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