Wednesday, October 16, 2013

The Writer's Toolbox

Writing is a powerful tool. Writing is a private act that can be used to gain clearer ideas and allow for better communication and sharing of those thoughts or ideas.

Mind mapping gives visual form to ideas and is a visual aid in concepts and their relationship to each other.
Start with a word in the center of the paper and work your way outwards with branches to new words, concepts, associations. A graphic mind map is done similarly but with imagery- icons, pictures, symbols. When finished with mapping, reflect on your results. Note any patterns or new concepts that may need to be explored. Perhaps make another map of those concepts.

Concept maps are similar to mind maps in that associative relationships are created using a diagram. The main difference is that concept maps are more involved and allow for further investigation into ideas. Concept mapping focuses more on systems of thinking.

Free writing is putting thoughts down on paper. Free form and is great for preliminary idea creation and  promotes the discovery process.

Brainwriting = brainstorming. Gather and exchange ideas with a small group. Often bouncing ideas quickly back and forth, on paper, between a group leads to more ideas. This method can be better to implement as some individuals have difficulty with expressing themselves through verbal speech.

Word lists are a very useful, simple method of examining essential elements.


Understanding Comics: The Vocabulary of Comics and Living in Line

The Vocabulary of Comics examines the icon and it's use for expression. In this context, the word icon means any image used to represent a person, place, thing, or idea. There are different categories of icons. Symbols or images are used to represent concepts, ideas, and philosophies. Icons such as alphabetical letters, numbers, and other type symbols are icons of language, science, and communication. Also, icons that we refer to as pictures are images designed to actually resemble their subject.
Non-pictorial  icons meanings are fixed or absolute as they represent invisible ideas, though pictures are variable. Some pictures are more real to life and their meaning is fluid. Words are abstract icons as that they bear no resemblance to what they are representing. Realistic picture icons can be abstracted or simplified to various degrees. We refer to a picture icon simplified to a few lines as a cartoon. Cartoons are universal. Psychologically, we fill in the blanks and tailor it to our own interpretation. Certain imagery is ingrained into our psyche that we seek it out. For example, the human face. This recognition is capability is instinctual and we see ourselves in everything, as well as create in our image. Our identities belong permanently to the conceptual world, everything else, the outside world. With cartooning, we can cross over between the two as well as objects and our environment. There are varying degrees of abstraction: complex to simple, realistic to iconic, objective to subjective and specific to universal. Words being the ultimate abstraction.

Living in Line looks at pictures' (comic pictures) ability to evoke emotional or sensual responses. It discusses Impressionism and that it is an honest expression of emotions as well as scientific art. Line, shape, and color all provoke the five senses. Art forms which appeal to the five senses are called synaesthetics.

"Art does not reproduce the visible; rather, it makes it visible."- Paul Klee

A single line is examined. The direction, shape, character of the line can be interpreted. All lines carry an expressive potential. Lines are visual metaphors- symbols. Symbols are the basis of language and language is expression.
Comics are an art of the invisible- senses, emotions.

Film: Objectified

The film, Objectified, is a compilation of interviews with individuals in the design industry, particularly product design, it examines: what is design, what is it to design, how design and society affect one another, and society's evolution, as well as design's evolution.

The very instant we see an object, we size up and make assumptions about it. What does it do? How well does it do it? How much should it cost? Someone thought out, planned, decided, and manufactured the form, architecture,  materials in the object. Every object, intentional or not, speaks to you.
"Every object tells a story of you know how to read it." - Henry Ford
Objects can be developed with cultural influences that are lost when used by individuals from a different culture. The object is still being used but perhaps differently than intended. D. Formosa, of Smart Design, explained that when it comes to the demographic of end users, they focus on solutions for extreme ends of the spectrum, "The middle will sort itself out." Davin Stowell gave the example of the peeler; if they improved the object for a user with arthritis, then it would be easy for anyone to use. In design, multiple iterations can be made, sometimes, with a very simple outcome in the end. In this section of the film we saw behind the scenes in the development of product innovations. The process of trial and error, experimentation with elements. Accounting for many variables and potential issues. CAD, computer aided design, was introduced. This is used to develop models on the computer and rapid prototyping creates tangibles that can then be tested. With CAD, designers can be sure that the model represents the design intention.
Deiter Rams discussed how design is everywhere. Everything is being designed. He noted his 10 principles of design. He also expressed that he is bothered by how much product is in the market today. That there is too many unnecessary things and that arbitrary, thoughtless elements are found everywhere- in advertising, architecture, consumer goods, etc.
Jonathan Ive called the obsession with analyzing, questioning, and designing a 'curse'. How a designer looks at everything differently. One should look to the object's attributes, form, and how an individual physically connects with the product. Sometimes design gets out of the way- under the radar. A product can seem un-designed, if it's good, the user would say, "Of course, why would it be different?"
Experimentation is a huge part of the design process. Much development and design goes into parts of what will be the final product. The quality of the design of fixtures in a model/product is crucial.
Form and our perception of form is addressed. Form indicates function. This is particularly true of analog or pre-tech products. Now form is minimal to leave focus on function. Form has been annihilated by the microchip. Currently, we are in an intangible material culture. Though, one designer gave three things to consider when designing:
~ formal relationship of object
~symbolism and content- rituals associated, cultural associations/context
~contextual sense- tech. logic, human relationship
He states that design is a search for form.

