SlideShare a Scribd company logo
1 of 29
Download to read offline
DIFFERENT METHODS OF CO-DESIGN: HOW 
CAN DIFFERENT DECISIONS IN CO-DESIGN 
AFFECT THE OUTCOMES IN DESIGN AROUND 
EUROPE? 
Co-design Tools Research 
LICA426 Major Research Project 
Spring and Summer Term 
Student Name: Michael Solaymantash 
Student Number: 30261043 
E-mail: M.Solaymantash@lancaster.ac.uk 
MA Design Management 
2013-­‐14
2 
CO-DESIGN TOOLS RESEARCH: 
Student Name: Michael Solaymantash 
Contents 
1. Lego role-playing..…………....……………………....………..………….…………………… 3 
1.1 Lego real-time web - Trivioquadrivio Case study……………………....……………… 4 
2. Role playing…………………....……………………....………..………….…………………... 7 
2.1 Designing a medical service – Ideo Case Study………………………………………. 7 
2.2 Go Project – Case study……………………....………..………….………….…………. 8 
3. Group Sketching……………………....………..………….…………………………………… 10 
3.1 Democracy, What consultant’s think of MP’s – Design council…………….………... 11 
4 Issue cards……………....………..………….………………………………………………….. 11 
4.1 Service design for airport security – Carnagie Mellon University……………..……… 11 
4.2 Silk method deck – Engine Case Study……………....………..………….……………. 12 
4.3 Bovisa Co-housing project – Dipartimento di Innovazione Sociale…………….……. 13 
5. 
Rough Prototyping……………....………..………….…………………………………………. 14 
5.1 Photocaring – Adam Little at CIID……………....………..………………..……………. 16 
5.2 Direct care – Carrie Chan, Carnagie Mellon University………………..……………… 17 
5.3 Smart street objects – Royal College of Art Case Study ……………....………..…… 19 
6. Affinity diagram……………....………..………….……………………………………………. 20 
6.1 Service design for airport security – Carnagie Mellon University…………………….. 22 
7. Motivation Matrix……………....………..………….…………………………………………... 23 
7.1 E-Meal Motivational matrix……………....………..………….………………………….. 23 
8. Mind mapping……………....………..………….…………………………..………………….. 24 
8.1 D-School Mind map – IDEO Case Study……………....………………....……………. 24 
9. Storytelling……………....………..………….…………………………..……………………… 24 
9.1 Rentathing Case Study ……………....………………....………………....…………….. 26 
9.2 Narrative design tool kit Case Study……………....………………....……....…………. 27 
10. Character profiles..………………....………………....………………........………………… 27 
10.1 Daddy Cool- Domus Academy Case Study……....………………........…………….. 28 
11. References..………………....………………....………………........……………………….. 29
Users and other figures can become part of the design process as expert of their experience, 
but in order to take on this role they must be given appropriate tools for expressing 
themselves. The designers should provide ways for people to engage with each other as well 
as instruments to communicate, be creative, share insights and envision their own ideas. The 
co-design activities can support different levels of participation, from situation in which the 
external figures are involved just in specific moments to situations in which they take part to 
the entire process, building up the service together with the designers. 
These tools and their case studies should ideally help to generate a better concept of what 
design tools can be applied to scenarios where they are most relevant and will participate in 
helping to find out how co-design can affect a projects outcome. 
1. Lego serious play 
LEGO Serious Play is an innovative, experiential process designed to 
enhance the generation of innovative solutions (Frick, Tardini, Cantoni 2013). 
Defining 
Lego 
Serious 
Play 
-­‐ 
provided 
by 
‘Service 
design 
tools 
2013’. 
3 
LSP builds on a set of basic values, which can be summarized as follows: 
• The answer is in the system. 
• Everyone has to express his/her reflections. 
• There is no ONE right answer. 
The LSP Core Process is based on four essential steps: 
• The facilitator poses the question 
• Participants build their answers using LEGO bricks. 
• Participants share their answers with the other participants. 
• Participants reflect on what they have seen and heard. 
This kind of hands-on, minds-on learning produces a deeper, more 
meaningful understanding of the world and its possibilities; moreover LEGO 
Serious Play deepens the reflection process and supports an effective 
dialogue (Service design tools, 2013).
1.1 CASE STUDY: 
LEGO REAL TIME WEB - Trivioquadrivio 
Trivioquadrivio is a consultancy agency in Milan, Italy. NewMinE Lab of USI 
(Università della Svizzera Italiana) developed an idea for a new methodology 
based on LEGO Serious Play (Service design tools, 2013). 
Till 2008 the existing methodologies have been the ‘LEGO Real Time Identity’ 
which supports the definition of the identifier lines of an organization, and the 
LEGO Real Time Strategy, supporting the identification of the operational 
strategy that an organization has to assume in relation with a specific project 
(Service design tools 2013). 
Aim: 
The aim of the new methodology developed by Trivioquadrivio and NewMInE 
Lab is to use the immediateness of the metaphoric language of LEGO to 
facilitate the communication between clients and designers at the early stages 
of web applications' projects (Team, 2008). The LEGO Real Time Web allows 
the defining and sharing of a very precise idea of the design purpose, of the 
context and the market in which the application will be positioned, of its 
potential users, of the required contents and of the roles and functionalities of 
each figure involved in the development (Service design tools, 2013). 
4 
Lego 
Serious 
Play 
image 
-­‐ 
provided 
by 
‘Service 
design 
tools 
2013’.
Definitions 
provided 
by 
‘Service 
design 
tools 
2013’ 
and 
‘Frick, 
Tardini, 
Cantoni 
2013’. 
5 
The process: 
1. LEGO SERIOUS PLAY gathers around a table for up to ten 
participants. The work is carried out under the guidance of a certified 
facilitate the LEGO SERIOUS PLAY, which is responsible for directing 
the activities of the participants in the strategic objectives set. 
2. Participants build a model, first individually and then collectively . In 
constructing the model, each participant highlights and shares the 
metaphorical meaning . 
3. Through the sharing of "organizational stories" attributed to the model, 
groups construct a collective view and are set a few simple guiding 
principles, useful to determine a shared horizon of action. 
The official forms so far developed and offered by the LEGO ® are: 
Lego Real Time Identity: the aim is to define the lines of identifying a 
company or an organization. Members, activities, goals, market positioning, 
internal and external agents, both positive and negative with respect to the 
company. It allows participants to understand themselves and their colleagues 
better. 
Lego Real Time Strategy: the aim is to identify the strictly operational 
strategy that the company in question could be taken in reference to a specific 
project. 
1. Real Time Strategy for the Team: which aims at unlocking the full 
potential of a team quickly, effectively, and deeply; and 
2. Real Time Strategy for the Enterprise: a process to continuously 
develop strategies in an unpredictable world. 
An LSP workshop typically takes from half a day to a couple of days. It always 
starts with a skills building program, i.e., a set of exercises that aim at 
introducing participants to the method and making them acquainted with it. 
Then, the ‘real’ workshop starts with the first AT (Building individual models), 
which is the only mandatory AT, and, may be used with one or more other 
ATs.
6 
The LSP methodology is based on the Core Process and on seven 
Application Techniques. 
The Core Process has four essential steps: 
1. Posing the question - The facilitator presents the challenge to the 
participants. The challenge must have no obvious or correct solution. 
2. Construct - Participants build their answer to the challenge using 
LEGO bricks. While building their models, participants assign a 
meaning to them and develop a story covering the meaning. In doing 
so, they construct new knowledge. 
3. Sharing - Participants share their stories and the meanings assigned 
to their models with each other, and listen to the stories of other 
participants. 
4. Reflection - The facilitator encourages participants to reflect on what 
they have heard and seen in the models. 
The seven Application Techniques (AT) are: 
1. Building individual models 
2. Building shared models 
3. Creating a Landscape 
4. Making Connections 
5. Building a System 
6. Playing Emergence and Decisions 
7. Extracting Simple Guiding Principles
7 
2. Role playing 
Some actors, the sample users or the designers themselves perform a 
hypothetical service experience. The implied condition is thinking that the 
service really exists and then building a potential journey through some of its 
functionalities (Service design tools, 2013). By assigning players a particular 
viewpoint through role-playing or telling a story, design games aim at 
providing a glimpse of another world in order to potentially evoke empathy 
and human-centered thinking instead of ethnographically correct information 
(Vaajakallio, 2012). 
A possible evolution of this tool consists in the performance of the same 
scene several times, changing the character profiles on each scene in order 
to understand how different users would act in the same situation (Service 
design tools, 2013). Techniques for role playing and acting out interaction are 
all planned and structured. Other enactments, however, are unplanned, 
situated, and taken for granted. These expressions of interaction and usage 
often take the form of gesture (Arvola & Artman, 2006). 
2.1 CASE STUDY 1: 
DESIGNING A MEDICAL SERVICE - Ideo 
While designing a medical service, some designer of IDEO role-played 
situations involving doctors, nurses, anaesthesiologists and patients in order 
to simulate the interdependent tasks demanding of the operating rooms staff. 
Each member of the team assumed a specific role and behaved in the 
situation according to role assumed. In this way the team could better imagine 
the specific situation, trigger empathy for actual users and discover which 
were the relevant issues to solve or improve (Service design tools, 2013). 
Role 
Play 
image 
involving 
a 
medical 
service 
-­‐ 
provided 
by 
‘Service 
design 
tools 
2013’.
2.2 CASE STUDY 2: 
GO PROJECT - Giulio Iacucci, Kari Kuutti and Mervi Ranta 
Aim: 
The aim of the GO project was the implementation of a wireless network in 
the Helsinki University of Technology in order to investigate the service 
architecture for the Nomadic Internet User of the Future. (Service design tools 
2013). 
Role games were used for allowing users, experts and designing in envision 
and act out new product concepts taking into account three fundamental 
aspects: the interaction between different groups, the mobility of participants 
during the interaction and the context of each participant in terms of artefacts, 
tools and environment. 
The process: 
The basic principle of the games was to let participants play roles or act as 
themselves in given situations. The players imagined what kind of devices or 
services could support their mobility and communication, and they discuss, 
and act out the ideas in the given situation. The number of the players varied 
from 3 to 7 participants. The story structure also varied in the games 
according to the presence of the following: initial scenario or situation, plot or 
event lists, incidents, roles and goals of players. In other words, the group 
interaction can be organized around an initial scenario letting the players free 
to improvise, or can be influenced by predefined information. 
In some games, a designer played the game master (similar to role games 
like Dungeons and Dragons). The master guides the unfolding of the game 
introducing incidents and deciding who plays. The master is the interface to 
the environment representing the world with its opportunities and constraints. 
A designer has a direct influence in the game's unfolding. 
In some games the group interaction was improvised and not guided by rules. 
In other games, rules defined the order for players to speak or act; how ideas 
are developed in teams, in a group or individually; when to throw the dice; to 
pick up a card with an unexpected incident. 
The games were played in a more or less detailed representation of the 
environment. They reproduced locations in the campus but also commercial 
centers and, pubs, discos. In some buildings, they also had a representation 
of different rooms. In this way, it was possible to act out scenarios of local 
mobility as well. 
After trying out different approaches in the first five games, they decided they 
felt confident enough to spend some days preparing a sixth game. Three 
users were the actual players and the two designers of the game played side 
roles. They were not contributing to the development of the product ideas but 
helping to keep the game moving. The places were prepared around the room 
on bookshelf and tables. Each place had a printed sign showing its name and 
a graphical symbol and was filled with as many contextual characteristics 
(artifacts) as possible (see the Figure 7). 
8
Figure 
7: 
Role-­‐playing 
game, 
a 
particular 
of 
the 
game 
setting 
– 
Provided 
by 
‘iacucci, 
Kuutti 
& 
Ranta 
(2000)’ 
9 
They used a box with incident cards to introduce some surprises and 
dynamism to the game. 
The following rules were also hung on the wall: 
1. Use always the toy character 
2. Act out the use of the device/service 
