Helsinki Design Lab 25.06.2008
Session 3
Convener: Göte Nyman
CONCLUSIONS:
Human-centric is a wicked concept BUT:
Understanding the “whys” of human behavior supports inspiration for design”!
We must also creatively recognize the inspirational limits of our knowledge!
• social
• technological
• well-being related
• good life –related
CULTURE =
- MIND
- ROLE
- CONTENT
- CONTEXT
=>
- different practices
- localities
- subcultures
FROM FUNCTIONAL PARADIGM TO PARADIGM x:
- FROM FUNCTIONAL TO VALUES?
- TO MOTIVATIONS?
- TO EMOTIONAL DESIGN?
- TO EXPERIENCE
UNDERSTANDING THE “WHYS” OF BEHAVIOR SUPPORTS INSPIRATION FOR DESIGN
_________________________________________________________________________
FURTHER NOTES ON THE SESSION:
• Why the question
• Perspectives to human mind? Cultural mind? Mind and content?
• Which view offers inspiration and solutions?
• Starting point: convener skeptical about the idea of human-centricity
• Brain research, vision research => No theory in general of human high-level perception (design –level) , perception that is able to deal with ideas like beauty, style, preferences etc.
• Cognitive research has a philosophical perspective on the human mind.
• Empirical data is mostly lacking
• Design is work and creation in concrete environments
• There is no generally accepted psychological theory of our esthetic mind
• So what does human-centricity mean?
• There is always content and context
• Mind and content have to combined
• Many think that great research is being done and soon we will understand the human mind, BUT BUT …
• Another perspective is the practical world of the designers.
• We can also look at the concept of human-centricity through culture
• Value creation: marketing theory lacks the aspect of practice
• Subject, object, content
• What is the opposite of human-centric? How is human-centric different from human driven?
• Human-centric is usually considered the opposite of a technology-centric approach
• The human mind is always related to culture; content is related to the cultural environment
• Example: World of Warcraft computer game: the “clans” within the game collaborate and share a culture and an identity.
• Could these clans be called communities of practice?
• The concept has been used to refer to communities of practice engaged in similar activities.
• They develop community specific knowledge that cannot be communicated to outsiders.
• Wenger has studied this.
• Such communities may also have esthetic functions.
• Human minds are also steered by instincts when evaluating shapes. Examples: our reaction to colors, the face of baby.
• Human-centric doesn’t usually include the spiritual side of humans.
• It’s not fashionable to talk about religion or the limitations of our understanding of humans.
• We should not limit ourselves to academic thinking.
• Artists see an infinite number of possibilities of interpretation. Scientists concentrate on things they can say something “certain” about.
• We should differentiate between the conscious and the unconscious, the known and the unknown
• Where do we get inspiration for development? What kind of a concept of human-centricity could provide inspiration?
• 3D animation: seduction - designers want the viewer to “lose” the real world, to immerse themselves. Then the designer “attacks” the viewer.
• Seduction? The concept means relevance for people. All good design must include an element of seduction.
• Decision making: do people make them consciously or unconsciously and which is better? When problems are complex, it is better to let the unconscious work.
• Complex systems require subjective frameworks to be understood and managed.
• Designers may be better able to create a system based on the unconscious than other experts.
• Intuition = Seeing the whole, not just details. This is something that designers are good at.
• We make more decisions intuitively than consciously. Thus it is interesting to investigate how the unconscious mind works.
• When we think of design, we think of art, industrial design, architecture, but we should think of designers as a group of people solving a problem.
• Converging reality and cyber: When people are online, they are “masters”, they have control.
• Young people manage their social life online. This is changing their mind.
• World of Warcraft game: the game world can stay apart from the real life of the players, it doesn’t affect it.
• Is there a difference in how people learn by reading books or learning online? Online people interact with others. When people read, it’s an inner world.
• In Japan young people have more friends online than in real life. This is also causing problems (hikikomori phenomenon).
• What is significant in living together, when technology allows other ways to connect with others? Human-centricity is going on in technology too.
• What is it to be a human being “within” technology?
• Needs? Desires?
• In the virtual world desires are important.
• People need connections; the virtual worlds make it easier.
• If we define human-centricity as the core aspect, as a result we might create programs, record brain activity and carry out all kinds of research. But is this of value?
• What would be the criteria for useful applications of the concept of human-centric?
• Well-being: the key elements are changing rapidly; we don’t understand the concept well.
• The current emphasis on human-centricity is a result of us forgetting well-being.
• What is well-being? Joy, enjoyment? Fulfillment, satisfaction. In the Northern countries traditionally: lack of deprivation. In relation to design?
• Can there be criteria? Humans are so complicated. There’s so much we don’t know.
• The essence of being human is self-awareness. Awareness of our mortality.
• How much is well-being the resp. of society? Important in Nordic countries: well-being a political issue.
• In the past it was defined by the architects of the welfare state. The criteria was considered objective. Now we should redefine the criteria, there can be no objective criteria anymore.
• We focus on healing people with medicine etc. But often things like intimacy, friendly interest cure us better.
• Old people don’t what to become objects; they want to be active.
• Is human-centricity individualistic? Should we talk more about communities, family etc?
• What drives humans?
• The word human is difficult: if we talk about consumer-centricity, it’s clearer.
• When engineers, designers etc. discuss “humans”, each talk about a different human.
• consumer is a narrow concept; related to production
• What about the concept of users? Should we just talk about humans?
• A tension between the psychological theory of mind and the cultural theory. Psychology talks about the unconscious; cultural theory uses other concepts. Roles are a mediating concept.
• But we take roles within communities.
• Identity building is popular in design.
• Which concept/ perspective is inspirational?
• Inspiration and value are keys, regardless of our focus.
• What is the old paradigm? Functionality.
• The new paradigm is going towards the immaterial; things that cannot be measured; the human experience .
• Value creation is becoming mental and immaterial.
• In academia there is a lack of theory on experience; functionality prevails.
• There is no valuable theory of human perception that would help us to understand high level phenomena; but we can research functional things, the brain etc.
• Culture defines what mind is and vice versa.
• If we don’t have content, we don’t have inspiration
• Role is also an important concept.
• Content-oriented research: we have to have genuine content. If we deal with complex human reality, the content has to reflect this.
• Behaviors; motivations for behavior; values (an aspect of cultural identity); aspirations
=> design
E.g. when people clean their house, they do it because they think it makes the better people; this is not a functional thing.
• People do similar things for very different reasons.
• The example of magazines: why people prefer something? The reasons are not technical but motivational.
• Motivation = the will to act or not to act.
• Designing a health care system is very different from designing a product for every day life. Still just a matter of scale.
• In order for the unconscious the provide a solution to a complex problem, the mind has to acquire all the relevant facts
• Academics have bumped into a wall when trying to describe the human mind. They tried to do it through neuroscience etc. Then they discovered emotions, and then experience.
• The example of cars: clients talk about facts and so does the producer. Regardless of this, the decision to buy might be made based on emotions, impressions, image etc. Maybe it is based on a combination of facts and emotions etc.?
• Most important in value: perceived value. How products can convey value? Not just through esthetics, but through a number of other aspects too.
• Göte (the convener) is involved in a study on magazines, on how their value is created and what is the perceived value of magazines compared with that of other products.
• Motivation is a good candidate for the new paradigm, better than experience.
• Functional paradigm is about artifacts.
• The new paradigm could be about designing bigger things (systems etc.).
• We used to admire technology and complex solutions (functional focus) Nowadays we take things for granted; e.g. a mobile phone no longer impresses anyone. We criticize the interface or manual, if we can’t use a thing. Earlier we just felt embarrassed.
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