Building on its industry-leading logic portfolio, Texas Instruments (TI) introduced programmable logic devices (PLDs) that empower.
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Building on its industry-leading logic portfolio, Texas Instruments (TI) introduced programmable logic devices (PLDs) that empower.

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Materials Driven Design (MDD)
Ā (Karana, E., 2015)
āA method to facilitate a design process in which materials are the main drivers.
We ground our discussion on many disparate but interconnetted sources: existing literature and theories on materials experiences (Giaccardi & Karana, 2015; Karana et al., 2014; Karana, Hekkert, & Kandachar, 2008); ingredients of experience design (Desmet, Hekkert, & Schifferstein, 2011); methodology for material- centered interaction design research (Wiberg, 2014); the material learning that was carried out at the Bauhaus (Wick, 2000) and tinkering with materials in art, craft, and design. [..]
Figure illustrates the MDD Method with four main action steps presented in a sequential manner as: (1) Understanding The Material: Technical and Experiential Characterization (tinkering with the material; material benchmarking; user studies), (2) Creating Materials Experience Vision (The Materials Experience Vision expresses how a designer envisions a materialās role in creating/contributing to functional superiority (performance) and a unique user experience when embodied in a product, as well as its purpose in relation to other products, people, and a broader context (i.e., society and planet), (3) Manifesting Materials Experience Patterns (RQ: What are the interrelationships between the created material experience vision and the formal qualities of materials and products?), (4) Designing Material/Product Concepts. [ā¦]MDD starts with a material (or a material proposal) and ends with a product and/or further developed material. [ā¦] The journey of the designer from tangible to abstract and then from abstract back to tangible.
3 starting scenarios: [Scenario 1]
Designing with a relatively well-known material,
[Scenario 2]
Designing with a relatively unknown material,
[Scenario 3]
Designing with a material proposal with semi-developed or exploratory samplesā
Text from Karana, E., Barati, B., Rognoli, V., & Zeeuw van der Laan, A. (2015). Material driven design (MDD): A method to design for material experiences. International Journal of Design, 9(2), 35-54.
(Valentina notes)
How to apply and adapt MDD method to a specific local context in order to propose a future material culture?
BIBLIOGRAPHY
Desmet, P., Hekkert, P., & Schifferstein, R. (2011). Introduction. In P. Desmet & R. Schifferstein (Eds.), From floating wheelchairs to mobile car parks: A collection of 35 experience-driven design projects (pp. 4-12). Den Haag, the Netherlands: Eleven.
Giaccardi, E., & Karana, E. (2015). Foundations of materials experience: An approach for HCI. In Proceedings of the 33rd SIGCHI Conference on Human Factors in Computing Systems (pp. 2447-2456). New York, NY: ACM.
Itten, J. (1975). Design and form: The basic course at the Bauhaus and later. New York, NY: John Wiley & Sons.
Hekkert, P., & van Dijk, M. (2011). Vision in design: A guidebook for innovators. Amsterdam, the Netherlands: BIS.
Karana, E., Hekkert, P., & Kandachar, P. (2008). Materials experience: Descriptive categories in material appraisals. In Proceedings of the Conference on Tools and Methods in Competitive Engineering (pp. 399-412). Delft, the Netherlands: Delft University of Technology.
Karana, E., Pedgley, O., & Rognoli, V. (2014). Materials experience: Fundamentals of materials and design. Oxford, UK: Butterworth-Heinemann.
Tung, F. W. (2012). Weaving with rush: Exploring craft-design collaborations in revitalizing a local craft. International Journal of Design, 6(3), 71-84.
Wiberg, M. (2014). Methodology for materiality: Interaction design research through a material lens. Personal and Ubiquitous Computing, 18(3), 625-636.
Wick, R. K. (2000). Teaching at the Bauhaus. Stuttgart, Germany: Hatje Cantz.
PLAYTEST 2
For the second prototype, I focused on creating more structure in the workshop by presenting the Agenda and objectives on the board. In addition to that, I made sure to time the activities, explain the Future Cones early on, and direct conversation when it drifts to other topics (there was a big urge to talk about that last Game of Thrones episode).
I also redesigned the board out of real wood and layers of polyurethane for maximum slide. The chips were also designed to be bigger so that there is more surface area to write, and made from acrylic.
PLAYTEST 1
The first workshop included an anthropologist, a digital marketer, a designer and a chemical engineer, 3 of which are pet owners. Throughout the session, it became clear how the participantsā backgrounds helped shape their ideas and understandings of each of their futures.
The workshop took place on the floor (well, carpet) of my studio apartment. After I greeted the participants and had informal introductions, with Arabic coffee, dates and snacks, I began by describing the objectives and structure of the session.Ā
The prompt for the future wheel in this prototype wasĀ ā Its 20__ and 80% of KSA owns some sort of petā. This prompt I intentionally kept open ended, generating initial discussion about when this future could be, and what kind of pets do these include.