3. Use the dice to decide about non predefined aspects 
4. Everyone chooses a toy character and picks a "mobic" a mock-up 
representing a magic mobile device 
5. Now and then a player is asked to pick an incident card 
The environment helped the players to be context aware. It helped them in 
considering which artifacts might be part of the environment. It also helped the 
players throughout the game to be aware of when they were changing the 
context. Moreover, the players were aware of the activities and contexts of the 
others. As the designers were playing side roles, they could help the rest of 
the player to overcome inhibition in the game by giving examples of how to 
use the toys. The game showed the importance of a fluent flow of the story 
and stimulating setting that allows the players to live their roles in an inspiring
and innovative atmosphere. Finally, the game provided support for a shared 
understanding of the scenarios and made the player aware of the context and 
of other's contexts and activities. 
10 
3. Group Sketching 
Group sketching is used during the co-design sessions in order to share the 
insights inside the team: this tool offers a common ground for the discussion 
even when the participants have different cultural and social backgrounds. It 
is based on basic and simple drawings in order to encourage the participation 
of everybody (Greenberg, Roseman & Webmaster, 1992). 
The author Tang constructed a guideline, which can be followed to give a 
good quality outcome when facilitating a group sketching (Tang, 1991). 
Four of the guidelines are summarized below: 
1. Enable all participants to share a common view of the work surface 
while providing simultaneous access and a sense of close proximity to 
it. 
2. Provide ways of conveying and supporting gestural communication. 
Gestures should be clearly visible, and should maintain their relation 
with objects within the work surface and with voice communication. 
3. Convey the process of creating artifacts to express ideas. 
4. Allow seamless intermixing of work surface actions (listing, drawing, 
gesturing) and functions (storing information, expressing ideas, 
mediating interaction). 
People are encouraged to present their thoughts to the group, to build upon 
the ideas presented by fellow members, and to problem-solve. Participants 
typically use some large communal work surface —a group drawing area—to 
facilitate their interactions. Typical media now used include white boards, flip 
charts, and large sheets of paper for drawing and note taking.
3.1 CASE STUDY: 
DEMOCRACY, WHAT CONSULTANTS THINK OF MP’S – Design council 
The observation of the public confidence and trust in politicians and political 
institutions in UK shows that there is a strong level of alienation towards 
politicians, especially towards MPs (Service design tool, 2013). 
The Design Council developed this project in order to understand which 
practical things MPs could do in their constituency to rebuild democracy in 
Britain. 
After the observation, MPs have been engaged with their constituents to 
understand their needs and spot opportunities to make a difference. During 
one of these workshops a young group of constituents was asked to design 
the perfect MP, using sketches to share ideas and represent the final solution. 
11 
4. Issue cards 
The issue cards are a physical instrument used as a peg to induce and feed 
interactive dynamics inside a team (Service design tools, 2013). 
Each card could contain an insight, a picture, a drawing or a description; 
everything is able to suggest new interpretations of the problem and to induce 
the assumption of a different point of view. The result is the identification of 
new criticalities and opportunities in the context of reference. 
The heterogeneity and simplicity of the contents are required to guarantee the 
success of this tool. 
4.1 CASE STUDY 1: 
SERVICE DESIGN FOR AIRPORT SECURITY – Jamin Hegeman, Kipum 
Lee, Kata Tennant (Carnagie Mellon University) 
This project dealt with the ideation of a service that will foster flow at the 
Transportation Security Administration (TSA) security screening stations at 
the airport. 
After identifying the design principles leading the project (communicate to 
passengers, feel in control and say goodbye), the team developed several 
concept ideas for each principle. The ideas were captured on cards in order to 
share them with the TSA and be something that TSA could share with each 
other in order to start having meaningful conversation about the experience. 
Each card contains a concept with a sketch and a description, while the colour 
identifies the relative design principle.
Figure 
8: 
Issue 
cards 
for 
the 
TSA 
– 
Provided 
by 
‘Service 
design 
tools, 
2013’ 
4.2 CASE STUDY 2: 
SILK METHOD DECK – Engine 
Kent County Council (KCC) is a recognized leader in innovative practice in the 
public sector. With high expectations and reduced budgets, many local 
governments have to become more innovative to meet more complex 
challenges, expanded responsibilities and more discerning residents. 
KCC created a Social Innovation Lab for Kent (SILK), a space and community 
of practice brought together around shared challenges to tackle these 
problems, including developing more innovative services and building 
capacity across the organization to connect people’s everyday lives with 
policymaking and services (Engine website). 
Aim: 
Engine worked with the SILK team to develop a tailored project management 
framework and an accompanying toolkit to enable SILK to stimulate and 
support innovative practice amongst council staff. 
The approach was developed and tested through a selection of live pilot 
projects, from engaging fathers in the Kent community, to creating Kent 
Gateways, one-stop-shops for accessing council services. The cards are part 
of the SILK toolkit with the aim to stimulate and support innovative practices 
among the council staff (See figure 9). 
12
Figure 
9: 
Silk 
cards 
made 
by 
Silk 
– 
Provided 
by 
‘Service 
design 
tools, 
2013’ 
4.3 CASE STUDY 3: 
BOVISA CO-HOUSING PROJECT – DIS (Dipartimento di Innovazione 
Sociale (Politecnico di Milano) 
During the construction of the house, the future co-housers have in the past, 
been involved in several design exercises directed to test the definition of 
future living environment’s aspects. 
The issue cards were used for choosing the activities they wanted to include 
in the house, establishing their importance and finally defining their disposition 
inside the spaces. 
The cards were used to help with the visualization of the concepts and the 
discussion by transforming the ideas into physical objects that could be 
pointed out, taken and moved on the table. Each card was composed with a 
partially drawn and partially photographic image in order to give a precise cue 
but not a well-defined visual reference; each image was followed by a short 
text describing the activity with a simple language (see figure 10). 
13
Figure 
10: 
Cards 
made 
for 
the 
Co-­‐Housing 
project 
– 
Provided 
by 
‘Service 
design 
tools, 
2013’ 
14 
5. Rough Prototyping 
The rough prototyping is a quick method to build prototypes using all the 
objects and materials available in that specific moment and location. 
These elements are used to simulate the service components in order to 
better explain an idea in front of the other members of the team. 
It is a tool supporting the visualization of ideas and a way to be sure that all 
the members of the team are talking about the same thing. 
It also contributes to make the process of design more interactive and 
concrete.
The author Lindsay Gordon believes writes in her blog that prototyping 
is used because: 
15 
1. ‘Proof of Principle’/Exploration 
• Making a physical model can be a source of creativity to get the 
juices flowing before you have all the answers 
• Gives you an opportunity to test the ‘proof of principle’ of your 
most basic idea and find unexpected problems 
• Allows you to explore design alternatives, improve the design and 
allow your team to appreciate the experience of the end user 
2. Communication of your idea 
• Internal: Words leave room for misinterpretation, simple 3-D 
models can communicate ideas to team members and convince 
them of your design concepts 
• External: A slightly more sophisticated model can be very useful 
in pitching/selling your idea to stakeholders. Shows a good 
understanding of the product/service and facilitates visualisation 
of your idea 
3. User Involvement 
• Giving your user something tactile requires user involvement in 
the design process (easier to understand users and their 
experiences, behaviours, perceptions and needs with a physical 
object) 
• User feedback is delivered in real time while they’re 
experimenting with the prototype 
Gordon also goes on to give tips about creating a successful rough 
prototyping exercise: 
• When involving users don’t worry about creating a professional looking 
model but make it refined enough that it won’t distract them. You want 
them to take you seriously but if the prototype has too much detail 
users may focus on the wrong things (e.g. a button is too big) 
• Early models should invite improvement! Inspire your audience to 
assess the service through the eyes of a customer and imagine the 
concept evolving into something they would enjoy using
5.1 CASE STUDY 1: 
PHOTOCARING – Adam Little at CIID 
The project PhotoCaring was constructed by a student named Adam Little as 
a concept for the GUI course using the insights coming from the previous user 
research course. 
Aim: 
The aim was the creation of an application based on a graphical user 
interface for an eldercare context with multiple user groups (patients, doctors, 
nurses and visitors). 
Starting form the insights given by the research, Adam had the idea of a wall 
displaying contextual information, a wall reacting to the presence of persons 
in front of it, with an intuitive touch interface allowing users to interact with the 
contents and explore photos on the wall itself. Other functionalities were then 
added, such as the possibility to save or vote the favourite pictures, to learn 
about other persons through the photos themselves and to control the display 
according to specific circumstances (for the hospital staff). 
The process: 
Some paper prototypes of the interface were built in order to test the concept 
directly with users, conducting them through hypothetic paths and observing 
their behaviour and their level of involvement and self-confidence with the 
proposed system. 
These kinds of prototypes, which simulate the interface in terms of visual 
appearance and general dynamics with physical objects such as paper 
sheets, allow quick tests of the interaction flows and give information about 
the comprehension and accessibility of the system before starting its 
construction. 
16
Figure 
11: 
Paper 
prototype 
screen 
for 
PhotoCaring 
– 
Provided 
by 
‘Service 
design 
tools, 
2013’ 
5.2 CASE STUDY 2: 
DIRECT CARE – Carrie Chan, Carnagie Mellon University master thesis 
Direct care is a thesis project for enhancing the parent experience at 
Pittsburgh Children’s Hospital: starting from the observation of the emotional 
journey of children parents and of the current method of information delivery, 
the concept proposed has the aim to improve the method of family education 
inside the hospitals. 
To have families participate in the design of an ideal information system, 
Chan created a rough LCD screen, some fictitious mobile devices, various 
sized colored papers acting as widgets and labels denoting different types of 
information (See figures 12 & 13). 
The idea was to allow parents to configure their own information display (one 
to be used in their child’s hospital room and one to be used on a mobile 
device away from the hospital). 
17
Figure 12: Cartoon showing the walkthrough for a parent. Image provided by ‘thinkcarrie.com’. 
Figure 13: LCD screen developed by Chan. Image provided by ‘thinkcarrie.com’. 
Research began by talking to CHP staff. Focus was placed on parents staying 
at an intermediary care unit housing children that were not critical enough to 
stay in ICU but still needed constant monitoring. I also talked to various 
parents who had children staying at the unit. Speaking to staff and families 
gave the researcher a lot of information regarding the clinic. 
Common problems 
• Information is not given to you unless it is critical, or unless you ask 
• First visits to the hospital are overwhelming both emotionally, and with 
18 
the overload of information 
• Parents need to seek out a lot of information on their own 
• Parents never remember to ask the questions they want or need when 
the doctor is there 
• Parents can’t always remember verbal information 
• There are too many staff to interact with; “you don’t remember who 
you’ve asked what to”
19 
Common positive aspects 
• Keeping journals was very helpful for parents who did this 
• Learning and knowing medical terms helps 
• Most of the nursing staff were friendly and helpful 
• Guidance and friendliness from social workers 
What parents thought would help 
• More connection with staff 
• Knowing about other parents’ experiences 
• A more consistent experience 
• Being made aware of all resources and information 
5.3 CASE STUDY 3: 
SMART STREET OBJECT – students at Royal College of Art with tutors 
