Method Cards
Method Cards
Prototyping
P r o t o t y p i n g
56
5 6
Three Circles Map
T h r e e C i r c l e s M a p
37
3 7
Case 2
Visual Identity, International Music Festival
Methods:
Road Map (02)
Team Time Outs (06)
Data Wall (36)
Sort Cards (22)
Discover Cards (47)
Document Collect (10)
Open Questions (19)
Hypothesis Meeting (41)
Universes (57)
Prototyping (56)
Positive Feedback (07)
Three Circles Map (37)
Positioning Diagram (35)
Visualising Data (26)
Success Criteria Grid (39)
The team, consisting of strategists and designers, commenced by
making a Road Map (02) for how they wanted the process to be.
They created a process where strategists and designers would work
in parallel and meet regularly to share results (Team Time Outs 06)
and continuously map results on a shared wall (Data Wall 36).
As you will see, the central point of this process is a continuous loop
between the strategic positioning of the festival and the visual design
of the identity. Neither is in charge. It is a shared exploration and
decision-making process.
The strategists started out by inviting members of the board and
management group to a workshop applying Sort Cards (22) and
Discover Cards (47) to help the participants explore, among other
things, the vision, mission, and values of the music festival. When
using the Discover Cards for disclosing values, the picture side of the
cards face upward to help participants pick images in an associative
way. In addition to the workshop, the team gathered material about
developments in the market (Document Collect 10) and conducted
user interviews (Open Questions 19). The information was then
mapped by the help of The Three Circles Map (37), the Positioning
Diagram (35) and Visualising Data (26).
Simultaneously, designers, who had participated in the workshops
as observers, had a Hypothesis Meeting (41), diverging on possible
directions. Next step was the creation of visual Universes (57) leading
to the frst sketches (Prototyping 56).
At this point, they all met up at the Data Wall (36), presented their
work and compared insights and intuitions about where the project
was heading. They evaluated their fndings by giving Positive
Feedback (07) and creating a Success Criteria Grid (39) for a more
systematic evaluation, placing the clients criteria at the top, and the
diferent design concepts on the left side. After going through a couple
of iteration loops, the team was able to integrate strategy and design
and present the result to the client.
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Sort Cards
S o r t C a r d s
22
2 2
47
4 7
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D i s c o v e r C a r d s
Document Collect
D o c u m e n t C o l l e c t
10
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Open Questions
O p e n Q u e s t i o n s
19
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Three Circles Map
T h r e e C i r c l e s M a p
37
3 7
PositioningDiagram
P o s i t i o n i n g D i a g r a m
35
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VisualisingData
V i s u a l i s i n g D a t a
26
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3 6
DataWall
D a t a W a l l
Positive FeedBack
P o s i t i v e F e e d B a c k
07
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Success Criteria
Grid
S u c c e s s C r i t e r i a
G r i d
39
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Prototyping
P r o t o t y p i n g
56
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Universes
U n i v e r s e s
57
5 7
Hypothesis
Meeting
H y p o t h e s i s
M e e t i n g
41
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Case 3
Innovation, Toys, Infant & Preschool
Methods:
Document Collect (10)
Probe Kits (16)
Clusters (25)
Day Cycle (28)
Visualising Data (26)
Scenarios (38)
Brainstorm (51)
Telescoping (40)
Sketching Together (53)
Prototyping (56)
The objective of the Dream Range project was to identify and visualise
new opportunities within the Infant and Preschool toy market for a
large toy company.
The project went through the four phases: Collect, Comprehend,
Conceptualise, and Create. The team, consisting of four concept
developers, started out by collecting data (Document Collect 10)
about various aspects of the situation: the company (values, mission,
competences), the users and their parents (knowledge about
childrens development, their interests, girls versus boys, etc.),
and the market (identifying the players). They included futures
studies to recognise possible developments in the user group and
the market.
Simultaneously, they created Probe Kits (16), which were handed
out to the children and their parents, in order to get a sense of the
childrens whereabouts and activities during a normal day and on
weekends.
In the second phase, Comprehend, the team began to organise
information (Clusters 25) in relation to what the children were doing
when, where, how, and with whom. Seeing the astounding amount of
activities during a single day, the team decided to map the childrens
Day Cycle (28), and realised that during a normal day, children within
the user group spend little time at home playing, and indeed require
other methods and objects to keep them activated and stimulated
during a day of transportation, going to the kindergarten and being
part of their parents chores on the way. The team moved on to
visualise their fndings (Visualising Data 26).
