Computation in Design Atelier

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Semester 1

Computation in Design

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Semester 1

The Atelier

1

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

This atelier looks at design from the lens of computation. In particular, we take an expansive view of technology and how objects relate to us, to others. The other here may even include  things, organisms, machines, spaces, or other species.

 

Much of the learning is inductive—build and test first, gather evidence and think critically, reflect on your explorations, see what a process, an artefact, affords you as a design researcher, and decide on the next series of steps in an incremental process. Our approach here will oscillate between design practice and design research–writing and making.

The Atelier

2

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Students should ideally go back and forth between their dissertation and their practice. Both should be done in tandem. If the dissertation is done before engaging into practice, the practice merely becomes the ‘packaging’ of the research. New knowledge should emerge from practice as well. The design practice can be cross-fertilised with disciplines such as psychology, sociology, political science, communication studies, philosophy or literary studies,  as well as performance arts, contemporary arts, music, or other design disciplines – but the core of the research should be anchored in design. 

To help students select their design research methods, it is relevant to position the design research in time, for example:

 

past historical approach, archival search

 

present social science approach, human-centred approach, x-centred approach, applied

 

future speculative approach, design fiction, tech futures, foresight

Design Research

The Atelier

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Practice 

Theory

making

doing

understanding

explaining

process & act

activities & engagement

contexts

phenomena

lived experience 

knowledge

via Gideon Kong

Design Research

2

The Atelier

3

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Digital Research Repository

Research Proposal 

Dissertation

Design Primer

Graduation Project

The Digital Research Repository will start with are.na to facilitate the process of collecting and organising research materials. You will have to curate, present, and design the repository into a Cargo page.

A document that will outline the essence and structure of your dissertation. With the finalisation of your research proposal outline you can move forward to work on your dissertation. 

After your research proposal has been submitted, you will continue implementing your proposal which will then become your dissertation, refer to detailed briefing by Vikas.

The Design Primer should be understood as a tentative proposal for the Graduation Project.

Your practical work, which you will start from the beginning of semester 1, so that in the second half of semester 2 you will have a strong foundation for final implementation

Creative Process Journal

Uniformity for CPJ format, a website from scratch, a Google Docs, or a printed and designed publication.

Deliverables

The Atelier

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Josef Albers’s Preliminary Course at the Bauhaus, 1928–9

The Atelier

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Computation

 

1. The use or operation of a computer

2. The act or process of computing or calculating something

 

Computation is any type of calculation that includes both arithmetic and non-arithmetical steps and follows a well-defined model, for example an algorithm.


 

Computational Thinking

 

In education, computational thinking is a set of problem-solving methods that involve expressing problems and their solutions in ways that a computer could execute.

 

Computational thinking is a process in which you creatively apply to a problem-solving cycle to develop and test solutions with the help of computers.

 

Computational Design

 

John Maeda defines three kinds of design as a working model to build upon:  classical design, which pertains to the design of objects we use in the physical world,  design thinking, which pertains to how organisations learn how to collaborate and innovate using ideation methods, and computational design, which pertains to any kind of creative activity that involves processors, memory, sensors, actuators, and the network.

 

The Atelier

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Classical Design

Design Thinking

Computational Design

Thinking critically about Technology

Use all three kinds of Design

Understand Computation

Actively learning The New

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

The Atelier

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Design researchers carefully investigate human experience and behavior, dream up new ways to spark and distill insight, and inspire teams and clients to address people's needs through bold, optimistic design.

Ideo Design Research link

The Atelier

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

empathise

define

ideate

prototype

test

Design Thinking is an iterative and non-linear process that contains five phases: empathise, define, ideate, prototype and test.

The Atelier

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

empathise

define

ideate

prototype

test

The Atelier

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

discover

define

deliver

develop

challenge

outcome

Problem definition and future insights

Double Diamond method

insight into the problem

the area to focus upon

Problem

potential solutions

solutions that work

Solution

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Topics

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Technologies

Across Disciplines

Research through Design

Interactions

Futures

Artefacts

Technologies

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

We will encounter different kinds of technologies along the way. These may be relevant to your project on a theoretical basis or in your practical work, or both. 

 

Sometimes you may need to step out of your comfort zone and into a technical adventure that you may not be familiar with. Don't shy away from such challenges, but see them as an opportunity to learn new skills and go beyond what you are more experienced with.

 

There are a large number of software and hardware tools out there. Which one is the right one? 

 

If you're not sure, let's discuss the options in class to find the right tool for the right application. Sometimes it's not the tool, but the application that gets in the way and needs to be rethought or tweaked.

 

Tools and skills can be learned.

Tools

Making

Technologies, whether analog or digital, are often closely linked to shaping ideas and making them come alive. Making should become an essential part of your practical work. It would be unfortunate to delay making until the last minute. Instead, making should be in constant dialogue between your research and your dissertation.

 

Rather than thinking that making must and will happen in one go, you should embrace it as a continuing process that takes place in small steps over a longer period of time.

 

Making is an iterative process and has to be practice.

Technologies

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Technologies

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Application

Type

are.na

Cargo

Google Docs

Miro

Visual Studio Code

platform

platform

tool

tool

code, tool

web, research

web, research, archive

writing, organising

mapping, ideating

coding html, css, web-development

Arduino

Blender

Figma

node-js

Processing

p5js

Python

Touch Designer

Unity

Unreal Engine

hardware, microcontroller

3D modelling, animation

ui/ux, wireframe

system, desktop, server

generative, design, interactivity

web-based, generative, design

system, desktop, AI, machine learning

interactivity, real-time audio-visual

interactivity, mobile, AR, real-time

real-time, 3D, interactivity, VR

code (Arduino, c/c++)

ui, node-based, code (python)

ui, node-based

code (javascript)

code (java)

code (javascript)

code (python)

node-based (python)

code, node-based (C#)

node-based

Technologies

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Application

Availability

3D printer

Electronics*

Lasercutter

Paper

Screen

Sound recorder

Sound system

experiment, prototype, artefact

experiment, prototype, artefact

experiment, prototype, artefact

experiment, prototype, artefact

experiment, prototype, artefact

experiment, prototype, artefact

experiment, prototype, artefact

workshop

self, lab, sim lim

lab

self

self, lab

self (phone), lab (zoom recorder)

self, lab

* sensors, microcontrollers, motors, led lights, tools

Across Disciplines

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Sound

Media Arts

Engineering

Creative Technology

 

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

3 options for what "design research" can mean are introduced in an article titled Research in Art and Design, published in 1993 by Sir Christopher Frayling. He proposes three categories of design research:

1. Research for Design

2. Research into Design

3. Research through Design

From: The Three Faces of Design Research link, do listen to the podcast version of the linked article.

Research through Design

Research through Design

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Encourages and enables

In Research through Design (RtD), researchers generate new knowledge by understanding the current state and then suggesting an improved future state in the form of a design.

 

It involves deep reflection in iteratively understanding the people, problem, and context around a situation that researchers feel they can improve.

Research through Design is a way of producing research that comes with opportunities to practice the craft of design. It's a way of expressing and materialising knowledge and insights, acquired based on hands-on design work, packaged into a scientific format.

 

Research through design is to use design as a research method as an approach for learning about things other than design, gaining access to knowledge that would have been impossible otherwise. A modern example of research through design is user experience studies, where people engage with new inventions.

