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FYI: The DISCO

is playtesting!

As a heads up, the DISCO team is working on

improving our toolkit, so slides may change a bit. Feel free to use the toolkit materials as they are currently, but if you see things shift around as you prepare for your own jam, that’s why. If you do use the current toolkit, please send us feedback to help us improve.

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welcome to the

Design a Spaceship workshop

Please note that we will be using live-captioning for our slides. Feel free to sit closer to the screen for our introduction to help see them clearly.

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Use the QR code or bit.ly link to access slides and links to digital cards.

bit.ly/disco_jam

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welcome to the

D.I.S.C.O.

an employee guide to

designing an inclusive spaceship

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employee manual: table of contents

  • access check
  • D.I.S.C.O. core values
    • optional: case study
  • build your design prompt
    • main group design
  • small pod design sprint
  • final review and reflection

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crew

access check

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what is the D.I.S.C.O.?

Design

Inclusive

Spaceship

Collaborative

Operation

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D.I.S.C.O. core values

Speculate responsibly:

Our spaceships are about adjusting environments, not people’s bodies, modes of mobility, etc.

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D.I.S.C.O. core values

Access is never purely functional:

Our designs include the emotional components of access as well.

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D.I.S.C.O. core values

Everyone has access needs:

On Earth, some access needs are just “normalized” or assumed. At the DISCO, we don’t separate some access needs as “normal,” and other as “special needs.”

Our intergalactic crew includes a variety of species which makes this apparent. You cannot assume much about what even is “normal!”

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Choose a case study

Let’s practice considering what a ship design affords and dys/disaffords its users.

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Options:

  • Doctor Who
  • Binti - Okorafor
  • WALL-E
  • Black Panther

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Case Study: Project No. 530, 411

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Doctor Who (old vs. new!)

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Case Study: Project No. 245

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Wall-E

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Case Study: Project No. 81

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Title

Binti

Nnedi Okorafor

Catalan edition illustrations by andreu zaragoza

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Case Study: Project No. 17

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Black Panther

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draw:

Ship Type Card

The ship’s purpose will guide crew roles you hire from the crew persona deck, as well as what kind of spaces you will be designing to fit said crew.

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S1:

Pirate

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S2:

Cruise

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S3:

S&R

Med

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S4:

Library

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select:

Ship Spaces

[Start with 1 ship-specific space from the ship card, and 1 general-ship space from the component list. Then add a space for every 2-3 people in your workshop, alternating between general-ship and ship-specific spaces.]

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general ship space #1

Main control panel:

Serves as the steering / systems check hub. Major tasks hosted in this often include: manual movement of the ship (speed, rotation, etc.), plotting and entering automated courses of travel (maps, tracking), hailing other ships, and defensive maneuvers to avoid space debris, etc. Primary users are often the pilot / captain / primary crew member. These elements may differ across ship missions–check alignment with your specific ship mission needs.

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Things to Keep in Mind:

  • How can you make control information accessible to all crew, but especially those primary users?
  • How can the controls be operated?

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general ship space #2

Uniforms:

Uniforms for your ship should be comfortable, functional to daily tasks on your type of ship, and identifiable as both DISCO members and roles of the Crew. These elements may differ across ship missions–check alignment with your specific ship mission needs.

Things to Keep in Mind:

  • Make it fashion–no crew member should feel slighted by their uniform.
  • There can be uniform ranges (formal / informal; crew emotional tone, etc.)
  • What materials will you use to make uniforms sensory friendly?
  • What emotions do you want the uniforms to instill in viewers from outside DISCO (think about your ship’s mission)?
  • Mobility aids are often viewed as an extension of the body-how might you incorporate crew members’ mobility aids into uniforms?

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general ship space #3

Entertainment/rec room:

Every crew needs to unwind and have some fun–this is vital for individual and communal health and joy. The space needs to support the use of personal exchanges which can be serious and joyful, as well as individual or escapist hobbies for individuals and groups. These elements may differ across ship missions–check alignment with your specific ship mission needs.

Things to Keep in Mind:

  • Are your entertainment devices operable by crew of different sizes, with different types of appendages used for interaction?
  • Be sure to consider the emotional and mental health needs of crew as well as their personal preferences for what they may need in a rec space. What type of activities does this specific crew need to host in a rec room for both individual and group recreation?

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general ship space #4

Internal ship navigation:

This improves navigating the ship: �where is the kitchen? How do I find an emergency exit? Where am I located on this level in relation to other parts of the ship? Different ship missions will welcome people outside the crew aboard, but all ships will benefit from signage that assists crew members in navigating within the ship. Signage can take a variety of forms (and may not resemble ‘signs’ at all…) These elements may differ across ship missions–check alignment with your specific ship mission needs.

