collaboration report
DESCRIPTION
Woodfordia Design Studio Collaboration ReportTRANSCRIPT
The purpose of this report is to address the
collaboration methods that were used and
utilised during the process of designing a cabin
for the Woodford Folf Festival.
The brief was for a cabin design in which
performers or visitors to the Woodford Folk
Festival grounds can stay, in a comforting,
relaxing atmosphere. The cabin had to embrace
the ideals behind the Woodforde spirit and lore,
and adapt to the surrounding environment. Each
design team were compiled of a mix of design
disciplines; Architecture, Industrial, Interior
and Landscape Design. The four different
disciplines came together in order to create
this. This document outlines how each of the
design fields, and the team members themselves,
contributed to the final design outcome in terms
of their individual knowledge and their
collaboration methods.
Collaborating means individuals coming together in a group
or team in order to work together to create achieve a final
goal or outcome. When completing work in a collaboration
environment, discussion is had, ideas are shared, points
are proven, and points are disproven. There are different
stages when talking about collaboration, which makes
collaboration successful. The beginning, middle and end.
The beginning:
-planning, analysing
Individuals must be willing and able to adjourn together to
work towards an initial vision. If an individual is not,
this can negatively effective the collaborating efforts
that others may put forward. Someone like this only
contributes to the project and does not help the
collaboration effort. In the beginning, it is also evident
that different roles and ideals are brought forward from
each member. Plans are made, systems for communication are
developed and roles are established.
The middle:
-designing and building
At this stage, ideas are being processed and advanced while
others are being rejected. Individuals show their best
skills and correspond with others which enhance their
natural skill. A clear vision is stated, and tasks are
set. Each member has to uphold their individual tasks in
order to achieve the desired outcome. One person can be
left to do the work. Tasks have to be divided up to the
most qualified person who can also handle the
responsibility.
The end:
-deploying
This is where final decisions are made. Ideas from
individuals have been laid out; these ideas are then
collaborated with other ideas. Modifications are made and
Collaboration
In order to have a good, well rounded collaboration
method, the individuals have to show respect to
their co-works, maturity and a drive and passion to
achieve the final goal. Members have to communicate
well to each other, flexible with their own ideals,
show maturity, stick to time restraints but all
while having fun and an enjoyable experience.
In terms of collaborative design, design and
learning are social process, in which social
interactions that arise among participants promote
learning (Brezillon, 2002) It is difficult for
someone to develop and finalise a design without
the contribution or input of one or many. The
giving and taking of ideas helps an individual
expand on their ideas or even harden their original
i d e a s .
Teamm e n t a l i t y
When talking about individuals who are collaborating to-
wards a common goal, they can be either be defined as a
working group or a team.
Working Group: Individuals who gather to interact primarily
to share information or perspectives and to make decisions
to help each individual performance. There is no call for
mutual accountability. (JMcManus, 2006)
Team: People who gather together with complementary skills.
They are committed to a common purpose, goal and working
approach for which they hold themselves mutually account-
able. (McManus, 2006)
In terms of Gumnut Studios, a team mentality was upheld.
In order to have a successful team, one has to look at the
qualities that each team member exuberates. If the team is
well-balanced, and has a well skilled set of individuals,
the outcome that the team present will be highly effective.
A team works together to drive their passion and skills
towards a common goal.
Teamm e n t a l i t y A way of creating a team that works better to-
gether is to relate each member to Beldin’s Team Role Model. Dr. Meredith Beldin believes that
there are two distinctive roles that team members play.
The functional role: represents the functions that one has been hired to do. In terms of relat-
ing this to the Woodfordia project, disciplines were allocated to work with other disciplines as
each have different skills and functions they can implement.
The second role is,The team role: represents the personal attributes of an individual, which is formed by his person-
ality and learned behaviour. Again, relating this back to the Woodfordia project, this describes the different skills each team member has, not
just relating to their discipline but their life skills. Beldin belives that to achieve the best
balance within a team, there should be a leader, someone to stimulate ideas, someone who maintains
clarity and someone who makes things happen.
