Practices:Visualization

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Visualization is a tool to generate knowledge in a different way than text or conversation.   
Visualization is a tool to generate knowledge in a different way than text or conversation.   
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Visualization techniques can be used in all steps of a foresight process.  Reasons to use them include: sparking conversation and debate about the future; embedding and communicating foresight in a different, sometimes more powerful way; stimulating action in the real world
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Visualization techniques can be used in all steps of a foresight process.  Reasons to use them include: sparking conversation and debate about the future; embedding and communicating foresight in a different way; stimulating action in the real world.
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'''Value of different types of visualization for supporting different kinds of responses:''' technical drawing (conventional drawing that is in a common language and communicated specific information from one actor to another), sketch (fuzzy, imprecise, work in progress, drawing as a tool to elaborate your ideas), rendering (realistic visualization, 3D images as if the object was real, in a real context, e.g. automobile ad).  One priority for visualization is something that falls in between a sketch and a rendering.  The closer you get to a rendering, the less space you leave for people to comment and adapt.  When you show a fixed realistic image to a user, they can basically say, "I like" or "I don't like."  Whereas if you show people something rougher, less precise, the more difficult it is for people to project themselves into a new reality.  This also leaves you space for interpretation.  So rough visualizations come at the beginning of a study, whereas at the end you use something more final.  There should be a balance between simulation and descriptive, open capabilities.  "Realistic enough" to involve people and enable them to project themselves into a future, and at the same time "open enough" to imagine.   
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'''Value of different types of visualization for supporting different kinds of responses:''' technical drawing (conventional drawing that is in a common language and communicates specific information from one actor to another), sketch (fuzzy, imprecise, work in progress, drawing as a tool to elaborate your ideas), rendering (realistic visualization, 3D images as if the object was real, in a real context, e.g. automobile ad).  One priority for visualization is something that falls in between a sketch and a rendering.  The closer you get to a rendering, the less space you leave for people to comment and adapt.  When you show a fixed realistic image to a user, they can basically say, "I like" or "I don't like."  Whereas if you show people something rougher, less precise, the more it leaves space for interpretation.  So rough visualizations come at the beginning of a study, whereas at the end you use something more final.  There should be a balance between simulation and descriptive, open capabilities.  "Realistic enough" to involve people and enable them to project themselves into a future, and at the same time "open enough" to imagine.   
Collective Projection:  SustEveryday, Triennale di Milano: '''Emergent co-design to debug scenarios''' with users, by Francois Jegou.  Testing out and building up new ideas for the experience of a new food atelier, using a process involving a blend of realistic photos of physical environments, and rough sketches of people.  First designers create the scenario, propose it to users, and then have them co-create in real-time their responses to specific photo visualizations and the human interactions that take place in them. Users react to photos, sort cards, have conversation with designers on range of possible and desired interactions and spaces.  http://doors8delhi.doorsofperception.com/presentationspdf/francoisjegouAloknandi.pdf  http://www.sustainable-everyday.net/SEPhome/home.html
Collective Projection:  SustEveryday, Triennale di Milano: '''Emergent co-design to debug scenarios''' with users, by Francois Jegou.  Testing out and building up new ideas for the experience of a new food atelier, using a process involving a blend of realistic photos of physical environments, and rough sketches of people.  First designers create the scenario, propose it to users, and then have them co-create in real-time their responses to specific photo visualizations and the human interactions that take place in them. Users react to photos, sort cards, have conversation with designers on range of possible and desired interactions and spaces.  http://doors8delhi.doorsofperception.com/presentationspdf/francoisjegouAloknandi.pdf  http://www.sustainable-everyday.net/SEPhome/home.html

Revision as of 07:23, 16 April 2010

Visualization is a tool to generate knowledge in a different way than text or conversation.

Visualization techniques can be used in all steps of a foresight process. Reasons to use them include: sparking conversation and debate about the future; embedding and communicating foresight in a different way; stimulating action in the real world.

Value of different types of visualization for supporting different kinds of responses: technical drawing (conventional drawing that is in a common language and communicates specific information from one actor to another), sketch (fuzzy, imprecise, work in progress, drawing as a tool to elaborate your ideas), rendering (realistic visualization, 3D images as if the object was real, in a real context, e.g. automobile ad). One priority for visualization is something that falls in between a sketch and a rendering. The closer you get to a rendering, the less space you leave for people to comment and adapt. When you show a fixed realistic image to a user, they can basically say, "I like" or "I don't like." Whereas if you show people something rougher, less precise, the more it leaves space for interpretation. So rough visualizations come at the beginning of a study, whereas at the end you use something more final. There should be a balance between simulation and descriptive, open capabilities. "Realistic enough" to involve people and enable them to project themselves into a future, and at the same time "open enough" to imagine.

Collective Projection: SustEveryday, Triennale di Milano: Emergent co-design to debug scenarios with users, by Francois Jegou. Testing out and building up new ideas for the experience of a new food atelier, using a process involving a blend of realistic photos of physical environments, and rough sketches of people. First designers create the scenario, propose it to users, and then have them co-create in real-time their responses to specific photo visualizations and the human interactions that take place in them. Users react to photos, sort cards, have conversation with designers on range of possible and desired interactions and spaces. http://doors8delhi.doorsofperception.com/presentationspdf/francoisjegouAloknandi.pdf http://www.sustainable-everyday.net/SEPhome/home.html

Visualization as a final illustration of a foresight: e.g., images of three different university types in Romanian Higher Education. These images reflect the end of a conversation about university prototypes. The images are also to be used in discussion forums of each university prototype.

Challenge: There are a lot of secondary messages in visualization that you cannot control, such as the materials used for the furniture in a video already communicate a certain kind of message.

Elements of visualization to shape a foresight process could include:

1) Level of contextualization: how detailed is the context to a specific culture, client, environment? 2) Level of finalization: how realistic is the visualization, how roughly drawn? 3) Degree and nature of participation of users/people: at which point do they participate in the design of the visualization?

What we still need here: a list of different kinds of visualizations; a set of production processes; a set of participation processes

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