Design Research Through Practice: From the Lab, Field, and Showroom
Design Research Through Practice: From the Lab, Field, and Showroom focuses on one type of contemporary design research known as constructive design research. It looks at three approaches to constructive design research: Lab, Field, and Showroom. The book shows how theory, research practice, and the social environment create commonalities between these approaches. It illustrates how one can successfully integrate design and research based on work carried out in industrial design and interaction design. The book begins with an overview of the rise of constructive design research, as well as constructive research programs and methodologies. It then describes the logic of studying design in the laboratory, design ethnography and field work, and the origins of the Showroom and its foundation on art and design rather than on science or the social sciences. It also discusses the theoretical background of constructive design research, along with modeling and prototyping of design items. Finally, it considers recent work in Lab that focuses on action and the body instead of thinking and knowing. Many kinds of designers and people interested in design will find this book extremely helpful. - Gathers design research experts from traditional lab science, social science, art, industrial design, UX and HCI to lend tested practices and how they can be used in a variety of design projects - Provides a multidisciplinary story of the whole design process, with proven and teachable techniques that can solve both academic and practical problems - Presents key examples illustrating how research is applied and vignettes summarizing the key how-to details of specific projects
1117354002
Design Research Through Practice: From the Lab, Field, and Showroom
Design Research Through Practice: From the Lab, Field, and Showroom focuses on one type of contemporary design research known as constructive design research. It looks at three approaches to constructive design research: Lab, Field, and Showroom. The book shows how theory, research practice, and the social environment create commonalities between these approaches. It illustrates how one can successfully integrate design and research based on work carried out in industrial design and interaction design. The book begins with an overview of the rise of constructive design research, as well as constructive research programs and methodologies. It then describes the logic of studying design in the laboratory, design ethnography and field work, and the origins of the Showroom and its foundation on art and design rather than on science or the social sciences. It also discusses the theoretical background of constructive design research, along with modeling and prototyping of design items. Finally, it considers recent work in Lab that focuses on action and the body instead of thinking and knowing. Many kinds of designers and people interested in design will find this book extremely helpful. - Gathers design research experts from traditional lab science, social science, art, industrial design, UX and HCI to lend tested practices and how they can be used in a variety of design projects - Provides a multidisciplinary story of the whole design process, with proven and teachable techniques that can solve both academic and practical problems - Presents key examples illustrating how research is applied and vignettes summarizing the key how-to details of specific projects
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Design Research Through Practice: From the Lab, Field, and Showroom

Design Research Through Practice: From the Lab, Field, and Showroom

Design Research Through Practice: From the Lab, Field, and Showroom

Design Research Through Practice: From the Lab, Field, and Showroom

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Overview

Design Research Through Practice: From the Lab, Field, and Showroom focuses on one type of contemporary design research known as constructive design research. It looks at three approaches to constructive design research: Lab, Field, and Showroom. The book shows how theory, research practice, and the social environment create commonalities between these approaches. It illustrates how one can successfully integrate design and research based on work carried out in industrial design and interaction design. The book begins with an overview of the rise of constructive design research, as well as constructive research programs and methodologies. It then describes the logic of studying design in the laboratory, design ethnography and field work, and the origins of the Showroom and its foundation on art and design rather than on science or the social sciences. It also discusses the theoretical background of constructive design research, along with modeling and prototyping of design items. Finally, it considers recent work in Lab that focuses on action and the body instead of thinking and knowing. Many kinds of designers and people interested in design will find this book extremely helpful. - Gathers design research experts from traditional lab science, social science, art, industrial design, UX and HCI to lend tested practices and how they can be used in a variety of design projects - Provides a multidisciplinary story of the whole design process, with proven and teachable techniques that can solve both academic and practical problems - Presents key examples illustrating how research is applied and vignettes summarizing the key how-to details of specific projects

Product Details

ISBN-13: 9780123855039
Publisher: Morgan Kaufmann Publishers
Publication date: 09/29/2011
Sold by: Barnes & Noble
Format: eBook
Pages: 224
File size: 4 MB

