This is Elote!

This is Elote!
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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:













FINAL DESIGN 1: Good conflict



As Jim Grey (accessed October 30, 2012) explained, conflict is important in collaborating as it uses the groups differences to make something better. There were a few small things where this was true, but the one major one where this was noted and true was with our three presentations. For the first presentation I spoke by myself having been identified at being a strong public speaking personality and that went well. We got a 6+ and we were marked highly on the basis of having a fun and engaging presentation. I noted privately to Alec (not thinking that it was really something of importance as it was kind of an obvious observation) that most of the speakers on the day turned out to be industrial designers, seeing as this was a heavily industrial project. When it came time to present D2, we had done so much back work but hadn’t planned and left enough time to do up the presentation. There was a moment of communication breakdown with our usually well put together, well discussed group and we rushed our job. It all slightly fell apart around us and because of this we arrived at our presentation  not ready, unpractised and more stressed than we would have liked. While I was assumed to be the speaker again because it went so well last time, this time it had gotten to a point where people understood the parts they had investigated better than others and since we didn’t leave time to prepare for the speech, I couldn’t learn the intricacies of what my team members had individually been working on. Therefore, we made a rushed, poorly thought through decision to all talk and explain our individual points. Also Lisa thought that it was a good idea to try and do a round table discussion like we had the week before as it seemed to go so well but what happened was that we didn’t really as a group assess the situation correctly and it turned out to be a little more formal than we realised, as we got very comfortable in our little family community and felt we could be casual around Helen and Billerwell.

 Had we had time to test this out and practise we would have realised that this was not a good idea. We went terribly over time and tended to ramble a lot more than we would have liked; Rather than laidback and confident, it seemed rushed and anxious. We quickly agreed that for D3 we would shorten the number of speakers to one or two. As I was unable to attend on the day, Steve (being the other industrial, and quite a shining, enthusiastic personality himself) took the reins and everything went much better

While the architects are confident people and speakers, they both had reasons for not wanting to speak. Caitlin wasn’t particularly confident in public speaking and while she does it well, she gets very nervous and scared.
Alec felt that it made more sense for an industrial speaker to talk about an industrial project and that since we had set the scene with me in the past we should stick with that as it went so well the first time. “Don’t try to fix what aint broken” (Alec Palmer, 2012). But again, the reason it didn’t end up  going well was the fact that we ran out of time.

Friday, 2 November 2012

DESIGN CHARETTE 6: Six Sigma



In Six Sigma Team Dynamics, George Eckes (2002) establishes key points as to why a team may fail. I will go through each point and show that mostly, we were a good team:

They do not identify a leader.

One of the first thigs that happened was that Lisa established herself as a leader and we let her take on the role as she was so clearly suited to it.

They do not establish roles and responsibilities and they do
not discuss what each participant “brings to the party.”

Perhaps we could have gone into this with more detail but like previously mentioned, we already knew each other so that discussion didn’t really need to be had as we were well aware of each other’s strengths and weaknesses.

They do not establish a set of goals/objectives.

This was discussed AND an unconsciously known aspect. For little things we set clear goals and objectives but for the overall goal for the project we knew where we all stood.

They do not establish an agenda for managing the 90 minutes
allotted to complete the assignment.

At the beginning of every meeting this is what we would sit down and do.

They do not establish a method to determine how they will
reach agreement.

We didn’t do this. If there was trouble reaching an agreement we would just sort of pick one and if there was any major strong objections which there often weren’t, then we would have a discussion and work it out until we were all happy.

They do not establish a set of ground rules for running their
meeting.

We knew the rules as we had writted the rules of engagement and we would also make rules along the way. For example, in some meetings we weren’t allowed to really have social catch up time because we knew we had a lot to sort.

They do not use quality tools.

We used a whole range of quality tools to our advantage. Dropbox, Facebook, Solidworks, Illustrator, Photoshop, Powerpoint, Pecha Kucha, Video, Images etc.

They exhibit maladaptive behaviors for which there are no
consequences.

We didn’t exhibit maladaptive behaviours. We were open and easy with each other, willing to compromise and put our pride to the side for the good of the team.

They waste an extraordinary amount of time getting started.

Sometimes we would take longer than we would have like chatting and catching up but if we really had alot to do we'd knuckle down and do it.


DESIGN CHARETTE 5: Pin-up



As Kristi Simpson (accessed October 30, 2012) states, pinning up creates a platform in which not only your team, but other groups can discuss your work. When we did an informal pin-up of our work just before our D2 formal presentation we were able to get valuable feedback from our tutors and our peers, and we were able to listen to other class groups feedback too. Listening to the other pin-up presentations was able to give us ideas and helped us learn and develop our own ideas by seeing how the solved the same problems we came up against. It helped open your mind to other solutions to what you thought you had found the only and best solution for. With design being such a collaborative and group activity by nature, this concept is well known to us as being advantageous. This also really opened up our group ‘community’ to our classroom ‘community’ (which will be discussed in FINAL DESIGN in relation to Activity Theory) and expanded our knowledge base. We also learnt plenty from our D2 and D3 formal presentation pin-ups. There is no use keeping ideas to yourself and hoarding them. Getting ideas out there and letting them be viewed and considered from different disciplines and learning styles helps evolve ideas and concepts and it achieves a better result (as agreed by Amy Saunders (accessed October 30, 2012)).