CityVerve Human Centred Design, Induction Workshop, 27 July 2016
Selection of slides from the Human Centred Design induction workshop for project teams with whom FutureEverything will be working in CityVerve.
Authors: Drew Hemment, Simone Carrier, Matt Skinner
2. The objective over the
next weeks:
To develop our ideas in
the best possible way, so
people will have a great
experience using them.
3. What you get
Human centred design methods and
tools.
Understanding of user needs.
Insights on best practice and
common barriers to user
acceptance.
Engagement with citizens and users,
visibility and attention.
What you give
Time to attend human centred design
workshops.
Be ready to be challenged and adapt
your solution to user feedback.
Engage citizens as contributors and
stakeholders.
Be open and share learnings from the
process.
Human Centred Design Advice and Support
Human centred design leads to products and services that are usable,
useful and likely to be used. CityVerve project teams will be introduced
to human centred and participatory design methods, and supported to
implement them during design, deployment and analysis.
4. FutureGov
FutureGov the digital and design
company for public services, are
collaborating with FutureEverything
on Human Centred Design support.
Simone Carrier
Head of Service Design
Matt Skinner
Head of Product Design
Chris Evans
Product Designer
Drew Hemment
Creative Director
Daniel Santos
Design Lead
Vimla Appadoo
Service Designer
Feimatta Conteh
Programme Manager
Natalie Kane
Curator and Editor
Tom Rowlands
Producer
Callum Kirkwood
Junior Producer
Human Centred Design Team
FutureEverything, Manchester’s innovation lab for digital culture and smarter
cities, is lead on human centred design and culture & public realm in CityVerve.
8. WE, CITIZENS OF ALL CITIES, TAKE THE FATE OF THE PLACES WE LIVE
IN INTO OUR OWN HANDS. WE CARE ABOUT THE BUILDINGS AND THE
PARKS, THE SHOPS, THE SCHOOLS, THE ROADS AND THE TREES. BUT
ABOVE ALL, WE CARE ABOUT THE QUALITY OF THE LIFE WE LIVE IN
OUR CITIES. WE KNOW THAT OUR LIVES ARE INTERCONNECTED, AND
WHAT WE DO HERE WILL IMPACT THE OUTCOMES OVER THERE. WHILE
WE CAN NEVER PREDICT THE EVENTUAL EFFECT OF OUR ACTIONS, WE
TAKE FULL RESPONSIBILITY TO MAKE THIS WORLD A BETTER PLACE.
Frank Kresin, A Manifesto for Smart Citizens, in Drew Hemment & Anthony
Townsend (eds), Smart Citizens, FutureEverything Publications, 2013
Smart Citizens
We engage citizens as stakeholders and contributors not just users.
9. 01. DON’T BELIEVE THE HYPE
02. DESIGN USEFUL THINGS
03. AIM FOR THE WIN-WIN-WIN
04. KEEP EVERYONE AND EVERY THING SECURE
05. BUILD AND PROMOTE A CULTURE OF PRIVACY
06. BE DELIBERATE ABOUT WHAT DATA WE COLLECT
07. MAKE THE PARTIES ASSOCIATED WITH AN IOT PRODUCT EXPLICIT
08. EMPOWER USERS TO BE THE MASTERS OF THEIR OWN DOMAIN
09. DESIGN THINGS FOR THEIR LIFETIME
10. IN THE END, WE ARE HUMAN BEINGS
iotmanifesto.org @iotmanifesto
IoT Design Principles
We will draw on and contribute to work on best practice so we can
address barriers to user acceptance.
10. WE DESIGN USEFUL THINGS
Value comes from products that
are purposeful. Our commitment is
to design products that have a
meaningful impact on people’s
lives; IoT technologies are merely
tools to enable that.
11. WE ARE DELIBERATE ABOUT
WHAT DATA WE COLLECT
This is not the business of hoarding
data; we only collect data that serves
the utility of the product and service.
Therefore, identifying what those data
points are must be conscientious and
deliberate.
12. WE BUILD AND PROMOTE A
CULTURE OF PRIVACY
Equally severe threats can also come
from within. Trust is violated when
personal information gathered by the
product is handled carelessly. We build
and promote a culture of integrity where
the norm is to handle data with care.
