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The document summarizes a PhD student's research on developing a Debate Dashboard to reduce the barriers to adoption of online argument mapping tools. The Dashboard would provide three types of visual feedback on conversations to users: details on participants, how users interact, and the generated content. This feedback aims to decrease the cognitive effort required for users and make the benefits of argument mapping tools more apparent. An initial prototype of the Dashboard will be designed by integrating selected visualization tools and tested through expert interviews and a user survey.
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This articles presents a design method called co-creation toolkits that are conducted during a co-creation session in which a designer facilitate to participants a number of exercises that involve active making with an aim to better understand the context and the users of the design. The article answer the what, when, why and how questions related to this method. Presenting the most common types of co-creation toolkits, and their content. A case study from the healthcare design will help demonstrate the value of this method. Finally issues related to this method is discussed.
The document outlines the mission and services of a Digital Media Studio, which provides knowledgeable staff, digital tools, and a collaborative space for users of all backgrounds to explore digital media. It discusses the strategies used to market the studio to students, faculty, and staff, including kickoff events, an open house, and emphasizing an overall theme of "find it all here." Feedback from users and staff is identified as critical to sustaining the relevance and success of the studio.
The document provides guidance on running a competition to develop digital solutions to local challenges. It discusses:
1. Opening up the development process by applying techniques to stimulate ideas, showing emerging ideas to build momentum, and helping people help each other develop solutions.
2. Ensuring benefits are realized by issuing challenges relevant to priorities, involving the public to suggest ideas, and agreeing criteria to review ideas and select prototypes for development.
3. Supporting the development of prototypes by explaining what a prototype entails, defining specifications, explaining the event process, and showing how to use open data.
The document aims to help organizations run competitions that generate ideas and prototypes to inform service development through public engagement and collaboration with
The document outlines an assignment to develop and prototype a solution from a previous scenario. Students will select one solution, describe and storyboard it, list stakeholders and artifacts, and create a simulation prototype to test it in context. They will document the process and outcomes, and present their work summarizing the methods and tools used throughout the course.
The document summarizes a PhD student's research on developing a Debate Dashboard to reduce the barriers to adoption of online argument mapping tools. The Dashboard would provide three types of visual feedback on conversations to users: details on participants, how users interact, and the generated content. This feedback aims to decrease the cognitive effort required for users and make the benefits of argument mapping tools more apparent. An initial prototype of the Dashboard will be designed by integrating selected visualization tools and tested through expert interviews and a user survey.
El documento presenta una guía sobre adecuaciones curriculares para estudiantes con necesidades educativas especiales. Explica que las adecuaciones modifican los contenidos, indicadores de logro, actividades, metodología y evaluación para atender a las dificultades de los estudiantes, manteniendo las competencias establecidas. Describe dos tipos de adecuaciones - de acceso al currículo y de los elementos básicos del currículo. Además, ofrece orientaciones para realizar adecuaciones curriculares para distintas necesidades educ
Top UX designers meet to solve social challenges. They created Discovery Station, a tool to capture ethnographic data at conferences and share it virtually. It allows conference attendees to gather photos, audio, video and text on any device. The tool organizes this content so participants can find and discuss ideas. It also lets remote audiences engage by viewing and commenting on public content. The designers created personas, identified tasks, developed principles and designed conceptual wireframes for Discovery Station.
This articles presents a design method called co-creation toolkits that are conducted during a co-creation session in which a designer facilitate to participants a number of exercises that involve active making with an aim to better understand the context and the users of the design. The article answer the what, when, why and how questions related to this method. Presenting the most common types of co-creation toolkits, and their content. A case study from the healthcare design will help demonstrate the value of this method. Finally issues related to this method is discussed.
The document outlines the mission and services of a Digital Media Studio, which provides knowledgeable staff, digital tools, and a collaborative space for users of all backgrounds to explore digital media. It discusses the strategies used to market the studio to students, faculty, and staff, including kickoff events, an open house, and emphasizing an overall theme of "find it all here." Feedback from users and staff is identified as critical to sustaining the relevance and success of the studio.
