Co. Studio: Design Museum Learning Programme

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Learning Programme Jim Fu Chen Sebastian Nause-Blueml Marion Ferrec


GOALS

Shape the understanding of design

Become a creative hub promoting innovation

Nuture the next generation of design talent


CHALLENGES

Design objects make up of most of the collection

Homogeneous audiences: users and visitors

An one-way information receipient expereince


THE OPPORTUNITIES

From objects to processes

Increase the diversity of the audiences

Establish new legacy with companies


CHANGE THE PERCEPTION OF DESIGN Encourage and enable more participations in design

Enhance appreciation and capacity to exploit design

Create stronger relevance between design and other disciplines


WHAT DID WE DO?

QUESTION & COOKIE

CO-CREATION I

WHAT DID WE DO?

CO-CREATION II


QUESTION & COOKIE - Primary aim: to validate the initial design directions by presenting four initial concepts: 1. Open Studio 2. Library of everything 3. Incubation and 4. Freaky Friday. - These concepts represented our initial responses to the opportunities we identied for design developments. - Each concept was presented to the students by drawings on a board, which we asked the students to draw and write their comments during the session. - We also asked questions regarding the students‘ general perceptions, knowledge and experiences about design and design museum. - Facts: 3+ hours, 25 Imperial students from 5 different desciplines: engineering, mathematics, medical, biology, and business.


QUESTION & COOKIE: INSIGHTS - The overall interest in learning more about design is high as design is considered fun and creative by most students. - The perception and knowledge about design vary from discipline to discipline. Students from certain disciplines (engineering and business) have more knowledges about design and bet ter understandings about how might design add to their studies and career developments. - Cross-disciplinary collaboration is considered valuable for learning in the sense of team work and knowledge exchange. - Opportunities to work with companies are highly valued by students as the engagement brings real-world perspective and practical experiences. - Time commitment is the main concern for all students if they would engage external education programs.


CO-CREATION I - Primary aim: to gather insights on the elements that people value under the scenario of a cross-disciplinary collaboration. - We broke down the initial ideas into a set of value cards, which were divided into three categories: 1. Goals and outcomes. 2. Approach. 3. Tools and resources. - We designed a boad, which puts people through a high level design process: think > play > make. - We asked the engineering students we invited to pair up with the designers to choose the value cards as they go through the design process. - We asked the other participants to play supporting roles from three points of view: design agencies, universities and design museum. - Before the workshop began, we also asked to express their view on design and creativity collectively.


CO-CREATION I: INSIGHTS The session helped us to develop the following insights: - The collaborative process should allow different approaches to come together. - The process should playful but the outsome needs to be meaningful. - It‘s a process of discovering something new and growing the ideas. - Engagements with the companies are highly values in terms of the supports from the companies and the outsome of the project.


PEOPLE

GOAL & OUTCOME

APPROACH

PLAN

TOOL/RESOURCE

APPROACH

TOOL/RESOURCE

APPROACH

PLAY

THINK

TOOL/RESOURCE

MAKE

INSTRUCTION You should organize yourselves into teams first and do the workshop together. The activity begins with the team reviewing the “design brief,” which sets the scenario for the workshop. Start responding to the brief by discovering the talents in the team and identifing potential talents you’d like to add. Meanwhile, think about the outcomes and goals for the brief. You will then think and discuss how would the team approach the brief in three stages: think, play and make. Focus on the approach, tools and resources you wish to have during the process instead of the solution.

value cards

value cards

value cards

value cards

value cards

value cards

value cards

value cards

comments

comments

comments

comments

comments

comments

comments

comments

CO-CREATION I: ACTIVITY BOARD

VALUE CARDS The Value Cards are a set of “values” including skills, methods, knowledge, etc. Think about how would the values benefit the project at different stages while choosing the cards. Put your choices in the value cards box and write a brief comment.

BRIEF “How might PUMA, a well-established sportswear brand, improve older people’s wellbeings through social media?”

Designed by Service Design, RCA


CO-CREATION II - Primary aim: to gather insights from the participants (design students) regarding the specific touchpoints and the early prototype. - The previous workshops helped us to crystalize the elements (value cards) into insights which helped us to develop the touchpoints and the scenarios for the workshop. - We presented each touchpoint with a scenario and asked the participants to comment from their point of views as design students. - We brought an early prototype with us to test how people respond to it and to explore potential issues. We also put the prototype inside the gallery to test it with visitors.


CO-CREATION II: PROTOTYPES


CO-CREATION II: INSIGHTS - People‘s reactions to the insight booth were pretty well. It proves that under the right scenario, for instance, being engaged with some creative activities such as being at an exhibition, people are willing to interact with the booth. - A digital community where ideas and knowledge are exchanged was considered as a helpful resource for learning and inspiration. - To engage the publics (visitors) was welcomed by almost every students. The idea of opening up the process and getting more people to care and to participate was considered meaningful and motivating. - A project that is important and meaningful is considered as a strong motivator to get people on board.


THE INGREDIENTS

PARTICIPATORY ENGAGEMENTS

CROSS-DISCIPLINARY COLLABORATION

MEANINGFUL IMPACT


Opens up design process and invites people to take part in design through seeing, thinking and making collaboratively.


