Somehow we managed to win the challenge. It’s a great honor and very surprising to us. First of all, we would like to thank the organisers, judges and all the other participants. It was a difficult challenge and it took us a few days to get it out of our system. During the judging we looked through all the submissions. They were incredible, creative and showed a lot of diversity.
When comparing our final video to the other submissions, we find our video a bit lacking in terms of thoroughness and expression. The timing, images and text fail to communicate our design concept, it could have been done a lot better. At the same time we feel it illustrates how our process evolved and how we prioritised the 24 hours. We spent an incredible amount of energy documenting our findings, reporting our struggle and creating three concepts for critique. In fact, we only left about an hour to create the video.
Winning the competition has left us another topic for debate. People at our faculty, friends and maybe even OZCHI participants are going to see this blog, with all the hasty entries and errors exposed. Do we touch this blog afterwards?
We have decided not to. This post might be edited a few times to create a decent conclusion and maybe even a fancy video for later reference, but we have decided to let all the misspellings, failed elaborations and other oddities be.
We strongly believe that if we want a better understanding of design, we need to expose the whole process and not fold every twist, turn, choice and subjective impression into a final black-boxed concept.
Enjoy the blog and feel free to drop us a comment on henrikkorsgaard or bobille [at] gmail [dot] com
Labyrinth Within is a labyrinthian game in an alleyway where the players only choice is to move back and forth on a linear path.
How it works:
At one of the ends of the alley there is a sign explaining how to navigate the labyrinth. Each time there is an intersection in the labyrinth the user has to choose on a switch, if he wants to go left or right. Once he has chosen he can proceed to the next switch where there is a light, that can be either red or green. If the light is red it means that he has hit a dead end and he has to go back to a previous switch and make another direction. It is not always given that the users false choice was at the previous switch. He might have to go all the way back to the first switch to get on the right track. Once all the lights are green the user ha made it through the labyrinth.
Process:
As described in earlier posts we settled on an alleyway in The city of Aarhus as our space/domain. We wanted to make it a more friendly place to be and explored a multitude of possibilities. We had inspiration form ethnographic field studies[6] and user participation via a Fictional inquiry[12]. Out of these concepts we chose to explore three by making picture scenarios[13]. Throughout the process we continuously reflected in- and on-action [3] with the help of “a map for design reflection”[1] and tried to challenge our own decisions. Finally we decided on Labyrinth Within as out best concept.
Video video here..
Edit: The long awaited youtube version:
References
[1]Dalsgaard et al.(2008): Maps for Design Reflection
[2]Rittel & Webber(1973): Dilemmas in a General Theory of Planning
[3]Schön(1987): Educating the Reflective Practitioner
[4]Löwgren & Stolterman(2007): Thoughtful Interaction Design
[5]Halskov et al.(2010): Creativity Methods in Interaction Design
[6]Blomberg et al.(1993): Ethnografic Field Methods and Their Relation to Design
[7]Bansler(1989): System Development Research in Scandinavia
[8]Ehn & Kyng(1991): Cardboard Computers
[9]Rogers(2004): New Theoretical Approaches for Human-Computer Interaction
[10]Debord(1956): Theory of the dérive
[11]DeCerteau(1988): Walking in the City
[12]Ivesen & Dindler(2007): Fictional Inquiry
[13]Pedell & Vetere(2005): Picture Scenarios for Represeting use Context in Design
At this point in time we have created 3 picture scenarios, one for each of our favourite concepts, to give ourselves a bette understanding of how the concepts could work in the alley. Before we venture on to begin making the final concept video we feel that it is necessary to reflect on each of the 3 concepts in relation to our design process and domain.
Guiding Stars addresses in a very direct way the dark and uncomfortable nature the alleyway has. Our users have pointed this out and we see the value in lighting up the passageway. After having disguised the concept a little more, we think that it is little more than a fancy show of lights, and that the problem that the concept addresses, can just as easily be fixed with a couple of street lamps.
