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Making Spaces: how Design Workbooks Work — William Gaver

"Proposals served similarly to a collection of prototypes, providing relatively concrete 'devices' that views could mentally simulate and critique as they might ones that were physically realised."

The collection will allow themes to more obviously appear and highlight weaker ideas.

Details need not be resolved to allow more discussion and potential development.

The designer will also be able to view the work as if it weren't their own more easily. Once collected with other ideas all presented in a similar manner, the work will be removed from individual traits of the designer and claim a voice of its own.

Proposals are not futuristic, they could exist in the present day. Instead they point to a future or 'new reality' in which the design exists. (Key point of speculative design)

(In contrast...) 'Design scenarios' are often positive, they neglect potential issues which could lead to more useful ideas and they are often from a single perspective therefore presenting a narrow exploration.

Do not include the technical aspects or the 'how' a proposal would work, leave this open to the reader.

Workbooks allow a much wider exploration through comparison, in terms of technology/aesthetic/ethics/narrative/etc...

They promote a more playful (and varied) approach that is initiated by curiosity and exploration.

How do you start a workbook? A theme? A question? A topic?

To make:

1. Eclectic research surrounding overall topic

2. develop sketch proposals "improvised, inspiration-driven manner" (individual)

3. Categorise these (team)

4. Take further some ideas with a new workbook that is categorised and develops ideas (diverse/suggestive/general/detailed)

5. Lead to prototypes (maybe 3)

Text can be more story-based than only descriptive.

Group work is preferred (at least for feedback and discussion).

This method uses design to find problems or areas to design further for (make your own brief).

Pages should have a diverse set of ideas shown in varying ways, some images merely suggestive, some specific, some show general issues, some specific detail.

Images are important as they will convey function/aesthetic/emotional elements of the design. It is essential they find balance between making it look real and tangible, but still open to change. See below, images are indicative.











Don't use sketches, this keeps ideas separate from individuals and shows the ideas are considered beyond initial conception.

Text should have the right amount of detail (not much). The tone of voice should be "over-earnest yet deadpan" as this invites criticism but doesn't convey a lack of understanding/intelligence. This tone is inspired by Kabokov's 'A Palace of Projects' (1998).

Invite readers to form their own view, this can lead to further discussion/speculation and then further design work.

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