The document provides guidance on running a competition to develop digital solutions to local challenges. It discusses:
1. Opening up the development process by applying techniques to stimulate ideas, showing emerging ideas to build momentum, and helping people help each other develop solutions.
2. Ensuring benefits are realized by issuing challenges relevant to priorities, involving the public to suggest ideas, and agreeing criteria to review ideas and select prototypes for development.
3. Supporting the development of prototypes by explaining what a prototype entails, defining specifications, explaining the event process, and showing how to use open data.
The document aims to help organizations run competitions that generate ideas and prototypes to inform service development through public engagement and collaboration with
The document outlines an assignment to develop and prototype a solution from a previous scenario. Students will select one solution, describe and storyboard it, list stakeholders and artifacts, and create a simulation prototype to test it in context. They will document the process and outcomes, and present their work summarizing the methods and tools used throughout the course.
This document outlines an assignment to develop and prototype a solution from a previous scenario. Students will select one solution, describe and storyboard it, list stakeholders and artifacts, and create an experience prototype. They will then discuss the solution with the community and document what went well and wrong. Students will present their process, methods, tools, and outcomes from each assignment phase in a 5 minute presentation.
Service Co-Design: Using Participatory Design methods to Empower Users
NEASIS&T Conference 2017
Service Design: The Holistic Experience
January 12th 2017
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The document introduces design methods categorized into three phases: Discover, Define, and Develop. The Discover phase focuses on research methods like observation, interviews, and brainstorming. The Define phase is used to analyze research findings and prioritize ideas through methods like focus groups and customer journey mapping. Finally, the Develop phase employs creative techniques such as scenarios, prototyping, and role playing to refine ideas into viable solutions.
The document introduces design methods categorized into three phases: Discover, Define, and Develop. The Discover phase focuses on research methods like observation, user diaries, and surveys. The Define phase is used to analyze findings and prioritize ideas through methods like assessment criteria and focus groups. Finally, the Develop phase develops solutions using profiles, scenarios, prototyping, and other techniques. Overall, the document outlines various qualitative and quantitative design research methods that can be applied at different stages of the design process.
The Design for Usability project aimed to improve the usability of electronic products through practice-oriented research, developing new user-centered design methods and tools. The project was a collaboration between three Dutch universities of technology and four industry partners, and sought to address challenges in product development like increasing complexity, shorter development cycles, and a rise in product returns not due to technical faults.
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This document proposes a Design Collaboratory to help members of the Sustainable Brands community better understand, leverage, and utilize design tools for sustainability through a three-phase approach. The phases include: 1) Sharing existing design tools between members, 2) Exploring how companies integrate design and sustainability, and 3) Developing best practices for scaling the use of design tools. The goal is to gather existing tools, identify opportunities to improve the adoption of design thinking, and create resources to accelerate the broader use of sustainable design.
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Presented at the Creative Meetup: http://www.meetup.com/Creative-Class/events/162137382/ on 9th April 2014.
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The document outlines an agenda for a co-production workshop hosted by Humanly, a design studio specializing in human-centered design for social impact. The agenda includes presentations on co-production, co-creation planning frameworks, and working in project groups to plan a co-creation activity. Breakout groups will develop co-creation plans using a template in Mural, then groups will share their plans. The workshop aims to provide tools and methods for co-creating with vulnerable groups.
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- The tool was developed with IBM in 2001 and refined over many engagements. It allows organizations to involve employees, stakeholders, and communities in time-limited, online discussions to inform decision-making.
- Recent clients who used Achordus include a UK government department assessing a strategic shift, an academic organization developing its 5-year strategy through multi-stakeholder input, and a political group preparing its election strategy based on member discussions.