→ Collaboration with other disciplines and peers

→ Iterative process of  making, testing, refining

→ Aligning practice with research and writing

→ to go back and forth between research, design practice and dissertation

→ Research contribution through practice

Research through Design Conference (general, 2019, experiences)

Design Disciplin blog and podcast link

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Design Practice

Dissertation

Research

Encourages and enables

→ Collaboration with other disciplines and peers

→ Iterative process of  making, testing, refining

→ Aligning practice with research and writing

→ to go back and forth between research, design practice and dissertation

→ Research contribution through practice

Research through Design Conference (general, 2019, experiences)

Design Disciplin blog and podcast link

Research through Design

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Research through Design

Doing Research

Doing Design

Artefact

Prototype

Knowledge

Work done with the intention to produce knowledge for use by others

Work done with the intention to produce a feasible solution to improve a given situation

Object (often material) created during a design process

Artefact used in research that can realise the (inter)action that is studied

Understanding about the world that can be communicated to others

Question, hypothesis, theory, investigation, topic, interpretation, generalization, validation, discovery

Idea and concept generation, synthesis, development, integration, discovery, prototyping, invention, implementation, realization 

Sketch, blueprint, brief, specifications, vision, proposal, recommendation, business plan, exhibit

Implementation, realization, test, exploration, solution, proof of concept, construction

Theory, book, publication, expertise

Design Practice

The ways in which design professionals conduct their work

Brief, contract, client, stakeholder, studio

Working Definition

Key associated Terms

Approaching Design through the 

Four-Fields Framework

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Design is a bit of a mess and could benefit from a broad organising framework. The dominant paradigm of commercial design has resisted incorporating other modes of design, despite increased prevalence. We posit a four-field framework that emphasises primary agendas that can assist in decision-making and communication.

Rather than focusing on what gets designed or how things are designed, the four-field framework focuses on why they are designed.

1. A commercial design agenda centres on profit

 

2. A responsible design agenda centres on serving the underserved

 

3. An experimental design agenda centres on exploration

 

4. A discursive design agenda centres on audience reflection

Elliott Montgomery on the Four Field Framework in this talk

Interactions

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Artefacts

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

The designer encounters a world, which crucially includes designed artefacts as well as people and physical phenomena, and has the job of fashioning something new that works for that world. A significant step on this journey is the development of a proposal, or proposals, about what might be built.

 

Proposals may vary widely in their specificity, from evocative and unrealisable sketches, to abstract representations of intention, to relatively complete specifications or scenarios. In each case, the role of design proposals is both to create and constrain.

Once a proposal is agreed on, this serves as a brief for further elaboration and refinement of what the artefact will and will not be. Typically this involves a combination of progressively more focused design explorations and proposals, including what Schön (1983) calls a ‘conversation with materials’, as a myriad of decisions are made (Stolterman, 2008) and the artefact that will actually be built is resolved.

 

Finally, the finished artefact is assessed through some combination of critique, commercial success or failure, and empirical study of what people do with it and how it might affect their lives, until accounts about it settle down, and it is ready to take its place in the world and its artefacts to serve as a context for new designs.

Design Primer, Experiments

Studio, making, prototype

Presentation, testing, showcasing

Artefacts

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Objects

Video

Experience

Publication

static, interactive, animated, functional, sculpture, tools, found

documentation, speculative, foresight, design fiction

multi-sensory, immersive, performance, installation, exibition 

book, website, journal-paper, book-chapter

Futures

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Futures


22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Why

How

What

1 What

2 How

3 Why

Why 1

How 2

What 3

outside to inside?

inside to outside?

Case Studies

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Coded

Generative

Crafted

Interactive

Speculative

Applied

 

Spaces 

Experiences

Technologies

Tools

Aesthetics

Behaviour

Case Studies

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Coded

Generative

Crafted

Interactive

Speculative

Applied

 

Spaces 

Experiences

Technologies

Tools

Aesthetics

Behaviour

Case Studies and Pointers

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Superflux

Distributed Design

AIxDesign

Biodesigned

Disnovation Collective

art+com

Zach Lieberman

Google Experiments

Design Emergency

Rhizomatiks

Pentagram

Ideo

iF Design Awards

xCoAx conference

Design through Research conference 

Neri Oxman

Alexandra Daisy Ginsberg

oio studio

Design Systems International

Flexible Visual Systems

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Superflux

 

Superflux is a boundary-defying, award-winning design and experiential futures company, as well as a research and art practice. From climate change to algorithmic autonomy, future of work to more-than-human politics, our work aims to confront diverse audiences with the complex and deeply interconnected nature of the challenges we face today.

Case Study

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Superflux studio website, browse-through.

Case Study

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Superflux, BuggyAir

 

Empathy, Problem: Today, in our cities, infants and toddlers who are constantly wheeled and carted around our roads are most susceptible to ground level air pollution, and are at highest risk. Till date, no project has investigated the impact of air pollution on this demographic, which represents the largest subgroup of the population susceptible to the effects of ground level air pollution.

 

Prototype: BuggyAir is an accurate mobile sensing kit that helps parents understand their children’s exposure to air pollution.

 

Application, Testing: Participants will use these kits to measure, monitor and collect data regarding their children’s exposure to specific, damaging air pollutants, and in the process also learn about IoT.

Case Study

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Distributed Design Platform

 

Distributed Design paves the way for a entrepreneurial designer who has a new and profound influence on how design is made and how design meets customers as prosumers – focused on good design, smart manufacturing and quality emerging along with a new type of “users” wanting to connect with the products they own.

 

The platform offers a great range of resources including .pdf publications that address topics such as the This is Distributed Design book, Viral Design, Design Remix Share Repeat.

Case Study

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

AIxDesign Community

 

AIxDesign is an independent community of practitioners exploring & shaping the intersection of Design/Creativity and AI/ML/Data. They run events, do research, and create resources for geeky designers, creative techies & the curious-minded from all walks of life. Challenging what AI looks like, they aim to embody values of (co-)creation, democratising access, plurality, care, and play.

 

Check out their resources: resource library, articles and tutorials. And their Instagram account.

Case Study

@aixdesign.co

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Biodesigned and Biodesign Challenge

 

Biodesigned is an independent, not-for-profit publication produced by Biodesign Challenge. Biodesign Challenge is an international competition and education program for high schools and universities that introduces students to the intersections of biotechnology, art, and design.

 

Biotechnology is spreading into every aspect of our lives—from our materials to our everyday products. As it becomes ubiquitous, society needs interdisciplinary thinkers to understand biotech’s impact and to come up with the next solutions.  Future designers must fully understand the debates surrounding biotech so when they are asked to design with it, they do so thoughtfully and ethically. To thrive, we need a multiplicity of perspectives across disciplinary, professional, and cultural backgrounds.

Case Study

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Disnovation Collective

 

Disnovation is a research collective setup in Paris in 2012. They work at the interface between contemporary art, research and hacking, and compose tailor-made for each investigation together with academics, activists, engineers and designers. More specifically their recent artistic provocations seek to empower post-growth imaginaries and practices while challenging dominant techno-solutionist ideologies. Their research includes artworks, publications and curation.

Case Study

Post Growth Prototypes, a series of video essays, 2021.

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Disnovation website, browse-through.

Case Study

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Art+Com

 

Art+Com is Art, Communication and Research in one. They create media sculptures and installations that impact on their respective locations, giving them an identity beyond architecture and function. These works make use of new media for expression and are computationally charged with complex behaviour and coded meanings. Their art projects are both commissioned for public space, exhibitions and collections, and self-commissioned. They design and implement media installations and spaces that impart complex content in a targeted manner and turn information into a tangible experience. We create exhibits for exhibitions, museums and brand spaces. Content is always in the foreground, never technology.

Case Study

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

History of the Site, Humboldt Forum, Berlin.

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Petalclouds, Changi Airport, Singapore.

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Art+Com Research, Kinetics.

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

NFT related

 

different platforms

most selling

 

Case Study

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Zach Lieberman

 

Zach Lieberman is an artist and educator based in New York City. He create artwork with code, and focus on building experimental drawing and animation tools. He make interactive environments that invite participants to become performers. His main focus is how computation can be used as medium for poetry.

He is a professor (MIT Media Lab) at the Future Sketches group  which explores software as a medium for art and design, as well as how toolkits and pedagogical approaches can help inform a new generation of computational craft. In their work and courses they focus on computational sketches, often engaging with the past, as a way of suggesting different possible futures.

