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CityVerve 

Human Centred Design Induction
Induction Workshop, 27 July 2016
The objective over the
next weeks: 

To develop our ideas in
the best possible way, so
people will have a great
experience using them.
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.
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.
Who are FutureEverything?
MANCHESTER’S INNOVATION
LAB FOR DIGITAL CULTURE.
LEAD ON HUMAN CENTRED DESIGN AND 

CULTURE & PUBLIC REALM IN CITYVERVE.
Who are FutureGov?
WE ARE THE DIGITAL AND
DESIGN COMPANY FOR
PUBLIC SERVICES.
Introduction
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.
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.
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.
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.
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.
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.
Some IoT platforms are ‘citizen led’ – 

made and maintained by a community of users
Maker culture
Is there scope for people to contribute to and change your project?
Citizens as stakeholders?
Taxi drivers on streets protest about Uber… NOT what success looks like!
Experimenting with the process all in one day
The human centred
design process
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
Be aware: 

It might feel a little
uncomfortable at
times. But it’ll be
alright.
What makes the
difference between
good and bad
design?
The focus on
people’s needs
who are using
the designs.
An example from the IOT world
Philips Hue
Philips Hue
The design process
If you asked a designer
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.
DESIGN IS AN ITERATIVE PROCESS
!
MEASURE
BUILD
LEARN
Design is not an linear process - it is iterative and agile
Design is not an linear process - it is iterative and agile
MOBILISE
DISCOVER DEFINE DEVELOP DELIVER DISCOVER DEFINE DEVELOP DELIVER DISCOVER DEFINE DEVELOP DELIVER
Mobilise
MOBILISE

How do you
engage users?
Users are people,
just like you.
Community 

Performance 

Indictors
Collaborate with citizens as
stakeholders to define and
measure success.
CITYVERVE COMMUNITY CHAMPIONS
Local young people, trained in role play, facilitation and filmmaking
Supporting user research – workshops and role
play to engage residents and service users
CITYVERVE CULTURE & PUBLIC REALM
Art and experiences engaging the public in CityVerve
Art and experiences engaging the public in CityVerve
CITYVERVE CULTURE & PUBLIC REALM
Discover
DISCOVER

What is design
research?
What is design research?
It creates empathy.
It helps to understand the
problem you are trying to
solve.
It inspires new ideas.


EMPATHY
UNDERSTANDING PRACTITIONERS
“Understanding everything out there is overwhelming.
I can’t do that at the same time as doing an assessment”
Understanding practitioners and service providers as shortcut to users
Ethnographic research to understand citizens
Ethnographic research to understand citizens
Tips to “discover”
Don’t consult - observe.
Be curious and listen.
Be brave and leave your desk.
What kind of research

do you do in your everyday
practise?
Define
DEFINE:

Solving the right
problem
UNPACKING INSIGHTS TO
DEFINE A BRIEF
Interpret your research
Build insights.
Share with others.
Create an inspiring design brief.
A design brief
How can we redesign a
vase for flowers?
A better design brief
How could we live with
more plants inside our
homes?
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?
Tips to “define”
Really understand the problem.
Put the user in the centre.
Avoid solutions.
What’s your experience
with focusing on one
problem at a time?
Does it make things easier
or more difficult?
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?
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
Go out, talk to people and
document what was said
Listen carefully.
Ask why.
45 min
Welcome back!
How was your experience?
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
FOR GREAT IDEAS GO DEEP – NOT WIDE
!
For great ideas - go deep not wide
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
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
How might we…
… make it easier
… for Mancunians
… to understand when it is safe to
exercise outside?
do what?
for who?
what for?
Develop & iterate
ideas
DEVELOP IDEAS

How to come up
with good ideas?
How to come up with good 

with ideas?


Agree on the problem you 

want to solve.
Aim high and go a little crazy.
HOW CAN THIS…
Get inspired by things outside your sector
INFORM THIS?
BE OPEN TO MAD IDEAS (AT LEAST TO BEGIN WITH)
Tips to “develop ideas”
Don’t do it alone.
Visualize.
Go for quantity.
Judge later.
How do you come up with
new ideas?
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
Deliver
DELIVER

