Thursday, October 9, 2008

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Thursday, September 18, 2008

371 PRJ3 Investigation

To many moments in life are missed. People do the things they do every day in a certain routine/process/way. Many of the things done during the daily process of a person are missed and are hence seen as unimportant. We need a new personal organizer that records our personal daily routines, captures the missed moments and keeps us on track/focuses on our personal goal.

Look at say the Blue Berry or HP ipaq and analyze how one uses it to set out his/her day how it works /process/data and suggest a new device that can do all that and more to keep track of most of our life and its events. Relate back to theories bases around personal organizers and look into these to gain a new theory for the proposes issue.

Thursday, September 11, 2008

ACM SIGCHI

ACM SIGCHI, the ACM's Special Interest Group on Computer-Human Interaction, brings together people working on the design, evaluation, implementation, and study of interactive computing systems for human use. ACM SIGCHI provides an international, interdisciplinary forum for the exchange of ideas about the field of human-computer interaction (HCI).

Poster Content Format

I. introduction
II. statement
II. what
IV. how
V. why
VI. when

Poster Why ?

Posters built portfolio
Posters are common expressive communication tool
Posters are Common in design research

Best Posters will be asked to send in for the proper venue

Monday, August 4, 2008

Lecture 5th Aug 08 Aukje


Lecture 5th Aug 08

Simon Fraser

interaction design.

physical design.

interaction design between snorkeling and scuba diving

combining the two similar but rather restricting differences.

under water human diving/driven device

and yes Joerg Tragatschnig Divemen 1992 made it and started testing it.

Bill Verplunk interaction. design process from designing interaction Bill Moggridge 2007.

Apple Lisa 1984













Osbourne luggable 1982










Polo computers Paulo Alto Porsche Design 1983

4d sketch modeling technical university eidhopvan

Grid Computer Bill Moggridge 1983 followed last 2 interaction design steps

clan shall design


Human Motivation

Technical Motivation

Michael Paterson Final Project 2006 red dot design award he investigated light and security .he also wanted to comply presence

Sarah 2004 apple IAm

David Hakaria

jewelery games to generate power to play music

interaction design process

Mike parker final project 2004

movement with light fiber neon lights performance and nigh shows

CATS Computer Aided Transport /Taxi System . Porsche Design 1990

more efficient travel by gps sharing taxis

Johan Nortje Augmented Purchasing System Honours Project 2006

performance and interaction what really is practical

Tuesday, July 22, 2008

Phase 2: Introduction

July 23rd, 2008 | Category: phase 2

Phase 2: How to know what to use and how it’s originated?
Phase Two is divided into two assignments. The first assignment is a tutor –supported group design research projects for a specific context. Each group will investigate practical, theoretical, empirical, historical and forma design issues and present the outcomes both visually and verbally as well as to consolidate the group’s research process in a working essay.
The second assignment will require each student to visualize a chosen hypothesis.

Using theory is not about creating the best punch; it’s about understanding how all the ingredients make the best design. In this phase the student will learn and LIVE theory through exploration and design adaptation of theories. Theories discussed are used widely in the current design field. These include Ludology Theory, Interaction Design Theory, Virtual (Network) Theory, Phenomenology, and Theory of Things to name a few.

Each theory lecture will be supported by MOR (Methods of Research), an overview of methods of research that support theory-based design:
How to write abstract and a working paper
Field Research
Semiotic Analysis
Projective Techniques
De-Mystification of Writing
Repertoire Analysis (analysis of design-forms)

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Phase 2: Why design needs threory and why theory needs design

In the kick-off lecture of P2 we discussed the construct of the next phase, we saw one example on theory through design. The guestlectures were given by Timothy Greig of the library and Luke Feast on design writing.

You can find:

the sheets of lecture 3 here

the sheets of library lecture here

If you click on the ‘i’, or return to the set itself, then you read the transcript of the talk underneath.

the sheets of design writing lecture here

Also some examples of theory and design within 10 days

The next phase includes each week a new theory and it’s design application:

picture-15.png

Thursday, July 17, 2008

Final submission

Final sumission documents.

