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.
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.
Use the QR code or bit.ly link to access slides and links to digital cards.
bit.ly/disco_jam
welcome to the
D.I.S.C.O.
an employee guide to
designing an inclusive spaceship
employee manual: table of contents
crew
access check
what is the D.I.S.C.O.?
Design
Inclusive
Spaceship
Collaborative
Operation
D.I.S.C.O. core values
Speculate responsibly:
Our spaceships are about adjusting environments, not people’s bodies, modes of mobility, etc.
D.I.S.C.O. core values
Access is never purely functional:
Our designs include the emotional components of access as well.
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!”
Choose a case study
Let’s practice considering what a ship design affords and dys/disaffords its users.
Options:
Case Study: Project No. 530, 411
Doctor Who (old vs. new!)
Case Study: Project No. 245
Wall-E
Case Study: Project No. 81
Title
Binti
Nnedi Okorafor
Catalan edition illustrations by andreu zaragoza
Case Study: Project No. 17
Black Panther
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.
S1:
Pirate
S2:
Cruise
S3:
S&R
Med
S4:
Library
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.]
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.
Things to Keep in Mind:
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:
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:
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:
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:
[ What are we hand-waving away / assuming? ]
New Client Brief
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?
P1:
Surussation
P1:
Surussation
P2:
Garick
P2:
Garick
P2 - SC1:
Parsley
P2 - SC1:
Parsley
P3:
Halea Silver
P3:
Halea Silver
P4:
Beebul
P4:
Beebul
P6:
Bry-Ann-Dee
P6:
Bry-Ann-Dee
P7:
Robit &
rorobytes
P7:
Robit &
rorobytes
P8:
Whirry
P8:
Whirry
group design:
pick a space
Design the “ship alarm system” as a group.
Consider the crew who need to use this ship system.
What are your design considerations?
Brainstorm here:
D.I.S.C.O.
design sprint
divide into breakout groups, and work with your group to develop a component for our clients’ ship.
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?
P5:
Maeve
P5:
Maeve
D.I.S.C.O.
post mortem
not one or the other:
Universal Design (some principles showed below)
Inclusive Design
persona spectrum
D.I.S.C.O.
post mortem
D.I.S.C.O.
post mortem
thank you,
for taking part in the DISCO design jam
Please click the link or scan the QR code to
share your thoughts on the DISCO
& help us improve!
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.
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
D.I.S.C.O.’s history:
Speculative Fiction
Asking “what if” with our making
Speculative Design:
example
design beyond averages:
Universal Design (some principles showed below)
Inclusive Design
persona spectrum