As well as Beldin’s Roles, when talking about teams and collaborating, De Bono’s Thinking Hats Theory can also be discussed in order to under-
standing another layer of collaborating team dy-namics. This theory is helps people be more pro-
ductive, focused and mindfully involved. Each role is identified with a coloured symbolic
“thinking hat.” By mentally wearing these “hats”, individuals can easily focus or redirect
thoughts, the conversation or the meeting. (De bono, 2009)
g u m n u ts t u d i o s
I am a team member of Gumnut Studios. We were composed
of two Architects, an Industrial Designer, an
Interior Designer and a Landscape Architect. We each
had our own skills that we brought forth throughout
the design process, as well as our understanding and
knowledge into the background of our disciplines.
During the process, each team member exhibited
different qualities that contributed to the working
dynamics of the team. The team came together to talk
about each of our individual skills in terms of
Beldin’s Roles. On top of that we also looked into De
Bono’s Hats. Outlined is a brief description on the
each team members.
s t u d i o s ANGUS SHAW: Angus was the industrial
designer of the group. He displayed
great skills that were gladly utilised
in Gumnut Studios. He has a high
attention to detail, conveyed
constructive criticism and was
dedicated to his beliefs.
When discussing Beldin’s Roles, the team
reasoned that Angus was the Completer
Finisher. He takes great care in
ensuring the small details of the design
were taken care of; details which others
may overlook.
SARAH VIZE: Sarah was a motivational
member of Gumnuts. She was very
practical and brought to the table many
ideas and different design
opportunities that could be deployed and
developed further.
Sarah was crowned the Monitor in terms
of Beldin’s Roles. She analysed each
situation and proposed alternative
options when she noticed something which
was astray. She was strategic and judged
accurately. According to De Bono’s Hats,
Sarah was defined as the Black Hat. She
saw the difficulties, weakness and
dangers and acted accordingly with logic
r e a s o n .
ELLY TITE: Elly was a very calming
member of the team. She had good
knowledge about not just her discipline,
but others as well. She presented her
ideas very well through the use of
drawings and sketches. She was and is
very organised when it came down to
finalising the design.
The Belbin Role that Elly was given was
that of the Team Worker. Elly is
co-operative, mild, perceptive and
diplomatic. She listened, built and
averted friction within the group. Elly
always has an optimistic viewpoint that
helps to see all the benefits of the
decision, and the value in it, which
makes her a perfect candidate for De
Bono’s yellow hat.
.
MATT CARLETON: No one completed set
tasks Gumnut Studios established at each
team meeting as well as Matt did. He
always showed up with the most work
completed and in high detail. He is very
dedicated to his work and gets the job
d o n e .
¬
In terms of Beldin’s Roles, the team
deduced that Matt was the Implementer.
Matt turned the ideas into practical
actions. He was disciplined, efficient
and dutiful. His positive qualities were
that he is very hard working and
self-disciplined. The team gave the
Blue thinking hat to Matt. This is the
process hat. Matt thought ahead about
what needed to be done, informed the
group and from then organised certain
s i t u a t i o n s .
Gumnut Studios
had a perfect
balance of
leading, doing, thinking and s o c i a l i s i n g .
We did not intend
for this to
happen, but we
were lucky it did.
”..the essential purpose of group practise is to
link and focus on the creative and critical facul
ties of every member of the team, not just about one
or two facets of the problem but upon every aspect
at every stage..” – Middleton (1967,91)
the disciplines
The dynamics of Gumnut Studio changed and prog-
ress as the project changed and progressed. At
the beginning of the project, during the initial
research stage the team were still new to each
other. We did not voice many of our own individu-
al opinions and just went with what was happen-
ing. The group managed to present something to
the criteria although not as well as what could
have been done. This is because we weren’t famil-
iar with each other yet. We didn’t know the
skills that each team member possessed, and how
we could efficiently utilise these skills.
