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Design for desirable futures

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Title: Design for desirable futures


1
Design for desirable futures
  • Bo Westerlund
  • School for Computer Science and Communication,
    KTH,
  • Dept for communication and design, University of
    Kalmar
  • bosse_at_nada.kth.se
  • http//www.bowesterlund.se

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Joe Colombo
4
Ross Lovegrove
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Henry Dreyfuss
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Hans Stråberg, koncernchef Electrolux
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Giugiaro
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Hans Stråberg, koncernchef Electrolux
14
the art of not knowing
Horst Rittel
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Edvin Land
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Argyris och Schön 199421
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Prototypes
  • Situating strategies

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Durell Bishop
23
IDEO
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interLiving
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Dunne, Raby
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Dunne, Raby
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Design for desirable futures
  • Bo Westerlund, bo.westerlund_at_hik.se

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Gaver
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34
  • Agyris, C. Schön, D. (
  • Beaudouin-Lafon, M., and Mackay, W. (2003).
    Prototyping Tools And Techniques In J. A. Jacko
    and A. Sears (Eds) The Human-Computer Interaction
    Handbook.
  • Dunne and Raby, Design Noir, the secret lives of
    electronic objects
  • Gaver
  • Gedenryd,H. (1998) How designers work,
  • Krippendorff (200X) The semantic turn,
  • Kristoffersson, Sara, (2003) Memphis,
  • Nelson Stolterman. (2002) The Design Way
  • Rittel, H. Webber, M. (1973) Dilemmas in a
    General Theory of Planning in Public Sciences
  • Sanders
  • Sanders
  • Simon, H. (1969) The Science of the artificial
  • Westerlund div

35
Raymond Loewy, Henry Dreyfuss
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Creating ideas and prototypes
38
The workshop results
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Acting and video recording
40
Reflection and evaluation
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The workshop results
  • Narratives - reveal the espoused theory of
    action.
  • Acting out and creating prototypes - makes the
    theory-in-action available for observation.

42
The workshop results
  • Narratives - reveal the espoused theory of
    action.
  • Acting out and creating prototypes - makes the
    theory-in-action available for observation.
  • Observation is not just looking, the
    transformation of the straightforward
    observation into emphasis on the process of
    thinking about seeing something. (Latour
    197921)

43
The workshop results
  • The interaction with the prototypes contain
    design ideas that the users show that they will
    find meaningful in the future.
  • The video prototypes can be re-cycled and
    refined.They are requirements that are not
    verbal.
  • Participants both future users and other
    stakeholders construct shared experience,
    knowledge.
  • Participants engage themselves and have fun.

44
Questions
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  • (Fritt efter Sanders (1999) and Kun-pyo Lee)

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  • (Fritt efter Sanders (1999) and Kun-pyo Lee)

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  • (Fritt efter Sanders (1999) and Kun-pyo Lee)

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Design för önskvärda framtider
  • Bo Westerlundbo.westerlund_at_hik.se
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