
A giant banner that asked “Now that we can do anything, what will we do?” was the greeting point at the exhibition organised by the Institute without Boundaries in Chicago’s Museum of Contemporary Art. A big reflection point in every designer’s practice when the perspective moves from the world of design towards the design of the world. At first sight, it might appear as one and the same thing, but during thorough design processes, below the surface aspects start to come alive. The design thinking phases include empathise, define, ideate, prototype and test and if last semester we had the opportunity to experience the former, this course gave us the chance to immerse in the latter. As a reflection note, prior to this work I considered the prototyping stage of low difficulty and maybe the point where experimentation, creativity and freedom come to play. However, working closely with the ideation-prototyping-testing methods made me realise they are most probably the most challenging phases of taking a design out to life.
We decided to work on the context of addressable light for public spaces and more specifically how to use light interaction as a method to bring a more playful and warmer feeling in unrevised urban locations. We ideated using open discussions, mood boards and sketching. We came to the conclusion that we are to a certain extent already familiar with the aspects of the situation as we experience them in our everyday life. We set out more than five possible solutions and we carried out low-fi prototyping and first user tests. Effortless, almost as therewas no new implementation whatsoever, was one of the main insights we got at Dalaplan’sunderpass in Malmo. People were walking busy, not caring about tiles on the sidewalk or poles that light up. As they also admitted in interviews and surveys, they do not want to be in charge of extra actions or new interactions in this context. We used this as the main point in the following prototyping sessions. Nevertheless, I might say that due to the fact that we started with very low-fi prototypes, the overall process was one of slow advancement to real insightsand more polished solutions. Statements such as “it is definitely playful” and “I would never get to where I’m going, I would have too much fun” were concluded out of our last user tests, validating the fact that we did manage to bring the playful aspect alive in our prototypes.
Empirical data was the pillar of our main prototypes, assessing in an analytical way observations and statements that were made in our initial design research, in order to conceptualise our goal
for user values. In this way, I would say that the direct or indirect engagement with the users during our tests were used in order to validate or invalidate our assumptions made during ideation. Aspects such as discomfort in dark spaces and the realistic effects of light in public spaces were approved by users, whereas aspects such as active involvement and additional interaction with the space were not fully rejected, but were to some extent questioned by the majority of people.
The designer’s assumptions and decisions made during ideation and prototyping sessions maycome out with totally different output during user tests. This is one of the main aspects I can outline after these four weeks. Secondly, low-fi prototyping has an inherent lack of realism, but do bring about insights that you can build upon. And most important, prototypes are the bridge between the immaterial and the material, the point where your design will work or will fail. Lastly, it is definitely a different perspective when you design for the world as in opposite of experiencing design.
References
- Weinberg, L. (2007). Massive Change: The Future of Global Design. Mit Press Journals, 23(4). Retrieved fromhttps://www.mitpressjournals.org/doi/abs/10.1162/desi.2007.23.4.86?journalCode=desi.
- Dam, R., & Siang, T. (2018). Stage 4 in the Design Thinking Process: Prototype. Retrieved from https://www.interaction-design.org/literature/article/stage-4-in-the-design-thinking-process-prototype
- Buchenau, M. & Suri, J.F. (2000). Experience Prototyping. DIS ‘00 Proceedings of the 3rdconference on Designing interactive systems: processes, methods, and techniques
Image Reference
1. Zack, M. (2011). Black and White Rule [Digital image]. Retrieved from https://www.artsy.net/artwork/maya-zack-black-and-white-rule

