DesignCycle Jacqueline Muscat
research
Design Methods B.A (Hons.) Graphic Design and Interactive Media Art & Design Methods
During my research I will be talking about five popular design methodologies which are: • • • • •
Instructional System Design Design Thinking Agile Design System Thinking X Problem
For each of the problem (DonClark, 2012) includes in his online article the definition of each methodology, an illustration model for each, explanation of the primary focus and goals, values, main steps and further readings.
Instructional System Design Definition: An efficient approach for developing learning platforms. Primary Values: Obtains business results through improved performance. Features: An older methodology that has evolved rapidly into a robust model for solving more structured problems. Example: This methodology relies on a viable model to build the design: You have an Exemplary Performer/s that informs you of how the task or process should be performed, which in our case were our lecturers. These were the models who guide us through to build the projection mapping.
Main Steps/Concepts: 1. Analysis: understanding and then describing the identify goals 2. Design: a process to achieve the goals in order to correct the performance deficiencies 3. Development: building the initial discoveries into a process that will assist the learners to become expert performers 4. Implementation: deliver the learning platform 5. Evaluation: ensure the learning and performance platform is delivering the desired results.
Instructional System Design Diagram
Design Thinking Definition: Applying critical and creative thinking to understand, visualize, and describe complex, unclear problems and develop approaches to solve them. Primary Values: Focuses on the wider social space of systems and society rather than artefacts and aesthetics by expanding engagement, impact, and sales. Features: While focus is primarily on the problem and product, the model (lecturer) does use student’s feedback for solving un-structured problems. Example: This methodology clearly relies on us as designers or experts as our lecturers for building a best design, architectural mapping.
There are no models of the task or process so the designers, and perhaps with the help of experts, develop a new task or process. (DonClark, 2012) Student’s feedback is normally used after the initial model has been designed. After we did test pieces we consulted each other or other experts to see if there is anything that can be improved. Main Steps/Concepts: 1. Apply critical thinking to gain understanding of the problem 2. Observe to understand the operational environment 3. Solve the right problem by defining it 4. Imagine or conceive solutions to solve the problem 5. Adapt to dynamic conditions by prototyping 6. Achieve the designated goals
Design Thinking Process Digram
Agile Design
System Thinking
Definition: A method for breaking tasks into small increments with minimal planning that do not directly involve long-term planning. The iterations are short time frames that typically last from one to four weeks. And this is exactly the design methodology we used to complete our projection mapping.
Definition: Problem solving by viewing “problems” as parts of an overall system, rather than reacting to a specific part, outcome or event and potentially contributing to further development of unintended consequences. (DonClark, 2012) Primary values: Uses a holistic approach to goal seeking rather than focusing on independent elements in order to build a systemic interaction those results in a goal or final state.
PrimaryValues:Buildsavibrantlearning environment through communication, collaboration, and small but rapid collaboration, and small but rapid repetition in order to sustain quick and easy movements that adapts to a changing environment.
Features: The model relies heavily on those who entrusted us with this project, V18 management team so the right changing requirements can be adapted to. Example: This methodology relies on the viewers indirectly in our case since we have to make sure that the presented art piece meets their expectations. The design is built upon the tradition of Christmas theme but with a twist to make it contemporary so the viewer will see something feasible and practical. Main Steps/Concepts: 1. Select the project and develop the vision. 2. Initiate the project by obtaining
Features: Best for complex problems that affect an entire system, organization or project.
3. 4.
5. 6. 7.
participation, funding, and build team. Deliver small working iterations that meet the changing needs of the whole project. Normally uses Release Iterations - although the release may not be fully completed or functional, the designers believe that it is good enough to be of use to the learners or users. Release End Game (deliver the final package). Production — operates, maintains and supports the system Retirement — remove when no longer needed
Examples: This methodology relies on gaining an understanding of the project as a whole. Similar to Design Thinking is that there are no models of the task or process so the designers and/ or experts develop a new task or process. However, it is realized that the solution may have a detrimental effect on a large part of the organization, thus the solution must be fine-tuned to span the entire organization. Main Steps / Concepts: 1. Tell stories that focus on a narrative that will aid in discovering the issue. 2. Look for trends in performance
3.
4. 5. 6.
7.
patterns. When a trend becomes visible, develop a focus question that describes the context of what you are seeking. Look for key causes and consequences. Look deeper into the problem. Are beliefs and values causing the situation to persist? Plan an intervention by basing it on your understanding of the structure. What approaches and actions are needed? Assess the results and fine-tune.
X Problem Definition: Used to solve wicked or complex problems for 21st century challenges that confront conventional planning. Primary values: Uses extreme adaptive approaches to innovate when solving wicked problems, rather than designated steps that normally do not work well when facing such problems. Features: Used for wicked problems that borders on the edge of chaos. Examples: This methodology is used for extremely wicked problems. The
problem and its solution cannot easily be grasped by the viewer, designers or experts, in our case. Thus a new set of “eyeballs” work alongside the employees with the purpose of gaining an insight. When a new insight is discovered, a “test” design or solution is tried to determine if it is viable (called a “Design Iteration”). This process is continued until enough viable solutions have lowered the problem to a desirable state. (DonClark, 2012) Main Steps / Concepts: 1. Immersion: soak yourself in the problem to harvest customer insights and gain empathy. 2. Convergence: bring together
X Problem Diagram
all things such as physical, technology, software, and services into a logical design 3. Divergence: explore new advantages. Unlike Agile Design, which mainly uses Release Iterations, Problem X mainly uses Design Iterations— the iteration is performed to test a method, function, feature, etc. to a small population of learners to see if it valid. 4. Adaptation: stay lively in a fastmoving environment by going in new directions when facing roadblocks. Use your recent learning’s of the problem to help guide your new direction.
