"IDEO Method Cards is a collection of 51 cards representing diverse ways that design teams can understand the people they are designing for. They are used to make a number of different methods accessible to all members of a design team, to explain how and when the methods are best used, and to demonstrate how they have been applied to real design projects.
IDEO's human factors specialists conceived the deck as a design research tool for its staff and clients, to be used by researchers, designers, and engineers to evaluate and select the empathic research methods that best inform specific design initiatives. The tool can be used in various ways – sorted, browsed, searched, spread out, pinned up – as both information and inspiration to human–centered design teams and individuals at various stages to support planning and execution of design programs.
Inspired by playing cards, the cards are classified as four suits – Ask, Watch, Learn, Try – that define the types of activities involved in using each method. Each approach is illustrated by a real–life example of how the method was applied to a specific project. As new methods are developed all the time, the deck will grow and evolve over time.
In its first year, the Method Cards appeared to have unexpected relevance to groups that are not necessarily engaged in design initiatives. Clients report using the tool to explore new approaches to problem–solving, gain perspective, inspire a team, turn a corner, try new approaches, and to adapt and develop their own methods."
"In 1999 a group of engineers in the Midlands [UK region] who were concerned at the rapidly increasing skills shortage in engineering, developed the concept of Imagineering. 'A new initiative, designed to introduce 8–16 year olds to the fascinating world of engineering and manufacturing through fun, hands–on personal experience, targets the engineers of the future at a young age, develops and holds their interest and hopefully, encourages them to consider engineering as a future career.'"
(Imagineering Foundation, UK)
Fig.1 "One young 'imagineer' constructs a working model that he can then programme using simple control technology at the Imagineering Jaguar Land Rover Education Business Partnership Centre, at Gaydon Warwickshire." [http://www.spaghettigazetti.com/2011/11/imagineering–welcomes–new–queen.html#!/2011/11/imagineering–welcomes–new–queen.html]
2). The Imagineering Timeline
"design artifacts as outcomes that can transform the world from its current state to a preferred state. The artifacts produced in this type of research become design exemplars, providing an appropriate conduit for research findings to easily transfer to the HCI research and practice communities."
(John Zimmerman, Jodi Forlizzi, Shelley Evenson)
John Zimmerman, Jodi Forlizzi, and Shelley Evenson (2007). "Research through design as a method for interaction design research in HCI". In Proceedings of the SIGCHI conference on Human factors in computing systems (CHI '07). ACM, New York, NY, USA, 493–502. DOI=10.1145/1240624.1240704 http://doi.acm.org/10.1145/1240624.1240704
"The broad aim of this route is to support high–quality research where the speculative, experimental or exploratory nature of the work means that results or outcomes are uncertain or cannot be guaranteed, or where a significant degree of risk is involved."
(University of Glamorgan)
"The different accidents of life are not so changeable as the feelings of human nature. I had worked hard for nearly two years, for the sole purpose of infusing life into an inanimate body. For this I had deprived myself of rest and health. I had desired it with an ardour that far exceeded moderation; but now that I had finished, the beauty of the dream vanished, and breathless horror and disgust filled my heart. Unable to endure the aspect of the being I had created, I rushed out of the room and continued a long time traversing my bed–chamber, unable to compose my mind to sleep. At length lassitude succeeded to the tumult I had before endured, and I threw myself on the bed in my clothes, endeavouring to seek a few moments of forgetfulness. But it was in vain; I slept, indeed, but I was disturbed by the wildest dreams. I thought I saw Elizabeth, in the bloom of health, walking in the streets of Ingolstadt. Delighted and surprised, I embraced her, but as I imprinted the first kiss on her lips, they became livid with the hue of death; her features appeared to change, and I thought that I held the corpse of my dead mother in my arms; a shroud enveloped her form, and I saw the grave–worms crawling in the folds of the flannel. I started from my sleep with horror; a cold dew covered my forehead, my teeth chattered, and every limb became convulsed; when, by the dim and yellow light of the moon, as it forced its way through the window shutters, I beheld the wretch – the miserable monster whom I had created. He held up the curtain of the bed; and his eyes, if eyes they may be called, were fixed on me. His jaws opened, and he muttered some inarticulate sounds, while a grin wrinkled his cheeks. He might have spoken, but I did not hear; one hand was stretched out, seemingly to detain me, but I escaped and rushed downstairs. I took refuge in the courtyard belonging to the house which I inhabited, where I remained during the rest of the night, walking up and down in the greatest agitation, listening attentively, catching and fearing each sound as if it were to announce the approach of the demoniacal corpse to which I had so miserably given life."
(Mary Wollstonecraft (Godwin) Shelley, The Project Gutenberg)