VIDEO: https://www.dropbox.com/s/ sj0nxvglww2uvkp/co.studio_Final.mp4


SERVICE SCAPE


SERVICE SCAPE


SERVICE SCAPE


SERVICE SCAPE


INSIGHT BOOTH - On-site tool allowing visitors to give their opinion and answer questions related to the theme of the year. - Data analysed through voice recognition and turned into videos, sounds and texts sent to the insight pool


INSIGHT POOL - Gathering of opinions and ideas collected via the insight booth - Interface allowing to review, research, reorganise information - Possibility of commenting, reacting and interacting with others ideas and opinions


INSIGHT POOL


INSIGHT POOL


INSIGHT POOL


TALKS & EVENTS - Talks and events related to the theme of the year are being held through out the year to create awarenesses and to promote the insight booth, the summer studio and the exhibition. - Talks and event will potentially involve the participants to interact with the INSIGHT BOOTH and INSIGHT POOL.


SUMMER STUDIO - Two weeks project run over summer at the Design museum in collaboration with a business partner - Working through Design processes in a fun and engaging way, using working tools provided by the Design museum, including the insight pool.


OPEN DAYS - Curating Design while it‘s being made, Live processes - Involving the public to give them the opportunity to engage with the projects but also to give feedbacks about the on-going projects.


LIVEFEED - Live digital currating - Summer studio participants updating and publishing content related to their engagement with Co.studio and the progress they do with their project.


LIVEFEED


LIVEFEED


EXHIBITION - Processes and outcomes of the projects will be exhibited in the Design Museum after sum mer studio.


SYSTEM OVERVIEW


SYSTEM OVERVIEW


SYSTEM OVERVIEW


SYSTEM OVERVIEW


SYSTEM OVERVIEW


VALUES VISITORS engaging & participatory experience


VALUES STUDENTS fun & meaningful experience


VALUES BUSINESSES inspirations & publicity


IMPLEMENTATION


THEME OF THE YEAR


THEME OF THE YEAR The first thing in the process of setting up the co.studio is finding a matching theme that connect with the broader public on a emotional level; something that most people would agree is a problem of our time. But in addition to that the theme should be something where design can make an difference. Those two attributes, the pressing problem and the possibility to make an difference make those themes interesting to visitors in general and students more specifically. But they also provide a great opportunity for company engagement, since those topics are great for building a responsible brand and thus using csr money.


PARTNERSHIP


PARTNERSHIP After establishing the theme of the year finding the right partners is the next step. In the conversation with the partner or partners possible topics for the summer studio will be indentified. Tose have to be meaningfull to the company as well as work with the theme of the year. Partnering companies will participate in lectures and exhibitions around the theme throughout the year, send some of its own employees to the summer studio and be highly engaged in the summer studio and its outcomes. In return the company will help the museum organise the summer studio and fund a majority of co.studios running costs, especially during the summer studio.


OUTREACH


OUTREACH The next step is to establish ralationships with universities and thus reach out to students. The Design Museum will do that after establishing the theme of the year and sealing the partnership with the company. Those will help convincing Universities of co.studios credibility and its value. Once this relationship is in place Universities will not only advertise the co.studio and the summer studio but also take part in the exhibitions, lectures and talks around the theme of the year. It may also book the co.studio facilites including the capabilities of the insight booth and bank for own projects and courses. during the summer studio.


FACILITATING


INSIGHT BOOTH As soon as the relationships to universities are in place the insight booth can be set up. What is needed are questions related to the theme of the year. Those questions have to be interesting, engaging and posssibly fun. Besides that a way of managing the data has to be found. Since the co.studio is both engaging with a broad public as well as partnering businesses and universities managing the data resulting from the insight booth could be a prestigious showcasing of data managing capabilities for certain companies. Doing so would make sense for IBM, Cisco and various others. In exchange for their free or drastically reduced services they would profit from publicity and a network of connections. Those IT companies would be creating demand for themselves..


SUMMER STUDIO The summer studio has to be planned and structured by the Design Museum with some help from the partnering companies and universities. Aspects that have to be planned are topic, scope, methods, participants, facilities, tutors, deliverables and more. The summer studio will mainly be sponsored by the paprtnering company, which in return will send employees to work as part of the student teams and obviously use the outcomes of the project as internal inspiration. In additon to that companies will use the summer studio as a platform for reaching out to a broader public through different forms of digital media, the open day and the exhibition which showcases the project outcomes of the summer studio. s..


OPEN DAY During the summer studio open days will enable conversations between the paricipants and visitors. The museum has to engage with the public to ensure that people know about this opportunity of engaging with the summer studio. Then it has to create and facilitate conversation and dialouge in a informal but inspiring atmosphere. Also visitors insights have to be captured and shared amogst the summer studio participants in order to ensure that their input is being used in the ongoing projects.


LIVE FEED The live feed showcases the project progress of the summer studio while it is happening to the Design Museums visitors. Similar to the insight booth and wall it has to be managed and maintained by profesisonals; and this again would be included in a collaboration with a IT company that showcases its cpapabilities thrrough managinf the live feed.






SEE

MAKE

THINK


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