Although the props for the Carrom Consequence Board were not really slippery, and thus not efficient, I noticed an energy and excitement when the participants managed to land their chips on the designated circle.
Upon observation of this phase, I noticed a slight struggle in coming up withĀ consequences and challenges of the prompt. I thus had to give away some initial signals and pose questions in relation. Although I had initially designed the signals to be placed on the board, the type was too small as the participants asked to instead take them and place then more visibly on the board (this then directed me to redesign the signals)
Workshop Design 0.1
I first decided that my first workshop prototype is going to take place in a āMajlisā like feel: late in the evening, I will hold it in my house, on the carpet, with an abundance of arabic coffee, dates and snacks. Ā This will hopefully create a casual enough atmosphere which promotes open discussion without fear ofĀ āstupid ideasā orĀ ātaboo topicsā.
Taking from the workshopping strategies that were researched, I decided to adapt the Futures Wheel and Table phases to social forms that are familiar to the Saudi culture. The Futures Wheel is redesigned to resemble Carrom, while the futures table is now a cardĀ āgameā in which the four players will use "scenario buildingā cards to fill in with possible drivers, antagonists...etc,Ā to build entire scenarios off of each otherās cards.

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Workshopping Research:
In order to get a better understanding of what is involved in running a Futureās thinking co-design workshop, I needed to do some reading as well as primary research in the form of interviews and discussions with experienced individuals.
WORKSHOPPING: (By DesignKit)
Many of these steps would be very useful to adopt and consider for my workshop like clarifying values, keeping it casual, and asking open ended questions.
ACTVOD : (futures workshop ā a generic structure for a one-day futures workshop)
Futures workshops are normally carried out on the course of multiple days, however for the purpose of my prototype, I decided to focus on one-day workshops that normally take 6-8 hours (which is too much for the mental energy and emotional investment of an average Saudi to be quite frank)
With that in mind, these workshops needed to be a social gathering (inspired by a traditional Saudi Majlis) that facilitates casual conversation that is both productive and insight generating, yet does not feel boring and laborious. The workshop will thus use the structure of that described in this reading:
1. Futures Wheel~ 2. Futures Table~ 3. Path to Desired Outcome~
However, these steps, as well as the atmosphere of the workshop, will be adapted to fit into a familiar Saudi context.
Additionally, the workshop methodology presented in this paper does not discuss a step in which participants are given tools to ideate and conceive products/services/policies... etc for the decided futures, something that I find very interesting and engaging in the methods of the Extrapolation Factory & Adventuring Ventures.
MS2 Research - Day 2
I N T E R V I E W S Ā Ā | Ā Ā P A R T Ā O N E
For day 2, I decided to reach out to people I know back home, who would be informed about the changes in demographic and mentalities back home.
I thus gathered insights from a) a young journalist working for a Saudi Gov run news agency, and b) an older journalist with established work for international news agencies.
Below are the answers to the questions asked, as well as additional insights acquired through conversation.
One of the interviewees later referred me to a municipal counselor for the region of Ā Jeddah, who I am waiting to interview later this week.
MS2 Research - Day 1
D I S C O V E R
Used this day to delve deeper into the contexts and precedents that already exist, in order to get a better understanding of what the changed back home really entail. I mainly used the world wide web as my source, reading about the ministry of municipal affairs, its election process in 2015, and the Visionās programs.
Key Findings:
Quality of Life Program (2020):
Aims to improve lifestyle & infrastructure development: upgrading transport, housing, urban & social environmentā¦Ā
Objectives include promoting sport activities, entertainment ops, and contribution in arts and culture.Ā
UNHABITAT: The Future Saudi Arabia Cities Program:
Key strategy to promoteĀ sustainable urban dev : Engaging and integrating the needs of all residents and in particular youth and womenās needs as part of urban plans.Ā
Enhancing public awareness in the Kingdom on the notion of prosperous cities and sustainable urbanization.Ā
Municipality problem: āMunicipalities deal with everyday urban management, but lack adequate resources or capacity to undertake urban management functions [autonomously]. Ā
There basically seems to be a need for public engagement and awareness, as well as Ā equipping the municipality with tools to effectively enable informed urban management decision making.
Key Precedents:
Youth engagement in the Kingdom:
Misk organization.
Ithra.
Youth @ Work Alliance.
Futuring, Co-design & Human-Centered design methodologies:
IDEOās toolkits.
Adventuring Ventures.
Extrapolation Factory.
Dunne & Raby
I will still need to conduct research on methodologies, toolkits and the strategies of futuring, and perhaps integrate them into ways in which organizations like Misk and Ithra are engaging the Youth?