The second project the second project saw person-
alities within the group begin show, as well as
the skills each team member had. We started voic-
ing our own opinions on the project yet not want-
ing to tread on too many toes. We were becoming
more comfortable around each other.
The final stage of the design process saw us all
becoming comfortable around each other. We did
not mind voicing our own opinions over others’,
but in the end we utilised these ideas to put
forward a final decision. As result of this,
Gumnut Studios produced a project we were all
proud of.
The main ideals that the Industrial Designer brought to Gumnut
Studios was their understanding on functionality and
usability, while not forgetting the needs for the user. They
considered the adaptability of spaces, and the adaptability
of objects. This helped the group understand the spaces better
and the comfort for the user. The Industrial Designer gave us
a start, and the team pushed the ideas further together until
we resolved any issues that could be seen.
The Interior Designer played a big part in the designing
process. They helped visualise the end result of the design.
They did this by showing the group how a person would be
situated in a certain space, and how this would affect their
senses. They helped developed how a user of the cabin would
move from one situation to another and the transitions they
make partake in.
The Landscape Architect had a great emphasis on creating
functional outdoor spaces. They helped place an attachment to
the site through design interventions thought out the cabin
and its surrounds. This greatly helped the other disciplines
as the Landscaper showed how an outside space can be shaped,
moulded and designed in order for our central idea governing
the cabin to be shown.
The Architects focused on creating functional spaces that
enhanced the user’s wellbeing. They had emphasis on designing
a cabin with an economical and sustainable aspect in mind.
This was done with the choice of materials and construction
methods. The other members of Gumnut Studios benefited from
this as they saw clearly how the cabin was to be constructed
and how the spaces actively involved the user.
team dynamics
The dynamics of Gumnut Studio changed and prog-
ress as the project changed and progressed. At
the beginning of the project, during the initial
research stage the team were still new to each
other. We did not voice many of our own individu-
al opinions and just went with what was happen-
ing. The group managed to present something to
the criteria although not as well as what could
have been done. This is because we weren’t famil-
iar with each other yet. We didn’t know the
skills that each team member possessed, and how
we could efficiently utilise these skills.
The second project saw personalities within the
group begin show, as well as the skills each team
member had. We started voicing our own opinions
on the project yet not wanting to tread on too
many toes. We were becoming more comfortable
around each other.
The final stage of the design process saw us all
becoming comfortable around each other. We did
not mind voicing our own opinions over others’,
but in the end we utilised these ideas to put
forward a final decision. As result of this,
Gumnut Studios produced a project we were all
proud of.
Gumnut Studios saw many successes, as well as a few diffi-culties. The successes could easily be seen while the dif-ficulties were few and far between. Although, in the end, all difficulties were resolved by the team in a collabora-tion effort. The success the team had were how well we worked together as a group. We all showed respect to each other, while com-municating our ideas, thoughts and feelings. We built upon everyone’s individual ideas, while collaborating constantly to discuss ideas and process. An example of these processes we all would discuss an issue, delve on the design issue individually, and return back together. We would then ex-plain our ideas, discuss them, and vote on which direction should be taken. We then developed the idea further as a group and finalised the design as a team. Some difficulties that developed along the way were trivi-al. It was usually a matter of some members liking a de-signing a certain method over another, while the others were focused an alternative methods. But this was easily resolved by talking out each idea, examining the advantages and disadvantages and trial and error. Another issue was becoming stuck in the design phase for a while and not ven-turing out into the final design phase. We had too many design ideas and were trying to implement them with no suc-cess. This was resolved by stripping back the ideas and keeping it simple. We developed a clear direction we wanted to go in and moved forward from there.