Case Study

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

22–23

Computation in Design 1

B-DC 121

Learning code can be frustrating and it requires a lot of time and a lot of failure. Time and failure and misunderstanding.

To imbue a sense of optimism here is so important–to celebrate this as a new mode of working and to help students to realise that there's all these untapped ideas out there.

Zach Lieberman

Levin, Golan, and Tega Brain. Code as Creative Medium a Handbook for Computational Art and Design. The MIT Press, 2021. 

 

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Google Experiments

 

Little Signals

Case Study

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Design Emergency, Paola Antonelli

Case Study

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Rhizomatiks

 

Case Study

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Pentagram

Case Study

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Ideo

Case Study

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

iF Design Awards

 

 

Lost Water Multidisciplinary Exhibition https://ifdesign.com/en/winner-ranking/project/lost-water/510846

 

Argus https://ifdesign.com/en/winner-ranking/project/argus/534350 

 

Cha

https://ifdesign.com/en/winner-ranking/project/cha/515492

 

Dreamer 3:45 - Nevertheless, We Keep On Dreaming Exhibition design

https://ifdesign.com/en/winner-ranking/project/dreamer-345-nevertheless-we-keep-on-dreaming/350711

 

Case Study

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

xCoAx

 

 

xCoAx is an exploration of the intersection where computational tools and media meet art and culture, in the form of a multi-disciplinary enquiry on aesthetics, computation, communication and the elusive X factor that connects and characterises them all. The focus of xCoAx is on the unpredictable overlaps between creative freedom and algorithmic rules, between human nature and machine technology, aimed towards new directions in aesthetics.

 

Contributions to a conference are usually archived in the conference Proceedings, do take a look at the xCoAx Proceedings / publications. including many papers to learn from.

Case Study

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

website

Add

 

Design Research Society

Research Through Design conference

Case Study

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Neri Oxman

Case Study

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Alexandra Daisy  Ginsberg

 

 

pollinator.art

Case Study

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

oio studio

Case Study

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Design Systems International

Case Study

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Flexible Visual Systems

 

Flexible Visual Systems sums up 10 years of research at the University of Barcelona, 20 years of developing systems at TwoPoints.Net and 18 years of teaching systems at over 10 design universities throughout Europe on 320 pages.

Flexible Visual Systems is the design manual for contemporary visual identities. It teaches you a variety of approaches on how to design flexible systems, adjustable to any aesthetic or project in need of an identifiable visual language.

To learn how to design flexible systems is not just learning another craft, it is going to change the way you think and work entirely. It is an approach, how to design.

Case Study

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

22–23

Computation in Design 1

B-DC 121

Not working or thinking in systems corresponds neither to our today's communication networks nor to contemporary communication behaviour. 

Martin Lorenz

Lorenz, Martin. Flexible Visual Systems: The Design Manual for Contemporary Visual Identities. Slanted Publishers, 2022. 

 

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Generally useful as a foundation for research proposal writing

Additional, more in depth, reading to support your research approach

Great resource for various design topics for general and in-depth understanding

See the Research through Design  section

Frayling (1993). Research in Art and Design. Royal College of Art Research Papers 1(1). (PDF from rca.ac.uk)

Zimmerman, Forlizzi, & Evenson (2007). Research through Design as a Method for Interaction Design Research in HCI. In Proc. CHI. (ACM Digital Library)

Zimmerman, Stolterman, & Forlizzi (2010). An analysis and critique of Research through Design: towards a formalization of a research approach. In Proc. DIS. (ACM Digital Library)

Useful to support and develop your research discussion

How to reflect on design research, design experiments and innovaiton

Suggestions

Approaches

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Exploring

Experimenting

Making

Prototyping

Testing

Documenting

Reflective

Skilful

Progressive

Informed

Together

Playful

Inspire

Approaches

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Exploring

Experimenting

Making

Prototyping

Testing

Documenting

Reflective

Skilful

Progressive

Informed

Together

Playful

Inspire

Approach

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Reflective Experimenting

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Approach

Informed Testing

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Approach

Playful Prototyping

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Approach

Skilful Making

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Approach

Together Exploring

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Enjoy what you are making, be inspired to inspire others.

Computation in Design

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Resources

Semester 1

Readings

1

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Comprehensive list of Design relevant topics including Interaction Design, Design Research, Typography and more put together by Vikas.

Selected Computation in Design and Research relevant readings by Andreas.

Learning Portal

2

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

1. Seminar and Briefings: find slides presented in class in pdf format under this section Week 1 Intro, Week 1 RPO

2. Suggested Readings: gives you readings to how to write your research proposal, general research methods (please note that there are other methods that may be more relevant to your research)

3. Resources: find templates and forms,  further reading and more under this section.

1. Find general details regarding your graduation project on the learning portal.

2. How-to slides for putting together your Digital Research Repository Slides

Explore

Ideate

Make

Test

Share

Weekly Schedule

We will meet on a weekly basis Tuesdays 9.30 and Thursdays 9.30 in D301. For a breakdown of the weekly schedule, navigate downwards.

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

1

2

3

4

Cohort meets for dissertation introduction. Dissertation module, timeline, emphases, resources.

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Dissertation

Studio

Cohort Briefing, Induction to the Module. Structure and Expectations: timeline, deadlines. Briefing on online repository. Students then present their homework.

Group Consultation 1:
Organising research

Computation in Design Atelier presentation, what will be covered, what activities are planned, followed by group discussions.

Workshops on Interviews and Case Studies

Workshop 1.1 Experiments

Cohort

Cohort

Atelier

Atelier

Workshop

Atelier

Workshop 1.2 Experiments

Atelier

Group Consultation 2: Research and writing, critical journal, Research Proposal progress.

Atelier

5

6

7

8

no class, but why don't you practice on your own or with your peers

22–23

22–23

B-DC 332

Semester 1

Graduation Project

Computation in Design

Dissertation

Studio

On Making & Consultation: By schedule, in groups of two, each 20 mins. Identifying skills, tools, practical exercises, direction.  Formative Assessment Briefing

Studio work

CPJ work-check

no class, but why don't you practice on your own or with your peers, exchange ideas, make stuff.

Workshops on Interviews and Case Studies

Workshop

Atelier

Individual Consultation 1.1: Research proposal. By schedule, in groups of two, each 20 mins.

Atelier

Atelier

Individual Consultation 1.2: Research proposal. By schedule, in groups of two, each 20 mins.

Atelier

Atelier

Seminar

Cohort

Research Proposal Draft

Formative Assessment Submission

9

10

11

12

22–23

22–23

B-DC 332

Semester 1

Graduation Project

Computation in Design

Dissertation

Studio

Group Consultation 3: ad-hoc

Atelier

Individual consultation: By schedule, in groups of two, each 15 mins. Project focus and development.

Atelier

Workshop 2.1 Prototyping

Atelier

Workshop 2.2 Prototyping

Atelier

Group Consultation 4: Looking ahead, Dissertation.

Atelier

Sharing session. Briefing students on Summative Assessment, briefing on Design Primer.

Cohort

Group Consultation 5

Atelier

Research Proposal Outline Submission

Individual Consultation 2.1: Students to address the roadmap for next semester. What can be achieved, which parts are of concern.

Atelier

13

14

15

22–23

22–23

B-DC 332

Semester 1

Graduation Project

Computation in Design

Dissertation

Studio

Independent Study

Independent Study

Independent Study

Independent Study

n/a

Submission: Students submit their Portfolio and CPJ. The Portfolio includes: Semester 1 Body of works and the Design Primer, a Proposal for Sem 2.

16

Closing notes, discussions and submission preparation.

Atelier

Individual Consultation 2.2: Students to address the roadmap for next semester. What can be achieved, which parts are of concern.

