Zombie Metaphors and Other Strategies for Teaching Inclusive & Open-Minded Design

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Concurrent Session C Thursday May 21, 2015 1:50 – 2:40 p.m. C9 POD 366 Safe Scenery Shifting for Every-Body Valérie C. Kaelin, Image Arts, and Scott Martin, Theatre The entertainment industry is notorious for its lack of gender equity whether on stage or backstage, before or behind the camera. It is also the scene of safety infractions leading to injury and fatality. Students from The School of Theatre, Production, and The School of Image Arts, Film Studies, become the workers of tomorrow’s industry. Therefore, their educators must address the consequences of ambitious production goals at the expense of equal employment and occupational safety. Leadership means making equity and safety part of that professional ambition. Further, equity and inclusion are essential to a safe work environment. Safe Scenery Shifting for Every-Body, a co-production between the two schools, in the form of an instructional video, looks at a) physical diversity and injury prevention as well as b) the Internal Responsibility System and the right to refuse unsafe work. Female and male students from both programs demonstrate ideal practices in scenery-shifting and set practice against the unsettling statistics of the workplace. Consisting of live action on the soundstage and in the scene shop, animation and statistical charts, the video is accompanied by the results of impact surveys of student respondents. The presentation should be of interest to other disciplines across FCAD and the Faculty of Arts. The project was produced with the kind support of the LTO’s Teaching about Diversity Fund, The School of Theatre, The School of Image Arts and The School of Radio and Television Arts. The presentation participants will contribute to an ongoing body of impact surveys. C10 POD 370 Zombie Metaphors and Other Strategies for Teaching Inclusive & Open-Minded Design James Andrew Smith, Electrical and Computer Engineering Design education plays an important role in Engineering and Architectural Sciences at Ryerson University. Unfortunately, personal biases and entrenched extrovert-oriented design methodologies often lead to sub-optimal teaching of design and execution of design-oriented student group projects. In this session we will use the “Design Thinking” framework to discuss methods for teaching students how to generate and evaluate ideas for design without descending into the judgment and conflict that plagues traditional brainstorming-centric design methods. Based on a similar approach used in a graduate course in Human-Computer Interaction, we will break out into small groups and investigate inclusive designs using a pop-culture zombie metaphor as a proxy for minority or marginalized groups. Finally, participants are expected to take away methods for judgment deferral in order to maximize idea-generation and inclusion among their students in design-oriented courses.

Transcript of Zombie Metaphors and Other Strategies for Teaching Inclusive & Open-Minded Design

Concurrent Session C Thursday May 21, 2015 1:50 – 2:40 p.m.

C9 POD 366

Safe Scenery Shifting for Every-Body Valérie C. Kaelin, Image Arts, and Scott Martin, Theatre The entertainment industry is notorious for its lack of gender equity whether on stage or backstage, before or behind the camera. It is also the scene of safety infractions leading to injury and fatality. Students from The School of Theatre, Production, and The School of Image Arts, Film Studies, become the workers of tomorrow’s industry. Therefore, their educators must address the consequences of ambitious production goals at the expense of equal employment and occupational safety. Leadership means making equity and safety part of that professional ambition. Further, equity and inclusion are essential to a safe work environment. Safe Scenery Shifting for Every-Body, a co-production between the two schools, in the form of an instructional video, looks at a) physical diversity and injury prevention as well as b) the Internal Responsibility System and the right to refuse unsafe work. Female and male students from both programs demonstrate ideal practices in scenery-shifting and set practice against the unsettling statistics of the workplace. Consisting of live action on the soundstage and in the scene shop, animation and statistical charts, the video is accompanied by the results of impact surveys of student respondents. The presentation should be of interest to other disciplines across FCAD and the Faculty of Arts. The project was produced with the kind support of the LTO’s Teaching about Diversity Fund, The School of Theatre, The School of Image Arts and The School of Radio and Television Arts. The presentation participants will contribute to an ongoing body of impact surveys.

C10 POD 370

Zombie Metaphors and Other Strategies for Teaching Inclusive & Open-Minded Design James Andrew Smith, Electrical and Computer Engineering Design education plays an important role in Engineering and Architectural Sciences at Ryerson University. Unfortunately, personal biases and entrenched extrovert-oriented design methodologies often lead to sub-optimal teaching of design and execution of design-oriented student group projects. In this session we will use the “Design Thinking” framework to discuss methods for teaching students how to generate and evaluate ideas for design without descending into the judgment and conflict that plagues traditional brainstorming-centric design methods. Based on a similar approach used in a graduate course in Human-Computer Interaction, we will break out into small groups and investigate inclusive designs using a pop-culture zombie metaphor as a proxy for minority or marginalized groups. Finally, participants are expected to take away methods for judgment deferral in order to maximize idea-generation and inclusion among their students in design-oriented courses.