Ronan and Erwan Bouroullec, two brothers who design together, discussed their differing personalities and how that dynamic affects the design process. Communication is very important in designing. Relaying ideas from one person to the next in various stages of the process must be clear. There is not always agreement and conflict resolution must be employed. The brothers made the metaphor that there are two personality types. Porcupines and Foxes. Porcupines are stubborn and force their ideas outward. Foxes are skilled at finessing and ultimately achieving their desired outcome.
Marc Newsom acknowledges anger and dissatisfaction being motivators for design and innovation but also that design is for the future. Newsom states, "you design for what will happen, not what has happened."

The film addresses Elitism & Design; well designed products as a status symbols and the cost of good design for consumers. Well designed products should cost less, yet companies are pervasive and "design adds (monetary) value".  Some products are designed more, some less and some are good, some are bad. Objectified looks at pop culture and it's importance of design and virtue. Good design is what an individual wants and it is looked to as a mark of progress. What does the object say about an individual? Their taste?  Consumers want to see emotional energy in the products. Hella Jongerius discussed how she incorporates crafted materials into her designs. Something that is mass produced should still have characteristics that it was touched by a human. This gives an energy to her designs that is familiar and comforting to users.Chris Bangle from BMW is a firm believer in emotional authenticity in an object. Design is often thought of the process of innovation and problem solving but the aesthetic of a design is as important as function. Individuals choose designs that speak to them. For example, in an automobile efficiency, performance, function are all important but largely what weighs in on an individual's choice is that the vehicle is a representative of themselves to the outside world, like an avatar. The psychology in that is interesting because people often think of what impression they will be giving to others but really, an individual is their own audience. It's a statement of self to one's self.  Karim Rashid states that good design is self contained and honest. Users have a strong relationship with tangibles and conduct a physical interpretation. Some companies have made an effort for their products to be well deigned and at an attainable cost. Bottom line is that companies want more product available to purchase- more inventory, more money to be made. The culture wants new, fresher products- it's continuous. "New now to next now"- isn't forever and doesn't last. Marketing of products have taken an approach of making the "used to be now, look like then", so people buy the "new now." This is problematic as it is a waste of energy, materials, and an environmental health issue.
In the design industry, are designers revisiting the same archetype? Is it contributing to society or are objects re-designed for the sake of it? The culture should demand that Design perform for it. Manufactured environments are superficial. Often, designers are removed in the process. In some instances, stages in the design process are performed remotely from various locations. For example, a 3D rendering is produced in one office and sent to a manufacturer in as far as another country. Designers are bricks in the foundation of our society and believed to be intellectuals of the future. Design is a medium for exploring. Can individuals do more exploring and designing themselves? People are creative by nature and often times modify products they own to suit their needs. Tools for doing so are becoming more prevalent.  David Kelly from IDEO believes that things that get better with use are superior and that few things presently are designed with that in mind but it is certainly something designers should strive for. Bill Moggridge shared his sentiment for products wearing in, rather than wearing out.
With technology, designing and redesigning has experienced a great change. Technology has influenced the production rate of new products. As technology advances, so does design and so does the volume of product produced. More stuff. Stuff that we, as a society, needs and does not need. Sustainability is a major  concern for our future and this is something that designers are trying to be mindful of and influence their designs. It is not an easy problem to tackle as completely new processes for manufacture and waste disposal will need to be developed and implemented. Also with developing technology, a new design practice has emerged; Interaction Design. Electronic interfaces in products, the internet, softwares, etc. are under the Interactive Design umbrella. Though, it is arguable that ALL design is 'interactive design' as the user and their relationship with the model is the focus.