Atelier

1

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Cohort meets for dissertation introduction. Dissertation module, timeline, emphases, resources.

Cohort Briefing, Induction to the Module. Structure and Expectations: timeline, deadlines. Briefing on online repository. Students then present their homework.

Tuesday

Thursday

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Class of 2022

Azri

Matthew

Sing Hong

Wan Ying

Zeherng

Re:inventions of Eating investigates the potential of designed friction and engineered discomfort to suggest behavioural alternatives to our modern consumption habits.

Selected projects, 2022.

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Title Sequence++ is a collection of experiments that begin to treat title sequences as ‘found material’, presenting iterations of how they could be manipulated beyond their immediate conceptualised form.

Listening Lab investigates the potential of sound experiences to re-examine our relationship with the man-made and natural soundscapes in Singapore.

Hello, I'm Here explores creative technology applications through an interactive and immersive installation.

Sonocular focuses on the visualisation of digital sounds, by rethinking the relationship between our senses of sight and hearing through sound visualisation. 

Yi Qing

Crafted Objects is a reflective design and making project that explores the rise of digital fabrication and its effectiveness as a tool for craft production, in order to uncover ​​possibilities for hybrid craft production.

Anushka

Clean Touch aims to help germaphobes feel safer in the post-pandemic world by creating a self-cleaning material out of lotus leaves.

Hannah

The New Exchange seeks to uncover what it means to be virtually present in a physical street dance battle and how social connectedness can be fostered within the street dance community.

2

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Tuesday

Thursday

Group Consultation 1:
Organising research

Computation in Design Atelier presentation, what will be covered, what activities are planned, continue with project presentations followed by group discussions.

Subtitle of paper

Summary of readings

Research objective

References

Research Proposal Outline

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Include your references here and use the MLA format.

State one or two objectives (or purposes) of your research. At this stage, it helps to imagine an audience or user category that would benefit from your research.

You may draw from your Literature Review assignment from the previous semester for this section as it is relevant to the ‘literature review’ section of your dissertation later on.

Think of this as your initial or preliminary topic statement and your grasp of issues will be firmer once you have completed an initial round of scouting, sourcing or experimenting.

Appendix

Only if required

Title of paper

your title should be descriptive and concise. Descriptive titles convey the topic of your research so that readers immediately understand what your research is about. 

Introduction

Start with or refer to the topic statement in your introduction. Provide a background to your area of research. Keep the scope of research manageable and don’t overreach.

1

2

3

4

5

7

8

Approach/methods

6

Elaborate on the approach you want to take for your research. Start with the three frameworks introduced to you: Critical Journal, Edited Interviews, Case Studies.

Research Proposal Outline

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

The linked document should be of guidance for you to get started with your proposal. It is divided into two parts. The first part, Prepwork, makes suggestions about what to consider before even starting to look at the Research Proposal template. The second part looks at the Research Proposal.

Writing the Research Proposal should be seen as an iterative process and should start sooner rather than later. Consider starting with entering bullet points into the template first which can then, over time, translate into sentences and eventually into a well flowing arrangement of structured paragraphs.

3

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Tuesday

Thursday

Workshops on Interviews and Case Studies

Workshop 1.1 Experiments

Experiments 1

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

This two part workshop looks at different angles of what experiments, experimenting and experimental could mean at different stages of a design research project.

 

The intention is to give you some initial pointers to make small things (quickly), experiments that get you into the mode of making.

Experiments 1

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Experimental

 

Again, it might be helpful to remember the Latin origin of this category. You could translate it as: the brain, or just the competence of understanding and thinking, derives from perishing or even from catastrophe.

 

It is the experience-based emancipation from any beliefs, from the misconception of assuming that we live in a harmonious world governed by mathematical rules: this means being aware of the necessity to take risks, of interventions and of somersaults in order to gain something like insights into what is happening and why it is happening.

 

The advanced quality of experimentation is based on the fact that experimentation always changes situations, correlations, and conditions. Experimentation never takes anything as a given fact, rather, anything is open to change.

 

That is: experimentation is both confusing and normal. Experimentation does not accept that rules and regulations are fixed. And experimentation is able to see mistakes and misunderstandings as potential qualities for innovation and for developing new perspectives.

Experiments 1

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Experiments and prototypes often overlap in meaning and application, depending on the domain in which they are used. An experiment may be beyond the scope of a prototype, and the prototype becomes part of the experiment. Experiments are often tests with a specific number of parameters or variables, where the goal is to find the best result based on the constellation of parameters.

 

An experiment in the broader sense may also refer to practicing by trial and error, trying and testing the unknown, and learning through a process of approximation and correction until a satisfactory state is reached. This state may mean that a particular problem has been solved, or that a state of beauty has been achieved, or some other form of successful (or possibly unsuccessful) result.

Trial and error, trying and testing the unknown, learning through a process of approximation and correction.

Fragment 1

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

By using controlled experiments, you can either prove or disprove your assumptions in their real context and thus further refine—or even abandon—your initial idea.

 

One of the best ways to learn about the positive and negative dynamics of your solutions is to take physical action, by experimenting with and exploring potential solutions. When you prototype, you bring your ideas onto a tangible plane, which will enable you and your team to see and discuss the pros and cons, to learn from users’ feedback, and to create little opportunities for creative serendipity. So, stop thinking, and start doing now.

Testing Ideas, a hypothesis, early on.

Experiments 1

Fragment 2

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Well prepared design methods or the next toolkit will not save anyone from collecting experiences in experiments that could provoke conflicts and will confront ourselves with our own presumptions.

Experiments 1

Fragment 3

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Experimental prototyping sounds fancy. In reality it means constructing your designs and prototypes as an experiment, with hypotheses that can be disproved or validated. I like the tension between the common conception of experimental design, and the practical application of design experiments. On the one hand, we are engaging in an experiment. On the other hand, we are working in an ambiguous, nonscientific field of design. Our designs are not held to the same rigorous review as a scientific experiment.

 

This experiment strives for consistent methods and variables, and a testable hypothesis. On the other hand, we are working in an ambiguous, nonscientific field of design. Our designs are not held to the same rigorous review as a scientific experiment. What we can learn from these experiments gives us increasingly deeper knowledge about the experiences and products we design.

Our designs are not held to the same rigorous review as a scientific experiment.

Experiments 1

Fragment 4

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

The experimental design agenda is primarily exploration, experimentation, and discovery, where the process can be more important than its outcome. In its purest form, it is not driven by an overly specific end-goal of application but rather by curiosity or a question.

 

Its value tends to lie in what is learned in the process of designing rather than in the merits of the final artefact itself—often it is just a symbol or evidence of the process or potential. Typically, it is an inquiry into, for example, a technology, a manufacturing technique, a material, a concept, a context, or an aesthetic issue. Experimental design can be done as a form of design research, to test a hypothesis, or to learn something. 

The four fields framework, Experimental Design

Where the process can be more important than its outcome.

Experiments 1

Fragment 5

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

In academia, thought experiments are broadly understood as “devices of the imagination used to investigate the nature of things.” They derive their authority from following the principles used in physical experimentation.

 

Dunne and Raby argue that the strength of the analogy between thought experiments and speculative design stems from a property shared by both concepts: they allow us to imaginatively investigate possibilities, which permits us “to step outside reality for a moment to try something.” The analogy has since persisted in the field and is also present in art.

Speculative Design as Thought Experiment

to step outside reality for a moment to try something

Experiments 1

Fragment 6

Experiments 1

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

In pairs, choose one of the given fragments presented as a starting point to develop an experiment motivated by your current research. Discuss ideas and make. Let's not overthink.

Towards the end of class let's take 30 minutes to look at and feedback on things made. 

Document the process.

Activity

Experiments 1, moving on to Experiments 2

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

For next week's class come prepared with an experiment based on your own research, for example address one aspect of your current work as an experiment.