Wendy March and Bas Raijmakers 
The students were asked to develop scenarios and concepts in relation to the 
idea of Smart Streets, to merge doing research, developing ideas, prototyping 
and testing, to engage with people in the street as co-creators in the design 
research. 
They created this tool called “design your street” in order to make people able 
to visualize their ideas of Gloucester Road in the future through rough 
prototypes (See figure 14).
Figure 14: design your street prototype. Image provided by ‘service design tools, 2013’ 
6. Affinity diagram 
The affinity diagram is a creative process used for gathering and organizing 
large amounts of data, ideas and insights by evidencing their natural 
correlations (Service design tools 2013). It is a management and planning 
tool. Use of this tool is based on the understanding that time invested in 
planning will produce remarkable dividends as the generated ideas and plans 
are acted upon and implemented (Bonacorsi, 2008). 
It starts with a statement of the problem or the goal. During the first session 
each participant should think of ideas and write them on small pieces of paper 
(cards or stickers). Then those cards would become the physical instrument to 
work on their contents, find the correlations and identify the significant groups 
of sense. 
The result is a sort of verbal and visual representation describing the first 
exploration of design solutions. 
An affinity diagram is the result of a creative 
process focused on finding the major themes affecting a problem by 
generating a number of ideas, issues or opinions. The process identifies these 
ideas, groups naturally related items and identifies the one concept that ties 
each grouping together (Bonacorsi, 2008). 
20
To conduct the exercise, there are a number of steps that should be followed 
to ensure a successful outcome from participants: 
21 
1. The team should consist of five or six people who have knowledge 
about the situation to be considered. They should be relatively familiar 
with each other and accustomed to working together and should 
“speak the same language,” Include people with valuable input. If the 
team needs specific information beyond the scope of the members’ 
knowledge, the team should draw in resource people as temporary 
team members. 
2. The more explanation or limitation in the issue statement, the more 
likely the thought process will be constrained. The statement should be 
neutral to avoid limiting or directing responding ideas. For example, 
“How are we going to fix our quality problems?” might produce a fuller 
and more valuable collection of responses if rephrased “What are the 
issues affecting product quality?” 
3. Generate and record ideas. This step of the process uses the 
traditional guidelines for brainstorming: 
o No criticism or discussion of ideas 
o Generate many ideas in a short time 
o Everyone participates 
o Record the ideas exactly as spoken and not as interpreted by 
the recorder. 
4. Display the completed idea cards. Randomly lay out the cards so that 
all the team members can see them. 
5. Arrange the cards in natural groupings. This collects ideas that go with 
each other. In silence, all team members should simultaneously begin 
moving idea cards, collecting and arranging in columns the cards that 
each person believes belong together. Team members are allowed to 
disagree with a placement by making a new placement or returning to 
a previous one. Back and forth moves may occur for some time until 
the team settles on an arrangement that is acceptable to everyone. 
6. Look for a card in each grouping that describes the central idea that 
ties the whole group together. If it does not, the team should decide on 
the central idea and create a concise, usually three to five words, 
header card for that grouping. While silence is important for sorting, 
discussion should be used for selecting or creating headers. 
7. Draw the finished diagram. The team should continue to change the 
diagram until it reflects the actual situation. 
Figure 15: Bonacorsi’s proposed rules for an Affinity diagram. Image provided by 
‘Improvement and innovation, 2008’
22 
6.1 CASE STUDY: 
SERVICE DESIGN FOR AIRPORT SECURITY – Jamin Hegeman, Kipum 
Lee, Kata Tennant (Carnagie Mellon University) 
This project dealt with the idea of a service that will foster flow at the 
Transportation Security Administration (TSA) security screening stations at 
the airport. 
At first step, the team decided to observe what happens at the Pittsburgh 
International Airport; after the observation, the findings were switched into 
notes on post-it and diagrammed according to their affinities. This allowed the 
team to determine the three main design principles: communicate to 
passengers, feel in control and say goodbye. 
Figure 16: Post-it findings from the observation. Image provided by 
‘Service design tools, 2013’
23 
7. Motivation matrix 
This is a technique that visualizes the functional relationship between all the 
actors participating in a production system. Filling up the cells in the 
motivation matrix forces the designer and each actor to reflect upon the 
specific role of each participant. 
Aim: 
The aim of the motivation matrix is the understanding of the connections 
between the different actors of the system. This is a possibility thanks to the 
strong willingness that each one of them has while participating in the system: 
each actor expresses what he needs or expects from the service. 
The motivation matrix is an interesting means of investigation of the solution 
assuming the point of view of each stakeholder with his own interests. 
7.1 CASE STUDY: 
E-MEAL MOTIVATION MATRIX – François Jégou, Ezio Manzini, Anna 
Meroni 
This sample is taken from the context of the HiCS (Highly Customized 
Solutions) EU Research, whose objective was to define methodological tools 
for supporting and guiding network of firms in the development of highly 
customized solutions. 
As this sample shows, the motivation matrix gathers the real partners involved 
in the solution and their expected benefits and makes the interactions 
between partners emerge in terms of synergies and potential conflicts that the 
designers have to investigate (Morelli & Tollestrup, 2007).
Figure 17: Motivation matrix designed lists actors expectations when Co-­‐operating 
with each other. Provided by ‘Manzini, Collina et al. 2004’. 
24 
8. Mind mapping 
The mind map is a tool for the visual elicitation of our thoughts and their 
connections (Service design tools 2013). 
The visualization begins with a problem or an idea put in the centre of the 
representation. Then signs, lines, words and drawings are used in order to 
build a system of thoughts around the starting point. 
8.1 CASE STUDY: 
D-SCHOOL MIND MAP – David Kelley, IDEO 
In 2004 David Kelley was establishing a new design school at Stanford with 
the goal of providing an inter-disciplinary program for the development of 
products, experiences, services and spaces with the design as the core skill. 
The mind map shows his idea of the educational experience for the “d-school”.
Figure 18: The mind map by Kelley. Provided by ‘Service design tools 2013’. 
25 
9. Storytelling 
A story is a linear sequence of events. Designers are asked to choose an 
object, imagine and visualize what there could be before and after it. Objects, 
pictures, words, even a simple dot could become part of a temporal sequence 
and deliver unexpected meanings (Zamarato, 2008). Storytelling supports the 
exploration of the service idea. Through the use of simple words, the teller will 
illustrate the solution, as it is a story. Service design tools 2013). 
This allows the communication of the idea inside a group but also the 
preparation of the first sketches for the storyboard. The storytelling leave 
some blanks to be fill in by the suggestions of other stakeholders and users. 
Details are responsible for its success. Telling a story only through its details 
helps to create a sort of narrative jigsaw (Zamarato, 2008) where a single 
move changes everything and different mixes generate new narrations.
9.1 CASE STUDY 1: 
RENTATHING - David Chiu, David Hilhrost 
RentAThing is a Reputation Management Service, which enables negotiation 
for access by addressing risk (Service design tools, 2013). 
Aim: 
It provides additional information about the reputation of the parties involved 
and enables smoother transactions: instead of silos of reputation, with various 
services, companies, and individuals developing isolated reputations, it gives 
a centralized way of managing and developing a single reputation. 
The process: 
The designers realized a sequence of pictures in order to describe some 
possible scenarios and show how the service could work. They invented 
different characters –extremely improbable characters- and put them in the 
scene through the use of ‘Playmobil’ puppets. 
The use of this visual language, together with the choice of the strange 
characters and plots, create an ironic storytelling that supports the narration, 
stressing the most relevant aspects of their concept in a simple, effective way. 
26 
Figure 19: Interaction between two characters in a story. Provided by 
‘Scoobyfoo, 2008’ using Flickr.
9.2 CASE STUDY 2: 
NARRATIVE DESIGN TOOLKIT – Marco Zamarato 
Marco Zammarato created the workshop Narrative Design - designing through 
stories (IUAV) after having observed that storytelling is frequently used as a 
communication tool through the design process but not really as a creative 
tool. To achieve a deeper comprehension of narrative and use it in a creative 
way, he developed a kit that helps designers build stories. Once the designers 
identify the characters and the basic elements of the plot, they developed the 
stories moving them into narrative structures. 
27 
Figure 20: A story design. Provided by ‘Narrative design, 2008’. 
10. Character profiles 
The character profiles are a tool for the creation of a shared knowledge about 
the service users inside the team (Service design tools, 2013). 
In order to build these character profiles, it’s required the identification of 
some significant fictitious characters and then the collecting of an image and a 
textual description for each one of them. 
The character profiles offer a clear and visible picture of the different kinds of 
users that are the centre of the design activities.
28 
10.1 CASE STUDY 1: 
DADDY COOL - Parekh, Wallen & Yang (Domus Academy Master Course) 
In the first phase of the workshop V-tail, the students were asked to explore 
some specific retail experiences. They spent some time inside the selected 
shops, observing the users and their attitudes in order to identify significant 
character profiles. 
Some empty profiles were given them as tool for supporting the analysis. 
The students could characterize the appearance of these profiles by adding 
hand-drawn details and chose their fictitious names in order to point out the 
most interesting feature of each character (See figure 21). 
Figure 21: The character profile. Provided by ‘Service design tool, 2013’. 
They finally had to specify what kind of physical objects these characters use 
to interact with inside the shops and what kind of objects they use to bring 
with themselves. 
All these aspects allowed getting a synthetic picture of each character profile 
and to immediately get some opportunities related to their behaviours, 
attitudes and peculiarities.
References: 
Bonacorsi, S. (2008). What is… an Affinity Diagram?. Available: 
http://www.improvementandinnovation.com/features/article/what-affinity-diagram/. Last 
accessed 20th April 2014. 
Frick, E., Tardini, S., & Cantoni, L. (2013). LEGO® SERIOUS PLAY®. 
Greenberg, S., Roseman, M., Webster, D., & Bohnet, R. (1992, January). Issues and 
experiences designing and implementing two group drawing tools. In System Sciences, 1992. 
Proceedings of the Twenty-Fifth Hawaii International Conference on (Vol. 4, pp. 139-150). 
IEEE. 
Iacucci, Giulio, Kari Kuutti, and Mervi Ranta. "On the move with a magic thing: role playing in 
concept design of mobile services and devices." Proceedings of the 3rd conference on 
Designing interactive systems: processes, practices, methods, and techniques. ACM, 2000. 
Kankainen, A., Vaajakallio, K., Kantola, V., & Mattelmäki, T. (2012). Storytelling Group–a co-design 
29 
method for service design. Behaviour & Information Technology, 31(3), 221-230. 
Morelli, N. & Tollestrup, C. (2007). New representation techniques for designing in a 
systematic perspective. Aalborg: Aalborg University, Institute of Architecture and design. p2 - 
p7. 
Scoobyfoo. (2006). RentAThing: Applied Dreams 2.2 Presentation. Available: 
https://www.flickr.com/photos/scoobyfoo/sets/72057594083488682/. Last accessed 19th May 
2014. 
Service design tools Author. (2013). Communication methods supporting design processes. 
Available: http://www.servicedesigntools.org/. Last accessed 20th May 2014 
Tang, John C., and Scott L. Minneman. (1991) "Apparatus allowing remote interactive use of 
a plurality of writing surfaces." U.S. Patent 5,025,314. 
Team. (2008). Designing with lego. Available: 
http://www.sketchin.ch/it/blog/design/progettare-con-i-lego%C2%AE.html. Last accessed 18th 
May 2014. 
Zamarato, M. (2008). NARRATIVE DESIGN. Available: http://www.interaction-venice. 
com/projects/iuav-thesis/2008n/narrative-design/. Last accessed 19th May 2014.