Mirror of a Stranger gets much of its appeal form the fact that people likes to see themselves in a mirror. The twist being that the mirror doesn’t show the user him- or herself, but instead someone else. This, in our opinion, would have the affect that people forgets the uncomfortable nature of the alley and focus on the strangeness of the interactions with the windows. Though we initially thought that this concept was a very good one we now thing that the idea feels like something seen many times before.
Labyrinth Within has a more playful nature and we think that it would have the ability make the users want to occupy the alleyway more often. The downside of this concept is that it is harder to explain to the users in a simple and straightforward way. The notion of having a labyrinth folded out on a straight line, but still having to navigate he labyrinth, is a lot more work for the user to comprehend. The idea is, however, very appealing to us. The fact that we could have a labyrinth on a straight line is os much against the nature of a labyrinth, that we are very much intrigued by it.
After this very short reflection session we now have only 2 hours to make our concept video, ant therefore we must get on with it. We have chosen the Labyrinth Within concept and must hurry on to making a video that explains the concept so that everyone can understand.
Second scenario done. Now we are getting there. When all the scenarios are done, we will give them an informal critique session and choose the final project!
For quite some time now we have been working with this domain/location/design space. In the first initial steps we investigated it as a dark, scary place and later as the day came as a narrow corridor connecting to streets in Aarhus. It is almost unnoticeable and remains hidden for the busy or intimidated users of the city.
We have gathered a few pictures from our three visits to the alley. The first one is a google map, while the others are ambient, descriptive and exploratory.
First visit, Dérive:
Our first visit to the Alley was during the initial inquiry into the overall design space. The Alley stood out as a peticular dead, eire and hidden space. Our first video, passing through is more a soundscape than a video. Our impression is that this place at night, has the most dark, mysterious, dead, scary, hidden and invisible feel to it. But at the same time we got interested in this hidden passage, how it’s used and the potential for a design dialog/intervention.
Second visit, workshop day:
While the daylight brought a more ambient and open feel to the alley, it was far from inviting and it still have some aspects of dark, narrow, secret, hidden and confined. Using the narrative and guiding the users through it slowly and engaging helped define it as an intermediate space. A secret passage through the city.
Third visit, pictures and sense, day:
We visited the alley later the same day during lunch. This time we took a lot of pictures and talked about the confined, secret aspect.
Summing up:
Our understanding of the design space; the alley, is still evolving with each inquiry, discussion and concept proposal. Some of the key concepts we value about the location is this hidden aspect. While it awakes the adventure in you, it is still a rather prickly uninviting space. We hope to open the domain for further investigation as we decide on a final concept and start develop a prototype/mockup/proof-of-concept.
Hopefully we will have time for a fourth visit with some sort of prototype!
We have been down indeed. Getting tired after working too hard, too long without sleep. But we took the time to sleep a few hours, eat ‘healthy’ and get a chance to talk about our to different inquiries, the Dérive and the Fictional Inquiry. Our design material is comprise of both tacit and explicit knowledge, impressions and subtle notions. Normally we would do extensive documentation and triangulate with more classical ethnographic approaches like interviews and observation. But due to our limited timeframe we have decided to go for gut decisions and use our design judgment.
This opens up for some valid critique and makes our interventions and propositions even more particular and subjective, but it is our burden to bear as designers….
In the following hours we will be working on to big externalisations of our knowledge and understanding. Henrik will be working on establishing our domain in a series of artefacts, while Bo will focus on creating a few Rich Picture Scenarios with the concepts we have been brewing on.
At the same time we will try to update our Map for Design Reflection, showing you what is happening inside the design engine and expose ‘the black magic’
We have created three concepts for exploration through Rich Picture Scenarios:
Concept A: Mirror of a Stranger
This concept revolves around trying to create relations with the users of the domain across time. If one person uses the passage, a series of window openings along the passage will give a reflection(a video recording) of a previous user, instead of the expected natural reflection.
Inspiration and material background:
The Dérive gave us an impression of a desolate , unfriendly, even dangerous area. The exploration of the alleyway in daylight showed a narrow passage. The user workshop gave us concepts of: Photography, resistance, house of mirrors, movement and egoism.
