Hacking a Car: Re-Embodying the Design Classroom

I. Koskinen
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Abstract

Traditionally, design has been taught to students by masters trough practical exercises, but this model has been changing over the last 15 years. When designers got into designing interactive technologies, they borrowed practices from two other fields of research. The social sciences gave them ethnographic methods aimed at creating an empathic undersatnding of people, while software gave them usability techniques and formal means of representation such as flowcharts and wireframes, merging them into some traditional design techniques such as sketching and storyboarding. Thus, designers are typically taught to do a user study, analyze data, and integrate it into a concept, which is communicated with sketches, artifacts, written presentations, or storyboards. For example, in a study of how intimacy could be mediated to support communities in the city, Battarbee et al. (2002) created a scenario of “satellites” that people could use to interact in the distance in piazzas. This concept built on a user study, and was communicated with a visual scenario. (Picture 1).
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破解汽车:重新体现设计课堂
传统上,设计是由大师通过实践练习教授给学生的,但这种模式在过去的15年里已经发生了变化。当设计师开始设计交互技术时,他们借鉴了其他两个研究领域的实践。社会科学为他们提供了旨在创造对人的移情理解的人种学方法,而软件为他们提供了可用性技术和正式的表示手段,如流程图和线框,将它们融合到一些传统的设计技术中,如素描和故事板。因此,设计师通常被教导进行用户研究,分析数据,并将其整合到一个概念中,这个概念通过草图,工件,书面演示或故事板进行交流。例如,在一项关于如何通过亲密关系来支持城市社区的研究中,Battarbee等人(2002)创造了一个“卫星”场景,人们可以利用它在广场上进行远距离互动。这个概念建立在用户研究的基础上,并通过视觉场景进行交流。(图1)。
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