In the third phase, Conceptualise, the team started out by creating a
series of Scenarios (38), for instance the Quality Time scenario and
the Visible Child scenario. These are based on the general facts that
parents spend less time with their children, but want that time to
be the best, and that children are planned and wanted, parents are
older and better of, and in parts of society children have become a
status symbol. At this point, the team went on to invite the company
representatives to participate in a series of Brainstorms (51), using
their visualisations and scenarios to prime them. After producing a
large amount of ideas, they went on to evaluate and select the most
promising ideas by Telescoping (40).
In the fourth phase, Create, the team used the Sketching Together (53)
to bring the concepts to life. Moms Equipment suggestions for a
series of products for the mother during pregnancy and after giving
birth; Togetherness ideas for products that focus on fast and fun
entryways to playing together; Mobile Play Material for children to
bring along during the day, and so on. After presenting the 30 Dream
Range ideas, the Mobile Play Material was chosen, and the team went
on to Prototyping (56) ideas for toys and other gadgets to bring along
during the day.
The process lasted less than one month, and a large part of the
fndings and concepts were included in the development plan.
17 16
Document Collect
D o c u m e n t C o l l e c t
10
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Clusters
C l u s t e r s
25
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P r o b e K i t s
16
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Day Cycle
D a y C y c l e
28
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Day Cycle
D a y C y c l e
28
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Brainstorm
B r a i n s t o r m
51
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Telescoping
T e l e s c o p i n g
Sketching
Together
53
5 3
S k e t c h i n g
T o g e t h e r
Prototyping
P r o t o t y p i n g
56
5 6
VisualisingData
V i s u a l i s i n g D a t a
26
2 6
References and suggestions for further reading
Bang, Anne Louise, and Nissen, Kirsten, 2009, Facilitating Teamwork
in the Design Process: Repertory Grid as an Approach to Exploratory
Inquiry, NORDES, Nordic Design Research Conference
Basadur, Min, 1994, Flight to Creativity. How to dramatically improve
your creative performance, AC Press
Boland, Richard J. and Collopy, Fred, 2004, Managing as Designing,
Stanford Business Books
Dars, Lotte, 2001, Innovation in the Making, Samfundslitteratur
Dars, Lotte, 2011, Innovationspdagogik. Kunsten at fremelske
innovationskompetence, Samfundslitteratur
Dars, Lotte and Ibbotson, Piers, 2008, Directing Creativity: The Art and
Craft of Creative Leadership, Journal of Management & Organization,
2008, vol. 14, pp. 548-559
e-Types, www.e-types.com
Friis, Silje Alberthe Kamille, 2006, Conscious Design Practice as a
Strategic Tool, Thesis in collaboration with e-Types, e-Types print
Gaver, Bill; Dunne, Tony & Pacenti, Elena: Cultural probes
in Interactions, vol. 6, issue 1, pp. 21-29, Jan/Feb, 1999
Gelting, Anne Katrine G., 2010, Design methods
in practice at Kolding School of Design, Laboratory for Design,
Innovation and Sustainability. Project report.
IDEO Method Cards, 2002, William Stout Architectural Books,
San Francisco
Mattelmki, Tuuli, 2006, Design Probes,
University of Art and Design Helsinki
Kelley, Tom, with Littman, Jonathan, 2005, The Ten Faces of
Innovation, Currency Doubleday
Pedersen, Pia, 2012, upcoming paper,
Visualizing Transformation, DSKD
Roam, Dan, 2008, The Back of the Napkin. Solving Problems
and Selling Ideas with Pictures, Portfolio, Penguin Books
Simon, Herbert A. 1969, The Sciences of the Artifcial, The MIT Press
Srensen, Kirsten Bonde, 2011, When designing emerges
into strategies in an organization and in individuals,
Kolding School of Design
Times Online, April 13th 2004 Theyve got it! Science grasps eureka
moment,http://www.timesonline.co.uk/tol/news/uk/health/
article822534.ece (240711)
The Kolding School of Design
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Denmark
Copyright 2011
All rights reserved,
including the right of reproduction
in whole or in part in any form.
Silje Kamille Friis & Anne Katrine Gelting
Graphic design by Mai Boline Bjerre Jrgensen (the cards)
and Poul Allan Bruun (the brochure)
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by e-Types
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The Kolding School of Design
The Kolding School of Design (DSKD) is an independent higher institution
under the auspices of the Danish Ministry of Culture. The school has recently
gained status as Design University and educates bachelor and master students.
In addition, the school ofers a Masters education in Design Management in
collaboration with the University of Southern Denmark (SDU). As of January
2011, DK also hosts the master level Interaction Design Program at Copenhagen
Institute of Interaction Design (CIID). There are presently 390 students distributed
across six design domains of study: Graphic Design, Illustration Design, Fashion
Design, Textile Design, Industrial Design and Interactive Design, and 14 PhD
students of which 4 are Industrial PhD students.
For further reading go to www.dskd.dk