Select one or more methods from the list of methods in the "Additional Research Proposal materials" document to apply and conduct in class. Take time before class to prepare appropriately so that you can conduct your experiment right at the beginning of class. 

Homework

4

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Tuesday

Thursday

Workshop 1.2 Experiments

Group Consultation 2: Research and writing, critical journal, Research Proposal progress.

Tuesday Session Group Consultation

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Group 1

9:30 – 10:40am

Group 2

10:45 – 11:55am

The focus of this group consultation is to work through the first part of your Research Proposal Outline. We will specifically look at Title, Subtitle, Introduction and Summary of Reading. Details have been shared with you via email.

 

Looking ahead to week 5 and 6 start preparing for the remaining Research Proposal Outline sections: Research Objective, Approach/Method, Timeline, References and Appendix.

Tuesday Session Group Consultation

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Question about methods came up during the consultation session and how they fit into the Critical Journal framework.

 

The Critical Journal framework will guide you through your research and practical work in a chronological and structured fashion. You will critically document, analyse, reflect and write about your making at different stages. 

 

How will you make? Different milestones will be defined by using and applying different methods in the process.

Critical Journal Notes

For example in the beginning of your work you will conduct a series of experiments: Brainstorming, concept sketch, sensorial, empathy map, mash-up.

 

This is followed by more defined prototypes: Prototyping, clickable prototype, workshop.

 

At certain stages you will need feedback which you can get through: Observation, testing.

Note that the above is only an example,  but the methods are a good fit for a work that uses the critical journal framework, be selective though.

Tuesday Session Group Consultation

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Critical Journal Notes

click image for conference proceedings

Sample Paper 1

Sample Paper 2

Sample Paper 3

Sample Paper 4

The selected papers on the right can give you a better idea of how a project can be presented in writing by critically documenting, analysing, reflecting one's research and practical work. Have a read and browser through the proceedings as well.

Experiments 1

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Working in pairs, you were asked to choose one of the given fragments presented as a starting point to develop an experiment motivated by your current research. In class you discussed ideas and you should have started making by just doing and get going. Often this is easier said than done.

Feedback was given to you individually or in smaller groups. It was important that you did not overthink but start with the most obvious or curious question.

Did you document the process?

Recap

Experiments 2

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

For this week's class you prepared an experiment based on your own research.

You selected one or more methods from the list of methods in the "Additional Research Proposal materials" document to apply and conduct in class. We will begin class with conducting your experiments. 

Activity

Let's just get started.

Document the process with photos, video and written notes–then add to your CPJ.

Experiments 2

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Why did we conduct this workshop on Experiments?

The main objective was to get you into making-mode. In the beginning this is often an uncomfortable undertaking: Why should I do this? What should I do? What am I supposed to do? Am I doing it right? 

 

Now at this point you should be more confident to have answer to the above questions. We move forward from here.

Debrief

5

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Tuesday

Thursday

On Making & Consultation: By schedule, in groups of two, each 20 mins. Identifying skills, tools, practical exercises, activities. Formative Assessment Briefing

Talk by Joe Chung (6pm)

Workshops on Interviews and Case Studies. Scheduled Individual tutorials

Thursday 6pm

Tuesday Session Consultation

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Individual Consultation

9:30 – 12:30pm

I meet you individually for a consultation on your Research Proposal Outline (RPO). Please have all the sections filled with at least initial bullet points. 

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Tim Brown, Ideo.

"Don't think of it as failure, think of it as designing experiments through which you’re going to learn."

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

A project by Space10 & IKEA

Thursday Session On Making

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Sharing and Making

9:30 – 12:30pm

Recap and Tuesday Thoughts

Thursday Session On Making

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Sharing

9:30 – 12:30pm

I will meet you in small groups of 2–3 to go over the following points regarding your studio work by identifying skills, tools, practical exercises and experiments, field work necessary to move forward.

 

While I talk to each group, the others should engage in group discussions and making, see below.

Making

9:30 – 12:30pm

While others share their studio progress, you will initiate more experiments. To keep track, we should catalogue what we make, let's call it the Catalogue of Making.

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

While others share their studio progress, you will initiate more experiments. To keep track, we should catalogue what we make, let's call it the Catalogue of Making.

Catalogue of Making

We started with the first experiments in week 3. The Experiments Workshop should not be seen as a finished exercise, but a beginning for your ongoing work and continuous making, which will only come to a conclusion with the exhibition of your practical work.

To capture and document your studio work (failed or successful), catalogue them in a designed document, the Catalogue of Making.

The Catalogue of Making is primarily a visual collection with annotations. Short text segments or quotes are welcome.  The Catalogue is high in visual quality and minimal in design. It is indexed, browsable and enjoyable to the eye and mind. Think Experimental Jetset.

How is this different from the Creative Process Journal? The Catalogue of Making is a curated collection of your studio work that you have produced so far–and will produce in the future. It is primarily visual with annotations and can be a mix of your own sketches, activities, experiments, etc and can be  supported by found and collected materials.

Thursday Session On Making

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Start going on field trips and record what you see, hear, feel

Scan many physical objects from tiny to big and start archiving them

Go to hospitals and capture the spaces you want to work with, chat with people there

Build more sensor based experiments then translate data into sound and visuals

Capture as much wasted food as possible that you come across in public spaces

Continue defining your own activities to initiate new experiments and to inform your making. You can start in class and then continue to carry out activities over the next couple of days. Write them down, then plan and prepare your activity. Don't overthink, find some examples in green on the right.

Learn a new skill that will allow you to apporach your ideas from a different angle

Make more mindmaps but don't use words

Search the internet for more references, but take the time to study them, then visually illustrate your findings.

Grow your own plants and care for them

Design patterns by hand, then in code

Code a little more every day, hang in there.

Make believe if necessary 

Make your own tools and try with friends

Co-create with machines using publicly available prompting apps powered by AI

Lets hear and see from you next week what you could come up with and find out.

Create brand identities for everyday objects or places that you come across daily

Thursday Session On Making

Looking ahead to Week 7, formative assessment.

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Creative Process Journal

up-to-date

Dissertation

Research Proposal Outline Draft

Reading List

check

check

Studio

Research Repository, are.na and curated

Catalogue of Making (pdf or web)

submit by Wed 28.9. 9:30am

We have conducted sessions on experiments which should have help you to get started making. Results that you have created so far will go into your Catalogue of Making.

are.na and curated cargo website, selected findings important to one's research should be organised and structured.

Slide Deck

presents deliverables in a slide deck for the purpose of synthesis

A Talk by Joe Chung Making ...

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Come join Joe Chung as he shares his journey across engineering, education, and the arts; his day job of creating meaningful work at the intersection of design, technology, and business; and his experiments, prototypes, and client work spanning tools like Unity, ThreeJS, Roblox, Spark AR, and Unreal Engine.

Joe Chung is a creative technologist at R/GA, where he helps clients create a more human future. Prior to this, he was an educator, while embarking on multiple forays into film, theater, and graphic design. He holds an MFA in Design and Technology from Parsons School of Design, an MA in Instructional Technology and Media from Columbia University, PGDE in Secondary Mathematics Education from National Institute of Education, and a B.Eng in Computer Engineering from National University of Singapore.

What are creative technologists, and what do they do?

15 September at 6pm, McNally Campus

6

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Tuesday

Thursday

Studio work, practical work review and feedback

Individual Consultation 1.1: Research proposal. By schedule, in groups of two, each 20 mins.

Recap Week 1 – 5

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Week 1 and 2 were primarily about introducing you to the dissertation and the studio work for this year-long final project. Milestones and deliverables were shared with you, as well as the various resources for writing your research proposal outline (RPO), which will be the first deliverable to be submitted in week 9.

