1. About design
(and disruptive technologies)
Teemu Leinonen
Media Lab Helsinki, Department of Media
School of Arts, Design and Architecture
Aalto University
2. Teemu Leinonen
Associate Professor,
New Media Design and
Learning
Designer:
web / mobile /
digital culture / learning
> education theory
> new media
> design
> design methods
Photo by Cary Bass / Wikimedia Commons
3. About design
(and disruptive technologies)
Teemu Leinonen
Media Lab Helsinki, Department of Media
School of Arts, Design and Architecture
Aalto University
20. 1991
katele$ spss
katele$ mail psraah@uta.fi
Subject: This is an email
Hi Rami.
This is an email. You can send these
with a command “mail username@uta.fi”
I think you can reply with command “R”.
- Teemu
.
katele$ irc
katele$ news
katele$ talk psraah
21. How do we experience new technologies?
Development
Experimental art
Useless toy
Time
Productivity tool
Domestication
Art
22. How do we experience new technologies?
Development
Experimental art
Useless toy
Time
Productivity tool
Domestication
Art
35. Technologies do not evolve
— they are developed.
Thus technologies should be rather designed
than developed (I’ll come back to this later).
Technologies do no define how our life will be
but certain technologies provide environment
where certain culture is more likely to
happen than some other.
36. Two things
1. About technology (and media)
2. About design (as research)
37. Two things
1. About technology (and media)
2. About design (as research)
38. Why are the keys on a
computer keyboard in the
order they are in
Why QWERTY
41. Design
is
activity
in the crossing point of
science, art, technology and craft
in a socio-cultural historical
context.
42. Research-based design process
Käyttäjä-, asiakas ja ihmislähtöiset
menetelmät.
. . . pyrkimys luoda tuotteita tai
palveluita jotka vastaavat ihmisten
todellisiin tarpeisiin.
(Leinonen 2008, 2010)
44. Research-based design process
Käyttäjä-, asiakas ja ihmislähtöiset
menetelmät.
. . . pyrkimys luoda tuotteita tai
palveluita jotka vastaavat ihmisten
todellisiin tarpeisiin.
(Leinonen 2008, 2010)
46. Contextual inquiry 1/2
The objective is to explore
the point of views of the people in the socio-cultural historical
context in focus,
general trends and scenarios related to the
socio-cultural historical context,
challenges in the socio-cultural historical context.
Observing, participating and documenting: research diary, photos,
videos (compare to cultural anthropological fieldwork).
47. Contextual inquiry 2/2
Examples of activities:
Analyzing service path and service points from
customers point of view.
Mapping customer experience: participatory observation,
shadowing, interviewing etc.
Analyzing communication situations and media used: letters,
phone calls, face to face, web/Internet etc.
49. Participatory Design
The objective is to:
solve the preliminary challenges recognized in
the contextual inquiry.
Examples of activities:
workshops with people.
discussions on scenarios, sketching,
building models of a product or / and a service.
creating concrete product and service ideas.
papers, pens, props, games, prototypes.
51. Product (or service) design
State for analyzing and summarizing the materials from the
earlier states.
Expert work with focus on decisions and preparing presentation.
Creation of the description and visualization of a
new product or service.
Examples of results: specification of a new customer path, new
communication practices, new tool, new media, new signs, new
spatial solutions, new practices and communication of them, etc.
Tolstoy has proposed that: “The vocation of every man and woman is to serve other people ”. In this presentation today I am aiming to demonstrate how I have tried to do it. How I have tried to serve other people. My study is about design. According to Nelson and Stolterman design is not about self-expression. Design is not about self-service. Design isother-service. Design is always an attempt to serve other people.