18. The rules....
Groups of 5 - 8
Props can talk
The narrator rules
Your design question frames what you do...
‘Yes and’ not ‘yes but...’
Anything can be changed as you learn more.
It allows you to better understand a complete experience with just a little bit of time and creativity.\n\ntransformation of abstract ideas and concepts into physical experiences. Fun and tactile, this approach allows us to investigate different qualities that an idea may have when applied in a physical setting. It enables rapid iteration and development of ideas and relationships through a dynamic, continuous and creative process of trial and error.\n
 playful bodystorming experiences for demonstrating and researching ideas and situations with groups of people. Like a game it reveals the tensions and pleasures of limits and rules. Using props and take-home materials generated by the participants, everyone shares ownership of their experience.\n\nActive learning \n\nPermits immediate feedback for design ideas. \n\nmore accurate understanding of contextual factors\n\nmemorable, inspiring and fun - used to communicate change. \n
make design natural \n\ncommunicate it in ways that matters. \n\nhttp://www.youtube.com/watch?v=xOnwEWpmb2k\n\nhttp://www.youtube.com/watch?v=LSebhKnJ6TU&feature=related\n\nhttp://www.youtube.com/watch?v=VvU0r9z7GPg&feature=related\n\nhttp://www.youtube.com/watch?v=VvU0r9z7GPg&feature=related\n\nYou have a nerf gun on your table, touch it, hold it and you have 2 minutes to decide how your group would use it. \n
These are stories all over the web that describe learning and play - \n
Take your stories and turn them into questions.... \n\nDiscover specific physical social interactional and psychological contextual factors important in making design natural; \nBy doing and feeling, participants more quickly and with less effort build a\nmental model of the surrounding, directly observable\nenvironment. I\n\n\nPay more attention to unobservable facts - how did it feel, what was your psychological reaction. \n\nhttp://www.youtube.com/watch?v=ul6rr0K1ZpI\n\nWhat is your psychological reaction to this video?\n\nWhat does it make you think of? \n
context aware systems. \nIs public transport a context aware system - of course. \n\nIs a change process a context aware system - absolutely \n\nAll wicked problems are context aware. \n\nthere is danger in possibly misinterpreting the context in studies, a researcher fills the gaps with prior knowledge - in bodystorming, this is not possible. \n\n\nPay more attention to unobservable facts - how did it feel, what was your psychological reaction. \n
\n \nA design question represents the phenomenon as a problem in the events, experiences, and/or practices of users. \n \n \nThe attempt  to solve the problem occurs in a place where the phenomena (or parts of them) are directly observable. \n \n \nGenerated ideas are recorded on-site, \n\n\n
People’s feelings and pre-thoughts were prepared via Yammer - Questions over four weeks asked people to observe, feel, smell, listen, but not solve anything they saw - these were used to develop broad questions to be used in the bodystorming workshop. \n\n
enhances design ideas by permitting the evaluation of invented design ideas\n\ninstant feedback. \n\nBodystorming provides every member of the\na design team this kind of first hand experience\n
Context is evocative... what do you feel now! What are you relating it to as we speak....?\n
You are no longer passive observers.. You will notice in each part of the room a flip chart...\n\nYou have 5 minutes as a group to decide on your first design question... \n\nThink about the questions you've seen, and your own questions... Use your own experiences, or those of the people mentioned to decide on the first design questions...\n\nFrame your question as follows....  \n\nDon't judge, or solve, just write. \n\n\n
At this point ask yourself questions, but allow yourself to be free of a drive to outcomes, these will fall out of the experiential play during the bodystorming. \n\n
Now you have 3 minutes to design your initial test cases.......\n\nNext you're going to assign roles.  Roles can be anytihing - someone might be a coffee cup, a poster, a doorway... this is about experimentation.  \n
Are you all labelled up??\nPaper and labels......\n
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Now, what worked, what didn't work? \n\nRun it again x 2.... \n
Present solutions.....\n\nsummarise your findings.... \nRevise your problem, and run it again. \n
 playful bodystorming experiences for demonstrating and researching ideas and situations with groups of people. Like a game it reveals the tensions and pleasures of limits and rules. Using props and take-home materials generated by the participants, everyone shares ownership of their experience. it works within constraints, but encourages looking at the constraints in differnt ways. \n\n
It is scary to run a first bodystorming session - mainly because you think people will think you’ve lost it. once you start, it’s really fun, and the power of learning really helps shift thinking. \n\nlearn by doing, not learn by reading - \n\nIt's not a powerpoint pack. \n\n\nHOw do you understand context in a quick and dirty way. \n\ndocuments are based on interpretations - inaccurate\n\nBodystorming is based on doing - you see what people think and do.  It's spontaneous. \n
 playful bodystorming experiences for demonstrating and researching ideas and situations with groups of people. Like a game it reveals the tensions and pleasures of limits and rules. Using props and take-home materials generated by the participants, everyone shares ownership of their experience. it works within constraints, but encourages looking at the constraints in differnt ways. \n\n