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Collective and cumulative, some
strategies of every day design-in-
                use
                   Andrea Botero /
   Aalto University School of Art and Design / DOM
Design
"... design is not the creation of
discrete, intrinsically meaningful
objects, but the cultural production of
new forms of practice…"
Suchman, L; Blomber, J; Orr E; Randall, T (1999) Reconstructing
Technologies as social practice in The American Behavioral Scientist,
Vol43 No 3, pp 392.
PROCESS - ACTIVITY
• Solution oriented: work through (in
  imagination) an intervention in the world
• Use representations of the world to assess the
  ways in which the contemplated intervention
  would change the world and to negotiate a
  shared vision (stories, drawings, models,
  simulations, sketches, prototypes)
• Iterate the process, often numerous times,
  before the design settles into some form
• “look at the whole, pay attention to the
  details” (EM)
In-use
(2 POV)
• Studying people and use situations
  to inform design process
• Recognize that a variety of people,
  through their everyday activities,
  are already engaged in continuous
  and dynamic processes related to
  – learning,
  – creative appropriation,
  – domestication,
  – shaping of technology, etc
  That can be interesting from a design
    pov
Initial questions
– Who is really designing with whom and with
  what resources is this been achieved? (UCD,
  PD, )
– What it is that is being designed? (or what
  is possible to design) (UX, IXD)
– How design work dynamically shifts and
  drifts from some actors to others -including
  the artefacts themselves. (Agency, Teams )
– How design decisions are allocated,
  delegated (or denied) amongst participants
  (Agency, collaboration, communication)

– (Relationship of all these to broader
  discussion on “innovation”)
– Who is really designing with whom and with
  what resources is this been achieved? (UCD,
  PD, )
– What it is that is being designed? (or what
  is possible to design) (UX, IXD)
– How design work dynamically shifts and
  drifts from some actors to others -including
  the artefacts themselves. (Teams, agency)
 social production, collective action, Life projects, etc
– (Fromdesign POV: logics, problems, possibilities?)
  How design decisions are allocated,
  delegated (or denied) amongst participants
  (Agency, collaboration, communication)

– (Relationship of all these to broader
  discussion on “innovation”)
– Who is really designing with whom and with
  what resources is thislabour and its resulting
      Different divisions of been achieved? (UCD,
  PD, )               consequences?
– What it is that is being designed? (or what
  is possible to design) (UX, IXD)
– How design work dynamically shifts and
  drifts from some actors to others -including
  the artefacts themselves. (Teams, agency)
– How design decisions are allocated,
  delegated (or denied) amongst participants
  (Agency, collaboration, communication)

– (Relationship of all these to broader
  discussion on “innovation”)
TRENDS/ FADS
• co-creation
• crowdsourcing
• open innovation
• user innovation
• (even) social innovation

CLAIMS: new configurations in
 productive/creative activities
 (democratization)
In design?
• UCD, PD, co-design, etc have been
  creating debates (and
  interventions) about new designer/
  user relationships at least since
  the 70’s
  – Contributions to the understanding of
    the landscape available for current
    design practice are potentially
    relevant to many issues beyond;
However…
Design research has been mostly
 concentrating on:
1
• Who should take part, when?

ASSUMPTIONS:
  – design work is carried out largely by
    teams, and it is organized around a
    project
  – It is possible to find the perfect
    configuration for the team, you just
    need to try hard enough
2
• What roles suit everyone better, and
  which new ones should be tried?
  (specially designers)

ASSUMPTIONS:
  – new roles are enough (change in attitude
    and few new techniques)
  – once we find the right method(s) exercising
    the right kind of role would be
    straightforward
3
• Product centric

ASSUMPTIONS:
  – Innovation as technical endeavor
    (practices?)
  – “Firms” as legitimate articulators / locus
• To much focus on WHO we are
  (Designer? User? Producer?) and
  less efforts in understanding WHAT
  is everybody doing and with what
  resulting consequences.
• A lot of efforts concentrated in the
  fuzzy front end

•     risk of turning efforts into an issue of mere
    commodification of user involvement
Engeström, Y. (2008). From Teams to Knots: Studies of
Collaboration and Learning at Work (1st ed.). Cambridge
University Press.
Need better understanding

• It is not enough to say that “everyone
  designs” but how? To what extent? What?
• Dynamics of collective and collaborative
  endeavors (from a design POV), in
  contemporary conditions (firms/organizations?
  solo/teams/something else?)
• The role and contribution of design activities
  (and not just of “designers” or “users”)
• Look before, after and to the sides
  of the concept design stage (fuzzy
  front end)
• Take seriously design-in-use
  (identified as key component but
  remains largely under supported
  and under developed)
2 cases
• Both are areas where some
  examples of “users” initiate
  development (marginally)
• Picture is more complex than
  producer-user and designer-user
  (government, civic sector, etc)
• New media as component in re-
  configuring the “sector”
1. A collective project of communal senior living
   based on neighborliness, self-help and open
   decision process (http://aktiviisetseniorit.fi).