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To cite: James Andrew Smith, "Zombie Metaphors and Other Strategies for Teaching Inclusive & Open-Minded Design", Ryerson Faculty Conference (Concurrent Session C), May 21, 2015, Toronto, ON, Canada. Web link: http://www.ryerson.ca/lt/programs/conference/index.html

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Zombie  Metaphors  and  Other  Strategies  for  Teaching  

Inclusive  &  Open-­‐Minded  Design  

 James  Andrew  Smith,  PhD,  Peng.  Electrical  and  Computer  Engineering  

Ryerson  University    

Ryerson  Faculty  Conference,  May  2015  

hNp://cssc.uscannenberg.org/cases/v2/v2art3/  

Zombie  Metaphors  and  Other  Strategies  for  Teaching  Inclusive  &  

Open-­‐Minded  Design  James  Andrew  Smith  (FEAS)  

[email protected]  RYERSON  FACULTY  CONFERENCE,  MAY    21,  2015  

Overview  •  Background  •  How  do  we  (typically)  teach  design?  •  What’s  wrong  with  the  typical  approach?  – Focus  on  Brainstorming  

•  Design  done  right  –  Inclusive  –  IDEO  “Design  Thinking”  method  

•  Example  using  Zombies  – 3  step  group  acbvity  

Background  

•  Biomedical  Engineer  – Human  birth,  biomechanics,  wearables,  robobcs  

•  Teach  courses  on  sensors,  microchips,  human-­‐machine  interacbon,  fourth-­‐year  design  

•  Human-­‐Machine  Interacbon  – Grad  course  – Mix  of  Electrical  Engg.  &  Architectural  Science  –  IDEO’s  “Design  Thinking”  

How  do  we  teach  design?  

1.  Define  the  Problem  2.  Do  Background  Research    3.  Specify  Requirements  4.  Brainstorm  Solubons  5.  Choose  the  Best  Solubon    6.  Do  Development  Work  7.  Build  a  Prototype  8.  Test  and  Redesign    

How  do  we  teach  design?  

1.  Define  the  Problem  2.  Do  Background  Research    3.  Specify  Requirements  4.  Brainstorm  Solubons  5.  Choose  the  Best  Solubon    6.  Do  Development  Work  7.  Build  a  Prototype  8.  Test  and  Redesign    

How  do  we  teach  design?  

1.  Define  the  Problem  2.  Do  Background  Research    3.  Specify  Requirements  4.  Brainstorm  Solubons  5.  Choose  the  Best  Solubon    6.  Do  Development  Work  7.  Build  a  Prototype  8.  Test  and  Redesign    

jasmith
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To cite: James Andrew Smith, "Zombie Metaphors and Other Strategies for Teaching Inclusive & Open-Minded Design", Ryerson Faculty Conference (Concurrent Session C), May 21, 2015, Toronto, ON, Canada. Web link: http://www.ryerson.ca/lt/programs/conference/index.html
jasmith
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How  do  we  teach  design?  

1.  Define  the  Problem  2.  Do  Background  Research    3.  Specify  Requirements  4.  Brainstorm  Solubons  5.  Choose  the  Best  Solubon    6.  Do  Development  Work  7.  Build  a  Prototype  8.  Test  and  Redesign    

How  do  we  teach  design?  

1.  Define  the  Problem  2.  Do  Background  Research    3.  Specify  Requirements  4.  Brainstorm  Solubons  5.  Choose  the  Best  Solubon    6.  Do  Development  Work  7.  Build  a  Prototype  8.  Test  and  Redesign    

How  do  we  teach  design?  

1.  Define  the  Problem  2.  Do  Background  Research    3.  Specify  Requirements  4.  Brainstorm  Solubons  5.  Choose  the  Best  Solubon    6.  Do  Development  Work  7.  Build  a  Prototype  8.  Test  and  Redesign    

How  do  we  teach  design?  

1.  Define  the  Problem  2.  Do  Background  Research    3.  Specify  Requirements  4.  Brainstorm  Solubons  5.  Choose  the  Best  Solubon    6.  Do  Development  Work  7.  Build  a  Prototype  8.  Test  and  Redesign    

How  do  we  teach  design?  