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2il Ddigwyddiad Addysg & Chynhwysiant Dementiascarletdesign
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This document outlines an assignment to develop and prototype a solution from a previous scenario. Students will select one solution, describe and storyboard it, list stakeholders and artifacts, and create an experience prototype. They will then discuss the solution with the community and document what went well and wrong. Students will present their process, methods, tools, and outcomes from each assignment phase in a 5 minute presentation.
Service Co-Design: Using Participatory Design methods to Empower Users
NEASIS&T Conference 2017
Service Design: The Holistic Experience
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The document describes Human Centered Design (HCD) as an approach that creates and delivers solutions based on people's needs. It discusses key principles of HCD, including explicitly understanding users, involving users throughout the design process, taking an iterative approach, and including multidisciplinary perspectives. The document outlines the main phases of HCD - Hear, Create, and Deliver. It presents canvases developed to guide users through each HCD phase and democratize the design process. The overall summary is that HCD is a user-centered, iterative approach to design that focuses on understanding user needs and involving users to create innovative solutions.
The document introduces design methods categorized into three phases: Discover, Define, and Develop. The Discover phase focuses on research methods like observation, interviews, and brainstorming. The Define phase is used to analyze research findings and prioritize ideas through methods like focus groups and customer journey mapping. Finally, the Develop phase employs creative techniques such as scenarios, prototyping, and role playing to refine ideas into viable solutions.
The document introduces design methods categorized into three phases: Discover, Define, and Develop. The Discover phase focuses on research methods like observation, user diaries, and surveys. The Define phase is used to analyze findings and prioritize ideas through methods like assessment criteria and focus groups. Finally, the Develop phase develops solutions using profiles, scenarios, prototyping, and other techniques. Overall, the document outlines various qualitative and quantitative design research methods that can be applied at different stages of the design process.
The Design for Usability project aimed to improve the usability of electronic products through practice-oriented research, developing new user-centered design methods and tools. The project was a collaboration between three Dutch universities of technology and four industry partners, and sought to address challenges in product development like increasing complexity, shorter development cycles, and a rise in product returns not due to technical faults.
Design Thinking for Managers - Presentationranganayaki10
Design thinking is a human-centered approach to problem solving that involves understanding user needs through methods like empathy and observation. It defines problems from the user's perspective then generates creative solutions. Key aspects include empathizing with users through interviews and observation to define problems, ideating multiple solutions, and prototyping and testing ideas with users in an iterative process. This document outlines the design thinking process and common methods used at each stage to develop solutions that meet user needs.
For IKEA, the yearly Catalogue is the main communication channel with existing and potential customers globally. This case study shows how the 2013 edition of the Catalogue and possible covers for the 2014 edition were evaluated qualitatively around the world, through Market Research Online Communities (or Consumer Consulting Boards) in five different countries.
Inspirational Customer Dialogues - IKEA Catalogue [PAPER]Tom De Ruyck
The document discusses using online communities as a research tool to evaluate IKEA's yearly catalog. A qualitative study was conducted through online communities in 5 countries to understand reactions to IKEA's 2013 catalog and possible covers for the 2014 edition. The communities allowed researchers to triangulate data from different customer types, research methods, environments, and perspectives. This provided a more comprehensive understanding compared to traditional focus groups. Key benefits of the online communities included obtaining insights from more diverse participants over a longer period, combining various research techniques, and involving participants in additional testing and evaluation stages. The communities served as a flexible, cost-effective "fusion research tool" to holistically evaluate IKEA's iconic catalog.
Collaboratory - Designing for Sustainability - Initiative ProposalSustainable Brands
This document proposes a Design Collaboratory to help members of the Sustainable Brands community better understand, leverage, and utilize design tools for sustainability through a three-phase approach. The phases include: 1) Sharing existing design tools between members, 2) Exploring how companies integrate design and sustainability, and 3) Developing best practices for scaling the use of design tools. The goal is to gather existing tools, identify opportunities to improve the adoption of design thinking, and create resources to accelerate the broader use of sustainable design.
UX Designer's Toolkit - to design a better worldRachel Liu
Presented at the Creative Meetup: http://www.meetup.com/Creative-Class/events/162137382/ on 9th April 2014.
