MidTerm 1 Flashcards

1
Q

Define and give an example of “designerly thinking.” In what ways do left brain and right brain
processing contribute to the phases of the design process?

A

Being able to tackle vague problems, thinking in a constructive and solution-focused way and honing in on concrete propositions… by employing an object language, often in the form of drawings or other visual models.-pg10 example: Centre for Architectural Structures and Technology at the University of Manitoba or IDEO website (on slide 3 of the Design Thinking and Design Process lecture)
Contribution in the phases of the design process: In each phase of the design process you use left brain and right brain processing…
mode of thought: involves critical thinking while analyzing the subject matter and divergent thinking while synthesizing or elaborating new ideas.
mode of expression: represent and communicate thoughts and ideas using various media (sketches, scenarios, physical or virtual models and mock-ups, prototypes, virtual images and simulation)
mode of implementation: physical embodiment of concepts into artifacts.

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2
Q

Sketching, drawing and modelling are forms of visual thinking. Describe two key ways that drawings are used by designers.

A

The making of descriptive drawings such as product representations or portraits. The emphasis here is on communication.
The making of private drawings, often in sketchbooks, where the emphasis is on the support of creative, transformational thinking.
the making of drawings that support invention or imagination. (page 86)

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3
Q

What are the rules of brainstorming? In what ways does this technique work to generate ideas?

A
defer judgment (there are no bad ideas)
free-wheel (no need to explain yourself)
tag on (piggyback others’ ideas) 
quantity is desired… work hard and fast
More successful with smaller groups (4 - 10 people), and if you appoint a moderator. You must also state the topic, write everything down, establish time and quantity limit, and follow up.
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4
Q

What is a prototype? What value does a prototype have in the ideation process?

A

Prototyping - making physical, experiential or virtual representations of ideas. -pg29
Prototyping is part of the third set of iterations, testing functionality. -pg79

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5
Q

What is meant by the phrase “fail forward”?

A

When you fail, make sure you learn from the failure to improve for the future. (having a growth mindset)

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6
Q

What is empathy? What is its relationship to design practices? Why is it a critical attribute of designers?

A

Empathy requires looking closely and letting the words of another wash through you without barriers. It requires sensing motion and connections that don’t require words. It is about finding patterns with no apparent rhyme, being able to ask questions about what you think you see and being a caring discerner of what isn’t being said and what story isn’t being told. -pg28
We use empathy in the design process in interviews. We become empathetic interviewers by caring enough to understand what the other person is expressing.
It is a critical attribute because if we want to design new solutions for the future, we have to understand what people care about and design for that.-pg29

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7
Q

What is constructive discontent?

A

Never being satisfied with the work that you have created. There is always room for improvement and room to be ‘discontent’, even if you have done a great job. The discontent opens the door for even greater works in the future.
having a critical attitude of looking at our built and manufactured world to spot weaknesses in design -pg 36

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8
Q

What are stage gates? What role do they play in the product development process?

A

Stage gates are the places where the results of activities are reported. In the stage gates process the “stage” part is where activity takes place and “gates” is where decisions are made. This helps your design become more manageable. The process is broken down into this:
the first gate “initial brief” leads into the first stage of “Research”.
second gate “research results” leads into the second stage of “Translate needs into requirements”.
the third gate “requirements definition” leads into the third stage of “Concept design.”
the fourth gate “concept designs” leads into the last stage of “Design development.”
Thus ending with the last gate of “Product definition”.
At any point when at a gate and your design still doesn’t make sense you go back to the stage that it needs fixed.

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9
Q

Why does Allison Arieff label some artifacts of the “internet of things” as mere gadgets rather than well-conceived products? What four major criteria does she advocate for applied research and development?

A

These gadgets don’t solve problems that people actually have. They are not eco-friendly and some don’t even seem very useful. (Examples from this list.. smoke detector that calls your cell phone to alert you and consequently costs much more than a regular one, baby monitor that turns on lights and makes coffee whenever baby wakes up)

integration of functions
usefulness
sustainability
privacy/security

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10
Q

Be able to briefly explain why designers should extensively research and understand: users, context, user experience, and the object. Be prepared to list realms of inquiries and criteria if asked to explain why each or all of these four topics are necessary investigations for good design.

A

Answer questions concerning what, who when, where, how, and why. In order to expose problems, we need to collect data on the subject matter. We need to observe, question and gather all kinds of information that relates directly/indirectly to our topic.
Users-Who are primary, secondary users and what are habits, lifestyle, values, etc.?
Context-How interacted with? Where and when used? Why used?
User experience-How do people choose a product?
Object-purpose, features
Pg. 38 has a chart summarizing inquiries

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11
Q

Be prepared to explain why it is a significant mistake for designers to presume their personal experience as the primary reference and to further assume that others feel the same.
One power-point presentation quoted your textbook, Chapter 3, ‘Problem finding and problem solving’(p. 40): “Not only do people expect an object to serve its designated purpose, they understand that it reflects certain values.…our decisions to buy products are frequently based on meaning rather than function.” Be prepared to list at least 4 possible values (or meanings) a product may reflect of its owner’s ideals.

