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24 MARCH 2013

Copenhagen Institute of Interaction Design: Prototyping

"As design-led and practice-based research institution, CIID has expertise in directly engaging with design and technological materials to produce prototypes. Prototyping is at the center of CIID’s design culture; it provides us with the methods and means to probe future scenarios, situate design discourses and test design and technical implementations in real world contexts. Our prototyping methods range from simple paper based co-creation props to functional physical prototypes of complex systems. In addition, video scenarios and various experience prototyping methods are employed, in the early stages of our research, in order to bring forward surprisingly foundational insights about the “role” a technological object or system may have in the real world. Overall, insights derived from all prototypes feed back into our research process to re-iterate over its concepts or focus. With clear probing or prompting goals, we can better use sketches in materials, hardware and software to think and communicate about research, technologies and their societal impacts."

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TAGS

applied research • beauty in intangible experiences • CIID • commercial consequences • concept generation • Copenhagen Institute of Interaction Designcross-disciplinary researchDenmarkdesign innovationdesign methods • environmental consequences • environmental responsibilityexperience designidea generation • ideation • innovation driver • interaction designinteraction design researchinterdisciplinary workingintuitive design • intuitive solutions • iterative prototypingknowledge-based economy • multi-disciplinary teams • people at the centre • prototypingrapid prototypingresearch groupservice designsocio-technological dimensions • socio-technological trends • technology and human society • technology as a medium • user research • user testing • visual aesthetics

CONTRIBUTOR

Simon Perkins
21 JULY 2012

Reflection In Action: a shared platform for design discussion

"Reflection In Action is a conversation between two friends and colleagues - Eilidh and Helle.

It started when Eilidh was advising Helle on her thesis project at Copenhagen Institute of Interaction Design (CIID). The two of them had many, long, curious and insightful discussions where many ideas emerged about the world of design practice, the methods used and the challenges that accompany it.

After Helle graduated, she like Eilidh was hired by CIID to work within the Consultancy. After a long day of work during a research trip to the US, they found themselves in a dodgy college bar, drinking cheap beer and sketching the idea for Reflection In Action on a napkin. Eilidh and Helle wanted a place to house their ideas and discussion - A platform for reflection and action where they could develop a viewpoint on their daily creative practice and peruse their personal creative interests.

Reflection In Action is a place where they can show credit to the inspiring people they meet, the places they travel, the tools they use, and the experiences that influence who they are as designers."

(Helle Rohde Andersen and Eilidh Dickson)

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a place • a platform for reflection and action • back of a napkin • cheap beer • CIID • college bar • conversation between colleagues • conversation between friends • Copenhagen Institute of Interaction Design • creative journey • daily creative practice • Denmark • design challenges • design consultancy • design discussion • design methodsdesign practicedesign toolsdesignersdiscussion • Eilidh Dickson • experiences • Helle Rohde Andersen • house ideas • ideas • ideas emerge • insightful discussions • interaction design • interaction designer • on a napkin • personal blog • personal creative interests • places to travel to • reflection on action • research trip • Scotland • shared platform • sketching ideas • viewpoint

CONTRIBUTOR

Simon Perkins
10 JULY 2012

KAOSPilot: enterprising leader creating value for you and others

"The KaosPilots was founded in 1991 in Århus, Denmark. It grew out of a youth organization called the Front Runners, a truly novel initiative, who worked with cultural and social projects.

The KaosPilots is a self-governing institution comprised of two parts: the school and a consultancy. The purpose of the KaosPilots is 'positive social change through personal growth'.

The consultancy offers the same capabilities that are offered to the students to companies, NGO’s and public organizations, but adapted to suit their specific need. For examples of clients please click here.

The program is a three-year long education where the focus lies upon learning by doing through client assignments, from entrepreneurs, consultants, leaders and thought leaders.

The program consists of the disciplines Creative Enterprising Design, Creative Project Design, Creative Process Design and Creative Leadership Design and the education is designed around and operates according to the values Streetwise, Risk-taking, Balance, Compassion, Real World and Playful.

Based on the written application approximately 70 individuals are invited to attend a unique three-day workshop in the spring every year. Through a variety of assignments the applicant provides information to the staff and students who in the end will select a diverse team of about 35 aspiring KaosPilots to begin the program in the fall.

According to a comprehensive survey conducted in 2005 approximately 30% of the graduated KaosPilots work as an entrepreneur.

A KaosPilot is an enterprising leader who creates value for themselves and others."