More Related Content

What's hot

Embrace Project Report: Hospital Project for Ethnic Minority
Embrace Project Report: Hospital Project for Ethnic MinorityEmbrace Project Report: Hospital Project for Ethnic Minority
Embrace Project Report: Hospital Project for Ethnic MinorityJackson Choi
 
[open] Innovator @ The Hague University
[open] Innovator @ The Hague University[open] Innovator @ The Hague University
[open] Innovator @ The Hague Universityjmsluijs
 
Beyond Co-design. How open collaboration formats can enhance your design proc...
Beyond Co-design. How open collaboration formats can enhance your design proc...Beyond Co-design. How open collaboration formats can enhance your design proc...
Beyond Co-design. How open collaboration formats can enhance your design proc...johanna kollmann
 
Innovative ways companies are using design thinking
Innovative ways companies are using design thinkingInnovative ways companies are using design thinking
Innovative ways companies are using design thinkingmokshacts
 

What's hot (6)

Design thinking based co creation
Design thinking based co creationDesign thinking based co creation
Design thinking based co creation
 
Embrace Project Report: Hospital Project for Ethnic Minority
Embrace Project Report: Hospital Project for Ethnic MinorityEmbrace Project Report: Hospital Project for Ethnic Minority
Embrace Project Report: Hospital Project for Ethnic Minority
 
[open] Innovator @ The Hague University
[open] Innovator @ The Hague University[open] Innovator @ The Hague University
[open] Innovator @ The Hague University
 
Beyond Co-design. How open collaboration formats can enhance your design proc...
Beyond Co-design. How open collaboration formats can enhance your design proc...Beyond Co-design. How open collaboration formats can enhance your design proc...
Beyond Co-design. How open collaboration formats can enhance your design proc...
 
Be-novative overview
Be-novative overviewBe-novative overview
Be-novative overview
 
Innovative ways companies are using design thinking
Innovative ways companies are using design thinkingInnovative ways companies are using design thinking
Innovative ways companies are using design thinking
 

Similar to Co design tools research

Odile the organisation designer
Odile the organisation designerOdile the organisation designer
Odile the organisation designerIntersection Group
 
Requirements Engineering for the Humanities
Requirements Engineering for the HumanitiesRequirements Engineering for the Humanities
Requirements Engineering for the HumanitiesShawn Day
 
Design Specification - Astro Exploration
Design Specification - Astro ExplorationDesign Specification - Astro Exploration
Design Specification - Astro ExplorationOliviaMeredith3
 
DE1(a) my report
DE1(a) my reportDE1(a) my report
DE1(a) my reportJuhi Shah
 
Systems Dynamics in boundaries @ HaCIRIC 2010 conference Edinburgh
Systems Dynamics in boundaries @ HaCIRIC 2010 conference EdinburghSystems Dynamics in boundaries @ HaCIRIC 2010 conference Edinburgh
Systems Dynamics in boundaries @ HaCIRIC 2010 conference EdinburghMaria Kapsali
 
Game play of “TacTec”, a frame game for developing an implementation plan – P...
Game play of “TacTec”, a frame game for developing an implementation plan – P...Game play of “TacTec”, a frame game for developing an implementation plan – P...
Game play of “TacTec”, a frame game for developing an implementation plan – P...Pieter van der Hijden
 
Zilino NCDD Tech Tuesday presentation
Zilino NCDD Tech Tuesday presentationZilino NCDD Tech Tuesday presentation
Zilino NCDD Tech Tuesday presentationIntellitics, Inc.
 
ELI CoderDojo Final Report
ELI CoderDojo Final ReportELI CoderDojo Final Report
ELI CoderDojo Final ReportJohn Keogh
 
ELI CoderDojo Final Report
ELI CoderDojo Final ReportELI CoderDojo Final Report
ELI CoderDojo Final ReportEoin Hurley
 
MINDSTORMING: UPA 2011 full presentation
MINDSTORMING: UPA 2011 full presentationMINDSTORMING: UPA 2011 full presentation
MINDSTORMING: UPA 2011 full presentationDante Murphy
 
Grant Experience Design
Grant Experience DesignGrant Experience Design
Grant Experience DesignOutsprint
 
IDp Lab/Co-operative 2010 Assignment 4
IDp Lab/Co-operative 2010 Assignment 4IDp Lab/Co-operative 2010 Assignment 4
IDp Lab/Co-operative 2010 Assignment 4priek825
 
IDp Lab 2010 4 Assignment
IDp Lab 2010 4 AssignmentIDp Lab 2010 4 Assignment
IDp Lab 2010 4 Assignmentpriek825
 
Master Creative Problem Solving Within Teams
Master Creative Problem Solving Within TeamsMaster Creative Problem Solving Within Teams
Master Creative Problem Solving Within TeamsLars Bacher
 
SUPPORTING NPD TEAMS IN INNOVATION: STRUCTURING USER DATA ON THE FOUNDATIONS ...
SUPPORTING NPD TEAMS IN INNOVATION: STRUCTURING USER DATA ON THE FOUNDATIONS ...SUPPORTING NPD TEAMS IN INNOVATION: STRUCTURING USER DATA ON THE FOUNDATIONS ...
SUPPORTING NPD TEAMS IN INNOVATION: STRUCTURING USER DATA ON THE FOUNDATIONS ...Mahir Alkaya
 
White Paper on Serious Play
White Paper on Serious PlayWhite Paper on Serious Play
White Paper on Serious PlayMarko Rillo
 

Similar to Co design tools research (20)

Lego Serious Play in Belgium
Lego Serious Play in BelgiumLego Serious Play in Belgium
Lego Serious Play in Belgium
 
Work in Progress
Work in ProgressWork in Progress
Work in Progress
 
Odile the organisation designer
Odile the organisation designerOdile the organisation designer
Odile the organisation designer
 
Requirements Engineering for the Humanities
Requirements Engineering for the HumanitiesRequirements Engineering for the Humanities
Requirements Engineering for the Humanities
 
Design Specification - Astro Exploration
Design Specification - Astro ExplorationDesign Specification - Astro Exploration
Design Specification - Astro Exploration
 
DE1(a) my report
DE1(a) my reportDE1(a) my report
DE1(a) my report
 
Ha ciric 2010
Ha ciric 2010Ha ciric 2010
Ha ciric 2010
 
Systems Dynamics in boundaries @ HaCIRIC 2010 conference Edinburgh
Systems Dynamics in boundaries @ HaCIRIC 2010 conference EdinburghSystems Dynamics in boundaries @ HaCIRIC 2010 conference Edinburgh
Systems Dynamics in boundaries @ HaCIRIC 2010 conference Edinburgh
 
Game play of “TacTec”, a frame game for developing an implementation plan – P...
Game play of “TacTec”, a frame game for developing an implementation plan – P...Game play of “TacTec”, a frame game for developing an implementation plan – P...
Game play of “TacTec”, a frame game for developing an implementation plan – P...
 
Zilino NCDD Tech Tuesday presentation
Zilino NCDD Tech Tuesday presentationZilino NCDD Tech Tuesday presentation
Zilino NCDD Tech Tuesday presentation
 
ELI CoderDojo Final Report
ELI CoderDojo Final ReportELI CoderDojo Final Report
ELI CoderDojo Final Report
 
ELI CoderDojo Final Report
ELI CoderDojo Final ReportELI CoderDojo Final Report
ELI CoderDojo Final Report
 
MINDSTORMING: UPA 2011 full presentation
MINDSTORMING: UPA 2011 full presentationMINDSTORMING: UPA 2011 full presentation
MINDSTORMING: UPA 2011 full presentation
 
Grant Experience Design
Grant Experience DesignGrant Experience Design
Grant Experience Design
 
Leb08talksept17
Leb08talksept17Leb08talksept17
Leb08talksept17
 
IDp Lab/Co-operative 2010 Assignment 4
IDp Lab/Co-operative 2010 Assignment 4IDp Lab/Co-operative 2010 Assignment 4
IDp Lab/Co-operative 2010 Assignment 4
 
IDp Lab 2010 4 Assignment
IDp Lab 2010 4 AssignmentIDp Lab 2010 4 Assignment
IDp Lab 2010 4 Assignment
 
Master Creative Problem Solving Within Teams
Master Creative Problem Solving Within TeamsMaster Creative Problem Solving Within Teams
Master Creative Problem Solving Within Teams
 
SUPPORTING NPD TEAMS IN INNOVATION: STRUCTURING USER DATA ON THE FOUNDATIONS ...
SUPPORTING NPD TEAMS IN INNOVATION: STRUCTURING USER DATA ON THE FOUNDATIONS ...SUPPORTING NPD TEAMS IN INNOVATION: STRUCTURING USER DATA ON THE FOUNDATIONS ...
SUPPORTING NPD TEAMS IN INNOVATION: STRUCTURING USER DATA ON THE FOUNDATIONS ...
 
