Who, What, Where, When and WHY WHY WHY WHY.

The most notable piece of advice given in the Discover period of this project is WHY WHY WHY, always ask WHY no matter the topic.
This is to inevitably lead to a more defined and understood outcome.
I could say who this is for and what it is and where it is or where it will be located in future and when I base it on or intend publish it but there is no substance to those answers. to have a successful project 'why' must be the follow up to any answer, continuously until the project is solid.

I took this advice and researched why i should ask 'why' and what the benefits of asking is, I then started researching the whys after every answer and intend on continuing doing so until the very end of the project.

The first WHY i asked myself was why i chose the Bunker project, this gave me personal goals as well as the already established deliverables.

Some of those goals include:
-Improve 3D skills including lighting/animation as they aren't focused in my portfolio much to date.

-Improve and prove research skills with hopes it acts as a conversation starter in a low level job interview and potentially help develop future projects i might be involved in.

-3D Print or understand how to prep a model for 3D Printing.

-Have a piece that shows i understand User experiences outside the classroom.

-Aesthetically pleasing final result that wasn't set out in the project showing my style that i haven't been able to do as much as i'd like to have in university or past industry work, although i'm proud of any previous work none of them allowed me to show my style like this one will.

-Collaborate with others and different software to get my intended end result. very few of my 3D work crosses over different platforms.

Once i knew Why i was doing the project another Major starting point was asking who, what, where and when.

WHO: to be determined but at this point the intended user is the live project partner 'Base One Europe Museum', so Historians and history enthusiasts.

WHAT: an accurate reconstruction of the building to put it simply, but then a lot of follow up 'whys' question what all i want to reconstruct, is it just the building, is it interior? exterior? is it accurate 3D landscape or digitally composited into the past or modern day footage? will it be freshly built? in use? or a relic never torn down?

WHERE: The 3D model will be based on the bunker on Magee campus and that alone will require research into the environment but it will possibly be exhibited in the Base One Museum outside Derry and on tour and possibly held in US. Navy archives for record.

WHEN: the building was built and in use between 1942-1944 during World War Two's Battle of the Atlantic, After Brainstorming the best way to achieve all my personal and project goals i will likely base my animation on that time period. However it is an interesting brainstorm what if it was a step into the past, what would it look like today on campus (similar to Aberfoyle House and Foyle Arts) would it be a classroom? would it still be an administration building? would it be a campus creche? or freshly built never worked in is an interesting thought, but for my goals i think in use is the direction this project will be going.

WHY: the whole project as a whole i would imagine the why for me would be to experience a live project under grading circumstances benefiting both the student, lecturers and the live project contacts (in this case base one europe) the why drastically changes on whose perspective you look, from mine i have listed my reasons, for Base One Europe and Users it is to see the past, it would be a whole different type of experience exploring a 3d reconstruction than looking at photos and 2D plans and reading relevant journals.

Apart of my discover process, research and brainstorming are focal points, this projects process is slightly altered by me asking WHY every time. allowing the end research and plans to all have meaning and substance.

Alot of the Whys would result in the user, So UX design was researched alot to top up my current knowledge on the topic and although much of it applied to this particular project, it is quite obviously aimed more towards Graphic designers with the flow of interfaces etc as subject priority.

I then stumbled across a few podcasts that mentioned human experience design and mind centred design, at first i thought these were just knew labels the creative industries has slapped on the good old UX, but after a few mentions of this type of design i googled it and  there are plenty of websites and graphs that explain the design theory and at the same time didn't really, i found youtube lectures were the most beneficial. i eventually listened to them more often than podcasts, they were my constant companion through sketching and household chores, although that sounds insignificant hear me out, it was all part and parcel of the discover process, listening to them as a constant background noise allowed me to obsorb the message and find particular speakers i could understand and agreed with that were relevant to this project, one of the more notable speakers would be Don Norman.

The more notable youtube videos in regards to human centred and mind centred design for any of you that doesn't quite understand the difference like myself at the start:


https://www.youtube.com/watch?v=NBu1kkSCHfs

https://www.youtube.com/watch?v=0bxtEqM2TQU

https://www.youtube.com/watch?v=CJnfAXlBRTE
https://www.youtube.com/watch?v=i_bNWa70oyY
https://www.youtube.com/watch?v=Rh18iJ8gSfI

https://www.youtube.com/watch?v=k7CX2JYxfE8
https://www.youtube.com/watch?v=vdDwe0bM4U4
https://www.youtube.com/watch?v=pXtN4y3O35M

https://www.youtube.com/watch?v=kgRjZYhDf5U
https://www.youtube.com/watch?v=Dk37LhxjPEY

This is why when i ask 'why why why' on who the user is i now accept the user could literally be anyone and i want the project to be a 'why why why' you should like it and not the other way around. It's called human centred design, not just user. It is a mixture of good design, graphics and cognitive science by focusing and creating the project as an experience for the user and not the user for the experience. It will create a project unlike the usual UX design that persuades particular users to enjoy it but instead works with their unconscious mind to easily accept the flow of the project and appeal to them on an emotional level and attract the senses not just the logical mind.

My aim by using this method is for the users to have a level of fulfilment or joy from this project instead of just going through the motions, they could be from the museum, they could be visiting history enthusiasts or they could simply be Joe Everyman and stumble across it or be dragged along by any of the mentioned, my aim is for anyone with or without knowledge or interest in this project to enjoy it.

UX and Human Centred Design can both be used successfully together to create good design and broaden the project purpose and experiences meaningfulness.

I will do this through looking at the projects progress from several points of view and altering it to many perspectives and potentially ending up with an aesthetically pleasing. historically accurate yet calming look into this bunker and the past.

I wouldn't expect the lecturer to know the ins and outs of every single brief and i wouldn't expect future employers to care about every project in every applicants portfolio and understand it's purpose or background, this way it creates a neutral user. its anyone. Although that seems like a tall order it's just a matter of different design.

I want to Design for the People, not just the Project. 





Some of my more useful pieces of research on the user and human centred design methods:

https://blog.prototypr.io/whats-the-difference-between-human-centred-design-and-user-experience-design-2f48e5c9be25

https://www.ted.com/talks/david_kelley_on_human_centered_design

Universal Methods of Design, B Hanington, B Martin (not even joking how big my over due library bill is on this one, although a tough read when it went through methods not applicable, i did take use of the concise instructions and understanding of the methods however it was very all over the place on the types of methods and even the naming, not trying to do a book review, just saying this is one that helped me but you potentially want to give it a pass on how lengthy it is.)

Innovating for People: Handbook of Human-Centered Design Methods. (Kindle Only)

articles available online:
http://www.sciencedirect.com/science/article/pii/S1071581901905038

http://www.tandfonline.com/doi/abs/10.2752/146069200789393562

http://www.sciencedirect.com/science/article/pii/S1071581901904835

http://www.tandfonline.com/doi/abs/10.1080/1463922031000086717


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