Design Thinking: New Innovative Thinking for New Problems
The article “Design Thinking: New Innovative Thinking for New Problems” by Rikke Damn and Teo Siang is about how there are different ways to approach issues, by creating a solution people have not thought of in order to solve problems people face. What stood out to me the most was how different the approach to issues were, especially nowadays. Face to face was critical, human connection was more important than technology taking the wheel.
Following this was how people nowadays feel that creativity and being gifted is something you are born with, but people need to change their mindset. Everyone has their own unique talents, and if there are some you are not as strong in, it can be learnt. This is followed with how bigger corporations tend to stagnate the creativity of people, only allowing them to think how they want them to think, to maximize the efficiency at work. Then it is followed with two other steps, such as being able to collaborate well with others, but also making the environment we work in more suitable for innovation.
Overall this article was a very interesting take on how to tackle problems nowadays. Ive always felt creativity has been hindered as you get older and you get a job. On top of that, with social media swaying your judgement on how truly gifted you are, it can really change your outlook on life. Human connection is vital in this day and age, and it would be very important to use it to solve current issues.
There is No Interface (Without a User). A Cybernetic Perspective on Interaction
The following article discusses the idea between when an interface exists. They ask the question, does the interface exist when it’s used or when it’s made. This touches on the subject that mankind has used many interfaces to communicate. For employees that wanted to clock out, they punched their cards, or programmers using zeros and ones to code computer programs. Eventually this led to programs that could be used to share data and finally creating graphical interaction. Without this timeline, social media we know today would not exist, making this timeline incredibly important.
Continuing the reading, the article talks about the “Whirlwind, which was a creation by the MIT Servomechanisms Lab. Originally it was made to become a flight simulator, but it was not used for that overall. Nowadays, this computer would not be a big deal, but at the time of its creation, it was a huge deal. It was the first of its kind, it would be able to be run a task, but then put that task on hold and work on something else, then resume back to it. This is a normal feature for computers now, but this was unheard of at that time.
Without these humble beginnings, we would not be where we are with our current technology. Our apps, social media, or even touch screen wouldn’t have been created if we didn’t have these origins. All these slow progressions created pathways in order to invent new types of technology.
Play as Research: The Iterative Design Process
Finally, the last article touched upon the iterative design, which is a cyclic process of prototyping, testing, analyzing and refining works in progress. An example of this design was used in games such as Loop and LEGO Junkbot. The reason this design works so well is that it allows the creators of the game to properly work on the game. They get to increase the quality of the game by equally sharing the responsibility of how the game is, between the creator and player.
In order to design a game, one must have a set of rules. Following this is crafting the play, by the players using the rules to create their own unique experience. This is the designer’s responsibility, to create a structure within the game and have the players test it out. Giving this equal role of responsibility for the success of the game. This is crucial because the creator might create something, but the player may change it in a way that’s more enjoyable, discovering new ways to push the game to a new level.
I think iterative design is extremely important and I see it in almost every video game nowadays. Game designers tend to put out their product before releasing it for players to rest out and return feedback. I’ve seen many video games turn from mediocre to fan favorite because they allowed the users to bend the structure of the game to their liking. Without having equal roles, both sides can suffer in the production of the video game, therefore this design method is very useful.