A UX Designer's Toolkit to design a better world with case studies of good and bad websites/apps as well as interactive exercises to understand the Lean UX process
Social and economic change made access to knowledge central to how we work. Collaborative working is constantly pushing boundaries.
Tipping point in citizen behaviour, people can now create content, re-use information, co-produce services – otherwise known as web2.0.
Gamify Your Team Design Thinking : Experimental Study on a Co-Evolution Theor...Junie Kwon
The document discusses an experimental study on applying gamification techniques to team design thinking processes. It describes using a game called "Manito" where participants secretly observed and designed for each other, sharing insights on social media. Workshops guided participants through design thinking stages of exploring problems and creating prototypes. A survey evaluated outputs on storytelling, sketches, ideas, and attractiveness. Statistical analysis found measures like pins, likes, followers and followings correlated to iterative participation, supporting gamification and social media as effective tools for collaborative design processes.
Discovering Unmet Needs and New Solutions with Participatory DesignJennifer Briselli
The document discusses participatory design, which involves stakeholders in the design process to better understand and meet their needs. It defines participatory design and outlines the key stages: discover needs, synthesize insights, generate solutions, and focus testing and evaluation. Participatory design fits within the discover stage to uncover latent needs. Generative methods like creating mockups can provide insights beyond what stakeholders say they want. The document provides examples of different participatory design activities for each stage, such as collaging in discover and prototyping in generate. It also offers guidance on planning, facilitating, capturing insights from, and analyzing participatory design sessions.
The document outlines an agenda for a co-production workshop hosted by Humanly, a design studio specializing in human-centered design for social impact. The agenda includes presentations on co-production, co-creation planning frameworks, and working in project groups to plan a co-creation activity. Breakout groups will develop co-creation plans using a template in Mural, then groups will share their plans. The workshop aims to provide tools and methods for co-creating with vulnerable groups.
- Achordus is an online engagement tool that facilitates structured conversations to address organizational issues. It guides distributed communities through discussion and helps translate contributions into actions.
- The tool was developed with IBM in 2001 and refined over many engagements. It allows organizations to involve employees, stakeholders, and communities in time-limited, online discussions to inform decision-making.
- Recent clients who used Achordus include a UK government department assessing a strategic shift, an academic organization developing its 5-year strategy through multi-stakeholder input, and a political group preparing its election strategy based on member discussions.
HXD 2019: Discovering Unmet Needs and New Solutions with Participatory DesignJennifer Briselli
Participatory design is an approach that involves stakeholders in the design process to better understand their needs. It fits within the discover phase of the design process, using activities like collages and creating "magic objects" to generate ideas. These methods provide insights that help uncover latent needs. Effective facilitation is key, by planning engaging activities and carefully documenting the outputs to analyze for themes and opportunity areas. The goal is to co-design with users to develop solutions that better meet their needs.
Articulating a vision for a media commons at the University of Marylandhorbal125
The document summarizes the work of a task force charged with developing a framework to create a "Media Commons" at the University of Maryland Libraries. The task force conducted an environmental scan including a literature review, interviews with other universities, and surveys and focus groups. They recommended creating a prototype multimedia production lab initially. A final report outlined services, staffing needs, partnerships, communications strategies, and a phased implementation plan to establish the Media Commons with flexible physical and virtual spaces to support multimedia creation and integration into teaching and learning.
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1. Include 2011
Creating a process to design a
logo: consultation methods to
discover a collective language and
new ways to communicate choices.
