Provocative Requisites
 
Design Thinking
 

Description

Provocation, ambiguity, inspiration in context

Goal

Represent a design idea creative and playful, question and discuss the design ideas by letting them experienced in context, create inspiration for design Type

Experimental research method

Example of use

Dealing with ambiguity and dubiety of the idea

Steps

  1. 1.Define a situation, a scenario, or a context for the requisite

  2. 2.Design the requisite, populate it with data, play it or set it up

  3. 3.Observe the requisite in action

  4. 4.Document the scenario, the observation, the interaction with the requisite

  5. 5.Analyze and explain in relation to the design idea

References

  1. Gaver W., Beaver J., Benford B. 2003. „Ambiguity as a Resource for Design“, International Conference on Human Interaction, CHI, USA.

  2. Dahley A., Wisneski C., Ishii H. 1998. “Water Lamp and Pinwheels: Ambient Projection of Digital Information into Architectural Space”, CHI’98, April 18-23.

  3. Lundberg et al. 2002. “The Snatcher Catcher” – an interactive refrigerator, Proc. NORDICHI 2002 Conference, Aarhus, Denmark, Oct. 19-23.

Provocative Requisites

FreeImages.com/dumitru ionut.