White Paper on Serious Play
White Paper on Serious PlayWhite Paper on Serious Play
White Paper on Serious Play
 

Recently uploaded

NO1 Famous Amil Baba In Karachi Kala Jadu In Karachi Amil baba In Karachi Add...
NO1 Famous Amil Baba In Karachi Kala Jadu In Karachi Amil baba In Karachi Add...NO1 Famous Amil Baba In Karachi Kala Jadu In Karachi Amil baba In Karachi Add...
NO1 Famous Amil Baba In Karachi Kala Jadu In Karachi Amil baba In Karachi Add...Amil baba
 
FiveHypotheses_UIDMasterclass_18April2024.pdf
FiveHypotheses_UIDMasterclass_18April2024.pdfFiveHypotheses_UIDMasterclass_18April2024.pdf
FiveHypotheses_UIDMasterclass_18April2024.pdfShivakumar Viswanathan
 
Call Girls Meghani Nagar 7397865700 Independent Call Girls
Call Girls Meghani Nagar 7397865700  Independent Call GirlsCall Girls Meghani Nagar 7397865700  Independent Call Girls
Call Girls Meghani Nagar 7397865700 Independent Call Girlsssuser7cb4ff
 
昆士兰大学毕业证(UQ毕业证)#文凭成绩单#真实留信学历认证永久存档
昆士兰大学毕业证(UQ毕业证)#文凭成绩单#真实留信学历认证永久存档昆士兰大学毕业证(UQ毕业证)#文凭成绩单#真实留信学历认证永久存档
昆士兰大学毕业证(UQ毕业证)#文凭成绩单#真实留信学历认证永久存档208367051
 
shot list for my tv series two steps back
shot list for my tv series two steps backshot list for my tv series two steps back
shot list for my tv series two steps back17lcow074
 
原版美国亚利桑那州立大学毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#degree
原版美国亚利桑那州立大学毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#degree原版美国亚利桑那州立大学毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#degree
原版美国亚利桑那州立大学毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#degreeyuu sss
 
在线办理ohio毕业证俄亥俄大学毕业证成绩单留信学历认证
在线办理ohio毕业证俄亥俄大学毕业证成绩单留信学历认证在线办理ohio毕业证俄亥俄大学毕业证成绩单留信学历认证
在线办理ohio毕业证俄亥俄大学毕业证成绩单留信学历认证nhjeo1gg
 
办理学位证(SFU证书)西蒙菲莎大学毕业证成绩单原版一比一
办理学位证(SFU证书)西蒙菲莎大学毕业证成绩单原版一比一办理学位证(SFU证书)西蒙菲莎大学毕业证成绩单原版一比一
办理学位证(SFU证书)西蒙菲莎大学毕业证成绩单原版一比一F dds
 
ARt app | UX Case Study
ARt app | UX Case StudyARt app | UX Case Study
ARt app | UX Case StudySophia Viganò
 
Cosumer Willingness to Pay for Sustainable Bricks
Cosumer Willingness to Pay for Sustainable BricksCosumer Willingness to Pay for Sustainable Bricks
Cosumer Willingness to Pay for Sustainable Bricksabhishekparmar618
 
'CASE STUDY OF INDIRA PARYAVARAN BHAVAN DELHI ,
'CASE STUDY OF INDIRA PARYAVARAN BHAVAN DELHI ,'CASE STUDY OF INDIRA PARYAVARAN BHAVAN DELHI ,
'CASE STUDY OF INDIRA PARYAVARAN BHAVAN DELHI ,Aginakm1
 
办理卡尔顿大学毕业证成绩单|购买加拿大文凭证书
办理卡尔顿大学毕业证成绩单|购买加拿大文凭证书办理卡尔顿大学毕业证成绩单|购买加拿大文凭证书
办理卡尔顿大学毕业证成绩单|购买加拿大文凭证书zdzoqco
 
call girls in Harsh Vihar (DELHI) 🔝 >༒9953330565🔝 genuine Escort Service 🔝✔️✔️
call girls in Harsh Vihar (DELHI) 🔝 >༒9953330565🔝 genuine Escort Service 🔝✔️✔️call girls in Harsh Vihar (DELHI) 🔝 >༒9953330565🔝 genuine Escort Service 🔝✔️✔️
call girls in Harsh Vihar (DELHI) 🔝 >༒9953330565🔝 genuine Escort Service 🔝✔️✔️9953056974 Low Rate Call Girls In Saket, Delhi NCR
 
1比1办理美国北卡罗莱纳州立大学毕业证成绩单pdf电子版制作修改
1比1办理美国北卡罗莱纳州立大学毕业证成绩单pdf电子版制作修改1比1办理美国北卡罗莱纳州立大学毕业证成绩单pdf电子版制作修改
1比1办理美国北卡罗莱纳州立大学毕业证成绩单pdf电子版制作修改yuu sss
 
Call Girls Aslali 7397865700 Ridhima Hire Me Full Night
Call Girls Aslali 7397865700 Ridhima Hire Me Full NightCall Girls Aslali 7397865700 Ridhima Hire Me Full Night
Call Girls Aslali 7397865700 Ridhima Hire Me Full Nightssuser7cb4ff
 
Mookuthi is an artisanal nose ornament brand based in Madras.
Mookuthi is an artisanal nose ornament brand based in Madras.Mookuthi is an artisanal nose ornament brand based in Madras.
Mookuthi is an artisanal nose ornament brand based in Madras.Mookuthi
 
Abu Dhabi Call Girls O58993O4O2 Call Girls in Abu Dhabi`
Abu Dhabi Call Girls O58993O4O2 Call Girls in Abu Dhabi`Abu Dhabi Call Girls O58993O4O2 Call Girls in Abu Dhabi`
Abu Dhabi Call Girls O58993O4O2 Call Girls in Abu Dhabi`dajasot375
 
2024新版美国旧金山州立大学毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#degree
2024新版美国旧金山州立大学毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#degree2024新版美国旧金山州立大学毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#degree
2024新版美国旧金山州立大学毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#degreeyuu sss
 
Passbook project document_april_21__.pdf
Passbook project document_april_21__.pdfPassbook project document_april_21__.pdf
Passbook project document_april_21__.pdfvaibhavkanaujia
 

Recently uploaded (20)

NO1 Famous Amil Baba In Karachi Kala Jadu In Karachi Amil baba In Karachi Add...
NO1 Famous Amil Baba In Karachi Kala Jadu In Karachi Amil baba In Karachi Add...NO1 Famous Amil Baba In Karachi Kala Jadu In Karachi Amil baba In Karachi Add...
NO1 Famous Amil Baba In Karachi Kala Jadu In Karachi Amil baba In Karachi Add...
 
FiveHypotheses_UIDMasterclass_18April2024.pdf
FiveHypotheses_UIDMasterclass_18April2024.pdfFiveHypotheses_UIDMasterclass_18April2024.pdf
FiveHypotheses_UIDMasterclass_18April2024.pdf
 
Call Girls Meghani Nagar 7397865700 Independent Call Girls
Call Girls Meghani Nagar 7397865700  Independent Call GirlsCall Girls Meghani Nagar 7397865700  Independent Call Girls
Call Girls Meghani Nagar 7397865700 Independent Call Girls
 
昆士兰大学毕业证(UQ毕业证)#文凭成绩单#真实留信学历认证永久存档
昆士兰大学毕业证(UQ毕业证)#文凭成绩单#真实留信学历认证永久存档昆士兰大学毕业证(UQ毕业证)#文凭成绩单#真实留信学历认证永久存档
昆士兰大学毕业证(UQ毕业证)#文凭成绩单#真实留信学历认证永久存档
 
shot list for my tv series two steps back
shot list for my tv series two steps backshot list for my tv series two steps back
shot list for my tv series two steps back
 
原版美国亚利桑那州立大学毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#degree
原版美国亚利桑那州立大学毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#degree原版美国亚利桑那州立大学毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#degree
原版美国亚利桑那州立大学毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#degree
 
Cheap Rate ➥8448380779 ▻Call Girls In Iffco Chowk Gurgaon
Cheap Rate ➥8448380779 ▻Call Girls In Iffco Chowk GurgaonCheap Rate ➥8448380779 ▻Call Girls In Iffco Chowk Gurgaon
Cheap Rate ➥8448380779 ▻Call Girls In Iffco Chowk Gurgaon
 
在线办理ohio毕业证俄亥俄大学毕业证成绩单留信学历认证
在线办理ohio毕业证俄亥俄大学毕业证成绩单留信学历认证在线办理ohio毕业证俄亥俄大学毕业证成绩单留信学历认证
在线办理ohio毕业证俄亥俄大学毕业证成绩单留信学历认证
 
办理学位证(SFU证书)西蒙菲莎大学毕业证成绩单原版一比一
办理学位证(SFU证书)西蒙菲莎大学毕业证成绩单原版一比一办理学位证(SFU证书)西蒙菲莎大学毕业证成绩单原版一比一
办理学位证(SFU证书)西蒙菲莎大学毕业证成绩单原版一比一
 
ARt app | UX Case Study
ARt app | UX Case StudyARt app | UX Case Study
ARt app | UX Case Study
 
Cosumer Willingness to Pay for Sustainable Bricks
Cosumer Willingness to Pay for Sustainable BricksCosumer Willingness to Pay for Sustainable Bricks
Cosumer Willingness to Pay for Sustainable Bricks
 
'CASE STUDY OF INDIRA PARYAVARAN BHAVAN DELHI ,
'CASE STUDY OF INDIRA PARYAVARAN BHAVAN DELHI ,'CASE STUDY OF INDIRA PARYAVARAN BHAVAN DELHI ,
'CASE STUDY OF INDIRA PARYAVARAN BHAVAN DELHI ,
 
办理卡尔顿大学毕业证成绩单|购买加拿大文凭证书
办理卡尔顿大学毕业证成绩单|购买加拿大文凭证书办理卡尔顿大学毕业证成绩单|购买加拿大文凭证书
办理卡尔顿大学毕业证成绩单|购买加拿大文凭证书
 
call girls in Harsh Vihar (DELHI) 🔝 >༒9953330565🔝 genuine Escort Service 🔝✔️✔️
call girls in Harsh Vihar (DELHI) 🔝 >༒9953330565🔝 genuine Escort Service 🔝✔️✔️call girls in Harsh Vihar (DELHI) 🔝 >༒9953330565🔝 genuine Escort Service 🔝✔️✔️
call girls in Harsh Vihar (DELHI) 🔝 >༒9953330565🔝 genuine Escort Service 🔝✔️✔️
 
1比1办理美国北卡罗莱纳州立大学毕业证成绩单pdf电子版制作修改
1比1办理美国北卡罗莱纳州立大学毕业证成绩单pdf电子版制作修改1比1办理美国北卡罗莱纳州立大学毕业证成绩单pdf电子版制作修改
1比1办理美国北卡罗莱纳州立大学毕业证成绩单pdf电子版制作修改
 
Call Girls Aslali 7397865700 Ridhima Hire Me Full Night
Call Girls Aslali 7397865700 Ridhima Hire Me Full NightCall Girls Aslali 7397865700 Ridhima Hire Me Full Night
Call Girls Aslali 7397865700 Ridhima Hire Me Full Night
 
Mookuthi is an artisanal nose ornament brand based in Madras.
Mookuthi is an artisanal nose ornament brand based in Madras.Mookuthi is an artisanal nose ornament brand based in Madras.
Mookuthi is an artisanal nose ornament brand based in Madras.
 