About the Author

Ilpo Koskinen is a design researcher who has been full professor in leading design schools in Europe, Asia and Australia. His main interests have been in design methodology, mobile multimedia, design in cities, and in the cultural basis of design. His best-known books are Empathic Design (2003), Mobile Multimedia in Action (2007), Design Research through Practice: From the Lab, Field and Showroom (2011), Drifting by Intention (2020), and Design, Empathy, Interpretation: Towards Interpretive Design Research (2023). He has also written about social design and about its aesthetic, and more recently about the permeability of human beings and nature. He is currently revising and expanding the 2011 book and on a European initiative around reconciliation after the war in Ukraine. His work has impacted design, Human-Computer Interaction (HCI) and the social sciences. He received his PhD in sociology, specifically conversation analysis and ethnomethodology. He has applied his knowledge variously, interactionism in Empathic Design but also in Design, Empathy, Interpretation, ethnomethodology in Mobile Multimedia in Action, and qualitative methodology in Design Research through Practice and Drifting by Intention.Prof John Zimmerman, is the Tang Family Professor of AI and HCI at Carnegie Mellon University's HCI Institute. He researches human-AI interaction, human-robot/agent interaction, and new approaches to AI Innovation. He is best known for his work on Research through Design and for Speed Dating, a method for assessing acceptance of future technologies. He is a member of the ACM CHI Academy, and regularly give talks at conferences, to industry and the general public. Before becoming a professor at Carnegie Mellon, he worked on TV personalization for Philips Research.Thomas Binder is a researcher and educator engaging open design collaborations and participatory design in the context of social innovation and sustainable transitions. His research includes contributions to methods and tools for experimental design research and open innovation processes with a particular emphasis on codesign and design anthropology. Through design research addressing everyday innovation within elderly care and citizen involvement in green transitions Thomas Binder has explored arenas evolving in the borderlands between commercial, public and civic involvement, and how collaborative design experiments in these arenas may nurture and amplify hybrid configurations of agency with a potential for a significant societal impact. He has been editing and authoring several books such as (Re-) searching the Digital Bauhaus' (Springer 2008), Rehearsing the Future (Danish Design School Press, 2010), Design Research through Practice (Morgan Kaufman, 2011), Design Things (MIT press, 2011) and Design Anthropological Futures (Bloomsbury, 2016). He has been chairing the Participatory Design Conference in 2002, the Nordic Design Research Conference in 2005 and the Design Anthropological Futures Conference in 2015.
Thomas Binder is a researcher and educator engaging open design collaborations and participatory design in the context of social innovation and sustainable transitions. His research includes contributions to methods and tools for experimental design research and open innovation processes with a particular emphasis on codesign and design anthropology. Through design research addressing everyday innovation within elderly care and citizen involvement in green transitions Thomas Binder has explored arenas evolving in the borderlands between commercial, public and civic involvement, and how collaborative design experiments in these arenas may nurture and amplify hybrid configurations of agency with a potential for a significant societal impact. He has been editing and authoring several books such as (Re-) searching the Digital Bauhaus’ (Springer 2008), Rehearsing the Future (Danish Design School Press, 2010), Design Research through Practice (Morgan Kaufman, 2011), Design Things (MIT press, 2011) and Design Anthropological Futures (Bloomsbury, 2016). He has been chairing the Participatory Design Conference in 2002, the Nordic Design Research Conference in 2005 and the Design Anthropological Futures Conference in 2015.
Johan Redström is a professor at the Umeå Institute of Design, Umeå University, Sweden since 2012. Previously, he has been Studio Director of the Design Research Unit, Interactive Institute, adjunct professor at the School of Textiles, University of Borås, Associate Research Professor at the Center for Design Research at the Royal Academy of Fine Arts, School of Architecture, in Copenhagen, Denmark, and a lecturer and program manager of the Masters Program in Interaction Design at the IT University in Gothenburg. His background is in philosophy, music and interaction design. He received a PhD from Gothenburg University in 2001, and became Docent in Interaction Design in 2008. Redström's research aims at combining philosophical and artistic approaches with focus on experimental design, critical practice and the aesthetics of computational technology as material in design. Research programs include on designing for reflection rather than efficiency in use, on combining traditional design and new technologies, and subsequently on increasing energy awareness through critical and conceptual design.
Prof Stephan Wensveen is full professor of Constructive Design Research in Smart Products, Services and Systems. He is also Program Director for the Bachelor’s degree and graduate programs of Industrial Design. His interest is in using the power of research through design to foster collaboration between research, education and innovation. He helped introduce notions of ‘aesthetics of interaction’, ‘feedforward’ and ‘interaction frogger' and is co-responsible for canonical examples of Research through Design. Stephan Wensveen has a long-standing career at Eindhoven University of Technology (TU/e). He started as Assistant Professor in the Department of Industrial Design in 2002 and has held an Associate Professorship and, since 2017, a Full Professorship here. Between 2011 and 2013, he worked as Associate Professor at the University of Southern Denmark.

Read an Excerpt

DESIGN RESEARCH THROUGH PRACTICE

From the Lab, Field, and Showroom
By ILPO KOSKINEN JOHN ZIMMERMAN THOMAS BINDER JOHAN REDSTRÖM STEPHAN WENSVEEN

MORGAN KAUFMANN

Copyright © 2011 Elsevier Inc.
All right reserved.

