Researching Complexity, Dynamic Form and the Design Process Professor Robert Young Centre for Design Research, Northumbria University SERENDIPITY SYNDICATE 3 : Talk
Dec 30, 2015
Researching Complexity, Dynamic
Form and the Design Process Professor Robert Young
Centre for Design Research, Northumbria University
SERENDIPITY SYNDICATE 3 : Talk
Introduction
• Design form and design process!• Confluence of two international conferences• DeSForM 07
– Northumbria University, December 2007, examined product/system interaction designing with a focus on their meaning and how designers communicate information, functions and ideas to enable these to be perceived and understood by people in their everyday lives.
• Intersections – Baltic Gateshead, October 2007, asked how design is
adapting in a world in transition by acquiring new know-how.
• Common threads?
DeSForM themes and topics
1. Methods and Tools • Active forms • Theatre and choreography • Sketching in space and time • Aesthetics and notation of motion • Editing and scripting of movements
2. Theoretical developments • Meaning and perception • Conditions of applicability • Ambient versus interactive
movement • Structuring mechanisms and
linguistics • Gestalt theory and compositionality
of meaning
3. Practice-based research and case studies Using movement as a mediator
• Appropriation of the everyday
• Effects of context on meanings • New typologies and ecologies of
objects • Dependencies between form and
movement
DeSForM observations
• In mature markets, where the functionality and performance of products are often taken for granted, attention is increasingly focused on the visual characteristics of products. In such markets, ‘attention to a product’s appearance promises the manufacturer one of the highest returns on investment. (Lewalski, ZM. 1988)
DeSForM observations
• Creating Value By Design Stefano Marzano
The challenge for designers, and indeed for everyone in societies that are entering the Third Wave, is to discover the new relevant benefits and qualities – the qualities that products and services will need to have if they are to fulfil the aspirations and dreams of those who use them.
• The New Everyday - Views on Ambient Intelligence(The need for) meaning and purpose in life is common to everyone, the only difference is that technology changes the way it gets gratified John Perry Barlow (USA)
• The New Everyday - Views on Ambient IntelligenceThe distinction … is between syntax and semantics. For a machine, all that matters is syntax. The meaning does not matter … all that matters is the form and capacity to change that form into another form. For humans, what matters is not the syntax but the semantics, the meaning, what lies inside. Even if machines are able to imitate humans perfectly, it is unlikely, that they will have a concept of semantics in a way that human beings do. Meaning lies not in our heads or in the structure of our language or in the structure of our problem solving capacities. Meaning lies in the social world. It is the social world that imputes things and phenomena with meaning. And in so far as machines don’t live in a social world, they cannot have meaning. Kenan Malik (UK)
DeSForM observations
InterSections - Conclusions
• Briefly, the Intersections conference pressed the pause button and explored the limits of design. Its speakers told us time and again, we live in more complex times. And complex times call for design practice with a wider repertoire. Complex times require designers to do new and different things. Jeremy Myserson summarized these, designers are acting as: – strategists, – co-creators, – rationalists and – storytellers
InterSectionsProcess
Content
ContextQuickTime™ and a
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Derivation
D3 - PolicyThe creation of meaning and purpose
Design of context
D2 - SystemThe design of systems and services
Designing context
D1 – ProductsThe conventional world of design ofartefacts, components and products
Design in context
Intangible
Tangible
Macro
Micro
Elaboration of process
Physical Sciencesreductive
Humanitiesinductive
Social Sciencesdeductive
DesignAbductive
Design Thinking
Themes of engagement
Human Centred Problem Solving
Design Practice Innovation
Design Thinking & Didactics
Responsible Design Practices
Design Craftsmanship Pedagogic Practices
Linking policy to practice
Human Centred Problem Solving
Design Practice Innovation
Design Thinking & Didactics
Responsible Design Practices
Design Craftsmanship Pedagogic Practices
Interdisciplinary Collaboration
Innovative Pedagogic Practice
Research Study & Postgraduate
Learning
Enterprise and Research-led Consultancy
Engagement with audiences and initiatives
Human Centred Problem Solving -InSTeP
Design advocacy - conferences and events - DeSForM
Engagement with audiences and initiatives
Responsible Design Practices -Design-led social enterprise in developing communities
Crime and security
Ethical Fashion
Design advocacy - conferences and events - EAP Design Health & Wellbeing
Engagement with audiences and initiatives
Pedagogical Practice -Inside Out
Design consciousness
Design advocacy - conferences and events - EPDE
Engagement with audiences and initiatives
Design Craftsmanship -LCFS
Designers in Residence
International programme delivery
Design advocacy - conferences and events - Intersections
Engagement with audiences and initiatives
Design Practice and Innovation -nuDIL - Intel Mobiles on the Move, Philips Responsible Wellbeing Service Concepts
Design advocacy - conferences and events - ISDn3
Design thinking
Distinctions – the conscious and intuitive act of designers
involved in the design process – a process of conscious reflection about the
nature of design of itself
Categories of design research
• Design Ontology – branch of metaphysics concerned with the designer nature of being (experience and awareness)
• Design Hermeneutics – methodology of interpreting/explaining design concepts, theories and principles
• Design Epistemology – study of the nature of design knowledge – its foundations scope and validity.
• Design Phenomenology - a philosophy of design exploring phenomena presenting to us as conscious experience of acts and outcomes of design(ing).
• Design Praxiology - the study of professional skill
Bruce Archer circa 1980
Design exegetics
• would be the branch of design research dealing with the study and interpretation of design thinking/consciousness in its broadest sense;
• the conscious and unconscious essence of being and doing design, together with the energy and passion that this entails.