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Scheda Riassuntiva
Anno Accademico 2022/2023
Scuola Scuola del Design
Insegnamento 097920 - DESIGN METHODS
Docente Broadbent Stefana Maja
Cfu 6.00 Tipo insegnamento Corso Integrato

Corso di Studi Codice Piano di Studio preventivamente approvato Da (compreso) A (escluso) Nome Sezione Insegnamento
Des (Mag.)(ord. 270) - BV (1159) PRODUCT SERVICE SYSTEM DESIGN - DESIGN PER IL SISTEMA PRODOTTO SERVIZIOPS1AZZZZ097920 - DESIGN METHODS
PS2AZZZZ097920 - DESIGN METHODS
PS3AZZZZ097920 - DESIGN METHODS
Des (Mag.)(ord. 270) - BV (1164) PRODUCT SERVICE SYSTEM DESIGNPS1AZZZZ097920 - DESIGN METHODS
PS2AZZZZ097920 - DESIGN METHODS
PS3AZZZZ097920 - DESIGN METHODS

Obiettivi dell'insegnamento

The aim of the course is to provide students with design-specific methods and tools for research and project development, in order to develop the ability to conduct and manage the entire product-service system design process. In addition to more technical skills related to design culture, Design Methods also aims to convey and develop skills related to "knowing how to be", in particular with regard to the soft skills needed to work in multicultural teams.


Risultati di apprendimento attesi

Students:
- know and understand the methods and tools to plan design research;
- can apply design thinking to different processes, themes and environments, using tools and methods appropriate to the context;
- know how to articulate, individually and in groups, design research paths.


Argomenti trattati

The aim of the course is to give the class the basic knowledge of design methodologies, the the tools and methods used within the design practice today and a critical and theoretical appraisal of these approaches. In particular we will be looking at :

  • desk and secondary research- identifying sources and using quantitative data alongside case studies
  • primary research - the different approaches to understand social phenomena and practices (from anthropology to sociology to data science)
  • how to interpret findings - theories of social interaction, social organisations and material culture
  • the processes of ideation and prototyping - scenario building and agile development of services
  • evaluating prototypes - learning from UX design 

There will be a particular focus on theories and methods for digital practices in consideration of the role digital environments are playing in service design and in daily life more generally.

More in detail by the end of the course, students will be able to:

  • understand the design research process and strategy;
  • use different approaches to gather information and data from existing research and the environment;
  • apply different techniques to gain a meaningful insight on different situations and contexts;
  • learn how to interpret the data collected;
  • draw scenarios as the backbone to project development and idea generation;
  • evaluate prototypes and solutions

Students will also explore new ways to visualise the results and process of the research.

The course is articulated in lectures and small projects. Each practical activity will be introduced through frontal lecturing and case studies. The practical activity will be based on: team or individual work, project work, open discussions and creativity sessions.

This course guides the students towards becoming aware of the importance of knowing how to elaborate a design research and fully understanding the social context within which their design projects are embedded.

 

Bibliography (preliminary readings, Compulsory readings will be given in class)

 

Baumann, Z. 2006: Liquid Times: Living in an Age of Uncertainty. Cambridge, Polity

Beck, U. 1992, Risk society : towards a new modernity London : Sage Publisher

Boellstorff, T., 2008  Coming of Age in Second Life: An Anthropologist explores the virtually human. Princeton : Princeton University Pres

Barassi, V. (2015). Activism on the Web: Everyday Struggles Against Digital Capitalism. New York: Routledge

Butler, Judith (2007). Gender Trouble: Feminism and the Subversion of Identity. Routledge

Coleman, G. (2012) Coding Freedom : The ethics and aesthetics of hacking. Princeton : Princeton University Press

Cohen,J.E:  Configuring the Networked Self: Law, Code, and the Play of Everyday Practice. Yale Uni Press

Dunne, A., & Raby, F. (2013). Speculative everything: design, fiction, and social dreaming. MIT press

Fry, T. (2017) Design after design, Design Philosophy Papers, 15:2, 99-102, DOI: 10.1080/14487136.2017.1392093

Fry, T. (2010). Design as politics. Berg

Goffman, E.1959 The Presentation of Self in Everyday Life, Edinburgh, Anchor Books;

Haraway, D.  "The Cyborg Manifesto."   In Simians, Cyborgs and Women: The Reinvention of Nature.  New York: Routledge, 1991.

Knox, Hannah and Nafus, Dawn (2019) Ethnography for a data-saturated world. Manchester: Manchester University Press.

Lange, P.G. (2019) Thanks for watching. An anthropological study of video sharing on Youtube. Louiseville: University Press of Chicago

Manzini, E. (2015). Design, when everybody designs: An introduction to design for social innovation. MIT press.

Miller, D., Costa, E., Haynes, N., McDonald, T., Nicolescu, R., Sinanan, J., Spyer, J., Venkatraman, S. and Wang, X., 2016. How the world changed social media (Vol. 1). UCL press.

Pink, S. (2001). Doing visual ethnography: images, media and representation in research. SAGE Publications Ltd.

Pink, S., Ardévol, E. & Lanzeni, D. (2016). Digital Materialities: Design and Anthropology . London: Bloomsbury.

Schüll, N. D. 2012. Addiction by design: Machine gambling in Las Vegas. Princeton, NJ: Princeton Univ. Press.

Sennett, R. 1998 The Corrosion of Character. The Personal Consequences of Work in the New Capitalism, New York, Norton

Urry. J. 2007 Mobilities London: Polity Press

Urry, J,Elliott, A. 2010 Mobile Lives New York : Routledge

Wellman, B., Hampton, K., Quan-Haase, a. & Witte, J. 2001 Does the Internet increase, decrease, orsupplement social capital? Social networks, participation, and community commitment, in «American Behavioral Scientist», 45, 3, pp. 437-456.

Scholz, T. 2016, Platform Cooperativism  The New School http://www.rosalux-nyc.org/wp-content/files_mf scholz_platformcooperativism_2016.pdf

Turner, F.  Burning Man at Google: A Cultural Infrastructure for New Media Production. New Media & Society, Vol.11, No.1-2 (April, 2009), 145-66.[pdf]


Prerequisiti

There are no pre-requisites for attendance.


Modalità di valutazione

The final exam will consist in the evaluation of class exercises and projects

 


Bibliografia

Software utilizzato
Nessun software richiesto

Forme didattiche
Tipo Forma Didattica Ore di attività svolte in aula
(hh:mm)
Ore di studio autonome
(hh:mm)
Lezione
43:00
86:00
Esercitazione
7:00
14:00
Laboratorio Informatico
0:00
0:00
Laboratorio Sperimentale
0:00
0:00
Laboratorio Di Progetto
0:00
0:00
Totale 50:00 100:00

Informazioni in lingua inglese a supporto dell'internazionalizzazione
Insegnamento erogato in lingua Inglese
Disponibilità di materiale didattico/slides in lingua inglese
Disponibilità di libri di testo/bibliografia in lingua inglese
Possibilità di sostenere l'esame in lingua inglese
Disponibilità di supporto didattico in lingua inglese

Note Docente
schedaincarico v. 1.8.0 / 1.8.0
Area Servizi ICT
03/12/2022