Imagery Modelling

During Imagery Modelling ideas are sculptured three-dimensionally, in a rudimentary fashion.

Organisation

  • Duration
    Long (more than 1 hour)
  • Complexity
    Simple
  • Group size
    1 to 10 persons

Description Long

In a short time-window, a quick and dirty prototype is created. A concept or idea is presented in such a way that others understand it, and how it functions. It is a preliminary draft of the idea, in which the participants are also shown the limits of their own ideas. They have to work under pressure, within a time limit of approx. fifteen minutes.

 

During the Imagery Modelling process itself, thirty to sixty minutes are allocated for the creation of a tangible model. Implicit ideas concerning abstract things are made visible. It is not about recognising the model, but rather about what you want to express with it. Both the creation process and the subsequent group discussion are very central. During the modelling process, you can already start working in groups. A mutual picture, that better communicates the goals and values to the outside world, is generated. 

 

If more time is available, the high-speed design process is a good choice. Here too, the idea is turned into a model by using basic materials. The interests/needs of the target audience are included, for example, with the help of interviews/focus groups, which will require more time. The process is divided into five phases:

 

1. Exploration: How has the practice that is to be facilitated by the newly designed product been carried out so far? User surveys help to reconstruct the activities of the target group.

 

2. Visioning: Summarise goals and motives that relate to the use of the new product. What impairs/facilitates the use thereof by the target group?

 

3. Posing a hypothesis: From point two, ‘Visioning’, derive a better product. It is best to work with the key question.

 

4. Testing: Sketch five possible approaches to a solution. Present these to the users and collect their feedback.

 

5. Explain and communicate: Decide on an option that you want to test. Implement the idea with a prototype. Let participants evaluate the prototype. What works, what must be improved?

Tools list

  • Pencils, board markers
  • Papier cards (blank)
  • Arts and craft material
  • Paper

References

Author: Thomas Duschlbauer. Der Querdenker: Das Toolkit mit 30 ausgewählten Methoden (German); ISBN: 9783907100639

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