Designs need theory.pdf HERE

Designs need theory.doc HERE

My Design Statement.pdf HERE

Tuesday, July 15, 2008

REsearch theory + Work Book



























Brief
The essay is a personal reflection of relationship theory-design-creativity using the offered literature and
lectures. Students must answer in this essay how a designer relate to theory and research. why is it
important and what can you do? Completed research is worth 15% of final grade. The students will visually
and verbally present outcomes of their research elaborated in a presentation for open discussion. Students
will hand-in the research in a form of a work book (not modified) and as a pdf, interpreted in written
abstracts (750 words maximum ...
Hand-in date: 18 th July

INtro

What research theory means to me

How I believe it should work

What I believe its purpose is

How I go about my research .

How I see Research and the theory there of.

My opinion on Research theory

Making it all relevant to digital media design

Research findings bibliography and more


Evidence
in its broadest sense includes anything that is used to determine or demonstrate the truth of an assertion. Philosophically, evidence can include propositions which are presumed to be true used in support of other propositions that are presumed to be falsifiable

Whats is evidence ?

wiki/Evidence

What is Evidence?

by

Richard F. Taflinger


Universal Research and Inquiry Method


Theory

http://www.theory.org.uk/

wiki/Theory

Thinking Theoretically



Design Theory (Hardcover)

by Thomas Beth (Author) "The most basic notion in (finite) geometry is that of an incidence structure..

Critical Theory Today: A User-Friendly Guide (Paperback)

by Lois Tyson (Author)



























Essay

Designs need theory.

Design requires a process of problem solving; this problem-solving begins with research and theory development. For design and to come up with a great theory and research basis for the project at hand lead designer must delve deeply into research and looking at what other successful ideas and developments are currently out there. Once a designer is well-informed and has a good theory and research base of knowledge toward the design brief he is then able to construct sound and well structured product. One way to begin this research procedure is to highlight the main points and words within the brief then gather information on the meaning of these words and their relevant theories. Once this stage has been completed and new knowledge has come out of it one’s own personal theory can be drawn out of the previous discoveries. It can well be said that the soul cause and need for research is to discover a theory and elements within the brief and the theory behind other designer’s concerts. By taking this journey of discovery and finding the answer (the brief theory) a desire to become as well-informed about the issues on the brief, the project, and the theory behind it. With many projects that digital media designers construct, it would be a minimally relative and not true to the belief final result, were it not for great research theory.
The process of research and theory development is one necessary for people to examine the evidence to allow them to ask questions and to allow them to seek answers which can in turn be gathered up into a conclusion weather right or wrong. this term of right or wrong leads onto one of the very important points about design theory, design theory is usually limited to the individual whose opinion about this subject or object of the project at hand this due to research at times may agree with other people’s theories especially if it’s a group project but one quality theory has about itself is in that it is individualized it is sometimes theory.
Theory requires some evidence to determine or demonstrate the truth of its assertion. Some design theories/propositions are put out there as true and used in support of other theories/propositions to build a strong basis of theory, knowledge for a project. There are times when the theories/propositions can be presumed to be false of just not fully true but they are theories in their own right never the less.
When a design has a well developed research and theory basis it is strong against any attacks from challenging designers and designs but also disbelievers and critics. Its like in a debating contest or even parliamentary debates the side/party that has the strongest theory argument and research base they usually win the debate.
Theory is constructed my finding more knowledge and interesting diversities through research using parts of what we already know. It is also added to by the way we perceive things and the attitude we have towards them during the research phase but also in daily life.
Research is constructed by finding the key elements of the issue and using them as the starting point. It’s also about finding its context and how it relates back to itself. Once the research has taken place the next phase begins and that is; how does design come about? Design comes about by constructing design ideas, research, and theories into a final design mould. But Also physical testing or testing its relation to other physical things is also part of this.
Now begins the creating and what creativity is, is ideas based of your own theories and then processing that into a result and once again relating that back to your own initial theories and ideas.
In concluding it the benefits of critical research and theory must be highlight. The process of theory development though deep research and analysis brings about a firm grounding of knowledge that will support the design project that it has created. When done really well this method will allow for the production of an item that does not only have a firm grounding but it also is attractive alluring and seductive to every customer and hence is a successful design in a seller’s market .

