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레이블이 how to design인 게시물을 표시합니다. 모든 게시물 표시
레이블이 how to design인 게시물을 표시합니다. 모든 게시물 표시

2015년 8월 28일 금요일

What would be my 'foothold' for design? - Gal, S. (1996) “Footholds for design”



The author, Gal, S.(1996), believes people learn by doing or making something. He tells about Ray’s experience of modeling a bridge.
Ray participate in the design competition which is about making model bridges. He has string, different types of wood, and glue. The bridge should pass through test load and most importantly he has only 3 weeks.
Ray uses top-down process at first. He decides to build the bridge with a clear concept. He goes to the library, reads books, watches some movies, and draws some bridges. Ray prepares 6 designs for a bridge and uses Growltiger to reflect on his design. Only two survived the test. After using Growltiger, Ray realizes that bottom up approach which is concerned about putting small pieces together is also important. Now he communicate with the materials in hands. He wants to use all the materials. And he experiments with materials and learn a lot from the process.


Growltiger worked as image foothold and helped Ray construct his bridge.




  • Principle : We need 'foothold'  
  • What kinds of footholds do I have - CMS, other websites, authoring tools and MOOC sites
  • My approach to designing my site - I start without blue print and correct as I am progressing
  • My approach is bottom up but I need top down approach, a big picture - blue print



Book Summary : Moggridge (2007). Designing interactions (Pgs. 641-681)

Designing Interaction


Good design comes from the successful synthesis of a solution that recognizes all the relevant constraints, and the nature of constraints defines the difference between design disciplines.


What are my constraints?


Based on those constraints I should synthesize solutions from those solutions. I can frame or reframe the problem and objective. Then I can create and envision alternatives. I should choose among those selectives and visualize. I can make prototype.




Complexity of design


Anthropometrics - the size of people
Physiology - The way the body works
Psychology-The way the mind works
Sociology-the way people relate to each other
Anthropology - human condition
Ecology - the interdependence of living things

Interaction Design is about human and subjective area of digital design. Therefore we can define “interaction design” as The design of the subjective and qualitative aspects of everything that is both digital and interactive.

For interaction design, we need to analyse latent needs and desires by observing people. Now we have a set of 51 methods of learning about people. Those methods are published as a deck of cards. Those methods can be categorized into 4, Learn, Look, Ask, and Try.

After all these analysis, we can make an Interaction Design Prototype which is “A representation of a design, made before the final solution exists”

After completing prototypes, they needs to be experienced. By experience you can grasp existing problems.

When make prototypes, you can use several techniques like screen-based experiences, interactive products, and services


The 2-3 major principles



  • observe constraints
  • make prototypes 
  • experience them
  • reflect


What’s different from ADDIE? Analyse, Design, Develop, Implement, Evaluate



Bottom Line

Consider Constraints, make prototypes, and experience them