• Share
  • Email
  • Embed
  • Like
  • Save
  • Private Content
Do what worx: Lessons in making the most of opportunities for user and client co-creation in game design
 

Do what worx: Lessons in making the most of opportunities for user and client co-creation in game design

on

  • 572 views

Recently, Digital Eskimo and the Powerhouse Museum collaborated to create Water Worx. Through this project, Anthony will reveal how co-design built trust and confidence across the project team. He ...

Recently, Digital Eskimo and the Powerhouse Museum collaborated to create Water Worx. Through this project, Anthony will reveal how co-design built trust and confidence across the project team. He will also present a range of successful formal and informal co-design, prototyping and testing activities from the project.

Statistics

Views

Total Views
572
Views on SlideShare
431
Embed Views
141

Actions

Likes
1
Downloads
5
Comments
0

2 Embeds 141

http://uxaustralia.com.au 139
http://lanyrd.com 2

Accessibility

Categories

Upload Details

Uploaded via as Apple Keynote

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Processing…
Post Comment
Edit your comment
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \nTypically Digital Eskimo employs a design metaphor approach to co-design sessions \nasks the participants create analogies for particular concepts / components that exist in the context of the project.\n\nWe do this as a way of forcing an abstraction that distances participants’ from their imagined solutions.\n\nThis makes it a really good method of exploring / designing for user needs rather than jumping straight to solutions mode.\n\nA good example of how this works is a recent case in which a client came to us for a social media strategy, they were immediately talking about "We could use Twitter for this and Facebook for that, youtube etc etc.\n\nWe wanted to move them away from talking about the tools and existing solutions they knew in order to discover what they were trying to achieve, who was involved and what communications flows were, and importantly, how they wanted people to feel through this experience\n\nWe worked with the client and users to co-design a ‘village green’ in which various aspects represented other users, communications tone, messaging & channels\n\nVery effective in providing conceptual talking points that force an exploration of intent or need.\n\n
  • \n
  • \n
  • \n
  • \n
  • \\\n\n
  • \n
  • \n\n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n\n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n

Do what worx: Lessons in making the most of opportunities for user and client co-creation in game design Do what worx: Lessons in making the most of opportunities for user and client co-creation in game design Presentation Transcript

  • Do what worx: lessons in making themost of co-design with clients
  • co-design can help shift the clients’ perspective to be closer to that of the userco-design can equip the client to better understand what you are going throughas a designerco-design equips the client to better engage with your prototypesclients are more likely to trust the outcomes of unusual / experimental designactivities if they have participated in them.co-design empowers clients to be actively involved in the production process
  • An introduction to the Water Worx project
  • An introduction to the Water Worx project
  • An introduction to the Water Worx project
  • Co-design
  • What’s my definition?
  • What’s my definition?
  • Benefits
  • Co-design can help shift the clients’ perspective to becloser to the users’
  • Nudie co-design puts the client in the users shoes
  • Co-design can help shift the clients’ perspective to becloser to the users’Create exercises that involve your client in the conception of personas so that they willlove them as their own
  • Co-designing equips the client to better understandwhat you’re going through in the design process
  • Co-designing equips the client to better understand what you’re going through in the designprocess
  • Co-designing equips the client to better understand what you’re going through in the designprocess
  • Co-designing a solution equips the client with a way of better understanding the hard decisions inthe design process
  • Co-designing equips the client to better understandwhat you’re going through in the design processUse metaphor to draw people away from the scope of their usual contextCreate exercises that require trade off and compromises
  • Co-design equips clients to better engagewith your prototypes
  • Co-design equips clients to better engage with your prototypes
  • Co-design equips clients to better engage with your prototypes
  • Co-design equips clients to better engage with your prototypes
  • Co-design equips clients to better engage with your prototypes
  • Co-design equips clients to better engagewith your prototypesCreate (and learn from) prototypes with your clientAvoid ‘black boxes’ and the ‘big reveal’. Be transparent.
  • Clients are more likely to trust the outcomes ofunusual / experimental design activities if they haveparticipated in them.
  • Clients are more likely to trust the outcomes of unusual / experimental design activities if they haveparticipated in them
  • Clients are more likely to trust the outcomes of unusual / experimental design activities if they haveparticipated in them
  • Clients are more likely to trust the outcomes of unusual / experimental design activities if they haveparticipated in them.
  • Clients are more likely to trust the outcomes ofunusual / experimental design activities if they haveparticipated in them.Build trust in your design process by having your client experience it
  • A quick testing related aside
  • Co design empowers clients to be actively andeffectively involved in the production process
  • Co design empowers clients to be actively involved in the production process
  • http://www.flickr.com/photos/halans/Co design empowers clients to be actively involved in the production process
  • Co design empowers clients to be actively andeffectively involved in the production processGive your clients good methods and permission to contribute. Reap the rewardsGive your client the design methods to directly engage with their users
  • co-design can help shift the clients’ perspective to be closer to that of the user co-design equips the client to better understand what you are going through as a designer co-design equips the client to better engage with your prototypes clients are more likely to trust the outcomes of unusual / experimental design activities if they have participated in them. co-design empowers clients to be actively involved in the production processWe’re done.
  • Thanks very much. Questions?Anthony DittonDigital Eskimo@six_gunad@digitaleskimo.netRespect:Contributing kids / teachersThe team @ Sydney WaterThe team @ Powerhouse MuseumThe team @ Bonobo LabsThe team @ Digital EskimoWe’re done.