Abu Dhabi Call Girls O58993O4O2 Call Girls in Abu Dhabi`
Abu Dhabi Call Girls O58993O4O2 Call Girls in Abu Dhabi`Abu Dhabi Call Girls O58993O4O2 Call Girls in Abu Dhabi`
Abu Dhabi Call Girls O58993O4O2 Call Girls in Abu Dhabi`
 
2024新版美国旧金山州立大学毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#degree
2024新版美国旧金山州立大学毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#degree2024新版美国旧金山州立大学毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#degree
2024新版美国旧金山州立大学毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#degree
 
Passbook project document_april_21__.pdf
Passbook project document_april_21__.pdfPassbook project document_april_21__.pdf
Passbook project document_april_21__.pdf
 

Co design tools research

  • 1. DIFFERENT METHODS OF CO-DESIGN: HOW CAN DIFFERENT DECISIONS IN CO-DESIGN AFFECT THE OUTCOMES IN DESIGN AROUND EUROPE? Co-design Tools Research LICA426 Major Research Project Spring and Summer Term Student Name: Michael Solaymantash Student Number: 30261043 E-mail: M.Solaymantash@lancaster.ac.uk MA Design Management 2013-­‐14
  • 2. 2 CO-DESIGN TOOLS RESEARCH: Student Name: Michael Solaymantash Contents 1. Lego role-playing..…………....……………………....………..………….…………………… 3 1.1 Lego real-time web - Trivioquadrivio Case study……………………....……………… 4 2. Role playing…………………....……………………....………..………….…………………... 7 2.1 Designing a medical service – Ideo Case Study………………………………………. 7 2.2 Go Project – Case study……………………....………..………….………….…………. 8 3. Group Sketching……………………....………..………….…………………………………… 10 3.1 Democracy, What consultant’s think of MP’s – Design council…………….………... 11 4 Issue cards……………....………..………….………………………………………………….. 11 4.1 Service design for airport security – Carnagie Mellon University……………..……… 11 4.2 Silk method deck – Engine Case Study……………....………..………….……………. 12 4.3 Bovisa Co-housing project – Dipartimento di Innovazione Sociale…………….……. 13 5. Rough Prototyping……………....………..………….…………………………………………. 14 5.1 Photocaring – Adam Little at CIID……………....………..………………..……………. 16 5.2 Direct care – Carrie Chan, Carnagie Mellon University………………..……………… 17 5.3 Smart street objects – Royal College of Art Case Study ……………....………..…… 19 6. Affinity diagram……………....………..………….……………………………………………. 20 6.1 Service design for airport security – Carnagie Mellon University…………………….. 22 7. Motivation Matrix……………....………..………….…………………………………………... 23 7.1 E-Meal Motivational matrix……………....………..………….………………………….. 23 8. Mind mapping……………....………..………….…………………………..………………….. 24 8.1 D-School Mind map – IDEO Case Study……………....………………....……………. 24 9. Storytelling……………....………..………….…………………………..……………………… 24 9.1 Rentathing Case Study ……………....………………....………………....…………….. 26 9.2 Narrative design tool kit Case Study……………....………………....……....…………. 27 10. Character profiles..………………....………………....………………........………………… 27 10.1 Daddy Cool- Domus Academy Case Study……....………………........…………….. 28 11. References..………………....………………....………………........……………………….. 29
  • 3. Users and other figures can become part of the design process as expert of their experience, but in order to take on this role they must be given appropriate tools for expressing themselves. The designers should provide ways for people to engage with each other as well as instruments to communicate, be creative, share insights and envision their own ideas. The co-design activities can support different levels of participation, from situation in which the external figures are involved just in specific moments to situations in which they take part to the entire process, building up the service together with the designers. These tools and their case studies should ideally help to generate a better concept of what design tools can be applied to scenarios where they are most relevant and will participate in helping to find out how co-design can affect a projects outcome. 1. Lego serious play LEGO Serious Play is an innovative, experiential process designed to enhance the generation of innovative solutions (Frick, Tardini, Cantoni 2013). Defining Lego Serious Play -­‐ provided by ‘Service design tools 2013’. 3 LSP builds on a set of basic values, which can be summarized as follows: • The answer is in the system. • Everyone has to express his/her reflections. • There is no ONE right answer. The LSP Core Process is based on four essential steps: • The facilitator poses the question • Participants build their answers using LEGO bricks. • Participants share their answers with the other participants. • Participants reflect on what they have seen and heard. This kind of hands-on, minds-on learning produces a deeper, more meaningful understanding of the world and its possibilities; moreover LEGO Serious Play deepens the reflection process and supports an effective dialogue (Service design tools, 2013).
  • 4. 1.1 CASE STUDY: LEGO REAL TIME WEB - Trivioquadrivio Trivioquadrivio is a consultancy agency in Milan, Italy. NewMinE Lab of USI (Università della Svizzera Italiana) developed an idea for a new methodology based on LEGO Serious Play (Service design tools, 2013). Till 2008 the existing methodologies have been the ‘LEGO Real Time Identity’ which supports the definition of the identifier lines of an organization, and the LEGO Real Time Strategy, supporting the identification of the operational strategy that an organization has to assume in relation with a specific project (Service design tools 2013). Aim: The aim of the new methodology developed by Trivioquadrivio and NewMInE Lab is to use the immediateness of the metaphoric language of LEGO to facilitate the communication between clients and designers at the early stages of web applications' projects (Team, 2008). The LEGO Real Time Web allows the defining and sharing of a very precise idea of the design purpose, of the context and the market in which the application will be positioned, of its potential users, of the required contents and of the roles and functionalities of each figure involved in the development (Service design tools, 2013). 4 Lego Serious Play image -­‐ provided by ‘Service design tools 2013’.
  • 5. Definitions provided by ‘Service design tools 2013’ and ‘Frick, Tardini, Cantoni 2013’. 5 The process: 1. LEGO SERIOUS PLAY gathers around a table for up to ten participants. The work is carried out under the guidance of a certified facilitate the LEGO SERIOUS PLAY, which is responsible for directing the activities of the participants in the strategic objectives set. 2. Participants build a model, first individually and then collectively . In constructing the model, each participant highlights and shares the metaphorical meaning . 3. Through the sharing of "organizational stories" attributed to the model, groups construct a collective view and are set a few simple guiding principles, useful to determine a shared horizon of action. The official forms so far developed and offered by the LEGO ® are: Lego Real Time Identity: the aim is to define the lines of identifying a company or an organization. Members, activities, goals, market positioning, internal and external agents, both positive and negative with respect to the company. It allows participants to understand themselves and their colleagues better. Lego Real Time Strategy: the aim is to identify the strictly operational strategy that the company in question could be taken in reference to a specific project. 1. Real Time Strategy for the Team: which aims at unlocking the full potential of a team quickly, effectively, and deeply; and 2. Real Time Strategy for the Enterprise: a process to continuously develop strategies in an unpredictable world. An LSP workshop typically takes from half a day to a couple of days. It always starts with a skills building program, i.e., a set of exercises that aim at introducing participants to the method and making them acquainted with it. Then, the ‘real’ workshop starts with the first AT (Building individual models), which is the only mandatory AT, and, may be used with one or more other ATs.
  • 6. 6 The LSP methodology is based on the Core Process and on seven Application Techniques. The Core Process has four essential steps: 1. Posing the question - The facilitator presents the challenge to the participants. The challenge must have no obvious or correct solution. 2. Construct - Participants build their answer to the challenge using LEGO bricks. While building their models, participants assign a meaning to them and develop a story covering the meaning. In doing so, they construct new knowledge. 3. Sharing - Participants share their stories and the meanings assigned to their models with each other, and listen to the stories of other participants. 4. Reflection - The facilitator encourages participants to reflect on what they have heard and seen in the models. The seven Application Techniques (AT) are: 1. Building individual models 2. Building shared models 3. Creating a Landscape 4. Making Connections 5. Building a System 6. Playing Emergence and Decisions 7. Extracting Simple Guiding Principles
  • 7. 7 2. Role playing Some actors, the sample users or the designers themselves perform a hypothetical service experience. The implied condition is thinking that the service really exists and then building a potential journey through some of its functionalities (Service design tools, 2013). By assigning players a particular viewpoint through role-playing or telling a story, design games aim at providing a glimpse of another world in order to potentially evoke empathy and human-centered thinking instead of ethnographically correct information (Vaajakallio, 2012). A possible evolution of this tool consists in the performance of the same scene several times, changing the character profiles on each scene in order to understand how different users would act in the same situation (Service design tools, 2013). Techniques for role playing and acting out interaction are all planned and structured. Other enactments, however, are unplanned, situated, and taken for granted. These expressions of interaction and usage often take the form of gesture (Arvola & Artman, 2006). 2.1 CASE STUDY 1: DESIGNING A MEDICAL SERVICE - Ideo While designing a medical service, some designer of IDEO role-played situations involving doctors, nurses, anaesthesiologists and patients in order to simulate the interdependent tasks demanding of the operating rooms staff. Each member of the team assumed a specific role and behaved in the situation according to role assumed. In this way the team could better imagine the specific situation, trigger empathy for actual users and discover which were the relevant issues to solve or improve (Service design tools, 2013). Role Play image involving a medical service -­‐ provided by ‘Service design tools 2013’.
  • 8. 2.2 CASE STUDY 2: GO PROJECT - Giulio Iacucci, Kari Kuutti and Mervi Ranta Aim: The aim of the GO project was the implementation of a wireless network in the Helsinki University of Technology in order to investigate the service architecture for the Nomadic Internet User of the Future. (Service design tools 2013). Role games were used for allowing users, experts and designing in envision and act out new product concepts taking into account three fundamental aspects: the interaction between different groups, the mobility of participants during the interaction and the context of each participant in terms of artefacts, tools and environment. The process: The basic principle of the games was to let participants play roles or act as themselves in given situations. The players imagined what kind of devices or services could support their mobility and communication, and they discuss, and act out the ideas in the given situation. The number of the players varied from 3 to 7 participants. The story structure also varied in the games according to the presence of the following: initial scenario or situation, plot or event lists, incidents, roles and goals of players. In other words, the group interaction can be organized around an initial scenario letting the players free to improvise, or can be influenced by predefined information. In some games, a designer played the game master (similar to role games like Dungeons and Dragons). The master guides the unfolding of the game introducing incidents and deciding who plays. The master is the interface to the environment representing the world with its opportunities and constraints. A designer has a direct influence in the game's unfolding. In some games the group interaction was improvised and not guided by rules. In other games, rules defined the order for players to speak or act; how ideas are developed in teams, in a group or individually; when to throw the dice; to pick up a card with an unexpected incident. The games were played in a more or less detailed representation of the environment. They reproduced locations in the campus but also commercial centers and, pubs, discos. In some buildings, they also had a representation of different rooms. In this way, it was possible to act out scenarios of local mobility as well. After trying out different approaches in the first five games, they decided they felt confident enough to spend some days preparing a sixth game. Three users were the actual players and the two designers of the game played side roles. They were not contributing to the development of the product ideas but helping to keep the game moving. The places were prepared around the room on bookshelf and tables. Each place had a printed sign showing its name and a graphical symbol and was filled with as many contextual characteristics (artifacts) as possible (see the Figure 7). 8