Concept B: Guiding Stars
This concept is using guiding lights as an opening into the dark alleyway. A big LED grid net is suspended 3M above the corridor and when a person makes sounds it will illuminate right above. When no one is in the alley, the only noise will be from the streets along the two openings. They will pulse with light, inviting users to use the dark passage. When the user enters, she will be given a personal Guiding Star throughout the journey.
Inspiration and material background:
Here the subtle and dark exploration gave us the a feel for using light without intruding and dissolving the night. The users gave us the obvious, bringing light into the alley. At the same time they expressed a respect for the cavy, corridor feel the alley have, even at day.
Concept C: Labyrinth within
This concept is about opening up the alley and inviting to exploration, play and engagement. Seeing the narrow passage as a simple labyrinth, we want to extend the space with light, play and interaction.
Inspiration and material background:
We bring the notion of the secret, hidden and challenging from our nightly exploration of the alley. From the users we have words like play, house of mirrors and movement. This concept is the one furthest away from the explicit input from the users. But here we are extending the narrative a bit and try to create a space that potentially opens up for exploration.
We will post some picture scenarios, update the Design map and elaborate on the domain as soon as possible.
We have just returned with another ‘body’ of material from a short workshop with 6 users. We wanted to take the user on a slow journey through The Alley in a way that made them relate to the passage in a more personal way. We tried to setup a fictional design space driven by a short background story and an important task relating to the story. Afterwards we had a short debriefing and casual talk about The Alley, their impressions and thoughts about rethinking it as a passage. Bending the method of Fictional Inquiry[12] a bit to fit the short preparation and execution time, we hope to have gained and insight into how this small confined urban space could be re-colonised på humans. Instead of discussing the current state and a quick fix, we wanted to explore values, relation and reframe the situation through the users.
The short narrative we introduced to the users was inspired by the rich archaeological story of Aarhus. The users was placed at one end of a corridor in time. This corridor was created by archaeologist trying to access the viking city of Aros. The corridor thus span from 900 century to the presence. But, the fragile corridor is only able to stay open as long as there is human presence inside. The clever archaeologist discovered that if they somehow could trap human experiences, relations and thoughts inside this corridor it could stay open forever. Therefor it was up to our users to try and embed this human residue inside the corridor. Equipped with the narrative, Post-It’s, their imagination and a guide, the users ventured inside the passage.
Both the collected Post-It notes and the casual discussion afterwords gave us a few things to think about. Now we have returned home with the the last chunk of design material before we start creating scenarios and concepts. Stay tuned…..
While we are calling people to participate in a workshop in downtown Aarhus at 11 a.m. I’ll just take a few minutes out to explain our header image; map for processe visualisation and reflection[1].
It is an utility we have used a few times before to create snapshots of the process. It is a god way to visualise where we are, what has gone before and how the progression is. In the end its a good tool when we return to the different parts of the process, reflecting and learning.
In this case we are using different icons symbolising different artefacts and interventions in the process. From left to right: a) The question mark symbolises unanswered question, often very essential questions that needs answering. b) The speech bubble indicates dialog, internally in the team, with stakeholders. c) The text document symbolises the externalisation of visions and ideas in the form of blogposts, scenarios and tales from the field. e) The star indicates an active intervention or experiment. f) Lastly the camera icon symbolises all kinds of graphic/photo media representations.
We place the symbols into the map from left to right as the design process evolves. Sometimes a ‘thread’ ends up being a dead end; when artefacts and concepts gets eliminated in a converging moment. This is marked with the read X. In this case we favoured working specific with the dark alley as domain, while other areas where cut, e.g. working with an open square or historic monuments.
We will return to this map along the process, if or when we have time to reflect. That 24-hour timeframe has a tendency to define how we invest our time.
Besides resting a bit in the early morning, we have been busy digesting our nightly adventure. While the whole brainstorming, mind mapping and exploring the city for potential spaces, had a very open diverging nature, we have decided to narrow it a bit and focus on a specific space.