1.  Define  the  Problem  2.  Do  Background  Research    3.  Specify  Requirements  4.  Brainstorm  Solubons  5.  Choose  the  Best  Solubon    6.  Do  Development  Work  7.  Build  a  Prototype  8.  Test  and  Redesign    

What’s  Wrong  With    Typical  Design  Process?  

1.  Define  the  Problem  –  When  you're  a  hammer  the  whole  world  is  a  nail.    

2.  Do  Background  Research    3.  Specify  Requirements  4.  Brainstorm  Solubons  5.  Choose  the  Best  Solubon    6.  Do  Development  Work  7.  Build  a  Prototype  8.  Test  and  Redesign    

hNp://www.boote-­‐forum.de/showthread.php?t=205120&page=2  

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What’s  Wrong  With    Typical  Design  Process?  

1.  Define  the  Problem  2.  Do  Background  Research  –  When  you're  a  hammer  the  whole  world  is  a  nail.      

3.  Specify  Requirements  4.  Brainstorm  Solubons  5.  Choose  the  Best  Solubon    6.  Do  Development  Work  7.  Build  a  Prototype  8.  Test  and  Redesign    

hNp://www.boote-­‐forum.de/showthread.php?t=205120&page=2  

What’s  Wrong  With    Typical  Design  Process?  

1.  Define  the  Problem  2.  Do  Background  Research    3.  Specify  Requirements  –  When  you're  a  hammer  the  whole  world  is  a  nail.    

4.  Brainstorm  Solubons  5.  Choose  the  Best  Solubon    6.  Do  Development  Work  7.  Build  a  Prototype  8.  Test  and  Redesign    

hNp://www.boote-­‐forum.de/showthread.php?t=205120&page=2  

What’s  Wrong  With    Typical  Design  Process?  

1.  Define  the  Problem  2.  Do  Background  Research    3.  Specify  Requirements  4.  Brainstorm  Solubons  –  Extroverts-­‐only.  Introverts  need  not  apply    

5.  Choose  the  Best  Solubon    6.  Do  Development  Work  7.  Build  a  Prototype  8.  Test  and  Redesign    

hNp://introvert-­‐insight.tumblr.com/post/117371894258/mirandafoo-­‐so-­‐true-­‐i-­‐cannot-­‐stand-­‐the-­‐phone  

What’s  Wrong  With    Typical  Design  Process?  

1.  Define  the  Problem  2.  Do  Background  Research    3.  Specify  Requirements  4.  Brainstorm  Solubons  5.  Choose  the  Best  Solubon  –  Emobonal  aNachment  to  parbcular  

solubons      6.  Do  Development  Work  7.  Build  a  Prototype  8.  Test  and  Redesign    

hNps://farm3.stabcflickr.com/2353/2303255998_89d132011c_o.jpg  

What’s  Wrong  With    Typical  Design  Process?  

1.  Define  the  Problem  2.  Do  Background  Research    3.  Specify  Requirements  4.  Brainstorm  Solubons  5.  Choose  the  Best  Solubon    6.  Do  Development  Work  –  Money  and  bme.  This  is  hard.    

7.  Build  a  Prototype  8.  Test  and  Redesign    

What’s  Wrong  With    Typical  Design  Process?  

1.  Define  the  Problem  2.  Do  Background  Research    3.  Specify  Requirements  4.  Brainstorm  Solubons  5.  Choose  the  Best  Solubon    6.  Do  Development  Work  7.  Build  a  Prototype  –  Get  discouraged  by  crummy  results    

8.  Test  and  Redesign    

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What’s  Wrong  With    Typical  Design  Process?  

1.  Define  the  Problem  2.  Do  Background  Research    3.  Specify  Requirements  4.  Brainstorm  Solubons  5.  Choose  the  Best  Solubon    6.  Do  Development  Work  7.  Build  a  Prototype  8.  Test  and  Redesign  –  Money  and  bme      

The  Killer  of  the  Design  Process:  Brainstorming  

IDEO’s  Design  Thinking  

•  IDEO:  human-­‐centric  design  •  Design  Thinking  – Admits  that  we’re  flawed  – Encourage  conversabon  – Defer  judgment  in  early  stages  – High  frequency  idea  generabon  

Design  Thinking  

Observa,ons  

Story-­‐telling  

Synthesis  

Brainstorming  

Prototyping  

Experiment  

Spread  

Source:  IDEO  Design  Challenge  Workbook  (IEEE  HIC  2012;  Houston,  TX)  

Inspirabon   Ideas   Acbon  

Discover   Ideate   Prototype  

Design  Thinking  

Observa,ons  

Story-­‐telling  

Synthesis  

Brainstorming  

Prototyping  

Experiment  

Spread  

Source:  IDEO  Design  Challenge  Workbook  (IEEE  HIC  2012;  Houston,  TX)  

Inspira,on   Ideas   Acbon  

Discover   Ideate   Prototype  

Step  1.    Observa,ons.  •  Look.      

