"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."
(IDEO)
"As it happens, designing Future Interfaces For The Future used to be my line of work. I had the opportunity to design with real working prototypes, not green screens and After Effects, so there certainly are some interactions in the video which I'm a little skeptical of, given that I've actually tried them and the animators presumably haven't. But that's not my problem with the video.
My problem is the opposite, really - this vision, from an interaction perspective, is not visionary. It's a timid increment from the status quo, and the status quo, from an interaction perspective, is actually rather terrible. ...
I'm going to talk about that neglected third factor, human capabilities. What people can do. Because if a tool isn't designed to be used by a person, it can't be a very good tool, right? ...
Do you see what everyone is interacting with? The central component of this Interactive Future? It's there in every photo! That's right! - HANDS. And that's great! I think hands are fantastic! Hands do two things. They are two utterly amazing things, and you rely on them every moment of the day, and most Future Interaction Concepts completely ignore both of them. Hands feel things, and hands manipulate things.
Go ahead and pick up a book. Open it up to some page. Notice how you know where you are in the book by the distribution of weight in each hand, and the thickness of the page stacks between your fingers. Turn a page, and notice how you would know if you grabbed two pages together, by how they would slip apart when you rub them against each other.
Go ahead and pick up a glass of water. Take a sip. Notice how you know how much water is left, by how the weight shifts in response to you tipping it.
Almost every object in the world offers this sort of feedback. It's so taken for granted that we're usually not even aware of it. Take a moment to pick up the objects around you. Use them as you normally would, and sense their tactile response - their texture, pliability, temperature; their distribution of weight; their edges, curves, and ridges; how they respond in your hand as you use them.
There's a reason that our fingertips have some of the densest areas of nerve endings on the body. This is how we experience the world close-up. This is how our tools talk to us. The sense of touch is essential to everything that humans have called 'work' for millions of years.
Now, take out your favorite Magical And Revolutionary Technology Device. Use it for a bit. What did you feel? Did it feel glassy? Did it have no connection whatsoever with the task you were performing?
I call this technology Pictures Under Glass. Pictures Under Glass sacrifice all the tactile richness of working with our hands, offering instead a hokey visual facade."
(Bret Victor, 8 November 2011)
"A variety of designers and researchers address issues of concern to contemporary design thinking in this first issue1 of Zoontechnica (not counting the pre-issue, now archived). All grapple with questions about how design can, in more substantial ways, contribute to sustaining those things that need to be sustained, like social justice, equity, diversity and critical thinking. ...
It is now widely acknowledged that design has played a central role in creating and sustaining cultures of consumption that continue to use up resources, burn fossil fuels that emit greenhouse gases that lead to climate change, and so on. What's less recognized is that these are not just biophysical problems to be solved by technologies, but that the unsustainable is often that which is closest to us, the everyday world in which we feel comfortable, secure and accommodated (herein lies a dilemma for user-centred design – what to do about user needs/desires that clearly contribute to unsustainability?). Being-in-the-world is being with designed things, structures and spaces that design our modes of being. Sometimes this is obvious, 'the designed' declaring itself as such,but mostly, the designed nature of our worlds is invisible to us, and when everything is working as it should, we feel at ease. We shouldn't. So much of what functions seamlessly now, saves time, delivers convenience, gives pleasure, etc– is actually taking futures away."
(Anne-Marie Willis, November 2011)