A

While personal experiences can matter greatly,by observing other people, we can learn how perception, attitudes and values can differ. We need to adopt a user-centred or user-focused design approach, one that puts the user and potential user at the core of our design thinking.
Four possible values: Communicative characteristics of product… what it express or denotes to the user (e.g. utility) and what it evokes and connotes (images, origin, value, symbolism, etc.) -pg40

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12
Q

Be prepared to explain the nature and importance of an object’s physical characteristics, technical characteristics and communicative characteristics.

A

Physical: might include the components that constitute the object, the relationship between its components, and its physical description.
Technical: the way a product functions, its actions, or the way it is made.
Communicative: the object’s semantic quality – what it expresses or denotes to the user (e.g. utility) and what it evokes or connotes (image, origin, value, symbolism, status, etc.)

***I’m assuming that the crappy teapot or maybe the womb chair will show up here.

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13
Q

Be able to define concept map; and further describe its utility in the design process.

A

A concept map is a type of graphic organizer used to help students organize and represent knowledge of a subject. Concept maps begin with a main idea (or concept) and then branch out to show how that main idea can be broken down into specific topics. Concept maps are able to be utilized in the design process to brainstorm broad creative solutions, gain finer detail for those solutions, and expand upon them.

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14
Q

Be able to know, describe and list examples of each of the three types of models (iconic, symbolic and analogue).

A
  • iconic model: most familiar type, look like real or intended object. ex: realistic but scale model of a new building, prototype bike, or fashion sketches.
  • symbolic model: work by using abstract code to represent selected aspect of real world. ex: mathematical formulae used to determine heat loss in buildings or flow characteristics in plastic molding
  • analogue models: work by means of diagrams that stand for but don’t necessarily look like subject they seek to represent. ex: harry beck’s diagrammatic map of london underground and drawing of electrical circuit
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15
Q

What are the advantages and virtues of a virtual model over a physical model?

A

virtual models (although they take as much time to make as physical equivalent) have added benefit of being reproducible and transmissible; easier to make small changes such as color changes without having to redo the whole model. physical models are powerful medium for getting inside designer’s mind - allow designer, colleagues, and clients to evaluate ideas before committing to expense of producing real thing

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16
Q

Familiarize yourself with the diagram on page 80. What does it express about the role of iteration in the design process?

A

With iteration you do something over and over again. So with the diagram on pg 80 it shows how we can go in a cycle and there is no real end to the design process because your solution might be someone else’s problem. always room for improvement - try and retry gets you the best results

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17
Q

Be prepared to define and list the differences between iteration and evolution as conceptual themes in utilizing and developing models.

A

Iterations-Repeated cycles of activity in which ideas are generated, modelled, communicated and evaluated, each cycle integrating the new knowledge from the previous attempt.

Evolution-in addition to the work of designers, there are other influences on the way our world is shaped, and designers can benefit from understanding how technologies and consumer practices change and evolve over time.

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18
Q

When CAD was first introduced into design practice, what were its major contributions?

A

It could be used without drawing, and could provide much more detail than hand drawing could. But the major contribution CAD introduced was the ability to create layers, with each layer having a specific set of information. For a house example an electrical layer, a plumbing layer, a wall layer, etc.

19
Q

LECTURES
In what ways do the works of Hella Jongerius and Liza Lou illustrate the point that there are many connections between design and art practices?

A

They each take functional, everyday things and turn them into pieces of art. Liza Lou with the beaded kitchen and backyard, and Hella Jongerius takes things like industrial production (furniture, plates, etc.) and incorporates an artistic approach (she loves color).
Art is usually more frivolous and fun, while design is made with function and in order to do something. The everyday items combine function of design with the frivolousness of art.

20
Q

James Turrell and Andrea Zittel both create projects that encourage people to look at things they see every day in a new way. What is the relationship of this perspective to design practices?

A

James Turrell: Roden Crater (structures that are built around the idea of light)
Andrea Zittel: carpet furniture, obsessed with small spaces and replacing actual furniture with floor and wall hangings that represent furniture.
Design exists so that we can find more functional, better ways to do things or use things. By encouraging people to look at everyday things in different ways, Turrell and Zittel are opening the door to discovering and implementing new (possibly more functional or useful) ways of doing/using things.

21
Q

What does the use of a grid add to the effectiveness of Visual Communication Design?

A

We rely on grids for organizational structure, the major organizational structure being the Rule of Thirds.
Grids govern the placement and cropping of pictures as well as how text is placed.
Diagonals on grids can be used to create more complex relationships.

22
Q

Summarize the “Rule of Thirds.”

A

3 vertical lines, 3 horizontal lines - where lines meet is where the subject should go.

23
Q

How can behavioral observation be used to inform designers about the development of products that provide a positive user experience?