Thursday, October 10, 2013

Hallmark Symposium: Tim Archibald

I was particularly excited to see Tim Archibald speak. I had seen images from his project Echolilia online months before hand. The images really resonated with me as my oldest son has autism. The photos had a familiarity to them- so many of the shots I felt could have easily been of my son.
The scenes which he and his son, Eli, created were simple, raw, honest, and have a timeless and primitive quality to them.  I was anxious to hear him discuss the project and learn more about the process.
Archibald explained that he has had difficulty relating to his son and desired a connection with him. That introducing him to photography and letting Eli be involved in the conceptualizing and editing would be an opportunity for connection as well as a way to get a glimpse into his son's world. Archibald hoped to achieve a better understanding of his son as well as facilitate an opportunity to share an experience and bond.
I feel that they are a series of powerful and beautiful photographs. Some shots are especially illustrative of the frustration and coping experienced by individuals with autism, while others featured Eli's quirks and curiosity.
Archibald explained that he would sometimes catch Eli doing something and ask him to recreate the scene to give him an opportunity to shoot him. It was interesting to learn that some were more staged than the 'caught in a flashing moment' and spontaneity the images portray. Also, that at times during the process of shooting there would be chaos all around in the background environment, due to having a much younger brother toddling about, as well as additional variables while shooting in their home- this did not translate into the photographs and I find that impressive.
After the his talk concluded, I had the opportunity to speak with Tim and my reaction to the photographs was interesting to him. Having a son with ASD gave me a completely different perspective in that they were comforting to me. I felt that Tim and I could relate an a personal level. It was a good opportunity and experience for me as a parent.

In addition, Archibald's presentation contained food for thought as a student/artist/designer. He discussed the balance one must maintain of personal work versus commercial work. An artist must continue to work on personal work that they are passionate about. This can lead to commercial work opportunities, development of your craft, as well as potential earnings from the personal projects themselves.
His recent works primarily pertains to kids, kid issues, and family issues. However, his project Sex Machines: Photographs and Interviews takes a look at home made sex machines and their inventors.Archibald was curious as to who was behind the inventing and creation of these machines. He shared his experiences of meeting those individuals and the unexpected interactions. He learned from those encounters that there is always so much more to a story- to a person's life. In this rather niche hobby, there was a wide range of personalities and some very colorful individuals involved.
Archibald pointed out that you are an expert on your own life- if it isn't an interesting story then it's the failure of the listener.
He encouraged to be a good listener. Restrain judgement. Everyone has their own unique story- open your eyes, ears, and mind to allow yourself to truly hear it.

Wednesday, October 9, 2013

Hallmark Symposium: John Bielenberg

John Bielenberg encouraged design students to "Get Out"- new experiences and places to clear one's mind for new ideas; not to stay in the repetitive daily life pathways - 'same ol, same ol' does not enable fresh ideas.
Also, to "Think Wrong"..train your brain to think wrong. Engine of ingenuity. Think outside the box- let your mind and brainstorming go 'way out there'; let no idea be a 'bad' idea while in this stage of idea generating. 'Be stupid' let anything go- throw anything out there, go crazy with it.
Beilenberg pointed out that it is easy in the designing process to get stuck in the brainstorming process. New ideas can keep coming and debating of concepts can go on, however, at a point a person has to stop talking and start making. This next step will offer more information that can be used to develop ideas further and allow the process to continue. Making--> Learning.
He offered advice; to "Bet Small". This changes the way one looks at taking risks. Placing a lot of little bets leads to success. Do not be afraid of failure. Be fearless. Engage in conversation- promote positive change.
Design in all forms is how you find solutions to problems and make change. Think optimistically.




Sunday, October 6, 2013

IDEO and methods to innovative thinking

We watched behind the scenes videos of the brainstorming and development process at IDEO's studio as well as read information about Deep-Dive brainstorming technique.

Deep-Dive brainstorming technique is used for innovation in product development, process improvement, and customer service strategies. The method to innovation focuses on Process, Organisation, Culture, & Leadership, with the key to success for these brainstorming sessions being information about the needs of the customers and an open mind.

Process: Fail often, Fail Sooner.
              Prototype multiple ideas (small scale) to demonstrate and build on
              Market research- engage and get feedback from end users- close attention to product environment

Organisation: Flat structure focused on learning without type casting

Culture: Absolute- trust in team members. Everyone is an expert in their own life and their experiences can bring much to the table.

Leadership: Team leader facilitates but not expert. Team Lead's role is to coach process, allowing others to produce ideas and allows freedom.

'Rules'- from Blackboard
IDEO "rules"
-- think of your product in terms of verbs rather than nouns.
-- concentrate on one conversation at a time
-- stay focused
-- encourage wild ideas
-- go for quantity (no editing)
-- be visual (visual words or sketch)
-- defer judgment (no stopping to say that isn't going to work, isn't a good idea...)
-- build on the ideas of others