myr o l e
I was one of the Architects for Gumnut Studios. I believe that I implemented knowledge not just from what I’ve learnt at university, but my knowledge and skills I have learnt during my life, into the design of the Woodfordia cabin. I was issued the Beldin Role of the Shaper. I was usually focused on the task at hand and had a keen drive for keeping the group on track and on topic. I helped other team members overcome issues and complications that arose in our design during multiple stages. I, along with the groups other Architect, brought forth ideas from sustainability, construction and structural methods, as well as designing the space in terms of enjoyment and delight. The group also gave me the Green De Bono Hat. This hat is explained in terms of creativity and innovation. I saw possibilities, alternatives, solutions and new ideas that could be explored during the design process. An issue that may have arose that I had too many ideas and could narrow my thinking down to one path. In terms of collaboration, I brought ideas to the table as well as discussions. These ideas included the creation of functional spaces, and sustainability. The team discussed these ideas further and developed them by talking about materials and construction methods.
Each team member of Gumnut Studios brought to
the group their knowledge and skills from
their individual discipline. These skills
immensely helped with the development of the
project.
The differences that could be easily seen when
comparing the disciplines were the knowledge
and thought process that members had over
others. This was obviously a result of the
ways of thinking, designing and teaching that
each team member has been taught in their
respective disciplinary classes. Some could
clearly see what was not working right, some
couldn’t. For example the Architect could
point out a structural element that would
work, or the Industrial Designer developed a
new way a product could be used or designed.
The similarities that could easily be seen
were the love and passion each member had
about design itself. We were all driven by the
constant designing and developing of ideas
while also fascinated about learning new
techniques not just covering their discipline
but others as well.
r o l e
projecto u t c o m e
I am proud of what Gumnut Studios produced in our final presentation. It could not have been done without the collaboration efforts of each of the team members. Everyone utilised their skills ef-fectively during this project, to their own bene-fit (by creating, enhancing, and developing their skills) as well as benefitting other individuals (developing others skills and introducing them to new skills.) We tackled the problems that arose, created solu-tions and were driven to the final design. With-out the collaboration efforts of each discipline, the final design would not be what it was. There are of course areas that still need to be worked on and developed in terms of collaborat-ing, such as finalising ideas, but overall, the collaboration efforts of the team could easily be seen during our presentations.
finalstatement
Design is not a closed mind thinking procedure. You develope your ideas and thinking processes with the help of others. It may be examining what other designers have done before you, or working with co-workers or friends to develop and push your ideas further.
For me, I work better and more productively in a collabora-tive environment. This class has broadened my learning techniques and design-ing skills. I’ve learnt about ways of collaborating, the dos, and the don’ts. I’ve established an understanding on how to construct, or develop a team I am a part of. Teams that fail to work as a collaborative unit, rarely accomplish g o a l s .
Attitudes and behaviours throw off the effectiveness of a group, and in turn, this affects the morale of the group, which results in impacting the satisfaction of the vision. In a team where there are undefined roles, lack of responsi-bility and lack of structure for the task at hand, contribute to the ineffective teamwork. (McQuerrey, 2013)
thanks to... I would like to thank my team, Gumnut Studios for this semster and for being a pleasant group to work with. I would also liek to thank the lectures and tutors.
References for the report:
Brezillon, P (2002). Individual and Team Contexts in a Design Process. Retrived from http://blackboard.qut.edu.au/courses/1/DEB601_13se2/content/ _ 4 9 7 5 0 5 6 _ 1 / 1 0 . 1 . 1 . 1 0 3 . 2 5 2 3 . p d f
McManus, J (2006). Leadership: Project and Human Capital Management. Publisher: Butterworth-HeinemannDe Bono, E (2009). Six Thinking Hats. Publisher: Penguin G r o u p
McQuerrey L (2013). Examples of Poor Teamwork. Retrieved f r o m : http://everydaylife.globalpost.com/examples-poor-teamwork-12 8 6 0 . h t m l