BY FRAN O’HARA
Scarlet Design International Ltd, UK
Abstract
The paper will present a process created to enable service-users to communicate
their choices on the new corporate identity of an organisation which supports people
with learning disabilities, physical disabilities, autism and mental health issues. Two
consultation workshops and a one-to-one session were undertaken to ensure the
logo was created by the service-users rather than the service-providers. A series of
activities using non-technology based materials was offered to all participants,
including the support team, to discover specific information. The process was
designed to encourage rapid prototyping, and dissolve existing power hierarchies
and role assumptions. The designer provided a framework, materials for expression
and drawing skills. This novel combination of service-provider and graphic
design/teaching expertise produced outcomes which enhanced the participant’s
quality of life. The paper will discuss the ways in which these outcomes embodied
collective thinking, the range of consultation methods the sessions and the
communication practices discovered. Each participant found a communication
method to express their choices and contributed to a mutual visual language which
defined the corporate identity and influenced future consultation sessions. The paper
will conclude by addressing the individual ways participants communicated, and
additional learnings from the process which have informed the organisation’s future
practice.
Keywords
Design, process, innovation, co-design, co-production, participatory design,
person-centred approach, visual language, graphic facilitation, learning disabilities.
Outline
Drive provides services which enable people with learning disabilities, physical
disabilities, autism and mental health issues to live full and valued lives. They
instigated a redesign of their corporate identity to create a logo which was more
accessible to their service-users, their staff, and their stakeholders and funders.
As part of their person-centred approach Drive commissioned a graphic designer/
facilitator to create a new consultation process, co-producing the design and
delivery of the sessions.
The project’s primary aim was to create a logo mark and visual language which their
service-users could associate with Drive, liked, and responded to positively. Drive
2. wanted to created a situation in which the service-users were listened to at all stages
of the process, and were able to actively contribute to creating the design of the logo.
Drive identified this project as an opportunity for them to be part of a valued
experience; one in which the service-users would be viewed as individuals who are
able to make choices and able to contribute ‘gifts, talents, passions, interests, ideas
and opinions to others in the community.’ [1] In addition to the logo creation this
project was used by Drive to identifying new communication methods, and to design
and trial a set of tools to support their service-users to express choices and make
changes in their lives. This would enable Drive to improve the ways they ask for
feedback and to deliver their services more effectively.
Introduction
The project was based on the notion that each participant should be able to
communicate in a way that enabled them to feel included, comfortable, and able to
contribute at a level that suited them. This participative approach ensured that the
service-users were at the centre of the process, informing the Drive team of their
views in a creative and safe environment. New consultation methods were devised
which were accessible within a workshop format. To dissolve the power hierarchy
and existing role assumptions, the facilitator was not provided with information about
the participants, removing any possibility of prejudice, diagnosis and labelling. [1]
Designing a staged consultation process
Three consultation sessions were undertaken, each using the same set of activities.
The first workshop was held with five people who were more able. The process was
then reviewed and the outcomes used to inform the plans for the second workshop
plan, which was held with six less able people, and also a one-to-one session with an
individual in their home. A staged consultation process during the workshops
gathered the information; participants were able to choose to undertake a series of
sequenced actions, at their own pace. The Drive team also completed the activities
to provide models, and in some cases were assisted by the service-users.
(1) Invitation to the consultation workshops: Fourteen people were asked if they
would like to be part of the project to help Drive. This invitation was offered in ‘Easy
Read’ letter form and also verbally by a Drive team member at a face-to-face
meeting.
(2) Session planning: Drive’s existing
consultation methods and the room
space were reviewed. This resulted
in the development of the notion of a
five hour ‘creative space’ session to
provide the service-users with the
opportunity of participating in all the
activities. Different options for each
activity were created, with specific
attention paid to removing any
potential barriers by creating a room
layout which retained each
participant’s personal space. Figure 1: Workshop room layout plan
Art Materials
Table
Snacks
and
Lunch
Table
Flip Chart for
‘Special Things’
and A1 Board
Presentations
Drive question
boards area
Chairs with magazine and book reference materials for people to look at
Door
Toilet
Person 3Person 2Person 1
Person 4 Person 5 Person 6
3. (3) Recording information for the workshops: Each participant was given a digital
camera two - three weeks prior to the workshop and asked to photograph their five
‘favourite things’, and to choose a special object to bring to the session. Everyone
recorded their images, at their own pace; Drive collated and printed the images.