ISBN: 978-0-12-385503-9


Chapter One

CONSTRUCTIVE DESIGN RESEARCH

iFloor was an interactive floor built between 2002 and 2004 in Aarhus, Denmark. It was a design research project with participants from architecture, design, and computer science. It was successful in many ways: it produced two doctoral theses and about 20 peer-reviewed papers in scientific conferences, and led to other technological studies. In 2004, the project received a national architectural prize from the Danish Design Center.

At the heart of iFloor was an interactive floor built into the main lobby of the city library in Aarhus. Visitors could use mobile phones and computers to send questions to a system that projected them to the floor with a data projector. The system also tracked movement on the floor with a camera. Like the data projector, the camera was mounted into the ceiling. With an algorithm, the system analyzed social action on the floor and sent back this information to the system. If you wanted to get your question brought up in the floor, you had to talk to other people to get help in finding books.

iFloor's purpose was to bring interaction back to the library. The word "back" here is very meaningful. Information technology may have dramatically improved our access to information, but it has also taken something crucial away from the library experience — social interaction. In the 1990s, a typical visit to the library involved talking to librarians and also other visitors; today a typical visit consists of barely more than ordering a book through the Web, hauling it from a shelf, and loaning it with a machine. Important experience is lost, and serendipity — the wonderful feeling of discovering books you had never heard about while browsing the shelves — has almost been lost.

A blog or a discussion forum was not the solution. After all, interaction in blogs is mediated. Something physical was needed to connect people.

A floor that would do this job was developed at the University of Aarhus through the typical design process. The left row of Figure 1.1 is an image from a summer workshop in 2002, in which the concept was first developed. The second picture is from a bodystorm in which the floor's behaviors were mocked up with a paper prototype to get a better grasp of the proposed idea. Site visits with librarians followed, while technical prototyping took place in a computer science laboratory at the university (left row, pictures 3–5). The system was finally installed in the library (left row, picture at the bottom). How iFloor was supposed to function is illustrated in the computer-generated image on the right side of the picture.

iFloor received lots of media attention; it was introduced to Danish royalty, and it was submitted to the Danish Architecture Prize competition where it was awarded the prize for visionary products (Figure 1.2). In addition, as already mentioned, it was reported to international audiences in several scientific and design conferences.

However, only half the research work was done when the system was working in the library. To see how it functioned, researchers stayed in the library for two weeks, observing and videotaping interaction with the floor (Figure 1.3). It was this meticulous attention to how people worked with the iFloor that pushed it beyond mere design. This study produced data that were used in many different ways, not just to make the prototype better, as would have happened in design practice.

Developing the iFloor also led to two doctoral theses: one focusing more on design and technology, another focusing mostly on how people interacted with the floor. Andreas Lykke-Olesen focused on technology, and Martin Ludvigsen's key papers tried to understand how people noticed the floor, entered it, and how they started conversations while on it. It was this theoretical work that turned iFloor from a design exercise into research that produced knowledge that can be applied elsewhere. In design philosopher Richard Buchanan's terminology, it was not just a piece of clinical research; it had a hint of basic research.

iFloor is a good example of research in which planning and doing, reason, and action are not separate. For researchers, maybe the most important concept iFloor exhibits is that there is value in doing things. When researchers actually construct something, they find problems and discover things that would otherwise go unnoticed. These observations unleash wisdom, countering a typical academic tendency to value thinking and discourse over doing. A PowerPoint presentation or a CAD rendering would not have had this power.

1.1 Beyond Research Through Design

Usually, a research project like iFloor is seen as an example of "research through design." This term has its origins in a working paper by Christopher Frayling, then the rector of London's Royal College of Art (RCA). Jodi Forlizzi and John Zimmerman from Carnegie Mellon recently interviewed several experts to find definitions and exemplars of research through design. According to their survey, researchers

make prototypes, products, and models to codify their own understanding of a particular situation and to provide a concrete framing of the problem and a description of a proposed, preferred state.... Designers focus on the creation of artifacts through a process of disciplined imagination, because artifacts they make both reveal and become embodiments of possible futures.... Design researchers can explore new materials and actively participate in intentionally constructing the future, in the form of disciplined imagination, instead of limiting their research to an analysis of the present and the past.

However, this concept has been criticized for its many problems. Alain Findeli and Wolfgang Jonas, among others, noted that any research needs strong theory to guide practice, but this is missing from Frayling's paper. For Jonas, Frayling's definitions remained fuzzy. Readers get few guidelines as to how to proceed and are left to their own devices to muddle through the terrain. Jonas also says that the term provides little guidance for building up a working research practice — and he is no doubt right.

