This is Elote!

This is Elote!
We're all happy little corns

Saturday, 3 November 2012

FINAL DESIGN 2: Activity Theory



“Activity theory is a conceptual framework based on the idea that activity is primary,
that doing precedes thinking, that goals, images, cognitive models, intentions, and
abstract notions like “definition” and “determinant” grow out of people doing things” (University of Wolongong, 2007)
For design, it seems that the Activity Theory makes perfect sense. Often we find that while designing, it is vital to make and build models as they show us outcomes that we may not have envisioned. To use drawing tools, to use Solidworks and to use photoshop give us our design in a physical form and when we start doing and making, only then can we see every potential problem so we can fix it.

Activity Theory uses the whole work activity as the unit of analysis, where the
activity is broken into the analytical components of subject, tool and object, where the subject is the person being studied, the object is the intended activity, and the tool is the mediating device by which the action is executed. There are two components that have been added since: The first is rules, these are
sets of conditions that help to determine how and why individuals may act, and are a
result of social conditioning. The second is division of labour, this provides for the
distribution of actions and operations among a community of workers. These, two
elements affect a new plane of reality known as community, and through this, groups
of activities and teams of workers are anchored, and can be analysed (University of Wolongong 2007)







These elements are then seen to run in a ‘ringstructure’ (University of Wolongong, 2007): Basically every component of Activity Theory is reciprocal. Every effect on one section comes full circle and affects each section in turn.

This can be so clearly seen with design. As each section was enhanced, so was the standard of work we produced. With every one that went wrong, our work fell in quality. When the subject (us) became preoccupied with passing our other subjects, the work levels for the cart dropped off, and when the division of labour wasn’t divided up properly, one person ran out of time to do their part and the quality suffered. The two sections we noted as special was the ‘tools’ and the ‘community’. The community we had to work in was so much fun, it was positive and encouraging, it was inspiring and it was exciting. We were encouraged to bring food and drink into class and we were encouraged to talk and discuss and ride the food cart bike down the hallways. The classroom community completely reinforced our group community and this was very beneficial to our team morale.

The other was tools. Tools have got to be the main thing that got us over the line. I’ve discussed the other tools we took advantage of previously but the most influential tools we ever took part in were the elote ‘hands on’ and the 1:1 scale model making days. The elote hands on (which I missed but re-enacted myself later on) was the thing that really made us understand fully what we were selling and especially the mess that came along with it! We understood what the experience would be like for the chef and for the customer and with that, we began to design the service bench and the layout of the cart. With the model making days, our major success was nutting out entirely where every component snugly fit and how the whole cart unfolded, set up, functioned and packed up during every shift. Our design improved and finalised though these methods and before we knew it, it was presentation day and we had a working cart. Every team member (and therefore every discipline) agreed strongly that these two days were two of the most productive things we did this whole semester. Stepping into your users shoes and then making the model are the two things that every designer should do with every design, every time.



 Elote Hands-on
























 Model making:













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