How to deliver
quickly and well?
How to deliver quickly 

an well?
It’s not about delivering
the perfect solution, but
something you can get
feedback on.
Fail early,
fail often
learn
learn
How to deliver quickly and well? Through agile delivery.
What a prototype might
look like
Learn in a safe environment
Paper prototypes
Testing a service experience
Tips to “deliver”
Be brave and share your
work early.
Seek feedback to iterate -
(not to get a pad on your
back).
How do you deliver
projects?
What’s your experience with
starting small or
agile delivery?
Exercise: Develop ideas
You only have 20 minutes time and the
materials available in the room - how
would you start prototyping your idea?
20 min
But doesn’t this process
make things more
expensive?
It’s less expensive than creating
something people don’t want or
can’t use.
Next steps
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.
What we’d like you to do
before we meet next time
4. Could you find and
identify a user to
interview?
Next Time?
3 half days workshops
with each team to go over
research plans and go out
and do more
Please leave some
feedback for us.
Thank you!

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CityVerve Human Centred Design Induction

  • 1. CityVerve 
 Human Centred Design Induction Induction Workshop, 27 July 2016
  • 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.
  • 5. Who are FutureEverything? MANCHESTER’S INNOVATION LAB FOR DIGITAL CULTURE. LEAD ON HUMAN CENTRED DESIGN AND 
 CULTURE & PUBLIC REALM IN CITYVERVE.
  • 6. Who are FutureGov? WE ARE THE DIGITAL AND DESIGN COMPANY FOR PUBLIC SERVICES.
  • 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
  • 15. Maker culture Is there scope for people to contribute to and change your project?
  • 16. Citizens as stakeholders? Taxi drivers on streets protest about Uber… NOT what success looks like!
  • 17. Experimenting with the process all in one day The human centred design process
  • 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.
  • 21. An example from the IOT world
  • 25. If you asked a designer
  • 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
  • 32. Community 
 Performance 
 Indictors Collaborate with citizens as stakeholders to define and measure success.
  • 33. CITYVERVE COMMUNITY CHAMPIONS Local young people, trained in role play, facilitation and filmmaking
  • 34. Supporting user research – workshops and role play to engage residents and service users
  • 35. CITYVERVE CULTURE & PUBLIC REALM Art and experiences engaging the public in CityVerve
  • 36. Art and experiences engaging the public in CityVerve CITYVERVE CULTURE & PUBLIC REALM
  • 39. What is design research? It creates empathy. It helps to understand the problem you are trying to solve. It inspires new ideas. 

  • 41. UNDERSTANDING PRACTITIONERS “Understanding everything out there is overwhelming. I can’t do that at the same time as doing an assessment” Understanding practitioners and service providers as shortcut to users
  • 42. Ethnographic research to understand citizens
  • 43. Ethnographic research to understand citizens
  • 44. Tips to “discover” Don’t consult - observe. Be curious and listen. Be brave and leave your desk.
  • 45. What kind of research
 do you do in your everyday practise?
  • 48. UNPACKING INSIGHTS TO DEFINE A BRIEF Interpret your research Build insights. Share with others. Create an inspiring design brief.
  • 49. A design brief How can we redesign a vase for flowers?
  • 50.
  • 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.
  • 57. What’s your experience with focusing on one problem at a time? Does it make things easier or more difficult?
  • 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
  • 61. Welcome back! How was your experience?
  • 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?
  • 68. DEVELOP IDEAS
 How to come up with good ideas?
  • 69. How to come up with good 
 with ideas? 
 Agree on the problem you 
 want to solve. Aim high and go a little crazy.
  • 70. HOW CAN THIS… Get inspired by things outside your sector
  • 72. BE OPEN TO MAD IDEAS (AT LEAST TO BEGIN WITH)
  • 73. Tips to “develop ideas” Don’t do it alone. Visualize. Go for quantity. Judge later.
  • 74. How do you come up with new ideas?
  • 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
  • 78. How to deliver quickly 
 an well? It’s not about delivering the perfect solution, but something you can get feedback on.
  • 79. Fail early, fail often learn learn How to deliver quickly and well? Through agile delivery.
  • 80. What a prototype might look like
  • 81. Learn in a safe environment
  • 83. Testing a service experience
  • 84. Tips to “deliver” Be brave and share your work early. Seek feedback to iterate - (not to get a pad on your back).
  • 85. How do you deliver projects? What’s your experience with starting small or agile delivery?
  • 86. Exercise: Develop ideas You only have 20 minutes time and the materials available in the room - how would you start prototyping your idea? 20 min
  • 87. But doesn’t this process make things more expensive? It’s less expensive than creating something people don’t want or can’t use.
  • 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