The clock is ticking and we have decided on a domain/urban space, as the focus for our further inquires. Late last night we found the dark eire alley in the older part of Aarhus. There was no other light than the streetlights at the end of this slim corridor. We recorded a short film on the iPhone, with no added lights. With the sounds of us tripping over bottles the movie illustrates well how this passage is abandoned and an unwelcoming space during the evening and night.
We will be back soon with a further description, a scenario and plans for an onsite ‘user’ investigation/workshop!
Edit: Quick reflection and concern:
We have been arguing back and fort about choosing this very specific and particular location. We are worried that this very local alley is to ‘narrow’ a design space, in the sense it might not offer any inspiration or dialog when further explored. Furthermore the ‘tame’ version of this design problem would be introducing streetlights and keeping the passage clean. Thus we become ‘wicked’ designers seeking a specific design agenda!
We are back from our 6Km long walk in the city of Aarhus. It was a needed break from the office and quite refreshing. Being exposed to the subtle impressions of the night gave us a nice thinking room and great inputs around the concepts of urban space, room, night and day. We still need to get a grasp of the inspirations and compare the emerging visions with the overall design space.
We will be back with more concrete visions, a further iteration on the design process and maybe even a few short concepts. Until the we give you at map of the rute.
We have started out trying to get a understanding of the given design space and establish a mutual understanding of ‘whats at stake’. To this purpose we have read and discussed the design brief, followed by a quick brainstorm, creating a mindmap of our thoughts regarding this rather open domain.
Using a whiteboard we have been drawing what ever came to our minds when it comes to the word ‘space’, in the more general form of urban space and the abstract form such as social space or media space. See image
From those few words we drew out different concepts of space from our previous experiences, impressions and our first ‘visions’ in the sense of Löwgren & Stolterman[5].
Examples of such words or concepts are:
Terrain Vague
Hidden Space
Media Space
Social Space
Night/Day
Internet Space
This lead to a discussion about possible approaches and inquiries. Based on previous experiences we feel that those initial steps into to dialog with the design space are critical. At best the fuel further inquires and enriches the process, but if we are not careful, the first few steps can ‘contaminate’ the process and if uncontested, determine the defining of the problem space and thus the solution.
Before the competition began we saw the fact that we begin the process at 2 a.m. as a disadvantage. How could we observe potential domains and users. But at this moment we experience that initial constraint as an advantage. We have the whole night to explore the notion of ‘space’.
We have decided to draw on the Situationist International and their concept of dérive, drifting through the (urban) space[10].
“In a dérive one or more persons during a certain period drop their relations, their work and leisure activities, and all their other usual motives for movement and action, and let themselves be drawn by the attractions of the terrain and the encounters they find there.”[10]
Using this method we want to uncover hidden layers of the space surrounding us. By drifting through the space of Aarhus at night we hope to create both a dialog and some of our design material.
We will of cause take pictures and tweet as we go…
Standing behind the whopping name Bo_part_Henrik, is two graduate students from the Department of Information and Media Studies at Aarhus University.
While the department is interdisciplinary with courses ranging from CSCW, STS, Technology and Innovation to Interaction Design, we are mainly interested in the field of (interaction)Design. Our focus of interest is how the designer shapes the process, how the process evolves and how these wicked problems[2] can result in an meaningful design intervention through dialog and reflection[3,4].
We are very excited about this design challenge. This is a good opportunity to get a feel for our repertoire as designers and try out the wide range of methods we have been thought and used over the last few years[5]. At the same time it is going to be a race against the clock. We have a background in a design culture that emphasise ethnographic field studies[6], participatory design[7], mockup sessions[8] and prototypes as modes of inquiry. Those approaches are recognised as difficult to apply, analyse and time consuming[9]. It is going to be interesting to see if we are able to get a grasp of the design situation and engage in the essential dialog. It is equally interesting to follow how other teams and disciplines try to attack this challenge.
Good luck to everyone and enjoy the design experience!
Bo Rud Bille & Henrik Korsgaard