–  What  is  the  context?    Examine  body  language.    Are  there  "workarounds”?  

•  Ask.      –  Interview  people.    Ask  why  they  do  the  things  they  do.    Use  sacrificial  concepts  to  get  the  ball  rolling  on  design  feedback.  

•  Try.      –  Try  the  process  yourself.    What  is  it  like?  

•  Learn.      –  Explore  similar  products/experiences.    Differenbate  b/w  regular  users  and  early  adopters.    Determine  a  range  of  interpretabons.    What  quesbons  can  you  ask  to  answer  why  people  do  what  they  do?  

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Design  Thinking  

Observa,ons  

Story-­‐telling  

Synthesis  

Brainstorming  

Prototyping  

Experiment  

Spread  

Source:  IDEO  Design  Challenge  Workbook  (IEEE  HIC  2012;  Houston,  TX)  

Inspira,on   Ideas   Acbon  

Discover   Ideate   Prototype  

 Step  2.  Story-­‐telling  

•  Frame  the  observabons  into  a  narrabve,  not  a  summary.    Talk  about  people  and  lives,  not  things.  

•  This  gives  details  for  imagining  solubons.    DO  these    1.  Be  descripbve  2.  Use  your  physical  senses  3.  Follow  reporbng  rules:  who,  what,  when,  where,  why  and  how.  

 DON'T  do  these    1.  Generalize  2.  Prescribe  (should,  would,  could)  3.  Hypothesize  4.  Judge  5.  Evaluate  

 Source:  IDEO  Design  Challenge  Workbook  (IEEE  HIC  2012;  Houston,  TX)  Further  reading:  pg.  92  HCD  Toolkit  book  2011  by  IDEO.  URL:  hNp://www.ideo.com/images/uploads/hcd_toolkit/IDEO_HCD_ToolKit.pdf    

Design  Thinking  

Observa,ons  

Story-­‐telling  

Synthesis  

Brainstorming  

Prototyping  

Experiment  

Spread  

Source:  IDEO  Design  Challenge  Workbook  (IEEE  HIC  2012;  Houston,  TX)  

Inspira,on   Ideas   Acbon  

Discover   Ideate   Prototype  

 Step  3.  Synthesis  The  “How  Might  We…”  Stage  

•  Make  sense  of  the  observabons.    What  is  perbnent?  

•  This  is  preparabon  for  brainstorming.  •  Start  each  sentence  with  “How  might  we…”  

 How-­‐might-­‐we's  are    1.  WriNen  down.  2.  In  plain  language  3.  Answered  in  mulbple  ways  4.  Lead  to  concrete  ideas    5.  Not  too  broad  6.  Not  too  specific  7.  Starbng  points  for  brainstorming  

 DON'T    1.  Judge  2.  Cribcize  3.  Refrain  from  giving  ideas  4.  Wander  5.  Interrupt  

 Source:  IDEO  Design  Challenge  Workbook  (IEEE  HIC  2012;  Houston,  TX)  Further  reading:  pg.  83  "Create  Theory"  HCD  Toolkit  book  2011  by  IDEO.  URL:  hNp://www.ideo.com/images/uploads/hcd_toolkit/IDEO_HCD_ToolKit.pdf    Further  reading:  +ACUMEN  HCD  Workshop  Week  1  "An  Introducbon  to  Human  Centered  Design"  hNp://plusacumen.org/wp-­‐content/uploads/2013/07/Week1_readings.pdf    

Design  Thinking  

Observa,ons  

Story-­‐telling  

Synthesis  

Brainstorming  

Prototyping  

Experiment  

Spread  

Source:  IDEO  Design  Challenge  Workbook  (IEEE  HIC  2012;  Houston,  TX)  

Inspira,on   Ideas   Acbon  

Discover   Ideate   Prototype  

Alone  Time  

 Step  4.    Brainstorming.    •  Start  to  move  from  research  stage  to  real-­‐world  solubons  

•  Requires  well-­‐prepared  &  disciplined  conversabon.  

