1. No it will not work, listen I have been working with this for 20 years…. 2. In 1995…we tried it but it failed…. 3. We know what they need…. 4. When I send my guys into a situaAon they must have the best tools….. 5. When we help people…
1. Every disaster response is unique??? 2. People aﬀected by a disaster are vicAms?? 3. People aﬀected by a disaster need help?? 4. Rapid Response teams rescue people?? 5. Eﬃcient InformaAon sharing is important?? 6. Mobile phone systems are unreliable??
WE ARE DESIGNERS WE ARE DEALING WITH REAL WORLD DESIGN PROBLEMS
New challenges IN THE LAB >> IN THE WILD USERS >> PEOPLE DEMONSTRATORS >> WORKING APPS THEORETICAL CONTRIBS >> THEORY IN PRACTICE A SINGLE RESEARCHER >> INTERDISCIPLINARY TEAMS
Design Camp HCD Field expediAon Idea Playground
ObjecKves Explore the world with a DESIGN PERSPECTIVE. A. exposed to ﬁeld work B. exposed to design work C. learn from insane team work o Learn to make use of the opportuniAes that exisist even in condensed Ame frames and with a non-‐visible budget.
• The goal is to idenAfy and materialize design concepts with capability to meet the needs and desires of the people in local communi2es in 2mes of humanitarian response opera2ons.
HCD-‐Toolkit www.ideo.com Open-‐Source Bill Moggridge Chip Heath Tim Brown Tom Kelley
Disclaimer! ! THE HCD-toolkit is ! NOT perfect nor complete.! !But, it provides INSPIRATION to learn more about using a design perspective in your practice and research.!
• Human-‐Centered Design (HCD) is a process and a set of techniques used to create new soluAons for the world. • The reason this process is called “human-‐ centered” is because it starts with the people we are designing for. Solu2ons in terms of products, services, environments, organiza2ons, and modes of interac2on.
HEAR : CREATE : DELIVER • HEAR: During the Hear phase, your Design Team will collect stories and inspiraKon from people. You will prepare for and conduct ﬁeld research. • CREATE:In the Create phase, your Design Team will work together in a workshop format to translate what you heard from people into frameworks, opportuniAes, soluAons, and prototypes. During this phase you will move together from concrete to more abstract thinking in idenAfying themes and opportuniAes and back to the concrete with soluAons and prototypes. • DELIVER: The Deliver phase will begin to realize your soluKons through rapid revenue and cost modeling, capability assessment, and implementaAon planning. This will help you launch new soluAons into the world. • Senarious: (Day), Week-‐long, Several months, acAvate exisAng insights
HEAR THEORY • inspire imaginaAon and inform intuiAon about new opportuniAes and ideas. • QualitaAve methods can help unveil people’s social, poliAcal, economic, and cultural opportuniAes and barriers in their own words. • Deep understanding, not broad coverage
Hear Steps 1. IdenAfy a Design Challenge 2. IdenAfy People to Speak With 3. Choose Research Methods (Individual and Group Interviews, In-‐Context Immersion) 4. Develop an Interview Approach (Guide, Scenario-‐based quesAons, Techniques) 5. Develop Your Mindset (Beginners, Observe v. Interpret)
IdenKfy a Design Challenge A good Design Challenge should be: » Framed in human terms (rather than technology, product, or service funcAonality) » Broad enough to allow you to discover the areas of unexpected value » Narrow enough to make the topic manageable
Advice when idenKfying your challenges • Look for clichés / stereotypes • Invert, Deny, Scale, • Formulate hypothesis: – What if ….
CREATE • To move from research to real-‐world soluKons, you will go through a process of synthesis and translaAon. • This is the most abstract point of the process where concrete needs of individuals are transformed into high-‐level insights about the larger populaAon and system frameworks are created. • During this phase, soluAons are created with only the Desirability ﬁlter in mind.
CREATE THEORY • Synthesis takes us from inspiraKon to ideas, from stories to soluKons. • Brainstorming makes us think expansively and without constraints. • Prototyping is about building to think.
MAKE IDEAS TANGIBLE • Prototyping is about buiding to think -‐ whatever it takes to communicate the idea. Prototyping allows you to quickly and cheaply make ideas tangible so they can be tested and evaluated by others -‐ before you’ve had Ame to fall in love with them. BUILD TO THINK : ROUGH, RAPID, RIGHT: ANSWERING QUESTIONS
GATHER FEEDBACK A great way to get honest feedback is to take several concepts or versions out to meet people. When there is only one concept available, people may be reluctant to criAcize. However, when allowed to compare and contrast, people tend to speak more honestly.
Deliver Once the design team has created many desirable soluAons, it is Ame to consider how to make these feasible and viable. The Deliver phase will catapult the top ideas toward implementaAon.
DELIVER THEORY • Delivering soluKons starts with creaKng low-‐investment, low-‐cost ways of trying out your ideas in a real-‐world context. • ImplementaKon is an iteraKve process that will likely require many prototypes, mini-‐pilots and pilots to perfect the soluKon and support system. • This process invites you to work in the belief that new things are possible….
Deliver Steps 1. Generate several business models for your soluAons. 2. IdenAfy CapabiliAes Required for Delivering SoluAons (DistribuAon, Requirements v. CapabiliAes, PotenAal Partners) 3. Plan a Pipeline of SoluAons
PLAN MINI-‐PILOTS & ITERATION For each soluAon in your pipeline, it is important to idenAfy simple, low-‐investment next steps to keep the ideas alive. One way to keep iteraAng and learning is to plan mini-‐pilots before large-‐scale pilots or full-‐scale implementaAon. For each mini-‐pilot, ask three quesKons: » What resources will I need to test out this idea? » What key quesAons does this mini-‐pilot need to answer? » How will we measure the success of this mini-‐pilot? >> MINI-‐PILOT PLANNING WORKSHEET >>
People in local communiAes 2me Professional response organizaAons
Design Camp IntroducAon Field expediAon Idea Playground
Design Camp: Tilburg 2011 idenAfy and materialize design concepts with capability to meet the needs and desires of the people in local communi2es in 2mes of humanitarian response opera2ons: Dimensions: • Limited viable func2onality • Organiza2onal and organizing aspects • Business models • Deployment approaches
FORM DESIGN TEAMS FIELD EXPEDITION IDEA PLAYGROUND
GRAND FINALE A nice informaAon package presenAng your work -‐ Your case -‐ Your assumpAons -‐ Your collected stories -‐ Your suggested soluAon -‐ Photos of mockups and more 15 min unusual presentaAon by the enAre team