代做DECO1100/7110 IDEATION PORTFOLIO调试Haskell程序

2024-07-20 代做DECO1100/7110 IDEATION PORTFOLIO调试Haskell程序

DECO1100/7110

IDEATION PORTFOLIO (15%) (Individual)

Due 15 April at 14:00.

Submit your research portfolio through Blackboard. This will be a Turnitin assignment (plagiarism detection).

Purpose

The main aim of the Ideation Portfolio is for you to report on how you as an individual contribute and benefit from working in a team on the Ideation phase.

After understanding the users and the context they operate in, you and your design colleagues

(your team) will work on addressing design opportunities or problems. The team will settle on    one context and decide on a design opportunity or problem you are going to design for. You will be exploring a variety of ideation methods and working with peers from your course.

In this assignment, you will reportyourteam’sdesignworkthroughtheideationphaseandyour owncontributiontotheteam’sdesignwork.

In the ideation phase, you will focus producing different design solutions, addressing the design implications you and your group establish in the research task. Ideation is about coming up with a largequantityandbroaddiversityofideas.

The design brief: Sustainability  design for a positive future solution

How might we design site-specific technologies that promote specific people to cultivate the sustainability of one aspect of their life, to promote a collective experience?

The world is a divergent place, with many different people. We live in a time that is anxious and the need for sustainable solutions are being sought. People are expressing concerns about climate change, pollution, and they are feeling lonely. There is a need for everyday enjoyments, such as small gestures that can help people and improve their everyday experiences. As designers, you will apply human-centred research approaches to investigate people’s existing experience of the context your team has chosen, and to help you begin to imagine how experiences might be augmented with technologies that you design.

•    Site-specific means that the things we design will be tailored to particular locations. The team you work within Studio will choose a context that you will focus on.

•    Certainpeople refer to a target community that you are free to identify and define.

Perhaps it is a particular student society, a group of friends, “familiar strangers” (e.g. people who regularly catch the same bus or lineup for coffee at the same times), share a native language, live in the same neighbourhood, etc. You are not designing for everyone, just for some people who have something identifiable in common.

•    Collectiveexperience is social. It is something we share. Consider how we might experience it with others, in others’ company, or through others’ actions, but the experience is shared.

•    Sustainability is here translated to along-lasting design concept that will not impact on future environment or people in a negative manner. Your team can also decide how you want to define what sustainability means for your design.

The experiences can convey magic, whimsy, wonder, curiosity, excitement, intrigue, surprise, delight, otherworldliness, but it should be a positive experience for the user.

Deliverables

You will work with peers from your studio session and use the work done in the studio sessions as a base for your own individual Ideation Portfolio. This means that some sections of your submission will have the same content as other team members, but reflections and evaluations will be your own. The ideation portfolio will consist of at least the following:

1.   Introduction. An introduction to yourteam, and what qualities each member brings to

your team. Present the context and a summary of what designopportunities or problems  your team is focusing on in your design. Remember to present an overview of the insights and research implications your team has gathered after you all did the research portfolio. The introduction also needs to contain a description of the usergroup you are planning to focus on.

2.   Methods. In this section you will need to present at least two ideation methods you have used for generating design ideas. Describe the methods, how they work, background of where they originate from and present a selection of ideas that you came up with when using the method.

3.   Evolution of design ideas. A section that presents yourevolution of design ideas (from    studio sessions as well as your own work), generated from a bulk of thumbnails(75-100 thumbnails per person). Describe how you influenced other team members to come up  with new ideas and how you yourself progressed your design ideas by being inspired by team members.

4.   Scenario and storyboard. Choose 2 design concepts and develop scenarios. Include how fringe users are considered in at least one of the scenarios and create one professionally  presented storyboard of one of the scenarios.

5.   Reflection. Write a reflection on the ideation methods that you have been working on

with the team. Include what methods worked better and what did not seem to work well for your team. What methods would you recommend to other students?

Appendix. Submit an appendix with your raw data, include notes, sketches, mind maps, concept maps or other raw material that was collected and used in preparation of this submission.

Criteria

Please see marking guide published on Blackboard.

Resources

Places to start with relevant methods:

•    Stanford’sd.school methods, available https://dschool.stanford.edu/resources/design- thinking- bootleg (download linkin text).

•    McCarthy,J., Wright, P., Wallace, J., & Dearden, A. (2006). The Experience of

Enchantment in Human–Computer Interaction. Personal Ubiquitous Computing, 10(6), 369–378. https://doi.org/10.1007/s00779-005-0055-2

•     Ross, P. R., Overbeeke, C. J., Wensveen, S. A., & Hummels, C. M. (2008). A designerly critique on enchantment. Personal and Ubiquitous Computing, 12(5), 359–371.

https://doi.org/10.1007/s00779-007-0162-3