•  Rule  1:  Defer  judgment  of  others  •  Rule  2:  Don’t  hold  back  on  ideas    •  Nothing  is  too  crazy.  •  Impracbcal  is  good  •  Spit  out  DOZENS  of  ideas.    Rapidly!  

hNp://www.dreamsbme.com/stock-­‐images-­‐woman-­‐referee-­‐image21930174  

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 Step  4.    Brainstorming.    •  Start  to  move  from  research  stage  to  real-­‐world  solubons  

•  Requires  well-­‐prepared  &  disciplined  conversabon.  

•  Rule  1:  Defer  judgment  of  others  •  Rule  2:  Don’t  hold  back  on  ideas    •  Nothing  is  too  crazy.  •  Impracbcal  is  good  •  Spit  out  DOZENS  of  ideas.    Rapidly!  

 Step  4.    Brainstorming.    •  Start  to  move  from  research  stage  to  real-­‐world  solubons  

•  Requires  well-­‐prepared  &  disciplined  conversabon.  

•  Rule  1:  Defer  judgment  of  others  •  Rule  2:  Don’t  hold  back  on  ideas    •  Nothing  is  too  crazy.  •  Impracbcal  is  good  •  Spit  out  DOZENS  of  ideas.    Rapidly!  

Design  Thinking  

Observa,ons  

Story-­‐telling  

Synthesis  

Brainstorming  

Prototyping  

Experiment  

Spread  

Source:  IDEO  Design  Challenge  Workbook  (IEEE  HIC  2012;  Houston,  TX)  

Inspirabon   Ideas   Acbon  

Discover   Ideate   Prototype  

Design  Thinking  

Observa,ons  

Story-­‐telling  

Synthesis  

Brainstorming  

Prototyping  

Experiment  

Spread  

Source:  IDEO  Design  Challenge  Workbook  (IEEE  HIC  2012;  Houston,  TX)  

Inspirabon   Ideas   Ac,on  

Discover   Ideate   Prototype  

 Step  5.    Prototyping.  •   Building  as  part  of  the  thinking  process.      

•  Make  ideas  tangible.  

•  Prototypes  provide  reference  points  for  discussion  about  more  ideas.  

•  The  are  a  communicabon  tool.  

 Prototypes  are  not  "precious".    Build  them  quickly.    roughly.    cheaply.  

hNp://upload.wikimedia.org/wikipedia/commons/0/0d/Trash_bin.png  

Design  Thinking  

Observa,ons  

Story-­‐telling  

Synthesis  

Brainstorming  

Prototyping  

Experiment  

Spread  

Source:  IDEO  Design  Challenge  Workbook  (IEEE  HIC  2012;  Houston,  TX)  

Inspirabon   Ideas   Ac,on  

Discover   Ideate   Prototype  

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Design  Thinking  

Observa,ons  

Story-­‐telling  

Synthesis  

Brainstorming  

Prototyping  

Experiment  

Spread  

Source:  IDEO  Design  Challenge  Workbook  (IEEE  HIC  2012;  Houston,  TX)  

Inspirabon   Ideas   Ac,on  

Discover   Ideate   Prototype  

 Step  6.    Experiment.  •   Take  your  prototypes  out  in  the  field.    

•  Try  them  out  

•  Break  them.  

•  Learn  from  them.  

•  Try  again.  

hNp://www.geograph.org.uk/photo/4146225  

Design  Thinking  

Observa,ons  

Story-­‐telling  

Synthesis  

Brainstorming  

Prototyping  

Experiment  

Spread  

Source:  IDEO  Design  Challenge  Workbook  (IEEE  HIC  2012;  Houston,  TX)  

Inspirabon   Ideas   Ac,on  

Discover   Ideate   Prototype  

�  

 Step  6.    Spread.  

•   Spread  the  Word!    Sell  your  Story!      

•  Don't  make  it  a  boring  presentabon.  

•  Kickstarter  has  great  examples    Tell  a  story.    It's  the  experience  with  the  product,  not  the  product  itself.    Minimize  words.    Maximize  images.    Use  the  storyboard  format.    It's  visual.  

Let’s  do  1st  3  Steps  of  Design  •   1.  Observabon  &  Storytelling    –  Groups  of  3  –  5  minutes  

•  2.  Synthesis  (“How  might  we...”)  –  Groups  of  3  –  5  minutes  

•  3.  Brainstorm  –  Groups  of  3  –  5  minutes  

Example:  Ryerson  Prof  •  Story-­‐telling  (Observa,on)  –  A  Ryerson  prof  needs  to  spend  more  producbve  bme  at  work  and  more  quality  bme  at  home  

•  Synthesis  /  “How  might  we…”  –  How  might  we  speed  up  her  commute?  –  How  might  we  remove  bme-­‐wasters  at  work?  –  How  might  we  get  her  to  avoid  thinking  about  work  while  at  home?  