Other Techniques Since I was doing the First Diploma in Computing at the MCAST ICT I have been thought that the six thinking hats techniques helps you look at the effects of a decision from a number of different perspectives.
In my opinion, the six thinking hats technique is a technique which can be used for any situation to weigh to pros and cons, what outcomes can one achieve and more.
Starting with the white thinking hat, it is used to focus on the data available or needed. • Script was given • Dimensions of the palace where needed • Palace visit was conducted to obtain the data needed
The yellow hat symbolises brightness and optimism, however one will explore the positive and the probe for value and benefit. • An asset for our portfolio • More experience in the field work and as a team player • Good exposure • Positive outcome
The black hat is critical; one has to spot the difficulties and dangers. Like the devil's advocate we have to look at the situation from an angle why something might not work or might get wrong. • The environment/building itself • Light from surrounded shops/places might reduce the effect on the projection • Weather conditions • unforeseen projection problems • People criticism • Clashes with other events • Time limit
The red hat signifies feelings, hunches and instincts. The easiest of all since when brainstorming this hat one can express freely the feelings, the likes and dislikes, loves and hates.
The green hat then focuses more on the creativity and the possibilities, alternatives and other new ideas. One can express new concepts and new perceptions.
• Successful event • Management project could have been better • The concept of the narrative was perfect for an event like this.
• Possible opportunities for the future • The script that we built together as a class was an excellent piece of work • The Maltese cross was almost over used several times, nearly in all the scenes. • We developed new skills
The blue hat is used to manage the thinking process. It ensures that the six thinking hats guidelines are being followed and observed. • On the whole, with each and everyone’s strengths and weaknesses we managed to finish the job in time.
Characteristics of narrative/ What makes a good story? When I read the script to start doing my research a simple question held me back thinking deeply about it. What makes a good story? At first, I was wondering how I am going to put my answer in writing as I was absolutely blanked but then, after proper research I cleared any inconclusive thoughts. A good story has to take the reader or listener along with it, however it must be a story that engages their interest and make them wants to know more. An important characteristic when comes to writing a story is the use of words, one must not make use of complicated, boring and turgid works if the writer wants to have a successful outcome. Another important characteristic of most good stories is the level in which they are written to make imaginative
contact with the reader. With reference to fiction, Virginia Woolf suggests that:
the writer must get into touch with his (sic) reader by putting before him something which he recognises, which, therefore, stimulates his imagination, and makes him willing to co-operate in the far more difficult business of intimacy. And it is of the highest importance that this common meeting place should be reached easily, almost instinctively, in the dark, with one’s eyes shut. Other qualities that make up a good story • • • • • •
Liminality Transgression Evocation Complexity Creativity Audience Engagement
Plan The narrative brief has been built according to the different concepts that we generated. We wrote, modified, eliminated, added lines to the script to enhance the feasibility of the story during our lectures. Groups were created on facebook for better way of communication when we were not at school. Create - Use appropriate techniques and equipment. To create the introduction of this projection, we gathered as a group and each member was assigned to do a piece for the animation of scene 1.
Distribution of work was as following: Chiara Attard Portughes & Desiree Dimech • Concept art + Animation • Glow of lanterns - 3D • Glow of lanterns switches off for epilogue – 3D • Majsi Christine Borg • Concept art + Animation • Bow Tie Jacqueline Muscat • Concept art + Animation • Silhouettes of mother + child • Animation • Storyboard
Luana Galea & Yanica Galea • Concept art + Animation • Silhouettes of doll • Lamp Posts Simon Peter Borg • Maltese Cross to V18 Logo • Demolishing building with strobe lights Julian Baldacchino • Wrapping Paper zooming out to form the present
Sketches & style
Primary Source Inspirations
research
Evaluation During this unit I have learnt different aspects of design methodologies. Projection mappings are fascinated, delicate and complex projects to do but saying this from experience, once you see the outcome it is all worth the time and effort. Before commencing a project one has to evaluate and analyse the problem. Applying a design methodology to solve the problem will help you to develop the project with a better chance of positive results. When the assignment was issued critical thinking was applied to gain understanding of the problem. We learnt skills and used them, incorporated passion and creativity to come up with a unique successful product. We came up with different concepts and criticise them and shared reasons of dissapproving and alternatives. We were capable to gain a deep understanding of what this project involved. We researched projections that has been made by well known companies. Furthermore, we looked at behind the scenes of these projections to see how they have been developed. We came up with ideas to build the
narrative. We constantly participated and sketched storyboarding to imagine and conceive the problem. Prototyping was continuously in the dynamic process. We sketched the same concept and kept evolving the idea several times to make the final package better. Tutorials also were followed and work started to be tested digitalised and later finalised. What was described above was the Design Thinking methodology, an easy way to make project and any situation works. When the class was splitted into different departments I chose to work on the concept art of the mother and child for scene 1. My artwork was not used since the design was improved by someone else, but the idea of making the palace collide and see what is through it was
ours and where honoured to be chosen to be part of the projection. I formed part of the Production team, where the main duties where to see that deadlines were kept according to due date and monitoring what everyone was doing and that everyone was giving its contribution. Helping in photography is my pleasure however I had the opportunity to help in photoshooting the meeting that we had with the Board of V18 for the coming booklet. Some constraints that I noticed while we where working were lack of skills in certain departments which unbalanced the work on the individuals and since our class is split into two groups we had to meet up after school hours.
End
Thanks goes to my lecturers who lead us to develop our first high quality product which was success and highly spoken about amongst the Maltese people. Mr Francantonio Cauchi Mr Mark Scicluna Mr Paul Camilleri