Showing posts with label Lecture. Show all posts
Showing posts with label Lecture. Show all posts

Wednesday, 12 August 2015

Sustainability Lecture

Beneath the Surface - Jason Mitchel

Designs ability to change peoples behaviours and attitudes towards an object

Sustainability
ability to continue a defined behaviour indefinitely 
meaningful design

Moving away from linear manufacture towards a cycle
upcycling, repurposing , recycling
infrastructure for end-use, end of life for products because not all products get recycled 

Longevity
design which is valued, lasts, quality, 

Wishbone Design, kids toys
Thinks about the way things can transform - can grow with the user 

Digital Fabrication, Fablab
Community building on ideas
Application of technology 

Fairphone
thinking about the whole product and manufacture, hows it made, who makes it, processes, reducing waste

Emma Warren
Wool waste and natural latex

Dig deep, find opportunities, look for a problem and turn into an opportunity 


Jennifer Whitty
The joys of being a designer in the 21st C

New relationships and desires 
Designer plays a new role involving the eco-system, more consideration is needed
What we do today will have an impact on generations to come - the ripple effect

"Design is changing the world and the world is changing design"

"The thinking was we could 'consume' towards better live. That began to feel excessive and less empathetic" 

Take, make and waste model - linear process, not thinking about cycle of life
"human beings don't have a pollution problem; they have a design problem".

"there has been a realisation that design has an ability to respond to and encourage certain behaviours. This challenges us to get more conscious about what we do with it"
- Think about broader picture of where an object, design fits in the world

Its human nature to consume but its how we consume
Social innovation

We relie on systems to navigate us through our daily lives and don't use our own inherent capabilities

Friday, 7 August 2015

Week 4 Lecture Summary

Animation and motion graphic studio

Here is the summary of what we heard in the lecture.

-Hearing about how a designer's career has successfully developed over the years. He graduated university majoring in graphic design but slowly moved into 2D animation during his 30s.

-His 2D animation style used a lot of circular motions which was very successful in terms of grabbing the audience attention. It also gave his 2D characters a bit more dimension.

-Philosophy that he discovered: Conflict between doing what your client wants (commercial work) and getting your client to come see through your point of view. He noted that it is important that we should not try and forcefully fit into a format that doesn't fit us. It is important to keep a balance between the both, keeping your clients happy but also not losing your style completely.

 -He explained the concept and his experience of "working for free". He did some free animation work for musicians after his 2D animations went viral on the internet. It was a good way to promote the band and himself as an artist.
(Successfully creating something on your own -> get online presence -> work comes to you)
He started getting emails from clients such as Honda and a band from France to do similar videos, some companies paid big but there were also some who asked if he could do it for free.
Something he wanted us to take out of his experience is that working for free is always a good consideration but only if there is something for you to take away at the end as well e.g. recognition.

2nd lecture

-Mainly focused on the use of De Bonos hat and how it helps us in terms of design thinking.
"De bono believes creativity is being able to shift your thinking through many different styles"

-Design is not only about impressing your clients or getting good grades, but to also practise and develop your creativity as a designer.

Practise of working together / Group process / how to behave in a group
-The importance of analysing ideas, responding, taking suggestions from others, and the idea of trust is what makes us a good designer.

Suspend judgement - If things get too hard, stop and take a break to not over-stress yourself.
Openness - Empathy for others.
Play -  Play can diffuse tensions
Risk taking - Support each other, remind each other that you are practising.

Wednesday, 5 August 2015

David Boyd - Customer Service Design

Customer experience design/service design - David Boyd

- Design process applied to business problem
- Customer needs are evolving continuously - "business and customers are demanding more for less... and faster"

Ease customer needs - efficiency business need
Intersection between these two things is the market opportunity - where design comes in

NZ POST
The carriage of information
New ways of thinking and doing things to diff from other people in the market who can do that same thing - digitally, digital interaction 
- how can the make the parcels and delivery of the business and experience and part of the business 

Role of designer is changing from...

Designer as hero
-owns ideas
-seeks mandate
-peripheral to the business - separate to client
-process as IP
-Opaque

to... 

Design as facilitator
- seeks collaboration- working with clients
-embedded in the business
-shared process
-transparent
-sandbox curators - everyone can play and your role is to guide them and get the best outcome

Design process
-Empathy - understanding clients, their needs, morals, beliefs, etc
-Define the problem - look for trends, habits, etc which helps define the brief
-Segmentations - based around needs (like personas but more focused on the actually needs and range of users).
-Journey maps
-Pain map - problems
-Ideation - throw ideas around, people engaged
-Co-design - got people to design how they want systems to work, how it would suit the client
-Rapid prototyping - need to do stuff fast, get people building their ideas
-Prototyping - testing ideas and find out what problems 
-Proposition design - bring ideas to life and bring the experience to life to create an experience
-Implementation - given to designers to execute
-Evaluation - customer evaluation 

Design - build - test - refine

The design process should never end
- the customer need is always changing so you have to keep up
- creates more design opportunities for service design


Base your ideas on fact and research, make them feel comfortable and show them what they need




Thursday, 30 July 2015

One Percent Collective lecture

One Percent Collective Lecture


Networking
The more you get involved with, more opportunities will arise.
Get in contact with people who inspire you/influence you. Ask them for advice. The worst that could happen is they say no.
Take advantage of opportunities and situations.

Test Ideas
Give people tasters, free stuff to test your ideas and products out - can generate interest or influence other people and inspire them.

Teaching v's learning
A lot of what you learn come from actually teaching it from somebody else.
Reinforces the skill 
You don't have to be an expert to teach, the process of teaching itself is also a learning process.

Design Thinking
Brings new ideas/approaches to how other people might think

Wednesday, 29 July 2015

Week 3: Lecture: The Pit

Strategic Positioning Proposal:

Business development  Project Initiation (now) → Project Development (week 7) → Project Completion 

Look into group skills, discuss budget

Discover → Define → Develop → Deliver

Process / Organisation:Online collaboration: Google Docs, Slack, Trello, Basecamp,
Keep folders organised and labeled correctly

Process Management:
Project Management: Oranigram, Tom's partner, Gant,

Need someone to be the 'Organiser' or 'Manager' -doesn't have to be the communicator

Strategic Positioning Proposal:
  • Should get to the problem
  • Corrohoration of what is said/heard
  • Design leadership Doc
  • Control Doc
  • Education Doc
  • Design taster Doc
In your Proposal:
  • Background - definitions, context, opportunities
  • Issue - from preliminary project assessment, what do you understand are the main obstacles in your client problem/opportunity? 
  • Responce - Approach or strategy, Does your strategy address the issue? Who is your target audience?
  • Leadership? Your take on the project
  • Scope - delivers, description or each
  • Budget
  • Flow Chart - path
  • Team members - biographies, relevant experience. projects, capabilities