•  Brainstorming  –  Speed  up  commute  

•  Rent  a  helicopter  •  Leave  home  at  5:30  am  •  Move  downtown  •  Change  jobs  •  Work  from  home  

2015-­‐05-­‐25  

8  

Example:  Ryerson  Prof  •  Story-­‐telling  –  A  Ryerson  prof  needs  to  spend  more  producbve  bme  at  work  and  more  quality  bme  at  home  

•  Synthesis  /  “How  might  we…”  –  How  might  we  speed  up  her  commute?  –  How  might  we  remove  bme-­‐wasters  at  work?  –  How  might  we  get  her  to  avoid  thinking  about  work  while  at  home?  

•  Brainstorming  –  Speed  up  commute  

•  Rent  a  helicopter  •  Leave  home  at  5:30  am  •  Move  downtown  •  Change  jobs  •  Work  from  home  

Example:  Ryerson  Prof  •  Story-­‐telling  –  A  Ryerson  prof  needs  to  spend  more  producbve  bme  at  work  and  more  quality  bme  at  home  

•  Synthesis  /  “How  might  we…”  –  How  might  we  speed  up  her  commute?  –  How  might  we  remove  bme-­‐wasters  at  work?  –  How  might  we  get  her  to  avoid  thinking  about  work  while  at  home?  

•  Brainstorming  –  Speed  up  commute  

•  Rent  a  helicopter  •  Leave  home  at  5:30  am  •  Move  downtown  •  Change  jobs  •  Work  from  home  

Next:  Zombies  as  a  Target  Market!  

•  Brainstorm  ideas  for  them  as  a  "proxy"  for  other  groups  of  people.  

•  Hard  to  offend  zombies,  but  similar  process  can  apply  to  real-­‐world  groups  

•  Used  by  CDC  to  plan  for  catastrophes  

hNp://www.techtus.com/2011/05/us-­‐cdc-­‐advises-­‐cibzens-­‐to-­‐prepare-­‐for-­‐possible-­‐zombie-­‐apocalypse/  

Background:  The  Walking  Dead  

•  It’s  a  virus  •  Spread  by  bibng  •  Lots  of  innocent  vicbms  •  Are  Zombies  people?  – “A  paranoid  schizophrenic  is  dangerous,  too.    We  don’t  shoot  sick  people.”  

Walking  Dead  Video   Group  Acbvity  1:    Story-­‐Telling  &  Observabons  

•  Zombies  are  People  vs.  Zombies  aren’t  People  – What  are  the  dramabc  issues  raised  by  regular  people  living  in  a  world  in  which  zombies  exist?  

–   How  to  regular  people  and  zombies  interact?    Can  you  give  examples?    (from  the  show  or  elsewhere)  

– Are  there  needs  that  must  be  fulfilled  that  aren't  currently?      

2015-­‐05-­‐25  

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Group  Acbvity  2:    Synthesis  “How  might  we…”  

•  "zombies  are  people"  and  "zombies  are  not  people"  perspecbves  

•    make  the  connecbon  between        [users]….  [users'  needs]…..  [insight  into  "why"?]  

•  We  need  to  write  down  "How  might  we..."  statements  related  to  the  opposite  perspecbves  –  use  sbck-­‐it  notes  

•  Have  you  idenbfied  the  user  needs  and  "why's"  behind  them  –   be  opbmisbc  –  use  plain  language  –  don't  be  too  broad  or  too  specific  

Group-­‐Acbvity  3:  Brainstorming  

•  Use  the  "How  Might  We"  quesbons  •  How  can  you  solve  them?  – Defer  judgment  – Build  on  others'  ideas  (use  "and",  not  "but”)  –   quanbty:  encourage  lots  of  ideas,    •  Crazy  is  good  •  Mundane  is  good,  too  

Conclusion  

•  We  can  make  design  teaching  – More  inclusive  – More  open  

•  Facilitabon  is  important  – Moderator  /  Referee  is  o|en  needed  – Write  down  ideas  – Rapidly  suggest  ideas  – Defer  judgment  

Quesbons?  

•  [email protected]  •  www.ee.ryerson.ca/~jasmith  •  ENG  434;  x4905