Apps for whom?

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Design Thinking for Code for Europe fellows.

Shortened version of my presentation delivered on January 22nd in Barcelona during kick-off of the Commons for Europe Fellowship Programme.

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Apps for whom?

  1. 1. APPS FOR WHOM?Frank Kresin / Research Director@kresin / frank@waag.org institute for art, science & technology
  2. 2. WAAG SOCIETYCollaborations between- Users- Designers- Programmers- Artists & ScientistsPublish or Perish => Demo or Die
  3. 3. APPS FOR…
  4. 4. www.waag.org
  5. 5. DEVELOPING TECHNOLOGY FOR • Self expression and communication • Linking people, groups, communities • Sharing thoughts, blueprints, … • Reflecting &understanding And discovering it’s underlying meaning.
  6. 6. PRINCIPLES • The best producer is the user • He/shecanlearn to buildanything • Shareblueprints&knowledge • Making is crucial to understand the world we live in
  7. 7. EXTENSIVE PARTNERSHIPS COPENHAGEN LIVING LAB
  8. 8. Waag Society’s Labs Creative Learning Lab Open Design Lab Urban Reality Lab Future Internet Lab Wet Lab Creative Care Lab
  9. 9. Creative Research
  10. 10. http://issuu.com/waag/docs/creativeresearch
  11. 11. WHAT WORLD DO YOU WORK IN?
  12. 12. “Onceyou start drawingormakingthings,you open up newpossibilities of discovery.Doodling, drawing, modeling.Sketch makethings, and yourelikely toencourageaccidentaldiscoveries. At the mostfundamental level, whatweretalkingaboutis play, aboutexploring borders.”
  13. 13. DESIGN THINKING• Design Thinking is a practice & process to solve problems and develop and improve situations, products or services by using applied, practical creativity.• The intention of Design Thinking is improve the quality of life – on a big and a small scale.
  14. 14. DESIGN THINKING
  15. 15. DESIGN “STANCE”1. Empathy2. Integral Thinking3. Optimism4. Experiments5. Collaboration
  16. 16. USERS AS DESIGNERS
  17. 17. ASK MAKE TRY
  18. 18. RESEARCH: ASK
  19. 19. RESEARCH: PLETHORA OF METHODShttp://www.ideo.com/work/method-cards/
  20. 20. THINKING THROUGH MAKING
  21. 21. THINKING THROUGH MAKING
  22. 22. MULTI-DISCIPLINARY TEAMS
  23. 23. INTERPRETING
  24. 24. VISUALIZE
  25. 25. CONCEPT DEVELOPMENT
  26. 26. MAKE
  27. 27. PAPER PROTOTYPING
  28. 28. PROTOTYPING
  29. 29. TESTING AND EVALUATING
  30. 30. FAIRPHONE – FIRST SUSTAINABLE TELEPHONE
  31. 31. …COMMERCIALISING
  32. 32. AN EXAMPLE
  33. 33. EXAMPLE: LOCATION BASED MOBILE GAMING
  34. 34. EXPERIMENT 2002 Amsterdam Realtime Worlds #1 locationbased realtime user-generated map Waag Society (Tom Demeyer, Aske Hopman) i.s.m. Stadsarchief, Esther Polak, Jeroen Kee
  35. 35. CO-CREATIONIn education International During events2005 Frequentie 1550 2009 The IslandWorld’s #1 Mobile Learning Game Trade game New York- AmsterdamWaag Society (Aske Hopman) and Waag Society (Ronald Lenz) and the JohnKPN, Montessorischool Adams Institute
  36. 36. SCALINGMuseums cooperate in a mobile tours application2011 - MuseumAppWorld’s 1st Mobile Museum toursservice
  37. 37. WAAG SOCIETY’S ROLES • Linking arts, science & society • Human centered concept development • Facilitating innovation processes • Programme& project development • Visualizations, demonstrators & prototypes • Business Model Canvas • Incubating products • Organizing events
  38. 38. DESIGN THINKING RESOURCES • Users as Designers booklet http://issuu.com/waag/docs/creativeresearch • IDEO METHOD CARDS APP http://www.ideo.com/work/ideo-method-card-app/ • SERVICE DESIGN TOOLKIT http://www.servicedesigntoolkit.org/ • HUMAN CENTERED DESIGN TOOLKIT http://www.ideo.com/work/human-centered-design-toolkit/
  39. 39. CODE FOR / COMMONS FOR EUROPEhttp://codeforeurope.net/
  40. 40. Frank Kresin@waag @kresinwww.waag.org

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