(4) The workshop session: A range of materials was placed on each table, including
felt pens and pencils in several sizes, metallic pens and crayons, colourful shaped
stickers, bright coloured card with safety scissors and fun shaped post-its. To
establish an environment of creativity the workshop started with the production of
large A1 size individual image boards of the participant’s world. Each board had one
black and one white side with a masking tape centreline. Everyone then attached
their ‘favourite things’ images, added captions and decorated the board, most people
filled the top section above the tape but some used the whole space.
Figure 2: Service-user ‘Communicating Choices’ boards and Drive question boards.
Participants were then asked to cover the
remaining board space with random images
sourced from the magazines and books area, in
addition to asking for hand-rendered illustrations
produced by the facilitator. Those that wished
could also participate in creating the Drive
question boards, and present the boards and
objects to the group at the end of the session.
Video and digital cameras operated by the
service-users and Drive team were used
throughout the workshops to record the
learnings and outcomes.
Figure 3: Participant presenting their board
4. (5) Creating a visual
language: The service-
users were enjoying
the session and had
already undertaken
several activities using
the materials, with a
collective visual
language becoming
evident. All participants,
apart from one, chose
to contribute to the logo
activity. Lexia (a font
created for the British
Dyslexia Society) was
chosen for the Drive
word template, due
to its high level of
accessibility. Figure 4: Decorating the logo choices
Sheets with eight different A4 sized logo designs in
black and white keyline format were placed on a
wall area, to ensure that those participants with
low confidence made individual choices and did
not simply mirror others. Everyone chose the
version they preferred and decorated the logo,
with several participants completing multiple
designs. Non-digital methods were used to
encourage free expression and rapid prototyping. Figure 5: Eight logo designs
Figure 6: Selection of the final logo designs created by Drive’s service-users
drive
drive
DRIVEDrive
Drive
DriveDrivedrive
5. (6) Choosing a logo: The three final logo designs were created using elements from
the service-user’s logo images. An anonymous ballot was held at the Drive AGM to
vote for the final logo, with Drive staff and AGM attendees using red tokens and the
service-users using yellow tokens. The winning design proved to be universally
popular, receiving a similar number of yellow and red votes.
Figure 7: Ballot boxes with logos Figure 8: Final Drive logo
Building on what was learnt - what next?
Drive have launched their new identity and continue to trial and refine the processes,
particularly sourcing more ways to ask open questions. They have also undertaken a
review of how their service-users, individually, prefer to give and receive information.
The project’s outcomes has informed their practice in several areas, Drive has
sourced toolkits to further aid communication for service users, and has added it
to their Inclusive Communication workshops for all staff. Learning Disability Wales
published an article in their magazine ‘Llais’ to highlight the project as example of
an innovative consultation process and best practice.
Conclusion
The level and quality of the service-users’ contributions challenges existing social
discrimination and changes the perception of skills. The workshops provided a
enjoyable experience for all participants, resulting in positive quality of life outcomes
which included more, and a wider range of, participation and increased self esteem.
The co-production partnership of the DRIVE team’s specialist knowledge, combined
with the designer/ facilitator/teacher visual-led approach, Disney experience and
accessibility specialism resulted in hybrid methods being created ‘on the spot’ as
direct responses to participant’s needs. Whilst these methods might not suit all
service-users, the process was successful with participants with differing capabilities
and is a model for an approach to discovering new methods - something to build on
in the future. These sessions focussed primarily on visual-led methods with some
aural and written elements. Sessions incorporating tactile, sound-based and other
sensory processes could be conducted to create additional inclusive consultation
formats and expand the knowledge further. This project provides a model for cross-
sector collaboration, illustrating that transferring knowledge from business and
education sectors to the independent sector has real value, can bring new
perspectives and create innovative people-centred processes.
References
[1] Hunter, S, Richie, P (2007). Co-production and personalisation in social care:
changing relationships in the provision of social care. London: Jessica Kingsley
Publishers