Things to Keep in Mind:

  • Consider the placement of signage–will it be on the ship, or located somewhere on the crew members? (Discuss with uniform/fashion team, if there is one.)
  • If you rely on iconography, consider the communication needs of your crew / users of the ship.
  • This system / signage could offer static and dynamic messaging; support finding people (not just places), and help direct crew members during specific mission moments. Think about what your crew is likely to be doing during this mission.

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general ship spaces

Additional Options:

There may be times when you want a different ship component for your ship’s mission–especially if you are working with many DISCO designers, or advanced DISCO designers. When that happens, consider using this list. These elements may differ across ship missions–check alignment with your specific ship mission needs.

Pick from this list:

Escape Pods / Lifeboats; Gym; Garden; Ship Entrance; Sustenance Center (Kitchen / Cafeteria); Cafe

Things to Keep in Mind:

  • Are you providing positive redundancy to make the information in this space perceivable?
  • Are your points of interaction operable by many types of appendages and different levels of dexterity?
  • Is your content conveyed in a simple, intuitive, and understandable way?

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[ What are we hand-waving away / assuming? ]

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New Client Brief

  • design personas
    • assumption-based
      • avoid! very easily leads to stereotyping
    • community-driven/research-based
      • better than assumption-based/nothing
  • co-design (best!)

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draw:

Crew Persona Cards

Hire your crew! Draw a card randomly for each crew role slot one by one, allowing the crew to be randomized to their assignments. (You must hire first three ship roles, but you can hire up to full crew for added complexity.)

Pay attention to which crew members are hired to which roles. Which areas on your ship will their needs be most relevant to?

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P1:

Surussation

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P1:

Surussation

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P2:

Garick

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P2:

Garick

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P2 - SC1:

Parsley

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P2 - SC1:

Parsley

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P3:

Halea Silver

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P3:

Halea Silver

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P4:

Beebul

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P4:

Beebul

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P6:

Bry-Ann-Dee

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P6:

Bry-Ann-Dee

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P7:

Robit &

rorobytes

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P7:

Robit &

rorobytes

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P8:

Whirry

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P8:

Whirry

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group design:

pick a space

Design the “ship alarm system” as a group.

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Consider the crew who need to use this ship system.

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What are your design considerations?

Brainstorm here:

  • ​

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D.I.S.C.O.

design sprint

divide into breakout groups, and work with your group to develop a component for our clients’ ship.

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halfway there, now introducing…

the wrench

Maeve is joining the crew as our Target Strategist! How does your ship spaces need to change to also fit our Wyvern crew member?

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P5:

Maeve

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P5:

Maeve

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D.I.S.C.O.

post mortem

  • share what you’ve made!
  • what went right?
  • what would you have changed with more time?
  • do crew members from other pods have ideas for revision?
  • where did you hit conflicting or shared access needs, and how did you address them?

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not one or the other:

Universal Design (some principles showed below)

  • Flexibility in Use
  • Simple and Intuitive Use
  • Perceptible Information

Inclusive Design

persona spectrum

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D.I.S.C.O.

post mortem

  • how might your designs have changed if the ship needed to last another 100 years?
  • how does maintenance affect your considerations?

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D.I.S.C.O.

post mortem

  • how can we take what we’ve learned today and apply it to our present-day designs?

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thank you,

for taking part in the DISCO design jam

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Please click the link or scan the QR code to

share your thoughts on the DISCO

& help us improve!

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Beyond the DISCO:

additional slides

During our playtesting of the intro, we found that

the following slides were a tad bit information dense for a single workshop. We have set them here at the end of the slide deck in case folks are curious to learn more, but we recommend skipping them in a one-off DISCO jam.

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D.I.S.C.O.’s history: Speculative Fiction

“requires engagement with thought-experiments that confront and often overturn passive acceptance of contemporary conditions” –Andy Sawyer & Peter Wright

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D.I.S.C.O.’s history:

Speculative Fiction

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Uncanny magazine Design a Spaceship essay (2018)

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D.I.S.C.O.’s mode: speculative design

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Asking “what if” with our making

  • Can design for levels of inclusion that people may call “unrealistic” or “not possible” today
  • This can lead to new goals we can start to move toward in the present

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Speculative Design:

example

After Universal Design

  • The Squishy House

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design beyond averages:

Universal Design (some principles showed below)

  • Flexibility in Use
  • Simple and Intuitive Use
  • Perceptible Information

Inclusive Design

persona spectrum