The purpose of this paper is to show that time is an important aspect of
creative systems development. We have a thesis about the relation between
time and creativity which we present in the paper. To find out whether it
is correct or not we made an experiment; a small creative design task. The
experiment made it possible for us to study the working process that take
place during a creative design task. The experiment shows that too little
time restrains creativity and too much time does not necessarily increase
creativity. It also shows that time pressure does not have to affect creativity
in a negative sense.
Keywords
Creativity, time, groups, systems development, design
Postscript paper