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#DesignGames - The Shaping Game: a method to help teams scope work and fix the vision.


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Tried and tested methods, to shape and scope design solutions through gaming in small multidisciplinary teams.

© John Knight, 2012

Published in: Design, Technology, Business

#DesignGames - The Shaping Game: a method to help teams scope work and fix the vision.

  1. 1. #DesignGames THE SHAPING GAME John Knight – Doctoral Student Aalto University of Arts, Design and Architecture 2012 ©John Knight, 2012
  2. 2. THE SHAPING GAME The sequence of the cards is intentional– but use them in any order that works and let me know if they help or if any changes are needed at 1.  What is the problem/opportunity? 2.  Are the risks known/mitigated? 3.  What is possible/impossible? 4.  What is fixed/changeable? 5.  What is the design brief? 6.  Is the future impact predictable? 7.  What are the elements of design? 8.  How is value created/consumed 9.  What happens after design? 10.  What solutions are there? 11.  Is the proposed design successful? 12.  What is the design rationale? ©John Knight, 2012
  3. 3. INSTRUCTIONS OF PLAY 1.  Get your players, ideally 3/6 people with a good mix of skills 2.  Get your design brief 3.  Get your supporting research/documentation 4.  Get your play space – lots of whiteboard space and stationery 5.  Set your playtime – 1-3 hours ideally 6.  Start with the design brief and individually come up with ideas, if you don’t have any already 7.  The take a card at a time and build on, synthesize and evaluate the ideas as group, try pairing up and change roles to keep things moving 8.  Timebox the amount of time on each card – keep the dialogue going 9.  Go through all of the cards documenting new ideas and questions 10.  Review the outputs and agree on a single approach ©John Knight, 2012
  4. 4. THE BRIEF CARD What is the problem/opportunity? Consider the following requirements: Why is it needed? What’s the problem/opportunity to be addressed? What must it do? What else could/should it do/not do? Should it be done at all/what’s the alternative? Do we have enough information to start? ©John Knight, 2012
  5. 5. THE RISK CARD Are the risks known/mitigated? Consider the following risks: Lack of business case/rationale/need Lack of audience/domain knowledge Lack of insight on competition/best practice Limited scope for improvement/design/change Limited number of alternatives available Over ambitious/cautious solutions/values Unclear scope/deliverable/requirement Are there other risks? ©John Knight, 2012
  6. 6. THE POSSIBILITIES CARD What is possible/impossible? Consider the following possibilities: Client/audience needs/budget Project scope/resources/timescales Functional/technical/material capabilities Design roadmap/evolution/release plans Evolution/disruption/fixes/optimising potential What is in scope/out of scope? What are the hidden/obvious/ solutions? Is there something radically different we should do? ©John Knight, 2012
  7. 7. THE BOUNDARIES CARD What is fixed/changeable? Consider the following boundaries: Relevant social/personal practices/needs Product/service/artifact/ service provision Business model/value-chain/maintenance Product/service/artifact family/archetype Audience/actor/user needs/roles/profiles Context/scenarios of use/misuse/engagement The scope of the project/design Are there too many constraints or too few? ©John Knight, 2012
  8. 8. THE REQUIREMENTS CARD What is the design brief? Are the following requirements defined: Who - audience/user/profiles What - use cases/scenarios of use/inputs + outputs branding/design guidelines Where - context of use Why - business/personal/social drivers Can we define them with what we know? ©John Knight, 2012
  9. 9. THE IMPACT CARD Is the future impact predictable? Consider the following: What are the business/human risks/benefits? Who + what will be affected/involved? & how? What support/resource is needed before, during and after use What are the best/worst potential outcomes? How do the positive and negative impacts compare? ©John Knight, 2012
  10. 10. THE ELEMENTS CARD What are the elements of design? Consider the following: Episodes – what are the key scenarios? Artifacts – what tangibles are involved? Places – where does it happen? Agents – who are the main users/agents? Do these change before and after? ©John Knight, 2012
  11. 11. THE VALUE CARD How is value created/consumed? Consider the following value domains: Personal – worth to the person Social/cultural value Economic – financial worth Ethical – force for good/bad Is there different set of values to consider? ©John Knight, 2012
  12. 12. THE LIFECYCLE CARD What happens after design? Consider lifecycle events including: Awareness Expectations Adoption First use Bonding Familiarity Habitual use Improvisation Attachment Detachment ©John Knight, 2012
  13. 13. THE SOLUTIONS CARD What are the candidate solutions? Consider solutions in terms of the: Best Acceptable Easiest Innovative Safe Worst ©John Knight, 2012
  14. 14. THE SUCCESS CARD Is the proposed design successful? Consider the following quality criteria: Accessibility Usability Delight/pleasure/fun Peak+ebb/in the moment experience Fit with everyday life/practice Personal/social reward/benefit Sustainability Are there other relevant qualities? ©John Knight, 2012
  15. 15. THE CHECKLIST CARD What is the design rationale? Consider the following checkpoints: 1.  At least three alternative solutions considered ideally from a long-list 2.  Design is evidence based and assumptions/risks known 3.  Everything extraneous has been removed 4.  Solutions meet requirements and can be measured 5.  Solution is feasible and well communicated 6.  A case is made for the solution 7.  It’s a strong vision that everyone will buy into ©John Knight, 2012
  16. 16. @worldofknight KIITOS! ©John Knight, 2012