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CityVerve Design Principles and Process

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CityVerve Design Principles and Process, Briefing Document, 27 July 2016
A briefing document for participants in CityVerve detailing human centred design principles and process proposed in the project.

Authors: Drew Hemment, Simone Carrier, Matt Skinner

Published in: Design
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CityVerve Design Principles and Process

  1. 1. CityVerve 
 Design Principles and Process Briefing Document, 27 July 2016
  2. 2. What you get Human centred design methods and tools. Understanding of user needs. Insights on best practice and common barriers to user acceptance. Engagement with citizens and users, visibility and attention. What you give Time to attend human centred design workshops. Be ready to be challenged and adapt your solution to user feedback. Engage citizens as contributors and stakeholders. Be open and share learnings from the process. Human Centred Design Advice and Support Human centred design leads to products and services that are usable, 
 useful and likely to be used. CityVerve project teams will be introduced 
 to human centred and participatory design methods, and supported to 
 implement them during design, deployment and analysis.
  3. 3. FutureGov
 FutureGov the digital and design company for public services, are collaborating with FutureEverything on Human Centred Design support. Simone Carrier
 Head of Service Design Matt Skinner
 Head of Product Design Chris Evans
 Product Designer Drew Hemment
 Creative Director Daniel Santos
 Design Lead Vimla Appadoo
 Service Designer Feimatta Conteh
 Programme Manager Natalie Kane
 Curator and Editor Tom Rowlands
 Producer Callum Kirkwood
 Junior Producer Human Centred Design CityVerve Team FutureEverything, Manchester’s innovation lab for digital culture and smarter cities, is lead on human centred design and culture & public realm in CityVerve.
  4. 4. WE, CITIZENS OF ALL CITIES, TAKE THE FATE OF THE PLACES WE LIVE IN INTO OUR OWN HANDS. WE CARE ABOUT THE BUILDINGS AND THE PARKS, THE SHOPS, THE SCHOOLS, THE ROADS AND THE TREES. BUT ABOVE ALL, WE CARE ABOUT THE QUALITY OF THE LIFE WE LIVE IN OUR CITIES. WE KNOW THAT OUR LIVES ARE INTERCONNECTED, AND WHAT WE DO HERE WILL IMPACT THE OUTCOMES OVER THERE. WHILE WE CAN NEVER PREDICT THE EVENTUAL EFFECT OF OUR ACTIONS, WE TAKE FULL RESPONSIBILITY TO MAKE THIS WORLD A BETTER PLACE. Frank Kresin, A Manifesto for Smart Citizens, in Drew Hemment & Anthony Townsend (eds), Smart Citizens, FutureEverything Publications, 2013 Smart Citizens We engage citizens as stakeholders and contributors not just users.
  5. 5. 01. DON’T BELIEVE THE HYPE 02. DESIGN USEFUL THINGS 03. AIM FOR THE WIN-WIN-WIN 04. KEEP EVERYONE AND EVERY THING SECURE 05. BUILD AND PROMOTE A CULTURE OF PRIVACY 06. BE DELIBERATE ABOUT WHAT DATA WE COLLECT 07. MAKE THE PARTIES ASSOCIATED WITH AN IOT PRODUCT EXPLICIT 08. EMPOWER USERS TO BE THE MASTERS OF THEIR OWN DOMAIN 09. DESIGN THINGS FOR THEIR LIFETIME 10. IN THE END, WE ARE HUMAN BEINGS iotmanifesto.org @iotmanifesto IoT Design Principles We will draw on and contribute to work on best practice so we can address barriers to user acceptance.
  6. 6. CITIZENS MEANINGFULLY ENGAGED IN ‘OPEN PROTOTYPING’ The challenges Insight Definition ActionIdeas Embed DISCOVER DEFINE DEVELOP DEPLOY Speak to members of the public and professionals to understand what their needs are. Based on the gained insights, define the problem you want to focus on solving. Develop ideas and prototypes which respond to existing user needs in collaboration with service users. Implement a pilot version to learn from before thinking of scaling. MOBILISE Engage people, create relationships, build community. ITERATE Make changes and repeat the process, learning the whole time.
  7. 7. Open the design and deployment process up to many contributors to gather insight and build ownership. Open 
 prototyping Collaborate with citizens as stakeholders and contributors to define and measure success. Citizens as stakeholders Mobilise
  8. 8. Understand the problem we are trying to solve, draw on existing research, and find out any new information through workshops, interviews etc. 
 Discover
  9. 9. User our expertise and design thinking to come up with ideas or ways that we might solve the problem. 
 Design Design
  10. 10. Develop the idea into something tangible for service user and with them. Test hypothesis early with prototypes. 
 Prototype Prototype
  11. 11. Give the tangible thing to those who would be using it to see their reactions, discuss with them what they like or don’t like and incorporate changes based on their feedback. 
 Deploy Deploy
  12. 12. Make changes and repeat the process, learning the whole time. 
 Iterate Iterate

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