(Christer Windeløv-Lidzélius)

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TAGS

1991action learning • alternative action • Arhus • autonomousbusiness leaderschange • Chaos Pilots • classical education system • compassion • consultancyconsultant • create value • creative enterprise • creative enterprising design • creative leadership • creative leadership design • creative process • creative process design • creative project design • creative projectscreative thinkingcreativity in the classroom • cultural projects • Denmarkdesign thinkingdivergent thinkingeducation • educational programme • enterprising leader • entrepreneurship • Front Runners (organisation) • information and communication • innovative educational programme • KAOSPilot • Kaospilot Aarhus • knowledge constructionleadership • learning by doing • live clients • management education • network of professionals • new jobs • new pressures • novel initiative • personal development • personal growth • playfulness • private educational programme • project management • rapidly changing society • real worldrisk-takingschools • self-designed projects • self-governing institution • social changesocial construction of knowledge • social inventiveness • social projects • streetwise • thought leaders • ways of thinkingyoung peopleyouth organisation

CONTRIBUTOR

Simon Perkins
03 JULY 2012

Sense of adventure: what happened to playgrounds that give children space?

Aldo "Van Eyck believed playgrounds should challenge a child's imagination without jarring the adult's aesthetic sensibilities. His abstract, elementary forms - often manufactured out of metal tubes like modernist furniture - were meant to belong in a well-mannered streetscape. During the same period in Britain, however, we were developing a tradition of playground design that was almost diametrically opposed. The first 'junk' playgrounds emerged amid the rubble of the Blitz, and the results were far less polite. Consisting of makeshift structures cobbled together out of roof beams and detritus, they were often designed with the assistance of the children themselves. That essential character survives today in descendants such as Glamis Adventure Playground in Shadwell, east London, a riot of skew-whiff woodwork and clashing colours, and an odd hybrid of post-war austerity and postmodern assemblage.

The junk playground model was created by the Danish architect Carl Theodor Sorensen, who believed playgrounds should reflect the imagination of the child not the architect. In 1943, having observed the creative way children play in construction sites, he developed the prototype junk playground on the Emdrup housing estate in Copenhagen.

The concept was brought to Britain by Lady Allen of Hurtwood, who tested it out on the site of a bombed church in Camberwell and then built dozens of what she called 'adventure playgrounds' - the term 'junk' tended to turn local mothers into nimbys. Not only did Allen feel that ordinary playgrounds were sterile places ('it is little wonder that [children] prefer the dumps of rough wood and piles of bricks and rubbish of the bombed sites'), but she believed in the healing effects of exposing children to the urban scars of warfare. At the same time, having them take part in the post-war reconstruction effort was deemed a good way of shaping model citizens.

Essentially, all playgrounds are designed to do the same thing: to help children develop their abilities, use up excess energy and keep them off the streets. But the ideology of the adventure playground is interesting for several reasons. First, there's the notion of not restricting children to the repetitive motions of the slide or swing, because the sooner you reach the technical limits of the equipment, the sooner you have to stretch those limits - hence all those swings you see coiled around the crossbar. The adventure playground was designed to liberate the wild thing within and, by exposing children to risk, teach them personal responsibility (all forms of play are underpinned by some form of didactism, so it's worth reminding ourselves that this is also simply more fun). Just as crucially, it was intrinsic to the concept that children be involved in designing the playgrounds, dreaming up weird structures and adapting them later by tacking on extra elements. This participatory dimension, managed by volunteer play leaders, is key to the development of their creativity.

It's curious how much the ethos of the adventure playground chimes with the language of a new era of design today: a 'participatory' process, recycled materials, an adaptive product. It doesn't sound like the 1940s. But equally valuable is the zone of exception that the adventure playground represents in the city, one of improvisation and informality that, pace Van Eyck, does not blend in to a polite streetscape.

Today, there are few true adventure playgrounds left, but occasionally another is built that follows all the essential tenets, such as the Kilburn Grange Park playground in north London, designed last year by Erect Architecture and based on the ideas of local kids. Increasingly, though, 'adventure playgrounds' are produced by specialist manufacturers and merely designed to look rustic. You can't adapt them, or at least anyone who tried would be carted off. These are the products of a health and safety culture that watered down adventure playgrounds in the 1980s and 90s. There was a minor revival a few years ago, when the Labour government invested £230m in new play spaces across England, but the coalition government freed that budget up for other uses, so it was short-lived. And now, with the cuts, several adventure playgrounds, including the giant ones in Battersea and Kilburn, face losing the play workers that make such playgrounds what they are.