(ADIK Project – Emerging Digital Practices of Communities. TEKES)
-Articulation between several “projects”
-Success of a failure
-Choices, material maters (e.g Limits of CMS, no place for
relationships)
Scenarios




“seeding”
prototype
based on
existing
component /
DW Beta
2. Emerging urban forms of civic participation
   (activists, government, average citizen, etc).
   Sharing knowledge about the city
(ICING Project Innovative cities for the next generation)
- role of digital technologies (location-based services) in
facilitating citizen participation in issues related to the
urban environment and in building new relationships to the
city administration
- Issue reporting vs issue sharing
- Active citizenship? (different actors imagine new forms of
citizenship)
A UM Point
documents
questionable
decisions of
some fellow
citizens (UM
v1.0 - mobile
UI).




                A UM Topic
                gathering
                contributions for
                new skating
                park locations.
                The UI features
                a map view
                populated by
                UM Points (UM
                v 1.0)
• Interesting and crucial co-design
  opportunities happened in design-in-use
  (many opportunities for collaboration
  and collective action)

  – Cumulative (Design Space)
  – Collective (hybrid)
Design-in-use realities

• Ad-hoc/mundane: does not necessarily involve
  reflection as sometimes it can be side project
  or a distraction from the real “project”
• Can easily settle down for some solution,
  sometimes the first one, which addresses the
  concern enough
• Full consideration of the consequences of
  design decisions, and the benefits that arise
  from exploring a design space more
  thoroughly are not by default present.
• Not straightforward to document for sharing
  and learning, for collaboration (explicitly)
Design space (fairly common term
used – by different disciplines-rarely
defined)

  – the space of possibilities for realizing
    a design, which extends beyond the
    concept design stage into the design-
    in-use activities of people
    • 1) a design space is always actively co-constructed and
      explored by multiple actors through their social interactions
      with and through technologies and
    • 2) the participating actors, resources, conditions and
      supporting strategies frame the design space available
Design Space, some examples
In design-in-use
• Effectiveness/ quality / success of
  designs is highly dependant on the
  “design space” that a collective
  sees (imagine and/or available)

• Design interventions affect the
  design space (expand or contract
  it)
• Recognize mundane everyday
  designs and the opportunities for
  collaboration that they entail
• Weaving together of project at
  design time and projects at use
  time
KNOTWORKING
• In-between infras (rehearse
  collective and cumulative “rapid
  prototyping”) this has implications
  for the capabilities of the actors
  involved to initiate innovations and
  understand the broader design
  spaces that are available to them
• Negotiation, scaffolding and
  seeding strategies
Some implications for
    design (professionla9
• Better ways to make the “design
  space” more visible/accessible to
  all involved
• Identifying (and increasing) design
  capabilities; not only identifying
  needs (REF: SEN)
• If there are new roles perhaps
  midwifing could be good new
  benchmark ;-)
gracias

Andrea Botero
andrea.botero@aalto.fi

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Collective and cumulative - some strategies of everyday design-in-use

