Abstract
This paper is a contribution to a more conscious use of tangible mock-ups in collaborative design processes. It describes a design team’s use of mock-ups in a series of workshops involving potential customers and users. Focus is primarily on the use of three-dimensional design mock-ups and how differences in these affected the dialogue. Reflective conversations were established by using tangible mock-ups as “things-to-think with.” They served as boundary objects that spanned the gap between the different competencies and interests of participants in design. The design mock-ups evoked different things for different participants, whereas the challenge for the design team was to find boundaries upon which everybody could agree. The level of details represented in a mock-up affected the communication so that a mock-up with few details evoked different issues, whereas a very detailed mock-up evoked a smaller variation of issues resulting in a more focused communication.
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Acknowledgment
I would like to thank all the people who participated in the WORM project. Thank you to the User Centred Design Group at Danfoss A/S for support and encouragement. A special thank you to Larry Bucciarelli, Jacob Buur, and Thomas Binder for the feedback on earlier drafts of this paper.
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Brandt, E. How Tangible Mock-Ups Support Design Collaboration. Know Techn Pol 20, 179–192 (2007). https://doi.org/10.1007/s12130-007-9021-9
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DOI: https://doi.org/10.1007/s12130-007-9021-9