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From Configuration to Design: Capturing the Intent of User-Designers (Part 2)

01Nov09 by Matt Sinclair

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This post deals with the results and conclusion of the user trial discussed earlier. The findings of the study can be divided into two main areas: the results of the drawing exercise and the success of developing the drawings into a 3D CAD model, and the results of the two CAD modelling exercises. It’s important to stress that in both cases the objective was not to judge or analyse the quality of the design, but rather to gain subjective feedback from participants about which activities they enjoyed or disliked, and which approach resulted in the product they were most happy with.

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POSTED IN: 03 User Centred Design, 04 New Design Processes, 05 Enabling End User Design, 5 Comments

From Configuration to Design: Capturing the Intent of User Designers (Part 1)

30Oct09 by Matt Sinclair

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From Configuration to Design: Capturing the Intent of User Designers is the title of a paper I recently presented at MCPC 2009 in Helsinki. It details a user trial conducted as part of my PhD research, which sought to understand the extent to which non-professional user-designers are able to engage in design exploration and to communicate design intent. The paper itself, together with the presentation given at the conference, can be downloaded from the Papers and Presentations page of this site. Much of the background argumentation to the study has been made in previous posts, therefore what follows is an edited version of the paper, focusing on the design, conduct and conclusions of the user trial. This first post deals with the design and conduct of the study, a follow-up post will concentrate on the results and conclusions.

Design of the Study

The focus of the trial was the design of a USB memory stick. This was chosen as a relatively simple product whose functionality was easily recognised by those who took part in the study. The trial was intended to investigate two main research questions:
What is the best method for consumers to conduct design exploration?
How well are consumers able to communicate design intent?

It built on the observations of a number of researchers with regard to the way designers and architects use drawing as a way to generate and evaluate design solutions, but sought to place such observations more specifically within a mass customisation scenario. It also sought to understand the practical difficulties of expecting non-designers to use drawing in the same way that trained designers do. The intended outcome was to better understand what future tools will best enable consumer-design, which will form a major part of my future PhD research.

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POSTED IN: 03 User Centred Design, 04 New Design Processes, 05 Enabling End User Design, 4 Comments

Icon Magazine’s Essay on “Fabbers, Dabblers and Microstars”

01Jul09 by Matt Sinclair

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“We, the people, the untrained majority, are the future of design. We have the tools and we will be the masters of our personal environments… We’re not dumb consumers, we’re creative consumers… We won’t buy anything that isn’t uniquely specified by ourselves.” So begins an essay in July’s edition of Icon magazine, written by the editor Justin McGuirk.

Icon is a ‘glossy’ design mag in the same vein as something like Wallpaper, as such, whilst it’s read by designers, it’s aimed primarily at consumers. And so the article is something of an overview, and doesn’t go into enough depth to reveal anything which those with an interest in consumer design won’t have heard before. Nonetheless, there are some interesting opinions which clearly set out the ‘for’ and ‘against’ camps, and it demonstrates the extent to which fabbing, and consumer design are beginning to appear in the mainstream of design culture.

McGuirk begins by introducing sites such as Ponoko, Etsy, Shapeways and Materialise, and outlines how the cost of manufacturing is dramatically reduced when you move from mass-manufactured tooling to rapid manufacturing technologies. The article explains how the initial high investment which mass manufacturing requires leads to a fear of unpopular products, and thus to a design culture which seeks to minimise risk. At this point I felt like I was reading the introduction to my own thesis, so closely does it tie in to some of the things I’ve written in the past. McGuirk quotes Will Wright, designer of The Sims, who says

“It’s always surprised us [that] whenever we’ve given the players the opportunity to participate in the creation process, in every case they’ve exceeded our expectations. What they’ve done with the tools that we provide is always so far beyond what we thought was possible… When you have a million players all out there making stuff, against a small number of smart people always trying to do there best, it seems [the million] always win.”

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POSTED IN: 05 Enabling End User Design, 1 Comment

Customise This

15Jan09 by Matt Sinclair

I’m kind of snowed under with work right now, both in terms of the PhD and my professional practice, so this post is heavy on images and light on text (it’ll probably stay that way for the next couple of months, though if everything goes to plan I should have a lot to write about when this period is over). On a trip to London just after Christmas I visited my favourite design bookshop, Magma, and picked up Customise This, an edition of Graphic magazine. It’s basically a showcase of designers whose method of working involves customisation, and whilst some of the examples are stretching the meaning to its limits, there are others which very nicely illustrate the quirky, personal results that customisation provides. These are some of my favourites:

Customised Banana

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POSTED IN: 03 User Centred Design, 05 Enabling End User Design, 2 Comments

“Consumers consume; designers design. End of story.”

28Dec08 by Matt Sinclair

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This entry recently appeared on the FluidForms blog; many thanks to Andreas Jaritz for the opportunity…

In 2006, Fast Company published a debate article entitled Can Anyone be a Designer? Andrew Keen and Joe Duffy argued the pros and cons and in the end neither one managed to convince the other (the title of this piece was one of Keen’s closing arguments), but the article raised some interesting questions which services such as those offered by FluidForms are increasingly bringing to the attention of professional designers. Questions not only about who has the right to call themselves a ‘designer’, but also about how design itself is defined.

Joe Duffy began the debate by claiming that

“…everyone plays the part of a designer. Design decisions are made by most everyone, everyday – what should I wear today? What kind of car should I buy? What color? Which options? What about the new sofa for the family room? What design style? Which color and fabric? These actually are design decisions…”

This is an argument I used in an essay early in my design studies. I thought it was insightful at the time, but then I was only 17. Of course, it’s totally wrong. These aren’t design decisions, they’re consumer choices. As Douglas Coupland said in Generation X, shopping is not creating. Arguing that choosing what car to buy is a design decision is like arguing that taking an aspirin is a medical decision, and that therefore I’m playing the part of a doctor, as one CSven argued on ProductDesignForums recently.

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POSTED IN: 03 User Centred Design, 05 Enabling End User Design, 3 Comments

 

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