Studio work in week 3 and 4 focused on establishing the relevance and approach of conducting experiments to not only support the development of one's research, but also to engage in an ongoing process of making through which ideas can be expressed, experienced or tested. On Tuesdays, we primarily looked at and discussed the different sections of the RPO. In individual or group sessions, suggestions were made on how to focus and move forward with one's research.

Week 5 focused on reviewing your RPO. The pace of development varies from student to student, and obstacles should be addressed in a timely manner if necessary. Furthermore, you continued to define and develop options and methods for your studio to support your research and provide an approach to your practical work.

 

At this point, you should have created an outline in bullet points and gathered relevant readings to support your research. Your Creative Process Journal should be developed by now to document your progress and findings.

As you progress, the focus will be on formalising and finalising your RPO so that your supervisor can read a draft at the end of week 7. Your practical work may also continue. The outcomes produced so far should be consolidated and presented in your Catalog of Making.

1–2

3–4

5

Looking ahead, 6–7

Subtitle of paper

Summary of readings

Research objective

References

Research Proposal Outline

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Include your references here and use the MLA format.

State one or two objectives (or purposes) of your research. At this stage, it helps to imagine an audience or user category that would benefit from your research.

You may draw from your Literature Review assignment from the previous semester for this section as it is relevant to the ‘literature review’ section of your dissertation later on.

Think of this as your initial or preliminary topic statement and your grasp of issues will be firmer once you have completed an initial round of scouting, sourcing or experimenting.

Appendix

Only if required

Title of paper

your title should be descriptive and concise. Descriptive titles convey the topic of your research so that readers immediately understand what your research is about. 

Introduction

Start with or refer to the topic statement in your introduction. Provide a background to your area of research. Keep the scope of research manageable and don’t overreach.

1

2

3

4

5

7

8

Approach/methods

6

Elaborate on the approach you want to take for your research. Start with the three frameworks introduced to you: Critical Journal, Edited Interviews, Case Studies.

Looking ahead to Week 7, formative assessment.

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Studio

Research Repository, are.na and curated

Catalogue of Making (pdf or web)

Creative Process Journal

up-to-date

Dissertation

Research Proposal Outline Draft

Reading List

submit by Wed 28.9. 9:30am

check

check

We have conducted sessions on experiments which should have help you to get started making. Results that you have created so far will go into your Catalogue of Making.

are.na and curated cargo website, selected findings important to one's research should be organised and structured.

Slide Deck

presents deliverables in a slide deck for the purpose of synthesis

Looking ahead to Week 7, formative assessment.

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Studio

Research Repository, are.na and curated

Catalogue of Making (pdf or web)

submit by Wed 28.9. 9:30am

We have conducted sessions on experiments which should have help you to get started making. Results that you have created so far will go into your Catalogue of Making.

are.na and curated cargo website, selected findings important to one's research should be organised and structured.

Slide Deck

presents deliverables in a slide deck for the purpose of synthesis

Select the highlights of your are.na archived research and the blocks you found important and relevant to your work–these will become your items for your curated list of are.na findings.

The curated list should then be presented in a cargo website . This list can be organised based on categories such as: books, journals, articles, projects or you may find it more useful to organise them based on your research pillars. 

A studio session in 3 parts

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Review past student works and process documentation.

1

Show what you have. Print what you have made in recent weeks

2

Let's have a look at what you got. This will also be a good time to ask questions about next week, week 7.

3

9:30–11:00 

11:00–12:00 

12:00–12:30 

Week 7 Cohort Seminar, 2 volunteers to present their current work?

7

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Tuesday

Wednesday

Cohort Seminar. Presentations by students from all ateliers.

Individual Consultation 1.2: Research proposal. By schedule, in groups of two, each 20 mins.

9

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Computation in Design

Semester 1

Tuesday

Thursday

Individual consultation: By schedule, in groups of two, each 15 mins. Project focus and development.

individual consultation, optional.

10

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Graduation Project

Computation in Design

Semester 1

Tuesday

Group Consultation 4: Looking ahead, Dissertation.

Tuesday Session Group Consultation

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Computation in Design

Semester 1

In groups of at least 3 each, select
one of the papers provided. Read and
analyse the chosen paper and focus
on how the practical work is
discussed by the authors.

11.1

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Graduation Project

Computation in Design

Semester 1

Tuesday

Thursday

Workshop 2 on Prototyping

Group Consultation 5: Looking ahead, Dissertation.

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Graduation Project

Computation in Design

Semester 1

Week 11

Roundtable on Wednesday afternoon, who has signed-up?

Cohort seminar in week 12, any volunteers?

1

2

3

Tuesday Session Group Consultation

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Graduation Project

Computation in Design

Semester 1

In this group session I want to initiate the transition from RPO to dissertation. 

 

In week 10, we looked at three different papers and analysed them through a series of questions to develop a better understanding of how you approach the discussion part of your dissertation, the Critical Journal. This group exercise is intended to help you get started with your dissertation and to continue your practical work.

First we will listen to everyone's short 5 mins presentation based on the outline described in the following slides, I had shared the outline with you in an email before.

Presentation outline

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Graduation Project

Computation in Design

Semester 1

Step 1 / 4

Introduction, you already covered the following 3 sections in your RPO, this should be a good opportunity for you to share the key points for each section and any development since the RPO submission:

→ Background

→ Literature Review

→ Research Objective

Introduction

Approaches and methods

Discussion

Start of presentation

Presentation outline

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Computation in Design

Semester 1

Step 2 / 4

Approaches and methods, you already covered this part in your RPO, share with us the key approaches and methods you intend to use. Might this change over time?

Introduction

Approaches and methods

Discussion

Start of presentation

Presentation outline

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Computation in Design

Semester 1

Step 3 / 4

Discussion, this is a new section which has not been part of your RPO, this section will be your Critical Journal. The Critical Journal approach will mean that you write the discussion section periodically. What do you intend to cover in your Critical Journal and how? Share your plan for discussing your progress as you keep going back and forth between your practical work and your writing. 

Introduction

Approaches and methods

Discussion

Start of presentation

Presentation outline

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Graduation Project

Computation in Design

Semester 1

Step 4 / 4

start your presentation with your title and subtitle (topic statement)

Introduction

Approaches and methods

Discussion

Start of presentation

Tuesday schedule

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Graduation Project

Computation in Design

Semester 1

Presentations

1

In groups of 2–3 review each others presentation and project, note down feedback on handouts.

2

Debrief session, discussion of feedback received.

 

Then we will go over the items you should bring to our class on Thursday, see next slides.

3

9:30–11:00 

11:00–12:30 

12:30–1:00 

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Semester 1

Prepare for Thursday

Things you will bring

1 / 6

You should write ideas on a piece of paper

Bring three objects that are [a struggle, unnecessary, a must] for your project.

2 / 6

Sketch out or write down three ideas that are [choose from: relevant, desirable, impossible, achievable, cool] in relation to your project.

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Graduation Project

Computation in Design

Semester 1

Prepare for Thursday

Bring Materials

3 / 6

Please bring to the workshop a couple of materials A that you want to work with B that you feel comfortable with C that you can handle well. Materials you have at home, or maybe a visit to Daiso?

We can think of materials as a physical entity like paper, paint, or wood. According to a simple definition, a material is a substance that a thing is made of. Ok, something physical? But what if the thing is purely virtual or intangible, what would be its material?

 

Let's consider material within and beyond physical entities. The obvious like paper and wood could be your material, but data could also be a material, or code, light, sound, or any material you have already collected during and for your current research.

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Graduation Project

Computation in Design

Semester 1

Prepare for Thursday

Bring Tools

4 / 6

Fine tip marker

Cutting mat

Laptop

Metal ruler

Pencil

Pen knife

Scissors

Binder clips

Glue gun

Masking tape

 

Nice to have

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Graduation Project

Computation in Design

Semester 1

Prepare for Thursday

Bring Purpose

5 / 6

Who do you want to be and what do you want your world to be?

