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Creative Idea Exploration within the Structure of a Guiding Framework:The Card Brainstorming Game Eva Hornecker report by Taiwan Tech M9910305  Lo li-ju
INTRODUCTION Creative design alternates between problem analysis, problem framing, generation of potential solutions and subsequent critical analysis of ideas], which again results in a better problem understanding or in a reframing of the problem.  Frameworks tend to be systematic and abstract, and this makes them hard to use in creative practice.
INTRODUCTION A derivation of the Tangible Interaction Framework that transforms its abstract concepts into provocative questions for a brainstorming exercise with a ‘game’ format.
The Overall Framework  The concepts are concretized in ‘provocative questions’ The framework should not provide ‘guidelines’ since the concepts are rather ‘things to think about’.  A major emphasis was on the concrete and pragmatic level of questions, which were reworked and extended to stand on their own (not requiring any additional reading or explanation)
The Overall Framework  Tangible Manipulation
The Overall Framework  Spatial Interaction
The Overall Framework  Embodied  Facilitation
The Overall Framework  Expressive Representation
THE FRAMEWORK GAMEQuestion Cards, Basic Process and Rules 將所有卡混合洗牌,並發牌給參與者,使每人手上都有一小組卡。 每人輪流打出一張牌,針對卡上面的問題來解是跟討論是否與當前討論主題相關並解釋想法。 把相關的卡匯集成一個大群組,還會帶有些微相關的無關卡做為小群組在一旁
THE SESSIONS  Research goal was to explore its utility for different technological setups and application areas and to investigate which themes are relevant in which contexts.  Participants being interested in uncovering neglected issues and new insights.
Case Study: Chawton, a Design Ideation Session The aim of the project was to deliver novel visitor experiences to visitors of a historic country estate. Visitors should be enabled to explore its vast gardens on their own using a mobile context-aware device, while tapping into curators’ knowledge.
Case Study: Chawton, a Design Ideation Session
Case Study: Tangible Aspects of Agile Programming SESSIONS  Research goal was to explore its utility for different technological setups and application areas and to investigate which themes are relevant in which contexts.   the cards to be very effective in attaining a different perspective of the field study data, asking questions from  new angles, and in triggering ideas.  The cards enabled a creative connection between technology ideas and application issues, with one participant an expert on the application area and the other on potential technologies.
CONCLUSION  inform design: 設計過程中的重點在於如何簡單的使用以及聯想去了解和傳達其理論 卡片的性質允許討論小組自由的解釋卡,而不是被指引,並開放所有參與者做聯想,這方面異於使用理論主導和概念去激發創新的會議。 透過問題來做聯想的卡片會有許多想像空間可以擴展。 可以幫助會議中所討論出來的想法歸類

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Creative Idea Card Game Generates Novel Insights

  • 1. Creative Idea Exploration within the Structure of a Guiding Framework:The Card Brainstorming Game Eva Hornecker report by Taiwan Tech M9910305 Lo li-ju
  • 2. INTRODUCTION Creative design alternates between problem analysis, problem framing, generation of potential solutions and subsequent critical analysis of ideas], which again results in a better problem understanding or in a reframing of the problem. Frameworks tend to be systematic and abstract, and this makes them hard to use in creative practice.
  • 3. INTRODUCTION A derivation of the Tangible Interaction Framework that transforms its abstract concepts into provocative questions for a brainstorming exercise with a ‘game’ format.
  • 4. The Overall Framework The concepts are concretized in ‘provocative questions’ The framework should not provide ‘guidelines’ since the concepts are rather ‘things to think about’. A major emphasis was on the concrete and pragmatic level of questions, which were reworked and extended to stand on their own (not requiring any additional reading or explanation)
  • 5. The Overall Framework Tangible Manipulation
  • 6. The Overall Framework Spatial Interaction
  • 7. The Overall Framework Embodied Facilitation
  • 8. The Overall Framework Expressive Representation
  • 9. THE FRAMEWORK GAMEQuestion Cards, Basic Process and Rules 將所有卡混合洗牌,並發牌給參與者,使每人手上都有一小組卡。 每人輪流打出一張牌,針對卡上面的問題來解是跟討論是否與當前討論主題相關並解釋想法。 把相關的卡匯集成一個大群組,還會帶有些微相關的無關卡做為小群組在一旁
  • 10. THE SESSIONS Research goal was to explore its utility for different technological setups and application areas and to investigate which themes are relevant in which contexts. Participants being interested in uncovering neglected issues and new insights.
  • 11. Case Study: Chawton, a Design Ideation Session The aim of the project was to deliver novel visitor experiences to visitors of a historic country estate. Visitors should be enabled to explore its vast gardens on their own using a mobile context-aware device, while tapping into curators’ knowledge.
  • 12. Case Study: Chawton, a Design Ideation Session
  • 13. Case Study: Tangible Aspects of Agile Programming SESSIONS Research goal was to explore its utility for different technological setups and application areas and to investigate which themes are relevant in which contexts. the cards to be very effective in attaining a different perspective of the field study data, asking questions from new angles, and in triggering ideas. The cards enabled a creative connection between technology ideas and application issues, with one participant an expert on the application area and the other on potential technologies.
  • 14. CONCLUSION inform design: 設計過程中的重點在於如何簡單的使用以及聯想去了解和傳達其理論 卡片的性質允許討論小組自由的解釋卡,而不是被指引,並開放所有參與者做聯想,這方面異於使用理論主導和概念去激發創新的會議。 透過問題來做聯想的卡片會有許多想像空間可以擴展。 可以幫助會議中所討論出來的想法歸類