A

Observing how users interact with products can show flaws or problems in the product’s design and can show how the product could be improved

24
Q

What are the steps of the design process? Be able to explain the purpose of each (what is to be accomplished) and also to explain key tools/techniques used to advance and improve design ideas from one stage to the next.

A
Define - define the problem, there are many sources of information at this stage, places and people must both be investigated. Some designers engage in site analysis to better understand limits/opps of buildings or places. Gain better understanding of context.
Ideate 
know a lot (be curious and interested, care, expand boundaries, build expertise)
broaden horizons (designers and stakeholders tend to think too narrowly when prob is presented)
use tool kit (many techs to help generate more, broader, better ideas: brainstorming, apply action verbs, visual brain dumping, mind mapping)

Select
Implement - prototype, get feedback, improve, repeat
Evaluate

25
Q

Identify three useful techniques for overcoming creative blocks and explain how they might work.

A

Brainstorming, visual brain dumping, forced connections

26
Q

Briefly describe the recipient users and physical and social context for Norman Foster’s “Droneports.”

A

Target recipient users: ⅔ of the African continent population that live away from all-season roads in far-flung areas.
Physical and social context: Droneports would become civic facilities incorporating post/health/trading hub/etc. allowing for an infrastructural leap to assist in low-income communities with little or no access to public faculties.

27
Q

What does it mean that negative space is magical?

A

Savor the negative space (don’t fill it up). Space helps draw more attention to content.
Naturally, people want to see a complete image and when there is negative space, people think more about the image and automatically are drawn to the negative space as the brain wants to complete it; negative space can create perceivable shapes of their own

28
Q

In what ways can “forced connections” reveal new design possibilities? Give an example from our class discussion.

A
It transforms the expected. (ice cream flavors and novels, films with vampires, zombie themes…)
We talked about the traditional vs modern library example in class as well.
the book also gives an example of combining a laundromat and a gym to give people something to do as they wait for their laundry
29
Q

What is the difference between the linear, circular, spiral, and feedback models of the design process? In what ways are they similar?

A

differences are in the way you progress to the next step of the process. similarities are that each of them involve researching/defining the process and progress to gathering research through brainstorming, and result in implementing

30
Q

What are the key elements of visual research?

A

-Collect photographs of rooms or a neighborhood, of brands that are like that of your client, or of products that perform similar purposes
-Site Analysis
go there
sketch plan/bird’s eye view
observe/photograph from different vantage points
create more exact plan once the scale is determined
trace/analyze photographs and sketch possible concepts

31
Q

In what ways can a matrix diagram be useful to organize the data collected? Give an example.

A

Comparing and contrasting features on different products. Easy way to see the functionality of a particular product based on the number of features it offers and compares it to other products.

32
Q

Within the context of the design process, who is a stakeholder?

A

Someone who has a stake in an enterprise, who is affected by outcome, particular decisions, or by situation, someone who has an investment share or interest in something, someone who is either directly or indirectly impacted by a design.

33
Q

What are the principles of conducting an interview?

A

access the right people/community/ground, be extremely well prepared, use technology such as videography to capture information (test the tech), key in on inconsistencies, be open to unexpected info, allow silences to occur

34
Q

Besides verbal information, what other kinds of helpful evidence can be collected during an interview?

A

body language, gestures, level of animation in convo, consistency vs. change in story.

35
Q

What is typography?

A

The art and technique of arranging type

36
Q

What is a serif?

A

‘feet’ that finish off strokes in certain typefaces

37
Q

What is an example of a sans serif font?

A

Arial, Helvetica, Tahoma, Verdana, Franklin Gothic

38
Q

What are advantages of left-, right- and center-alignment of text?

A

Left: complements the natural way the the Western world reads
Right: best used for highlighting complimentary copy
Center: looks best with 2 or 3 lines to show centrality

39
Q

Describe the design firm IDEO. How does the approach taken by this design firm illustrate the design thinking process?

A

IDEO is run by the Kelley Brothers as a firm to inspire innovation through bringing many people from very different backgrounds together to discuss a design challenge. The idea is that the brainstorming and different views from the different experiences of the group of people will lead to solving an issue in the world.

40
Q

What is time-based media?

A

Media/artwork that (rather than having dimensions like length and width) are described and defined by the amount of time one spends viewing or listening to the work. For instance, a film is a time-based media.

41
Q

What is a storyboard?

A

A sequence of drawings, typically with some directions and dialogue, representing the shots planned for an animation

42
Q

How can the process of storyboarding be integrated into a broad range of design communication practices?

A

The Advertisement and branding industries use storyboarding as a way of developing ideas about a brand and its values before committing to the expensive use of experts and media

43
Q

What are three key stages in the evolution of animation as a medium? Give an example of a film that illustrates each.

A
Westworld (1973) – first 2-D animation
The Abyss (1989) – first realistic digital depiction of water
Toy Story (1995) – first feature-length film entirely done in CGI