Monday, July 7, 2008

Welcome to My Critical Theory blog

First of all I will add the course outline from http://www.mediazone.co.nz/blogs08/DMDN371/ here and then break into project one begging with a brief from the same page and then go into my initial ideas for project 1 a personal brief and debrief plus some research on the topic chosen.


Phase 1: “Even Un-Useless Inventions Need Theory”

In Phase One, the students will explore and discuss different aspects of Theory Constructs

such as:

How is theory constructed?

How is research constructed?

How is design constructed?

How are these interrelated?

A crucial part of design is creativity. One could say creativity is the fuel for design. Even though the common concept is that theory, research and creativity do not blend well in this phase, creativity will be demystified by discussing the following:

What is creativity?

How does creativity relate to theory and design?

How to create awareness on creativity

butter-stick1.jpg

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Community

Please provide me with your blogs for Phase 2 by mail:aukje.thomassen@vuw.ac.nz

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Critical Theory

When the world is being confronted with new designs it is always introduced in three stages.

1. the enthusiast stage

2. the professional stage

3. the consumer stage

You as a designer are bridging stage one and stage two. You use the technologies developed by the enthusiasts (the enigineers) and after you had a go at it the design is on the professional stage. Imagine how the first mouse looked and how it looks now. Designing for these new application requires a lot of knowledge and creativity. Knowledge that we know of but also knowledge that’ is created during the design process. Especially this knowledge is of great importance to the emerging design field. But how do we learn from the knowledge you created as a designer. Will you publish it on a wiki, will you post it on a design forum or just share it in your facebook network?

Or why even bother?

Well experience alone does not increase and improve the quality of design.

In the past design was rooted and as such designated to craft-education. The challenge it faces today is the shift from practice based towards understanding (Friedman, 1997) design as a science. This new approach requires a vision on knowledge and experience. As design used to be perceived as an experience, this new shift requires a paradigmshift of design as a reflective practice in which knowledge plays a profound role. According to Boorstin (1985) “The new currency of knowledge was the product of a special form of experience, to be known as experiment.” and Friedman (1997) “To reach from knowing to doing requires practice. To reach from doing to knowing, one requires the articulation and critical inquiry that allows a practitioner to gain reflective insight.” Therefore we must acknowledge the dynamic features of design knowledge: combining theory and practice. The process of developing and shaping a science of design does not easily emerge from this articulated point of departure. That’s why we must look into the elementary objects of both practices; design vs. science (Bunge, 1982). For the proper deployment of knowledge for science this research proposes critical inquiry for analysis and synthesis of both practices.

In this course we will explore new territories and old theories in which we focus on:

How can we separate design knowledge from design experience, in other words to go beyond the product ?

If so what kind of products of design research do we have?

And how can we easily exchange the knowledge to our fellow designers

Overall the research tries to enhance a mutual frame of understanding and cooperation in which we develop a scholarship and knowledge in design by sharing knowledge across the boundaries of design disciplines. Offering open access to knowledge assets (products from learning – formal and informal) in which we strive for an international effort to make knowledge and information throughout both academia and creative industries freely available.

Course invites you to design through theory: we will be experiencing theory instead of reading about it.

The course is constructed in three phases:

1. Theory Construction

2. Theory through Design

3. Critical Reflection

Course Outline: http://www.mediazone.co.nz/371/IDDN%20DMDM%20371%20final.pdf

Archive for the 'phase 1' Category

Phase 1: “Even Un-Useless Inventions Need Theory”

In Phase One, the students will explore and discuss different aspects of Theory Constructs

such as:

How is theory constructed?

How is research constructed?

How is design constructed?

How are these interrelated?

A crucial part of design is creativity. One could say creativity is the fuel for design. Even though the common concept is that theory, research and creativity do not blend well in this phase, creativity will be demystified by discussing the following:

What is creativity?

How does creativity relate to theory and design?

How to create awareness on creativity

butter-stick1.jpg