Service design is the practice of designing networks of people, places and technologies. However, not every aspect of a service can be designed since it relies a lot on people. See how it is possible to create possibilities for organization transformation through service design.
Slides used by Vincenzo Di Maria, Commonground, during the module "Design Thinking and Design driven approaches for Manufacture 4.0 and Social Innovation" of the course "Design Driven Strategies for manufacture 4.0 and social innovation". The course is promote by the University of Florence DIDA, LAMA Development and Cooperation Agency and CSM Centro Sperimentale del Mobile.
Designing services as systems is increasingly important. Those in healthcare and government don’t have much of a choice. However, envisioning services as systems is a hurdle. The trouble is from commonplace definitions of ‘service’ and ‘system’. But what if they are one and the same? An approach to communicating the designs of services in the form of strategic narratives, involves solving a puzzle to generate the story. The puzzle represents the duality of system and service. The “proof of work” reflects the difficulty in designing services as systems.
Slides used by Vincenzo Di Maria, Commonground, during the module "Design Thinking and Design driven approaches for Manufacture 4.0 and Social Innovation" of the course "Design Driven Strategies for manufacture 4.0 and social innovation". The course is promote by the University of Florence DIDA, LAMA Development and Cooperation Agency and CSM Centro Sperimentale del Mobile.
Designing services as systems is increasingly important. Those in healthcare and government don’t have much of a choice. However, envisioning services as systems is a hurdle. The trouble is from commonplace definitions of ‘service’ and ‘system’. But what if they are one and the same? An approach to communicating the designs of services in the form of strategic narratives, involves solving a puzzle to generate the story. The puzzle represents the duality of system and service. The “proof of work” reflects the difficulty in designing services as systems.
Presented at Impact: 2018 Canadian Service Design Conference, November 29 & 30, 2018 (Montreal, Quebec)
This workshop will guide participants through a mix of future-oriented design methods, as we go from understanding trends in the future of work, to prototyping spaces and interactions. In the process, we will explore new possibilities of collaborative workplaces, contextualized in future scenarios, as well as understand the expanding role of design as a force in creating strategic change.
This hands-on experience will focus on sustainability and symbolism of materials and interactions to understand the potential of service design when associated with the design of physical-digital-visual work environments.
Presentation I did at Hussian College of Art in Philly. Covers the use of story ideas in viewing product management and design as focusing on experiences, not products/features. Also has a bit at the end about my thoughts on mixing story and generative design (computational exploration) as the future of design.
Enterprise Search Research Article: A Case Study of How User Interface Sketch...Findwise
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"L'espressione latina dramatis personae, tradotta alla lettera, significa maschere del dramma e quindi è usata per indicare i personaggi."
"In user-centered design and marketing, personas are fictional characters created to represent the different user types that might use a site, brand, or product in a similar way.
Personas are useful in considering the goals, desires, and limitations of brand buyers and users in order to help to guide decisions about a service, product or interaction space such as features, interactions, and visual design of a website. Personas may also be used as part of a user-centered design process for designing software and are also considered a part of interaction design (IxD), having been used in industrial design and more recently for online marketing purposes.
A user persona is a representation of the goals and behavior of a hypothesized group of users. In most cases, personas are synthesized from data collected from interviews with users. They are captured in 1–2 page descriptions that include behavior patterns, goals, skills, attitudes, and environment, with a few fictional personal details to make the persona a realistic character. For each product, more than one persona is usually created, but one persona should always be the primary focus for the design."
(Wikipedia)
Use Cases of Enterprise Social Software in Consulting: A Practice PerspectiveDr. David Wagner
Presentation prepared for the 2020 GeNeMe Conference, held from Oct 7-9, 2020, in Dresden, Germany. The presentation was part of the Knowledge Communities Track. Please contact the lead author for a copy of the full paper or see conference proceedings (https://tu-dresden.de/mz/ergebnisse-transfer/veranstaltungen/geneme/tagungsbaende-der-geneme).
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Oppression is not just an isolated phenomenon that involves two persons: oppressor and oppressed. Oppression is a systemic contradiction that spreads through cascading effects. One oppression relation can affect another, generating the possibility for the same person to be both an oppressor and an oppressed in different relations. This presentation examines cascading oppression in and through design, drawing inspiration from Theater of the Oppressed practice.
This guest lecture was hosted by Deǧer Özkaramanlı in the ID5541 - Workshop / Design Competitions: Climate Action in Kenya, TUDelft.
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Presented at Impact: 2018 Canadian Service Design Conference, November 29 & 30, 2018 (Montreal, Quebec)
This workshop will guide participants through a mix of future-oriented design methods, as we go from understanding trends in the future of work, to prototyping spaces and interactions. In the process, we will explore new possibilities of collaborative workplaces, contextualized in future scenarios, as well as understand the expanding role of design as a force in creating strategic change.
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Presentation I did at Hussian College of Art in Philly. Covers the use of story ideas in viewing product management and design as focusing on experiences, not products/features. Also has a bit at the end about my thoughts on mixing story and generative design (computational exploration) as the future of design.
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Creating possibilities for service design innovation
1. Creating possibilities for
service design innovation
Frederick van Amstel
http://fredvanamstel.com
Architecture and Design School
Digital Design
PUCPR
2. What is service design?
•The practice of designing networks of people,
places and technologies
•Not every aspect of a service can be designed
since it relies a lot on people
•Service design includes people who use and
deliver the service in the design (co-design)
•Create new possibilities for other activites
3. This is how service design looks like: a lot of co-design
(ServiceDesignSprints.com)
4. Products work as barriers between company and market.
Services work as infrastructure.
5. Service design focuses on co-
creating value at the
boundaries – not at the core –
of organizations.
6. Value co-creation at the boundaries of an organization
(Amstel, 2015)
Producer
Exchanging value
Cocreator
Client
Co-creating value
Creating value
12. Creating new possibilities
•Identify what is considered to be possible and
impossible
•Search for new possibilities outside the space of
possibilities (beyond what is already considered)
•Confront the impossible with the possible
•Help people realize it is possible by themselves
13. “Thinking inside the box” inquiry: asking everyone about what they
considered to be possible and impossible to change in an activity
The possible
The impossible
17. Simulations, scenarios and dramas to explore possibilities:
Theater of the Oppressed for design thinking
18. Amstel, Frederick M.C. van and Garde, Julia. Games to explore the possibilities of
space and the space of possibilities in service design. Simulation & Gaming, 47 (5),
2016, p. 628-650.
19. Seeing an object as it is.
(certainty, righteously, closed)
X
Seeing an object as it could be.
(uncertainty, ambiguity, open)
20. Sketching is one the best ways to see objects as they could
be. It is very different from observational drawing.
21. Few people can sketch, hence you need other materials to
cocreate objects as they could be.
24. Object expansion changes everything in an activity, yet it faces
resistance from the old object which coexists with the new
people
instruments
community
rules division of
labor
new object
x
old object
result
25. Shared objects co-created by different activities are temporary,
but may lead to a new activity.
people
instruments
community
rules division
of labor
instruments
community
rules division
of labor
people
shared object
27. Service design innovation
•Services are activities, not technologies
•Service innovation means the whole activity
changes (object expansion)
•Service innovation is triggered by co-creation at
the boundaries (shared objects)
•Service innovation spread through other services
(network reconfiguration)
28. Exercise
•Visualize the entire activity of a new service
•Map the relationship to other activities
people
instruments
community
rules division of
labor
object result
29. Thank you!
Frederick van Amstel
http://fredvanamstel.com
Architecture and Design School
Digital Design
PUCPR