13. WE EMPOWER USERS TO BE THE
MASTERS OF THEIR OWN DOMAIN
Users often do not have control over their
role within the network of stakeholders
surrounding an IoT product. We believe
that users should be empowered to set
the boundaries of how their data is
accessed and how they are engaged
with via the product.
14. Some IoT platforms are ‘citizen led’ –
made and maintained by a community of users
18. Outline of the program
Intro to HCD
Doing research
with service
users
Analysing
research and
developing
ideas
Prototyping
ideas and
testing them
with service
users
Creating a
delivery plan
27/07
Teams work
independently
Teams work
independently
Teams work
independently
Teams work
independently
Teams
indepen
work
dently
Community
Champions
19. Be aware:
It might feel a little
uncomfortable at
times. But it’ll be
alright.
20. What makes the
difference between
good and bad
design?
The focus on
people’s needs
who are using
the designs.
26. CITIZENS MEANINGFULLY ENGAGED IN ‘OPEN PROTOTYPING’
The
challenges
Insight Definition ActionIdeas Embed
DISCOVER DEFINE DEVELOP DEPLOY
Speak to
members of
the public and
professionals
to understand
what their
needs are.
Based on the
gained
insights, define
the problem
you want to
focus on
solving.
Develop ideas
and prototypes
which respond
to existing
user needs in
collaboration
with service
users.
Implement a
pilot version to
learn from
before thinking
of scaling.
MOBILISE
Engage
people, create
relationships,
build
community.
ITERATE
Make changes
and repeat the
process,
learning the
whole time.
27. DESIGN IS AN ITERATIVE PROCESS
!
MEASURE
BUILD
LEARN
Design is not an linear process - it is iterative and agile
28. Design is not an linear process - it is iterative and agile
MOBILISE
DISCOVER DEFINE DEVELOP DELIVER DISCOVER DEFINE DEVELOP DELIVER DISCOVER DEFINE DEVELOP DELIVER
51. A better design brief
How could we live with
more plants inside our
homes?
52.
53.
54.
55. Creating a good design brief
Original brief:
Solve youth unemployment in rural Albania.
Refined brief:
How might we inspire
young people in
Albania to think about
the dream job?
56. Tips to “define”
Really understand the problem.
Put the user in the centre.
Avoid solutions.
58. Exercise: Discover
Find out as much as you can
about what your users current
experience is. What is good
about it? What are they
struggling to do?
59. Plan your research
Who are your users?
What do you think you know already?
Where will you find them?
What do you want to find out?
What open and interesting questions can you ask?
15 min
60. Go out, talk to people and
document what was said
Listen carefully.
Ask why.
45 min
62. Market Research
What people say
What people will buy
Large sample sizes
Broad insights
Design Research
What people do
How people use a product / service
Small sample sizes
Deep, focused insight
63. FOR GREAT IDEAS GO DEEP – NOT WIDE
!
For great ideas - go deep not wide
64. Source: Jakob Nielson & Tom Landauer
Discovered
Usability
issues
0 3 6 9 12 15
25%
50%
75%
100%
Amount of
participants
Source: Jakob Nielson & Tom Landauer
Amount of
participants
Discovered
usability
issues
Quality, not quantity
65. Exercise: Define
Build insights from your research.
Produce three design briefs
phrased as “How might we”
question.
For example: “How might we make it easier for people to
understand when it is safe to exercise outside?”
30 min
66. How might we…
… make it easier
… for Mancunians
… to understand when it is safe to
exercise outside?
do what?
for who?
what for?
75. Exercise: Develop ideas
Chose one of your “How-might-we” statements.
Don’t restrain yourself and think wildly -
create at least 6 ideas how to improve your
existing idea and come up with a new one.
Chose your best idea.
30 min
89. What we’d like you to do
before we meet next time
1. Each team on Slack.
2. Plan your user research
based on tools today.
3. Gather existing research
and identify gaps.
90. What we’d like you to do
before we meet next time
4. Could you find and
identify a user to
interview?
91. Next Time?
3 half days workshops
with each team to go over
research plans and go out
and do more