PROTOTYPING FOR NON-DESIGNERS: REFLECTING ON THE USE OF INTERACTIVE PROTOTYPING TOOLS

Scientists and designers show different problem-solving strategies. Where scientists generally adopt a strategy of analysis; designers are more inclined to solve a problem by synthesis. Instead of striving for a deep understanding and analysis of the problem, a designer tackles a problem by quickly generating a satisfactory solution. Prototyping is one of the tools for designers to conceptualise and realise new product solutions. Fifteen students in their final year at the university following Political and Communication Sciences received an introduction to the programs Makey Makey and Scratch. All participants had little to no experience with programming and prototyping. The reflections on the workshop are described from a teacher and students’ point of view through qualitative interviews and an post survey. Results shine a light on the level of enjoyment, satisfaction and barriers of the students about the new learned tools. We conclude that interactive prototyping for non-designers is valuable and other non-design disciplines can quickly integrate such tools.

[1]  K. Dorst The Nature of Design Thinking , 2010 .

[2]  Pieter Jan Stappers,et al.  Co-creation and the new landscapes of design , 2008 .

[3]  Philip J Cowen,et al.  Constructionism , 2011, BMJ : British Medical Journal.

[4]  Antti Oulasvirta,et al.  Understanding contexts by being there: case studies in bodystorming , 2003, Personal and Ubiquitous Computing.

[5]  Eric Rosenbaum,et al.  Scratch: programming for all , 2009, Commun. ACM.

[6]  Bryan Lawson,et al.  Cognitive Strategies in Architectural Design , 1979 .

[7]  Marcel Bogers,et al.  Collaborative Prototyping: Cross-Fertilization of Knowledge in Prototype-Driven Problem Solving , 2014 .

[8]  Arne Jönsson,et al.  Wizard of Oz studies: why and how , 1993, IUI '93.

[9]  N. Cross Designerly ways of knowing , 2006 .

[10]  J. Aken Management Research as a Design Science: Articulating the Research Products of Mode 2 Knowledge Production in Management , 2005 .

[11]  David Shaw,et al.  Makey Makey: improvising tangible and nature-based user interfaces , 2012, TEI.

[12]  Jon Kolko,et al.  Abductive Thinking and Sensemaking: The Drivers of Design Synthesis , 2010, Design Issues.

[13]  Paulo Blikstein,et al.  Digital Fabrication and Making' in Education: The Democratization of Invention , 2013 .

[14]  Michail N. Giannakos,et al.  Empirical studies on the Maker Movement, a promising approach to learning: A literature review , 2017, Entertain. Comput..

[15]  Kristina Höök,et al.  Generating Ideas and Building Prototypes , 2011 .