http://videotar.mtv.hu/Videok/2009/04/14/11/Szomszedok_1_resz.aspx
Also take a look at the last episodes, they are great!
Designing services using local intelligence
http://videotar.mtv.hu/Videok/2009/04/14/11/Szomszedok_1_resz.aspx
Also take a look at the last episodes, they are great!
Hello everybody! Check Keserue Zsolt’s project: Rounding off- Lekerekítés
Visiting this site, you can find photos, videos and text (english and hungarian as well) about an art-project, which took place in Budaörs, in the same block houses (Budaörsi lakótelep), which we will visit tomorrow. The project is about how people in these houses personalize their flat, their space and how do they use it. The website is a bit messy – there are a lot of projects of the same artist -but its really worth to find all the information about this project. Maybe you have to google it…
Rudolf Laban, a fellow Hungarian born in 1849, was a dance artist and theorist whose work laid the foundations for Laban Movement Analysis and other more specific developments in dance notation.
He initially studied architecture at the École des Beaux-Arts in Paris and became interested in the relationship between the moving human form and the space which surrounds it.
Laban is a way and language for interpreting, describing, visualising and notating all ways of movement. LMA draws on his theories of effort and shape to describe, interpret and document human movement. Used as a tool by dancers, athletes, physical and occupational therapists, it is one of the most widely used systems of human movement analysis.
Modernism and the pioneers behind the movement in the wake of the First World War planned for a new and better world. There was a rejection of the past and a belief in the future and in technology; a Utopian desire for a healthier life, one more rational and more efficient, ideas about how we live, health and new ideas about the body took centre stage during this time.
Health was seen as a metaphor for a bright new future post war. In practical terms, it meant that buildings, both private and communal, should have modern amenities. These ranged from indoor toilets and hygienic kitchens, to swimming pools, gyms and sun decks, the first leisure centres and sanitoriaums were born during this era.
The connection between health and the body can be seen throughout the mass media and the visual arts. Everywhere there were images of sports men and women, dancers and gymnasts, swimmers and sunbathers. These images were not merely a celebration of health and exercise. Often they had deeper social and political resonances.
‘Mindapples’ is an independent UK based organisation dedicated to promoting mentally healthy living for everyone. They want to support everyone to take better care of their minds, by asking everyone to note down the five most popular activities that people do to keep themselves mentally well every day.
The original 5-a-day fruit and vegetable campaign encouraged us to take care of our bodies through simple daily activities, and they want to do the same thing for healthy minds. If you can look after your body by going for a run, or eating an apple, then what’s the equivalent for our minds? Mindapples have created a test for people to fill in and begin to open up a new, positive conversation about how we can take better care of ourselves, simply by asking everybody the question:
“What’s your 5-a-day?”
“How would you rate your mental health? (1 is bad, 5 good)”
Touchpoints: The emotional and physical tangible moments of interacting with a service/experience eg. Touch-points can take many forms, from advertising to personal cards, web- mobile phone- and PC interfaces, bills, retail shops, call centres and customer representatives.
Experience Prototyping: An approach to prototyping that encourages us to think of interactions with product, space, service or system as integrated with the dynamic aspects of time and space, as they are actually experienced by people in their context, rather than one or more specific isolated artifacts. Traditional design prototyping tools like storyboards, scenarios, sketches, models, video, or on-screen simulations are able to communicate the elements that make up an experience and do this by inviting people to look-on rather than actually participate. Experience prototyping would involve activities such as role-playing, simulation sessions, (using appropriate props), and similar situations that are carefully-designed/or selected to highlight particular qualitative aspects of engagement with product, space, service or system.
Service Blueprints: Blueprints need to describe time in a service. This includes the sequence of events of a service experience, its durations and timings. A blueprint should graphically and narriatively describe this time element. A blueprint can be used by both business process managers, designers and software engineers during development, and can be used as a guide to service managers that operate services on a day-to-day basis.
Currently, the biggest challenges in blueprinting revolve around ways of depicting services in a holistic way, from elements of the branding and user experience on one hand to back-end technical and business processes on the other.
Ethnography: the scientific study of the customs of individuals or groups, as part of the discipline of anthropology. It attempts to put as much emphasis on intangibles, such as aesthetics and emotion, as on so called hard data.
Heuristics: the use of experience based techniques, such as “trial and error”, for problem solving, learning and discovery
Links to service design definitions and methodologies: some are just common sense
Guardian Service Design article: Jargon Buster
An article that describes some of the issues currently discussed around Service Design and explains why the term is used to describe how we interact with experiences.