User-centered design<br />Usability<br />Participatory design<br />User-centered and user driven<br />co-design<br />co-cr...
Participatory design<br />60ies, general ideal of participation<br />Better design<br />Productrealized in usage<br />
To human beings things are meaningful<br />Meanings are not properties of objects or things<br />Meanings are cultural and...
Who is the user?<br />Users are people<br />
Practices<br />Give continuity and meaning<br />Create relations<br />Are habitual and repeated<br />
Practices<br />Mean everyday problem-solving<br />
Practices<br />Are the mediating concept between research and design<br />Are the link between theory and practice<br />
Co-design approach<br />1. Clear focus, flexible realization<br />2. Grounding to a concrete social context<br />3. Iterat...
Aktiiviset Seniorit ry<br />Founded in 2000: ”Loppukiri”<br />Sc ”Creative Community”: an alternative mode of living for t...
1. Clear focus:<br />webpages<br />Loppukiri construction and planning project<br />Construction of the community<br />Dig...
2. Concrete social context<br />Interviews of key-persons<br />History of AktiivisetSeniorit ry. <br />Examples for Loppuk...
3. Iterative and interactive co-design process<br />Example  ”Voice Notes”<br />Workshop ”Remembering and reminding”<br />...
3. Iterative and interactive co-design process<br />Example :Miina<br />Workshop ”Safety”<br />Concept ”Footprints in snow...
4. Iterative and interactive co-design process/ adaptation<br />Example : Miina<br />Workshops and prototype trials <br />...
Lessons learned?<br />Co-design is always a process<br />Importance of shared language and meanings (e.g. ”radio” as a met...
Methods<br />Target group:<br />Choice and identification<br />recruitment<br />motivation<br />2. Background material:<br...
Methods<br />Probetl. luotaimet<br />Scenarios<br />Drama<br />
Methods<br />workshops<br />mock-ups<br />trials<br />
Identifying design ideas<br />Meanings<br />“Laws of robotics”<br />Creative leaps<br />
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User-centered and user-driven design

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User-centered and user-driven design

  1. 1. User-centered design<br />Usability<br />Participatory design<br />User-centered and user driven<br />co-design<br />co-creation<br />
  2. 2. Participatory design<br />60ies, general ideal of participation<br />Better design<br />Productrealized in usage<br />
  3. 3. To human beings things are meaningful<br />Meanings are not properties of objects or things<br />Meanings are cultural and shared<br />
  4. 4. Who is the user?<br />Users are people<br />
  5. 5. Practices<br />Give continuity and meaning<br />Create relations<br />Are habitual and repeated<br />
  6. 6. Practices<br />Mean everyday problem-solving<br />
  7. 7. Practices<br />Are the mediating concept between research and design<br />Are the link between theory and practice<br />
  8. 8. Co-design approach<br />1. Clear focus, flexible realization<br />2. Grounding to a concrete social context<br />3. Iterative and interactive process<br />4. Implementation and adaptation – appropriation<br />
  9. 9. Aktiiviset Seniorit ry<br />Founded in 2000: ”Loppukiri”<br />Sc ”Creative Community”: an alternative mode of living for the elderly, support for everyday<br />
  10. 10. 1. Clear focus:<br />webpages<br />Loppukiri construction and planning project<br />Construction of the community<br />Digitalizing everyday life, study of tools<br />
  11. 11. 2. Concrete social context<br />Interviews of key-persons<br />History of AktiivisetSeniorit ry. <br />Examples for Loppukiri-project<br />Research of needs pertaining to e.g. ”probes”: ”What would you want to share” ”What things need rules” etc.<br />Mapping present practices e.g. probe ”Who do you communicate with and how” for a day<br />
  12. 12. 3. Iterative and interactive co-design process<br />Example ”Voice Notes”<br />Workshop ”Remembering and reminding”<br />”Voice Notes” trial<br />Vaakku, an audio-interface<br />
  13. 13. 3. Iterative and interactive co-design process<br />Example :Miina<br />Workshop ”Safety”<br />Concept ”Footprints in snow” <br />Community calendar<br />
  14. 14. 4. Iterative and interactive co-design process/ adaptation<br />Example : Miina<br />Workshops and prototype trials <br />Co-design: senior prepare a list of specifications! Miina is named.<br />Trial and end-product ready<br />
  15. 15. Lessons learned?<br />Co-design is always a process<br />Importance of shared language and meanings (e.g. ”radio” as a metaphore for Voice Notes killed ideation)<br />Significance of existing practices<br />All of four basics!<br />
  16. 16. Methods<br />Target group:<br />Choice and identification<br />recruitment<br />motivation<br />2. Background material:<br />Books, research, benchmarking etc<br />Interviewing key persons”<br />
  17. 17. Methods<br />Probetl. luotaimet<br />Scenarios<br />Drama<br />
  18. 18. Methods<br />workshops<br />mock-ups<br />trials<br />
  19. 19. Identifying design ideas<br />Meanings<br />“Laws of robotics”<br />Creative leaps<br />

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