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Creative Methods

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Cultural Probs:

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These are usually packs consisting of a number of different creative activities. This method makes use of disordering techniques to enable participants to see their everyday lives from a new perspective and imagine change. These packs might include a camera with a set of instructions, a mapping exercise, a voice recorder as well as a set of visual prompts and questions.

References:

Gaver and his research team instigated cultural probes and here a two papers as a starting point.
  • Gaver, W. W., Boucher, A., Pennington, S., & Walker, B. (2004). Cultural Probes and Value of Uncertainty. Interactions, September + October, 53-56.
  • Gaver, W. W., Dunne, T., & Pacenti, E. (1999). Cultural Probes. Interactions, January + Febuary, 21-29.
Here are some more recent uses of culture probes in other design projects
  • Hielscher, S., Fisher, T., & Cooper, T. (2007, April 11-13). How Often do you Wash your Hair? Design as Disordering: Everyday Routines, Human Object Theories, Probes and Sustainability. Paper presented at the 'Dancing with Disorder' European Academy of Design Conference, Izmir.
  • Ivey, M., Saunders, E. B. N., Li, Y., Kirk, E., Ricketts, I., Stevenson, L., O'Connor, M. & Chang, Y. (2007). Giving Voice to Equitable Collaboration in Participatory Design Research. Paper presented at the 'Dancing with Disorder' European Academy of Design Conference.

Game Formats:

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These methods use game play to engage participants in exploring ideas and concepts. One form of games requires participants to interact within a predetermined framework; like in most popular card or board games. This means that variations are compiled rather than the creation of something new. However there are other games like role play or simulation that open games up to constructing new ideas. Traditional and popular games can also be remoulded into forms that facilitate more creativity. Game formats aim to give structure to a creative interaction. This orients participants within popular themes that they have experienced like comic book heroes or mythological stories.

References: The Underdogs and Superheroes project from the Interactive Institute in Sweden is a good example of the use of game formats.

Members of this research team have also written papers about this project:
  • Mazé, R., & Jacobs, M. (2003). Underdogs & Superheroes: designing for new players in public space. Paper presented at the User Aspects of ICTs conference (CAST).

Scenario Building:

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These methods use visual ways of designing and communicating ideas on every day practices. They use storyboarding or comic book techniques to visualise changes to everyday life. These visualising techniques allow participants to imagine what a different kind of everyday life might look like and how it could work. This allows the scenario’s possibilities and potential value to be assessed.

References: Manzini and Jégou’s book from the exhibition in Milan gives a good overview of the scenario building method.

  • Manzini, E., & Jégou, F. (2003). Sustainable Everyday: Scenarios of Urban Life. Milan: Edizione Ambiente.
There is also a website containing some information about this project


Critical Design:

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These methods use the design of provocative or thought provoking artefacts to encourage conversations about imagining change. This looks mainly at physical three dimensional objects that allow participants to imagine its disruptive influence on everyday life. This disruption could be good or bad. These need not be possible or plausible objects the aim is to provoke reactions, responses and engage participants in concepts and possibilities.
References:
Raby and Dunne initiated the critical design method.
Bowen’s papers and thesis are another good source of information about critical design
  • Bowen, S. (2007, April 11-13). Crazy Ideas of Creative Probes?: Presenting Critical Artefacts to Stakeholders to Develop Innovative Product Ideas. Paper presented at the European Academy of Design Conference Dancing with Disorder, Izmir.
  • Bowen, S. (2009). A Critical Artefact Methodology: Using Provocative Conceptual Designs to Foster Human-centred Innovation. Sheffield Hallam University, Sheffield. http://www.simon-bowen.com/?page_id=40


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