  • 9. Figure 7: Role-­‐playing game, a particular of the game setting – Provided by ‘iacucci, Kuutti & Ranta (2000)’ 9 They used a box with incident cards to introduce some surprises and dynamism to the game. The following rules were also hung on the wall: 1. Use always the toy character 2. Act out the use of the device/service 3. Use the dice to decide about non predefined aspects 4. Everyone chooses a toy character and picks a "mobic" a mock-up representing a magic mobile device 5. Now and then a player is asked to pick an incident card The environment helped the players to be context aware. It helped them in considering which artifacts might be part of the environment. It also helped the players throughout the game to be aware of when they were changing the context. Moreover, the players were aware of the activities and contexts of the others. As the designers were playing side roles, they could help the rest of the player to overcome inhibition in the game by giving examples of how to use the toys. The game showed the importance of a fluent flow of the story and stimulating setting that allows the players to live their roles in an inspiring
  • 10. and innovative atmosphere. Finally, the game provided support for a shared understanding of the scenarios and made the player aware of the context and of other's contexts and activities. 10 3. Group Sketching Group sketching is used during the co-design sessions in order to share the insights inside the team: this tool offers a common ground for the discussion even when the participants have different cultural and social backgrounds. It is based on basic and simple drawings in order to encourage the participation of everybody (Greenberg, Roseman & Webmaster, 1992). The author Tang constructed a guideline, which can be followed to give a good quality outcome when facilitating a group sketching (Tang, 1991). Four of the guidelines are summarized below: 1. Enable all participants to share a common view of the work surface while providing simultaneous access and a sense of close proximity to it. 2. Provide ways of conveying and supporting gestural communication. Gestures should be clearly visible, and should maintain their relation with objects within the work surface and with voice communication. 3. Convey the process of creating artifacts to express ideas. 4. Allow seamless intermixing of work surface actions (listing, drawing, gesturing) and functions (storing information, expressing ideas, mediating interaction). People are encouraged to present their thoughts to the group, to build upon the ideas presented by fellow members, and to problem-solve. Participants typically use some large communal work surface —a group drawing area—to facilitate their interactions. Typical media now used include white boards, flip charts, and large sheets of paper for drawing and note taking.
  • 11. 3.1 CASE STUDY: DEMOCRACY, WHAT CONSULTANTS THINK OF MP’S – Design council The observation of the public confidence and trust in politicians and political institutions in UK shows that there is a strong level of alienation towards politicians, especially towards MPs (Service design tool, 2013). The Design Council developed this project in order to understand which practical things MPs could do in their constituency to rebuild democracy in Britain. After the observation, MPs have been engaged with their constituents to understand their needs and spot opportunities to make a difference. During one of these workshops a young group of constituents was asked to design the perfect MP, using sketches to share ideas and represent the final solution. 11 4. Issue cards The issue cards are a physical instrument used as a peg to induce and feed interactive dynamics inside a team (Service design tools, 2013). Each card could contain an insight, a picture, a drawing or a description; everything is able to suggest new interpretations of the problem and to induce the assumption of a different point of view. The result is the identification of new criticalities and opportunities in the context of reference. The heterogeneity and simplicity of the contents are required to guarantee the success of this tool. 4.1 CASE STUDY 1: SERVICE DESIGN FOR AIRPORT SECURITY – Jamin Hegeman, Kipum Lee, Kata Tennant (Carnagie Mellon University) This project dealt with the ideation of a service that will foster flow at the Transportation Security Administration (TSA) security screening stations at the airport. After identifying the design principles leading the project (communicate to passengers, feel in control and say goodbye), the team developed several concept ideas for each principle. The ideas were captured on cards in order to share them with the TSA and be something that TSA could share with each other in order to start having meaningful conversation about the experience. Each card contains a concept with a sketch and a description, while the colour identifies the relative design principle.
  • 12. Figure 8: Issue cards for the TSA – Provided by ‘Service design tools, 2013’ 4.2 CASE STUDY 2: SILK METHOD DECK – Engine Kent County Council (KCC) is a recognized leader in innovative practice in the public sector. With high expectations and reduced budgets, many local governments have to become more innovative to meet more complex challenges, expanded responsibilities and more discerning residents. KCC created a Social Innovation Lab for Kent (SILK), a space and community of practice brought together around shared challenges to tackle these problems, including developing more innovative services and building capacity across the organization to connect people’s everyday lives with policymaking and services (Engine website). Aim: Engine worked with the SILK team to develop a tailored project management framework and an accompanying toolkit to enable SILK to stimulate and support innovative practice amongst council staff. The approach was developed and tested through a selection of live pilot projects, from engaging fathers in the Kent community, to creating Kent Gateways, one-stop-shops for accessing council services. The cards are part of the SILK toolkit with the aim to stimulate and support innovative practices among the council staff (See figure 9). 12
  • 13. Figure 9: Silk cards made by Silk – Provided by ‘Service design tools, 2013’ 4.3 CASE STUDY 3: BOVISA CO-HOUSING PROJECT – DIS (Dipartimento di Innovazione Sociale (Politecnico di Milano) During the construction of the house, the future co-housers have in the past, been involved in several design exercises directed to test the definition of future living environment’s aspects. The issue cards were used for choosing the activities they wanted to include in the house, establishing their importance and finally defining their disposition inside the spaces. The cards were used to help with the visualization of the concepts and the discussion by transforming the ideas into physical objects that could be pointed out, taken and moved on the table. Each card was composed with a partially drawn and partially photographic image in order to give a precise cue but not a well-defined visual reference; each image was followed by a short text describing the activity with a simple language (see figure 10). 13
  • 14. Figure 10: Cards made for the Co-­‐Housing project – Provided by ‘Service design tools, 2013’ 14 5. Rough Prototyping The rough prototyping is a quick method to build prototypes using all the objects and materials available in that specific moment and location. These elements are used to simulate the service components in order to better explain an idea in front of the other members of the team. It is a tool supporting the visualization of ideas and a way to be sure that all the members of the team are talking about the same thing. It also contributes to make the process of design more interactive and concrete.
  • 15. The author Lindsay Gordon believes writes in her blog that prototyping is used because: 15 1. ‘Proof of Principle’/Exploration • Making a physical model can be a source of creativity to get the juices flowing before you have all the answers • Gives you an opportunity to test the ‘proof of principle’ of your most basic idea and find unexpected problems • Allows you to explore design alternatives, improve the design and allow your team to appreciate the experience of the end user 2. Communication of your idea • Internal: Words leave room for misinterpretation, simple 3-D models can communicate ideas to team members and convince them of your design concepts • External: A slightly more sophisticated model can be very useful in pitching/selling your idea to stakeholders. Shows a good understanding of the product/service and facilitates visualisation of your idea 3. User Involvement • Giving your user something tactile requires user involvement in the design process (easier to understand users and their experiences, behaviours, perceptions and needs with a physical object) • User feedback is delivered in real time while they’re experimenting with the prototype Gordon also goes on to give tips about creating a successful rough prototyping exercise: • When involving users don’t worry about creating a professional looking model but make it refined enough that it won’t distract them. You want them to take you seriously but if the prototype has too much detail users may focus on the wrong things (e.g. a button is too big) • Early models should invite improvement! Inspire your audience to assess the service through the eyes of a customer and imagine the concept evolving into something they would enjoy using
  • 16. 5.1 CASE STUDY 1: PHOTOCARING – Adam Little at CIID The project PhotoCaring was constructed by a student named Adam Little as a concept for the GUI course using the insights coming from the previous user research course. Aim: The aim was the creation of an application based on a graphical user interface for an eldercare context with multiple user groups (patients, doctors, nurses and visitors). Starting form the insights given by the research, Adam had the idea of a wall displaying contextual information, a wall reacting to the presence of persons in front of it, with an intuitive touch interface allowing users to interact with the contents and explore photos on the wall itself. Other functionalities were then added, such as the possibility to save or vote the favourite pictures, to learn about other persons through the photos themselves and to control the display according to specific circumstances (for the hospital staff). The process: Some paper prototypes of the interface were built in order to test the concept directly with users, conducting them through hypothetic paths and observing their behaviour and their level of involvement and self-confidence with the proposed system. These kinds of prototypes, which simulate the interface in terms of visual appearance and general dynamics with physical objects such as paper sheets, allow quick tests of the interaction flows and give information about the comprehension and accessibility of the system before starting its construction. 16
  • 17. Figure 11: Paper prototype screen for PhotoCaring – Provided by ‘Service design tools, 2013’ 5.2 CASE STUDY 2: DIRECT CARE – Carrie Chan, Carnagie Mellon University master thesis Direct care is a thesis project for enhancing the parent experience at Pittsburgh Children’s Hospital: starting from the observation of the emotional journey of children parents and of the current method of information delivery, the concept proposed has the aim to improve the method of family education inside the hospitals. To have families participate in the design of an ideal information system, Chan created a rough LCD screen, some fictitious mobile devices, various sized colored papers acting as widgets and labels denoting different types of information (See figures 12 & 13). The idea was to allow parents to configure their own information display (one to be used in their child’s hospital room and one to be used on a mobile device away from the hospital). 17
  • 18. Figure 12: Cartoon showing the walkthrough for a parent. Image provided by ‘thinkcarrie.com’. Figure 13: LCD screen developed by Chan. Image provided by ‘thinkcarrie.com’. Research began by talking to CHP staff. Focus was placed on parents staying at an intermediary care unit housing children that were not critical enough to stay in ICU but still needed constant monitoring. I also talked to various parents who had children staying at the unit. Speaking to staff and families gave the researcher a lot of information regarding the clinic. Common problems • Information is not given to you unless it is critical, or unless you ask • First visits to the hospital are overwhelming both emotionally, and with 18 the overload of information • Parents need to seek out a lot of information on their own • Parents never remember to ask the questions they want or need when the doctor is there • Parents can’t always remember verbal information • There are too many staff to interact with; “you don’t remember who you’ve asked what to”