It's worth remembering just how cheap and yet how luxurious these spaces are. We should let kids loose on this new breed of sanitised playground, to inject a little of the old spirit in them. I hear the builder behind Kilburn Grange Park salvaged the formwork from Zaha Hadid's Olympic diving towers - that could come in handy."

(Justin McGuirk, Tuesday 3 July 2012 15.40 BST, The Guardian)

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TAGS

1940s19431980s1990sad-hocadventure playgroundAldo van EyckAlfred Trachselausterity • Battersea • bomb site • Camberwell • Carl Theodor Sorensen • challenge imagination • child imagination • children • clashing colours • coalition government • cobbled together • construction site • CopenhagencreativityDanishDenmarkdetritus • didactic • didactism • dream up • elementary forms • Emdrup housing estate • Empress Frederick • engagement • Erect Architecture • exposure to risk • formwork • free expressionfun • Glamis Adventure Playground • healing effects • health and safety culture • hybridimaginationimprovisation • informality • junkjunk playground • junk playgrounds • Justin McGuirk • Kilburn Grange Park • Labour governmentLady Allen of Hurtwoodlearning • makeshift • model citizen • modernismmodernist aesthetic • modernist furniture • new era of design • NIMBY • open-endedparticipatoryparticipatory processpersonal responsibilityplay • play leader • play spaces • play worker • playground • playground design • playscapespost-war • post-war reconstruction • postmodern assemblagerecycled materialsrisk-takingRobinson Crusoe • rough wood • rubbish • rustic • salvaged • sanitised • scriptible spaces • Shadwell • skew-whiff • sterile places • streetscape • Theodor Sorenson • urban scars • warfare • weird structures • Zaha Hadid Olympic

CONTRIBUTOR

Simon Perkins
22 APRIL 2011

The History of Instant Runoff Voting ('Alternative Vote' in Australia)

"The key the to the development of instant runoff voting (IRV) was the invention of the single transferable vote (STV) in the 1850's by Thomas Hare in England and Carl Andrae in Denmark. The essence of STV is the concept that a citizen would have one vote in a particular contest, but that that vote might be transferred from one candidate to another according to each voter's ranking of candidates, depending on the aggregate result of other voters' ballots. Hare devised this balloting and counting procedure in creating a system of proportional representation.

IRV, however, is not a system of proportional representation. Instead, IRV uses the STV innovation in a winner-take-all context. Instant runoff voting, using a preference ballot, was invented by an American, W. R. Ware, a Professor at the Massachusetts Institute of Technology, around 1870. The first known use of IRV in a governmental election was in 1893 in Queensland, Australia. However, this was a modified version of IRV in which all candidates except the top two were eliminated in a batch rather than sequentially, as in the pure form of IRV. The 'staggered runoff' concept that we understand today as IRV was first used in Western Australia in 1908.

IRV, called 'alternative vote' in Australia, came to be used in most Australian legislative elections, although it was superseded by Hare's STV system of proportional representation for the federal Senate. IRV is still used for electing members of the lower house. IRV is also used in other nations, such as Ireland. In the United Kingdom, the Jenkins Commission, appointed by the new government, released their report October 29 that recommends the use of IRV for electing the House of Commons (with proportional representation achieved through the election of additional members based on the popular vote for parties nationally). ...

The single transferable vote is a more common voting procedure in the U.S. than most of us realize. Even the Academy Awards uses STV in determining their finalists. The American Political Science Association (APSA), the organization of political science professors, uses IRV to elect their national president, since political scientists understand that IRV is the fairest and simplest way to elect a single winner from a field of candidates."

(Center for Voting and Democracy, Washington, D.C.)

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1850s1893advocacyAlternative Vote • American Political Science Association • APSA • Australia • Australian Federal Senate • Australian Lower House • Carl Andrae • contest • counting procedure • DenmarkelectionfairnessHouse of CommonsInstant Runoff VotingIRV • Jenkins Commission • legislative elections • Massachusetts Institute of TechnologymisrepresentationParliamentpolicypolitical representationpolitical sciencepolitics • popular vote • preference ballot • proportional representation • QueenslandrankingRepublic of Irelandsimplicity • Single Transferable Vote • single winner • STV • systemThomas HaretransferUKvotingvoting system • W. R. Ware

CONTRIBUTOR

Simon Perkins
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