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PHD-DESIGN  2003

PHD-DESIGN 2003

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Subject:

Re: Design Learning

From:

Chris Heape <[log in to unmask]>

Reply-To:

Chris Heape <[log in to unmask]>

Date:

Fri, 29 Aug 2003 13:20:26 +0200

Content-Type:

text/plain

Parts/Attachments:

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text/plain (194 lines)

Reply

Reply

Dear Norm and Chuck,

Thanks for you responses re: design learning. It has been very 
interesting to follow your exchanges.

Norm, I was really interested to read your description of the card task 
and that:
"...This knowledge just popped out for this group of students and had 
meaning for them in this context...
and the words only have meaning because of the context in which they 
are framed".

A couple of posts ago, (friday aug 22) I followed up on Cameron 
Tonkinwise's post re: Judgement and decision making and referred to the 
notion of "intimate conviction". I am convinced that there is a very 
particular relationship between the students' ability to identify with 
a task, and find a sense of meaning and the two issues of intent and 
context. The combination and balance of these elements is necessary to 
ensure that they achieve the sense of "intimate conviction" necessary 
to carry a task through.

In order to get away from a linear approach to the design process, I 
encourage the students to think of themselves as explorers in a design 
space. I've always held the belief that the answers and solutions to a 
design task are "out there", and that it is a question of quality of 
mind or intent, that allows certain qualities to shine through and be 
identified.

So Norm I have great sympathy for your thoughts when you say:
"...the key to understanding this process is that this context is not 
so random as we are conditioned to believe it is.."


Chuck, I too have a good example of the problem of "stimulating ideas 
and awareness creation"and finding ways of helping the students to get 
the qualities gained into their design work.

I have a course that I've now run on and off for about 7 years. In 
order to reinforce the notion of exploring a design space, I ask the 
students to invent an imaginary user. They have to get to know the 
person and take them on a trip to a foreign city. There they expose the 
person to various events or emotional situations that they have to 
sketch using found materials. I ask them to experiment in intermediate 
phases to build up their understanding of "this particular event or 
feeling in this particular context".  They learn to be very specific 
and focused. The end result is a series of three to five objects that 
represent s a "visual postcard" that their character sends home. In 
other words they have to make priorities and choices with the range of 
material that they have produced in three weeks.

This course was successful in that it allowed the students to 
experiment, learn to take risks and get used to the notion of sketches 
as sometimes being ambiguous. That their initial understanding of the 
task or sketch could change the further down the road they got in the 
project. So they ended up with a genuine dialogue and interaction 
between their ideas, the task and what they produced. They soon learnt 
that although the objects did not resemble "designed objects" that the 
mediating power the objects had was very beneficial in explaining to 
and engaging others in a negotiation of meaning. On a more personal and 
emotional level, the course seemed to give them a boost of confidence - 
that experiment was ok. Plus a lot more.

BUT!  As soon as they went back to their normal design projects, they 
went back to old habits, lost their will to experiment and were 
basically unable to transfer the qualities or strategies they'd 
acquired in my course to their other projects.

At one stage I was lucky enough to be given 7 weeks at a stretch, where 
I ran the original course plus a further development concurrently. The 
second phase was still oriented around their imaginary character, but 
this time they had to invent a sophisticated digital device for their 
character, that could capture some kind of impression. In other words 
something other than a digital camera. They had to be able to send some 
kind of recording device or chip, that was an integrated part of the 
device, as a digital postcard.
So they were producing a very specific product, albeit an invented 
product, for an imaginary character in an imaginary context.

THIS WORKED!!  Somehow, it seemed that by continuing to use their 
character, now an imaginary user, the students were able to wander back 
and forth between a very imaginary world and a product world that 
related to human needs.

The product concepts were for example:
1. A digital woven textile that was worn around the neck of an elderly 
lady to catch glimpses of light.
2. A secret device worn close to the body to aid an arms dealer in his 
negotiations
3. A device to put into the mouth to record and save the taste of a 
meal in a restaurant in Rome

Finally, when they were presenting these products, I asked them to land 
the imaginary product in the real world. Without hesitation and for the 
first with no forewarning the students replied:
1. A digital bandage that could relay information about how a wound was 
healing or level of infection etc
2. A body monitoring device for either healthcare or interactive games 
linked to a gps system and the web
3. A digital device for home use to measure the quality of spit to 
register general health levels.

The students surprised me and themselves. They were suddenly presenting 
themselves with concepts that were far more advanced than those that 
they normally dealt with. The ideal situation would have been for them 
to develop their concepts through to completed products.

There are many issues here, some of which I understand and some of 
which I'm still trying to work out. They clearly succeeded in 
transferring the qualities gained form the first phase to the next. The 
general situation allowed them to circumvent the problem of design 
students' expectations as to what they should be learning in a design 
school, and the creation a learning community of practice with a 
mission to take risks and  experiment, generated a sense of negotiation 
and interest in the explanations and experience of the others present.

I think the most interesting observation was that the imaginary 
character acted as some kind of mediator or messenger between their 
world of association and the semi-real world of the product. They were 
able to mentally shift between the two.

The students went on to use the techniques and qualities gained in 
their other projects.

Best regards,

Chris.


------------

On Thursday, August 28, 2003, at 08:11 AM, Norm Sheehan wrote:

...This knowledge just popped out for this group of students and had 
meaning for them in this context...this happens almost every time these 
knowledge negotiations through design take place...the key to 
understanding
this process is that this context is not so random as we are 
conditioned to believe it is...and the words only have meaning because 
of the context in which they are framed...the real learning is that the 
way in which we organise ourselves in coming to knowledge is of prime 
significance so much so that even when the text is invisible the 
knowledge formation we adopt in our approach often generates a text 
that corresponds to this approach...

Norman Sheehan
Lecturer
Aboriginal & Torres Strait Islander Studies Unit
University of Queensland
Brisbane Old 4072 Australia


On Thursday, August 28, 2003, at 04:12 PM, Charles Burnette wrote:

...I especially appreciate the multicultural issues and the awareness 
creation involved. However, I have some doubts about whether this 
focuses understanding in a design directed way - i.e.. moving toward 
some intentional outcome to improve a situation (as distinct to 
generating mutual understanding and shared experience - both 
worthwhile.)

Much of the early work in group dynamics (Gordon, Prince, etc.,) 
synectics especially, was great at stimulating ideas through 
brainstorming and other methods, but really quite poor at bringing them 
back into the context of whatever problem was being addressed - how to 
realize the potential of the insights they afforded wasn't part of the 
technique...

Dr. Charles Burnette
234 South Third Street
Philadelphia, PA 19106
Tel: +215 629 1387
e-mail: [log in to unmask]

-------------

from:

Chris Heape
Senior Researcher - Design Didactics / Design Practice
Mads Clausen Institute
University of Southern Denmark
Sønderborg
Denmark

http://www.mci.sdu.dk

Work @ MCI:
tel: +45 6550 1671
e.mail: chris @mci.sdu.dk

Work @ Home:
tel +45 7630 0380
e.mail: [log in to unmask]

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