  • 1. Collective and cumulative, some strategies of every day design-in- use Andrea Botero / Aalto University School of Art and Design / DOM
  • 3. "... design is not the creation of discrete, intrinsically meaningful objects, but the cultural production of new forms of practice…" Suchman, L; Blomber, J; Orr E; Randall, T (1999) Reconstructing Technologies as social practice in The American Behavioral Scientist, Vol43 No 3, pp 392.
  • 4. PROCESS - ACTIVITY • Solution oriented: work through (in imagination) an intervention in the world • Use representations of the world to assess the ways in which the contemplated intervention would change the world and to negotiate a shared vision (stories, drawings, models, simulations, sketches, prototypes) • Iterate the process, often numerous times, before the design settles into some form • “look at the whole, pay attention to the details” (EM)
  • 6. • Studying people and use situations to inform design process • Recognize that a variety of people, through their everyday activities, are already engaged in continuous and dynamic processes related to – learning, – creative appropriation, – domestication, – shaping of technology, etc That can be interesting from a design pov
  • 8. – Who is really designing with whom and with what resources is this been achieved? (UCD, PD, ) – What it is that is being designed? (or what is possible to design) (UX, IXD) – How design work dynamically shifts and drifts from some actors to others -including the artefacts themselves. (Agency, Teams ) – How design decisions are allocated, delegated (or denied) amongst participants (Agency, collaboration, communication) – (Relationship of all these to broader discussion on “innovation”)
  • 9. – Who is really designing with whom and with what resources is this been achieved? (UCD, PD, ) – What it is that is being designed? (or what is possible to design) (UX, IXD) – How design work dynamically shifts and drifts from some actors to others -including the artefacts themselves. (Teams, agency) social production, collective action, Life projects, etc – (Fromdesign POV: logics, problems, possibilities?) How design decisions are allocated, delegated (or denied) amongst participants (Agency, collaboration, communication) – (Relationship of all these to broader discussion on “innovation”)
  • 10. – Who is really designing with whom and with what resources is thislabour and its resulting Different divisions of been achieved? (UCD, PD, ) consequences? – What it is that is being designed? (or what is possible to design) (UX, IXD) – How design work dynamically shifts and drifts from some actors to others -including the artefacts themselves. (Teams, agency) – How design decisions are allocated, delegated (or denied) amongst participants (Agency, collaboration, communication) – (Relationship of all these to broader discussion on “innovation”)
  • 11. TRENDS/ FADS • co-creation • crowdsourcing • open innovation • user innovation • (even) social innovation CLAIMS: new configurations in productive/creative activities (democratization)
  • 12. In design? • UCD, PD, co-design, etc have been creating debates (and interventions) about new designer/ user relationships at least since the 70’s – Contributions to the understanding of the landscape available for current design practice are potentially relevant to many issues beyond;
  • 13. However… Design research has been mostly concentrating on:
  • 14. 1 • Who should take part, when? ASSUMPTIONS: – design work is carried out largely by teams, and it is organized around a project – It is possible to find the perfect configuration for the team, you just need to try hard enough
  • 15. 2 • What roles suit everyone better, and which new ones should be tried? (specially designers) ASSUMPTIONS: – new roles are enough (change in attitude and few new techniques) – once we find the right method(s) exercising the right kind of role would be straightforward
  • 16. 3 • Product centric ASSUMPTIONS: – Innovation as technical endeavor (practices?) – “Firms” as legitimate articulators / locus
  • 17. • To much focus on WHO we are (Designer? User? Producer?) and less efforts in understanding WHAT is everybody doing and with what resulting consequences. • A lot of efforts concentrated in the fuzzy front end • risk of turning efforts into an issue of mere commodification of user involvement
  • 18. Engeström, Y. (2008). From Teams to Knots: Studies of Collaboration and Learning at Work (1st ed.). Cambridge University Press.
  • 19. Need better understanding • It is not enough to say that “everyone designs” but how? To what extent? What? • Dynamics of collective and collaborative endeavors (from a design POV), in contemporary conditions (firms/organizations? solo/teams/something else?) • The role and contribution of design activities (and not just of “designers” or “users”)
  • 20. • Look before, after and to the sides of the concept design stage (fuzzy front end) • Take seriously design-in-use (identified as key component but remains largely under supported and under developed)
  • 21. 2 cases • Both are areas where some examples of “users” initiate development (marginally) • Picture is more complex than producer-user and designer-user (government, civic sector, etc) • New media as component in re- configuring the “sector”
  • 22. 1. A collective project of communal senior living based on neighborliness, self-help and open decision process (http://aktiviisetseniorit.fi). (ADIK Project – Emerging Digital Practices of Communities. TEKES)
  • 23. -Articulation between several “projects” -Success of a failure -Choices, material maters (e.g Limits of CMS, no place for relationships)
  • 25. 2. Emerging urban forms of civic participation (activists, government, average citizen, etc). Sharing knowledge about the city (ICING Project Innovative cities for the next generation)
  • 26. - role of digital technologies (location-based services) in facilitating citizen participation in issues related to the urban environment and in building new relationships to the city administration - Issue reporting vs issue sharing - Active citizenship? (different actors imagine new forms of citizenship)
  • 27. A UM Point documents questionable decisions of some fellow citizens (UM v1.0 - mobile UI). A UM Topic gathering contributions for new skating park locations. The UI features a map view populated by UM Points (UM v 1.0)
  • 28.
  • 29. • Interesting and crucial co-design opportunities happened in design-in-use (many opportunities for collaboration and collective action) – Cumulative (Design Space) – Collective (hybrid)
  • 30. Design-in-use realities • Ad-hoc/mundane: does not necessarily involve reflection as sometimes it can be side project or a distraction from the real “project” • Can easily settle down for some solution, sometimes the first one, which addresses the concern enough • Full consideration of the consequences of design decisions, and the benefits that arise from exploring a design space more thoroughly are not by default present. • Not straightforward to document for sharing and learning, for collaboration (explicitly)
  • 31. Design space (fairly common term used – by different disciplines-rarely defined) – the space of possibilities for realizing a design, which extends beyond the concept design stage into the design- in-use activities of people • 1) a design space is always actively co-constructed and explored by multiple actors through their social interactions with and through technologies and • 2) the participating actors, resources, conditions and supporting strategies frame the design space available
  • 32. Design Space, some examples
  • 33. In design-in-use • Effectiveness/ quality / success of designs is highly dependant on the “design space” that a collective sees (imagine and/or available) • Design interventions affect the design space (expand or contract it)
  • 34. • Recognize mundane everyday designs and the opportunities for collaboration that they entail • Weaving together of project at design time and projects at use time
  • 35. KNOTWORKING • In-between infras (rehearse collective and cumulative “rapid prototyping”) this has implications for the capabilities of the actors involved to initiate innovations and understand the broader design spaces that are available to them • Negotiation, scaffolding and seeding strategies
  • 36. Some implications for design (professionla9 • Better ways to make the “design space” more visible/accessible to all involved • Identifying (and increasing) design capabilities; not only identifying needs (REF: SEN) • If there are new roles perhaps midwifing could be good new benchmark ;-)