  • 19. 19 Common positive aspects • Keeping journals was very helpful for parents who did this • Learning and knowing medical terms helps • Most of the nursing staff were friendly and helpful • Guidance and friendliness from social workers What parents thought would help • More connection with staff • Knowing about other parents’ experiences • A more consistent experience • Being made aware of all resources and information 5.3 CASE STUDY 3: SMART STREET OBJECT – students at Royal College of Art with tutors Wendy March and Bas Raijmakers The students were asked to develop scenarios and concepts in relation to the idea of Smart Streets, to merge doing research, developing ideas, prototyping and testing, to engage with people in the street as co-creators in the design research. They created this tool called “design your street” in order to make people able to visualize their ideas of Gloucester Road in the future through rough prototypes (See figure 14).
  • 20. Figure 14: design your street prototype. Image provided by ‘service design tools, 2013’ 6. Affinity diagram The affinity diagram is a creative process used for gathering and organizing large amounts of data, ideas and insights by evidencing their natural correlations (Service design tools 2013). It is a management and planning tool. Use of this tool is based on the understanding that time invested in planning will produce remarkable dividends as the generated ideas and plans are acted upon and implemented (Bonacorsi, 2008). It starts with a statement of the problem or the goal. During the first session each participant should think of ideas and write them on small pieces of paper (cards or stickers). Then those cards would become the physical instrument to work on their contents, find the correlations and identify the significant groups of sense. The result is a sort of verbal and visual representation describing the first exploration of design solutions. An affinity diagram is the result of a creative process focused on finding the major themes affecting a problem by generating a number of ideas, issues or opinions. The process identifies these ideas, groups naturally related items and identifies the one concept that ties each grouping together (Bonacorsi, 2008). 20
  • 21. To conduct the exercise, there are a number of steps that should be followed to ensure a successful outcome from participants: 21 1. The team should consist of five or six people who have knowledge about the situation to be considered. They should be relatively familiar with each other and accustomed to working together and should “speak the same language,” Include people with valuable input. If the team needs specific information beyond the scope of the members’ knowledge, the team should draw in resource people as temporary team members. 2. The more explanation or limitation in the issue statement, the more likely the thought process will be constrained. The statement should be neutral to avoid limiting or directing responding ideas. For example, “How are we going to fix our quality problems?” might produce a fuller and more valuable collection of responses if rephrased “What are the issues affecting product quality?” 3. Generate and record ideas. This step of the process uses the traditional guidelines for brainstorming: o No criticism or discussion of ideas o Generate many ideas in a short time o Everyone participates o Record the ideas exactly as spoken and not as interpreted by the recorder. 4. Display the completed idea cards. Randomly lay out the cards so that all the team members can see them. 5. Arrange the cards in natural groupings. This collects ideas that go with each other. In silence, all team members should simultaneously begin moving idea cards, collecting and arranging in columns the cards that each person believes belong together. Team members are allowed to disagree with a placement by making a new placement or returning to a previous one. Back and forth moves may occur for some time until the team settles on an arrangement that is acceptable to everyone. 6. Look for a card in each grouping that describes the central idea that ties the whole group together. If it does not, the team should decide on the central idea and create a concise, usually three to five words, header card for that grouping. While silence is important for sorting, discussion should be used for selecting or creating headers. 7. Draw the finished diagram. The team should continue to change the diagram until it reflects the actual situation. Figure 15: Bonacorsi’s proposed rules for an Affinity diagram. Image provided by ‘Improvement and innovation, 2008’
  • 22. 22 6.1 CASE STUDY: SERVICE DESIGN FOR AIRPORT SECURITY – Jamin Hegeman, Kipum Lee, Kata Tennant (Carnagie Mellon University) This project dealt with the idea of a service that will foster flow at the Transportation Security Administration (TSA) security screening stations at the airport. At first step, the team decided to observe what happens at the Pittsburgh International Airport; after the observation, the findings were switched into notes on post-it and diagrammed according to their affinities. This allowed the team to determine the three main design principles: communicate to passengers, feel in control and say goodbye. Figure 16: Post-it findings from the observation. Image provided by ‘Service design tools, 2013’
  • 23. 23 7. Motivation matrix This is a technique that visualizes the functional relationship between all the actors participating in a production system. Filling up the cells in the motivation matrix forces the designer and each actor to reflect upon the specific role of each participant. Aim: The aim of the motivation matrix is the understanding of the connections between the different actors of the system. This is a possibility thanks to the strong willingness that each one of them has while participating in the system: each actor expresses what he needs or expects from the service. The motivation matrix is an interesting means of investigation of the solution assuming the point of view of each stakeholder with his own interests. 7.1 CASE STUDY: E-MEAL MOTIVATION MATRIX – François Jégou, Ezio Manzini, Anna Meroni This sample is taken from the context of the HiCS (Highly Customized Solutions) EU Research, whose objective was to define methodological tools for supporting and guiding network of firms in the development of highly customized solutions. As this sample shows, the motivation matrix gathers the real partners involved in the solution and their expected benefits and makes the interactions between partners emerge in terms of synergies and potential conflicts that the designers have to investigate (Morelli & Tollestrup, 2007).
  • 24. Figure 17: Motivation matrix designed lists actors expectations when Co-­‐operating with each other. Provided by ‘Manzini, Collina et al. 2004’. 24 8. Mind mapping The mind map is a tool for the visual elicitation of our thoughts and their connections (Service design tools 2013). The visualization begins with a problem or an idea put in the centre of the representation. Then signs, lines, words and drawings are used in order to build a system of thoughts around the starting point. 8.1 CASE STUDY: D-SCHOOL MIND MAP – David Kelley, IDEO In 2004 David Kelley was establishing a new design school at Stanford with the goal of providing an inter-disciplinary program for the development of products, experiences, services and spaces with the design as the core skill. The mind map shows his idea of the educational experience for the “d-school”.
  • 25. Figure 18: The mind map by Kelley. Provided by ‘Service design tools 2013’. 25 9. Storytelling A story is a linear sequence of events. Designers are asked to choose an object, imagine and visualize what there could be before and after it. Objects, pictures, words, even a simple dot could become part of a temporal sequence and deliver unexpected meanings (Zamarato, 2008). Storytelling supports the exploration of the service idea. Through the use of simple words, the teller will illustrate the solution, as it is a story. Service design tools 2013). This allows the communication of the idea inside a group but also the preparation of the first sketches for the storyboard. The storytelling leave some blanks to be fill in by the suggestions of other stakeholders and users. Details are responsible for its success. Telling a story only through its details helps to create a sort of narrative jigsaw (Zamarato, 2008) where a single move changes everything and different mixes generate new narrations.
  • 26. 9.1 CASE STUDY 1: RENTATHING - David Chiu, David Hilhrost RentAThing is a Reputation Management Service, which enables negotiation for access by addressing risk (Service design tools, 2013). Aim: It provides additional information about the reputation of the parties involved and enables smoother transactions: instead of silos of reputation, with various services, companies, and individuals developing isolated reputations, it gives a centralized way of managing and developing a single reputation. The process: The designers realized a sequence of pictures in order to describe some possible scenarios and show how the service could work. They invented different characters –extremely improbable characters- and put them in the scene through the use of ‘Playmobil’ puppets. The use of this visual language, together with the choice of the strange characters and plots, create an ironic storytelling that supports the narration, stressing the most relevant aspects of their concept in a simple, effective way. 26 Figure 19: Interaction between two characters in a story. Provided by ‘Scoobyfoo, 2008’ using Flickr.
  • 27. 9.2 CASE STUDY 2: NARRATIVE DESIGN TOOLKIT – Marco Zamarato Marco Zammarato created the workshop Narrative Design - designing through stories (IUAV) after having observed that storytelling is frequently used as a communication tool through the design process but not really as a creative tool. To achieve a deeper comprehension of narrative and use it in a creative way, he developed a kit that helps designers build stories. Once the designers identify the characters and the basic elements of the plot, they developed the stories moving them into narrative structures. 27 Figure 20: A story design. Provided by ‘Narrative design, 2008’. 10. Character profiles The character profiles are a tool for the creation of a shared knowledge about the service users inside the team (Service design tools, 2013). In order to build these character profiles, it’s required the identification of some significant fictitious characters and then the collecting of an image and a textual description for each one of them. The character profiles offer a clear and visible picture of the different kinds of users that are the centre of the design activities.
  • 28. 28 10.1 CASE STUDY 1: DADDY COOL - Parekh, Wallen & Yang (Domus Academy Master Course) In the first phase of the workshop V-tail, the students were asked to explore some specific retail experiences. They spent some time inside the selected shops, observing the users and their attitudes in order to identify significant character profiles. Some empty profiles were given them as tool for supporting the analysis. The students could characterize the appearance of these profiles by adding hand-drawn details and chose their fictitious names in order to point out the most interesting feature of each character (See figure 21). Figure 21: The character profile. Provided by ‘Service design tool, 2013’. They finally had to specify what kind of physical objects these characters use to interact with inside the shops and what kind of objects they use to bring with themselves. All these aspects allowed getting a synthetic picture of each character profile and to immediately get some opportunities related to their behaviours, attitudes and peculiarities.
  • 29. References: Bonacorsi, S. (2008). What is… an Affinity Diagram?. Available: http://www.improvementandinnovation.com/features/article/what-affinity-diagram/. Last accessed 20th April 2014. Frick, E., Tardini, S., & Cantoni, L. (2013). LEGO® SERIOUS PLAY®. Greenberg, S., Roseman, M., Webster, D., & Bohnet, R. (1992, January). Issues and experiences designing and implementing two group drawing tools. In System Sciences, 1992. Proceedings of the Twenty-Fifth Hawaii International Conference on (Vol. 4, pp. 139-150). IEEE. Iacucci, Giulio, Kari Kuutti, and Mervi Ranta. "On the move with a magic thing: role playing in concept design of mobile services and devices." Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques. ACM, 2000. Kankainen, A., Vaajakallio, K., Kantola, V., & Mattelmäki, T. (2012). Storytelling Group–a co-design 29 method for service design. Behaviour & Information Technology, 31(3), 221-230. Morelli, N. & Tollestrup, C. (2007). New representation techniques for designing in a systematic perspective. Aalborg: Aalborg University, Institute of Architecture and design. p2 - p7. Scoobyfoo. (2006). RentAThing: Applied Dreams 2.2 Presentation. Available: https://www.flickr.com/photos/scoobyfoo/sets/72057594083488682/. Last accessed 19th May 2014. Service design tools Author. (2013). Communication methods supporting design processes. Available: http://www.servicedesigntools.org/. Last accessed 20th May 2014 Tang, John C., and Scott L. Minneman. (1991) "Apparatus allowing remote interactive use of a plurality of writing surfaces." U.S. Patent 5,025,314. Team. (2008). Designing with lego. Available: http://www.sketchin.ch/it/blog/design/progettare-con-i-lego%C2%AE.html. Last accessed 18th May 2014. Zamarato, M. (2008). NARRATIVE DESIGN. Available: http://www.interaction-venice. com/projects/iuav-thesis/2008n/narrative-design/. Last accessed 19th May 2014.