6 / 6

In my final year project I study ___________ to _____________ .

your FYP topic here

your intention or project impact here

You should write the above on a piece of paper

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Computation in Design

Semester 1

Prototyping workshop

next slide column

11.2

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Computation in Design

Semester 1

Tuesday

Thursday

Workshop 2 on Prototyping

Group Consultation 5: Looking ahead, Dissertation.

Prototyping

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Graduation Project

Computation in Design

Semester 1

This session is intended to begin the transition from conducting experiments to prototyping as you move into the next phase of your FYP, writing your dissertation while working on your practical work.

Prototyping

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Graduation Project

Computation in Design

Semester 1

Looking back at our first workshop in term 1, this workshop looked at different angles of what experiments, experimenting, could mean at the early stage of a design research project.

 

The intention was to give you initial pointers to making small things quickly, experiments that get you into the mode and mood of making.

 

Experiments at this point differ, for example, from scientific experiments that aim to test, evaluate, and prove a hypothesis.

 

 

An experiment here refers to quickly testing an idea, practicing by trial and error, just making, trying and testing the unknown (technique), and learning through a process of approximation and correction until a satisfactory state is reached.

 

A prototype, on the other hand, should show more intent and planning. It can be derived from a previous experiment. A prototype should be testable (by users, your target audience), refined and eventually lead to the final design outcome.

Experiment vs Prototype

Prototyping

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Computation in Design

Semester 1

Experiment: try out, develop understanding, learn by making, materializing ideas

Prototype: a planned activity with the intent to explore, learn, and comprehend, test, and experience

Experiment vs Prototype

Prototyping

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Computation in Design

Semester 1

Some of the purposes that prototypes fulfil are 

Exploring You can use prototypes to explore problems, ideas, and opportunities within a specific area of focus and test out the impact of incremental or radical changes.

 

Learning and Understanding Use prototypes in order to better understand the dynamics of a problem, product, or system by physically engaging with them and picking apart what makes them work or fail.

 

Engaging, Testing, and Experiencing Use prototyping to engage with end users or stakeholders, in ways that reveal deeper insight and more valuable experiences, to inform design decisions going forward. Inspiring and Motivating Use prototypes to sell new ideas, motivate buy-in from internal or external stakeholders, or inspire markets toward radical new ways of thinking and doing.

What a prototype can do

Prototyping

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Computation in Design

Semester 1

The term prototype, along with the verb prototyping, has become popular in design research, and especially so in interaction design. Originally, the term indicated a precursor of a mass-produced product, which shares its material qualities, but will undergo testing and development during implementation. In design research, the term prototype is also used for all kinds of product-like physical constructions.

In interaction design, paper prototyping can be as simple as drawings on paper. Prototypes are a narrower category than artifacts. They are ‘like products’ in the sense that someone can interact with them and experience them, whereas sketches and blueprints are less direct representations about—rather than realizations of—intended situations and interactions.

The term ‘artifact’ originates in anthropology/archeology, and refers to a man-made thing, usually a material object. In the Research through Design literature, some authors use the term ‘artifact’ (or, in British/Commonwealth English, ‘artefact’) with this meaning that we reserve for ‘prototype’, but without making the difference explicit. In this chapter, we use the distinctions above – that every prototype involves an artifact or artifacts, but that not every artifact is a ‘prototype’

What a prototype can do

Prototyping

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Graduation Project

Computation in Design

Semester 1

Low fidelity versus high fidelity using the example of a digital product

Effort

Fidelity

Sketching

Paper Prototype

Wireframe

Digital Prototype

Mockup

Coded Prototype

Prototypes

Interactive Applications

The fidelity of a prototype refers to its level of completeness, functionality and detail. The degree of completeness of the prototypes you build depends on the stage of progress:

 

Low fidelity: low cost, rough and quick to build

 

Medium fidelity: slightly more detailed, still rough but closer to the solution

 

High fidelity: much closer to final, very detailed and much more time-consuming

 

This represents a scale of completeness or closeness to the final product, which differs depending on the type of solutions and needs of the situation. Prototypes can also have different parts with varying levels of fidelity.

 

For example, you can build a prototype with high visual fidelity but with low functional fidelity — which would be useful if you were testing the visual aspects, rather than functional aspects, of the prototype. The main aspects, which are the focus of the prototype, should receive more focus and, ideally, higher fidelity.

The fidelity of a prototype

Prototyping

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Graduation Project

Computation in Design

Semester 1

How do prototypes (often) look like

Sketching

Paper Prototype

Wireframe

Digital Prototype

Mockup

Coded Prototype

Prototypes

Interactive Applications

Prototyping

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Graduation Project

Computation in Design

Semester 1

How could our prototyping ideally look like

Sketching and Paper Prototyping

Coded prototypes and Hands-on making

Screen-based and Physical Prototyping

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Graduation Project

Computation in Design

Semester 1

Case Studies

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Graduation Project

Computation in Design

Semester 1

Case Studies

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Graduation Project

Computation in Design

Semester 1

Case Study 1

Carelets is a collection of wearable accessories designed to promote environmentally conscious consumerism in order to create a global "just enough" consumer culture for a sustainable future.

 

Its objective is to help its users to understand the supply chain and waste management of things we consume. We argue that the supply chain and the production of consumer goods as well as the disposal of used goods are becoming more and more complex and invisible and therefore less apparent to the consumer itself.

 

By participating in the Carelets initiative one is encouraged to wear at least one Carelet to identify and monitor their purchasing behaviour. A Carelet provides one with an on-the-spot feedback when attempting to buy a new product. We provide users with an open database of supply chain and waste management information to monitor and evaluate a user's consumer behavior. A tactile response reminds you of a product’s impact on the environment.

During this one week long workshop (Singapore, 2015) we used methods from the open prototyping model developed by workshop facilitator FutureEverything.

Carelets

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22–23

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Graduation Project

Computation in Design

Semester 1

Case Study 2

A hallmark of human-centered design is rapid prototyping and iterating on the fly. A project team working in Ethiopia on designing a new device to plant teff—a grain and staple of Ethiopian cuisine—put our process to the test when a prototype of their planter came face to face with the Ethiopian soil.

 

Transporting the planter from San Francisco to rural Ethiopia was one thing, but the real challenge came when engineer and team member Ravi Prakash set out to push it through a field of muddy soil.

 

“Suddenly, Ravi’s steps started getting smaller. Watching him was like seeing time slow down,” reported project lead Martin Schnitzer. “He was barely 50 feet down the field and the wheels had picked up enough mud to make it nearly impossible to move any further. We knew the mud would be challenging but we didn’t think it would render the planter useless so quickly. Deflated, we felt like we were thrown back to the beginning of our challenge.”

Prototyping and Iteration: A device to plant teff

The team was quickly back in the shop of a local agricultural research center trying to figure out what to do with the planter’s wheels. They played with a variety of solutions, quickly moving through ideas like spiked wheels and skis, until one of the local metal workers had a suggestion: wrap the wheels in burlap.


“Wrapping the wheels in burlap isn’t an idea we could have ever come up with in a brainstorm,” said Schnitzer, ”and burlap certainly isn’t on any list of new high tech materials. However, using burlap came from keeping an open mind to trying new solutions. It came from talking to people who understand the conditions best and by sharing the excitement of this project with others to gain inspiration from a number of places.”


In the end, burlap worked wonderfully well. And though the wheels of the final product are made of harder-wearing stuff, the burlap fix allowed the team to get back out into the soil and test other elements of the planters with the farmers who’ll use them.