This concept fails to appreciate many things at work behind any successful piece of research. For example, the influential studies of Katja Battarbee and Pieter Desmet made important conceptual and methodological contributions in their respective programs, even though, strictly speaking, they were theoretical and methodological rather than constructive in nature. People read Kees Overbeeke's writings not because he builds things but because he has articulated many valuable ideas about interaction in his programmatic and theoretical writings. People read Bill Gaver because of his contribution to design as well as methodology, often against his wishes.

For these reasons, we prefer to talk about "constructive design research," which refers to design research in which construction — be it product, system, space, or media — takes center place and becomes the key means in constructing knowledge (Figure 1.4). Typically, this "thing" in the middle is a prototype like iFloor. However, it can be also be a scenario, a mock-up, or just a detailed concept that could be constructed.

We focus on leading examples of constructive research but follow Frayling's empiricist and pragmatist approach rather than offer a definition grounded in logic or theory. By now, we have a luxury: a body of research that does most of the things that Findeli and Jonas called forth. When looking at the 1990s, it is clear that what people like Tom Djajadiningrat in the Netherlands, Anthony Dunne in England, and Simo Säde in Finland did in their doctoral work was solid, theoretically and methodically informed research that could not have been done without a design background. Ten years later, there are dozens of good examples. For this reason, we explicate practice rather than try to define a field with concepts as big as design and research. Introducing a new word is an old academic trick used to avoid difficulties with existing concepts and to keep discussion open, if only for a few years.

1.2 Constructive Research in Design Research

This book looks at one type of contemporary design research. It excludes many other types, including research done in art and design history, aesthetics, and philosophy. It also skips over work done in the social sciences and design management. It leaves practice-based research integrating art and research to others. Similarly, it barely touches engineering and leaves out theory, semantics, and semiotics altogether. This book will not look at research done by design researchers if there is no construction involved, unless there is a clear connection to constructive studies. Finally, it will not review design research that builds on the natural sciences such as chemistry as this research is most typically done in ceramics and sometimes in glass design and conservation. We are dealing with research that imagines and builds new things and describes and explains these constructions (Figure 1.5).

What constructive design research imports to this larger picture is experience in how to integrate design and research. Currently, there is a great deal of interest in what is the best way to integrate these worlds. This book shows that there are indeed many ways to achieve such integration and still be successful. We are hoping that design researchers in other fields find precedents and models in this book that help them to better plan constructive studies. For constructive design researchers, we provide ways to justify methodological choices and understand these choices.

It should be obvious that we talk about construction, not constructivism, as is done in philosophy and the social sciences. Constructivists are people who claim issues such as knowledge and society are constructed rather than, say, organized functionally around certain purposes, as if in a body or in a piece of machinery. Many designers are certainly constructivists in a theoretical and philosophical sense, but this is not our concern. We focus on something far more concrete, that is, research like iFloor in which something is actually built and put to use. Not only concepts, but materials. Not just bits, but atoms.

One of the concerns many design writers have is that design does not have a theoretical tradition. For us, this is a matter of time rather than definition. Theory develops when people start to treat particular writings as theories; for example, such as happened to Don Norman's interpretation of affordance. It became a theory when researchers like Gerda Smets and Kees Overbeeke in the Netherlands treated it as such.

For this reason, we focus on research programs rather than individual studies. Chapter 3 explains this concept of program in detail. Here, it is enough to say that research programs always have "a central, or core, idea that shapes and structures the research conducted." Programs consist of a variety of activities ranging from individual case studies to methodology and theory building. This richness is lost in definitions of research through design that tend to place too much weight on design at the expense of other important activities that make constructive research possible.

(Continues...)



Excerpted from DESIGN RESEARCH THROUGH PRACTICE by ILPO KOSKINEN JOHN ZIMMERMAN THOMAS BINDER JOHAN REDSTRÖM STEPHAN WENSVEEN Copyright © 2011 by Elsevier Inc.. Excerpted by permission of MORGAN KAUFMANN. All rights reserved. No part of this excerpt may be reproduced or reprinted without permission in writing from the publisher.
Excerpts are provided by Dial-A-Book Inc. solely for the personal use of visitors to this web site.

Table of Contents

Foreword by Jane Fulton Suri Preface Chapter 1: Constructive Design Research Chapter 2: The Coming Age of Constructive Design Research Chapter 3: Research Programs Chapter 4: Lab: Can You Really Study Design in a Laboratory? Chapter 5: Field: How to Follow Design through Society Chapter 6: Showroom: Research Meets Design and Art Chapter 7: How to Work with Theory Chapter 8: Design Things: Models, Scenarios, Prototypes Chapter 9: Constructive Design Research in Society Chapter 10: Building Research Programs

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