Following are my notes:
- General to the ultimate particular
Erik stolterman explains this as: “The outcome of a
specific design process…is an ultimate particular. It is something unique. It
is not the universal car, the universal organizational structure, or
curriculum. We are creating a particular, which, when taken together with other
particulars, makes up the whole of our experienced reality."
"Distinctions between what is true (e.g., universal or general) and
what is real (e.g., particular, full particular and ultimate particular) can be
made in the following ways. A painting by Cézanne is real; the atomic weight of
copper is true. An experience is real; a scientific observation is true. An
organization is real; a proven fact is true. An individual’s perspective is
real; a predictable event is true."
Though I am yet to fully grasp the concept. But
this is what I understood so far: designs are the outcome of a problems/
opportunities. They are created in a certain context so even we have an answer to a problem, it is not the same when applied onto a different situation. So certain things are fixed. The way we may approach a problem, our reference points yet when applied to a specific situation, it takes its own form.
[Referred from the Nature of Design Practice and
Implications for Interaction Design Research by Erik Stolterman, http://transground.blogspot.in/2009_09_01_archive.html]
[Link: http://www.ijdesign.org/ojs/index.php/IJDesign/article/view/240/148]
- Something could be graphical to something very design centric
- Fuzzy front end of design
- Skeleton versus rich picture
His point was that often we ignore or miss out on vital opportunities due to extreme refinement of the thought process in the initial iteration process.
- Understand the scope of a project by mapping the nodes, lines from one service or object to another. Each node could represent one area of opportunity.
- While designing, talk about the alternative: It gives the option to negotiate in different situations
- Importance of fuzzy drawings help us in understanding the quality of a space but it may not have a name (Christopher Alexander)
- ‘Design thinking is about talking plus doing’
It is as much important that we do (write, prototype etc.) what is in our mind and not talk about it solely.
- ‘Thinking about how we behave is essential to understanding how a group works.’
- ‘Learn how to do it. Not reading design methods. We don’t need knowledge, but insights.’
- Reference: 101 design methods, Service design tools.org, Designing design by Jogn Chris Jones
- Basic classification of design process by Ranjan:
Intuitive
Categorize
Analytical
Explorative
Abduction: Fusing of two design ideas to
create new alternatives
Synthetic
Reflective
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