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Case Study 3

Roboarm

Roboarm is a physical object. Two motors and a proximity sensor mounted on a tripod constitute Roboarm's exterior. On the inside is a set of rules that determine its behavior. Roboarm is intended to give the impression of a self-obsessed and contented machine. As long as it is not interrupted, it sporadically 'draws' simple calculations in mid-air. A sensor attached to the tip of the arm behaves like a pair of eyes – upon sensing any obstruction, Roboarm shies away. Some audience reactions that could be observed and recorded when on public display:

Motion sensor and presence of movement triggers a response but unsure of whether presence vs continuous movement is required

 

It moves when our hands are near the top of the handle

 

I had to find the sensor

 

I was looking for how I could interact and then waving around helped

I was a bit confused as to why it started to move even after I wasn’t near the sensor

 

It was fun to play with as it avoids your hand

I waved to the roboarm and there were some form of reply

 

Almost like a responsive AI Machine to me, i can foresee many outcomes from this work, so i think it is not random.

 

At times it seemed random but the response was overall quite clear

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Graduation Project

Computation in Design

Semester 1

Warmup

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Graduation Project

Computation in Design

Semester 1

You will be working in pairs. As a team of two, each of you will draw and map out a timeline of your studio project, how did it go so far?

Highs

Lows

Then

What are some low points and what are the high points you encountered over time? Be visual (draw doodles) and add short descriptive notes. 

15

You can draw your journey map onto a piece of paper using the above as your starting point

Warmup 1

Now

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

You will be working in pairs. As a team of two, each of you will draw and map out a timeline of your studio project, how did it go so far?

Highs

Lows

Then

What are some low points and what are the high points you encountered over time? Be visual (draw doodles) and add short descriptive notes. 

10

Warmup 1

Now

Together, pick a low point for each of you and discuss how it could be resolved. Use the sheet of paper on which you drew your journey map.

Action

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Graduation Project

Computation in Design

Semester 1

10

Warmup 2

Action

Using paper, rapid prototype a _______________  by crumbling and/or folding and/or tearing it.

Fill in the blank, then make.

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

10

Warmup 2

Action

Using paper, rapid prototype a _______________  by crumbling and/or folding and/or tearing it.

1 What is your _______________? Write it down on a piece of paper. In a few words, how did it make you feel? 

 

2 If you felt uncomfortable, that’s ok. Creating something (new) often feels uncomfortable: do others like what you made? Does it look good? What do others think about what you made?

 

3 If you think your result is messy, that’s ok. Making a mess often feels good and often shouldn’t be avoided. Making a mess sometimes helps?

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Graduation Project

Computation in Design

Semester 1

Activity

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Graduation Project

Computation in Design

Semester 1

5

The team

Do less

You can work in a team of two, or by yourself. Give your team a name.

Working on weird and strange things is preferred over playing safe.

Writing

Do more

Doodling

Sketching

Shaping

Tinkering

Making

Coding

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Graduation Project

Computation in Design

Semester 1

Getting started

Things you brought to class

Object

Idea

Material

Tool

Purpose

What we need to do now is to formulate an idea, to find a starting point.

 

From the things you brought to class, from the results of the warm-up exercises, each of you sketches a simple idea for an object, which you then put into action by making it.

 

When in doubt, add the element of play as a criteria. Working on weird and strange things is preferred over playing safe.

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Graduation Project

Computation in Design

Semester 1

Approach

Idea A, derived from warmup 1 

Create an object that addresses the outcome from Warmup 1.

 

Idea B, derived from Things you will bring 1/6

Create an object that is inspired by one of the objects that you brought with you.

 

Idea C, derived from Things you will bring 2/6

Create an object that represents or embodies one of the ideas you have drawn out.

Make A, use your own materials Start making with one or more of the materials that you brought with you

 

Make B, use materials provided Start making with one or more of the materials provided by the workshop

 

Make C, combine 1 and 2

Start making using any of the materials from above, do make sure to return the materials after the workshop if possible.

First

Then

Make

As a team, or alone, you work on your prototype.

Criteria for the prototype you will produce

 

→ a planned activity with the intent to explore, learn, and comprehend, test, and experience

related to your project

→ fidelity

→ testable

→ receive feedback

100

Choose one option

Choose one option

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22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Approach

The only way to experience an experience is to experience it.

Bill Moggridge

was a British designer, author and educator who cofounded the design company IDEO

22–23

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B-DC 332

Graduation Project

Computation in Design

Semester 1

Documenting

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Graduation Project

Computation in Design

Semester 1

Documenting

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Graduation Project

Computation in Design

Semester 1

Documenting

Product shots, clean background so that the focus is solely on the subject. Use a good camera, tripod if necessary, and appropriate lighting.

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Documenting

Product shots, clean background so that the focus is solely on the subject. Use a good camera, tripod if necessary, and appropriate lighting.

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Documenting

Product shots, clean background so that the focus is solely on the subject, add hands to show interactivity. Use a good camera, tripod if necessary, and appropriate lighting.

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Documenting

In action, in use: pictures of the work with people interacting or looking at the work. These photos can be staged and choreographed, or taken during a show and tell or exhibition with audience. Use a good camera, a tripod if necessary and adequate lighting.

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Documenting

Avoid

In action, in use: pictures of the work with people interacting or looking at the work. These photos can be staged and choreographed, or taken during a show and tell or exhibition with audience. Use a good camera, a tripod if necessary and adequate lighting.

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Documenting, Case Studies

Scenario Builder

Scenario

Video documentation

Tech rundown

Demonstration

Prototype

Lifestyle

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Documenting, Case Studies

Explainer

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Documenting, Case Studies

How-to

Video documentation

Functionality

Prototype

Experiencer

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Documenting, Case Studies

How-to

Video documentation

Interaction

Experience

Tech demonstration

Prototype

Planner

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Documenting, Case Studies

Thought process

Diagrams

Synthesis

Mockup

Idea

Prototyper

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Documenting, Case Studies

Scenario

Workable

Video documentation

Making

Speculation

Prototype

Prototyper

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Documenting, Case Studies

Scenario

Environment

Video documentation

Tech setup

Tech rundown

Prototype

12

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Tuesday

Thursday

Sharing session. Briefing students on Summative Assessment, briefing on Design Primer.

Individual Consultation 2.1: Students to address the roadmap for next semester. What can be achieved, which parts are of concern.

Tuesday Session

Small Group Consultations

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

This Tuesday session we will meet in groups of 3 or 4 to discuss and share the progress of your dissertation.

 

Please prepare a short summary of the current status of your dissertation, it does not have to be a presentation, but it should show your progress from last week. To receive feedback to help you move forward, please prepare questions you have that need to be addressed.

Also consider to elaborate more on how your discussion (critical journal approach) can get started while you continue to develop your practical work at the same time.

13

22–23

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Graduation Project

Computation in Design

Semester 1

Tuesday

Thursday

Closing notes, discussions and submission preparation.

Individual Consultation 2.2: Students to address the roadmap for next semester. What can be achieved, which parts are of concern.

Tuesday Session

Individual Consultations

22–23

22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

Schedule has been emailed to you.

We all meet together.

Thursday Session

Roadmap to submission

The Prototype

Review slides from week 11.2, some questions to keep in mind:

 

→ what is the difference between an experiment and a prototype?

 

→ a prototype can be of low and high fidelity, at this point, which type of prototype-fidelity works best for you?

 

→ Presentation matters. Did you review the section where the documentation of prototypes is covered, how did others document their prototypes?

Summative Assessment requirements

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22–23

B-DC 332

Graduation Project

Computation in Design

Semester 1

→ a.1 Online Design Repository

a.2 Design Outcome 1: Catalogue of Making

a.3 Design Outcome 2: Prototype

Portfolio

CPJ

You chose one of the following formats to keep your weekly updates as a Creative Process Journal: Google Docs document, Website, or Publication.

 

For your CPJ submission, make sure it is updated and complete for each week of the semester.

b.1 Compilation of outcomes from the Catalogue of Making and the Prototype supported by descriptions

b.2 A reflection of semester 1 practical outcomes (experiments, prototype) with 3 proposed developments for Semester 2

a. Body of Works

b. Design Primer